WorldWideScience

Sample records for enhanced reality visualization

  1. Visual Enhancement for Sports Entertainment by Vision-Based Augmented Reality

    Directory of Open Access Journals (Sweden)

    Hideo Saito

    2008-09-01

    Full Text Available This paper presents visually enhanced sports entertainment applications: AR Baseball Presentation System and Interactive AR Bowling System. We utilize vision-based augmented reality for getting immersive feeling. First application is an observation system of a virtual baseball game on the tabletop. 3D virtual players are playing a game on a real baseball field model, so that users can observe the game from favorite view points through a handheld monitor with a web camera. Second application is a bowling system which allows users to roll a real ball down a real bowling lane model on the tabletop and knock down virtual pins. The users watch the virtual pins through the monitor. The lane and the ball are also tracked by vision-based tracking. In those applications, we utilize multiple 2D markers distributed at arbitrary positions and directions. Even though the geometrical relationship among the markers is unknown, we can track the camera in very wide area.

  2. Comprehensible visualization for augmented reality.

    Science.gov (United States)

    Kalkofen, Denis; Mendez, Erick; Schmalstieg, Dieter

    2009-01-01

    This article presents interactive visualizations to support the comprehension of spatial relationships between virtual and real world objects for Augmented Reality (AR) applications. To enhance the clarity of such relationships we discuss visualization techniques and their suitability for AR. We apply them on different AR applications with different goals, e.g. in X-Ray vision or in applications which draw a user's attention to an object of interest. We demonstrate how Focus and Context (F+C) visualizations are used to affect the user's perception of hidden or nearby objects by presenting contextual information in the area of augmentation. We discuss the organization and the possible sources of data for visualizations in Augmented Reality and present cascaded and multi level F+C visualizations to address complex, cluttered scenes that are inevitable in real environments. This article also shows filters and tools to interactively control the amount of augmentation. It compares the impact of real world context preserving to a pure virtual and uniform enhancement of these structures for augmentations of real world imagery. Finally this paper discusses the stylization of sparse object representations for AR to improve X-Ray vision.

  3. Visualizing Compound Rotations with Virtual Reality

    Science.gov (United States)

    Flanders, Megan; Kavanagh, Richard C.

    2013-01-01

    Mental rotations are among the most difficult of all spatial tasks to perform, and even those with high levels of spatial ability can struggle to visualize the result of compound rotations. This pilot study investigates the use of the virtual reality-based Rotation Tool, created using the Virtual Reality Modeling Language (VRML) together with…

  4. Students and Teachers as Developers of Visual Learning Designs with Augmented Reality for Visual Arts Education

    DEFF Research Database (Denmark)

    Buhl, Mie

    2017-01-01

    Abstract This paper reports on a project in which communication and digital media students collaborated with visual arts teacher students and their teacher trainer to develop visual digital designs for learning that involved Augmented Reality (AR) technology. The project exemplified a design-base...... on education in order to enhance the meta-perspective of traditional teacher and student roles....

  5. Subsurface data visualization in Virtual Reality

    Science.gov (United States)

    Krijnen, Robbert; Smelik, Ruben; Appleton, Rick; van Maanen, Peter-Paul

    2017-04-01

    Due to their increasing complexity and size, visualization of geological data is becoming more and more important. It enables detailed examining and reviewing of large volumes of geological data and it is often used as a communication tool for reporting and education to demonstrate the importance of the geology to policy makers. In the Netherlands two types of nation-wide geological models are available: 1) Layer-based models in which the subsurface is represented by a series of tops and bases of geological or hydrogeological units, and 2) Voxel models in which the subsurface is subdivided in a regular grid of voxels that can contain different properties per voxel. The Geological Survey of the Netherlands (GSN) provides an interactive web portal that delivers maps and vertical cross-sections of such layer-based and voxel models. From this portal you can download a 3D subsurface viewer that can visualize the voxel model data of an area of 20 × 25 km with 100 × 100 × 5 meter voxel resolution on a desktop computer. Virtual Reality (VR) technology enables us to enhance the visualization of this volumetric data in a more natural way as compared to a standard desktop, keyboard mouse setup. The use of VR for data visualization is not new but recent developments has made expensive hardware and complex setups unnecessary. The availability of consumer of-the-shelf VR hardware enabled us to create an new intuitive and low visualization tool. A VR viewer has been implemented using the HTC Vive head set and allows visualization and analysis of the GSN voxel model data with geological or hydrogeological units. The user can navigate freely around the voxel data (20 × 25 km) which is presented in a virtual room at a scale of 2 × 2 or 3 × 3 meters. To enable analysis, e.g. hydraulic conductivity, the user can select filters to remove specific hydrogeological units. The user can also use slicing to cut-off specific sections of the voxel data to get a closer look. This slicing

  6. Integrated Data Visualization and Virtual Reality Tool

    Science.gov (United States)

    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.

  7. Visualizing Cumulus Clouds in Virtual Reality

    NARCIS (Netherlands)

    Griffith, E.J.

    2010-01-01

    This thesis focuses on interactively visualizing, and ultimately simulating, cumulus clouds both in virtual reality (VR) and with a standard desktop computer. The cumulus clouds in question are found in data sets generated by Large-Eddy Simulations (LES), which are used to simulate a small section

  8. Augmented reality for breast tumors visualization.

    Science.gov (United States)

    Ghaderi, Mohammad Ali; Heydarzadeh, Mehrdad; Nourani, Mehrdad; Gupta, Gopal; Tamil, Lakshman

    2016-08-01

    3D visualization of breast tumors are shown to be effective by previous studies. In this paper, we introduce a new augmented reality application that can help doctors and surgeons to have a more accurate visualization of breast tumors; this system uses a marker-based image-processing technique to render a 3D model of the tumors on the body. The model can be created using a combination of breast 3D mammography by experts. We have tested the system using an Android smartphone and a head-mounted device. This proof of concept can be useful for oncologists to have a more effective screening, and surgeons to plan the surgery.

  9. Augmented reality visualization for thoracoscopic spine surgery

    Science.gov (United States)

    Sauer, Frank; Vogt, Sebastian; Khamene, Ali; Heining, Sandro; Euler, Ekkehard; Schneberger, Marc; Zuerl, Konrad; Mutschler, Wolf

    2006-03-01

    We are developing an augmented reality (AR) image guidance system in which information derived from medical images is overlaid onto a video view of the patient. The centerpiece of the system is a head-mounted display custom fitted with two miniature color video cameras that capture the stereo view of the scene. Medical graphics is overlaid onto the video view and appears firmly anchored in the scene, without perceivable time lag or jitter. We have been testing the system for different clinical applications. In this paper we discuss minimally invasive thoracoscopic spine surgery as a promising new orthopedic application. In the standard approach, the thoracoscope - a rigid endoscope - provides visual feedback for the minimally invasive procedure of removing a damaged disc and fusing the two neighboring vertebrae. The navigation challenges are twofold. From a global perspective, the correct vertebrae on the spine have to be located with the inserted instruments. From a local perspective, the actual spine procedure has to be performed precisely. Visual feedback from the thoracoscope provides only limited support for both of these tasks. In the augmented reality approach, we give the surgeon additional anatomical context for the navigation. Before the surgery, we derive a model of the patient's anatomy from a CT scan, and during surgery we track the location of the surgical instruments in relation to patient and model. With this information, we can help the surgeon in both the global and local navigation, providing a global map and 3D information beyond the local 2D view of the thoracoscope. Augmented reality visualization is a particularly intuitive method of displaying this information to the surgeon. To adapt our augmented reality system to this application, we had to add an external optical tracking system, which works now in combination with our head-mounted tracking camera. The surgeon's feedback to the initial phantom experiments is very positive.

  10. Visualizing Sea Level Rise with Augmented Reality

    Science.gov (United States)

    Kintisch, E. S.

    2013-12-01

    Looking Glass is an application on the iPhone that visualizes in 3-D future scenarios of sea level rise, overlaid on live camera imagery in situ. Using a technology known as augmented reality, the app allows a layperson user to explore various scenarios of sea level rise using a visual interface. Then the user can see, in an immersive, dynamic way, how those scenarios would affect a real place. The first part of the experience activates users' cognitive, quantitative thinking process, teaching them how global sea level rise, tides and storm surge contribute to flooding; the second allows an emotional response to a striking visual depiction of possible future catastrophe. This project represents a partnership between a science journalist, MIT, and the Rhode Island School of Design, and the talk will touch on lessons this projects provides on structuring and executing such multidisciplinary efforts on future design projects.

  11. Visually representing reality: aesthetics and accessibility aspects

    Science.gov (United States)

    van Nes, Floris L.

    2009-02-01

    This paper gives an overview of the visual representation of reality with three imaging technologies: painting, photography and electronic imaging. The contribution of the important image aspects, called dimensions hereafter, such as color, fine detail and total image size, to the degree of reality and aesthetic value of the rendered image are described for each of these technologies. Whereas quite a few of these dimensions - or approximations, or even only suggestions thereof - were already present in prehistoric paintings, apparent motion and true stereoscopic vision only recently were added - unfortunately also introducing accessibility and image safety issues. Efforts are made to reduce the incidence of undesirable biomedical effects such as photosensitive seizures (PSS), visually induced motion sickness (VIMS), and visual fatigue from stereoscopic images (VFSI) by international standardization of the image parameters to be avoided by image providers and display manufacturers. The history of this type of standardization, from an International Workshop Agreement to a strategy for accomplishing effective international standardization by ISO, is treated at some length. One of the difficulties to be mastered in this process is the reconciliation of the, sometimes opposing, interests of vulnerable persons, thrill-seeking viewers, creative video designers and the game industry.

  12. Enhancing tourism with augmented and virtual reality

    OpenAIRE

    Jenny, Sandra

    2017-01-01

    Augmented and virtual reality are on the advance. In the last twelve months, several interesting devices have entered the market. Since tourism is one of the fastest growing economic sectors in the world and has become one of the major players in international commerce, the aim of this thesis was to examine how tourism could be enhanced with augmented and virtual reality. The differences and functional principles of augmented and virtual reality were investigated, general uses were described ...

  13. Augmented Reality Prototype for Visualizing Large Sensors’ Datasets

    Directory of Open Access Journals (Sweden)

    Folorunso Olufemi A.

    2011-04-01

    Full Text Available This paper addressed the development of an augmented reality (AR based scientific visualization system prototype that supports identification, localisation, and 3D visualisation of oil leakages sensors datasets. Sensors generates significant amount of multivariate datasets during normal and leak situations which made data exploration and visualisation daunting tasks. Therefore a model to manage such data and enhance computational support needed for effective explorations are developed in this paper. A challenge of this approach is to reduce the data inefficiency. This paper presented a model for computing information gain for each data attributes and determine a lead attribute.The computed lead attribute is then used for the development of an AR-based scientific visualization interface which automatically identifies, localises and visualizes all necessary data relevant to a particularly selected region of interest (ROI on the network. Necessary architectural system supports and the interface requirements for such visualizations are also presented.

  14. Enhancing Education through Mobile Augmented Reality

    Science.gov (United States)

    Joan, D. R. Robert

    2015-01-01

    In this article, the author has discussed about the Mobile Augmented Reality and enhancing education through it. The aim of the present study was to give some general information about mobile augmented reality which helps to boost education. Purpose of the current study reveals the mobile networks which are used in the institution campus as well…

  15. Fused Reality for Enhanced Flight Test Capabilities

    Science.gov (United States)

    Bachelder, Ed; Klyde, David

    2011-01-01

    The feasibility of using Fused Reality-based simulation technology to enhance flight test capabilities has been investigated. In terms of relevancy to piloted evaluation, there remains no substitute for actual flight tests, even when considering the fidelity and effectiveness of modern ground-based simulators. In addition to real-world cueing (vestibular, visual, aural, environmental, etc.), flight tests provide subtle but key intangibles that cannot be duplicated in a ground-based simulator. There is, however, a cost to be paid for the benefits of flight in terms of budget, mission complexity, and safety, including the need for ground and control-room personnel, additional aircraft, etc. A Fused Reality(tm) (FR) Flight system was developed that allows a virtual environment to be integrated with the test aircraft so that tasks such as aerial refueling, formation flying, or approach and landing can be accomplished without additional aircraft resources or the risk of operating in close proximity to the ground or other aircraft. Furthermore, the dynamic motions of the simulated objects can be directly correlated with the responses of the test aircraft. The FR Flight system will allow real-time observation of, and manual interaction with, the cockpit environment that serves as a frame for the virtual out-the-window scene.

  16. Data Visualization Using Immersive Virtual Reality Tools

    Science.gov (United States)

    Cioc, Alexandru; Djorgovski, S. G.; Donalek, C.; Lawler, E.; Sauer, F.; Longo, G.

    2013-01-01

    The growing complexity of scientific data poses serious challenges for an effective visualization. Data sets, e.g., catalogs of objects detected in sky surveys, can have a very high dimensionality, ~ 100 - 1000. Visualizing such hyper-dimensional data parameter spaces is essentially impossible, but there are ways of visualizing up to ~ 10 dimensions in a pseudo-3D display. We have been experimenting with the emerging technologies of immersive virtual reality (VR) as a platform for a scientific, interactive, collaborative data visualization. Our initial experiments used the virtual world of Second Life, and more recently VR worlds based on its open source code, OpenSimulator. There we can visualize up to ~ 100,000 data points in ~ 7 - 8 dimensions (3 spatial and others encoded as shapes, colors, sizes, etc.), in an immersive virtual space where scientists can interact with their data and with each other. We are now developing a more scalable visualization environment using the popular (practically an emerging standard) Unity 3D Game Engine, coded using C#, JavaScript, and the Unity Scripting Language. This visualization tool can be used through a standard web browser, or a standalone browser of its own. Rather than merely plotting data points, the application creates interactive three-dimensional objects of various shapes, colors, and sizes, and of course the XYZ positions, encoding various dimensions of the parameter space, that can be associated interactively. Multiple users can navigate through this data space simultaneously, either with their own, independent vantage points, or with a shared view. At this stage ~ 100,000 data points can be easily visualized within seconds on a simple laptop. The displayed data points can contain linked information; e.g., upon a clicking on a data point, a webpage with additional information can be rendered within the 3D world. A range of functionalities has been already deployed, and more are being added. We expect to make this

  17. Visualizing the brain on a mixed reality smartphone application.

    Science.gov (United States)

    Soeiro, José; Cláudio, Ana Paula; Carmo, Maria Beatriz; Ferreira, Hugo Alexandre

    2015-01-01

    Augmented and Virtual Reality approaches are getting more and more advanced and consequently their use in various real world areas is increasing. Medicine is one of the fields in which more practical applications are surfacing, mainly approaches that enable new forms of visualization of data obtained from real patients. Our work focuses on providing a new simple, practical and efficient way to visualize the brain of a patient, both in an Augmented Reality and in a Virtual Reality approach, through a smartphone application.

  18. 3D Flow visualization in virtual reality

    Science.gov (United States)

    Pietraszewski, Noah; Dhillon, Ranbir; Green, Melissa

    2017-11-01

    By viewing fluid dynamic isosurfaces in virtual reality (VR), many of the issues associated with the rendering of three-dimensional objects on a two-dimensional screen can be addressed. In addition, viewing a variety of unsteady 3D data sets in VR opens up novel opportunities for education and community outreach. In this work, the vortex wake of a bio-inspired pitching panel was visualized using a three-dimensional structural model of Q-criterion isosurfaces rendered in virtual reality using the HTC Vive. Utilizing the Unity cross-platform gaming engine, a program was developed to allow the user to control and change this model's position and orientation in three-dimensional space. In addition to controlling the model's position and orientation, the user can ``scroll'' forward and backward in time to analyze the formation and shedding of vortices in the wake. Finally, the user can toggle between different quantities, while keeping the time step constant, to analyze flow parameter relationships at specific times during flow development. The information, data, or work presented herein was funded in part by an award from NYS Department of Economic Development (DED) through the Syracuse Center of Excellence.

  19. Mixed Reality Book: A Visualization Tool

    Science.gov (United States)

    Mohd. Yusoff, Rasimah Che; Badioze Zaman, Halimah

    Mixed Reality (MR) is one of the newest technologies explored in education, promises the potential to promote teaching and learning and making learners' experience more "engaging". In this paper, we describe the importance of science research education, related research for augmented book, learning principles to promote learning using mixed reality book technology and the potential use of mixed reality book technology in understanding science research. We also explain a model of a mixed reality book's affordances work with other factors in shaping a meaningful learning process.

  20. A service oriented mobile augmented reality architecture for media content visualization in digital heritage experiences

    OpenAIRE

    Rattanarungrot, Sasithorn

    2016-01-01

    Mobile augmented reality has become an influential tool for digital content representation and visualization of media content in terms of enhancing users’ experience and improving the adaptability and usability of typical augmented reality applications, such as in e-commerce shopping, virtual museum, or digital heritage scenarios. This research proposes a new Service Oriented Mobile AR Architecture called SOMARA, which includes a novel mobile AR client application.\\ud \\ud SOMARA takes advanta...

  1. Are Spatial Visualization Abilities Relevant to Virtual Reality?

    Science.gov (United States)

    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…

  2. Virtual Reality: A Tool for Cartographic Visualization | Quaye-Ballard ...

    African Journals Online (AJOL)

    Visualization methods in the analysis of geographical datasets are based on static models, which restrict the visual analysis capabilities. The use of virtual reality, which is a three-dimensional (3D) perspective, gives the user the ability to change viewpoints and models dynamically overcomes the static limitations of ...

  3. Current progress on augmented reality visualization in endoscopic surgery.

    Science.gov (United States)

    Nakamoto, Masahiko; Ukimura, Osamu; Faber, Kenneth; Gill, Inderbir S

    2012-03-01

    Advancements in surgery are progressing at a rapid rate; however, there are still limitations, including the ability to accurately visualize the target organ, in particular during laparoscopic surgery. Augmented reality visualization is a novel technique that has been developed to allow the fusion of three-dimensional medical images, such as those from transrectal ultrasound or computed tomography/MRI, with live camera images in real-time. In this review, we describe the current advancements and future directions of augmented reality and its application to laparoscopic surgery. Geometrically-correct superimposed images can be generated by tracking of the laparoscope and registration of the target organ. The fused image between the live laparoscopic images and the reconstructed three-dimensional organ model aides the surgeon in his or her understanding of anatomical structures. Laparoscopic and robot-assisted surgeries in both general surgery and urology have been performed with technical success to date. The primary limitation of the current augmented reality systems is its infancy in dynamic tracking of organ motion or deformation. Recently, augmented reality systems with organ tracking based on real-time image analysis were developed. Further improvement and/or development of such new technologies would resolve these issues. Augmented reality visualization is a significant advancement, improving the precision of laparoscopic/endoscopic surgery. New technologies to improve the dynamic tracking of organ motion or deformation are currently under investigation.

  4. Between reality and deception: the anamorphosis in visual communication

    Directory of Open Access Journals (Sweden)

    Helena Ferreira

    2016-06-01

    Full Text Available This article aims to reflect on the use of anamorphosis in the context of the graphic and visual communication by presenting a brief evolution of anamorphosis in visual communication, from its origin to the present time, through the analysis of historical and contemporary examples of anamorphic representations used in art and design. This is a reflection on the potential of the mechanism of anamorphosis as a vehicle of visual communication based on perceptive game between reality and deception. Thus, we propose the possibility of this perceptual mechanism to fit in a more comprehensive history, the history of visuality.

  5. Visual Realism and Presence in a Virtual Reality Game

    DEFF Research Database (Denmark)

    Hvass, Jonatan Salling; Larsen, Oliver Stevns; Vendelbo, Kasper Bøgelund

    2017-01-01

    Virtual Reality (VR) has finally entered the homes of consumers, and a large number of the available applications are games. This paper presents a between-subjects study (n=50) exploring if vi-sual realism (polygon count and texture resolution) affects pres-ence during a scenario involving gameplay...

  6. Augmented Reality as a Visualizing facilitator in Nursing Education

    DEFF Research Database (Denmark)

    Rahn, Annette; Kjærgaard, Hanne Wacher

    2014-01-01

    ’ understanding within anatomy and physiology. Aim: Against this background, the current project set out to investigate how and to what extent the application of augmented reality (AR) could help students gain a better understanding through an increased focus on contextualized visualization. The overall aim......Title: Augmented Reality as a visualizing facilitator in nursing education Background: Understanding the workings of the biological human body is as complex as the body itself, and because of their complexity, the phenomena of respiration and lung anatomy pose a special problem for nursing students...... of the project has been to uncover the pedagogical affordances of AR and increase student learning through its application, an area in which there seems to be very little research. In the context at hand, AR was expected to help create a realistic visualization of parts of the body “in situ” unlike videos...

  7. Realities of using visually coupled systems for training applications

    Science.gov (United States)

    Kalawsky, Roy S.

    1992-10-01

    Visually coupled system developments have led to the concept of a Virtual Cockpit known as the Super Cockpit. Advances in Super Cockpit enabling technologies has resulted in an exciting spin-off called Virtual Environments or Virtual Reality. Press release claim almost limitless possibilities for this technology. Unfortunately the level of technology required to achieve actual Virtual Reality (VR) has still to be realized. Inspection of current VR systems readily reveals several fundamental problems. However, by fully understanding the limitations in VR technology and the complex human factors interface it is possible to apply VR to many applications, especially in training. In order to create virtual reality the technology limitations must be understood and overcome. Whatever solution is eventually derived, it must fully address the complex human factors issue. This paper will review the realities of virtual environments in terms of the limitations in technology and the apparent lack of human factors understanding. The establishment and development of the British Aerospace Virtual Cockpit Facility at Brough, one of the UK's largest Virtual Environmental laboratories has provided an insight into the key issues of virtual reality. These facilities are engaged in the evaluation of fundamental engineering and human factors issues. In order to illustrate the major problems and how they can be overcome, the results of some of these studies are given.

  8. Reality monitoring performance and the role of visual imagery in visual hallucinations.

    Science.gov (United States)

    Aynsworth, Charlotte; Nemat, Nazik; Collerton, Daniel; Smailes, David; Dudley, Robert

    2017-10-01

    Auditory Hallucinations may arise from people confusing their own inner speech with external spoken speech. People with visual hallucinations (VH) may similarly confuse vivid mental imagery with external events. This paper reports two experiments exploring confusion between internal and external visual material. Experiment 1 examined reality monitoring in people with psychosis; those with visual hallucinations (n = 16) and those without (n = 15). Experiment 2 used two non-clinical groups of people with high or low predisposition to VH (HVH, n = 26, LVH, n = 21). All participants completed the same reality monitoring task. Participants in Experiment 2 also completed measures of imagery. Psychosis patients with VH demonstrated biased reality monitoring, where they misremembered items that had been presented as words as having been presented as pictures. Patients without VH did not show this bias. In Experiment 2, the HVH group demonstrated the same bias in reality monitoring that psychosis patients with VH had shown. The LVH group did not show this bias. In addition, the HVH group reported more vivid imagery and particularly more negative imagery. Both studies found that people with visual hallucinations or prone-ness to such experiences confused their inner visual experiences with external images. Vivid imagery was also related to proneness to VH. Hence, vivid imagery and reality monitoring confusion could be contributory factors to understanding VH. Copyright © 2017 Elsevier Ltd. All rights reserved.

  9. The use of virtual reality in visualizing land property | Quaye-Ballard ...

    African Journals Online (AJOL)

    The paper discusses virtual reality as a visualization tool such that users could interact with a developed application medium, as if they are inside the virtual environment presenting the application. Virtual reality as a presentational medium offers different views of reality which real estate agents could use to visualize estate ...

  10. Interactive Scientific Visualization in 3D Virtual Reality Model

    Directory of Open Access Journals (Sweden)

    Filip Popovski

    2016-11-01

    Full Text Available Scientific visualization in technology of virtual reality is a graphical representation of virtual environment in the form of images or animation that can be displayed with various devices such as Head Mounted Display (HMD or monitors that can view threedimensional world. Research in real time is a desirable capability for scientific visualization and virtual reality in which we are immersed and make the research process easier. In this scientific paper the interaction between the user and objects in the virtual environment аrе in real time which gives a sense of reality to the user. Also, Quest3D VR software package is used and the movement of the user through the virtual environment, the impossibility to walk through solid objects, methods for grabbing objects and their displacement are programmed and all interactions between them will be possible. At the end some critical analysis were made on all of these techniques on various computer systems and excellent results were obtained.

  11. VERIFICATION OF IMAGE BASED AUGMENTED REALITY FOR URBAN VISUALIZATION

    Directory of Open Access Journals (Sweden)

    T. Fuse

    2012-07-01

    Full Text Available Recently, visualization of urban scenes with various information attracts attention. For the transmission of urban scenes, virtual reality has been widely used. Since the virtual reality requires comprehensive and detailed three dimensional models, the manual dependent modelling takes a lot of time and effort. On the other hand, it has been tackled that various data is superimposed on the scene which the users see at the time instead of comprehensive modelling, which is well known as augmented reality (AR. Simultaneous localization and mapping (SLAM has been attempted using simple video cameras for the AR. This method estimates exterior orientation factors of the camera, and three dimensional reconstructions of feature points simultaneously. The method, however, has been applied to only small indoor space. This paper investigates the applicability of the popular method of SALM to wide outdoor space, and improves the stability of the method. Through the application, the tracked feature points successfully are greatly reduced compared with application in indoor environment. According to the experimental result, simple markers or GPS are introduced as auxiliary information. The markers gives the stability of optimization, and GPS gives real scale to AR spaces. Additionally, feature points tracking method is modified by assigning amplitude of displacement and depth. The effect of the markers and GPS are confirmed. On the other hand, some limitations of the method are understood. As a result, more impressive visualization will be accomplished.

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

    Science.gov (United States)

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

    2015-12-01

    Pursuits in geological sciences and other branches of quantitative sciences often require data visualization frameworks that are in continual need of improvement and new ideas. Virtual reality is a medium of visualization that has large audiences originally designed for gaming purposes; Virtual reality can be captured in Cave-like environment but they are unwieldy and expensive to maintain. Recent efforts by major companies such as Facebook have focussed more on a large market , The Oculus is the first of such kind of mobile devices The operating system Unity makes it possible for us to convert the data files into a mesh of isosurfaces and be rendered into 3D. A user is immersed inside of the virtual reality and is able to move within and around the data using arrow keys and other steering devices, similar to those employed in XBox.. With introductions of products like the Oculus Rift and Holo Lens combined with ever increasing mobile computing strength, mobile virtual reality data visualization can be implemented for better analysis of 3D geological and mineralogical data sets. As more new products like the Surface Pro 4 and other high power yet very mobile computers are introduced to the market, the RAM and graphics card capacity necessary to run these models is more available, opening doors to this new reality. The computing requirements needed to run these models are a mere 8 GB of RAM and 2 GHz of CPU speed, which many mobile computers are starting to exceed. Using Unity 3D software to create a virtual environment containing a visual representation of the data, any data set converted into FBX or OBJ format which can be traversed by wearing the Oculus Rift device. This new method for analysis in conjunction with 3D scanning has potential applications in many fields, including the analysis of precious stones or jewelry. Using hologram technology to capture in high-resolution the 3D shape, color, and imperfections of minerals and stones, detailed review and

  13. Visual-vestibular conflict induced by virtual reality in humans.

    Science.gov (United States)

    Akiduki, Hironori; Nishiike, Suetaka; Watanabe, Hiroshi; Matsuoka, Katsunori; Kubo, Takeshi; Takeda, Noriaki

    2003-04-17

    Conflicting inputs from visual and vestibular afferents produce motion sickness and postural instability. However, the relationship of visual and vestibular inputs to each other remains obscure. In this study, we examined the development of subjective sickness- and balance-related symptoms and objective equilibrium ataxia induced by visual-vestibular conflict (VVC) stimulation using virtual reality. The subjective symptoms evaluated by Graybiel's and Hamilton's criteria got gradually worse during the VVC. The objective postural instability was not observed during the VVC, but it occurred immediately after the VVC. There was a time lag between the subjective symptoms and objective ataxia induced by VVC. Our study suggests that the VVC inputs are processed in different pathways causing subjective autonomic symptoms and postural instability in humans.

  14. Augmented Reality Based Doppler Lidar Data Visualization: Promises and Challenges

    Science.gov (United States)

    Cherukuru, N. W.; Calhoun, R.

    2016-06-01

    Augmented reality (AR) is a technology in which the enables the user to view virtual content as if it existed in real world. We are exploring the possibility of using this technology to view radial velocities or processed wind vectors from a Doppler wind lidar, thus giving the user an ability to see the wind in a literal sense. This approach could find possible applications in aviation safety, atmospheric data visualization as well as in weather education and public outreach. As a proof of concept, we used the lidar data from a recent field campaign and developed a smartphone application to view the lidar scan in augmented reality. In this paper, we give a brief methodology of this feasibility study, present the challenges and promises of using AR technology in conjunction with Doppler wind lidars.

  15. Visualizing UAS-collected imagery using augmented reality

    Science.gov (United States)

    Conover, Damon M.; Beidleman, Brittany; McAlinden, Ryan; Borel-Donohue, Christoph C.

    2017-05-01

    One of the areas where augmented reality will have an impact is in the visualization of 3-D data. 3-D data has traditionally been viewed on a 2-D screen, which has limited its utility. Augmented reality head-mounted displays, such as the Microsoft HoloLens, make it possible to view 3-D data overlaid on the real world. This allows a user to view and interact with the data in ways similar to how they would interact with a physical 3-D object, such as moving, rotating, or walking around it. A type of 3-D data that is particularly useful for military applications is geo-specific 3-D terrain data, and the visualization of this data is critical for training, mission planning, intelligence, and improved situational awareness. Advances in Unmanned Aerial Systems (UAS), photogrammetry software, and rendering hardware have drastically reduced the technological and financial obstacles in collecting aerial imagery and in generating 3-D terrain maps from that imagery. Because of this, there is an increased need to develop new tools for the exploitation of 3-D data. We will demonstrate how the HoloLens can be used as a tool for visualizing 3-D terrain data. We will describe: 1) how UAScollected imagery is used to create 3-D terrain maps, 2) how those maps are deployed to the HoloLens, 3) how a user can view and manipulate the maps, and 4) how multiple users can view the same virtual 3-D object at the same time.

  16. Sensorimotor enhancement with a mixed reality system for balance and mobility rehabilitation.

    Science.gov (United States)

    Fung, Joyce; Perez, Claire F

    2011-01-01

    We have developed a mixed reality system incorporating virtual reality (VR), surface perturbations and light touch for gait rehabilitation. Haptic touch has emerged as a novel and efficient technique to improve postural control and dynamic stability. Our system combines visual display with the manipulation of physical environments and addition of haptic feedback to enhance balance and mobility post stroke. A research study involving 9 participants with stroke and 9 age-matched healthy individuals show that the haptic cue provided while walking is an effective means of improving gait stability in people post stroke, especially during challenging environmental conditions such as downslope walking.

  17. Virtual reality assisted microscopy data visualization and colocalization analysis.

    Science.gov (United States)

    Theart, Rensu P; Loos, Ben; Niesler, Thomas R

    2017-02-15

    Confocal microscopes deliver detailed three-dimensional data and are instrumental in biological analysis and research. Usually, this three-dimensional data is rendered as a projection onto a two-dimensional display. We describe a system for rendering such data using a modern virtual reality (VR) headset. Sample manipulation is possible by fully-immersive hand-tracking and also by means of a conventional gamepad. We apply this system to the specific task of colocalization analysis, an important analysis tool in biological microscopy. We evaluate our system by means of a set of user trials. The user trials show that, despite inaccuracies which still plague the hand tracking, this is the most productive and intuitive interface. The inaccuracies nevertheless lead to a perception among users that productivity is low, resulting in a subjective preference for the gamepad. Fully-immersive manipulation was shown to be particularly effective when defining a region of interest (ROI) for colocalization analysis. Virtual reality offers an attractive and powerful means of visualization for microscopy data. Fully immersive interfaces using hand tracking show the highest levels of intuitiveness and consequent productivity. However, current inaccuracies in hand tracking performance still lead to a disproportionately critical user perception.

  18. Visual Information Presentation in Continuous Control Systems using Visual Enhancements

    OpenAIRE

    Park, Jaekyu; Park, Sung Ha

    2008-01-01

    This chapter was intended to identify and quantify the effects of visual enhancement cues on the performance of continuous control tasks such as tracking tasks. Also, we investigated the types and utilities of visual enhancements as visual aids that improve a performance and offer spatial information. Especially, we have indentified that various visual enhancements improve not only a performance but also the possibility of an error through a case study. The findings of this chapter are applic...

  19. AUVA - Augmented Reality Empowers Visual Analytics to explore Medical Curriculum Data.

    Science.gov (United States)

    Nifakos, Sokratis; Vaitsis, Christos; Zary, Nabil

    2015-01-01

    Medical curriculum data play a key role in the structure and the organization of medical programs in Universities around the world. The effective processing and usage of these data may improve the educational environment of medical students. As a consequence, the new generation of health professionals would have improved skills from the previous ones. This study introduces the process of enhancing curriculum data by the use of augmented reality technology as a management and presentation tool. The final goal is to enrich the information presented from a visual analytics approach applied on medical curriculum data and to sustain low levels of complexity of understanding these data.

  20. Doppler Lidar Vector Retrievals and Atmospheric Data Visualization in Mixed/Augmented Reality

    Science.gov (United States)

    Cherukuru, Nihanth Wagmi

    Environmental remote sensing has seen rapid growth in the recent years and Doppler wind lidars have gained popularity primarily due to their non-intrusive, high spatial and temporal measurement capabilities. While lidar applications early on, relied on the radial velocity measurements alone, most of the practical applications in wind farm control and short term wind prediction require knowledge of the vector wind field. Over the past couple of years, multiple works on lidars have explored three primary methods of retrieving wind vectors viz., using homogeneous windfield assumption, computationally extensive variational methods and the use of multiple Doppler lidars. Building on prior research, the current three-part study, first demonstrates the capabilities of single and dual Doppler lidar retrievals in capturing downslope windstorm-type flows occurring at Arizona's Barringer Meteor Crater as a part of the METCRAX II field experiment. Next, to address the need for a reliable and computationally efficient vector retrieval for adaptive wind farm control applications, a novel 2D vector retrieval based on a variational formulation was developed and applied on lidar scans from an offshore wind farm and validated with data from a cup and vane anemometer installed on a nearby research platform. Finally, a novel data visualization technique using Mixed Reality (MR)/ Augmented Reality (AR) technology is presented to visualize data from atmospheric sensors. MR is an environment in which the user's visual perception of the real world is enhanced with live, interactive, computer generated sensory input (in this case, data from atmospheric sensors like Doppler lidars). A methodology using modern game development platforms is presented and demonstrated with lidar retrieved wind fields. In the current study, the possibility of using this technology to visualize data from atmospheric sensors in mixed reality is explored and demonstrated with lidar retrieved wind fields as well as

  1. Human brain functional MRI and DTI visualization with virtual reality.

    Science.gov (United States)

    Chen, Bin; Moreland, John; Zhang, Jingyu

    2011-12-01

    Magnetic resonance diffusion tensor imaging (DTI) and functional MRI (fMRI) are two active research areas in neuroimaging. DTI is sensitive to the anisotropic diffusion of water exerted by its macromolecular environment and has been shown useful in characterizing structures of ordered tissues such as the brain white matter, myocardium, and cartilage. The diffusion tensor provides two new types of information of water diffusion: the magnitude and the spatial orientation of water diffusivity inside the tissue. This information has been used for white matter fiber tracking to review physical neuronal pathways inside the brain. Functional MRI measures brain activations using the hemodynamic response. The statistically derived activation map corresponds to human brain functional activities caused by neuronal activities. The combination of these two methods provides a new way to understand human brain from the anatomical neuronal fiber connectivity to functional activities between different brain regions. In this study, virtual reality (VR) based MR DTI and fMRI visualization with high resolution anatomical image segmentation and registration, ROI definition and neuronal white matter fiber tractography visualization and fMRI activation map integration is proposed. Rationale and methods for producing and distributing stereoscopic videos are also discussed.

  2. Attributes of subtle cues for facilitating visual search in augmented reality.

    Science.gov (United States)

    Lu, Weiquan; Duh, Henry Been-Lirn; Feiner, Steven; Zhao, Qi

    2014-03-01

    Goal-oriented visual search is performed when a person intentionally seeks a target in the visual environment. In augmented reality (AR) environments, visual search can be facilitated by augmenting virtual cues in the person's field of view. Traditional use of explicit AR cues can potentially degrade visual search performance due to the creation of distortions in the scene. An alternative to explicit cueing, known as subtle cueing, has been proposed as a clutter-neutral method to enhance visual search in video-see-through AR. However, the effects of subtle cueing are still not well understood, and more research is required to determine the optimal methods of applying subtle cueing in AR. We performed two experiments to investigate the variables of scene clutter, subtle cue opacity, size, and shape on visual search performance. We introduce a novel method of experimentally manipulating the scene clutter variable in a natural scene while controlling for other variables. The findings provide supporting evidence for the subtlety of the cue, and show that the clutter conditions of the scene can be used both as a global classifier, as well as a local performance measure.

  3. Visual field examination method using virtual reality glasses compared with the Humphrey perimeter.

    Science.gov (United States)

    Tsapakis, Stylianos; Papaconstantinou, Dimitrios; Diagourtas, Andreas; Droutsas, Konstantinos; Andreanos, Konstantinos; Moschos, Marilita M; Brouzas, Dimitrios

    2017-01-01

    To present a visual field examination method using virtual reality glasses and evaluate the reliability of the method by comparing the results with those of the Humphrey perimeter. Virtual reality glasses, a smartphone with a 6 inch display, and software that implements a fast-threshold 3 dB step staircase algorithm for the central 24° of visual field (52 points) were used to test 20 eyes of 10 patients, who were tested in a random and consecutive order as they appeared in our glaucoma department. The results were compared with those obtained from the same patients using the Humphrey perimeter. High correlation coefficient (r=0.808, Pvirtual reality visual field test and the Humphrey perimeter visual field. Visual field examination results using virtual reality glasses have a high correlation with the Humphrey perimeter allowing the method to be suitable for probable clinical use.

  4. Visualizer cognitive style enhances visual creativity.

    Science.gov (United States)

    Palmiero, Massimiliano; Nori, Raffaella; Piccardi, Laura

    2016-02-26

    In the last two decades, interest towards creativity has increased significantly since it was recognized as a skill and as a cognitive reserve and is now always more frequently used in ageing training. Here, the relationships between visual creativity and Visualization-Verbalization cognitive style were investigated. Fifty college students were administered the Creative Synthesis Task aimed at measuring the ability to construct creative objects and the Visualization-Verbalization Questionnaire (VVQ) aimed at measuring the attitude to preferentially use either imagery or verbal strategy while processing information. Analyses showed that only the originality score of inventions was positively predicted by the VVQ score: higher VVQ score (indicating the preference to use imagery) predicted originality of inventions. These results showed that the visualization strategy is involved especially in the originality dimension of creative objects production. In light of neuroimaging results, the possibility that different strategies, such those that involve motor processes, affect visual creativity is also discussed. Copyright © 2016 Elsevier Ireland Ltd. All rights reserved.

  5. The Development of Augmented Reality to Enhance Minimally Invasive Surgery.

    Science.gov (United States)

    Dodd, Keith; Brooks, Nathaniel P

    2017-12-22

    Minimally invasive surgery (MIS) reduces unnecessary tissue damage to the patient but obscures the natural surgical interface that is provided by open surgical procedures. Multiple feedback mechanisms, mainly visual and tactile, are greatly reduced in MIS. Microscopes, endoscopes, and image-guided navigation traditionally provide enough visual information for successful minimally invasive procedures, although the limited feedback makes these procedures more difficult to learn. Research has been performed to develop alternative solutions that regain additional feedback. Augmented reality (AR), a more recent guidance innovation that overlays digital visual data physically, has begun to be implemented in various applications to improve the safety and efficacy of minimally invasive procedures. This review focuses on the recent implementation of augmented display and direct visual overlay and discusses how these innovations address common feedback concerns associated with minimally invasive surgeries.

  6. Use of augmented reality in laparoscopic gynecology to visualize myomas.

    Science.gov (United States)

    Bourdel, Nicolas; Collins, Toby; Pizarro, Daniel; Debize, Clement; Grémeau, Anne-Sophie; Bartoli, Adrien; Canis, Michel

    2017-03-01

    To report the use of augmented reality (AR) in gynecology. AR is a surgical guidance technology that enables important hidden surface structures to be visualized in endoscopic images. AR has been used for other organs, but never in gynecology and never with a very mobile organ like the uterus. We have developed a new AR approach specifically for uterine surgery and demonstrated its use for myomectomy. Tertiary university hospital. Three patients with one, two, and multiple myomas, respectively. AR was used during laparoscopy to localize the myomas. Three-dimensional (3D) models of the patient's uterus and myomas were constructed before surgery from T2-weighted magnetic resonance imaging. The intraoperative 3D shape of the uterus was determined. These models were automatically aligned and "fused" with the laparoscopic video in real time. The live fused video made the uterus appear semitransparent, and the surgeon can see the location of the myoma in real time while moving the laparoscope and the uterus. With this information, the surgeon can easily and quickly decide on how best to access the myoma. We developed an AR system for gynecologic surgery and have used it to improve laparoscopic myomectomy. Technically, the software we developed is very different to approaches tried for other organs, and it can handle significant challenges, including image blur, fast motion, and partial views of the organ. Copyright © 2016 American Society for Reproductive Medicine. Published by Elsevier Inc. All rights reserved.

  7. Modulation of visually evoked postural responses by contextual visual, haptic and auditory information: a 'virtual reality check'.

    Directory of Open Access Journals (Sweden)

    Georg F Meyer

    Full Text Available 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.

  8. Novel virtual reality system integrating online self-face viewing and mirror visual feedback for stroke rehabilitation: rationale and feasibility.

    Science.gov (United States)

    Shiri, Shimon; Feintuch, Uri; Lorber-Haddad, Adi; Moreh, Elior; Twito, Dvora; Tuchner-Arieli, Maya; Meiner, Zeev

    2012-01-01

    To introduce the rationale of a novel virtual reality system based on self-face viewing and mirror visual feedback, and to examine its feasibility as a rehabilitation tool for poststroke patients. A novel motion capture virtual reality system integrating online self-face viewing and mirror visual feedback has been developed for stroke rehabilitation.The system allows the replacement of the impaired arm by a virtual arm. Upon making small movements of the paretic arm, patients view themselves virtually performing healthy full-range movements. A sample of 6 patients in the acute poststroke phase received the virtual reality treatment concomitantly with conservative rehabilitation treatment. Feasibility was assessed during 10 sessions for each participant. All participants succeeded in operating the system, demonstrating its feasibility in terms of adherence and improvement in task performance. Patients' performance within the virtual environment and a set of clinical-functional measures recorded before the virtual reality treatment, at 1 week, and after 3 months indicated neurological status and general functioning improvement. These preliminary results indicate that this newly developed virtual reality system is safe and feasible. Future randomized controlled studies are required to assess whether this system has beneficial effects in terms of enhancing upper limb function and quality of life in poststroke patients.

  9. A framework for breast cancer visualization using augmented reality x-ray vision technique in mobile technology

    Science.gov (United States)

    Rahman, Hameedur; Arshad, Haslina; Mahmud, Rozi; Mahayuddin, Zainal Rasyid

    2017-10-01

    Breast Cancer patients who require breast biopsy has increased over the past years. Augmented Reality guided core biopsy of breast has become the method of choice for researchers. However, this cancer visualization has limitations to the extent of superimposing the 3D imaging data only. In this paper, we are introducing an Augmented Reality visualization framework that enables breast cancer biopsy image guidance by using X-Ray vision technique on a mobile display. This framework consists of 4 phases where it initially acquires the image from CT/MRI and process the medical images into 3D slices, secondly it will purify these 3D grayscale slices into 3D breast tumor model using 3D modeling reconstruction technique. Further, in visualization processing this virtual 3D breast tumor model has been enhanced using X-ray vision technique to see through the skin of the phantom and the final composition of it is displayed on handheld device to optimize the accuracy of the visualization in six degree of freedom. The framework is perceived as an improved visualization experience because the Augmented Reality x-ray vision allowed direct understanding of the breast tumor beyond the visible surface and direct guidance towards accurate biopsy targets.

  10. Visual Environment for Designing Interactive Learning Scenarios with Augmented Reality

    Science.gov (United States)

    Mota, José Miguel; Ruiz-Rube, Iván; Dodero, Juan Manuel; Figueiredo, Mauro

    2016-01-01

    Augmented Reality (AR) technology allows the inclusion of virtual elements on a vision of actual physical environment for the creation of a mixed reality in real time. This kind of technology can be used in educational settings. However, the current AR authoring tools present several drawbacks, such as, the lack of a mechanism for tracking the…

  11. DVV: a taxonomy for mixed reality visualization in image guided surgery.

    Science.gov (United States)

    Kersten-Oertel, Marta; Jannin, Pierre; Collins, D Louis

    2012-02-01

    Mixed reality visualizations are increasingly studied for use in image guided surgery (IGS) systems, yet few mixed reality systems have been introduced for daily use into the operating room (OR). This may be the result of several factors: the systems are developed from a technical perspective, are rarely evaluated in the field, and/or lack consideration of the end user and the constraints of the OR. We introduce the Data, Visualization processing, View (DVV) taxonomy which defines each of the major components required to implement a mixed reality IGS system. We propose that these components be considered and used as validation criteria for introducing a mixed reality IGS system into the OR. A taxonomy of IGS visualization systems is a step toward developing a common language that will help developers and end users discuss and understand the constituents of a mixed reality visualization system, facilitating a greater presence of future systems in the OR. We evaluate the DVV taxonomy based on its goodness of fit and completeness. We demonstrate the utility of the DVV taxonomy by classifying 17 state-of-the-art research papers in the domain of mixed reality visualization IGS systems. Our classification shows that few IGS visualization systems' components have been validated and even fewer are evaluated.

  12. A 2D virtual reality system for visual goal-driven navigation in zebrafish larvae

    OpenAIRE

    Adrien Jouary; Mathieu Haudrechy; Raphaël Candelier; German Sumbre

    2016-01-01

    International audience; Animals continuously rely on sensory feedback to adjust motor commands. In order to study the role of visual feedback in goal-driven navigation, we developed a 2D visual virtual reality system for zebrafish larvae. The visual feedback can be set to be similar to what the animal experiences in natural conditions. Alternatively, modification of the visual feedback can be used to study how the brain adapts to perturbations. For this purpose, we first generated a library o...

  13. Mobile Augmented Reality enhances indoor navigation for wheelchair users

    Directory of Open Access Journals (Sweden)

    Luciene Chagas de Oliveira

    Full Text Available Introduction: Individuals with mobility impairments associated with lower limb disabilities often face enormous challenges to participate in routine activities and to move around various environments. For many, the use of wheelchairs is paramount to provide mobility and social inclusion. Nevertheless, they still face a number of challenges to properly function in our society. Among the many difficulties, one in particular stands out: navigating in complex internal environments (indoors. The main objective of this work is to propose an architecture based on Mobile Augmented Reality to support the development of indoor navigation systems dedicated to wheelchair users, that is also capable of recording CAD drawings of the buildings and dealing with accessibility issues for that population. Methods Overall, five main functional requirements are proposed: the ability to allow for indoor navigation by means of Mobile Augmented Reality techniques; the capacity to register and configure building CAD drawings and the position of fiducial markers, points of interest and obstacles to be avoided by the wheelchair user; the capacity to find the best route for wheelchair indoor navigation, taking stairs and other obstacles into account; allow for the visualization of virtual directional arrows in the smartphone displays; and incorporate touch or voice commands to interact with the application. The architecture is proposed as a combination of four layers: User interface; Control; Service; and Infrastructure. A proof-of-concept application was developed and tests were performed with disable volunteers operating manual and electric wheelchairs. Results The application was implemented in Java for the Android operational system. A local database was used to store the test building CAD drawings and the position of fiducial markers and points of interest. The Android Augmented Reality library was used to implement Augmented Reality and the Blender open source

  14. SoftAR: visually manipulating haptic softness perception in spatial augmented reality.

    Science.gov (United States)

    Punpongsanon, Parinya; Iwai, Daisuke; Sato, Kosuke

    2015-11-01

    We present SoftAR, a novel spatial augmented reality (AR) technique based on a pseudo-haptics mechanism that visually manipulates the sense of softness perceived by a user pushing a soft physical object. Considering the limitations of projection-based approaches that change only the surface appearance of a physical object, we propose two projection visual effects, i.e., surface deformation effect (SDE) and body appearance effect (BAE), on the basis of the observations of humans pushing physical objects. The SDE visualizes a two-dimensional deformation of the object surface with a controlled softness parameter, and BAE changes the color of the pushing hand. Through psychophysical experiments, we confirm that the SDE can manipulate softness perception such that the participant perceives significantly greater softness than the actual softness. Furthermore, fBAE, in which BAE is applied only for the finger area, significantly enhances manipulation of the perception of softness. We create a computational model that estimates perceived softness when SDE+fBAE is applied. We construct a prototype SoftAR system in which two application frameworks are implemented. The softness adjustment allows a user to adjust the softness parameter of a physical object, and the softness transfer allows the user to replace the softness with that of another object.

  15. Reality

    National Research Council Canada - National Science Library

    Jocelyn Benoist

    2014-01-01

    This paper deals with the question what reality is and how can we describe it. Reality is as such beyond the dichotomy of meaning and meaningless, because it is the soil of every possibility to create such a meaning...

  16. Augmented Reality Based Doppler Lidar Data Visualization: Promises and Challenges

    Directory of Open Access Journals (Sweden)

    Cherukuru N. W.

    2016-01-01

    As a proof of concept, we used the lidar data from a recent field campaign and developed a smartphone application to view the lidar scan in augmented reality. In this paper, we give a brief methodology of this feasibility study, present the challenges and promises of using AR technology in conjunction with Doppler wind lidars.

  17. Application of Virtual Reality for Visual Presentation in the Mineral ...

    African Journals Online (AJOL)

    Computer Graphics (CG) and Virtual Reality (VR) are becoming very useful in the mineral industry as tools by which engineers, managers and planners can communicate complex engineering designs to the relevant end users in 3- dimensional (3D) presentations. Although 2-dimensional (2D) presentations of technical ...

  18. Visualization and labeling of point clouds in virtual reality

    DEFF Research Database (Denmark)

    Stets, Jonathan Dyssel; Sun, Yongbin; Greenwald, Scott W.

    2017-01-01

    We present a Virtual Reality (VR) application for labeling and handling point cloud data sets. A series of room-scale point clouds are recorded as a video sequence using a Microsoft Kinect. The data can be played and paused, and frames can be skipped just like in a video player. The user can walk...

  19. The state of the art of visualization in mixed reality image guided surgery.

    Science.gov (United States)

    Kersten-Oertel, Marta; Jannin, Pierre; Collins, D Louis

    2013-03-01

    This paper presents a review of the state of the art of visualization in mixed reality image guided surgery (IGS). We used the DVV (data, visualization processing, view) taxonomy to classify a large unbiased selection of publications in the field. The goal of this work was not only to give an overview of current visualization methods and techniques in IGS but more importantly to analyze the current trends and solutions used in the domain. In surveying the current landscape of mixed reality IGS systems, we identified a strong need to assess which of the many possible data sets should be visualized at particular surgical steps, to focus on novel visualization processing techniques and interface solutions, and to evaluate new systems. Copyright © 2013 Elsevier Ltd. All rights reserved.

  20. Transforming Experience: The Potential of Augmented Reality and Virtual Reality for Enhancing Personal and Clinical Change

    Directory of Open Access Journals (Sweden)

    Giuseppe Riva

    2016-09-01

    Full Text Available During our life we undergo many personal changes: we change our house, our school, our work and even our friends and partners. However, our daily experience shows clearly that in some situations subjects are unable to change even if they want to. The recent advances in psychology and neuroscience are now providing a better view of personal change, the change affecting our assumptive world: a the focus of personal change is reducing the distance between self and reality (conflict; b this reduction is achieved through (1 an intense focus on the particular experience creating the conflict or (2 an internal or external reorganization of this experience; c personal change requires a progression through a series of different stages; d clinical psychology is often used to facilitate personal change when subjects are unable to move forward. Starting from these premises, the aim of this paper is to review the potential of virtuality for enhancing the processes of personal and clinical change. First, the paper will focus on the two leading virtual technologies – Augmented Reality (AR and Virtual Reality (VR – exploring their current uses in behavioral health and the outcomes of the 28 available systematic reviews and meta-analyses. Then the paper discusses the added value provided by VR and AR in transforming our external experience, by focusing on the high level of self-reflectiveness and personal efficacy induced by their emotional engagement and sense of presence. Finally, it outlines the potential future use of virtuality for transforming our inner experience by structuring, altering and/or replacing our bodily self-consciousness. The final outcome may be a new generation of transformative experiences that provide knowledge that is epistemically inaccessible to the individual until he or she has that experience, while at the same time transforming the individual’s worldview.

  1. Transforming Experience: The Potential of Augmented Reality and Virtual Reality for Enhancing Personal and Clinical Change

    Science.gov (United States)

    Riva, Giuseppe; Baños, Rosa M.; Botella, Cristina; Mantovani, Fabrizia; Gaggioli, Andrea

    2016-01-01

    During life, many personal changes occur. These include changing house, school, work, and even friends and partners. However, the daily experience shows clearly that, in some situations, subjects are unable to change even if they want to. The recent advances in psychology and neuroscience are now providing a better view of personal change, the change affecting our assumptive world: (a) the focus of personal change is reducing the distance between self and reality (conflict); (b) this reduction is achieved through (1) an intense focus on the particular experience creating the conflict or (2) an internal or external reorganization of this experience; (c) personal change requires a progression through a series of different stages that however happen in discontinuous and non-linear ways; and (d) clinical psychology is often used to facilitate personal change when subjects are unable to move forward. Starting from these premises, the aim of this paper is to review the potential of virtuality for enhancing the processes of personal and clinical change. First, the paper focuses on the two leading virtual technologies – augmented reality (AR) and virtual reality (VR) – exploring their current uses in behavioral health and the outcomes of the 28 available systematic reviews and meta-analyses. Then the paper discusses the added value provided by VR and AR in transforming our external experience by focusing on the high level of personal efficacy and self-reflectiveness generated by their sense of presence and emotional engagement. Finally, it outlines the potential future use of virtuality for transforming our inner experience by structuring, altering, and/or replacing our bodily self-consciousness. The final outcome may be a new generation of transformative experiences that provide knowledge that is epistemically inaccessible to the individual until he or she has that experience, while at the same time transforming the individual’s worldview. PMID:27746747

  2. Transforming Experience: The Potential of Augmented Reality and Virtual Reality for Enhancing Personal and Clinical Change.

    Science.gov (United States)

    Riva, Giuseppe; Baños, Rosa M; Botella, Cristina; Mantovani, Fabrizia; Gaggioli, Andrea

    2016-01-01

    During life, many personal changes occur. These include changing house, school, work, and even friends and partners. However, the daily experience shows clearly that, in some situations, subjects are unable to change even if they want to. The recent advances in psychology and neuroscience are now providing a better view of personal change, the change affecting our assumptive world: (a) the focus of personal change is reducing the distance between self and reality (conflict); (b) this reduction is achieved through (1) an intense focus on the particular experience creating the conflict or (2) an internal or external reorganization of this experience; (c) personal change requires a progression through a series of different stages that however happen in discontinuous and non-linear ways; and (d) clinical psychology is often used to facilitate personal change when subjects are unable to move forward. Starting from these premises, the aim of this paper is to review the potential of virtuality for enhancing the processes of personal and clinical change. First, the paper focuses on the two leading virtual technologies - augmented reality (AR) and virtual reality (VR) - exploring their current uses in behavioral health and the outcomes of the 28 available systematic reviews and meta-analyses. Then the paper discusses the added value provided by VR and AR in transforming our external experience by focusing on the high level of personal efficacy and self-reflectiveness generated by their sense of presence and emotional engagement. Finally, it outlines the potential future use of virtuality for transforming our inner experience by structuring, altering, and/or replacing our bodily self-consciousness. The final outcome may be a new generation of transformative experiences that provide knowledge that is epistemically inaccessible to the individual until he or she has that experience, while at the same time transforming the individual's worldview.

  3. Enhancing learners’ visual search in video cases

    NARCIS (Netherlands)

    Balslev, Thomas; Jarodzka, Halszka; Holmqvist, Kenneth; Nyström, Marcus; Scheiter, Katharina; Gerjets, Peter; Eika, Berit

    2012-01-01

    Balslev, T., Jarodzka, H., Holmqvist, K., Nyström, M., Scheiter, K., Gerjets, P., & Eika, B. (2012, May). Enhancing learners’ visual search in video cases. Poster presented at the International Child Neurology Association (ICNA) congress, Brisbane, Australia.

  4. Image Enhancement For The Visually Impaired

    Science.gov (United States)

    Peli, Eli; Peli, Tamar

    1984-02-01

    Application of image processing for the visually impaired is discussed. Image degradation in the low vision patient's visual system can be specified as a transfer function obtained by measurements of contrast sensitivity. The effectiveness of adaptive image enhancement for printed pictures is demonstrated using an optically simulated cataractous lens.

  5. Improving Big Data Visual Analytics with Interactive Virtual Reality

    Science.gov (United States)

    2015-05-22

    reality (VR) has made many advances in the realm of game development by the reproduction of realistic first person perspectives [25]. Games engines...the form of tweets [19]. Analyzing tweets can help provide insight on social behaviors , controversial topics, user reputation, and popular locations...shows an example of how tweets are shown as blue birds by default whereas those that are tagged with the word ”danger” are represented as red skulls

  6. From Vesalius to virtual reality: How embodied cognition facilitates the visualization of anatomy

    Science.gov (United States)

    Jang, Susan

    This study examines the facilitative effects of embodiment of a complex internal anatomical structure through three-dimensional ("3-D") interactivity in a virtual reality ("VR") program. Since Shepard and Metzler's influential 1971 study, it has been known that 3-D objects (e.g., multiple-armed cube or external body parts) are visually and motorically embodied in our minds. For example, people take longer to rotate mentally an image of their hand not only when there is a greater degree of rotation, but also when the images are presented in a manner incompatible with their natural body movement (Parsons, 1987a, 1994; Cooper & Shepard, 1975; Sekiyama, 1983). Such findings confirm the notion that our mental images and rotations of those images are in fact confined by the laws of physics and biomechanics, because we perceive, think and reason in an embodied fashion. With the advancement of new technologies, virtual reality programs for medical education now enable users to interact directly in a 3-D environment with internal anatomical structures. Given that such structures are not readily viewable to users and thus not previously susceptible to embodiment, coupled with the VR environment also affording all possible degrees of rotation, how people learn from these programs raises new questions. If we embody external anatomical parts we can see, such as our hands and feet, can we embody internal anatomical parts we cannot see? Does manipulating the anatomical part in virtual space facilitate the user's embodiment of that structure and therefore the ability to visualize the structure mentally? Medical students grouped in yoked-pairs were tasked with mastering the spatial configuration of an internal anatomical structure; only one group was allowed to manipulate the images of this anatomical structure in a 3-D VR environment, whereas the other group could only view the manipulation. The manipulation group outperformed the visual group, suggesting that the interactivity

  7. Crime Scenes as Augmented Reality:Models for Enhancing Places Emotionally by Means of Narratives, Fictions and Virtual Reality

    OpenAIRE

    Sandvik, Kjetil

    2010-01-01

    Using the concept of augmented reality, this article will investigate how places in various ways have become augmented by means of different mediatization strategies. Augmentation of reality implies an enhancement of the places' emotional character: a certain mood, atmosphere or narrative surplus of meaning has been implemented. This may take place at different levels, which will be presented and investigated in this article and exemplified by some cases from the fields of tourism and compute...

  8. Digital representations of the real world how to capture, model, and render visual reality

    CERN Document Server

    Magnor, Marcus A; Sorkine-Hornung, Olga; Theobalt, Christian

    2015-01-01

    Create Genuine Visual Realism in Computer Graphics Digital Representations of the Real World: How to Capture, Model, and Render Visual Reality explains how to portray visual worlds with a high degree of realism using the latest video acquisition technology, computer graphics methods, and computer vision algorithms. It explores the integration of new capture modalities, reconstruction approaches, and visual perception into the computer graphics pipeline.Understand the Entire Pipeline from Acquisition, Reconstruction, and Modeling to Realistic Rendering and ApplicationsThe book covers sensors fo

  9. From Vesalius to Virtual Reality: How Embodied Cognition Facilitates the Visualization of Anatomy

    Science.gov (United States)

    Jang, Susan

    2010-01-01

    This study examines the facilitative effects of embodiment of a complex internal anatomical structure through three-dimensional ("3-D") interactivity in a virtual reality ("VR") program. Since Shepard and Metzler's influential 1971 study, it has been known that 3-D objects (e.g., multiple-armed cube or external body parts) are visually and…

  10. PRISMA-MAR: An Architecture Model for Data Visualization in Augmented Reality Mobile Devices

    Science.gov (United States)

    Gomes Costa, Mauro Alexandre Folha; Serique Meiguins, Bianchi; Carneiro, Nikolas S.; Gonçalves Meiguins, Aruanda Simões

    2013-01-01

    This paper proposes an extension to mobile augmented reality (MAR) environments--the addition of data charts to the more usual text, image and video components. To this purpose, we have designed a client-server architecture including the main necessary modules and services to provide an Information Visualization MAR experience. The server side…

  11. Learning Science in a Virtual Reality Application: The Impacts of Animated-Virtual Actors' Visual Complexity

    Science.gov (United States)

    Kartiko, Iwan; Kavakli, Manolya; Cheng, Ken

    2010-01-01

    As the technology in computer graphics advances, Animated-Virtual Actors (AVAs) in Virtual Reality (VR) applications become increasingly rich and complex. Cognitive Theory of Multimedia Learning (CTML) suggests that complex visual materials could hinder novice learners from attending to the lesson properly. On the other hand, previous studies have…

  12. Joint evaluation of communication quality and user experience in an audio-visual virtual reality meeting

    DEFF Research Database (Denmark)

    Møller, Anders Kalsgaard; Hoffmann, Pablo F.; Carrozzino, Marcello

    2013-01-01

    The state-of-the-art speech intelligibility tests are created with the purpose of evaluating acoustic communication devices and not for evaluating audio-visual virtual reality systems. This paper present a novel method to evaluate a communication situation based on both the speech intelligibility...

  13. Adaptive Monocular Visual-Inertial SLAM for Real-Time Augmented Reality Applications in Mobile Devices.

    Science.gov (United States)

    Piao, Jin-Chun; Kim, Shin-Dug

    2017-11-07

    Simultaneous localization and mapping (SLAM) is emerging as a prominent issue in computer vision and next-generation core technology for robots, autonomous navigation and augmented reality. In augmented reality applications, fast camera pose estimation and true scale are important. In this paper, we present an adaptive monocular visual-inertial SLAM method for real-time augmented reality applications in mobile devices. First, the SLAM system is implemented based on the visual-inertial odometry method that combines data from a mobile device camera and inertial measurement unit sensor. Second, we present an optical-flow-based fast visual odometry method for real-time camera pose estimation. Finally, an adaptive monocular visual-inertial SLAM is implemented by presenting an adaptive execution module that dynamically selects visual-inertial odometry or optical-flow-based fast visual odometry. Experimental results show that the average translation root-mean-square error of keyframe trajectory is approximately 0.0617 m with the EuRoC dataset. The average tracking time is reduced by 7.8%, 12.9%, and 18.8% when different level-set adaptive policies are applied. Moreover, we conducted experiments with real mobile device sensors, and the results demonstrate the effectiveness of performance improvement using the proposed method.

  14. Peripheral visual performance enhancement by neurofeedback training.

    Science.gov (United States)

    Nan, Wenya; Wan, Feng; Lou, Chin Ian; Vai, Mang I; Rosa, Agostinho

    2013-12-01

    Peripheral visual performance is an important ability for everyone, and a positive inter-individual correlation is found between the peripheral visual performance and the alpha amplitude during the performance test. This study investigated the effect of alpha neurofeedback training on the peripheral visual performance. A neurofeedback group of 13 subjects finished 20 sessions of alpha enhancement feedback within 20 days. The peripheral visual performance was assessed by a new dynamic peripheral visual test on the first and last training day. The results revealed that the neurofeedback group showed significant enhancement of the peripheral visual performance as well as the relative alpha amplitude during the peripheral visual test. It was not the case in the non-neurofeedback control group, which performed the tests within the same time frame as the neurofeedback group but without any training sessions. These findings suggest that alpha neurofeedback training was effective in improving peripheral visual performance. To the best of our knowledge, this is the first study to show evidence for performance improvement in peripheral vision via alpha neurofeedback training.

  15. Enhancing a Multi-body Mechanism with Learning-Aided Cues in an Augmented Reality Environment

    Science.gov (United States)

    Singh Sidhu, Manjit

    2013-06-01

    Augmented Reality (AR) is a potential area of research for education, covering issues such as tracking and calibration, and realistic rendering of virtual objects. The ability to augment real world with virtual information has opened the possibility of using AR technology in areas such as education and training as well. In the domain of Computer Aided Learning (CAL), researchers have long been looking into enhancing the effectiveness of the teaching and learning process by providing cues that could assist learners to better comprehend the materials presented. Although a number of works were done looking into the effectiveness of learning-aided cues, but none has really addressed this issue for AR-based learning solutions. This paper discusses the design and model of an AR based software that uses visual cues to enhance the learning process and the outcome perception results of the cues.

  16. Surgical accuracy under virtual reality-enhanced ultrasound guidance: an in vitro epicardial dynamic study.

    Science.gov (United States)

    Linte, Cristian A; Wiles, Andrew D; Moore, John; Wedlake, Chris; Peters, Terry M

    2008-01-01

    In the context of our ongoing objective to reduce morbidity associated with cardiac interventions, minimizing invasiveness has inevitably led to more limited visual access to the target tissues. To ameliorate these challenges, we provide the surgeons with a complex visualization environment that integrates interventional ultrasound imaging augmented with pre-operative anatomical models and virtual surgical instruments within a virtual reality environment. In this paper we present an in vitro study on a cardiac phantom aimed at assessing the feasibility and targeting accuracy of our surgical system in comparison to traditional ultrasound imaging for intra-operative surgical guidance. The 'therapy delivery' was modeled in the context of a blinded procedure, mimicking a closed-chest intervention. Four users navigated a tracked pointer to a target, under guidance provide by either US imaging or virtual reality-enhanced ultrasound. A 2.8 mm RMS targeting error was achieved using our novel surgical system, which is adequate from both a clinical and engineering perspective, under the inherent procedure requirements and limitations of the system.

  17. Virtual Reality, 3D Stereo Visualization, and Applications in Robotics

    DEFF Research Database (Denmark)

    Livatino, Salvatore

    2006-01-01

    The use of 3D stereoscopic visualization may provide a user with higher comprehension of remote environments in tele-operation when compared to 2D viewing. Works in the literature have demonstrated how stereo vision contributes to improve perception of some depth cues often for abstract tasks...

  18. Digitized reality: Effects of high frame rate on visual perception

    OpenAIRE

    Loertscher, Miriam Laura; Iseli, Christian

    2016-01-01

    The digital revolution changed film production and its aesthetics in many ways. Although motion is a defining feature of moving images, it is also one of their most problematic aspects because of blurred images or other signal processing artifacts. An artistic research project was conducted to test the effects of high frame rates (HFR) on visual perception. Typical camera movements were recorded in different frame rates (24 / 48 / 96 fps) to generate test sequences for a cinema experiment. 69...

  19. Spatial updating in virtual reality: the sufficiency of visual information.

    Science.gov (United States)

    Riecke, Bernhard E; Cunningham, Douglas W; Bülthoff, Heinrich H

    2007-05-01

    Robust and effortless spatial orientation critically relies on "automatic and obligatory spatial updating", a largely automatized and reflex-like process that transforms our mental egocentric representation of the immediate surroundings during ego-motions. A rapid pointing paradigm was used to assess automatic/obligatory spatial updating after visually displayed upright rotations with or without concomitant physical rotations using a motion platform. Visual stimuli displaying a natural, subject-known scene proved sufficient for enabling automatic and obligatory spatial updating, irrespective of concurrent physical motions. This challenges the prevailing notion that visual cues alone are insufficient for enabling such spatial updating of rotations, and that vestibular/proprioceptive cues are both required and sufficient. Displaying optic flow devoid of landmarks during the motion and pointing phase was insufficient for enabling automatic spatial updating, but could not be entirely ignored either. Interestingly, additional physical motion cues hardly improved performance, and were insufficient for affording automatic spatial updating. The results are discussed in the context of the mental transformation hypothesis and the sensorimotor interference hypothesis, which associates difficulties in imagined perspective switches to interference between the sensorimotor and cognitive (to-be-imagined) perspective.

  20. Virtual Reality for Enhanced Ecological Validity and Experimental Control in the Clinical, Affective and Social Neurosciences

    Science.gov (United States)

    Parsons, Thomas D.

    2015-01-01

    An essential tension can be found between researchers interested in ecological validity and those concerned with maintaining experimental control. Research in the human neurosciences often involves the use of simple and static stimuli lacking many of the potentially important aspects of real world activities and interactions. While this research is valuable, there is a growing interest in the human neurosciences to use cues about target states in the real world via multimodal scenarios that involve visual, semantic, and prosodic information. These scenarios should include dynamic stimuli presented concurrently or serially in a manner that allows researchers to assess the integrative processes carried out by perceivers over time. Furthermore, there is growing interest in contextually embedded stimuli that can constrain participant interpretations of cues about a target’s internal states. Virtual reality environments proffer assessment paradigms that combine the experimental control of laboratory measures with emotionally engaging background narratives to enhance affective experience and social interactions. The present review highlights the potential of virtual reality environments for enhanced ecological validity in the clinical, affective, and social neurosciences. PMID:26696869

  1. Towards Determination of Visual Requirements for Augmented Reality Displays and Virtual Environments for the Airport Tower

    Science.gov (United States)

    Ellis, Stephen R.

    2006-01-01

    The visual requirements for augmented reality or virtual environments displays that might be used in real or virtual towers are reviewed with respect to similar displays already used in aircraft. As an example of the type of human performance studies needed to determine the useful specifications of augmented reality displays, an optical see-through display was used in an ATC Tower simulation. Three different binocular fields of view (14deg, 28deg, and 47deg) were examined to determine their effect on subjects ability to detect aircraft maneuvering and landing. The results suggest that binocular fields of view much greater than 47deg are unlikely to dramatically improve search performance and that partial binocular overlap is a feasible display technique for augmented reality Tower applications.

  2. Enhancing Interactive Tutorial Effectiveness through Visual Cueing

    Science.gov (United States)

    Jamet, Eric; Fernandez, Jonathan

    2016-01-01

    The present study investigated whether learning how to use a web service with an interactive tutorial can be enhanced by cueing. We expected the attentional guidance provided by visual cues to facilitate the selection of information in static screen displays that corresponded to spoken explanations. Unlike most previous studies in this area, we…

  3. Using the virtual reality device Oculus Rift for neuropsychological assessment of visual processing capabilities.

    Science.gov (United States)

    Foerster, Rebecca M; Poth, Christian H; Behler, Christian; Botsch, Mario; Schneider, Werner X

    2016-11-21

    Neuropsychological assessment of human visual processing capabilities strongly depends on visual testing conditions including room lighting, stimuli, and viewing-distance. This limits standardization, threatens reliability, and prevents the assessment of core visual functions such as visual processing speed. Increasingly available virtual reality devices allow to address these problems. One such device is the portable, light-weight, and easy-to-use Oculus Rift. It is head-mounted and covers the entire visual field, thereby shielding and standardizing the visual stimulation. A fundamental prerequisite to use Oculus Rift for neuropsychological assessment is sufficient test-retest reliability. Here, we compare the test-retest reliabilities of Bundesen's visual processing components (visual processing speed, threshold of conscious perception, capacity of visual working memory) as measured with Oculus Rift and a standard CRT computer screen. Our results show that Oculus Rift allows to measure the processing components as reliably as the standard CRT. This means that Oculus Rift is applicable for standardized and reliable assessment and diagnosis of elementary cognitive functions in laboratory and clinical settings. Oculus Rift thus provides the opportunity to compare visual processing components between individuals and institutions and to establish statistical norm distributions.

  4. Color enhanced pipelines for reality-based 3D modeling of on site medium sized archeological artifacts

    Directory of Open Access Journals (Sweden)

    Fabrizio I. Apollonio

    2014-05-01

    Full Text Available The paper describes a color enhanced processing system - applied as case study on an artifact of the Pompeii archaeological area - developed in order to enhance different techniques for reality-based 3D models construction and visualization of archaeological artifacts. This processing allows rendering reflectance properties with perceptual fidelity on a consumer display and presents two main improvements over existing techniques: a. the color definition of the archaeological artifacts; b. the comparison between the range-based and photogrammetry-based pipelines to understand the limits of use and suitability to specific objects.

  5. In-Situ Visualization for Cultural Heritage Sites using Novel Augmented Reality Technologies

    Directory of Open Access Journals (Sweden)

    Didier Stricker

    2010-05-01

    Full Text Available Mobile Augmented Reality is an ideal technology for presenting information in an attractive, comprehensive and personalized way to visitors of cultural heritage sites. One of the pioneer projects in this area was certainly the European project ArcheoGuide (IST-1999-11306 which developed and evaluated Augmented Reality (AR at a very early stage. Many progresses have been done since then, and novel devices and algorithms offer novel possibilities and functionalities. In this paper we present current research work and discuss different approaches of Mobile AR for cultural heritage. Since this area is very large we focus on the visual aspects of such technologies, namely tracking and computer vision, as well as visualization.

  6. Using visual stimuli to enhance gait control.

    Science.gov (United States)

    Rhea, Christopher K; Kuznetsov, Nikita A

    2017-01-01

    Gait control challenges commonly coincide with vestibular dysfunction and there is a long history in using balance and gait activities to enhance functional mobility in this population. While much has been learned using traditional rehabilitation exercises, there is a new line of research emerging that is using visual stimuli in a very specific way to enhance gait control. For example, avatars can be created in an individualized manner to incorporate specific gait characteristics. The avatar could then be used as a visual stimulus to which the patient can synchronize their own gait cycle. This line of research builds upon the rich history of sensorimotor control research in which augmented sensory information (visual, haptic, or auditory) is used to probe, and even enhance, human motor control. This review paper focuses on gait control challenges in patients with vestibular dysfunction, provides a brief historical perspective on how various visual displays have been used to probe sensorimotor and gait control, and offers some recommendations for future research.

  7. Immersive virtual reality and environmental noise assessment: An innovative audio–visual approach

    Energy Technology Data Exchange (ETDEWEB)

    Ruotolo, Francesco, E-mail: francesco.ruotolo@unina2.it [Laboratory of Cognitive Science and Immersive Virtual Reality, Department of Psychology, Second University of Naples, Viale Ellittico, 31, 81100, Caserta (Italy); Maffei, Luigi, E-mail: luigi.maffei@unina2.it [Department of Architecture and Industrial Design, Second University of Naples, Abazia di S. Lorenzo, 81031, Aversa (Italy); Di Gabriele, Maria, E-mail: maria.digabriele@unina2.it [Department of Architecture and Industrial Design, Second University of Naples, Abazia di S. Lorenzo, 81031, Aversa (Italy); Iachini, Tina, E-mail: santa.iachini@unina2.it [Laboratory of Cognitive Science and Immersive Virtual Reality, Department of Psychology, Second University of Naples, Viale Ellittico, 31, 81100, Caserta (Italy); Masullo, Massimiliano, E-mail: massimiliano.masullo@unina2.it [Department of Architecture and Industrial Design, Second University of Naples, Abazia di S. Lorenzo, 81031, Aversa (Italy); Ruggiero, Gennaro, E-mail: gennaro.ruggiero@unina2.it [Laboratory of Cognitive Science and Immersive Virtual Reality, Department of Psychology, Second University of Naples, Viale Ellittico, 31, 81100, Caserta (Italy); Senese, Vincenzo Paolo, E-mail: vincenzopaolo.senese@unina2.it [Laboratory of Cognitive Science and Immersive Virtual Reality, Department of Psychology, Second University of Naples, Viale Ellittico, 31, 81100, Caserta (Italy); Psychometric Laboratory, Department of Psychology, Second University of Naples, Viale Ellittico, 31, 81100, Caserta (Italy)

    2013-07-15

    Several international studies have shown that traffic noise has a negative impact on people's health and that people's annoyance does not depend only on noise energetic levels, but rather on multi-perceptual factors. The combination of virtual reality technology and audio rendering techniques allow us to experiment a new approach for environmental noise assessment that can help to investigate in advance the potential negative effects of noise associated with a specific project and that in turn can help designers to make educated decisions. In the present study, the audio–visual impact of a new motorway project on people has been assessed by means of immersive virtual reality technology. In particular, participants were exposed to 3D reconstructions of an actual landscape without the projected motorway (ante operam condition), and of the same landscape with the projected motorway (post operam condition). Furthermore, individuals' reactions to noise were assessed by means of objective cognitive measures (short term verbal memory and executive functions) and subjective evaluations (noise and visual annoyance). Overall, the results showed that the introduction of a projected motorway in the environment can have immediate detrimental effects of people's well-being depending on the distance from the noise source. In particular, noise due to the new infrastructure seems to exert a negative influence on short term verbal memory and to increase both visual and noise annoyance. The theoretical and practical implications of these findings are discussed. -- Highlights: ► Impact of traffic noise on people's well-being depends on multi-perceptual factors. ► A multisensory virtual reality technology is used to simulate a projected motorway. ► Effects on short-term memory and auditory and visual subjective annoyance were found. ► The closer the distance from the motorway the stronger was the effect. ► Multisensory virtual reality methodologies

  8. Industrial application trends and market perspectives for virtual reality and visual simulation

    Directory of Open Access Journals (Sweden)

    Antonio Valerio Netto

    2004-06-01

    Full Text Available This paper attempts to provide an overview of current market trends in industrial applications of VR (Virtual Reality and VisSim (visual simulation for the next few years. Several market studies recently undertaken are presented and commented. A profile of some companies that are starting to work with these technologies is provided, in an attempt to motivate Brazilian companies into the use of these new technologies by describing successful example applications undertaken by foreign companies.

  9. The Use of Virtual Reality in Psychology: A Case Study in Visual Perception

    OpenAIRE

    Christopher J. Wilson; Alessandro Soranzo

    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 r...

  10. Workflow for Visualization of Neuroimaging Data with an Augmented Reality Device.

    Science.gov (United States)

    Karmonik, Christof; Boone, Timothy B; Khavari, Rose

    2018-02-01

    Commercial availability of three-dimensional (3D) augmented reality (AR) devices has increased interest in using this novel technology for visualizing neuroimaging data. Here, a technical workflow and algorithm for importing 3D surface-based segmentations derived from magnetic resonance imaging data into a head-mounted AR device is presented and illustrated on selected examples: the pial cortical surface of the human brain, fMRI BOLD maps, reconstructed white matter tracts, and a brain network of functional connectivity.

  11. Effects of Field of View and Visual Complexity on Virtual Reality Training Effectiveness for a Visual Scanning Task.

    Science.gov (United States)

    Ragan, Eric D; Bowman, Doug A; Kopper, Regis; Stinson, Cheryl; Scerbo, Siroberto; McMahan, Ryan P

    2015-07-01

    Virtual reality training systems are commonly used in a variety of domains, and it is important to understand how the realism of a training simulation influences training effectiveness. We conducted a controlled experiment to test the effects of display and scenario properties on training effectiveness for a visual scanning task in a simulated urban environment. The experiment varied the levels of field of view and visual complexity during a training phase and then evaluated scanning performance with the simulator's highest levels of fidelity and scene complexity. To assess scanning performance, we measured target detection and adherence to a prescribed strategy. The results show that both field of view and visual complexity significantly affected target detection during training; higher field of view led to better performance and higher visual complexity worsened performance. Additionally, adherence to the prescribed visual scanning strategy during assessment was best when the level of visual complexity during training matched that of the assessment conditions, providing evidence that similar visual complexity was important for learning the technique. The results also demonstrate that task performance during training was not always a sufficient measure of mastery of an instructed technique. That is, if learning a prescribed strategy or skill is the goal of a training exercise, performance in a simulation may not be an appropriate indicator of effectiveness outside of training-evaluation in a more realistic setting may be necessary.

  12. Enhancements to VTK enabling Scientific Visualization in Immersive Environments

    Energy Technology Data Exchange (ETDEWEB)

    O' Leary, Patrick; Jhaveri, Sankhesh; Chaudhary, Aashish; Sherman, William; Martin, Ken; Lonie, David; Whiting, Eric; Money, James

    2017-04-01

    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) 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.

  13. A 2D virtual reality system for visual goal-driven navigation in zebrafish larvae.

    Science.gov (United States)

    Jouary, Adrien; Haudrechy, Mathieu; Candelier, Raphaël; Sumbre, German

    2016-09-23

    Animals continuously rely on sensory feedback to adjust motor commands. In order to study the role of visual feedback in goal-driven navigation, we developed a 2D visual virtual reality system for zebrafish larvae. The visual feedback can be set to be similar to what the animal experiences in natural conditions. Alternatively, modification of the visual feedback can be used to study how the brain adapts to perturbations. For this purpose, we first generated a library of free-swimming behaviors from which we learned the relationship between the trajectory of the larva and the shape of its tail. Then, we used this technique to infer the intended displacements of head-fixed larvae, and updated the visual environment accordingly. Under these conditions, larvae were capable of aligning and swimming in the direction of a whole-field moving stimulus and produced the fine changes in orientation and position required to capture virtual prey. We demonstrate the sensitivity of larvae to visual feedback by updating the visual world in real-time or only at the end of the discrete swimming episodes. This visual feedback perturbation caused impaired performance of prey-capture behavior, suggesting that larvae rely on continuous visual feedback during swimming.

  14. Immersive virtual reality for visualization of abdominal CT

    Science.gov (United States)

    Lin, Qiufeng; Xu, Zhoubing; Li, Bo; Baucom, Rebeccah; Poulose, Benjamin; Landman, Bennett A.; Bodenheimer, Robert E.

    2013-03-01

    Immersive virtual environments use a stereoscopic head-mounted display and data glove to create high fidelity virtual experiences in which users can interact with three-dimensional models and perceive relationships at their true scale. This stands in stark contrast to traditional PACS-based infrastructure in which images are viewed as stacks of two dimensional slices, or, at best, disembodied renderings. Although there has substantial innovation in immersive virtual environments for entertainment and consumer media, these technologies have not been widely applied in clinical applications. Here, we consider potential applications of immersive virtual environments for ventral hernia patients with abdominal computed tomography imaging data. Nearly a half million ventral hernias occur in the United States each year, and hernia repair is the most commonly performed general surgery operation worldwide. A significant problem in these conditions is communicating the urgency, degree of severity, and impact of a hernia (and potential repair) on patient quality of life. Hernias are defined by ruptures in the abdominal wall (i.e., the absence of healthy tissues) rather than a growth (e.g., cancer); therefore, understanding a hernia necessitates understanding the entire abdomen. Our environment allows surgeons and patients to view body scans at scale and interact with these virtual models using a data glove. This visualization and interaction allows users to perceive the relationship between physical structures and medical imaging data. The system provides close integration of PACS-based CT data with immersive virtual environments and creates opportunities to study and optimize interfaces for patient communication, operative planning, and medical education.

  15. Mobile Mixed-Reality Interfaces That Enhance Human–Robot Interaction in Shared Spaces

    Directory of Open Access Journals (Sweden)

    Jared A. Frank

    2017-06-01

    Full Text Available Although user interfaces with gesture-based input and augmented graphics have promoted intuitive human–robot interactions (HRI, they are often implemented in remote applications on research-grade platforms requiring significant training and limiting operator mobility. This paper proposes a mobile mixed-reality interface approach to enhance HRI in shared spaces. As a user points a mobile device at the robot’s workspace, a mixed-reality environment is rendered providing a common frame of reference for the user and robot to effectively communicate spatial information for performing object manipulation tasks, improving the user’s situational awareness while interacting with augmented graphics to intuitively command the robot. An evaluation with participants is conducted to examine task performance and user experience associated with the proposed interface strategy in comparison to conventional approaches that utilize egocentric or exocentric views from cameras mounted on the robot or in the environment, respectively. Results indicate that, despite the suitability of the conventional approaches in remote applications, the proposed interface approach provides comparable task performance and user experiences in shared spaces without the need to install operator stations or vision systems on or around the robot. Moreover, the proposed interface approach provides users the flexibility to direct robots from their own visual perspective (at the expense of some physical workload and leverages the sensing capabilities of the tablet to expand the robot’s perceptual range.

  16. Virtual reality in neurosurgical education: part-task ventriculostomy simulation with dynamic visual and haptic feedback.

    Science.gov (United States)

    Lemole, G Michael; Banerjee, P Pat; Luciano, Cristian; Neckrysh, Sergey; Charbel, Fady T

    2007-07-01

    Mastery of the neurosurgical skill set involves many hours of supervised intraoperative training. Convergence of political, economic, and social forces has limited neurosurgical resident operative exposure. There is need to develop realistic neurosurgical simulations that reproduce the operative experience, unrestricted by time and patient safety constraints. Computer-based, virtual reality platforms offer just such a possibility. The combination of virtual reality with dynamic, three-dimensional stereoscopic visualization, and haptic feedback technologies makes realistic procedural simulation possible. Most neurosurgical procedures can be conceptualized and segmented into critical task components, which can be simulated independently or in conjunction with other modules to recreate the experience of a complex neurosurgical procedure. We use the ImmersiveTouch (ImmersiveTouch, Inc., Chicago, IL) virtual reality platform, developed at the University of Illinois at Chicago, to simulate the task of ventriculostomy catheter placement as a proof-of-concept. Computed tomographic data are used to create a virtual anatomic volume. Haptic feedback offers simulated resistance and relaxation with passage of a virtual three-dimensional ventriculostomy catheter through the brain parenchyma into the ventricle. A dynamic three-dimensional graphical interface renders changing visual perspective as the user's head moves. The simulation platform was found to have realistic visual, tactile, and handling characteristics, as assessed by neurosurgical faculty, residents, and medical students. We have developed a realistic, haptics-based virtual reality simulator for neurosurgical education. Our first module recreates a critical component of the ventriculostomy placement task. This approach to task simulation can be assembled in a modular manner to reproduce entire neurosurgical procedures.

  17. Mobile Platform Augmented Reality for Enhanced Operations on the International Space Station Project

    Data.gov (United States)

    National Aeronautics and Space Administration — To develop an Augmented Reality system that runs on a small portable device to aid crew in routine maintenance activities by providing enhanced information and...

  18. Mobile Augmented Reality enhances indoor navigation for wheelchair users

    National Research Council Canada - National Science Library

    Oliveira, Luciene Chagas de; Soares, Alcimar Barbosa; Cardoso, Alexandre; Andrade, Adriano de Oliveira; Lamounier Júnior, Edgard Afonso

    2016-01-01

    ...). The main objective of this work is to propose an architecture based on Mobile Augmented Reality to support the development of indoor navigation systems dedicated to wheelchair users, that is also...

  19. The effects of visual realism on search tasks in mixed reality simulation.

    Science.gov (United States)

    Lee, Cha; Rincon, Gustavo A; Meyer, Greg; Höllerer, Tobias; Bowman, Doug A

    2013-04-01

    In this paper, we investigate the validity of Mixed Reality (MR) Simulation by conducting an experiment studying the effects of the visual realism of the simulated environment on various search tasks in Augmented Reality (AR). MR Simulation is a practical approach to conducting controlled and repeatable user experiments in MR, including AR. This approach uses a high-fidelity Virtual Reality (VR) display system to simulate a wide range of equal or lower fidelity displays from the MR continuum, for the express purpose of conducting user experiments. For the experiment, we created three virtual models of a real-world location, each with a different perceived level of visual realism. We designed and executed an AR experiment using the real-world location and repeated the experiment within VR using the three virtual models we created. The experiment looked into how fast users could search for both physical and virtual information that was present in the scene. Our experiment demonstrates the usefulness of MR Simulation and provides early evidence for the validity of MR Simulation with respect to AR search tasks performed in immersive VR.

  20. An effective visualization technique for depth perception in augmented reality-based surgical navigation.

    Science.gov (United States)

    Choi, Hyunseok; Cho, Byunghyun; Masamune, Ken; Hashizume, Makoto; Hong, Jaesung

    2016-03-01

    Depth perception is a major issue in augmented reality (AR)-based surgical navigation. We propose an AR and virtual reality (VR) switchable visualization system with distance information, and evaluate its performance in a surgical navigation set-up. To improve depth perception, seamless switching from AR to VR was implemented. In addition, the minimum distance between the tip of the surgical tool and the nearest organ was provided in real time. To evaluate the proposed techniques, five physicians and 20 non-medical volunteers participated in experiments. Targeting error, time taken, and numbers of collisions were measured in simulation experiments. There was a statistically significant difference between a simple AR technique and the proposed technique. We confirmed that depth perception in AR could be improved by the proposed seamless switching between AR and VR, and providing an indication of the minimum distance also facilitated the surgical tasks. Copyright © 2015 John Wiley & Sons, Ltd.

  1. Enhancing Health-Care Services with Mixed Reality Systems

    Science.gov (United States)

    Stantchev, Vladimir

    This work presents a development approach for mixed reality systems in health care. Although health-care service costs account for 5-15% of GDP in developed countries the sector has been remarkably resistant to the introduction of technology-supported optimizations. Digitalization of data storing and processing in the form of electronic patient records (EPR) and hospital information systems (HIS) is a first necessary step. Contrary to typical business functions (e.g., accounting or CRM) a health-care service is characterized by a knowledge intensive decision process and usage of specialized devices ranging from stethoscopes to complex surgical systems. Mixed reality systems can help fill the gap between highly patient-specific health-care services that need a variety of technical resources on the one side and the streamlined process flow that typical process supporting information systems expect on the other side. To achieve this task, we present a development approach that includes an evaluation of existing tasks and processes within the health-care service and the information systems that currently support the service, as well as identification of decision paths and actions that can benefit from mixed reality systems. The result is a mixed reality system that allows a clinician to monitor the elements of the physical world and to blend them with virtual information provided by the systems. He or she can also plan and schedule treatments and operations in the digital world depending on status information from this mixed reality.

  2. Testing of visual field with virtual reality goggles in manual and visual grasp modes.

    Science.gov (United States)

    Wroblewski, Dariusz; Francis, Brian A; Sadun, Alfredo; Vakili, Ghazal; Chopra, Vikas

    2014-01-01

    Automated perimetry is used for the assessment of visual function in a variety of ophthalmic and neurologic diseases. We report development and clinical testing of a compact, head-mounted, and eye-tracking perimeter (VirtualEye) that provides a more comfortable test environment than the standard instrumentation. VirtualEye performs the equivalent of a full threshold 24-2 visual field in two modes: (1) manual, with patient response registered with a mouse click, and (2) visual grasp, where the eye tracker senses change in gaze direction as evidence of target acquisition. 59 patients successfully completed the test in manual mode and 40 in visual grasp mode, with 59 undergoing the standard Humphrey field analyzer (HFA) testing. Large visual field defects were reliably detected by VirtualEye. Point-by-point comparison between the results obtained with the different modalities indicates: (1) minimal systematic differences between measurements taken in visual grasp and manual modes, (2) the average standard deviation of the difference distributions of about 5 dB, and (3) a systematic shift (of 4-6 dB) to lower sensitivities for VirtualEye device, observed mostly in high dB range. The usability survey suggested patients' acceptance of the head-mounted device. The study appears to validate the concepts of a head-mounted perimeter and the visual grasp mode.

  3. Testing of Visual Field with Virtual Reality Goggles in Manual and Visual Grasp Modes

    Directory of Open Access Journals (Sweden)

    Dariusz Wroblewski

    2014-01-01

    Full Text Available Automated perimetry is used for the assessment of visual function in a variety of ophthalmic and neurologic diseases. We report development and clinical testing of a compact, head-mounted, and eye-tracking perimeter (VirtualEye that provides a more comfortable test environment than the standard instrumentation. VirtualEye performs the equivalent of a full threshold 24-2 visual field in two modes: (1 manual, with patient response registered with a mouse click, and (2 visual grasp, where the eye tracker senses change in gaze direction as evidence of target acquisition. 59 patients successfully completed the test in manual mode and 40 in visual grasp mode, with 59 undergoing the standard Humphrey field analyzer (HFA testing. Large visual field defects were reliably detected by VirtualEye. Point-by-point comparison between the results obtained with the different modalities indicates: (1 minimal systematic differences between measurements taken in visual grasp and manual modes, (2 the average standard deviation of the difference distributions of about 5 dB, and (3 a systematic shift (of 4–6 dB to lower sensitivities for VirtualEye device, observed mostly in high dB range. The usability survey suggested patients’ acceptance of the head-mounted device. The study appears to validate the concepts of a head-mounted perimeter and the visual grasp mode.

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

    Energy Technology Data Exchange (ETDEWEB)

    Kaper, H. G.

    1998-01-05

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

  5. Real-Time Motion Tracking for Mobile Augmented/Virtual Reality Using Adaptive Visual-Inertial Fusion.

    Science.gov (United States)

    Fang, Wei; Zheng, Lianyu; Deng, Huanjun; Zhang, Hongbo

    2017-05-05

    In mobile augmented/virtual reality (AR/VR), real-time 6-Degree of Freedom (DoF) motion tracking is essential for the registration between virtual scenes and the real world. However, due to the limited computational capacity of mobile terminals today, the latency between consecutive arriving poses would damage the user experience in mobile AR/VR. Thus, a visual-inertial based real-time motion tracking for mobile AR/VR is proposed in this paper. By means of high frequency and passive outputs from the inertial sensor, the real-time performance of arriving poses for mobile AR/VR is achieved. In addition, to alleviate the jitter phenomenon during the visual-inertial fusion, an adaptive filter framework is established to cope with different motion situations automatically, enabling the real-time 6-DoF motion tracking by balancing the jitter and latency. Besides, the robustness of the traditional visual-only based motion tracking is enhanced, giving rise to a better mobile AR/VR performance when motion blur is encountered. Finally, experiments are carried out to demonstrate the proposed method, and the results show that this work is capable of providing a smooth and robust 6-DoF motion tracking for mobile AR/VR in real-time.

  6. Using Augmented Reality Tools to Enhance Children's Library Services

    Science.gov (United States)

    Meredith, Tamara R.

    2015-01-01

    Augmented reality (AR) has been used and documented for a variety of commercial and educational purposes, and the proliferation of mobile devices has increased the average person's access to AR systems and tools. However, little research has been done in the area of using AR to supplement traditional library services, specifically for patrons aged…

  7. Visualizing Mars Using Virtual Reality: A State of the Art Mapping Technique Used on Mars Pathfinder

    Science.gov (United States)

    Stoker, C.; Zbinden, E.; Blackmon, T.; Nguyen, L.

    1999-01-01

    We describe an interactive terrain visualization system which rapidly generates and interactively displays photorealistic three-dimensional (3-D) models produced from stereo images. This product, first demonstrated in Mars Pathfinder, is interactive, 3-D, and can be viewed in an immersive display which qualifies it for the name Virtual Reality (VR). The use of this technology on Mars Pathfinder was the first use of VR for geologic analysis. A primary benefit of using VR to display geologic information is that it provides an improved perception of depth and spatial layout of the remote site. The VR aspect of the display allows an operator to move freely in the environment, unconstrained by the physical limitations of the perspective from which the data were acquired. Virtual Reality offers a way to archive and retrieve information in a way that is intuitively obvious. Combining VR models with stereo display systems can give the user a sense of presence at the remote location. The capability, to interactively perform measurements from within the VR model offers unprecedented ease in performing operations that are normally time consuming and difficult using other techniques. Thus, Virtual Reality can be a powerful a cartographic tool. Additional information is contained in the original extended abstract.

  8. Walkable self-overlapping virtual reality maze and map visualization demo: public virtual reality setup for asymmetric collaboration

    DEFF Research Database (Denmark)

    Serubugo, Sule; Skantarova, Denisa; Evers, Nicolaj

    2017-01-01

    This paper describes our demonstration of a walkable self-overlapping maze and its corresponding map to facilitate asymmetric collaboration for room-scale virtual reality setups in public places.......This paper describes our demonstration of a walkable self-overlapping maze and its corresponding map to facilitate asymmetric collaboration for room-scale virtual reality setups in public places....

  9. Pairing virtual reality with dynamic posturography serves to differentiate between patients experiencing visual vertigo.

    Science.gov (United States)

    Keshner, Emily A; Streepey, Jefferson; Dhaher, Yasin; Hain, Timothy

    2007-07-09

    To determine if increased visual dependence can be quantified through its impact on automatic postural responses, we have measured the combined effect on the latencies and magnitudes of postural response kinematics of transient optic flow in the pitch plane with platform rotations and translations. Six healthy (29-31 yrs) and 4 visually sensitive (27-57 yrs) subjects stood on a platform rotated (6 deg of dorsiflexion at 30 deg/sec) or translated (5 cm at 5 deg/sec) for 200 msec. Subjects either had eyes closed or viewed an immersive, stereo, wide field of view virtual environment (scene) moved in upward pitch for a 200 msec period for three 30 sec trials at 5 velocities. RMS values and peak velocities of head, trunk, and head with respect to trunk were calculated. EMG responses of 6 trunk and lower limb muscles were collected and latencies and magnitudes of responses determined. No effect of visual velocity was observed in EMG response latencies and magnitudes. Healthy subjects exhibited significant effects (p vestibular disorder demonstrated exceedingly large head velocities; patients with a history of vestibular disorder exhibited head velocities that fell within the bandwidth of healthy subjects. Differentiation of postural kinematics in visually sensitive subjects when exposed to the combined perturbations suggests that virtual reality technology could be useful for differential diagnosis and specifically designed interventions for individuals whose chief complaint is sensitivity to visual motion.

  10. Pairing virtual reality with dynamic posturography serves to differentiate between patients experiencing visual vertigo

    Directory of Open Access Journals (Sweden)

    Streepey Jefferson

    2007-07-01

    Full Text Available Abstract Background To determine if increased visual dependence can be quantified through its impact on automatic postural responses, we have measured the combined effect on the latencies and magnitudes of postural response kinematics of transient optic flow in the pitch plane with platform rotations and translations. Methods Six healthy (29–31 yrs and 4 visually sensitive (27–57 yrs subjects stood on a platform rotated (6 deg of dorsiflexion at 30 deg/sec or translated (5 cm at 5 deg/sec for 200 msec. Subjects either had eyes closed or viewed an immersive, stereo, wide field of view virtual environment (scene moved in upward pitch for a 200 msec period for three 30 sec trials at 5 velocities. RMS values and peak velocities of head, trunk, and head with respect to trunk were calculated. EMG responses of 6 trunk and lower limb muscles were collected and latencies and magnitudes of responses determined. Results No effect of visual velocity was observed in EMG response latencies and magnitudes. Healthy subjects exhibited significant effects (p p Conclusion Differentiation of postural kinematics in visually sensitive subjects when exposed to the combined perturbations suggests that virtual reality technology could be useful for differential diagnosis and specifically designed interventions for individuals whose chief complaint is sensitivity to visual motion.

  11. The effect of virtual reality on visual vertigo symptoms in patients with peripheral vestibular dysfunction: a pilot study

    OpenAIRE

    Pavlou, M.; Kanegaonkar, R. G.; Swapp, D.; Bamiou, D. E.; Slater, Mel; Luxon. L. M.

    2012-01-01

    Individuals with vestibular dysfunction may experience visual vertigo (VV), in which symptoms are provoked or exacerbated by excessive or disorientating visual stimuli (e.g. supermarkets). VV can significantly improve when customized vestibular rehabilitation exercises are combined with exposure to optokinetic stimuli. Virtual reality (VR), which immerses patients in realistic, visually challenging environments, has also been suggested as an adjunct to VR to improve VV symptoms. This pilot st...

  12. Low-cost, smartphone based frequency doubling technology visual field testing using virtual reality (Conference Presentation)

    Science.gov (United States)

    Alawa, Karam A.; Sayed, Mohamed; Arboleda, Alejandro; Durkee, Heather A.; Aguilar, Mariela C.; Lee, Richard K.

    2017-02-01

    Glaucoma is the leading cause of irreversible blindness worldwide. Due to its wide prevalence, effective screening tools are necessary. The purpose of this project is to design and evaluate a system that enables portable, cost effective, smartphone based visual field screening based on frequency doubling technology. The system is comprised of an Android smartphone to display frequency doubling stimuli and handle processing, a Bluetooth remote for user input, and a virtual reality headset to simulate the exam. The LG Nexus 5 smartphone and BoboVR Z3 virtual reality headset were used for their screen size and lens configuration, respectively. The system is capable of running the C-20, N-30, 24-2, and 30-2 testing patterns. Unlike the existing system, the smartphone FDT tests both eyes concurrently by showing the same background to both eyes but only displaying the stimulus to one eye at a time. Both the Humphrey Zeiss FDT and the smartphone FDT were tested on five subjects without a history of ocular disease with the C-20 testing pattern. The smartphone FDT successfully produced frequency doubling stimuli at the correct spatial and temporal frequency. Subjects could not tell which eye was being tested. All five subjects preferred the smartphone FDT to the Humphrey Zeiss FDT due to comfort and ease of use. The smartphone FDT is a low-cost, portable visual field screening device that can be used as a screening tool for glaucoma.

  13. Real-time markerless tracking for augmented reality: the virtual visual servoing framework.

    Science.gov (United States)

    Comport, Andrew I; Marchand, Eric; Pressigout, Muriel; Chaumette, François

    2006-01-01

    Tracking is a very important research subject in a real-time augmented reality context. The main requirements for trackers are high accuracy and little latency at a reasonable cost. In order to address these issues, a real-time, robust, and efficient 3D model-based tracking algorithm is proposed for a "video see through" monocular vision system. The tracking of objects in the scene amounts to calculating the pose between the camera and the objects. Virtual objects can then be projected into the scene using the pose. Here, nonlinear pose estimation is formulated by means of a virtual visual servoing approach. In this context, the derivation of point-to-curves interaction matrices are given for different 3D geometrical primitives including straight lines, circles, cylinders, and spheres. A local moving edges tracker is used in order to provide real-time tracking of points normal to the object contours. Robustness is obtained by integrating an M-estimator into the visual control law via an iteratively reweighted least squares implementation. This approach is then extended to address the 3D model-free augmented reality problem. The method presented in this paper has been validated on several complex image sequences including outdoor environments. Results show the method to be robust to occlusion, changes in illumination, and mistracking.

  14. Use of display technologies for augmented reality enhancement

    Science.gov (United States)

    Harding, Kevin

    2016-06-01

    Augmented reality (AR) is seen as an important tool for the future of user interfaces as well as training applications. An important application area for AR is expected to be in the digitization of training and worker instructions used in the Brilliant Factory environment. The transition of work instructions methods from printed pages in a book or taped to a machine to virtual simulations is a long step with many challenges along the way. A variety of augmented reality tools are being explored today for industrial applications that range from simple programmable projections in the work space to 3D displays and head mounted gear. This paper will review where some of these tool are today and some of the pros and cons being considered for the future worker environment.

  15. Animation Augmented Reality Book Model (AAR Book Model) to Enhance Teamwork

    Science.gov (United States)

    Chujitarom, Wannaporn; Piriyasurawong, Pallop

    2017-01-01

    This study aims to synthesize an Animation Augmented Reality Book Model (AAR Book Model) to enhance teamwork and to assess the AAR Book Model to enhance teamwork. Samples are five specialists that consist of one animation specialist, two communication and information technology specialists, and two teaching model design specialists, selected by…

  16. Using augmented reality to enhance the shopping mall experience

    OpenAIRE

    Silva, Filipe Lampreia Anes Estevens da

    2012-01-01

    The objective of the present study is to understand if consumers would use an Augmented Reality application on their smartphones while visiting a shopping mall. This application would have several features that would boost the shopping mall experience. In order to access the acceptance of this technological hypothesis an online survey was conducted to extract empirical data from a reliable sample. This empirical data is analysed and characterized with some descriptive statistics, as ...

  17. Which technology to investigate visual perception in sport: video vs. virtual reality.

    Science.gov (United States)

    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.

  18. Visuomotor discordance during visually-guided hand movement in virtual reality modulates sensorimotor cortical activity in healthy and hemiparetic subjects.

    Science.gov (United States)

    Tunik, Eugene; Saleh, Soha; Adamovich, Sergei V

    2013-03-01

    We investigated neural effects of visuomotor discordances during visually-guided finger movements. A functional magnetic resonance imaging (fMRI)-compatible data glove was used to actuate (in real-time) virtual hand models shown on a display in first person perspective. In Experiment 1, we manipulated virtual hand motion to simulate either hypometric or unintentional (actuation of a mismatched finger) feedback of sequential finger flexion in healthy subjects. Analysis of finger motion revealed no significant differences in movement behavior across conditions, suggesting that between-condition differences in brain activity could only be attributed to varying modes of visual feedback rather than motor output. Hypometric feedback and mismatched finger feedback (relative to veridical) were associated with distinct activation. Hypometric feedback was associated with activation in the contralateral motor cortex. Mismatched feedback was associated with activation in bilateral ventral premotor, left dorsal premotor, and left occipitotemporal cortex. The time it took the subject to evaluate visuomotor discordance was positively correlated with activation in bilateral supplementary motor area, bilateral insula, right postcentral gyrus, bilateral dorsal premotor areas, and bilateral posterior parietal lobe. In Experiment 2, we investigated the effects of hypo- and hypermetric visual feedback in three stroke subjects. We observed increased activation of ipsilesional motor cortex in both hypometric and hypermetric feedback conditions. Our data indicate that manipulation of visual feedback of one's own hand movement may be used to facilitate activity in select brain networks. We suggest that these effects can be exploited in neurorehabilition to enhance the processes of brain reorganization after injury and, specifically, might be useful in aiding recovery of hand function in patients during virtual reality-based training.

  19. Enhanced visual fields in hammerhead sharks.

    Science.gov (United States)

    McComb, D M; Tricas, T C; Kajiura, S M

    2009-12-01

    Several factors that influence the evolution of the unusual head morphology of hammerhead sharks (family Sphyrnidae) are proposed but few are empirically tested. In this study we tested the 'enhanced binocular field' hypothesis (that proposes enhanced frontal binocularity) by comparison of the visual fields of three hammerhead species: the bonnethead shark, Sphyrna tiburo, the scalloped hammerhead shark, Sphyrna lewini, and the winghead shark, Eusphyra blochii, with that of two carcharhinid species: the lemon shark, Negaprion brevirostris, and the blacknose shark, Carcharhinus acronotus. Additionally, eye rotation and head yaw were quantified to determine if species compensate for large blind areas anterior to the head. The winghead shark possessed the largest anterior binocular overlap (48 deg.) and was nearly four times larger than that of the lemon (10 deg.) and blacknose (11 deg.) sharks. The binocular overlap in the scalloped hammerhead sharks (34 deg.) was greater than the bonnethead sharks (13 deg.) and carcharhinid species; however, the bonnethead shark did not differ from the carcharhinids. These results indicate that binocular overlap has increased with lateral head expansion in hammerhead sharks. The hammerhead species did not demonstrate greater eye rotation in the anterior or posterior direction. However, both the scalloped hammerhead and bonnethead sharks exhibited greater head yaw during swimming (16.9 deg. and 15.6 deg., respectively) than the lemon (15.1 deg.) and blacknose (15.0 deg.) sharks, indicating a behavioral compensation for the anterior blind area. This study illustrates the larger binocular overlap in hammerhead species relative to their carcharhinid sister taxa and is consistent with the 'enhanced binocular field' hypothesis.

  20. Visual enhancement of fascial tissue in endoscopy

    Science.gov (United States)

    Stehle, Thomas; Behrens, Alexander; Bolz, Matthias; Aach, Til

    2008-03-01

    A colon resection, necessary in case of colon cancer, can be performed minimally invasively by laparoscopy. Before the affected part of the colon can be removed, however, the colon must be mobilized. A good technique for mobilizing the colon is to use Gerota's fascia as a guiding structure, i. e. to dissect along this fascia, without harming it. The challenge of this technique is that Gerota's fascia is usually difficult to distinguish from other tissue. In this paper, we present an approach to enhance the visual contrast between fatty tissue covered by Gerota's fascia and uncovered fatty tissue, and the contrast of both structures to the remaining soft tissue in real time (50 fields per second). As fasciae are whitish transparent tissues, they cannot be identified by means of their color itself. Instead, we found that their most prominent feature to distinguish is the color saturation. To enhance their visible contrast, we applied a non-linear transformation to the saturation. An off-line evaluation was carried out consulting two specialists in laparoscopic colon resection. We presented them four scenes from two different interventions in which our enhancement was applied together with the original scenes. These scenes did not only contain situations where Gerota's fascia had to be found, but also situations where aerosol from ultrasonically activated scissors inhibited the clear vision, or situations where critical structures such as the ureter or nerves had to be identified under fascial tissue. The surgeons stated that our algorithm clearly offered an information gain in all of the presented scenes, and that it did not impair the clear vision in case of aerosol or the visibility of critical structures. So the colon mobilization could be carried out easier, faster, and safer. In the subsequent clinical on-line evaluation, the specialists confirmed the positive effect of the proposed algorithm on the visibility of Gerota's fascia.

  1. Neuronal correlates of continuous manual tracking under varying visual movement feedback in a virtual reality environment.

    Science.gov (United States)

    Limanowski, Jakub; Kirilina, Evgeniya; Blankenburg, Felix

    2017-02-01

    To accurately guide one's actions online, the brain predicts sensory action feedback ahead of time based on internal models, which can be updated by sensory prediction errors. The underlying operations can be experimentally investigated in sensorimotor adaptation tasks, in which moving under perturbed sensory action feedback requires internal model updates. Here we altered healthy participants' visual hand movement feedback in a virtual reality setup, while assessing brain activity with functional magnetic resonance imaging (fMRI). Participants tracked a continually moving virtual target object with a photorealistic, three-dimensional (3D) virtual hand controlled online via a data glove. During the continuous tracking task, the virtual hand's movements (i.e., visual movement feedback) were repeatedly periodically delayed, which participants had to compensate for to maintain accurate tracking. This realistic task design allowed us to simultaneously investigate processes likely operating at several levels of the brain's motor control hierarchy. FMRI revealed that the length of visual feedback delay was parametrically reflected by activity in the inferior parietal cortex and posterior temporal cortex. Unpredicted changes in visuomotor mapping (at transitions from synchronous to delayed visual feedback periods or vice versa) activated biological motion-sensitive regions in the lateral occipitotemporal cortex (LOTC). Activity in the posterior parietal cortex (PPC), focused on the contralateral anterior intraparietal sulcus (aIPS), correlated with tracking error, whereby this correlation was stronger in participants with higher tracking performance. Our results are in line with recent proposals of a wide-spread cortical motor control hierarchy, where temporoparietal regions seem to evaluate visuomotor congruence and thus possibly ground a self-attribution of movements, the LOTC likely processes early visual prediction errors, and the aIPS computes action goal errors and

  2. Combining intraoperative ultrasound brain shift correction and augmented reality visualizations: a pilot study of eight cases.

    Science.gov (United States)

    Gerard, Ian J; Kersten-Oertel, Marta; Drouin, Simon; Hall, Jeffery A; Petrecca, Kevin; De Nigris, Dante; Di Giovanni, Daniel A; Arbel, Tal; Collins, D Louis

    2018-04-01

    We present our work investigating the feasibility of combining intraoperative ultrasound for brain shift correction and augmented reality (AR) visualization for intraoperative interpretation of patient-specific models in image-guided neurosurgery (IGNS) of brain tumors. We combine two imaging technologies for image-guided brain tumor neurosurgery. Throughout surgical interventions, AR was used to assess different surgical strategies using three-dimensional (3-D) patient-specific models of the patient's cortex, vasculature, and lesion. Ultrasound imaging was acquired intraoperatively, and preoperative images and models were registered to the intraoperative data. The quality and reliability of the AR views were evaluated with both qualitative and quantitative metrics. A pilot study of eight patients demonstrates the feasible combination of these two technologies and their complementary features. In each case, the AR visualizations enabled the surgeon to accurately visualize the anatomy and pathology of interest for an extended period of the intervention. Inaccuracies associated with misregistration, brain shift, and AR were improved in all cases. These results demonstrate the potential of combining ultrasound-based registration with AR to become a useful tool for neurosurgeons to improve intraoperative patient-specific planning by improving the understanding of complex 3-D medical imaging data and prolonging the reliable use of IGNS.

  3. Real-time intraoperative visualization of myocardial circulation using augmented reality temperature display.

    Science.gov (United States)

    Szabó, Zoltán; Berg, Sören; Sjökvist, Stefan; Gustafsson, Torbjörn; Carleberg, Per; Uppsäll, Magnus; Wren, Joakim; Ahn, Henrik; Smedby, Örjan

    2013-02-01

    For direct visualization of myocardial ischemia during cardiac surgery, we tested the feasibility of presenting infrared (IR) tissue temperature maps in situ during surgery. A new augmented reality (AR) system, consisting of an IR camera and an integrated projector having identical optical axes, was used, with a high resolution IR camera as control. The hearts of five pigs were exposed and an elastic band placed around the middle of the left anterior descending coronary artery to induce ischemia. A proximally placed ultrasound Doppler probe confirmed reduction of flow. Two periods of complete ischemia and reperfusion were studied in each heart. There was a significant decrease in IR-measured temperature distal to the occlusion, with subsequent return to baseline temperatures after reperfusion (baseline 36.9 ± 0.60 (mean ± SD) versus ischemia 34.1 ± 1.66 versus reperfusion 37.4 ± 0.48; p manipulation of the coronary blood flow, and showed concentrically arranged penumbra zones during ischemia. Surface myocardial temperature changes could be assessed quantitatively and visualized in situ during ischemia and subsequent reperfusion. This method shows potential as a rapid and simple way of following myocardial perfusion during cardiac surgery. The dynamics in the penumbra zone could potentially be used for visualizing the effect of therapy on intraoperative ischemia during cardiac surgery.

  4. A 3-D mixed-reality system for stereoscopic visualization of medical dataset.

    Science.gov (United States)

    Ferrari, Vincenzo; Megali, Giuseppe; Troia, Elena; Pietrabissa, Andrea; Mosca, Franco

    2009-11-01

    We developed a simple, light, and cheap 3-D visualization device based on mixed reality that can be used by physicians to see preoperative radiological exams in a natural way. The system allows the user to see stereoscopic "augmented images," which are created by mixing 3-D virtual models of anatomies obtained by processing preoperative volumetric radiological images (computed tomography or MRI) with real patient live images, grabbed by means of cameras. The interface of the system consists of a head-mounted display equipped with two high-definition cameras. Cameras are mounted in correspondence of the user's eyes and allow one to grab live images of the patient with the same point of view of the user. The system does not use any external tracker to detect movements of the user or the patient. The movements of the user's head and the alignment of virtual patient with the real one are done using machine vision methods applied on pairs of live images. Experimental results, concerning frame rate and alignment precision between virtual and real patient, demonstrate that machine vision methods used for localization are appropriate for the specific application and that systems based on stereoscopic mixed reality are feasible and can be proficiently adopted in clinical practice.

  5. Study of Co-Located and Distant Collaboration with Symbolic Support via a Haptics-Enhanced Virtual Reality Task

    Science.gov (United States)

    Yeh, Shih-Ching; Hwang, Wu-Yuin; Wang, Jin-Liang; Zhan, Shi-Yi

    2013-01-01

    This study intends to investigate how multi-symbolic representations (text, digits, and colors) could effectively enhance the completion of co-located/distant collaborative work in a virtual reality context. Participants' perceptions and behaviors were also studied. A haptics-enhanced virtual reality task was developed to conduct…

  6. Familiarity Enhances Visual Working Memory for Faces

    Science.gov (United States)

    Jackson, Margaret C.; Raymond, Jane E.

    2008-01-01

    Although it is intuitive that familiarity with complex visual objects should aid their preservation in visual working memory (WM), empirical evidence for this is lacking. This study used a conventional change-detection procedure to assess visual WM for unfamiliar and famous faces in healthy adults. Across experiments, faces were upright or…

  7. Feasibility of Using an Augmented Immersive Virtual Reality Learning Environment to Enhance Music Conducting Skills

    Science.gov (United States)

    Orman, Evelyn K.; Price, Harry E.; Russell, Christine R.

    2017-01-01

    Acquiring nonverbal skills necessary to appropriately communicate and educate members of performing ensembles is essential for wind band conductors. Virtual reality learning environments (VRLEs) provide a unique setting for developing these proficiencies. For this feasibility study, we used an augmented immersive VRLE to enhance eye contact, torso…

  8. What Teachers Need to Know about Augmented Reality Enhanced Learning Environments

    Science.gov (United States)

    Wasko, Christopher

    2013-01-01

    Augmented reality (AR) enhanced learning environments have been designed to teach a variety of subjects by having learners act like professionals in the field as opposed to students in a classroom. The environments, grounded in constructivist and situated learning theories, place students in a meaningful, non-classroom environment and force them…

  9. Use of Virtual Reality Technology to Enhance Undergraduate Learning in Abnormal Psychology

    Science.gov (United States)

    Stark-Wroblewski, Kim; Kreiner, David S.; Boeding, Christopher M.; Lopata, Ashley N.; Ryan, Joseph J.; Church, Tina M.

    2008-01-01

    We examined whether using virtual reality (VR) technology to provide students with direct exposure to evidence-based psychological treatment approaches would enhance their understanding of and appreciation for such treatments. Students enrolled in an abnormal psychology course participated in a VR session designed to help clients overcome the fear…

  10. Augmented Reality M-Learning to Enhance Nursing Skills Acquisition in the Clinical Skills Laboratory

    Science.gov (United States)

    Garrett, Bernard M.; Jackson, Cathryn; Wilson, Brian

    2015-01-01

    Purpose: This paper aims to report on a pilot research project designed to explore if new mobile augmented reality (AR) technologies have the potential to enhance the learning of clinical skills in the lab. Design/methodology/approach: An exploratory action-research-based pilot study was undertaken to explore an initial proof-of-concept design in…

  11. Sound can enhance the analgesic effect of virtual reality.

    Science.gov (United States)

    Johnson, Sarah; Coxon, Matthew

    2016-03-01

    Virtual reality (VR) technology may serve as an effective non-pharmacological analgesic to aid pain management. During VR distraction, the individual is immersed in a game presented through a head-mounted display (HMD). The technological level of the HMD can vary, as can the use of different input devices and the inclusion of sound. While more technologically advanced designs may lead to more effective pain management the specific roles of individual components within such systems are not yet fully understood. Here, the role of supplementary auditory information was explored owing to its particular ecological relevance. Healthy adult participants took part in a series of cold-pressor trials submerging their hand in cold water for as long as possible. Individual pain tolerances were measured according to the time (in seconds) before the participant withdrew their hand. The concurrent use of a VR game and the inclusion of sound was varied systematically within participants. In keeping with previous literature, the use of a VR game increased pain tolerance across conditions. Highest pain tolerance was recorded when participants were simultaneously exposed to both the VR game and supplementary sound. The simultaneous inclusion of sound may therefore play an important role when designing VR to manage pain.

  12. Image guidance of breast cancer surgery using 3-D ultrasound images and augmented reality visualization.

    Science.gov (United States)

    Sato, Y; Nakamoto, M; Tamaki, Y; Sasama, T; Sakita, I; Nakajima, Y; Monden, M; Tamura, S

    1998-10-01

    This paper describes augmented reality visualization for the guidance of breast-conservative cancer surgery using ultrasonic images acquired in the operating room just before surgical resection. By combining an optical three-dimensional (3-D) position sensor, the position and orientation of each ultrasonic cross section are precisely measured to reconstruct geometrically accurate 3-D tumor models from the acquired ultrasonic images. Similarly, the 3-D position and orientation of a video camera are obtained to integrate video and ultrasonic images in a geometrically accurate manner. Superimposing the 3-D tumor models onto live video images of the patient's breast enables the surgeon to perceive the exact 3-D position of the tumor, including irregular cancer invasions which cannot be perceived by touch, as if it were visible through the breast skin. Using the resultant visualization, the surgeon can determine the region for surgical resection in a more objective and accurate manner, thereby minimizing the risk of a relapse and maximizing breast conservation. The system was shown to be effective in experiments using phantom and clinical data.

  13. On-patient see-through augmented reality based on visual SLAM.

    Science.gov (United States)

    Mahmoud, Nader; Grasa, Óscar G; Nicolau, Stéphane A; Doignon, Christophe; Soler, Luc; Marescaux, Jacques; Montiel, J M M

    2017-01-01

    An augmented reality system to visualize a 3D preoperative anatomical model on intra-operative patient is proposed. The hardware requirement is commercial tablet-PC equipped with a camera. Thus, no external tracking device nor artificial landmarks on the patient are required. We resort to visual SLAM to provide markerless real-time tablet-PC camera location with respect to the patient. The preoperative model is registered with respect to the patient through 4-6 anchor points. The anchors correspond to anatomical references selected on the tablet-PC screen at the beginning of the procedure. Accurate and real-time preoperative model alignment (approximately 5-mm mean FRE and TRE) was achieved, even when anchors were not visible in the current field of view. The system has been experimentally validated on human volunteers, in vivo pigs and a phantom. The proposed system can be smoothly integrated into the surgical workflow because it: (1) operates in real time, (2) requires minimal additional hardware only a tablet-PC with camera, (3) is robust to occlusion, (4) requires minimal interaction from the medical staff.

  14. 3D graphics, virtual reality, and motion-onset visual evoked potentials in neurogaming.

    Science.gov (United States)

    Beveridge, R; Wilson, S; Coyle, D

    2016-01-01

    A brain-computer interface (BCI) offers movement-free control of a computer application and is achieved by reading and translating the cortical activity of the brain into semantic control signals. Motion-onset visual evoked potentials (mVEP) are neural potentials employed in BCIs and occur when motion-related stimuli are attended visually. mVEP dynamics are correlated with the position and timing of the moving stimuli. To investigate the feasibility of utilizing the mVEP paradigm with video games of various graphical complexities including those of commercial quality, we conducted three studies over four separate sessions comparing the performance of classifying five mVEP responses with variations in graphical complexity and style, in-game distractions, and display parameters surrounding mVEP stimuli. To investigate the feasibility of utilizing contemporary presentation modalities in neurogaming, one of the studies compared mVEP classification performance when stimuli were presented using the oculus rift virtual reality headset. Results from 31 independent subjects were analyzed offline. The results show classification performances ranging up to 90% with variations in conditions in graphical complexity having limited effect on mVEP performance; thus, demonstrating the feasibility of using the mVEP paradigm within BCI-based neurogaming. © 2016 Elsevier B.V. All rights reserved.

  15. 3D interactive augmented reality-enhanced digital learning systems for mobile devices

    Science.gov (United States)

    Feng, Kai-Ten; Tseng, Po-Hsuan; Chiu, Pei-Shuan; Yang, Jia-Lin; Chiu, Chun-Jie

    2013-03-01

    With enhanced processing capability of mobile platforms, augmented reality (AR) has been considered a promising technology for achieving enhanced user experiences (UX). Augmented reality is to impose virtual information, e.g., videos and images, onto a live-view digital display. UX on real-world environment via the display can be e ectively enhanced with the adoption of interactive AR technology. Enhancement on UX can be bene cial for digital learning systems. There are existing research works based on AR targeting for the design of e-learning systems. However, none of these work focuses on providing three-dimensional (3-D) object modeling for en- hanced UX based on interactive AR techniques. In this paper, the 3-D interactive augmented reality-enhanced learning (IARL) systems will be proposed to provide enhanced UX for digital learning. The proposed IARL systems consist of two major components, including the markerless pattern recognition (MPR) for 3-D models and velocity-based object tracking (VOT) algorithms. Realistic implementation of proposed IARL system is conducted on Android-based mobile platforms. UX on digital learning can be greatly improved with the adoption of proposed IARL systems.

  16. Piloting Augmented Reality Technology to Enhance Realism in Clinical Simulation.

    Science.gov (United States)

    Vaughn, Jacqueline; Lister, Michael; Shaw, Ryan J

    2016-09-01

    We describe a pilot study that incorporated an innovative hybrid simulation designed to increase the perception of realism in a high-fidelity simulation. Prelicensure students (N = 12) cared for a manikin in a simulation lab scenario wearing Google Glass, a wearable head device that projected video into the students' field of vision. Students reported that the simulation gave them confidence that they were developing skills and knowledge to perform necessary tasks in a clinical setting and that they met the learning objectives of the simulation. The video combined visual images and cues seen in a real patient and created a sense of realism the manikin alone could not provide.

  17. A surgical robot with augmented reality visualization for stereoelectroencephalography electrode implantation.

    Science.gov (United States)

    Zeng, Bowei; Meng, Fanle; Ding, Hui; Wang, Guangzhi

    2017-08-01

    Using existing stereoelectroencephalography (SEEG) electrode implantation surgical robot systems, it is difficult to intuitively validate registration accuracy and display the electrode entry points (EPs) and the anatomical structure around the electrode trajectories in the patient space to the surgeon. This paper proposes a prototype system that can realize video see-through augmented reality (VAR) and spatial augmented reality (SAR) for SEEG implantation. The system helps the surgeon quickly and intuitively confirm the registration accuracy, locate EPs and visualize the internal anatomical structure in the image space and patient space. We designed and developed a projector-camera system (PCS) attached to the distal flange of a robot arm. First, system calibration is performed. Second, the PCS is used to obtain the point clouds of the surface of the patient's head, which are utilized for patient-to-image registration. Finally, VAR is produced by merging the real-time video of the patient and the preoperative three-dimensional (3D) operational planning model. In addition, SAR is implemented by projecting the planning electrode trajectories and local anatomical structure onto the patient's scalp. The error of registration, the electrode EPs and the target points are evaluated on a phantom. The fiducial registration error is [Formula: see text] mm (max 1.22 mm), and the target registration error is [Formula: see text] mm (max 1.18 mm). The projection overlay error is [Formula: see text] mm, and the TP error after the pre-warped projection is [Formula: see text] mm. The TP error caused by a surgeon's viewpoint deviation is also evaluated. The presented system can help surgeons quickly verify registration accuracy during SEEG procedures and can provide accurate EP locations and internal structural information to the surgeon. With more intuitive surgical information, the surgeon may have more confidence and be able to perform surgeries with better outcomes.

  18. Virtual Reality and Computer-Enhanced Training Applied to Wheeled Mobility: An Overview of Work in Pittsburgh

    Science.gov (United States)

    Cooper, Rory A.; Ding, Dan; Simpson, Richard; Fitzgerald, Shirley G.; Spaeth, Donald M.; Guo, Songfeng; Koontz, Alicia M.; Cooper, Rosemarie; Kim, Jongbae; Boninger, Michael L.

    2005-01-01

    Some aspects of assistive technology can be enhanced by the application of virtual reality. Although virtual simulation offers a range of new possibilities, learning to navigate in a virtual environment is not equivalent to learning to navigate in the real world. Therefore, virtual reality simulation is advocated as a useful preparation for…

  19. Using virtual reality technology for aircraft visual inspection training: presence and comparison studies.

    Science.gov (United States)

    Vora, Jeenal; Nair, Santosh; Gramopadhye, Anand K; Duchowski, Andrew T; Melloy, Brian J; Kanki, Barbara

    2002-11-01

    The aircraft maintenance industry is a complex system consisting of several interrelated human and machine components. Recognizing this, the Federal Aviation Administration (FAA) has pursued human factors related research. In the maintenance arena the research has focused on the aircraft inspection process and the aircraft inspector. Training has been identified as the primary intervention strategy to improve the quality and reliability of aircraft inspection. If training is to be successful, it is critical that we provide aircraft inspectors with appropriate training tools and environment. In response to this need, the paper outlines the development of a virtual reality (VR) system for aircraft inspection training. VR has generated much excitement but little formal proof that it is useful. However, since VR interfaces are difficult and expensive to build, the computer graphics community needs to be able to predict which applications will benefit from VR. To address this important issue, this research measured the degree of immersion and presence felt by subjects in a virtual environment simulator. Specifically, it conducted two controlled studies using the VR system developed for visual inspection task of an aft-cargo bay at the VR Lab of Clemson University. Beyond assembling the visual inspection virtual environment, a significant goal of this project was to explore subjective presence as it affects task performance. The results of this study indicated that the system scored high on the issues related to the degree of presence felt by the subjects. As a next logical step, this study, then, compared VR to an existing PC-based aircraft inspection simulator. The results showed that the VR system was better and preferred over the PC-based training tool.

  20. Photogrammetry and remote sensing for visualization of spatial data in a virtual reality environment

    Science.gov (United States)

    Bhagawati, Dwipen

    2001-07-01

    Researchers in many disciplines have started using the tool of Virtual Reality (VR) to gain new insights into problems in their respective disciplines. Recent advances in computer graphics, software and hardware technologies have created many opportunities for VR systems, advanced scientific and engineering applications being among them. In Geometronics, generally photogrammetry and remote sensing are used for management of spatial data inventory. VR technology can be suitably used for management of spatial data inventory. This research demonstrates usefulness of VR technology for inventory management by taking the roadside features as a case study. Management of roadside feature inventory involves positioning and visualization of the features. This research has developed a methodology to demonstrate how photogrammetric principles can be used to position the features using the video-logging images and GPS camera positioning and how image analysis can help produce appropriate texture for building the VR, which then can be visualized in a Cave Augmented Virtual Environment (CAVE). VR modeling was implemented in two stages to demonstrate the different approaches for modeling the VR scene. A simulated highway scene was implemented with the brute force approach, while modeling software was used to model the real world scene using feature positions produced in this research. The first approach demonstrates an implementation of the scene by writing C++ codes to include a multi-level wand menu for interaction with the scene that enables the user to interact with the scene. The interactions include editing the features inside the CAVE display, navigating inside the scene, and performing limited geographic analysis. The second approach demonstrates creation of a VR scene for a real roadway environment using feature positions determined in this research. The scene looks realistic with textures from the real site mapped on to the geometry of the scene. Remote sensing and

  1. A teleoperation training simulator with visual and kinesthetic force virtual reality

    Science.gov (United States)

    Kim, Won S.; Schenker, Paul

    1992-01-01

    A force-reflecting teleoperation training simulator with a high-fidelity real-time graphics display has been developed for operator training. A novel feature of this simulator is that it enables the operator to feel contact forces and torques through a force-reflecting controller during the execution of the simulated peg-in-hole task, providing the operator with the feel of visual and kinesthetic force virtual reality. A peg-in-hole task is used in our simulated teleoperation trainer as a generic teleoperation task. A quasi-static analysis of a two-dimensional peg-in-hole task model has been extended to a three-dimensional model analysis to compute contact forces and torques for a virtual realization of kinesthetic force feedback. The simulator allows the user to specify force reflection gains and stiffness (compliance) values of the manipulator hand for both the three translational and the three rotational axes in Cartesian space. Three viewing modes are provided for graphics display: single view, two split views, and stereoscopic view.

  2. Virtual reality visual feedback for hand-controlled scanning probe microscopy manipulation of single molecules.

    Science.gov (United States)

    Leinen, Philipp; Green, Matthew F B; Esat, Taner; Wagner, Christian; Tautz, F Stefan; Temirov, Ruslan

    2015-01-01

    Controlled manipulation of single molecules is an important step towards the fabrication of single molecule devices and nanoscale molecular machines. Currently, scanning probe microscopy (SPM) is the only technique that facilitates direct imaging and manipulations of nanometer-sized molecular compounds on surfaces. The technique of hand-controlled manipulation (HCM) introduced recently in Beilstein J. Nanotechnol. 2014, 5, 1926-1932 simplifies the identification of successful manipulation protocols in situations when the interaction pattern of the manipulated molecule with its environment is not fully known. Here we present a further technical development that substantially improves the effectiveness of HCM. By adding Oculus Rift virtual reality goggles to our HCM set-up we provide the experimentalist with 3D visual feedback that displays the currently executed trajectory and the position of the SPM tip during manipulation in real time, while simultaneously plotting the experimentally measured frequency shift (Δf) of the non-contact atomic force microscope (NC-AFM) tuning fork sensor as well as the magnitude of the electric current (I) flowing between the tip and the surface. The advantages of the set-up are demonstrated by applying it to the model problem of the extraction of an individual PTCDA molecule from its hydrogen-bonded monolayer grown on Ag(111) surface.

  3. Virtual reality visual feedback for hand-controlled scanning probe microscopy manipulation of single molecules

    Directory of Open Access Journals (Sweden)

    Philipp Leinen

    2015-11-01

    Full Text Available Controlled manipulation of single molecules is an important step towards the fabrication of single molecule devices and nanoscale molecular machines. Currently, scanning probe microscopy (SPM is the only technique that facilitates direct imaging and manipulations of nanometer-sized molecular compounds on surfaces. The technique of hand-controlled manipulation (HCM introduced recently in Beilstein J. Nanotechnol. 2014, 5, 1926–1932 simplifies the identification of successful manipulation protocols in situations when the interaction pattern of the manipulated molecule with its environment is not fully known. Here we present a further technical development that substantially improves the effectiveness of HCM. By adding Oculus Rift virtual reality goggles to our HCM set-up we provide the experimentalist with 3D visual feedback that displays the currently executed trajectory and the position of the SPM tip during manipulation in real time, while simultaneously plotting the experimentally measured frequency shift (Δf of the non-contact atomic force microscope (NC-AFM tuning fork sensor as well as the magnitude of the electric current (I flowing between the tip and the surface. The advantages of the set-up are demonstrated by applying it to the model problem of the extraction of an individual PTCDA molecule from its hydrogen-bonded monolayer grown on Ag(111 surface.

  4. Experiencing new Learning, Interaction and Visualization Process using Augmented Reality Technology

    Directory of Open Access Journals (Sweden)

    Manjit Singh Sidhu

    2017-05-01

    Full Text Available Many learning methods have changed the way students learn. One method that is achieving much attention is augmented reality (AR. AR is a technology that blends simulated and real environment during the learning, interaction and visualization process. This study explores how far AR technology has come to support students in their learning and interest in using this technology. The objective of this paper was to determine the usefulness of multiple markers interaction user interface for an AR application. A hands on practical lab was conducted with first year engineering students at UNITEN. Two AR applications were tested by the students using single marker and multiple markers for interaction. The opinions and preferences regarding the two user interfaces (also known as tangible user interface that can be used for problem solving activities was obtained. The first AR application using single marker comprises two markers to interact with the problem presented. The second AR application using multiple markers on a single paper was used for the same purpose. These two operationally equivalent user interfaces were given to selected students to interact with the AR applications. During the hands on practical, data were collected regarding the student’s preference, effectiveness (attractive and easy-to-use. The quantitative and qualitative analysis which followed, indicated that the multiple markers user interface was more preferred, effective and easy to use.

  5. Navigating nuclear science: Enhancing analysis through visualization

    Energy Technology Data Exchange (ETDEWEB)

    Irwin, N.H.; Berkel, J. van; Johnson, D.K.; Wylie, B.N.

    1997-09-01

    Data visualization is an emerging technology with high potential for addressing the information overload problem. This project extends the data visualization work of the Navigating Science project by coupling it with more traditional information retrieval methods. A citation-derived landscape was augmented with documents using a text-based similarity measure to show viability of extension into datasets where citation lists do not exist. Landscapes, showing hills where clusters of similar documents occur, can be navigated, manipulated and queried in this environment. The capabilities of this tool provide users with an intuitive explore-by-navigation method not currently available in today`s retrieval systems.

  6. Visualization of enhancer-derived noncoding RNA

    CSIR Research Space (South Africa)

    Shibayama, Y

    2017-01-01

    Full Text Available (TSA). The procedure can be multiplexed to simultaneously visualize both eRNA and protein-coding transcript at the site of transcriptional elongation, thereby permitting analysis of dynamics between the two transcript species in single cells. Our...

  7. Integrating Spherical Panoramas and Maps for Visualization of Cultural Heritage Objects Using Virtual Reality Technology.

    Science.gov (United States)

    Koeva, Mila; Luleva, Mila; Maldjanski, Plamen

    2017-04-11

    Development and virtual representation of 3D models of Cultural Heritage (CH) objects has triggered great interest over the past decade. The main reason for this is the rapid development in the fields of photogrammetry and remote sensing, laser scanning, and computer vision. The advantages of using 3D models for restoration, preservation, and documentation of valuable historical and architectural objects have been numerously demonstrated by scientists in the field. Moreover, 3D model visualization in virtual reality has been recognized as an efficient, fast, and easy way of representing a variety of objects worldwide for present-day users, who have stringent requirements and high expectations. However, the main focus of recent research is the visual, geometric, and textural characteristics of a single concrete object, while integration of large numbers of models with additional information-such as historical overview, detailed description, and location-are missing. Such integrated information can be beneficial, not only for tourism but also for accurate documentation. For that reason, we demonstrate in this paper an integration of high-resolution spherical panoramas, a variety of maps, GNSS, sound, video, and text information for representation of numerous cultural heritage objects. These are then displayed in a web-based portal with an intuitive interface. The users have the opportunity to choose freely from the provided information, and decide for themselves what is interesting to visit. Based on the created web application, we provide suggestions and guidelines for similar studies. We selected objects, which are located in Bulgaria-a country with thousands of years of history and cultural heritage dating back to ancient civilizations. The methods used in this research are applicable for any type of spherical or cylindrical images and can be easily followed and applied in various domains. After a visual and metric assessment of the panoramas and the evaluation of

  8. Enhancing suicide risk assessment: a novel visual metaphor learning tool.

    Science.gov (United States)

    Alyami, Mohsen; Alyami, Hussain; Sundram, Frederick; Cheung, Gary; Haarhoff, Beverly A; Lyndon, Mataroria P; Hill, Andrew G

    2016-12-01

    Suicide risk assessment is variably taught and learnt by health professionals. The literature indicates that training programs of this fundamental competency need to be enhanced. To facilitate teaching and learning of this core clinical skill, we propose a novel visual metaphor in order to conceptualize suicide risk factors. The design of the proposed visual metaphor was informed by the Cognitive Load Theory to enhance deep learning of the various suicide risk factors. The visual metaphor depicting suicide risk factors can potentially improve memory and recall. It activates prior knowledge and is based on educational theory informed design principles. © The Royal Australian and New Zealand College of Psychiatrists 2016.

  9. A methodology for coupling a visual enhancement device to human visual attention

    Science.gov (United States)

    Todorovic, Aleksandar; Black, John A., Jr.; Panchanathan, Sethuraman

    2009-02-01

    The Human Variation Model views disability as simply "an extension of the natural physical, social, and cultural variability of mankind." Given this human variation, it can be difficult to distinguish between a prosthetic device such as a pair of glasses (which extends limited visual abilities into the "normal" range) and a visual enhancement device such as a pair of binoculars (which extends visual abilities beyond the "normal" range). Indeed, there is no inherent reason why the design of visual prosthetic devices should be limited to just providing "normal" vision. One obvious enhancement to human vision would be the ability to visually "zoom" in on objects that are of particular interest to the viewer. Indeed, it could be argued that humans already have a limited zoom capability, which is provided by their highresolution foveal vision. However, humans still find additional zooming useful, as evidenced by their purchases of binoculars equipped with mechanized zoom features. The fact that these zoom features are manually controlled raises two questions: (1) Could a visual enhancement device be developed to monitor attention and control visual zoom automatically? (2) If such a device were developed, would its use be experienced by users as a simple extension of their natural vision? This paper details the results of work with two research platforms called the Remote Visual Explorer (ReVEx) and the Interactive Visual Explorer (InVEx) that were developed specifically to answer these two questions.

  10. RealityFlythrough: Enhancing Situational Awareness for Medical Response to Disasters Using Ubiquitous Video

    Science.gov (United States)

    McCurdy, Neil J.; Griswold, William G; Lenert, Leslie A.

    2005-01-01

    The first moments at a disater scene are chaotic. The command center initially operates with little knowledge of hazards, geography and casualties, building up knowledge of the event slowly as information trickles in by voice radio channels. RealityFlythrough is a tele-presence system that stitches together live video feeds in real-time, using the principle of visual closure, to give command center personnel the illusion of being able to explore the scene interactively by moving smoothly between the video feeds. Using RealityFlythrough, medical, fire, law enforcement, hazardous materials, and engineering experts may be able to achieve situational awareness earlier, and better manage scarce resources. The RealityFlythrough system is composed of camera units with off-the-shelf GPS and orientation systems and a server/viewing station that offers access to images collected by the camera units in real time by position/orientation. In initial field testing using an experimental mesh 802.11 wireless network, two camera unit operators were able to create an interactive image of a simulated disaster scene in about five minutes. PMID:16779092

  11. Visual Working Memory Enhances the Neural Response to Matching Visual Input.

    Science.gov (United States)

    Gayet, Surya; Guggenmos, Matthias; Christophel, Thomas B; Haynes, John-Dylan; Paffen, Chris L E; Van der Stigchel, Stefan; Sterzer, Philipp

    2017-07-12

    Visual working memory (VWM) is used to maintain visual information available for subsequent goal-directed behavior. The content of VWM has been shown to affect the behavioral response to concurrent visual input, suggesting that visual representations originating from VWM and from sensory input draw upon a shared neural substrate (i.e., a sensory recruitment stance on VWM storage). Here, we hypothesized that visual information maintained in VWM would enhance the neural response to concurrent visual input that matches the content of VWM. To test this hypothesis, we measured fMRI BOLD responses to task-irrelevant stimuli acquired from 15 human participants (three males) performing a concurrent delayed match-to-sample task. In this task, observers were sequentially presented with two shape stimuli and a retro-cue indicating which of the two shapes should be memorized for subsequent recognition. During the retention interval, a task-irrelevant shape (the probe) was briefly presented in the peripheral visual field, which could either match or mismatch the shape category of the memorized stimulus. We show that this probe stimulus elicited a stronger BOLD response, and allowed for increased shape-classification performance, when it matched rather than mismatched the concurrently memorized content, despite identical visual stimulation. Our results demonstrate that VWM enhances the neural response to concurrent visual input in a content-specific way. This finding is consistent with the view that neural populations involved in sensory processing are recruited for VWM storage, and it provides a common explanation for a plethora of behavioral studies in which VWM-matching visual input elicits a stronger behavioral and perceptual response. SIGNIFICANCE STATEMENT Humans heavily rely on visual information to interact with their environment and frequently must memorize such information for later use. Visual working memory allows for maintaining such visual information in the mind

  12. Nonimmersive virtual reality mirror visual feedback therapy and its application for the treatment of complex regional pain syndrome: an open-label pilot study.

    Science.gov (United States)

    Sato, Kenji; Fukumori, Satoshi; Matsusaki, Takashi; Maruo, Tomoko; Ishikawa, Shinichi; Nishie, Hiroyuki; Takata, Ken; Mizuhara, Hiroaki; Mizobuchi, Satoshi; Nakatsuka, Hideki; Matsumi, Masaki; Gofuku, Akio; Yokoyama, Masataka; Morita, Kiyoshi

    2010-04-01

    Chronic pain conditions such as phantom limb pain and complex regional pain syndrome are difficult to treat, and traditional pharmacological treatment and invasive neural block are not always effective. Plasticity in the central nervous system occurs in these conditions and may be associated with pain. Mirror visual feedback therapy aims to restore normal cortical organization and is applied in the treatment of chronic pain conditions. However, not all patients benefit from this treatment. Virtual reality technology is increasingly attracting attention for medical application, including as an analgesic modality. An advanced mirror visual feedback system with virtual reality technology may have increased analgesic efficacy and benefit a wider patient population. In this preliminary work, we developed a virtual reality mirror visual feedback system and applied it to the treatment of complex regional pain syndrome. A small open-label case series. Five patients with complex regional pain syndrome received virtual reality mirror visual feedback therapy once a week for five to eight sessions on an outpatient basis. Patients were monitored for continued medication use and pain intensity. Four of the five patients showed >50% reduction in pain intensity. Two of these patients ended their visits to our pain clinic after five sessions. Our results indicate that virtual reality mirror visual feedback therapy is a promising alternative treatment for complex regional pain syndrome. Further studies are necessary before concluding that analgesia provided from virtual reality mirror visual feedback therapy is the result of reversing maladaptive changes in pain perception.

  13. Effect of augmented visual feedback from a virtual reality simulation system on manual dexterity training.

    Science.gov (United States)

    Wierinck, E; Puttemans, V; Swinnen, S; van Steenberghe, D

    2005-02-01

    Little research has been published about the impact of simulation technology on the learning process of novel motor skills. Especially the role of augmented feedback (FB) on the quality of performance and the transfer of the acquired behaviour to a no-augmented FB condition require further investigation. Therefore, novice dental students were randomly assigned to one of three groups and given the task of drilling a geometrical class 1 cavity. The FB group trained under augmented visual FB conditions, provided by the virtual reality (VR) system (DentSim). The no-FB group practised under normal vision conditions, in the absence of augmented FB. A control group performed the test sessions without participating in any training programme. All preparations were evaluated by the VR grading system according to four traditional (outline shape, floor depth, floor smoothness and wall inclination), and two critical, criteria (pulp exposure and damage to adjacent teeth). Performance analyses revealed an overall trend towards significant improvement with training for the experimental groups. The FB group obtained the highest scores. It scored better for floor depth (P < 0.001), whilst the no-FB group was best for floor smoothness (P < 0.005). However, at the retention tests, the FB group demonstrated inferior performance in comparison with the no-FB group. The transfer test on a traditional unit revealed no significant differences between the training groups. Consequently, drilling experience on a VR system under the condition of frequently provided FB and lack of any tutorial input was considered to be not beneficial to learning. The present data are discussed in view of the guidance hypothesis of FB, which refers to the apprentice's dependence on FB.

  14. Using virtual reality to test the regularity priors used by the human visual system

    Science.gov (United States)

    Palmer, Eric; Kwon, TaeKyu; Pizlo, Zygmunt

    2017-09-01

    Virtual reality applications provide an opportunity to test human vision in well-controlled scenarios that would be difficult to generate in real physical spaces. This paper presents a study intended to evaluate the importance of the regularity priors used by the human visual system. Using a CAVE simulation, subjects viewed virtual objects in a variety of experimental manipulations. In the first experiment, the subject was asked to count the objects in a scene that was viewed either right-side-up or upside-down for 4 seconds. The subject counted more accurately in the right-side-up condition regardless of the presence of binocular disparity or color. In the second experiment, the subject was asked to reconstruct the scene from a different viewpoint. Reconstructions were accurate, but the position and orientation error was twice as high when the scene was rotated by 45°, compared to 22.5°. Similarly to the first experiment, there was little difference between monocular and binocular viewing. In the third experiment, the subject was asked to adjust the position of one object to match the depth extent to the frontal extent among three objects. Performance was best with symmetrical objects and became poorer with asymmetrical objects and poorest with only small circular markers on the floor. Finally, in the fourth experiment, we demonstrated reliable performance in monocular and binocular recovery of 3D shapes of objects standing naturally on the simulated horizontal floor. Based on these results, we conclude that gravity, horizontal ground, and symmetry priors play an important role in veridical perception of scenes.

  15. Visual Contrast Enhancement Algorithm Based on Histogram Equalization

    Directory of Open Access Journals (Sweden)

    Chih-Chung Ting

    2015-07-01

    Full Text Available Image enhancement techniques primarily improve the contrast of an image to lend it a better appearance. One of the popular enhancement methods is histogram equalization (HE because of its simplicity and effectiveness. However, it is rarely applied to consumer electronics products because it can cause excessive contrast enhancement and feature loss problems. These problems make the images processed by HE look unnatural and introduce unwanted artifacts in them. In this study, a visual contrast enhancement algorithm (VCEA based on HE is proposed. VCEA considers the requirements of the human visual perception in order to address the drawbacks of HE. It effectively solves the excessive contrast enhancement problem by adjusting the spaces between two adjacent gray values of the HE histogram. In addition, VCEA reduces the effects of the feature loss problem by using the obtained spaces. Furthermore, VCEA enhances the detailed textures of an image to generate an enhanced image with better visual quality. Experimental results show that images obtained by applying VCEA have higher contrast and are more suited to human visual perception than those processed by HE and other HE-based methods.

  16. Visual Contrast Enhancement Algorithm Based on Histogram Equalization

    Science.gov (United States)

    Ting, Chih-Chung; Wu, Bing-Fei; Chung, Meng-Liang; Chiu, Chung-Cheng; Wu, Ya-Ching

    2015-01-01

    Image enhancement techniques primarily improve the contrast of an image to lend it a better appearance. One of the popular enhancement methods is histogram equalization (HE) because of its simplicity and effectiveness. However, it is rarely applied to consumer electronics products because it can cause excessive contrast enhancement and feature loss problems. These problems make the images processed by HE look unnatural and introduce unwanted artifacts in them. In this study, a visual contrast enhancement algorithm (VCEA) based on HE is proposed. VCEA considers the requirements of the human visual perception in order to address the drawbacks of HE. It effectively solves the excessive contrast enhancement problem by adjusting the spaces between two adjacent gray values of the HE histogram. In addition, VCEA reduces the effects of the feature loss problem by using the obtained spaces. Furthermore, VCEA enhances the detailed textures of an image to generate an enhanced image with better visual quality. Experimental results show that images obtained by applying VCEA have higher contrast and are more suited to human visual perception than those processed by HE and other HE-based methods. PMID:26184219

  17. Calibration of RGBD camera and cone-beam CT for 3D intra-operative mixed reality visualization.

    Science.gov (United States)

    Lee, Sing Chun; Fuerst, Bernhard; Fotouhi, Javad; Fischer, Marius; Osgood, Greg; Navab, Nassir

    2016-06-01

    This work proposes a novel algorithm to register cone-beam computed tomography (CBCT) volumes and 3D optical (RGBD) camera views. The co-registered real-time RGBD camera and CBCT imaging enable a novel augmented reality solution for orthopedic surgeries, which allows arbitrary views using digitally reconstructed radiographs overlaid on the reconstructed patient's surface without the need to move the C-arm. An RGBD camera is rigidly mounted on the C-arm near the detector. We introduce a calibration method based on the simultaneous reconstruction of the surface and the CBCT scan of an object. The transformation between the two coordinate spaces is recovered using Fast Point Feature Histogram descriptors and the Iterative Closest Point algorithm. Several experiments are performed to assess the repeatability and the accuracy of this method. Target registration error is measured on multiple visual and radio-opaque landmarks to evaluate the accuracy of the registration. Mixed reality visualizations from arbitrary angles are also presented for simulated orthopedic surgeries. To the best of our knowledge, this is the first calibration method which uses only tomographic and RGBD reconstructions. This means that the method does not impose a particular shape of the phantom. We demonstrate a marker-less calibration of CBCT volumes and 3D depth cameras, achieving reasonable registration accuracy. This design requires a one-time factory calibration, is self-contained, and could be integrated into existing mobile C-arms to provide real-time augmented reality views from arbitrary angles.

  18. Segmented and Detailed Visualization of Anatomical Structures based on Augmented Reality for Health Education and Knowledge Discovery

    Directory of Open Access Journals (Sweden)

    Isabel Cristina Siqueira da Silva

    2017-05-01

    Full Text Available The evolution of technology has changed the face of education, especially when combined with appropriate pedagogical bases. This combination has created innovation opportunities in order to add quality to teaching through new perspectives for traditional methods applied in the classroom. In the Health field, particularly, augmented reality and interaction design techniques can assist the teacher in the exposition of theoretical concepts and/or concepts that need of training at specific medical procedures. Besides, visualization and interaction with Health data, from different sources and in different formats, helps to identify hidden patterns or anomalies, increases the flexibility in the search for certain values, allows the comparison of different units to obtain relative difference in quantities, provides human interaction in real time, etc. At this point, it is noted that the use of interactive visualization techniques such as augmented reality and virtual can collaborate with the process of knowledge discovery in medical and biomedical databases. This work discuss aspects related to the use of augmented reality and interaction design as a tool for teaching anatomy and knowledge discovery, with the proposition of an case study based on mobile application that can display targeted anatomical parts in high resolution and with detail of its parts.

  19. Enhancing Assisted Living Technology with Extended Visual Memory

    Directory of Open Access Journals (Sweden)

    Joo-Hwee Lim

    2011-05-01

    Full Text Available Human vision and memory are powerful cognitive faculties by which we understand the world. However, they are imperfect and further, subject to deterioration with age. We propose a cognitive-inspired computational model, Extended Visual Memory (EVM, within the Computer-Aided Vision (CAV framework, to assist human in vision-related tasks. We exploit wearable sensors such as cameras, GPS and ambient computing facilities to complement a user's vision and memory functions by answering four types of queries central to visual activities, namely, Retrieval, Understanding, Navigation and Search. Learning of EVM relies on both frequency-based and attention-driven mechanisms to store view-based visual fragments (VF, which are abstracted into high-level visual schemas (VS, both in the visual long-term memory. During inference, the visual short-term memory plays a key role in visual similarity computation between input (or its schematic representation and VF, exemplified from VS when necessary. We present an assisted living scenario, termed EViMAL (Extended Visual Memory for Assisted Living, targeted at mild dementia patients to provide novel functions such as hazard-warning, visual reminder, object look-up and event review. We envisage EVM having the potential benefits in alleviating memory loss, improving recall precision and enhancing memory capacity through external support.

  20. Image jitter enhances visual performance when spatial resolution is impaired.

    Science.gov (United States)

    Watson, Lynne M; Strang, Niall C; Scobie, Fraser; Love, Gordon D; Seidel, Dirk; Manahilov, Velitchko

    2012-09-06

    Visibility of low-spatial frequency stimuli improves when their contrast is modulated at 5 to 10 Hz compared with stationary stimuli. Therefore, temporal modulations of visual objects could enhance the performance of low vision patients who primarily perceive images of low-spatial frequency content. We investigated the effect of retinal-image jitter on word recognition speed and facial emotion recognition in subjects with central visual impairment. Word recognition speed and accuracy of facial emotion discrimination were measured in volunteers with AMD under stationary and jittering conditions. Computer-driven and optoelectronic approaches were used to induce retinal-image jitter with duration of 100 or 166 ms and amplitude within the range of 0.5 to 2.6° visual angle. Word recognition speed was also measured for participants with simulated (Bangerter filters) visual impairment. Text jittering markedly enhanced word recognition speed for people with severe visual loss (101 ± 25%), while for those with moderate visual impairment, this effect was weaker (19 ± 9%). The ability of low vision patients to discriminate the facial emotions of jittering images improved by a factor of 2. A prototype of optoelectronic jitter goggles produced similar improvement in facial emotion discrimination. Word recognition speed in participants with simulated visual impairment was enhanced for interjitter intervals over 100 ms and reduced for shorter intervals. Results suggest that retinal-image jitter with optimal frequency and amplitude is an effective strategy for enhancing visual information processing in the absence of spatial detail. These findings will enable the development of novel tools to improve the quality of life of low vision patients.

  1. Improving the discrimination of hand motor imagery via virtual reality based visual guidance.

    Science.gov (United States)

    Liang, Shuang; Choi, Kup-Sze; Qin, Jing; Pang, Wai-Man; Wang, Qiong; Heng, Pheng-Ann

    2016-08-01

    While research on the brain-computer interface (BCI) has been active in recent years, how to get high-quality electrical brain signals to accurately recognize human intentions for reliable communication and interaction is still a challenging task. The evidence has shown that visually guided motor imagery (MI) can modulate sensorimotor electroencephalographic (EEG) rhythms in humans, but how to design and implement efficient visual guidance during MI in order to produce better event-related desynchronization (ERD) patterns is still unclear. The aim of this paper is to investigate the effect of using object-oriented movements in a virtual environment as visual guidance on the modulation of sensorimotor EEG rhythms generated by hand MI. To improve the classification accuracy on MI, we further propose an algorithm to automatically extract subject-specific optimal frequency and time bands for the discrimination of ERD patterns produced by left and right hand MI. The experimental results show that the average classification accuracy of object-directed scenarios is much better than that of non-object-directed scenarios (76.87% vs. 69.66%). The result of the t-test measuring the difference between them is statistically significant (p = 0.0207). When compared to algorithms based on fixed frequency and time bands, contralateral dominant ERD patterns can be enhanced by using the subject-specific optimal frequency and the time bands obtained by our proposed algorithm. These findings have the potential to improve the efficacy and robustness of MI-based BCI applications. Copyright © 2016 Elsevier Ireland Ltd. All rights reserved.

  2. Visual Hallucinations as Incidental Negative Effects of Virtual Reality on Parkinson’s Disease Patients: A Link with Neurodegeneration?

    Directory of Open Access Journals (Sweden)

    Giovanni Albani

    2015-01-01

    Full Text Available We followed up a series of 23 Parkinson’s disease (PD patients who had performed an immersive virtual reality (VR protocol eight years before. On that occasion, six patients incidentally described visual hallucinations (VH with occurrences of images not included in the virtual environment. Curiously, in the following years, only these patients reported the appearance of VH later in their clinical history, while the rest of the group did not. Even considering the limited sample size, we may argue that VR immersive systems can induce unpleasant effects in PD patients who are predisposed to a cognitive impairment.

  3. Representing multiple objects as an ensemble enhances visual cognition.

    Science.gov (United States)

    Alvarez, George A

    2011-03-01

    The visual system can only accurately represent a handful of objects at once. How do we cope with this severe capacity limitation? One possibility is to use selective attention to process only the most relevant incoming information. A complementary strategy is to represent sets of objects as a group or ensemble (e.g. represent the average size of items). Recent studies have established that the visual system computes accurate ensemble representations across a variety of feature domains and current research aims to determine how these representations are computed, why they are computed and where they are coded in the brain. Ensemble representations enhance visual cognition in many ways, making ensemble coding a crucial mechanism for coping with the limitations on visual processing. Copyright © 2011 Elsevier Ltd. All rights reserved.

  4. Virtual reality visualization algorithms for the ALICE high energy physics experiment on the LHC at CERN

    Science.gov (United States)

    Myrcha, Julian; Trzciński, Tomasz; Rokita, Przemysław

    2017-08-01

    Analyzing massive amounts of data gathered during many high energy physics experiments, including but not limited to the LHC ALICE detector experiment, requires efficient and intuitive methods of visualisation. One of the possible approaches to that problem is stereoscopic 3D data visualisation. In this paper, we propose several methods that provide high quality data visualisation and we explain how those methods can be applied in virtual reality headsets. The outcome of this work is easily applicable to many real-life applications needed in high energy physics and can be seen as a first step towards using fully immersive virtual reality technologies within the frames of the ALICE experiment.

  5. Recent Visual Experience Shapes Visual Processing in Rats through Stimulus-Specific Adaptation and Response Enhancement.

    Science.gov (United States)

    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.

  6. Enhancement of visual motion detection thresholds in early deaf people.

    Directory of Open Access Journals (Sweden)

    Martha M Shiell

    Full Text Available In deaf people, the auditory cortex can reorganize to support visual motion processing. Although this cross-modal reorganization has long been thought to subserve enhanced visual abilities, previous research has been unsuccessful at identifying behavioural enhancements specific to motion processing. Recently, research with congenitally deaf cats has uncovered an enhancement for visual motion detection. Our goal was to test for a similar difference between deaf and hearing people. We tested 16 early and profoundly deaf participants and 20 hearing controls. Participants completed a visual motion detection task, in which they were asked to determine which of two sinusoidal gratings was moving. The speed of the moving grating varied according to an adaptive staircase procedure, allowing us to determine the lowest speed necessary for participants to detect motion. Consistent with previous research in deaf cats, the deaf group had lower motion detection thresholds than the hearing. This finding supports the proposal that cross-modal reorganization after sensory deprivation will occur for supramodal sensory features and preserve the output functions.

  7. Analysis of separated flow using image enhanced thymol blue visualization

    Science.gov (United States)

    Henderson, J. M.; Disimile, Peter J.

    Image processing techniques have been developed which enhance the quality of thymol blue visualization. These new techniques allow meaningful quantitative data to be obtained from images using thymol blue flow visualization at velocities up to twice as high as the previous limit. As a demonstration of these techniques, measurements have been taken of the physical dimensions of the separation regions developing immediately downstream of a symmetric bifurcation. These measurements are then used to elicit trends in the separation physical dimensions as a function of flow rate. This particular information is applicable to a variety of flow separation problems found in biological flows and turbomachinery.

  8. Designing sound and visual components for enhancement of urban soundscapes.

    Science.gov (United States)

    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.

  9. Cholinergic pairing with visual activation results in long-term enhancement of visual evoked potentials.

    Directory of Open Access Journals (Sweden)

    Jun Il Kang

    Full Text Available Acetylcholine (ACh contributes to learning processes by modulating cortical plasticity in terms of intensity of neuronal activity and selectivity properties of cortical neurons. However, it is not known if ACh induces long term effects within the primary visual cortex (V1 that could sustain visual learning mechanisms. In the present study we analyzed visual evoked potentials (VEPs in V1 of rats during a 4-8 h period after coupling visual stimulation to an intracortical injection of ACh analog carbachol or stimulation of basal forebrain. To clarify the action of ACh on VEP activity in V1, we individually pre-injected muscarinic (scopolamine, nicotinic (mecamylamine, alpha7 (methyllycaconitine, and NMDA (CPP receptor antagonists before carbachol infusion. Stimulation of the cholinergic system paired with visual stimulation significantly increased VEP amplitude (56% during a 6 h period. Pre-treatment with scopolamine, mecamylamine and CPP completely abolished this long-term enhancement, while alpha7 inhibition induced an instant increase of VEP amplitude. This suggests a role of ACh in facilitating visual stimuli responsiveness through mechanisms comparable to LTP which involve nicotinic and muscarinic receptors with an interaction of NMDA transmission in the visual cortex.

  10. Hybrid Reality Lab Capabilities - Video 2

    Science.gov (United States)

    Delgado, Francisco J.; Noyes, Matthew

    2016-01-01

    Our Hybrid Reality and Advanced Operations Lab is developing incredibly realistic and immersive systems that could be used to provide training, support engineering analysis, and augment data collection for various human performance metrics at NASA. To get a better understanding of what Hybrid Reality is, let's go through the two most commonly known types of immersive realities: Virtual Reality, and Augmented Reality. Virtual Reality creates immersive scenes that are completely made up of digital information. This technology has been used to train astronauts at NASA, used during teleoperation of remote assets (arms, rovers, robots, etc.) and other activities. One challenge with Virtual Reality is that if you are using it for real time-applications (like landing an airplane) then the information used to create the virtual scenes can be old (i.e. visualized long after physical objects moved in the scene) and not accurate enough to land the airplane safely. This is where Augmented Reality comes in. Augmented Reality takes real-time environment information (from a camera, or see through window, and places digitally created information into the scene so that it matches with the video/glass information). Augmented Reality enhances real environment information collected with a live sensor or viewport (e.g. camera, window, etc.) with the information-rich visualization provided by Virtual Reality. Hybrid Reality takes Augmented Reality even further, by creating a higher level of immersion where interactivity can take place. Hybrid Reality takes Virtual Reality objects and a trackable, physical representation of those objects, places them in the same coordinate system, and allows people to interact with both objects' representations (virtual and physical) simultaneously. After a short period of adjustment, the individuals begin to interact with all the objects in the scene as if they were real-life objects. The ability to physically touch and interact with digitally created

  11. Social facilitation in virtual reality-enhanced exercise: competitiveness moderates exercise effort of older adults

    Directory of Open Access Journals (Sweden)

    Anderson-Hanley C

    2011-10-01

    Full Text Available Cay Anderson-Hanley1,2, Amanda L Snyder1, Joseph P Nimon1, Paul J Arciero1,21Healthy Aging and Neuropsychology Lab, Department of Psychology, Union College, Schenectady, NY, USA; 2Health and Exercise Sciences Department, Skidmore College, Saratoga Springs, NY, USAAbstract: This study examined the effect of virtual social facilitation and competitiveness on exercise effort in exergaming older adults. Fourteen exergaming older adults participated. Competitiveness was assessed prior to the start of exercise. Participants were trained to ride a “cybercycle;” a virtual reality-enhanced stationary bike with interactive competition. After establishing a cybercycling baseline, competitive avatars were introduced. Pedaling effort (watts was assessed. Repeated measures ANOVA revealed a significant group (high vs low competitiveness X time (pre- to post-avatar interaction (F[1,12] = 13.1, P = 0.003. Virtual social facilitation increased exercise effort among more competitive exercisers. Exercise programs that match competitiveness may maximize exercise effort.Keywords: exercise, aging, virtual reality, competitiveness, social facilitation, exercise intensity

  12. A Multiplayer Learning Game based on Mixed Reality to Enhance Awareness on Archaeology

    Directory of Open Access Journals (Sweden)

    Mathieu Loiseau

    2014-08-01

    Full Text Available Our research deals with the development of a new type of game-based learning environment: (MMORPG based on mixed reality, applied in the archaeological domain. In this paper, we propose a learning scenario that enhances players’ motivation thanks to individual, collaborative and social activities and that offers a continuous experience between the virtual environment and real places (archaeological sites, museum. After describing the challenge to a rich multidisciplinary approach involving both computer scientists and archaeologists, we present two types of game: multiplayer online role-playing games and mixed reality games. We build on the specificities of these games to make the design choices described in the paper. We also present three modular features we have developed to support independently three activities of the scenario. The proposed approach aims at raising awareness among people on the scientific approach in Archaeology, by providing them information in the virtual environment and encouraging them to go on real sites. We finally discuss the issues raised by this work, such as the tensions between the perceived individual, team and community utilities, as well as the choice of the entering point in the learning scenario (real or virtual for the players’ involvement in the game.

  13. The Hologram in My Hand: How Effective is Interactive Exploration of 3D Visualizations in Immersive Tangible Augmented Reality?

    Science.gov (United States)

    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.

  14. The Hologram in My Hand: How Effective is Interactive Exploration of 3D Visualizations in Immersive Tangible Augmented Reality?

    KAUST Repository

    Bach, Benjamin

    2017-08-29

    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.

  15. Manipulating the fidelity of lower extremity visual feedback to identify obstacle negotiation strategies in immersive virtual reality.

    Science.gov (United States)

    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.

  16. Recent Development of Augmented Reality in Surgery: A Review

    OpenAIRE

    P. Vávra; Roman,J.; P. Zonča; P. Ihnát; M. Němec; Kumar, J; Habib, N; El-Gendi, A.

    2017-01-01

    Introduction. The development augmented reality devices allow physicians to incorporate data visualization into diagnostic and treatment procedures to improve work efficiency, safety, and cost and to enhance surgical training. However, the awareness of possibilities of augmented reality is generally low. This review evaluates whether augmented reality can presently improve the results of surgical procedures. Methods. We performed a review of available literature dating from 2010 to November 2...

  17. Visualization of three-dimensional ultra-high resolution OCT in virtual reality.

    Science.gov (United States)

    Schulze, Jürgen P; Schulze-Döbold, Claudia; Erginay, Ali; Tadayoni, Ramin

    2013-01-01

    Three-dimensional reconstruction of optical coherence tomography (OCT) images is a modern technique that helps interpret the images and understand the underlying disease. However, the 3D reconstruction displayed on commercial devices is of limited quality: images are shown on 2D screens and it is difficult or impossible to adjust the view point and capture the data set from a meaningful perspective. We did a preliminary study to evaluate the applicability of a novel, 3D TV-based virtual reality system with interactive volume rendering software to clinical diagnostics and present a workflow, which can incorporate virtual reality technology at various levels of immersion into the daily medical practice, from interactive VR systems to printed media.

  18. Synchronous Sounds Enhance Visual Sensitivity without Reducing Target Uncertainty

    Directory of Open Access Journals (Sweden)

    Yi-Chuan Chen

    2011-10-01

    Full Text Available We examined the crossmodal effect of the presentation of a simultaneous sound on visual detection and discrimination sensitivity using the equivalent noise paradigm (Dosher & Lu, 1998. In each trial, a tilted Gabor patch was presented in either the first or second of two intervals consisting of dynamic 2D white noise with one of seven possible contrast levels. The results revealed that the sensitivity of participants' visual detection and discrimination performance were both enhanced by the presentation of a simultaneous sound, though only close to the noise level at which participants' target contrast thresholds started to increase with the increasing noise contrast. A further analysis of the psychometric function at this noise level revealed that the increase in sensitivity could not be explained by the reduction of participants' uncertainty regarding the onset time of the visual target. We suggest that this crossmodal facilitatory effect may be accounted for by perceptual enhancement elicited by a simultaneously-presented sound, and that the crossmodal facilitation was easier to observe when the visual system encountered a level of noise that happened to be close to the level of internal noise embedded within the system.

  19. The Effect of an Augmented Reality Enhanced Mathematics Lesson on Student Achievement and Motivation

    Science.gov (United States)

    Estapa, Anne; Nadolny, Larysa

    2015-01-01

    The purpose of the study was to assess student achievement and motivation during a high school augmented reality mathematics activity focused on dimensional analysis. Included in this article is a review of the literature on the use of augmented reality in mathematics and the combination of print with augmented reality, also known as interactive…

  20. "Relative CIR": an image enhancement and visualization technique

    Science.gov (United States)

    Fleming, Michael D.

    1993-01-01

    Many techniques exist to spectrally and spatially enhance digital multispectral scanner data. One technique enhances an image while keeping the colors as they would appear in a color-infrared (CIR) image. This "relative CIR" technique generates an image that is both spectrally and spatially enhanced, while displaying a maximum range of colors. The technique enables an interpreter to visualize either spectral or land cover classes by their relative CIR characteristics. A relative CIR image is generated by developed spectral statistics for each class in the classifications and then, using a nonparametric approach for spectral enhancement, the means of the classes for each band are ranked. A 3 by 3 pixel smoothing filter is applied to the classification for spatial enhancement and the classes are mapped to the representative rank for each band. Practical applications of the technique include displaying an image classification product as a CIR image that was not derived directly from a spectral image, visualizing how a land cover classification would look as a CIR image, and displaying a spectral classification or intermediate product that will be used to label spectral classes.

  1. Getting more from visual working memory: Retro-cues enhance retrieval and protect from visual interference.

    Science.gov (United States)

    Souza, Alessandra S; Rerko, Laura; Oberauer, Klaus

    2016-06-01

    Visual working memory (VWM) has a limited capacity. This limitation can be mitigated by the use of focused attention: if attention is drawn to the relevant working memory content before test, performance improves (the so-called retro-cue benefit). This study tests 2 explanations of the retro-cue benefit: (a) Focused attention protects memory representations from interference by visual input at test, and (b) focusing attention enhances retrieval. Across 6 experiments using color recognition and color reproduction tasks, we varied the amount of color interference at test, and the delay between a retrieval cue (i.e., the retro-cue) and the memory test. Retro-cue benefits were larger when the memory test introduced interfering visual stimuli, showing that the retro-cue effect is in part because of protection from visual interference. However, when visual interference was held constant, retro-cue benefits were still obtained whenever the retro-cue enabled retrieval of an object from VWM but delayed response selection. Our results show that accessible information in VWM might be lost in the processes of testing memory because of visual interference and incomplete retrieval. This is not an inevitable state of affairs, though: Focused attention can be used to get the most out of VWM. (PsycINFO Database Record (c) 2016 APA, all rights reserved).

  2. Rendering visual events as sounds: Spatial attention capture by auditory augmented reality.

    Directory of Open Access Journals (Sweden)

    Scott A Stone

    Full Text Available Many salient visual events tend to coincide with auditory events, such as seeing and hearing a car pass by. Information from the visual and auditory senses can be used to create a stable percept of the stimulus. Having access to related coincident visual and auditory information can help for spatial tasks such as localization. However not all visual information has analogous auditory percepts, such as viewing a computer monitor. Here, we describe a system capable of detecting and augmenting visual salient events into localizable auditory events. The system uses a neuromorphic camera (DAVIS 240B to detect logarithmic changes of brightness intensity in the scene, which can be interpreted as salient visual events. Participants were blindfolded and asked to use the device to detect new objects in the scene, as well as determine direction of motion for a moving visual object. Results suggest the system is robust enough to allow for the simple detection of new salient stimuli, as well accurately encoding direction of visual motion. Future successes are probable as neuromorphic devices are likely to become faster and smaller in the future, making this system much more feasible.

  3. Crossmodal enhancement of visual orientation discrimination by looming sounds requires functional activation of primary visual areas: a case study.

    Science.gov (United States)

    Cecere, Roberto; Romei, Vincenzo; Bertini, Caterina; Làdavas, Elisabetta

    2014-04-01

    Approaching or looming sounds are salient, potentially threatening stimuli with particular impact on visual processing. The early crossmodal effects by looming sounds (Romei, Murray, Cappe, & Thut, 2009) and their selective impact on visual orientation discrimination (Leo, Romei, Freeman, Ladavas, & Driver, 2011) suggest that these multisensory interactions may take place already within low-level visual cortices. To investigate this hypothesis, we tested a patient (SDV) with bilateral occipital lesion and spared residual portions of V1/V2. Accordingly, SDV׳s visual perimetry revealed blindness of the central visual field with some residual peripheral vision. In two experiments we tested for the influence of looming vs. receding and stationary sounds on SDV׳s line orientation discrimination (orientation discrimination experiment) and visual detection abilities (detection experiment) in the preserved or blind portions of the visual field, corresponding to spared and lesioned areas of V1, respectively. In the visual orientation discrimination experiment we found that SDV visual orientation sensitivity significantly improved for visual targets paired with looming sounds but only for lines presented in the partially preserved visual field. In the visual detection experiment, where SDV was required to simply detect the same stimuli presented in the orientation discrimination experiment, a generalised sound-induced visual improvement both in the intact and in blind portion of the visual field was observed. These results provide direct evidence that early visual areas are critically involved in crossmodal modulation of visual orientation sensitivity by looming sounds. Thus, a lesion in V1 prevents the enhancement of visual orientation sensitivity. In contrast, the same lesion does not prevent the visual detection enhancement by a sound, probably due to alternative visual pathways (e.g. retino-colliculo-extrastriate) which are usually spared in these patients and able to

  4. Impact prediction by looming visual stimuli enhances tactile detection.

    Science.gov (United States)

    Cléry, Justine; Guipponi, Olivier; Odouard, Soline; Wardak, Claire; Ben Hamed, Suliann

    2015-03-11

    From an ecological point of view, approaching objects are potentially more harmful than receding objects. A predator, a dominant conspecific, or a mere branch coming up at high speed can all be dangerous if one does not detect them and produce the appropriate escape behavior fast enough. And indeed, looming stimuli trigger stereotyped defensive responses in both monkeys and human infants. However, while the heteromodal somatosensory consequences of visual looming stimuli can be fully predicted by their spatiotemporal dynamics, few studies if any have explored whether visual stimuli looming toward the face predictively enhance heteromodal tactile sensitivity around the expected time of impact and at its expected location on the body. In the present study, we report that, in addition to triggering a defensive motor repertoire, looming stimuli toward the face provide the nervous system with predictive cues that enhance tactile sensitivity on the face. Specifically, we describe an enhancement of tactile processes at the expected time and location of impact of the stimulus on the face. We additionally show that a looming stimulus that brushes past the face also enhances tactile sensitivity on the nearby cheek, suggesting that the space close to the face is incorporated into the subjects' body schema. We propose that this cross-modal predictive facilitation involves multisensory convergence areas subserving the representation of a peripersonal space and a safety boundary of self. Copyright © 2015 the authors 0270-6474/15/354179-11$15.00/0.

  5. Increased visual task difficulty enhances attentional capture by both visual and auditory distractor stimuli.

    Science.gov (United States)

    Sugimoto, Fumie; Katayama, Jun'ichi

    2017-06-01

    Previous studies using a three-stimulus oddball task have shown the amplitude of P3a elicited by distractor stimuli increases when perceptual discrimination between standard and target stimuli becomes difficult. This means that the attentional capture by the distractor stimuli is enhanced along with an increase in task difficulty. So far, the increase of P3a has been reported when standard, target, and distractor stimuli were presented within one sensory modality (i.e., visual or auditory). In the present study, we further investigated whether or not the increase of P3a can also be observed when the distractor stimuli are presented in a different modality from the standard and target stimuli. Twelve participants performed a three-stimulus oddball task in which they were required to discriminate between visual standard and target stimuli. As the distractor stimuli, either another visual stimulus or an auditory stimulus was presented in separate blocks. Visual distractor stimuli elicited P3a, and its amplitude increased when visual standard/target discrimination was difficult, replicating previous findings. Auditory distractor stimuli elicited P3a, and importantly, its amplitude also increased when visual standard/target discrimination was difficult. This result means that attentional capture by distractor stimuli can be enhanced even when the distractor stimuli are presented in a different modality from the standard and target stimuli. Possible mechanisms and implications are discussed in terms of the relative saliency of distractor stimuli, influences of temporal/spatial attention, and the load involved in a task. Copyright © 2017 Elsevier B.V. All rights reserved.

  6. Multi-objective evolutionary optimization for constructing neural networks for virtual reality visual data mining: application to geophysical prospecting.

    Science.gov (United States)

    Valdés, Julio J; Barton, Alan J

    2007-05-01

    A method for the construction of virtual reality spaces for visual data mining using multi-objective optimization with genetic algorithms on nonlinear discriminant (NDA) neural networks is presented. Two neural network layers (the output and the last hidden) are used for the construction of simultaneous solutions for: (i) a supervised classification of data patterns and (ii) an unsupervised similarity structure preservation between the original data matrix and its image in the new space. A set of spaces are constructed from selected solutions along the Pareto front. This strategy represents a conceptual improvement over spaces computed by single-objective optimization. In addition, genetic programming (in particular gene expression programming) is used for finding analytic representations of the complex mappings generating the spaces (a composition of NDA and orthogonal principal components). The presented approach is domain independent and is illustrated via application to the geophysical prospecting of caves.

  7. Real-time evaluation and visualization of learner performance in a mixed-reality environment for clinical breast examination.

    Science.gov (United States)

    Kotranza, Aaron; Lind, D Scott; Lok, Benjamin

    2012-07-01

    We investigate the efficacy of incorporating real-time feedback of user performance within mixed-reality environments (MREs) for training real-world tasks with tightly coupled cognitive and psychomotor components. This paper presents an approach to providing real-time evaluation and visual feedback of learner performance in an MRE for training clinical breast examination (CBE). In a user study of experienced and novice CBE practitioners (n = 69), novices receiving real-time feedback performed equivalently or better than more experienced practitioners in the completeness and correctness of the exam. A second user study (n = 8) followed novices through repeated practice of CBE in the MRE. Results indicate that skills improvement in the MRE transfers to the real-world task of CBE of human patients. This initial case study demonstrates the efficacy of MREs incorporating real-time feedback for training real-world cognitive-psychomotor tasks.

  8. Enhanced alpha-oscillations in visual cortex during anticipation of self-generated visual stimulation.

    Science.gov (United States)

    Stenner, Max-Philipp; Bauer, Markus; Haggard, Patrick; Heinze, Hans-Jochen; Dolan, Ray

    2014-11-01

    The perceived intensity of sensory stimuli is reduced when these stimuli are caused by the observer's actions. This phenomenon is traditionally explained by forward models of sensory action-outcome, which arise from motor processing. Although these forward models critically predict anticipatory modulation of sensory neural processing, neurophysiological evidence for anticipatory modulation is sparse and has not been linked to perceptual data showing sensory attenuation. By combining a psychophysical task involving contrast discrimination with source-level time-frequency analysis of MEG data, we demonstrate that the amplitude of alpha-oscillations in visual cortex is enhanced before the onset of a visual stimulus when the identity and onset of the stimulus are controlled by participants' motor actions. Critically, this prestimulus enhancement of alpha-amplitude is paralleled by psychophysical judgments of a reduced contrast for this stimulus. We suggest that alpha-oscillations in visual cortex preceding self-generated visual stimulation are a likely neurophysiological signature of motor-induced sensory anticipation and mediate sensory attenuation. We discuss our results in relation to proposals that attribute generic inhibitory functions to alpha-oscillations in prioritizing and gating sensory information via top-down control.

  9. Sounds facilitate visual motion discrimination via the enhancement of late occipital visual representations

    OpenAIRE

    Kayser, Stephanie J.; Philiastides, Marios G.; Kayser, Christoph

    2017-01-01

    Sensory discriminations, such as judgements about visual motion, often benefit from multisensory evidence. Despite many reports of enhanced brain activity during multisensory conditions, it remains unclear which dynamic processes implement the multisensory benefit for an upcoming decision in the human brain. Specifically, it remains difficult to attribute perceptual benefits to specific processes, such as early sensory encoding, the transformation of sensory representations into a motor respo...

  10. Illustration-inspired depth enhanced volumetric medical visualization.

    Science.gov (United States)

    Svakhine, Nikolai A; Ebert, David S; Andrews, William M

    2009-01-01

    Volume illustration can be used to provide insight into source data from CT/MRI scanners in much the same way as medical illustration depicts the important details of anatomical structures. As such, proven techniques used in medical illustration should be transferable to volume illustration, providing scientists with new tools to visualize their data. In recent years, a number of techniques have been developed to enhance the rendering pipeline and create illustrative effects similar to the ones found in medical textbooks and surgery manuals. Such effects usually highlight important features of the subject while subjugating its context and providing depth cues for correct perception. Inspired by traditional visual and line-drawing techniques found in medical illustration, we have developed a collection of fast algorithms for more effective emphasis/de-emphasis of data as well as conveyance of spatial relationships. Our techniques utilize effective outlining techniques and selective depth enhancement to provide perceptual cues of object importance as well as spatial relationships in volumetric datasets. Moreover, we have used illustration principles to effectively combine and adapt basic techniques so that they work together to provide consistent visual information and a uniform style.

  11. Virtual Reality Laboratory

    Data.gov (United States)

    Federal Laboratory Consortium — FUNCTION: Performs basic and applied research in interactive 3D computer graphics, including visual analytics, virtual environments, and augmented reality (AR). The...

  12. Enhanced visual motion perception in major depressive disorder.

    Science.gov (United States)

    Golomb, Julie D; McDavitt, Jenika R B; Ruf, Barbara M; Chen, Jason I; Saricicek, Aybala; Maloney, Kathleen H; Hu, Jian; Chun, Marvin M; Bhagwagar, Zubin

    2009-07-15

    Major depressive disorder (MDD) is a mood disorder that is not traditionally considered to affect the visual system. However, recent findings have reported decreased cortical levels of the inhibitory neurotransmitter GABA in occipital cortex. To explore possible functional consequences of MDD on visual processing, we applied a psychophysical visual motion processing task in which healthy young adults typically exhibit impaired perceptual discrimination of large high-contrast stimuli. It has been suggested that this phenomenon, spatial suppression, is mediated by GABAergic center-surround antagonism in visual pathways. Based on previous findings linking MDD to occipital GABA dysfunction, we hypothesized that MDD patients would exhibit decreased spatial suppression, leading to the counterintuitive hypothesis of better psychophysical performance. Indeed, motion perception for typically suppressed stimuli was enhanced in patients with MDD compared with age-matched controls. Furthermore, the degree of spatial suppression correlated with an individual's illness load; patients with greater lifetime duration of depression exhibited the least spatial suppression and performed the best in the high-contrast motion discrimination task. Notably, this decrease in spatial suppression persisted beyond recovery and without the confound of acute illness or treatment; all patients had been clinically recovered and unmedicated for several months at the time of testing, suggesting that depression has ubiquitous consequences that may persist long after mood symptoms have receded. This finding raises the possibility that spatial suppression may represent a sensitive endophenotypic marker of trait vulnerability in MDD.

  13. RehAtt - scanning training for neglect enhanced by multi-sensory stimulation in Virtual Reality.

    Science.gov (United States)

    Fordell, Helena; Bodin, Kenneth; Eklund, Anders; Malm, Jan

    2016-06-01

    There is a lack of effective treatment for neglect. We have developed a new training method, RehAtt™. The objective of this study was to determine whether RehAtt™ improves spatial attention in chronic neglect after stroke. RehAtt™ consists of a computer with monitor, 3D glasses, and a force feedback interface (Robotic pen) giving sensory motor activation to the contra-lesional arm. The software combines visual scanning training with multi-sensory stimulation in 3D virtual reality (VR) game environment. Fifteen stroke patients with chronic neglect (duration > 6 month) had repeated baseline evaluations to confirm stability of symptoms. There were no test-retest effects for any of the tests. Thereafter, all patients trained 15 h in RehAtt™ (3 × 1 h for 5 weeks). A neglect test battery and Catherine Bergego Scale, CBS, were used to assess behavioral outcome after intervention. CBS was also used at a 6-month follow-up. Using repeated measurement analysis improvements due to the training were found for Star cancellation test (p = 0.006), Baking tray task (p training (p Training with the VR-method improved spatial attention and showed transfer to improved spatial attention in activities of daily living in chronic neglect. Our results are promising and merit further studies.

  14. Virtual reality presurgical planning for cerebral gliomas adjacent to motor pathways in an integrated 3-D stereoscopic visualization of structural MRI and DTI tractography.

    Science.gov (United States)

    Qiu, Tian-ming; Zhang, Yi; Wu, Jin-Song; Tang, Wei-Jun; Zhao, Yao; Pan, Zhi-Guang; Mao, Ying; Zhou, Liang-Fu

    2010-11-01

    Resection of gliomas invading primary motor cortex and subcortical motor pathway is difficult in both surgical decision-making and functional outcome prediction. In this study, magnetic resonance (MR) diffusion tensor imaging (DTI) data were used to perform tractography to visualize pyramidal tract (PT) along its whole length in a stereoscopic virtual reality (VR) environment. The potential value of its clinical application was evaluated. Both three-dimensional (3-D) magnetic resonance imaging (MRI) and DTI datasets were obtained from 45 eligible patients with suspected cerebral gliomas and then transferred to the VR system (Dextroscope; Volume Interactions Pte. Ltd., Singapore). The cortex and tumor were segmented and reconstructed via MRI, respectively, while the tractographic PTs were reconstructed via DTI. All those were presented in a stereoscopic 3-D display synchronously, for the purpose of patient-specific presurgical planning and surgical simulation in each case. The relationship between increasing amplitude of the number of effective fibers of PT (EPT) at affected sides and the patients' Karnofsky Performance Scale (KPS) at 6 months was addressed out. In VR presurgical planning for gliomas, surgery was aided by stereoscopic 3-D visualizing the relative position of the PTs and a tumor. There was no significant difference between pre- and postsurgical EPT in this population. A positive relationship was proved between EPT increasing amplitude and 6-month KPS. 3-D stereoscopic visualization of tractography in this VR environment enhances the operators to well understand the anatomic information of intra-axial tumor contours and adjacent PT, results in surgical trajectory optimization initially, and maximal safe tumor resection finally. In accordance to the EPT increasing amplitude, surgeon can predict the long-term motor functional outcome.

  15. A high-accuracy surgical augmented reality system using enhanced integral videography image overlay.

    Science.gov (United States)

    Zhang, Xinran; Chen, Guowen; Liao, Hongen

    2015-01-01

    Image guided surgery has been used in clinic to improve the surgery safety and accuracy. Augmented reality (AR) technique, which can provide intuitive image guidance, has been greatly evolved these years. As one promising approach of surgical AR systems, integral videography (IV) autostereoscopic image overlay has achieved accurate fusion of full parallax guidance into surgical scene. This paper describes an image enhanced high-accuracy IV overlay system. A flexible optical image enhancement system (IES) is designed to increase the resolution and quality of IV image. Furthermore, we introduce a novel IV rendering algorithm to promote the spatial accuracy with the consideration of distortion introduced by micro lens array. Preliminary experiments validated that the image accuracy and resolution are improved with the proposed methods. The resolution of the IV image could be promoted to 1 mm for a micro lens array with pitch of 2.32 mm and IES magnification value of 0.5. The relative deviation of accuracy in depth and lateral directions are -4.68 ± 0.83% and -9.01 ± 0.42%.

  16. VSTOL ground effects testing with flow visualization and image enhancement

    Science.gov (United States)

    Kegelman, Jerome T.; Johns, Albert L.

    1991-01-01

    A remotely controlled high-energy fiber-optic light delivery technique is employed to examine the implementation of a laser-light-sheet flow-visualization system. During testing, video data are enhanced in real time using digital image processing techniques. A summary of test results for an advanced VSTOL configuration in ground effect, and techniques for the generation of 3D reconstructions for the flowfield are outlined. The system performed well during all phases of the test and proved to be an extremely useful asset to the overall test program. The most useful application of the flow visualization system was the interactive real-time flow field analysis made during the actual testing.

  17. Post-encoding emotional arousal enhances consolidation of item memory, but not reality-monitoring source memory.

    Science.gov (United States)

    Wang, Bo; Sun, Bukuan

    2017-03-01

    The current study examined whether the effect of post-encoding emotional arousal on item memory extends to reality-monitoring source memory and, if so, whether the effect depends on emotionality of learning stimuli and testing format. In Experiment 1, participants encoded neutral words and imagined or viewed their corresponding object pictures. Then they watched a neutral, positive, or negative video. The 24-hour delayed test showed that emotional arousal had little effect on both item memory and reality-monitoring source memory. Experiment 2 was similar except that participants encoded neutral, positive, and negative words and imagined or viewed their corresponding object pictures. The results showed that positive and negative emotional arousal induced after encoding enhanced consolidation of item memory, but not reality-monitoring source memory, regardless of emotionality of learning stimuli. Experiment 3, identical to Experiment 2 except that participants were tested only on source memory for all the encoded items, still showed that post-encoding emotional arousal had little effect on consolidation of reality-monitoring source memory. Taken together, regardless of emotionality of learning stimuli and regardless of testing format of source memory (conjunction test vs. independent test), the facilitatory effect of post-encoding emotional arousal on item memory does not generalize to reality-monitoring source memory.

  18. Visualization of Disciplinary Profiles: Enhanced Science Overlay Maps

    Directory of Open Access Journals (Sweden)

    Stephen Carley

    2017-08-01

    Full Text Available Purpose: The purpose of this study is to modernize previous work on science overlay maps by updating the underlying citation matrix, generating new clusters of scientific disciplines, enhancing visualizations, and providing more accessible means for analysts to generate their own maps. Design/methodology/approach: We use the combined set of 2015 Journal Citation Reports for the Science Citation Index (n of journals = 8,778 and the Social Sciences Citation Index (n = 3,212 for a total of 11,365 journals. The set of Web of Science Categories in the Science Citation Index and the Social Sciences Citation Index increased from 224 in 2010 to 227 in 2015. Using dedicated software, a matrix of 227 × 227 cells is generated on the basis of whole-number citation counting. We normalize this matrix using the cosine function. We first develop the citing-side, cosine-normalized map using 2015 data and VOSviewer visualization with default parameter values. A routine for making overlays on the basis of the map (“wc15.exe” is available at http://www.leydesdorff.net/wc15/index.htm. Findings: Findings appear in the form of visuals throughout the manuscript. In Figures 1–9 we provide basemaps of science and science overlay maps for a number of companies, universities, and technologies. Research limitations: As Web of Science Categories change and/or are updated so is the need to update the routine we provide. Also, to apply the routine we provide users need access to the Web of Science. Practical implications: Visualization of science overlay maps is now more accurate and true to the 2015 Journal Citation Reports than was the case with the previous version of the routine advanced in our paper. Originality/value: The routine we advance allows users to visualize science overlay maps in VOSviewer using data from more recent Journal Citation Reports.

  19. Visual homing is possible whithout landmarks: a path integration study in virtual reality

    NARCIS (Netherlands)

    Riecke, B.E.; Veen, H.A.H.C. van; Bulthoff, H.H.

    2002-01-01

    The literature often suggests that proprioceptive and especially vestibular cues are required for navigation and spatial orientation tasks involving rotations of the observer. To test this notion, we conducted a set of experiments in virtual environments in which only visual cues were provided.

  20. Lighting System for Visual Perception Enhancement in Volume Rendering.

    Science.gov (United States)

    Wang, Lei; Kaufman, Arie E

    2013-01-01

    We introduce a lighting system that enhances the visual cues in a rendered image for the perception of 3D volumetric objects. We divide the lighting effects into global and local effects, and deploy three types of directional lights: the key light and accessory lights (fill and detail lights). The key light provides both lighting effects and carries the visual cues for the perception of local and global shapes and depth. The cues for local shapes are conveyed by gradient; those for global shapes are carried by shadows; and those for depth are provided by shadows and translucent objects. Fill lights produce global effects to increase the perceptibility. Detail lights generate local effects to improve the cues for local shapes. Our method quantifies the perception and uses an exhaustive search to set the lights. It configures accessory lights with the consideration of preserving the global impression conveyed by the key light. It ensures the feeling of smooth light movements in animations. With simplification, it achieves interactive frame rates and produces results that are visually indistinguishable from results using the nonsimplified algorithm. The major contributions of this paper are our lighting system, perception measurement and lighting design algorithm with our indistinguishable simplification.

  1. Social Augmented Reality: Enhancing Context-Dependent Communication and Informal Learning at Work

    Science.gov (United States)

    Pejoska, Jana; Bauters, Merja; Purma, Jukka; Leinonen, Teemu

    2016-01-01

    Our design proposal of social augmented reality (SoAR) grows from the observed difficulties of practical applications of augmented reality (AR) in workplace learning. In our research we investigated construction workers doing physical work in the field and analyzed the data using qualitative methods in various workshops. The challenges related to…

  2. Enhanced visual statistical learning in adults with autism.

    Science.gov (United States)

    Roser, Matthew E; Aslin, Richard N; McKenzie, Rebecca; Zahra, Daniel; Fiser, József

    2015-03-01

    Individuals with autism spectrum disorder (ASD) are often characterized as having social engagement and language deficiencies, but a sparing of visuospatial processing and short-term memory (STM), with some evidence of supranormal levels of performance in these domains. The present study expanded on this evidence by investigating the observational learning of visuospatial concepts from patterns of covariation across multiple exemplars. Child and adult participants with ASD, and age-matched control participants, viewed multishape arrays composed from a random combination of pairs of shapes that were each positioned in a fixed spatial arrangement. After this passive exposure phase, a posttest revealed that all participant groups could discriminate pairs of shapes with high covariation from randomly paired shapes with low covariation. Moreover, learning these shape-pairs with high covariation was superior in adults with ASD than in age-matched controls, whereas performance in children with ASD was no different than controls. These results extend previous observations of visuospatial enhancement in ASD into the domain of learning, and suggest that enhanced visual statistical learning may have arisen from a sustained bias to attend to local details in complex arrays of visual features. PsycINFO Database Record (c) 2015 APA, all rights reserved.

  3. The effect of virtual reality on visual vertigo symptoms in patients with peripheral vestibular dysfunction: a pilot study.

    Science.gov (United States)

    Pavlou, M; Kanegaonkar, R G; Swapp, D; Bamiou, D E; Slater, M; Luxon, L M

    2012-01-01

    Individuals with vestibular dysfunction may experience visual vertigo (VV), in which symptoms are provoked or exacerbated by excessive or disorientating visual stimuli (e.g. supermarkets). VV can significantly improve when customized vestibular rehabilitation exercises are combined with exposure to optokinetic stimuli. Virtual reality (VR), which immerses patients in realistic, visually challenging environments, has also been suggested as an adjunct to VR to improve VV symptoms. This pilot study compared the responses of sixteen patients with unilateral peripheral vestibular disorder randomly allocated to a VR regime incorporating exposure to a static (Group S) or dynamic (Group D) VR environment. Participants practiced vestibular exercises, twice weekly for four weeks, inside a static (Group S) or dynamic (Group D) virtual crowded square environment, presented in an immersive projection theatre (IPT), and received a vestibular exercise program to practice on days not attending clinic. A third Group D1 completed both the static and dynamic VR training. Treatment response was assessed with the Dynamic Gait Index and questionnaires concerning symptom triggers and psychological state. At final assessment, significant between-group differences were noted between Groups D (p=0.001) and D1 (p=0.03) compared to Group S for VV symptoms with the former two showing a significant 59.2% and 25.8% improvement respectively compared to 1.6% for the latter. Depression scores improved only for Group S (p=0.01) while a trend towards significance was noted for Group D regarding anxiety scores (p=0.07). Exposure to dynamic VR environments should be considered as a useful adjunct to vestibular rehabilitation programs for patients with peripheral vestibular disorders and VV symptoms.

  4. Psychobiological Assessment and Enhancement of Team Cohesion and Psychological Resilience in ROTC Cadets Using a Virtual-Reality Team Cohesion Test

    Science.gov (United States)

    2017-06-01

    Using a Virtual- Reality Team Cohesion Test PRINCIPAL INVESTIGATOR: Josh Woolley MD/PhD CONTRACTING ORGANIZATION: Northern California Institute for...NUMBER Psychobiological Assessment & Enhancement of Team Cohesion and Psychological Resilience in ROTC Cadets Using a Virtual- Reality Team Cohesion...While much work has been done in defining, quantifying, and increasing unit cohesion, the precise psychobiological mechanisms that subserve unit

  5. Impact of examinees' stereopsis and near visual acuity on laparoscopic virtual reality performance.

    Science.gov (United States)

    Hoffmann, Henry; Ruiz-Schirinzi, Rebecca; Goldblum, David; Dell-Kuster, Salome; Oertli, Daniel; Hahnloser, Dieter; Rosenthal, Rachel

    2015-10-01

    Laparoscopic surgery represents specific challenges, such as the reduction of a three-dimensional anatomic environment to two dimensions. The aim of this study was to investigate the impact of the loss of the third dimension on laparoscopic virtual reality (VR) performance. We compared a group of examinees with impaired stereopsis (group 1, n = 28) to a group with accurate stereopsis (group 2, n = 29). The primary outcome was the difference between the mean total score (MTS) of all tasks taken together and the performance in task 3 (eye-hand coordination), which was a priori considered to be the most dependent on intact stereopsis. The MTS and performance in task 3 tended to be slightly, but not significantly, better in group 2 than in group 1 [MTS: -0.12 (95 % CI -0.32, 0.08; p = 0.234); task 3: -0.09 (95 % CI -0.29, 0.11; p = 0.385)]. The difference of MTS between simulated impaired stereopsis between group 2 (by attaching an eye patch on the adominant eye in the 2nd run) and the first run of group 1 was not significant (MTS: p = 0.981; task 3: p = 0.527). We were unable to demonstrate an impact of impaired examinees' stereopsis on laparoscopic VR performance. Individuals with accurate stereopsis seem to be able to compensate for the loss of the third dimension in laparoscopic VR simulations.

  6. 3D Visualization of Cultural Heritage Artefacts with Virtual Reality devices

    Science.gov (United States)

    Gonizzi Barsanti, S.; Caruso, G.; Micoli, L. L.; Covarrubias Rodriguez, M.; Guidi, G.

    2015-08-01

    Although 3D models are useful to preserve the information about historical artefacts, the potential of these digital contents are not fully accomplished until they are not used to interactively communicate their significance to non-specialists. Starting from this consideration, a new way to provide museum visitors with more information was investigated. The research is aimed at valorising and making more accessible the Egyptian funeral objects exhibited in the Sforza Castle in Milan. The results of the research will be used for the renewal of the current exhibition, at the Archaeological Museum in Milan, by making it more attractive. A 3D virtual interactive scenario regarding the "path of the dead", an important ritual in ancient Egypt, was realized to augment the experience and the comprehension of the public through interactivity. Four important artefacts were considered for this scope: two ushabty, a wooden sarcophagus and a heart scarab. The scenario was realized by integrating low-cost Virtual Reality technologies, as the Oculus Rift DK2 and the Leap Motion controller, and implementing a specific software by using Unity. The 3D models were implemented by adding responsive points of interest in relation to important symbols or features of the artefact. This allows highlighting single parts of the artefact in order to better identify the hieroglyphs and provide their translation. The paper describes the process for optimizing the 3D models, the implementation of the interactive scenario and the results of some test that have been carried out in the lab.

  7. 3D augmented reality mirror visual feedback therapy applied to the treatment of persistent, unilateral upper extremity neuropathic pain: a preliminary study.

    Science.gov (United States)

    Mouraux, Dominique; Brassinne, Eric; Sobczak, Stéphane; Nonclercq, Antoine; Warzée, Nadine; Sizer, Phillip S; Tuna, Turgay; Penelle, Benoît

    2017-07-01

    Objective: We assessed whether or not pain relief could be achieved with a new system that combines 3D augmented reality system (3DARS) and the principles of mirror visual feedback. Methods: Twenty-two patients between 18 and 75 years of age who suffered of chronic neuropathic pain. Each patient performed five 3DARS sessions treatment of 20 mins spread over a period of one week. The following pain parameters were assessed: (1) visual analogic scale after each treatment session (2) McGill pain scale and DN4 questionnaire were completed before the first session and 24 h after the last session. Results: The mean improvement of VAS per session was 29% (p < 0.001). There was an immediate session effect demonstrating a systematic improvement in pain between the beginning and the end of each session. We noted that this pain reduction was partially preserved until the next session. If we compare the pain level at baseline and 24 h after the last session, there was a significant decrease (p < 0.001) of pain of 37%. There was a significant decrease (p < 0.001) on the McGill Pain Questionnaire and DN4 questionnaire (p < 0.01). Conclusion: Our results indicate that 3DARS induced a significant pain decrease for patients who presented chronic neuropathic pain in a unilateral upper extremity. While further research is necessary before definitive conclusions can be drawn, clinicians could implement the approach as a preparatory adjunct for providing temporary pain relief aimed at enhancing chronic pain patients' tolerance of manual therapy and exercise intervention. Level of Evidence: 4.

  8. Augmented reality system

    Science.gov (United States)

    Lin, Chien-Liang; Su, Yu-Zheng; Hung, Min-Wei; Huang, Kuo-Cheng

    2010-08-01

    In recent years, Augmented Reality (AR)[1][2][3] is very popular in universities and research organizations. The AR technology has been widely used in Virtual Reality (VR) fields, such as sophisticated weapons, flight vehicle development, data model visualization, virtual training, entertainment and arts. AR has characteristics to enhance the display output as a real environment with specific user interactive functions or specific object recognitions. It can be use in medical treatment, anatomy training, precision instrument casting, warplane guidance, engineering and distance robot control. AR has a lot of vantages than VR. This system developed combines sensors, software and imaging algorithms to make users feel real, actual and existing. Imaging algorithms include gray level method, image binarization method, and white balance method in order to make accurate image recognition and overcome the effects of light.

  9. On-demand calibration and evaluation for electromagnetically tracked laparoscope in augmented reality visualization.

    Science.gov (United States)

    Liu, Xinyang; Plishker, William; Zaki, George; Kang, Sukryool; Kane, Timothy D; Shekhar, Raj

    2016-06-01

    Common camera calibration methods employed in current laparoscopic augmented reality systems require the acquisition of multiple images of an entire checkerboard pattern from various poses. This lengthy procedure prevents performing laparoscope calibration in the operating room (OR). The purpose of this work was to develop a fast calibration method for electromagnetically (EM) tracked laparoscopes, such that the calibration can be performed in the OR on demand. We designed a mechanical tracking mount to uniquely and snugly position an EM sensor to an appropriate location on a conventional laparoscope. A tool named fCalib was developed to calibrate intrinsic camera parameters, distortion coefficients, and extrinsic parameters (transformation between the scope lens coordinate system and the EM sensor coordinate system) using a single image that shows an arbitrary portion of a special target pattern. For quick evaluation of calibration results in the OR, we integrated a tube phantom with fCalib prototype and overlaid a virtual representation of the tube on the live video scene. We compared spatial target registration error between the common OpenCV method and the fCalib method in a laboratory setting. In addition, we compared the calibration re-projection error between the EM tracking-based fCalib and the optical tracking-based fCalib in a clinical setting. Our results suggest that the proposed method is comparable to the OpenCV method. However, changing the environment, e.g., inserting or removing surgical tools, might affect re-projection accuracy for the EM tracking-based approach. Computational time of the fCalib method averaged 14.0 s (range 3.5 s-22.7 s). We developed and validated a prototype for fast calibration and evaluation of EM tracked conventional (forward viewing) laparoscopes. The calibration method achieved acceptable accuracy and was relatively fast and easy to be performed in the OR on demand.

  10. Virtual cisternoscopy of intracranial vessels: a novel visualization technique using virtual reality.

    Science.gov (United States)

    Fellner, F; Blank, M; Fellner, C; Böhm-Jurkovic, H; Bautz, W; Kalender, W A

    1998-11-01

    This paper introduces a different visualization method which we call "virtual cisternoscopy" using 3D MRA data sets. Virtual cisternoscopy uses well known tools, such as perspective volume rendering (pVR), fly-through techniques, and interactive visualization and combines them to a new approach featuring motion to resolve spatial relationships of intracranial vessels and vascular malformations. With a dedicated flight protocol extraluminal topography of intracranial arteries was analyzed using pVR. For evaluation of difficult vascular malformations extraluminal views are necessary. Therefore, movies of pVR views were produced simulating virtual tracks of neurosurgical flexible endoscopes, by flying around the intracranial vessels and vascular malformations within the cisterns. Endoluminal views were acquired additionally for precise evaluation of cases with complex vessel topography. Two healthy volunteers and three patients were examined. Comparing MIP and pVR images relevant advantages of pVR were found, such as depth information, perspective, lighting, and color. In contrast to MIP and source images of the MRA data set, virtual cisternoscopy of an aneurysm of the left middle cerebral artery demonstrated clearly an early origin of an artery in the region of the aneurysm neck/sac. In this case only virtual cisternoscopy led to the correct therapeutical decision. In a newborn, the type of a vein of Galen aneurysmal malformation could only be evaluated reliably by means of virtual cisternoscopy. The third case of a patient with a clipped aneurysm was evaluated more easily with virtual cisternoscopy than with DSA. In conclusion, virtual cisternoscopy may improve the pretherapeutic visualization of intracranial vascular malformations.

  11. Motivation and Academic Improvement Using Augmented Reality for 3D Architectural Visualization

    Directory of Open Access Journals (Sweden)

    David FONSECA ESCUDERO

    2016-05-01

    Full Text Available This paper discuss about the results from the evaluation of the motivation, user profile and level of satisfaction in the workflow using 3D augmented visualization of complex models in educational environments. The study shows the results of different experiments conducted with first and second year students from Architecture and Science and Construction Technologies (Old Spanish degree of Building Engineering, which is recognized at a European level. We have used a mixed method combining both quantitative and qualitative student assessment in order to complete a general overview of using new technologies, mobile devices and advanced visual methods in academic environments. The results show us how the students involved in the experiments improved their academic results and their implication in the subject, which allow us to conclude that the hybrid technologies improve both spatial skills and the student motivation, a key concept in the actual educational framework composed by digital-native students and a great range of different applications and interfaces useful for teaching and learning.

  12. Development of visually driven postural reactivity: a fully immersive virtual reality study.

    Science.gov (United States)

    Greffou, Selma; Bertone, Armando; Hanssens, Jean-Marie; Faubert, Jocelyn

    2008-08-22

    The objective of this study was to investigate the development of visually driven postural regulation in typically developing children of different ages. Thirty-two typically developing participants from 5 age groups (5-7 years, 8-11 years, 12-15 years, 16-19 years, or 20-25 years) were asked to stand within a virtual tunnel that oscillated in an anterior-posterior fashion at three different frequencies (0.125, 0.25, and 0.5 Hz). Body sway (BS) and postural perturbations (as measured by velocity root mean squared or vRMS) were measured. Most of the 5- to 7-year-old participants (67%) were unable to remain standing during the dynamic conditions. For older participants, BS decreased significantly with age for all frequencies. Moreover, vRMS decreased significantly from the 8- to 11- through 16- to 19-years age groups (greatest decreases for 0.5 Hz, followed by 0.25-Hz and 0.125-Hz conditions). No difference of frequency or instability was found between the 16- to 19- and 20- to 25-year-old groups for most conditions. Results suggest an over-reliance on visual input relative to proprioceptive and vestibular inputs on postural regulation at young ages (5-7 years). The finding that vRMS decreased significantly with age before stabilizing between 16 and 19 years suggests an important transitory period for sensorimotor development within this age range.

  13. Enhancing learning and comprehension through strengthening visual literacy

    Directory of Open Access Journals (Sweden)

    Le Roux, Cheryl

    2009-12-01

    Full Text Available Living in an image-rich world, as we currently do, does not mean that individuals naturally possess visual literacy skills. This article explores the concept of ‘visual literacy’, and the skills needed to develop visual literacy and visual intelligence. Developing visual literacy in educational environments is important because it can contribute to individual empowerment, and it is therefore necessary to take pedagogical advantage of visual literacy’s place across the disciplines. Doing this means tapping into experiences, expertise and interest in visual communication and building a new paradigm that takes visual education seriously.

  14. The effect of virtual reality-enhanced driving protocol in patients following spinal cord injury

    Directory of Open Access Journals (Sweden)

    Wen-Hsu Sung

    2012-11-01

    Conclusion: This study shows the significant effect of a virtual environment on the progress of driving rehabilitation, and suggests that incorporating virtual reality into rehabilitation programs will accelerate the maximal recovery of the patient’s driving competence.

  15. Enhanced Visual Search in Infancy Predicts Emerging Autism Symptoms.

    Science.gov (United States)

    Gliga, Teodora; Bedford, Rachael; Charman, Tony; Johnson, Mark H

    2015-06-29

    In addition to core symptoms, i.e., social interaction and communication difficulties and restricted and repetitive behaviors, autism is also characterized by aspects of superior perception. One well-replicated finding is that of superior performance in visual search tasks, in which participants have to indicate the presence of an odd-one-out element among a number of foils. Whether these aspects of superior perception contribute to the emergence of core autism symptoms remains debated. Perceptual and social interaction atypicalities could reflect co-expressed but biologically independent pathologies, as suggested by a "fractionable" phenotype model of autism. A developmental test of this hypothesis is now made possible by longitudinal cohorts of infants at high risk, such as of younger siblings of children with autism spectrum disorder (ASD). Around 20% of younger siblings are diagnosed with autism themselves, and up to another 30% manifest elevated levels of autism symptoms. We used eye tracking to measure spontaneous orienting to letter targets (O, S, V, and +) presented among distractors (the letter X; Figure 1). At 9 and 15 months, emerging autism symptoms were assessed using the Autism Observation Scale for Infants (AOSI;), and at 2 years of age, they were assessed using the Autism Diagnostic Observation Schedule (ADOS;). Enhanced visual search performance at 9 months predicted a higher level of autism symptoms at 15 months and at 2 years. Infant perceptual atypicalities are thus intrinsically linked to the emerging autism phenotype. Copyright © 2015 The Authors. Published by Elsevier Ltd.. All rights reserved.

  16. Visual enhancement of laparoscopic nephrectomies using the 3-CCD camera

    Science.gov (United States)

    Crane, Nicole J.; Kansal, Neil S.; Dhanani, Nadeem; Alemozaffar, Mehrdad; Kirk, Allan D.; Pinto, Peter A.; Elster, Eric A.; Huffman, Scott W.; Levin, Ira W.

    2006-02-01

    Many surgical techniques are currently shifting from the more conventional, open approach towards minimally invasive laparoscopic procedures. Laparoscopy results in smaller incisions, potentially leading to less postoperative pain and more rapid recoveries . One key disadvantage of laparoscopic surgery is the loss of three-dimensional assessment of organs and tissue perfusion. Advances in laparoscopic technology include high-definition monitors for improved visualization and upgraded single charge coupled device (CCD) detectors to 3-CCD cameras, to provide a larger, more sensitive color palette to increase the perception of detail. In this discussion, we further advance existing laparoscopic technology to create greater enhancement of images obtained during radical and partial nephrectomies in which the assessment of tissue perfusion is crucial but limited with current 3-CCD cameras. By separating the signals received by each CCD in the 3-CCD camera and by introducing a straight forward algorithm, rapid differentiation of renal vessels and perfusion is accomplished and could be performed real time. The newly acquired images are overlaid onto conventional images for reference and comparison. This affords the surgeon the ability to accurately detect changes in tissue oxygenation despite inherent limitations of the visible light image. Such additional capability should impact procedures in which visual assessment of organ vitality is critical.

  17. Information visualization to enhance sensitivity and selectivity in biosensing.

    Science.gov (United States)

    Oliveira, Osvaldo N; Pavinatto, Felippe J; Constantino, Carlos J L; Paulovich, Fernando V; de Oliveira, Maria Cristina F

    2012-12-01

    An overview is provided of the various methods for analyzing biosensing data, with emphasis on information visualization approaches such as multidimensional projection techniques. Emphasis is placed on the importance of data analysis methods, with a description of traditional techniques, including the advantages and limitations of linear and non-linear methods to generate layouts that emphasize similarity/dissimilarity relationships among data instances. Particularly important are recent methods that allow processing high-dimensional data, thus taking full advantage of the capabilities of modern equipment. In this area, now referred to as e-science, the choice of appropriate data analysis methods is crucial to enhance the sensitivity and selectivity of sensors and biosensors. Two types of systems deserving attention in this context are electronic noses and electronic tongues, which are made of sensor arrays whose electrical or electrochemical responses are combined to provide "finger print" information for aromas and tastes. Examples will also be given of unprecedented detection of tropical diseases, made possible with the use of multidimensional projection techniques. Furthermore, ways of using these techniques along with other information visualization methods to optimize biosensors will be discussed.

  18. Damage visualization enhancement by the wave field filtering and processing

    Science.gov (United States)

    Kudela, Pawel; Radzienski, Maciej; Ostachowicz, Wieslaw

    2012-04-01

    The aim of this paper is to present methods for enhancing damage visualization in structures based on wave propagation phenomenon. The method utilizes filtering and processing of full wavefield acquired by the laser vibrometer. Laser vibrometer allows to register full wavefield in elements of a structure instead of single point measurements acquired by e.g. piezoelectric sensor. In this way new possibilities for Nondestructive Evaluation arise enabling visualization of elastic waves interacting with various types of damages. Measurements obtained with a scanning laser vibrometer can be combined with effective signal and imaging processing algorithms to support damage identification. In this paper new method for wave filtering of propagating waves is tested on both numerical results and experimental data obtained from laser vibrometry measurements of composite plates. Processing of signals registered at a rectangular grid of measurement points covering inspected area of the plate involve 2D DFFT (Discrete Fast Fourier Transform), wavenumber filtering and inverse DFFT. As a result new damage index is proposed and compared with other methods like RMS and frequency-wavenumber filtering.

  19. Enhanced visual secret sharing for graphical password authentication

    Science.gov (United States)

    Rajendra, A. B.; Sheshadri, H. S.

    2013-03-01

    Password is a very common and widely used authentication method to provide security to valuable data. It is desirable to make password more memorable and easier for people to use. Traditionally passwords are alphanumeric, numbers & symbols. Some problems of normal password appear like stolen the password, forgetting the password, week password. Study shows that text-based passwords suffer with both security and authentication problems. To overcome these problems, Graphical passwords have been developed. Visual secret sharing (VSS) scheme is a secret sharing scheme in which an image is converted into shares. No information can be revealed by observing any share (Dotted image). The information about the original image will be revealed only after stacking sufficient number of shares (Dotted images). In this paper, we have used XNOR operation instead of OR operation and contrast of the decrypted image is clearer than existing Enhanced Visual Secret Sharing (EVSS) scheme. Also, we are presenting new approach to authenticate graphical password image using 2-out-of-2 EVSS scheme. Which can be used to protect machines with additional security.

  20. Utilizing virtual and augmented reality for educational and clinical enhancements in neurosurgery.

    Science.gov (United States)

    Pelargos, Panayiotis E; Nagasawa, Daniel T; Lagman, Carlito; Tenn, Stephen; Demos, Joanna V; Lee, Seung J; Bui, Timothy T; Barnette, Natalie E; Bhatt, Nikhilesh S; Ung, Nolan; Bari, Ausaf; Martin, Neil A; Yang, Isaac

    2017-01-01

    Neurosurgery has undergone a technological revolution over the past several decades, from trephination to image-guided navigation. Advancements in virtual reality (VR) and augmented reality (AR) represent some of the newest modalities being integrated into neurosurgical practice and resident education. In this review, we present a historical perspective of the development of VR and AR technologies, analyze its current uses, and discuss its emerging applications in the field of neurosurgery. Copyright © 2016 Elsevier Ltd. All rights reserved.

  1. Enhancing the Tourism Experience through Mobile Augmented Reality: Challenges and Prospects

    OpenAIRE

    Kounavis, Chris D.; Kasimati, Anna E.; Efpraxia D. Zamani

    2012-01-01

    This paper discusses the use of Augmented Reality (AR) applications for the needs of tourism. It describes the technology’s evolution from pilot applications into commercial mobile applications. We address the technical aspects of mobile AR application development, emphasizing the technologies that render the delivery of augmented reality content possible and experientially superior. We examine the state of the art, providing an analysis concerning the development and the objectives of each a...

  2. Non-hierarchical influence of visual form, touch and position cues on embodiment, agency and presence in virtual reality

    Directory of Open Access Journals (Sweden)

    Stephen Craig Pritchard

    2016-10-01

    Full Text Available The concept of self-representation is commonly decomposed into three component constructs (sense of embodiment, sense of agency, and sense of presence, and each is typically investigated separately across different experimental contexts. For example, embodiment has been explored in bodily illusions; agency has been investigated in hypnosis research; and presence has been primarily studied in the context of Virtual Reality (VR technology. Given that each component involves the integration of multiple cues within and across sensory modalities, they may rely on similar underlying mechanisms. However, the degree to which this may be true remains unclear when they are independently studied. As a first step towards addressing this issue, we manipulated a range of cues relevant to these components of self-representation within a single experimental context. Using consumer-grade Oculus Rift VR technology, and a new implementation of the Virtual Hand Illusion, we systematically manipulated visual form plausibility, visual–tactile synchrony, and visual–proprioceptive spatial offset to explore their influence on self-representation. Our results show that these cues differentially influence embodiment, agency, and presence. We provide evidence that each type of cue can independently and non-hierarchically influence self-representation yet none of these cues strictly constrains or gates the influence of the others. We discuss theoretical implications for understanding self-representation as well as practical implications for VR experiment design, including the suitability of consumer-based VR technology in research settings.

  3. How does the Augmented Reality Manual enhance cognitive activity while doing complex maintenance tasks?: Augmented Tutorial Overlaid Manual (ATOM)

    Energy Technology Data Exchange (ETDEWEB)

    Yim, Ho Bin; Seong, Poong Hyun [Korea Advanced Institute of Technology and Science, Daejeon (Korea, Republic of)

    2008-10-15

    It has been more than a decade since the concept of Augmented Reality (AR) was introduced. Many related technologies, such as tracking and display, to animate this concept have improved to certain levels. AR is well suited for interaction with the cognitive vision system. In contrast to the virtual reality, AR applications enrich the perceived reality with additional visual information which ranges from text annotation and object highlighting to complex 3D objects. AR has been tested its potentiality in various forms of applications. For example, visitors wear Head Mount Display (HMD) to see virtual guides explaining artifacts in a museum or soldiers are informed geographical features about unfamiliar operation sites. Recently, researchers tried to use AR as a means of teaching or training apparatus; however, there are still some technical obstacles to put this fascinating technology into practice. In this study, we will use Cognitive Load Theory (CLT) to design a manual of pump maintenance and convert it to AR technology to propose a proto type of an on-line AR maintenance manual to prove its possibility as an interactive learning tool.

  4. Relationship between student profile, tool use, participation, and academic performance with the use of Augmented Reality technology for visualized architecture models

    OpenAIRE

    Fonseca Escudero, David; Martí Audí, Nuria; Redondo Domínguez, Ernesto; Navarro Delgado, Isidro; Sánchez Riera, Alberto

    2014-01-01

    In this study, we describe the implementation and evaluation of an experiment with Augmented Reality (AR) technology in the visualization of 3D models and the presentation of architectural projects by students of architecture and building engineering. The proposal is based on the premise that the technology used in AR, such as mobile devices, is familiar to the student. When used in a collaborative manner, the technology is able to achieve a greater level of direct engagement with the propose...

  5. Substitutional reality system: a novel experimental platform for experiencing alternative reality.

    Science.gov (United States)

    Suzuki, Keisuke; Wakisaka, Sohei; Fujii, Naotaka

    2012-01-01

    We have developed a novel experimental platform, referred to as a substitutional reality (SR) system, for studying the conviction of the perception of live reality and related metacognitive functions. The SR system was designed to manipulate people's reality by allowing them to experience live scenes (in which they were physically present) and recorded scenes (which were recorded and edited in advance) in an alternating manner without noticing a reality gap. All of the naïve participants (n = 21) successfully believed that they had experienced live scenes when recorded scenes had been presented. Additional psychophysical experiments suggest the depth of visual objects does not affect the perceptual discriminability between scenes, and the scene switch during head movement enhance substitutional performance. The SR system, with its reality manipulation, is a novel and affordable method for studying metacognitive functions and psychiatric disorders.

  6. Consistency between Modalities Enhances Visually Induced Self-Motion (Vection

    Directory of Open Access Journals (Sweden)

    Takeharu Seno

    2011-10-01

    Full Text Available Visually induced illusory self-motion (vection is generally facilitated by consistent information of self-motion from other modalities. We provide three examples that consistent information between vision and other proprioception enhances vection, ie, locomotion, air flow, and sounds. We used an optic flow of expansion or contraction created by positioning 16,000 dots at random inside a simulated cube (length 20 m, and moving the observer's viewpoint to simulate forward or backward self-motion of 16 m/s. First, We measured the strength of forward or backward vection with or without forward locomotion on a treadmill (2 km/h. The results revealed that forward vection was facilitated by the consistent locomotion whereas vections in the other directions were inhibited by the inconsistent locomotion. Second, we found that forward vection intensity increased when the air flow to subjects' faces produced by an electric fan (the wind speed was 6.37 m/s was provided. On the contrary, the air flow did not enhance backward vection. Finally, we demonstrated that sounds which increased in loudness facilitated forward vection and the sounds which ascended (descended in pitch facilitated upward (downward vection.

  7. POSSIBLE APPROACHES TO THE DEVELOPMENT AND USING OF VISUAL MEANS OF TEACHING INFORMATICS WITH THE APPLICATION OF THE TECHNOLOGY OF AUGMENTED REALITY AT THE SECONDARY SCHOOL

    Directory of Open Access Journals (Sweden)

    А В Гриншкун

    2017-12-01

    Full Text Available The article discusses the need for and possibility of augmented reality technologies in teaching the course of computer science primary school, as well as the appropriateness of applying this technology in learning the subjects of Informatics that are traditionally difficult to understand and study student’s due to a lack of Visual learning tools. In conditions of informatization of education it is necessary to further improve methodical learning system course Informatics in primary school through evidence-based implementation of augmented reality technologies within specific approaches. The article offered two approaches to creating and using Visual learning tools Informatics using augmented reality technologies in primary school. The first approach is the creation of virtual models displayed on the material out of a real object. The second approach is the creation of a virtual information layer on a real object. Each of the approaches highlighted scope and limitation of use. This article provides examples of Visual teaching tools developed and training tasks in the framework of the proposed approaches, which are invariant in nature and do not depend on specific tools and technical implementation.

  8. An Immersive Virtual Reality Platform to Enhance Walking Ability of Children with Acquired Brain Injuries.

    Science.gov (United States)

    Biffi, Emilia; Beretta, Elena; Cesareo, Ambra; Maghini, Cristina; Turconi, Anna C; Reni, Gianluigi; Strazzer, Sandra

    2017-03-23

    Acquired brain injury (ABI) may result in lifelong impairment of physical, cognitive, and psychosocial functions. Several rehabilitative treatments are often needed to support walking recovery, thus participants' engagement becomes a crucial aspect, especially when patients are children. In the last few years, traditional physiotherapy (PT) has been flanked by innovative technologies for rehabilitation in the fields of robotics and Virtual Reality (VR). Preliminary results have shown interesting perspectives in the use of a VR system, the GRAIL (Gait Real-time Analysis Interactive Lab), in improving walking abilities in a small group of children with ABI, although further insights are needed about its use as rehabilitative tool in the pediatric population. To evaluate the efficacy of a rehabilitation treatment on a GRAIL system for the improvement of walking abilities, in a group of children suffering from ABI. 12 children with ABI (study group - SG; mean age = 12.1 ± 3.8 years old) underwent a 10-session treatment with the GRAIL, an instrumented multi-sensor platform based on immersive VR for gait training and rehabilitation in engaging VR environments. Before (T0) and at the end of the treatment (T1), the participants were assessed by means of functional scales (Gross Motor Function Measure (GMFM), Functional Assessment Questionnaire (FAQ), 6-Minute Walk Test (6minWT) and the 3D-Gait Analysis, over ground (OGA) and on GRAIL (GGA). All the participants completed the rehabilitative treatment. The functional evaluations showed an improvement in Gross Motor abilities (GMFM-88, p = 0.008), especially in standing (GMFM-D, p = 0.007) and walking (GMFM-E, p = 0.005), an increase of the endurance (6minWT, p = 0.002), and enhanced autonomy in daily life activities (FAQ, p = 0.025). OGA identified a significant decrease of the Gillette Gait Index for the impaired side and a general increase of symmetry. GGA showed improvements in

  9. Confronting an Augmented Reality

    Science.gov (United States)

    Munnerley, Danny; Bacon, Matt; Wilson, Anna; Steele, James; Hedberg, John; Fitzgerald, Robert

    2012-01-01

    How can educators make use of augmented reality technologies and practices to enhance learning and why would we want to embrace such technologies anyway? How can an augmented reality help a learner confront, interpret and ultimately comprehend reality itself ? In this article, we seek to initiate a discussion that focuses on these questions, and…

  10. UIAR Common Sense : an Augmented Reality Framework for Creating Games to Collect Common Sense from Users

    OpenAIRE

    Dankov, Svetoslav; Rzepka, Rafal; Araki, Kenji

    2011-01-01

    Augmented Reality (AR) applications have become widespread with the continued miniaturization of technology. With the increasing use of smart phones, which often provide increased processing power, enhanced and open software platforms, Augmented Reality has become instrumental in the way we perceive our surroundings and the information that it carries. Augmented Reality has also become a welcome visualization tool for many fields, not restricted to Human-Computer Interaction. In th...

  11. Visual working memory enhances the neural response to matching visual input

    NARCIS (Netherlands)

    Gayet, S.; Guggenmos, M.; Christophel, T.B.; Haynes, J.D.; Paffen, C.L.E.; Stigchel, S. van der; Sterzer, P.

    2017-01-01

    Visual working memory (VWM) is used to maintain visual information available for subsequent goal-directed behavior. The content of VWM has been shown to affect the behavioral response to concurrent visual input, suggesting that visual representations originating from VWM and from sensory input draw

  12. Confronting an augmented reality

    OpenAIRE

    John Hedberg; Robert Fitzgerald; James Steele; Anna Wilson; Matt Bacon; Danny Munnerley

    2012-01-01

    How can educators make use of augmented reality technologies and practices to enhance learning and why would we want to embrace such technologies anyway? How can an augmented reality help a learner confront, interpret and ultimately comprehend reality itself ? In this article, we seek to initiate a discussion that focuses on these questions, and suggest that they be used as drivers for research into effective educational applications of augmented reality. We discuss how multi-modal, sensorial...

  13. Mobile Augmented Reality: A Tool for Effective Tourism Interpretation in Enhancing Tourist Experience at Urban Tourism Destination

    Directory of Open Access Journals (Sweden)

    Nur Shuhadah Mohd

    2015-09-01

    Full Text Available The formation of tourism experience frequently subjected to complexity of individual tourist psycho-graphical factor, which leads to vast difference in the end experience formed among the respective tourist. However, the fact that travelling is highly subjected to environmental fuzziness and the issue of geographical consciousness may interfere the emotion of tourist and influence the formation of this experience. The evolution and advancement of mobile technologies had been optimized in improving the way human interact with the surrounding environment. Within this context, mobile augmented reality (AR technology is perceived as capable in narrowing the gap between the formation of pleasant experience and the issue of geographical consciousness, thus transform the way tourist interact with the destination. Pertaining to this situation, this conceptual paper is attempted to understand the effectiveness of mobile augmented reality in enhancing tourist travel experience on the tourism destination. In relation to this aim, this study is directed to clarify the mechanism and usability of mobile augmented reality in relation to its capability in improving tourism interpretation and to discover the influence of utilization of this technology towards tourism experience. Critical review of existing literature that relevant to the research area was done in understanding on the extensiveness of impact of mobile AR on tourist and experience formation. Findings revealed the capability of AR in merging virtual information with the real world environment through the platform of mobile device able to create a more dynamic interaction between tourist and surrounding environment.

  14. Augmenting Reality and Formality of Informal and Non-Formal Settings to Enhance Blended Learning

    Science.gov (United States)

    Pérez-Sanagustin, Mar; Hernández-Leo, Davinia; Santos, Patricia; Kloos, Carlos Delgado; Blat, Josep

    2014-01-01

    Visits to museums and city tours have been part of higher and secondary education curriculum activities for many years. However these activities are typically considered "less formal" when compared to those carried out in the classroom, mainly because they take place in informal or non-formal settings. Augmented Reality (AR) technologies…

  15. Augmenting Reality and Formality of Informal and Non-Formal Settings to Enhance Blended Learning

    Science.gov (United States)

    Pérez-Sanagustin, Mar; Hernández-Leo, Davinia; Santos, Patricia; Kloos, Carlos Delgado; Blat, Josep

    Visits to museums and city tours have been part of higher and secondary education curriculum activities for many years. However these activities are typically considered "less formal" when compared to those carried out in the classroom, mainly because they take place in informal or non-formal settings. Augmented Reality (AR) technologies…

  16. Integrating Augmented Reality Technology to Enhance Children's Learning in Marine Education

    Science.gov (United States)

    Lu, Su-Ju; Liu, Ying-Chieh

    2015-01-01

    Marine education comprises rich and multifaceted issues. Raising general awareness of marine environments and issues demands the development of new learning materials. This study adapts concepts from digital game-based learning to design an innovative marine learning program integrating augmented reality (AR) technology for lower grade primary…

  17. Applying Augmented Reality to Enhance Learning: A Study of Different Teaching Materials

    Science.gov (United States)

    Hung, Y.-H.; Chen, C.-H.; Huang, S.-W.

    2017-01-01

    The objective of this study was to determine the usefulness of augmented reality (AR) in teaching. An experiment was conducted to examine children's learning performances, which included the number of errors they made, their ability to remember the content of what they had read and their satisfaction with the three types of teaching materials,…

  18. Enhancing an Instructional Design Model for Virtual Reality-Based Learning

    Science.gov (United States)

    Chen, Chwen Jen; Teh, Chee Siong

    2013-01-01

    In order to effectively utilize the capabilities of virtual reality (VR) in supporting the desired learning outcomes, careful consideration in the design of instruction for VR learning is crucial. In line with this concern, previous work proposed an instructional design model that prescribes instructional methods to guide the design of VR-based…

  19. Administration of Dehydroepiandrosterone (DHEA) Enhances Visual-Spatial Performance in Post-Menopausal Women

    OpenAIRE

    Stangl, Bethany; Hirshman, Elliot; Verbalis, Joseph

    2011-01-01

    The current paper examines the effect of administering Dehydroepiandrosterone (DHEA) on visual-spatial performance in post-menopausal women (N=24, ages 55-80). The concurrent reduction of serum DHEA levels and visual-spatial performance in this population, coupled with the documented effects of DHEA’s androgenic metabolites on visual-spatial performance, suggest that DHEA administration may enhance visual-spatial performance. The current experiment used a double-blind placebo-controlled cross...

  20. Enhanced visual adaptation in cochlear implant users revealed by concurrent EEG-fNIRS.

    Science.gov (United States)

    Chen, Ling-Chia; Stropahl, Maren; Schönwiesner, Marc; Debener, Stefan

    2017-02-01

    Previous studies have observed lower visual cortex activation for visual processing in cochlear implant (CI) users compared to normal hearing controls, while others reported enhanced visual speechreading abilities in CI users. The present work investigated whether lower visual cortical activation for visual processing can be explained by a more efficient visual sensory encoding in CI users. Specifically, we investigated whether CI users show enhanced stimulus-specific adaptation for visual stimuli compared to controls. Auditory sensory adaptation was also investigated to explore the sensory specificity of the predicted effect. Twenty post-lingually deafened adult CI users and twenty age-matched controls were presented with repeated visual and auditory stimuli during simultaneous acquisition of electroencephalography (EEG) and functional near-infrared spectroscopy (fNIRS). By integrating EEG and fNIRS signals we found significantly enhanced visual adaptation and lower visual cortex activation in CI users compared to controls. That is, responses to repeated visual stimuli decreased more prominently in CI users than in controls. The results suggest that CI users process visual stimuli more efficiently than controls. Copyright © 2016 Elsevier Inc. All rights reserved.

  1. Virtual reality exposure therapy

    OpenAIRE

    Rothbaum, BO; Hodges, L; Kooper, R

    1997-01-01

    It has been proposed that virtual reality (VR) exposure may be an alternative to standard in vivo exposure. Virtual reality integrates real-time computer graphics, body tracking devices, visual displays, and other sensory input devices to immerse a participant in a computer- generated virtual environment. Virtual reality exposure is potentially an efficient and cost-effective treatment of anxiety disorders. VR exposure therapy reduced the fear of heights in the first control...

  2. Scalable nanohelices for predictive studies and enhanced 3D visualization.

    Science.gov (United States)

    Meagher, Kwyn A; Doblack, Benjamin N; Ramirez, Mercedes; Davila, Lilian P

    2014-11-12

    Spring-like materials are ubiquitous in nature and of interest in nanotechnology for energy harvesting, hydrogen storage, and biological sensing applications. For predictive simulations, it has become increasingly important to be able to model the structure of nanohelices accurately. To study the effect of local structure on the properties of these complex geometries one must develop realistic models. To date, software packages are rather limited in creating atomistic helical models. This work focuses on producing atomistic models of silica glass (SiO₂) nanoribbons and nanosprings for molecular dynamics (MD) simulations. Using an MD model of "bulk" silica glass, two computational procedures to precisely create the shape of nanoribbons and nanosprings are presented. The first method employs the AWK programming language and open-source software to effectively carve various shapes of silica nanoribbons from the initial bulk model, using desired dimensions and parametric equations to define a helix. With this method, accurate atomistic silica nanoribbons can be generated for a range of pitch values and dimensions. The second method involves a more robust code which allows flexibility in modeling nanohelical structures. This approach utilizes a C++ code particularly written to implement pre-screening methods as well as the mathematical equations for a helix, resulting in greater precision and efficiency when creating nanospring models. Using these codes, well-defined and scalable nanoribbons and nanosprings suited for atomistic simulations can be effectively created. An added value in both open-source codes is that they can be adapted to reproduce different helical structures, independent of material. In addition, a MATLAB graphical user interface (GUI) is used to enhance learning through visualization and interaction for a general user with the atomistic helical structures. One application of these methods is the recent study of nanohelices via MD simulations for

  3. Enhancing the Tourism Experience through Mobile Augmented Reality: Challenges and Prospects

    Directory of Open Access Journals (Sweden)

    Chris D. Kounavis

    2012-07-01

    Full Text Available This paper discusses the use of Augmented Reality (AR applications for the needs of tourism. It describes the technology’s evolution from pilot applications into commercial mobile applications. We address the technical aspects of mobile AR application development, emphasizing the technologies that render the delivery of augmented reality content possible and experientially superior. We examine the state of the art, providing an analysis concerning the development and the objectives of each application. Acknowledging the various technological limitations hindering AR’s substantial end‐ user adoption, the paper proposes a model for developing AR mobile applications for the field of tourism, aiming to release AR’s full potential within the field.

  4. [Effectiveness of a programme based on a virtual reality game for cognitive enhancement in schizophrenia].

    Science.gov (United States)

    López-Martín, Olga; Segura Fragoso, Antonio; Rodríguez Hernández, Marta; Dimbwadyo Terrer, Iris; Polonio-López, Begoña

    2016-01-01

    To evaluate the effectiveness of a programme based on a virtual reality game to improve cognitive domains in patients with schizophrenia. A randomized controlled trial was conducted in 40 patients with schizophrenia, 20 in the experimental group and 20 in the control group. The experimental group received 10 sessions with Nintendo Wii(®) for 5 weeks, 50 minutes/session, 2 days/week in addition to conventional treatment. The control group received conventional treatment only. Statistically significant differences in the T-Score were found in 5 of the 6 cognitive domains assessed: processing speed (F=12.04, p=0.001), attention/vigilance (F=12.75, p=0.001), working memory (F=18.86, p virtual reality interventions aimed at cognitive training have great potential for significant gains in different cognitive domains assessed in patients with schizophrenia. Copyright © 2015 SESPAS. Published by Elsevier Espana. All rights reserved.

  5. Semantic and Virtual Reality-Enhanced Configuration of Domestic Environments: The Smart Home Simulator

    Directory of Open Access Journals (Sweden)

    Daniele Spoladore

    2017-01-01

    Full Text Available This paper introduces the Smart Home Simulator, one of the main outcomes of the D4All project. This application takes into account the variety of issues involved in the development of Ambient Assisted Living (AAL solutions, such as the peculiarity of each end-users, appliances, and technologies with their deployment and data-sharing issues. The Smart Home Simulator—a mixed reality application able to support the configuration and customization of domestic environments in AAL systems—leverages on integration capabilities of Semantic Web technologies and the possibility to model relevant knowledge (about both the dwellers and the domestic environment into formal models. It also exploits Virtual Reality technologies as an efficient means to simplify the configuration of customized AAL environments. The application and the underlying framework will be validated through two different use cases, each one foreseeing the customized configuration of a domestic environment for specific segments of users.

  6. An Enhancement of Visual Test Performance for Nuclear Fuel Assembly

    Energy Technology Data Exchange (ETDEWEB)

    Cho, Jai Wan; Choi, Young Soo [Korea Atomic Energy Research Institute, Daejeon (Korea, Republic of); Shin, Jung Cheol [Korea Nuclear Fuel, Daejeon (Korea, Republic of)

    2009-05-15

    system) will have a measurable visual acuity. The visual acuity parameter describes what a system can detect and discern. Current underwater radiation-hardened video camera, which is composed of tube- type vidicon image sensor, used in the VT of fuel assembly has not sufficient resolution regardless of high cost. As the resolution of the COTS SOTA (state-of-theart) CCD image sensor is higher than the tube-type image sensor, the VT of the fuel assembly clearly meets the EPRI VT-1 guideline, if assumed that the radiation-weakened SOTA CCD camera is properly shielded from the high dose rate gamma-ray source. In this paper, it is described that a radiation-tolerant camera system, which are composed of COTS SOTA CCD camera, zoom lens, anti-reflection mirror, and visible window, meets the EPRI VT-1 guideline for the VT of the nuclear fuel assembly. Generally, the VT of the four face of nuclear fuel assembly, which is a high dose-rate gamma source, is performed in the underwater canal. The width of canal, d{sub 1}, is about 1,500mm. As the distance, d{sub 2}, between the fuel assembly (d{sub 3}, 224mm) and the camera system, assumed that the width of camera system is about 200mm, is short below one-tenth shielding thickness of gamma-ray of water, about 660mm, a COTS SOTA CCD camera cannot be used directly. As shown in Fig. 1 and Table 1, the observation distance between the fuel assembly and the CCD camera, is 438{approx}588mm. These observation distances are shorter than the MOD (minimum object distance) of the SOTA CCD cameras (Sony FCB-PV480 and FCB-H10). The MOD of these SOTA color CCD camera are 800mm and 1,000mm. In this paper, in order to enhance the optimum observation performance, the close-up lens (No. 2) was used. An observation distance of 400mm from the test samples was acquired.

  7. Enhanced visual feedback for slip prevention with a prosthetic hand.

    Science.gov (United States)

    Engeberg, Erik D; Meek, Sanford

    2012-12-01

    Upper limb amputees have no direct sense of the grip force applied by a prosthetic hand; thus, precise control of the applied grip force is difficult for amputees. Since there is little object deformation when rigid objects are grasped, it is difficult for amputees to visually gauge the applied grip force in this situation. To determine if the applied grip force from a prosthetic hand can be visually displayed and used to more efficaciously grasp objects. Experimental controlled trial. Force feedback is used in the control algorithm for the prosthetic hand and supplied visually to the user through a bicolor LED experimentally mounted to the thumb. Several experiments are performed by able-bodied test subjects to rate the usefulness of the additional visual feedback when manipulating a clearly visible, brittle object that can break if grasped too firmly. A hybrid force-velocity sliding mode controller is used with and without additional visual force feedback supplied to the operators. Subjective evaluations and success rates from the test subjects indicate a statistically significant reduction in breaking the grasped object when using the prosthesis with the extra visual feedback. The additional visual force feedback can effectively facilitate the manipulation of brittle objects. Clinical relevance The novel approach of this research is the implementation of a noninvasive, effective and economic technique to visually indicate the grip force applied by a prosthetic hand to upper limb amputees. This technique provides a statistically significant improvement when handling brittle objects.

  8. Working Memory Enhances Visual Perception: Evidence from Signal Detection Analysis

    Science.gov (United States)

    Soto, David; Wriglesworth, Alice; Bahrami-Balani, Alex; Humphreys, Glyn W.

    2010-01-01

    We show that perceptual sensitivity to visual stimuli can be modulated by matches between the contents of working memory (WM) and stimuli in the visual field. Observers were presented with an object cue (to hold in WM or to merely attend) and subsequently had to identify a brief target presented within a colored shape. The cue could be…

  9. Repetitive Visual Stimulation Enhances Recovery from Severe Amblyopia

    Science.gov (United States)

    Montey, Karen L.; Eaton, Nicolette C.; Quinlan, Elizabeth M.

    2013-01-01

    Severe amblyopia, characterized by a significant reduction in visual acuity through the affected eye, is highly resistant to reversal in adulthood. We have previously shown that synaptic plasticity can be reactivated in the adult rat visual cortex by dark exposure, and the reactivated plasticity can be harnessed to promote the recovery from severe…

  10. Augmented reality: a review.

    Science.gov (United States)

    Berryman, Donna R

    2012-01-01

    Augmented reality is a technology that overlays digital information on objects or places in the real world for the purpose of enhancing the user experience. It is not virtual reality, that is, the technology that creates a totally digital or computer created environment. Augmented reality, with its ability to combine reality and digital information, is being studied and implemented in medicine, marketing, museums, fashion, and numerous other areas. This article presents an overview of augmented reality, discussing what it is, how it works, its current implementations, and its potential impact on libraries.

  11. Enhanced visual performance in obsessive compulsive personality disorder.

    Science.gov (United States)

    Ansari, Zohreh; Fadardi, Javad Salehi

    2016-12-01

    Visual performance is considered as commanding modality in human perception. We tested whether Obsessive-compulsive personality disorder (OCPD) people do differently in visual performance tasks than people without OCPD. One hundred ten students of Ferdowsi University of Mashhad and non-student participants were tested by Structured Clinical Interview for DSM-IV Axis II Personality Disorders (SCID-II), among whom 18 (mean age = 29.55; SD = 5.26; 84% female) met the criteria for OCPD classification; controls were 20 persons (mean age = 27.85; SD = 5.26; female = 84%), who did not met the OCPD criteria. Both groups were tested on a modified Flicker task for two dimensions of visual performance (i.e., visual acuity: detecting the location of change, complexity, and size; and visual contrast sensitivity). The OCPD group had responded more accurately on pairs related to size, complexity, and contrast, but spent more time to detect a change on pairs related to complexity and contrast. The OCPD individuals seem to have more accurate visual performance than non-OCPD controls. The findings support the relationship between personality characteristics and visual performance within the framework of top-down processing model. © 2016 Scandinavian Psychological Associations and John Wiley & Sons Ltd.

  12. Looming sounds enhance orientation sensitivity for visual stimuli on the same side as such sounds.

    Science.gov (United States)

    Leo, Fabrizio; Romei, Vincenzo; Freeman, Elliot; Ladavas, Elisabetta; Driver, Jon

    2011-09-01

    Several recent multisensory studies show that sounds can influence visual processing. Some visual judgments can be enhanced for visual stimuli near a sound occurring around the same time. A recent TMS study (Romei et al. 2009) indicates looming sounds might influence visual cortex particularly strongly. But unlike most previous behavioral studies of possible audio-visual exogenous effects, TMS phosphene thresholds rather than judgments of external visual stimuli were measured. Moreover, the visual hemifield assessed relative to the hemifield of the sound was not varied. Here, we compared the impact of looming sounds to receding or "static" sounds, using auditory stimuli adapted from Romei et al. (2009), but now assessing any influence on visual orientation discrimination for Gabor patches (well-known to involve early visual cortex) when appearing in the same hemifield as the sound or on the opposite side. The looming sounds that were effective in Romei et al. (2009) enhanced visual orientation sensitivity (d') here on the side of the sound, but not for the opposite hemifield. This crossmodal, spatially specific effect was stronger for looming than receding or static sounds. Similarly to Romei et al. (2009), the differential effect for looming sounds was eliminated when using white noise rather than structured sounds. Our new results show that looming structured sounds can specifically benefit visual orientation sensitivity in the hemifield of the sound, even when the sound provides no information about visual orientation itself.

  13. Mixed reality and human-robot interaction

    CERN Document Server

    Wang, Xiangyu

    2011-01-01

    MR technologies play an increasing role in different aspects of human-robot interactions. The visual combination of digital contents with real working spaces creates a simulated environment that is set out to enhance these aspects. This book presents and discusses fundamental scientific issues, technical implementations, lab testing, and industrial applications and case studies of Mixed Reality in Human-Robot Interaction. It is a reference book that not only acts as meta-book in the field that defines and frames Mixed Reality use in Human-Robot Interaction, but also addresses up-coming trends

  14. Augmented Reality Imaging System: 3D Viewing of a Breast Cancer.

    Science.gov (United States)

    Douglas, David B; Boone, John M; Petricoin, Emanuel; Liotta, Lance; Wilson, Eugene

    2016-01-01

    To display images of breast cancer from a dedicated breast CT using Depth 3-Dimensional (D3D) augmented reality. A case of breast cancer imaged using contrast-enhanced breast CT (Computed Tomography) was viewed with the augmented reality imaging, which uses a head display unit (HDU) and joystick control interface. The augmented reality system demonstrated 3D viewing of the breast mass with head position tracking, stereoscopic depth perception, focal point convergence and the use of a 3D cursor and joy-stick enabled fly through with visualization of the spiculations extending from the breast cancer. The augmented reality system provided 3D visualization of the breast cancer with depth perception and visualization of the mass's spiculations. The augmented reality system should be further researched to determine the utility in clinical practice.

  15. Emergence of realism: Enhanced visual artistry and high accuracy of visual numerosity representation after left prefrontal damage.

    Science.gov (United States)

    Takahata, Keisuke; Saito, Fumie; Muramatsu, Taro; Yamada, Makiko; Shirahase, Joichiro; Tabuchi, Hajime; Suhara, Tetsuya; Mimura, Masaru; Kato, Motoichiro

    2014-05-01

    Over the last two decades, evidence of enhancement of drawing and painting skills due to focal prefrontal damage has accumulated. It is of special interest that most artworks created by such patients were highly realistic ones, but the mechanism underlying this phenomenon remains to be understood. Our hypothesis is that enhanced tendency of realism was associated with accuracy of visual numerosity representation, which has been shown to be mediated predominantly by right parietal functions. Here, we report a case of left prefrontal stroke, where the patient showed enhancement of artistic skills of realistic painting after the onset of brain damage. We investigated cognitive, functional and esthetic characteristics of the patient׳s visual artistry and visual numerosity representation. Neuropsychological tests revealed impaired executive function after the stroke. Despite that, the patient׳s visual artistry related to realism was rather promoted across the onset of brain damage as demonstrated by blind evaluation of the paintings by professional art reviewers. On visual numerical cognition tasks, the patient showed higher performance in comparison with age-matched healthy controls. These results paralleled increased perfusion in the right parietal cortex including the precuneus and intraparietal sulcus. Our data provide new insight into mechanisms underlying change in artistic style due to focal prefrontal lesion. Copyright © 2014 Elsevier Ltd. All rights reserved.

  16. Transcranial Random Noise Stimulation Enhances Visual Learning In Healthy Adults

    National Research Council Canada - National Science Library

    Herpich, Florian; Melnick, Michael; Huxlin, Krystel; Tadin, Duje; Agosta, Sara; Battelli, Lorella

    2015-01-01

    .... Here, we asked whether tDCS or tRNS can be used to boost visual perceptual learning of global direction discrimination, thus providing a proof-of-concept for the potential use of this approach...

  17. Independent visual threshold measurements in the two eyes of freely moving rats and mice using a virtual-reality optokinetic system.

    Science.gov (United States)

    Douglas, R M; Alam, N M; Silver, B D; McGill, T J; Tschetter, W W; Prusky, G T

    2005-01-01

    Slow horizontal head and body rotation occurs in mice and rats when the visual field is rotated around them, and these optomotor movements can be produced reliably in a virtual-reality system. If one eye is closed, only motion in the temporal-to-nasal direction for the contralateral eye evokes the tracking response. When the maximal spatial frequency capable of driving the response ("acuity") was measured under monocular and binocular viewing conditions, the monocular acuity was identical to the binocular acuity measured with the same rotation direction. Thus, the visual capabilities of each eye can be measured under binocular conditions simply by changing the direction of rotation. Lesions of the visual cortex had no effect on the acuities measured with the virtual optokinetic system, whereas perceptual thresholds obtained previously with the Visual Water Task are. The optokinetic acuities were also consistently lower than acuity estimates from the Visual Water Task, but contrast sensitivities were the same or better. These data show that head-tracking in a virtual optokinetic drum is driven by subcortical, lower frequency, and contralateral pathways.

  18. Virtual reality, augmented reality?I call it i-Reality

    OpenAIRE

    Grossmann, Rafael J.

    2015-01-01

    The new term improved reality (i-Reality) is suggested to include virtual reality (VR) and augmented reality (AR). It refers to a real world that includes improved, enhanced and digitally created features that would offer an advantage on a particular occasion (i.e., a medical act). I-Reality may help us bridge the gap between the high demand for medical providers and the low supply of them by improving the interaction between providers and patients.

  19. Virtual reality devices integration in scientific visualization software in the VtkVRPN framework; Integration de peripheriques de realite virtuelle dans des applications de visualisation scientifique au sein de la plate-forme VtkVRPN

    Energy Technology Data Exchange (ETDEWEB)

    Journe, G.; Guilbaud, C

    2005-07-01

    A high-quality scientific visualization software relies on ergonomic navigation and exploration. Those are essential to be able to perform an efficient data analysis. To help solving this issue, management of virtual reality devices has been developed inside the CEA 'VtkVRPN' framework. This framework is based on VTK, a 3D graphical library, and VRPN, a virtual reality devices management library. This document describes the developments done during a post-graduate training course. (authors)

  20. Ablation zone visualization enhancement by periodic contrast-enhancement computed tomography during microwave ablation.

    Science.gov (United States)

    Wu, Po-Hung; Borden, Zachary; Brace, Christopher L

    2017-06-01

    Intra-procedural contrast-enhanced computed tomography (CECT) has been proposed to monitor the growth of thermal ablations. The primary challenge with multiple CT acquisitions is reducing radiation dose while maintaining sufficient image quality. The purpose of this study was to evaluate the feasibility of applying local highly constrained backprojection reconstruction (HYPR-LR) on periodic CECT images acquired with low-dose protocols, and to determine whether the ablations visible on CT were commensurate to gross pathology. Low-dose (CTDIvol≤1.49mGy), temporal CECT volumes were acquired during microwave ablation on normal porcine liver. HYPR processing was performed on each volume after image registration. Ablation signal-to-noise ratio (SNR) and contrast-to-noise ratio (CNR) were collected to evaluate the degree of enhancement of image quality and ablation zone visualization. Ablation zones were manually segmented on HYPR and non-HYPR images and compared spatially using Dice's coefficient. The dimensions of ablation zones were also compared to gross pathology by correlation and dimensional differences. The SNR and CNR of ablation zones were increased after HYPR processing. The manually segmented ablation zone was highly similar to gross pathology with a Dice coefficient of 0.81 ± 0.03, while the low-dose CECT had a smaller Dice coefficient of 0.72 ± 0.05. Both HYPR and low-dose CECT had high correlation to gross pathology (0.99 and 0.94, respectively), but the variance of measurements were lower after HYPR processing compared to unprocessed images. The relative difference in area, length of long axis, and length of short axis for HYPR image were 13.1 ± 5.6%, 9.7 ± 4.2%, and 15.2 ± 2.8%, which were lower than those for low-dose CECT at 37.5 ± 6.0%, 17.7 ± 2.8%, and 28.9 ± 5.4%. HYPR processing applied to periodic CECT images can enhance ablation zone visualization. HYPR processing may potentially enable CECT in real-time ablation monitoring under strict

  1. Augmenting real-time video with virtual models for enhanced visualization for simulation, teaching, training and guidance

    Science.gov (United States)

    Potter, Michael; Bensch, Alexander; Dawson-Elli, Alexander; Linte, Cristian A.

    2015-03-01

    In minimally invasive surgical interventions direct visualization of the target area is often not available. Instead, clinicians rely on images from various sources, along with surgical navigation systems for guidance. These spatial localization and tracking systems function much like the Global Positioning Systems (GPS) that we are all well familiar with. In this work we demonstrate how the video feed from a typical camera, which could mimic a laparoscopic or endoscopic camera used during an interventional procedure, can be used to identify the pose of the camera with respect to the viewed scene and augment the video feed with computer-generated information, such as rendering of internal anatomy not visible beyond the imaged surface, resulting in a simple augmented reality environment. This paper describes the software and hardware environment and methodology for augmenting the real world with virtual models extracted from medical images to provide enhanced visualization beyond the surface view achieved using traditional imaging. Following intrinsic and extrinsic camera calibration, the technique was implemented and demonstrated using a LEGO structure phantom, as well as a 3D-printed patient-specific left atrial phantom. We assessed the quality of the overlay according to fiducial localization, fiducial registration, and target registration errors, as well as the overlay offset error. Using the software extensions we developed in conjunction with common webcams it is possible to achieve tracking accuracy comparable to that seen with significantly more expensive hardware, leading to target registration errors on the order of 2 mm.

  2. An Objective Measure for the Visual Fidelity of Virtual Reality and the Risks of Falls in a Virtual Environment

    NARCIS (Netherlands)

    Menzies, R.J.; Rogers, S.J.; Phillips, A. M.; Chiarovano, E.; Waele de, C.; Verstraten, F.A.J.; MacDougall, H.

    Despite decades of development of virtual reality (VR) devices and VR’s recent renaissance, it has been difficult to measure these devices’ effectiveness in immersing the observer. Previously, VR devices have been evaluated using subjective measures of presence, but in this paper, we suggest that

  3. Crossmodal Semantic Priming by Naturalistic Sounds and Spoken Words Enhances Visual Sensitivity

    Science.gov (United States)

    Chen, Yi-Chuan; Spence, Charles

    2011-01-01

    We propose a multisensory framework based on Glaser and Glaser's (1989) general reading-naming interference model to account for the semantic priming effect by naturalistic sounds and spoken words on visual picture sensitivity. Four experiments were designed to investigate two key issues: First, can auditory stimuli enhance visual sensitivity when…

  4. The importance of synchrony and temporal order of visual and tactile input for illusory limb ownership experiences - an FMRI study applying virtual reality.

    Science.gov (United States)

    Bekrater-Bodmann, Robin; Foell, Jens; Diers, Martin; Kamping, Sandra; Rance, Mariela; Kirsch, Pinar; Trojan, Jörg; Fuchs, Xaver; Bach, Felix; Çakmak, Hüseyin Kemal; Maaß, Heiko; Flor, Herta

    2014-01-01

    In the so-called rubber hand illusion, synchronous visuotactile stimulation of a visible rubber hand together with one's own hidden hand elicits ownership experiences for the artificial limb. Recently, advanced virtual reality setups were developed to induce a virtual hand illusion (VHI). Here, we present functional imaging data from a sample of 25 healthy participants using a new device to induce the VHI in the environment of a magnetic resonance imaging (MRI) system. In order to evaluate the neuronal robustness of the illusion, we varied the degree of synchrony between visual and tactile events in five steps: in two conditions, the tactile stimulation was applied prior to visual stimulation (asynchrony of -300 ms or -600 ms), whereas in another two conditions, the tactile stimulation was applied after visual stimulation (asynchrony of +300 ms or +600 ms). In the fifth condition, tactile and visual stimulation was applied synchronously. On a subjective level, the VHI was successfully induced by synchronous visuotactile stimulation. Asynchronies between visual and tactile input of ±300 ms did not significantly diminish the vividness of illusion, whereas asynchronies of ±600 ms did. The temporal order of visual and tactile stimulation had no effect on VHI vividness. Conjunction analyses of functional MRI data across all conditions revealed significant activation in bilateral ventral premotor cortex (PMv). Further characteristic activation patterns included bilateral activity in the motion-sensitive medial superior temporal area as well as in the bilateral Rolandic operculum, suggesting their involvement in the processing of bodily awareness through the integration of visual and tactile events. A comparison of the VHI-inducing conditions with asynchronous control conditions of ±600 ms yielded significant PMv activity only contralateral to the stimulation site. These results underline the temporal limits of the induction of limb ownership related to multisensory

  5. The Importance of Synchrony and Temporal Order of Visual and Tactile Input for Illusory Limb Ownership Experiences – An fMRI Study Applying Virtual Reality

    Science.gov (United States)

    Diers, Martin; Kamping, Sandra; Rance, Mariela; Kirsch, Pinar; Trojan, Jörg; Fuchs, Xaver; Bach, Felix; Çakmak, Hüseyin Kemal; Maaß, Heiko; Flor, Herta

    2014-01-01

    In the so-called rubber hand illusion, synchronous visuotactile stimulation of a visible rubber hand together with one's own hidden hand elicits ownership experiences for the artificial limb. Recently, advanced virtual reality setups were developed to induce a virtual hand illusion (VHI). Here, we present functional imaging data from a sample of 25 healthy participants using a new device to induce the VHI in the environment of a magnetic resonance imaging (MRI) system. In order to evaluate the neuronal robustness of the illusion, we varied the degree of synchrony between visual and tactile events in five steps: in two conditions, the tactile stimulation was applied prior to visual stimulation (asynchrony of −300 ms or −600 ms), whereas in another two conditions, the tactile stimulation was applied after visual stimulation (asynchrony of +300 ms or +600 ms). In the fifth condition, tactile and visual stimulation was applied synchronously. On a subjective level, the VHI was successfully induced by synchronous visuotactile stimulation. Asynchronies between visual and tactile input of ±300 ms did not significantly diminish the vividness of illusion, whereas asynchronies of ±600 ms did. The temporal order of visual and tactile stimulation had no effect on VHI vividness. Conjunction analyses of functional MRI data across all conditions revealed significant activation in bilateral ventral premotor cortex (PMv). Further characteristic activation patterns included bilateral activity in the motion-sensitive medial superior temporal area as well as in the bilateral Rolandic operculum, suggesting their involvement in the processing of bodily awareness through the integration of visual and tactile events. A comparison of the VHI-inducing conditions with asynchronous control conditions of ±600 ms yielded significant PMv activity only contralateral to the stimulation site. These results underline the temporal limits of the induction of limb ownership related to

  6. Virtual Reality-Enhanced Extinction of Phobias and Post-Traumatic Stress.

    Science.gov (United States)

    Maples-Keller, Jessica L; Yasinski, Carly; Manjin, Nicole; Rothbaum, Barbara Olasov

    2017-07-01

    Virtual reality (VR) refers to an advanced technological communication interface in which the user is actively participating in a computer-generated 3-dimensional virtual world that includes computer sensory input devices used to simulate real-world interactive experiences. VR has been used within psychiatric treatment for anxiety disorders, particularly specific phobias and post-traumatic stress disorder, given several advantages that VR provides for use within treatment for these disorders. Exposure therapy for anxiety disorder is grounded in fear-conditioning models, in which extinction learning involves the process through which conditioned fear responses decrease or are inhibited. The present review will provide an overview of extinction training and anxiety disorder treatment, advantages for using VR within extinction training, a review of the literature regarding the effectiveness of VR within exposure therapy for specific phobias and post-traumatic stress disorder, and limitations and future directions of the extant empirical literature.

  7. Using voice input and audio feedback to enhance the reality of a virtual experience

    Energy Technology Data Exchange (ETDEWEB)

    Miner, N.E.

    1994-04-01

    Virtual Reality (VR) is a rapidly emerging technology which allows participants to experience a virtual environment through stimulation of the participant`s senses. Intuitive and natural interactions with the virtual world help to create a realistic experience. Typically, a participant is immersed in a virtual environment through the use of a 3-D viewer. Realistic, computer-generated environment models and accurate tracking of a participant`s view are important factors for adding realism to a virtual experience. Stimulating a participant`s sense of sound and providing a natural form of communication for interacting with the virtual world are equally important. This paper discusses the advantages and importance of incorporating voice recognition and audio feedback capabilities into a virtual world experience. Various approaches and levels of complexity are discussed. Examples of the use of voice and sound are presented through the description of a research application developed in the VR laboratory at Sandia National Laboratories.

  8. Enhancing Learning from Different Visualizations by Self-Explanation Prompts

    Science.gov (United States)

    Lin, Lijia; Atkinson, Robert K.

    2013-01-01

    The purpose of the two experiments was to investigate the potential effects of different types of visualizations and self-explanation prompts on learning human cardiovascular system in a multimedia environment. In Experiments 1 and 2, 70 and 44 college students were randomly assigned to one of the four conditions in a 2 × 2 factorial design with…

  9. SOFIA: an R package for enhancing genetic visualization with Circos

    Science.gov (United States)

    Visualization of data from any stage of genetic and genomic research is one of the most useful approaches for detecting potential errors, ensuring accuracy and reproducibility, and presentation of the resulting data. Currently software such as Circos, ClicO FS, and RCircos, among others, provide too...

  10. Visual Representations of Academic Misconduct: Enhancing Information Literacy Skills

    Science.gov (United States)

    Ivancic, Sonia R.; Hosek, Angela M.

    2017-01-01

    Courses: This unit activity is suited for courses with research and source citation components, such as the Basic Communication; Interpersonal, and Organizational Communication courses. Objectives: Students will (a) visually interpret and analyze instances of plagiarism; (b) revise their work to use proper citations and reduce instances of…

  11. Enhancing the Teaching and Learning of Mathematical Visual Images

    Science.gov (United States)

    Quinnell, Lorna

    2014-01-01

    The importance of mathematical visual images is indicated by the introductory paragraph in the Statistics and Probability content strand of the Australian Curriculum, which draws attention to the importance of learners developing skills to analyse and draw inferences from data and "represent, summarise and interpret data and undertake…

  12. Entrainment of Human Alpha Oscillations Selectively Enhances Visual Conjunction Search.

    Directory of Open Access Journals (Sweden)

    Notger G Müller

    Full Text Available The functional role of the alpha-rhythm which dominates the human electroencephalogram (EEG is unclear. It has been related to visual processing, attentional selection and object coherence, respectively. Here we tested the interaction of alpha oscillations of the human brain with visual search tasks that differed in their attentional demands (pre-attentive vs. attentive and also in the necessity to establish object coherence (conjunction vs. single feature. Between pre- and post-assessment elderly subjects received 20 min/d of repetitive transcranial alternating current stimulation (tACS over the occipital cortex adjusted to their individual alpha frequency over five consecutive days. Compared to sham the entrained alpha oscillations led to a selective, set size independent improvement in the conjunction search task performance but not in the easy or in the hard feature search task. These findings suggest that cortical alpha oscillations play a specific role in establishing object coherence through suppression of distracting objects.

  13. Does deafness lead to enhancement of visual spatial cognition in children? Negative evidence from deaf nonsigners.

    Science.gov (United States)

    Parasnis, I; Samar, V; Bettger, J; Sathe, K

    1996-01-01

    This study investigated whether deafness contributes to enhancement of visual spatial cognition independent of knowledge of a sign language. Congenitally deaf school children in India who were born to hearing parents and were not exposed to any sign language, and matched hearing controls, were given a test of digit span and five tests that measured visual spatial skills. The deaf group showed shorter digit span than the hearing group, consistent with previous studies. Deaf and hearing children did not differ in their performance on the visual spatial skills test, suggesting that deafness per se may not be a sufficient factor for enhancement of visual spatial cognition. Early exposure to a sign language and fluent sign skills may be the critical factors that lead to differential development of visual spatial skills in deaf people.

  14. A knowledge translation intervention to enhance clinical application of a virtual reality system in stroke rehabilitation.

    Science.gov (United States)

    Levac, Danielle; Glegg, Stephanie M N; Sveistrup, Heidi; Colquhoun, Heather; Miller, Patricia A; Finestone, Hillel; DePaul, Vincent; Harris, Jocelyn E; Velikonja, Diana

    2016-10-06

    Despite increasing evidence for the effectiveness of virtual reality (VR)-based therapy in stroke rehabilitation, few knowledge translation (KT) resources exist to support clinical integration. KT interventions addressing known barriers and facilitators to VR use are required. When environmental barriers to VR integration are less amenable to change, KT interventions can target modifiable barriers related to therapist knowledge and skills. A multi-faceted KT intervention was designed and implemented to support physical and occupational therapists in two stroke rehabilitation units in acquiring proficiency with use of the Interactive Exercise Rehabilitation System (IREX; GestureTek). The KT intervention consisted of interactive e-learning modules, hands-on workshops and experiential practice. Evaluation included the Assessing Determinants of Prospective Take Up of Virtual Reality (ADOPT-VR) Instrument and self-report confidence ratings of knowledge and skills pre- and post-study. Usability of the IREX was measured with the System Usability Scale (SUS). A focus group gathered therapist experiences. Frequency of IREX use was recorded for 6 months post-study. Eleven therapists delivered a total of 107 sessions of VR-based therapy to 34 clients with stroke. On the ADOPT-VR, significant pre-post improvements in therapist perceived behavioral control (p = 0.003), self-efficacy (p = 0.005) and facilitating conditions (p =0.019) related to VR use were observed. Therapist intention to use VR did not change. Knowledge and skills improved significantly following e-learning completion (p = 0.001) and was sustained 6 months post-study. Below average perceived usability of the IREX (19(th) percentile) was reported. Lack of time was the most frequently reported barrier to VR use. A decrease in frequency of perceived barriers to VR use was not significant (p = 0.159). Two therapists used the IREX sparingly in the 6 months following the study. Therapists reported

  15. Audio-visual speech timing sensitivity is enhanced in cluttered conditions.

    Directory of Open Access Journals (Sweden)

    Warrick Roseboom

    Full Text Available Events encoded in separate sensory modalities, such as audition and vision, can seem to be synchronous across a relatively broad range of physical timing differences. This may suggest that the precision of audio-visual timing judgments is inherently poor. Here we show that this is not necessarily true. We contrast timing sensitivity for isolated streams of audio and visual speech, and for streams of audio and visual speech accompanied by additional, temporally offset, visual speech streams. We find that the precision with which synchronous streams of audio and visual speech are identified is enhanced by the presence of additional streams of asynchronous visual speech. Our data suggest that timing perception is shaped by selective grouping processes, which can result in enhanced precision in temporally cluttered environments. The imprecision suggested by previous studies might therefore be a consequence of examining isolated pairs of audio and visual events. We argue that when an isolated pair of cross-modal events is presented, they tend to group perceptually and to seem synchronous as a consequence. We have revealed greater precision by providing multiple visual signals, possibly allowing a single auditory speech stream to group selectively with the most synchronous visual candidate. The grouping processes we have identified might be important in daily life, such as when we attempt to follow a conversation in a crowded room.

  16. DSSR-enhanced visualization of nucleic acid structures in Jmol.

    Science.gov (United States)

    Hanson, Robert M; Lu, Xiang-Jun

    2017-05-03

    Sophisticated and interactive visualizations are essential for making sense of the intricate 3D structures of macromolecules. For proteins, secondary structural components are routinely featured in molecular graphics visualizations. However, the field of RNA structural bioinformatics is still lagging behind; for example, current molecular graphics tools lack built-in support even for base pairs, double helices, or hairpin loops. DSSR (Dissecting the Spatial Structure of RNA) is an integrated and automated command-line tool for the analysis and annotation of RNA tertiary structures. It calculates a comprehensive and unique set of features for characterizing RNA, as well as DNA structures. Jmol is a widely used, open-source Java viewer for 3D structures, with a powerful scripting language. JSmol, its reincarnation based on native JavaScript, has a predominant position in the post Java-applet era for web-based visualization of molecular structures. The DSSR-Jmol integration presented here makes salient features of DSSR readily accessible, either via the Java-based Jmol application itself, or its HTML5-based equivalent, JSmol. The DSSR web service accepts 3D coordinate files (in mmCIF or PDB format) initiated from a Jmol or JSmol session and returns DSSR-derived structural features in JSON format. This seamless combination of DSSR and Jmol/JSmol brings the molecular graphics of 3D RNA structures to a similar level as that for proteins, and enables a much deeper analysis of structural characteristics. It fills a gap in RNA structural bioinformatics, and is freely accessible (via the Jmol application or the JSmol-based website http://jmol.x3dna.org). © The Author(s) 2017. Published by Oxford University Press on behalf of Nucleic Acids Research.

  17. Enhancing impact: visualization of an integrated impact assessment strategy

    Directory of Open Access Journals (Sweden)

    Gary R. Krieger

    2012-05-01

    Full Text Available The environmental impact assessment process is over 40 years old and has dramatically expanded. Topics, such as social, health and human rights impact are now included. The main body of an impact analysis is generally hundreds of pages long and supported by countless technical appendices. For large, oil/gas, mining and water resources projects both the volume and technical sophistication of the reports has far exceeded the processing ability of host communities. Instead of informing and empowering, the reports are abstruse and overwhelming. Reinvention is required. The development of a visual integrated impact assessment strategy that utilizes remote sensing and spatial analyses is described.

  18. Augmented reality

    National Research Council Canada - National Science Library

    Patrik Pucer

    2011-01-01

    .... In such a mixed reality, real and virtual objects coexist in the same environment. The reality, where users watch and use the real environment upgraded with virtual objects is called augmented reality...

  19. Virtual reality-enhanced partial body weight-supported treadmill training poststroke: feasibility and effectiveness in 6 subjects.

    Science.gov (United States)

    Walker, Martha L; Ringleb, Stacie I; Maihafer, George C; Walker, Robert; Crouch, Jessica R; Van Lunen, Bonnie; Morrison, Steven

    2010-01-01

    Walker ML, Ringleb SI, Maihafer GC, Walker R, Crouch JR, Van Lunen B, Morrison S. Virtual reality-enhanced partial body weight-supported treadmill training poststroke: feasibility and effectiveness in 6 subjects. To determine whether the use of a low-cost virtual reality (VR) system used in conjunction with partial body weight-supported treadmill training (BWSTT) was feasible and effective in improving the walking and balance abilities of patients poststroke. A before-after comparison of a single group with BWSTT intervention. University research laboratory. A convenience sample of 7 adults who were within 1 year poststroke and who had completed traditional rehabilitation but still exhibited gait deficits. Six participants completed the study. Twelve treatment sessions of BWSTT with VR. The VR system generated a virtual environment that showed on a television screen in front of the treadmill to give participants the sensation of walking down a city street. A head-mounted position sensor provided postural feedback. Functional Gait Assessment (FGA) score, Berg Balance Scale (BBS) score, and overground walking speed. One subject dropped out of the study. All other participants made significant improvements in their ability to walk. FGA scores increased from mean of 13.8 to 18. BBS scores increased from mean of 43.8 to 48.8, although a ceiling effect was seen for this test. Overground walking speed increased from mean of .49m/s to .68m/s. A low-cost VR system combined with BWSTT is feasible for improved gait and balance of patients poststroke. Copyright (c) 2010 American Congress of Rehabilitation Medicine. Published by Elsevier Inc. All rights reserved.

  20. Surgeons blinded by enhanced navigation: the effect of augmented reality on attention.

    Science.gov (United States)

    Dixon, Benjamin J; Daly, Michael J; Chan, Harley; Vescan, Allan D; Witterick, Ian J; Irish, Jonathan C

    2013-02-01

    Advanced image-guidance systems allowing presentation of three-dimensional navigational data in real time are being developed enthusiastically for many medical procedures. Other industries, including aviation and the military, have noted that shifting attention toward such compelling assistance has detrimental effects. Using the detection rate of unexpected findings, we assess whether inattentional blindness is significant in a surgical context and evaluate the impact of on-screen navigational cuing with augmented reality. Surgeons and trainees performed an endoscopic navigation exercise on a cadaveric specimen. The subjects were randomized to either a standard endoscopic view (control) or an AR view consisting of an endoscopic video fused with anatomic contours. Two unexpected findings were presented in close proximity to the target point: one critical complication and one foreign body (screw). Task completion time, accuracy, and recognition of findings were recorded. Detection of the complication was 0/15 in the AR group versus 7/17 in the control group (p = 0.008). Detection of the screw was 1/15 (AR) and 7/17 (control) (p = 0.041). Recognition of either finding was 12/17 for the control group and 1/15 for the AR group (p < 0.001). Accuracy was greater for the AR group than for the control group, with the median distance from the target point measuring respectively 2.10 mm (interquartile range [IQR], 1.29-2.37) and 4.13 (IQR, 3.11-7.39) (p < 0.001). Inattentional blindness was evident in both groups. Although more accurate, the AR group was less likely to identify significant unexpected findings clearly within view. Advanced navigational displays may increase precision, but strategies to mitigate attentional costs need further investigation to allow safe implementation.

  1. Enhanced Lighting Techniques and Augmented Reality to Improve Human Task Performance

    Science.gov (United States)

    Maida, James C.; Bowen, Charles K.; Pace, John W.

    2005-01-01

    One of the most versatile tools designed for use on the International Space Station (ISS) is the Special Purpose Dexterous Manipulator (SPDM) robot. Operators for this system are trained at NASA Johnson Space Center (JSC) using a robotic simulator, the Dexterous Manipulator Trainer (DMT), which performs most SPDM functions under normal static Earth gravitational forces. The SPDM is controlled from a standard Robotic Workstation. A key feature of the SPDM and DMT is the Force/Moment Accommodation (FMA) system, which limits the contact forces and moments acting on the robot components, on its payload, an Orbital Replaceable Unit (ORU), and on the receptacle for the ORU. The FMA system helps to automatically alleviate any binding of the ORU as it is inserted or withdrawn from a receptacle, but it is limited in its correction capability. A successful ORU insertion generally requires that the reference axes of the ORU and receptacle be aligned to within approximately 0.25 inch and 0.5 degree of nominal values. The only guides available for the operator to achieve these alignment tolerances are views from any available video cameras. No special registration markings are provided on the ORU or receptacle, so the operator must use their intrinsic features in the video display to perform the pre-insertion alignment task. Since optimum camera views may not be available, and dynamic orbital lighting conditions may limit viewing periods, long times are anticipated for performing some ORU insertion or extraction operations. This study explored the feasibility of using augmented reality (AR) to assist with SPDM operations. Geometric graphical symbols were overlaid on the end effector (EE) camera view to afford cues to assist the operator in attaining adequate pre-insertion ORU alignment.

  2. D Model Visualization Enhancements in Real-Time Game Engines

    Science.gov (United States)

    Merlo, A.; Sánchez Belenguer, C.; Vendrell Vidal, E.; Fantini, F.; Aliperta, A.

    2013-02-01

    This paper describes two procedures used to disseminate tangible cultural heritage through real-time 3D simulations providing accurate-scientific representations. The main idea is to create simple geometries (with low-poly count) and apply two different texture maps to them: a normal map and a displacement map. There are two ways to achieve models that fit with normal or displacement maps: with the former (normal maps), the number of polygons in the reality-based model may be dramatically reduced by decimation algorithms and then normals may be calculated by rendering them to texture solutions (baking). With the latter, a LOD model is needed; its topology has to be quad-dominant for it to be converted to a good quality subdivision surface (with consistent tangency and curvature all over). The subdivision surface is constructed using methodologies for the construction of assets borrowed from character animation: these techniques have been recently implemented in many entertainment applications known as "retopology". The normal map is used as usual, in order to shade the surface of the model in a realistic way. The displacement map is used to finish, in real-time, the flat faces of the object, by adding the geometric detail missing in the low-poly models. The accuracy of the resulting geometry is progressively refined based on the distance from the viewing point, so the result is like a continuous level of detail, the only difference being that there is no need to create different 3D models for one and the same object. All geometric detail is calculated in real-time according to the displacement map. This approach can be used in Unity, a real-time 3D engine originally designed for developing computer games. It provides a powerful rendering engine, fully integrated with a complete set of intuitive tools and rapid workflows that allow users to easily create interactive 3D contents. With the release of Unity 4.0, new rendering features have been added, including Direct

  3. Manual tapping enhances visual short-term memory performance where visual and motor coordinates correspond.

    Science.gov (United States)

    Sapkota, Raju P; Pardhan, Shahina; van der Linde, Ian

    2013-05-01

    Visuo-manual interaction in visual short-term memory (VSTM) has been investigated little, despite its importance in everyday tasks requiring the coordination of visual perception and manual action. This study examines the influence of a manual action performed during stimulus learning on a subsequent VSTM test for object appearance. The memory display comprised a sequence of briefly presented 1/f noise discs (i.e., possessing spectral properties akin to natural images), wherein each new stimulus was presented at a unique screen location. Participants either did (or did not) perform a concurrent manual action (spatial tapping) task requiring that a hand-held stylus be moved to a position on a touch tablet that corresponded (or did not correspond) to the screen position of each new stimulus as it appeared. At test, a single stimulus was presented, either at one of the original screen positions, or at a new position. Two factors were examined: the execution (or otherwise) of spatial tapping at a corresponding or non-corresponding position, and the presentation of test stimuli either at their original spatial positions, or at new positions. We find that spatial tapping at corresponding positions elevates VSTM performance by more than 15%, but this occurs only when stimulus positions are matched from memory to test display. Our findings suggest that multimodal attentional focus during stimulus encoding (incorporating visual, spatial, and manual components) leads to stronger, more robust memory representations. We posit several possible explanations for this effect. © 2012 The British Psychological Society.

  4. Integration of three-dimensional modelling, scientific visualization and virtual reality applied to electric power substations; Integracao de modelagem tridimensional, visualizacao cientifica e realidade virtual com aplicacao em subestacoes de energia eletrica

    Energy Technology Data Exchange (ETDEWEB)

    Buriol, Tiago Martinuzzi; Scheer, Sergio [Universidade Federal do Parana (UFPR), Curitiba, PR (Brazil). Centro de Estudos de Engenharia Civil]. E-mails: tiagoburiol@gmail.com; scheer@ufpr.br

    2007-04-15

    The Virtual Reality technology (VR) is considered the most advanced human/computer interface ever known, with applications in several fields of science and engineering. In the energy sector, research has been carried out aiming at applying this technology in planning, training and simulation activities. In this work a few possible VR applications related to power substations are presented. Aspects of modelling, navigation, and scientific visualization are addressed. In addition, an application for the visualization of illuminance fields is presented. (author)

  5. Investigation of echogenic surface enhancements for improved needle visualization in ultrasonography: A PRISMA systematic review

    DEFF Research Database (Denmark)

    Hovgesen, Caroline Harder; Wilhjelm, Jens E.; Vilmann, Peter

    Background: Visualization of standard needles at steep angles in clinical Ultrasound (US) images is a problematic and important concern. This systematic review evaluates published studies that investigate echogenic needles and how surface enhancements can improve needle visualization. Method......: A systematic search was performed in five databases: Cochrane Library, Embase (through Ovid), MEDLINE (through PubMed), Scopus, and Web of Science from inception to April 12th, 2017. Each search was based on the search terms: ultrasound, needle, visualization, and comparison, with related synonyms and spelling...... matters. Results: 29 studies were identified and included in the qualitative synthesis. Conclusion: Overall, studies agree, that echogenic surface enhancements improve needle visualization in US images at steep angles regardless of target, applied US device and probe, operators, assessors, and methods...

  6. Tactile enhancement of auditory and visual speech perception in untrained perceivers

    OpenAIRE

    Gick, Bryan; Jóhannsdóttir, Kristín M.; Gibraiel, Diana; Mühlbauer, Jeff

    2008-01-01

    A single pool of untrained subjects was tested for interactions across two bimodal perception conditions: audio-tactile, in which subjects heard and felt speech, and visual-tactile, in which subjects saw and felt speech. Identifications of English obstruent consonants were compared in bimodal and no-tactile baseline conditions. Results indicate that tactile information enhances speech perception by about 10 percent, regardless of which other mode (auditory or visual) is active. However, withi...

  7. Beyond visual imagery: how modality-specific is enhanced mental imagery in synesthesia?

    Science.gov (United States)

    Spiller, Mary Jane; Jonas, Clare N; Simner, Julia; Jansari, Ashok

    2015-01-01

    Synesthesia based in visual modalities has been associated with reports of vivid visual imagery. We extend this finding to consider whether other forms of synesthesia are also associated with enhanced imagery, and whether this enhancement reflects the modality of synesthesia. We used self-report imagery measures across multiple sensory modalities, comparing synesthetes' responses (with a variety of forms of synesthesia) to those of non-synesthete matched controls. Synesthetes reported higher levels of visual, auditory, gustatory, olfactory and tactile imagery and a greater level of imagery use. Furthermore, their reported enhanced imagery is restricted to the modalities involved in the individual's synesthesia. There was also a relationship between the number of forms of synesthesia an individual has, and the reported vividness of their imagery, highlighting the need for future research to consider the impact of multiple forms of synesthesia. We also recommend the use of behavioral measures to validate these self-report findings. Copyright © 2014 Elsevier Inc. All rights reserved.

  8. Schizophrenia and visual backward masking: a general deficit of target enhancement

    Directory of Open Access Journals (Sweden)

    Michael H Herzog

    2013-05-01

    Full Text Available The obvious symptoms of schizophrenia are of cognitive and psychopathological nature. However, schizophrenia affects also visual processing which becomes particularly evident when stimuli are presented for short durations and are followed by a masking stimulus. Visual deficits are of great interest because they might be related to the genetic variations underlying the disease (endophenotype concept. Visual masking deficits are usually attributed to specific dysfunctions of the visual system such as a hypo- or hyper-active magnocellular system. Here, we propose that visual deficits are a manifestation of a general deficit related to the enhancement of weak neural signals as occurring in all other sorts of information processing. We summarize previous findings with the shine-through masking paradigm where a shortly presented vernier target is followed by a masking grating. The mask deteriorates visual processing of schizophrenic patients by almost an order of magnitude compared to healthy controls. We propose that these deficits are caused by dysfunctions of attention and the cholinergic system leading to weak neural activity corresponding to the vernier. High density electrophysiological recordings (EEG show that indeed neural activity is strongly reduced in schizophrenic patients which we attribute to the lack of vernier enhancement. When only the masking grating is presented, EEG responses are roughly comparable between patients and control. Our hypothesis is supported by findings relating visual masking to genetic deviants of the nicotinic 7 receptor (CHRNA7.

  9. Pitch enhancement facilitates word learning across visual contexts

    Directory of Open Access Journals (Sweden)

    Piera eFilippi

    2014-12-01

    Full Text Available This study investigates word-learning using a new model that integrates three processes: a extracting a word out of a continuous sound sequence, b inferring its referential meanings in context, c mapping the segmented word onto its broader intended referent, such as other objects of the same semantic category, and to novel utterances. Previous work has examined the role of statistical learning and/or of prosody in each of these processes separately. Here, we combine these strands of investigation into a single experimental approach, in which participants viewed a photograph belonging to one of three semantic categories while hearing a complex, five-syllable utterance containing a one-syllable target word. Six between-subjects conditions were tested with 20 adult participants each. In condition 1, the only cue to word-meaning mapping was the co-occurrence of word and referents. This statistical cue was present in all conditions. In condition 2, the target word was sounded at a higher pitch. In condition 3, random one-syllable words were sounded at a higher pitch, creating an inconsistent cue. In condition 4, the duration of the target word was lengthened. In conditions 5 and 6, an extraneous acoustic cue and a visual cue were associated with the target word, respectively. Performance in this word-learning task was significantly higher than that observed with simple co-occurrence only when pitch prominence consistently marked the target word. We discuss implications for the intentional value of pitch marking as well as the relevance of our findings to language acquisition and language evolution.

  10. Recent Advances in Immersive Visualization of Ocean Data: Virtual Reality Through the Web on Your Laptop Computer

    Science.gov (United States)

    Hermann, A. J.; Moore, C.; Soreide, N. N.

    2002-12-01

    Ocean circulation is irrefutably three dimensional, and powerful new measurement technologies and numerical models promise to expand our three-dimensional knowledge of the dynamics further each year. Yet, most ocean data and model output is still viewed using two-dimensional maps. Immersive visualization techniques allow the investigator to view their data as a three dimensional world of surfaces and vectors which evolves through time. The experience is not unlike holding a part of the ocean basin in one's hand, turning and examining it from different angles. While immersive, three dimensional visualization has been possible for at least a decade, the technology was until recently inaccessible (both physically and financially) for most researchers. It is not yet fully appreciated by practicing oceanographers how new, inexpensive computing hardware and software (e.g. graphics cards and controllers designed for the huge PC gaming market) can be employed for immersive, three dimensional, color visualization of their increasingly huge datasets and model output. In fact, the latest developments allow immersive visualization through web servers, giving scientists the ability to "fly through" three-dimensional data stored half a world away. Here we explore what additional insight is gained through immersive visualization, describe how scientists of very modest means can easily avail themselves of the latest technology, and demonstrate its implementation on a web server for Pacific Ocean model output.

  11. High-Quality See-Through Surgical Guidance System Using Enhanced 3-D Autostereoscopic Augmented Reality.

    Science.gov (United States)

    Zhang, Xinran; Chen, Guowen; Liao, Hongen

    2017-08-01

    Precise minimally invasive surgery (MIS) has significant advantages over traditional open surgery in clinic. Although pre-/intraoperative diagnosis images can provide necessary guidance for therapy, hand-eye discoordination occurs when guidance information is displayed away from the surgical area. In this study, we introduce a real three-dimensional (3-D) see-through guidance system for precision surgery. To address the resolution and viewing angle limitation as well as the accuracy degradation problems of autostereoscopic 3-D display, we design a high quality and high accuracy 3-D integral videography (IV) medical image display method. Furthermore, a novel see-through microscopic device is proposed to assist surgeons with the superimposition of real 3-D guidance onto the surgical target is magnified by an optical visual magnifier module. Spatial resolutions of 3-D IV image in different depths have been increased 50%∼70%, viewing angles of different image sizes have been increased 9%∼19% compared with conventional IV display methods. Average accuracy of real 3-D guidance superimposed on surgical target was 0.93 mm ± 0.41 mm. Preclinical studies demonstrated that our system could provide real 3-D perception of anatomic structures inside the patient's body. The system showed potential clinical feasibility to provide intuitive and accurate in situ see-through guidance for microsurgery without restriction on observers' viewing position. Our system can effectively improve the precision and reliability of surgical guidance. It will have wider applicability in surgical planning, microscopy, and other fields.

  12. The Efficacy of a Haptic-Enhanced Virtual Reality System for Precision Grasp Acquisition in Stroke Rehabilitation

    Directory of Open Access Journals (Sweden)

    Shih-Ching Yeh

    2017-01-01

    Full Text Available Stroke is a leading cause of long-term disability, and virtual reality- (VR- based stroke rehabilitation is effective in increasing motivation and the functional performance. Although much of the functional reach and grasp capabilities of the upper extremities were regained, the pinch movement remains impaired following stroke. In this study, we developed a haptic-enhanced VR system to simulate haptic pinch tasks to assist the recovery of upper-extremity fine motor function. We recruited 16 adults with stroke to verify the efficacy of this new VR system. Each patient received 30 min VR training sessions 3 times per week for 8 weeks. Outcome measures, Fugl-Meyer assessment (FMA, Test Evaluant les Membres superieurs des Personnes Agees (TEMPA, Wolf motor function test (WMFT, Box and Block test (BBT, and Jamar grip dynamometer, showed statistically significant progress from pretest to posttest and follow-up, indicating that the proposed system effectively promoted fine motor recovery of function. Additionally, our evidence suggests that this system was also effective under certain challenging conditions such as being in the chronic stroke phase or a coside of lesion and dominant hand (nondominant hand impaired. System usability assessment indicated that the participants strongly intended to continue using this VR-based system in rehabilitation.

  13. Locomotion Induces Stimulus-Specific Response Enhancement in Adult Visual Cortex.

    Science.gov (United States)

    Kaneko, Megumi; Fu, Yu; Stryker, Michael P

    2017-03-29

    The responses of neurons in the visual cortex (V1) of adult mammals have long been thought to be stable over long periods. Here, we investigated whether repeated exposure to specific stimuli would enhance V1 visual responses in mice using intrinsic signal imaging through the intact skull and two-photon imaging of calcium signals in single neurons. Mice ran on Styrofoam balls floating on air while viewing one of three different, high-contrast visual stimuli. V1 responses to the stimuli that were viewed by the animal were specifically enhanced, while responses to other stimuli were unaffected. Similar exposure in stationary mice or in mice in which NMDA receptors were partially blocked did not significantly enhance responses. These findings indicate that stimulus-specific plasticity in the adult visual cortex depends on concurrent locomotion, presumably as a result of the high-gain state of the visual cortex induced by locomotion. SIGNIFICANCE STATEMENT We report a rapid and persistent increase in visual cortical responses to visual stimuli presented during locomotion in intact mice. We first used a method that is completely noninvasive to image intrinsic signals through the intact skull. We then measured the same effects on single neurons using two-photon calcium imaging and found that the increase in response to a particular stimulus produced by locomotion depends on how well the neuron is initially driven by the stimulus. To our knowledge, this is the first time such enhancement has been described in single neurons or using noninvasive measurements. Copyright © 2017 the authors 0270-6474/17/373532-12$15.00/0.

  14. Auditory and visual 3D virtual reality therapy as a new treatment for chronic subjective tinnitus: Results of a randomized controlled trial.

    Science.gov (United States)

    Malinvaud, D; Londero, A; Niarra, R; Peignard, Ph; Warusfel, O; Viaud-Delmon, I; Chatellier, G; Bonfils, P

    2016-03-01

    Subjective tinnitus (ST) is a frequent audiologic condition that still requires effective treatment. This study aimed at evaluating two therapeutic approaches: Virtual Reality (VR) immersion in auditory and visual 3D environments and Cognitive Behaviour Therapy (CBT). This open, randomized and therapeutic equivalence trial used bilateral testing of VR versus CBT. Adult patients displaying unilateral or predominantly unilateral ST, and fulfilling inclusion criteria were included after giving their written informed consent. We measured the different therapeutic effect by comparing the mean scores of validated questionnaires and visual analog scales, pre and post protocol. Equivalence was established if both strategies did not differ for more than a predetermined limit. We used univariate and multivariate analysis adjusted on baseline values to assess treatment efficacy. In addition of this trial, purely exploratory comparison to a waiting list group (WL) was provided. Between August, 2009 and November, 2011, 148 of 162 screened patients were enrolled (VR n = 61, CBT n = 58, WL n = 29). These groups did not differ at baseline for demographic data. Three month after the end of the treatment, we didn't find any difference between VR and CBT groups either for tinnitus severity (p = 0.99) or tinnitus handicap (p = 0.36). VR appears to be at least as effective as CBT in unilateral ST patients. Copyright © 2016 Elsevier B.V. All rights reserved.

  15. A virtual reality-based method of decreasing transmission time of visual feedback for a tele-operative robotic catheter operating system.

    Science.gov (United States)

    Guo, Jin; Guo, Shuxiang; Tamiya, Takashi; Hirata, Hideyuki; Ishihara, Hidenori

    2016-03-01

    An Internet-based tele-operative robotic catheter operating system was designed for vascular interventional surgery, to afford unskilled surgeons the opportunity to learn basic catheter/guidewire skills, while allowing experienced physicians to perform surgeries cooperatively. Remote surgical procedures, limited by variable transmission times for visual feedback, have been associated with deterioration in operability and vascular wall damage during surgery. At the patient's location, the catheter shape/position was detected in real time and converted into three-dimensional coordinates in a world coordinate system. At the operation location, the catheter shape was reconstructed in a virtual-reality environment, based on the coordinates received. The data volume reduction significantly reduced visual feedback transmission times. Remote transmission experiments, conducted over inter-country distances, demonstrated the improved performance of the proposed prototype. The maximum error for the catheter shape reconstruction was 0.93 mm and the transmission time was reduced considerably. The results were positive and demonstrate the feasibility of remote surgery using conventional network infrastructures. Copyright © 2015 John Wiley & Sons, Ltd.

  16. The role of size and binocular information in guiding reaching: insights from virtual reality and visual form agnosia III (of III).

    Science.gov (United States)

    Wann, J P; Mon-Williams, M; McIntosh, R D; Smyth, M; Milner, A D

    2001-07-01

    Reaching out to grasp an object requires information about the size of the object and the distance between the object and the body. We used a virtual reality system with a control population and a patient with visual form agnosia (DF) in order to explore the use of binocular information and size cues in prehension. The experiments consisted of a perceptual matching task in addition to a prehension task. In the prehension task, control participants modified their reach distance in response to step changes in vergence in the absence of any clear reference for relative disparity. Their reach distance was unaffected by equivalent step changes in size, even though they used this information to modify grasp and showed a size bias in a distance matching task. Notably, DF showed the same pattern of results as the controls but was far more sensitive to step changes in vergence. This finding complements previous research suggesting that DF relies predominantly on vergence information when gauging target distance. The results from the perceptual matching tasks confirmed previous findings suggesting that DF is unable to make use of size information for perceptual matching, including distance comparisons. These data are discussed with regard to the properties of the pathways subserving the two visual cortical processing streams.

  17. Postural Hypo-Reactivity in Autism Is Contingent on Development and Visual Environment: A Fully Immersive Virtual Reality Study

    Science.gov (United States)

    Greffou, Selma; Bertone, Armando; Hahler, Eva-Maria; Hanssens, Jean-Marie; Mottron, Laurent; Faubert, Jocelyn

    2012-01-01

    Although atypical motor behaviors have been associated with autism, investigations regarding their possible origins are scarce. This study assessed the visual and vestibular components involved in atypical postural reactivity in autism. Postural reactivity and stability were measured for younger (12-15 years) and older (16-33 years) autistic…

  18. Enhanced recognition memory in grapheme-color synaesthesia for different categories of visual stimuli

    OpenAIRE

    Jamie eWard; Peter eHovard; Alicia eJones; Nicolas eRothen

    2013-01-01

    Memory has been shown to be enhanced in grapheme-colour synaesthesia, and this enhancement extends to certain visual stimuli (that don’t induce synaesthesia) as well as stimuli comprised of graphemes (which do). Previous studies have used a variety of testing procedures to assess memory in synaesthesia (e.g. free recall, recognition, associative learning) making it hard to know the extent to which memory benefits are attributable to the stimulus properties themselves, the testing method, par...

  19. When Multimedia Doesn’t Work: An Assessment of Visualization Modules for Learning Enhancement in Mechanics

    Science.gov (United States)

    2000-06-01

    learning preference or personality type. Learning preferences were determined from an assessment method known as VARK , while the personality type...of this effort to enhance engineering education is focused in the following areas: learning styles , multimedia visualization/simulation, hands-on...Experiences to Enhance Learning of Design: Effectiveness in a Redesign Context When Correlated with MBTI and VARK Types,” Accepted for the ASEE Annual

  20. Using Immersive Visualizations to Improve Decision Making and Enhancing Public Understanding of Earth Resource and Climate Issues

    Science.gov (United States)

    Yu, K. C.; Raynolds, R. G.; Dechesne, M.

    2008-12-01

    New visualization technologies, from ArcGIS to Google Earth, have allowed for the integration of complex, disparate data sets to produce visually rich and compelling three-dimensional models of sub-surface and surface resource distribution patterns. The rendering of these models allows the public to quickly understand complicated geospatial relationships that would otherwise take much longer to explain using traditional media. We have impacted the community through topical policy presentations at both state and city levels, adult education classes at the Denver Museum of Nature and Science (DMNS), and public lectures at DMNS. We have constructed three-dimensional models from well data and surface observations which allow policy makers to better understand the distribution of groundwater in sandstone aquifers of the Denver Basin. Our presentations to local governments in the Denver metro area have allowed resource managers to better project future ground water depletion patterns, and to encourage development of alternative sources. DMNS adult education classes on water resources, geography, and regional geology, as well as public lectures on global issues such as earthquakes, tsunamis, and resource depletion, have utilized the visualizations developed from these research models. In addition to presenting GIS models in traditional lectures, we have also made use of the immersive display capabilities of the digital "fulldome" Gates Planetarium at DMNS. The real-time Uniview visualization application installed at Gates was designed for teaching astronomy, but it can be re-purposed for displaying our model datasets in the context of the Earth's surface. The 17-meter diameter dome of the Gates Planetarium allows an audience to have an immersive experience---similar to virtual reality CAVEs employed by the oil exploration industry---that would otherwise not be available to the general public. Public lectures in the dome allow audiences of over 100 people to comprehend

  1. Short-term visual deprivation can enhance spatial release from masking.

    Science.gov (United States)

    Pagé, Sara; Sharp, Andréanne; Landry, Simon P; Champoux, François

    2016-08-15

    This research aims to study the effect of short-term visual deprivation on spatial release from masking, a major component of the cocktail party effect that allows people to detect an auditory target in noise. The Masking Level Difference (MLD) test was administered on healthy individuals over three sessions: before (I) and after 90min of visual deprivation (II), and after 90min of re-exposure to light (III). A non-deprived control group performed the same tests, but remained sighted between sessions I and II. The non-deprived control group displayed constant results across sessions. However, performance in the MLD test was improved following short-term visual deprivation and performance returned to pre-deprivation values after light re-exposure. This study finds that short-term visual deprivation transiently enhances the spatial release from masking. These data suggest the significant potential for enhancing a process involved in the cocktail party effect in normally developing individuals and adds to an emerging literature on the potential to enhance auditory ability after only a brief period of visual deprivation. Copyright © 2016 Elsevier Ireland Ltd. All rights reserved.

  2. Administration of dehydroepiandrosterone (DHEA) enhances visual-spatial performance in postmenopausal women.

    Science.gov (United States)

    Stangl, Bethany; Hirshman, Elliot; Verbalis, Joseph

    2011-10-01

    The current article examines the effect of administering dehydroepiandrosterone (DHEA) on visual-spatial performance in postmenopausal women (N = 24, ages 55-80). The concurrent reduction of serum DHEA levels and visual-spatial performance in this population, coupled with the documented effects of DHEA's androgenic metabolites on visual-spatial performance, suggests that DHEA administration may enhance visual-spatial performance. The current experiment used a double-blind, placebo-controlled crossover design in which 50 mg of oral DHEA was administered daily in the drug condition to explore this hypothesis. Performance on the Mental Rotation, Subject-Ordered Pointing, Fragmented Picture Identification, Perceptual Identification, Same-Different Judgment, and Visual Search tasks and serum levels of DHEA, DHEAS, testosterone, estrone, and cortisol were measured in the DHEA and placebo conditions. In contrast to prior experiments using the current methodology that did not demonstrate effects of DHEA administration on episodic and short-term memory tasks, the current experiment demonstrated large beneficial effects of DHEA administration on Mental Rotation, Subject-Ordered Pointing, Fragmented Picture Identification, Perceptual Identification, and Same-Different Judgment. Moreover, DHEA administration enhanced serum levels of DHEA, DHEAS, testosterone, and estrone, and regression analyses demonstrated that levels of DHEA and its metabolites were positively related to cognitive performance on the visual-spatial tasks in the DHEA condition.

  3. Administration of Dehydroepiandrosterone (DHEA) Enhances Visual-Spatial Performance in Post-Menopausal Women

    Science.gov (United States)

    Stangl, Bethany; Hirshman, Elliot; Verbalis, Joseph

    2013-01-01

    The current paper examines the effect of administering Dehydroepiandrosterone (DHEA) on visual-spatial performance in post-menopausal women (N=24, ages 55-80). The concurrent reduction of serum DHEA levels and visual-spatial performance in this population, coupled with the documented effects of DHEA’s androgenic metabolites on visual-spatial performance, suggest that DHEA administration may enhance visual-spatial performance. The current experiment used a double-blind placebo-controlled crossover design in which 50 mg of oral DHEA was administered daily in the drug condition to explore this hypothesis. Performance on the Mental Rotation, Subject-Ordered Pointing, Fragmented Picture Identification, Perceptual Identification, Same-Different Judgment, and Visual Search tasks and serum levels of DHEA, DHEAS, testosterone, estrone and cortisol were measured in the DHEA and placebo conditions. In contrast to prior experiments using the current methodology that did not demonstrate effects of DHEA administration on episodic and short-term memory tasks, the current experiment demonstrated large beneficial effects of DHEA administration on Mental Rotation, Subject-Ordered Pointing, Fragmented Picture Identification, Perceptual Identification and Same-Different Judgment. Moreover, DHEA administration enhanced serum levels of DHEA, DHEAS, testosterone and estrone, and regression analyses demonstrated that levels of DHEA and its metabolites were positively related to cognitive performance on the visual-spatial tasks in the DHEA condition PMID:21942436

  4. Augmented reality for breast imaging.

    Science.gov (United States)

    Rancati, Alberto; Angrigiani, Claudio; Nava, Maurizio B; Catanuto, Giuseppe; Rocco, Nicola; Ventrice, Fernando; Dorr, Julio

    2018-02-21

    Augmented reality (AR) enables the superimposition of virtual reality reconstructions onto clinical images of a real patient, in real time. This allows visualization of internal structures through overlying tissues, thereby providing a virtual transparency vision of surgical anatomy. AR has been applied to neurosurgery, which utilizes a relatively fixed space, frames, and bony references; the application of AR facilitates the relationship between virtual and real data. Augmented Breast imaging (ABI) is described. Breast MRI studies for breast implant patients with seroma were performed using a Siemens 3T system with a body coil and a four-channel bilateral phased-array breast coil as the transmitter and receiver, respectively. The contrast agent used was (CA) gadolinium (Gd) injection (0.1 mmol/kg at 2 ml/s) by a programmable power injector. Dicom formated images data from 10 MRI cases of breast implant seroma and 10 MRI cases with T1-2 N0 M0 breast cancer, were imported and transformed into Augmented reality images. Augmented breast imaging (ABI) demonstrated stereoscopic depth perception, focal point convergence, 3D cursor use, and joystick fly-through. Augmented breast imaging (ABI) to the breast can improve clinical outcomes, giving an enhanced view of the structures to work on. It should be further studied to determine its utility in clinical practice.

  5. Visually driven chaining of elementary swim patterns into a goal-directed motor sequence: a virtual reality study of zebrafish prey capture.

    Science.gov (United States)

    Trivedi, Chintan A; Bollmann, Johann H

    2013-01-01

    Prey capture behavior critically depends on rapid processing of sensory input in order to track, approach, and catch the target. When using vision, the nervous system faces the problem of extracting relevant information from a continuous stream of input in order to detect and categorize visible objects as potential prey and to select appropriate motor patterns for approach. For prey capture, many vertebrates exhibit intermittent locomotion, in which discrete motor patterns are chained into a sequence, interrupted by short periods of rest. Here, using high-speed recordings of full-length prey capture sequences performed by freely swimming zebrafish larvae in the presence of a single paramecium, we provide a detailed kinematic analysis of first and subsequent swim bouts during prey capture. Using Fourier analysis, we show that individual swim bouts represent an elementary motor pattern. Changes in orientation are directed toward the target on a graded scale and are implemented by an asymmetric tail bend component superimposed on this basic motor pattern. To further investigate the role of visual feedback on the efficiency and speed of this complex behavior, we developed a closed-loop virtual reality setup in which minimally restrained larvae recapitulated interconnected swim patterns closely resembling those observed during prey capture in freely moving fish. Systematic variation of stimulus properties showed that prey capture is initiated within a narrow range of stimulus size and velocity. Furthermore, variations in the delay and location of swim triggered visual feedback showed that the reaction time of secondary and later swims is shorter for stimuli that appear within a narrow spatio-temporal window following a swim. This suggests that the larva may generate an expectation of stimulus position, which enables accelerated motor sequencing if the expectation is met by appropriate visual feedback.

  6. Visually driven chaining of elementary swim patterns into a goal-directed motor sequence: a virtual reality study of zebrafish prey capture

    Directory of Open Access Journals (Sweden)

    Chintan A Trivedi

    2013-05-01

    Full Text Available Prey capture behavior critically depends on rapid processing of sensory input in order to track, approach and catch the target. When using vision, the nervous system faces the problem of extracting relevant information from a continuous stream of input in order to detect and categorize visible objects as potential prey and to select appropriate motor patterns for approach. For prey capture, many vertebrates exhibit intermittent locomotion, in which discrete motor patterns are chained into a sequence, interrupted by short periods of rest. Here, using high-speed recordings of full-length prey capture sequences performed by freely swimming zebrafish larvae in the presence of a single paramecium, we provide a detailed kinematic analysis of first and subsequent swim bouts during prey capture. Using Fourier analysis, we show that individual swim bouts represent an elementary motor pattern. Changes in orientation are directed towards the target on a graded scale and are implemented by an asymmetric tail bend component superimposed on this basic motor pattern. To further investigate the role of visual feedback on the efficiency and speed of this complex behavior, we developed a closed-loop virtual reality setup in which minimally restrained larvae recapitulated interconnected swim patterns closely resembling those observed during prey capture in freely moving fish. Systematic variation of stimulus properties showed that prey capture is initiated within a narrow range of stimulus size and velocity. Furthermore, variations in the delay and location of swim-triggered visual feedback showed that the reaction time of secondary and later swims is shorter for stimuli that appear within a narrow spatio-temporal window following a swim. This suggests that the larva may generate an expectation of stimulus position, which enables accelerated motor sequencing if the expectation is met by appropriate visual feedback.

  7. Visual Context Enhanced: The Joint Contribution of Iconic Gestures and Visible Speech to Degraded Speech Comprehension

    Science.gov (United States)

    Drijvers, Linda; Ozyurek, Asli

    2017-01-01

    Purpose: This study investigated whether and to what extent iconic co-speech gestures contribute to information from visible speech to enhance degraded speech comprehension at different levels of noise-vocoding. Previous studies of the contributions of these 2 visual articulators to speech comprehension have only been performed separately. Method:…

  8. Impact of Visual Aids in Enhancing the Learning Process Case Research: District Dera Ghazi Khan

    Science.gov (United States)

    Shabiralyani, Ghulam; Hasan, Khuram Shahzad; Hamad, Naqvi; Iqbal, Nadeem

    2015-01-01

    This research explores teachers' opinions on the use of visual aids (e.g., pictures, animation videos, projectors and films) as a motivational tool in enhancing students' attention in reading literary texts. To accomplish the aim of the research, a closed ended questionnaire was used to collect the required data. The targeted population for this…

  9. Acute Caffeine Consumption Enhances the Executive Control of Visual Attention in Habitual Consumers

    Science.gov (United States)

    Brunye, Tad T.; Mahoney, Caroline R.; Lieberman, Harris R.; Giles, Grace E.; Taylor, Holly A.

    2010-01-01

    Recent work suggests that a dose of 200-400mg caffeine can enhance both vigilance and the executive control of visual attention in individuals with low caffeine consumption profiles. The present study seeks to determine whether individuals with relatively high caffeine consumption profiles would show similar advantages. To this end, we examined…

  10. Enhancing Divergent Thinking in Visual Arts Education: Effects of Explicit Instruction of Meta-Cognition

    Science.gov (United States)

    van de Kamp, Marie-Thérèse; Admiraal, Wilfried; van Drie, Jannet; Rijlaarsdam, Gert

    2015-01-01

    Background: The main purposes of visual arts education concern the enhancement of students' creative processes and the originality of their art products. Divergent thinking is crucial for finding original ideas in the initial phase of a creative process that aims to result in an original product. Aims: This study aims to examine the effects…

  11. Memory for Specific Visual Details can be Enhanced by Negative Arousing Content

    Science.gov (United States)

    Kensinger, Elizabeth A.; Garoff-Eaton, Rachel J.; Schacter, Daniel L.

    2006-01-01

    Individuals often claim that they vividly remember information with negative emotional content. At least two types of information could lead to this sense of enhanced vividness: Information about the emotional item itself (e.g., the exact visual details of a snake) and information about the context in which the emotional item was encountered…

  12. Enhancing divergent thinking in visual arts education: Effects of explicit instruction of meta-cognition

    NARCIS (Netherlands)

    van de Kamp, M.-T.; Admiraal, W.; van Drie, J.; Rijlaarsdam, G.

    2015-01-01

    Background: The main purposes of visual arts education concern the enhancement of students’ creative processes and the originality of their art products. Divergent thinking is crucial for finding original ideas in the initial phase of a creative process that aims to result in an original product.

  13. Visualization: A Tool for Enhancing Students' Concept Images of Basic Object-Oriented Concepts

    Science.gov (United States)

    Cetin, Ibrahim

    2013-01-01

    The purpose of this study was twofold: to investigate students' concept images about class, object, and their relationship and to help them enhance their learning of these notions with a visualization tool. Fifty-six second-year university students participated in the study. To investigate his/her concept images, the researcher developed a survey…

  14. Digital Enhancement of Television Signals for People with Visual Impairments: Evaluation of a Consumer Product.

    Science.gov (United States)

    Fullerton, Matthew; Peli, Eli

    2008-03-01

    Technology to improve the clarity of video for home theater viewers is available utilizing a low cost enhancement chip (DigiVision DV1000). The impact of such a device on the preference for enhanced video was tested for people with impaired vision and normally sighted viewers. Viewers with impaired vision preferred the enhancement effects more than normally sighted viewers. Preference for enhancement was correlated with loss in contrast sensitivity and visual acuity. Preference increased with increased enhancement settings (designed for those with normal vision) in the group with vision impairments. This suggests that higher enhancement levels may be of even greater benefit, and a similar product could be designed to meet the needs of the large, growing population of elderly television viewers with impaired vision.

  15. ARCHITECTURE DEGREE PROJECT: USE OF 3D TECHNOLOGY, MODELS AND AUGMENTED REALITY EXPERIENCE WITH VISUALLY IMPAIRED USERS

    Directory of Open Access Journals (Sweden)

    Isidro Navarro Delgado

    2012-04-01

    Full Text Available Web 3.0 technologies provide effective tools for interpreting architecture and culture in general. Thus, a project may have an emotional impact on people while also having a more widespread effect in society as a whole. This project defines a methodology for evaluating accessibility of architecture for people with visual disabilities and the application of this to visiting emblematic buildings such as the Basilica of the Holly Family in Barcelona, designed by the architect, Antoni Gaudí.

  16. Long-Lasting Enhancement of Visual Perception with Repetitive Noninvasive Transcranial Direct Current Stimulation.

    Science.gov (United States)

    Behrens, Janina R; Kraft, Antje; Irlbacher, Kerstin; Gerhardt, Holger; Olma, Manuel C; Brandt, Stephan A

    2017-01-01

    Understanding processes performed by an intact visual cortex as the basis for developing methods that enhance or restore visual perception is of great interest to both researchers and medical practitioners. Here, we explore whether contrast sensitivity, a main function of the primary visual cortex (V1), can be improved in healthy subjects by repetitive, noninvasive anodal transcranial direct current stimulation (tDCS). Contrast perception was measured via threshold perimetry directly before and after intervention (tDCS or sham stimulation) on each day over 5 consecutive days (24 subjects, double-blind study). tDCS improved contrast sensitivity from the second day onwards, with significant effects lasting 24 h. After the last stimulation on day 5, the anodal group showed a significantly greater improvement in contrast perception than the sham group (23 vs. 5%). We found significant long-term effects in only the central 2-4° of the visual field 4 weeks after the last stimulation. We suspect a combination of two factors contributes to these lasting effects. First, the V1 area that represents the central retina was located closer to the polarization electrode, resulting in higher current density. Second, the central visual field is represented by a larger cortical area relative to the peripheral visual field (cortical magnification). This is the first study showing that tDCS over V1 enhances contrast perception in healthy subjects for several weeks. This study contributes to the investigation of the causal relationship between the external modulation of neuronal membrane potential and behavior (in our case, visual perception). Because the vast majority of human studies only show temporary effects after single tDCS sessions targeting the visual system, our study underpins the potential for lasting effects of repetitive tDCS-induced modulation of neuronal excitability.

  17. Long-Lasting Enhancement of Visual Perception with Repetitive Noninvasive Transcranial Direct Current Stimulation

    Directory of Open Access Journals (Sweden)

    Janina R. Behrens

    2017-08-01

    Full Text Available Understanding processes performed by an intact visual cortex as the basis for developing methods that enhance or restore visual perception is of great interest to both researchers and medical practitioners. Here, we explore whether contrast sensitivity, a main function of the primary visual cortex (V1, can be improved in healthy subjects by repetitive, noninvasive anodal transcranial direct current stimulation (tDCS. Contrast perception was measured via threshold perimetry directly before and after intervention (tDCS or sham stimulation on each day over 5 consecutive days (24 subjects, double-blind study. tDCS improved contrast sensitivity from the second day onwards, with significant effects lasting 24 h. After the last stimulation on day 5, the anodal group showed a significantly greater improvement in contrast perception than the sham group (23 vs. 5%. We found significant long-term effects in only the central 2–4° of the visual field 4 weeks after the last stimulation. We suspect a combination of two factors contributes to these lasting effects. First, the V1 area that represents the central retina was located closer to the polarization electrode, resulting in higher current density. Second, the central visual field is represented by a larger cortical area relative to the peripheral visual field (cortical magnification. This is the first study showing that tDCS over V1 enhances contrast perception in healthy subjects for several weeks. This study contributes to the investigation of the causal relationship between the external modulation of neuronal membrane potential and behavior (in our case, visual perception. Because the vast majority of human studies only show temporary effects after single tDCS sessions targeting the visual system, our study underpins the potential for lasting effects of repetitive tDCS-induced modulation of neuronal excitability.

  18. Rapid visualization of latent fingermarks using gold seed-mediated enhancement

    Directory of Open Access Journals (Sweden)

    Chia-Hao Su

    2016-11-01

    Full Text Available Abstract Background Fingermarks are one of the most important and useful forms of physical evidence in forensic investigations. However, latent fingermarks are not directly visible, but can be visualized due to the presence of other residues (such as inorganic salts, proteins, polypeptides, enzymes and human metabolites which can be detected or recognized through various strategies. Convenient and rapid techniques are still needed to provide obvious contrast between the background and the fingermark ridges and to then visualize latent fingermark with a high degree of selectivity and sensitivity. Results In this work, lysozyme-binding aptamer-conjugated Au nanoparticles (NPs are used to recognize and target lysozyme in the fingermark ridges, and Au+-complex solution is used as a growth agent to reduce Au+ from Au+ to Au0 on the surface of the Au NPs. Distinct fingermark patterns were visualized on a range of professional forensic within 3 min; the resulting images could be observed by the naked eye without background interference. The entire processes from fingermark collection to visualization only entails two steps and can be completed in less than 10 min. The proposed method provides cost and time savings over current fingermark visualization methods. Conclusions We report a simple, inexpensive, and fast method for the rapid visualization of latent fingermarks on the non-porous substrates using Au seed-mediated enhancement. Au seed-mediated enhancement is used to achieve the rapid visualization of latent fingermarks on non-porous substrates by the naked eye without the use of expensive or sophisticated instruments. The proposed approach offers faster detection and visualization of latent fingermarks than existing methods. The proposed method is expected to increase detection efficiency for latent fingermarks and reduce time requirements and costs for forensic investigations.

  19. Reality Check: Basics of Augmented, Virtual, and Mixed Reality.

    Science.gov (United States)

    Brigham, Tara J

    2017-01-01

    Augmented, virtual, and mixed reality applications all aim to enhance a user's current experience or reality. While variations of this technology are not new, within the last few years there has been a significant increase in the number of artificial reality devices or applications available to the general public. This column will explain the difference between augmented, virtual, and mixed reality and how each application might be useful in libraries. It will also provide an overview of the concerns surrounding these different reality applications and describe how and where they are currently being used.

  20. Recent Development of Augmented Reality in Surgery: A Review.

    Science.gov (United States)

    Vávra, P; Roman, J; Zonča, P; Ihnát, P; Němec, M; Kumar, J; Habib, N; El-Gendi, A

    2017-01-01

    The development augmented reality devices allow physicians to incorporate data visualization into diagnostic and treatment procedures to improve work efficiency, safety, and cost and to enhance surgical training. However, the awareness of possibilities of augmented reality is generally low. This review evaluates whether augmented reality can presently improve the results of surgical procedures. We performed a review of available literature dating from 2010 to November 2016 by searching PubMed and Scopus using the terms "augmented reality" and "surgery." Results. The initial search yielded 808 studies. After removing duplicates and including only journal articles, a total of 417 studies were identified. By reading of abstracts, 91 relevant studies were chosen to be included. 11 references were gathered by cross-referencing. A total of 102 studies were included in this review. The present literature suggest an increasing interest of surgeons regarding employing augmented reality into surgery leading to improved safety and efficacy of surgical procedures. Many studies showed that the performance of newly devised augmented reality systems is comparable to traditional techniques. However, several problems need to be addressed before augmented reality is implemented into the routine practice.

  1. The Effect of Visual and Auditory Enhancements on Excitability of the Primary Motor Cortex during Motor Imagery: A Pilot Study

    Science.gov (United States)

    Ikeda, Kohei; Higashi, Toshio; Sugawara, Kenichi; Tomori, Kounosuke; Kinoshita, Hiroshi; Kasai, Tatsuya

    2012-01-01

    The effect of visual and auditory enhancements of finger movement on corticospinal excitability during motor imagery (MI) was investigated using the transcranial magnetic stimulation technique. Motor-evoked potentials were elicited from the abductor digit minimi muscle during MI with auditory, visual and, auditory and visual information, and no…

  2. Repetition Enhancement of Amygdala and Visual Cortex Functional Connectivity Reflects Nonconscious Memory for Negative Visual Stimuli.

    Science.gov (United States)

    Kark, Sarah M; Slotnick, Scott D; Kensinger, Elizabeth A

    2016-12-01

    Most studies using a recognition memory paradigm examine the neural processes that support the ability to consciously recognize past events. However, there can also be nonconscious influences from the prior study episode that reflect repetition suppression effects-a reduction in the magnitude of activity for repeated presentations of stimuli-that are revealed by comparing neural activity associated with forgotten items to correctly rejected novel items. The present fMRI study examined the effect of emotional valence (positive vs. negative) on repetition suppression effects. Using a standard recognition memory task, 24 participants viewed line drawings of previously studied negative, positive, and neutral photos intermixed with novel line drawings. For each item, participants made an old-new recognition judgment and a sure-unsure confidence rating. Collapsed across valence, repetition suppression effects were found in ventral occipital-temporal cortex and frontal regions. Activity levels in the majority of these regions were not modulated by valence. However, repetition enhancement of the amygdala and ventral occipital-temporal cortex functional connectivity reflected nonconscious memory for negative items. In this study, valence had little effect on activation patterns but had a larger effect on functional connectivity patterns that were markers of nonconscious memory. Beyond memory and emotion, these findings are relevant to other cognitive and social neuroscientists that utilize fMRI repetition effects to investigate perception, attention, social cognition, and other forms of learning and memory.

  3. Repetition enhancement of amygdala and visual cortex functional connectivity reflects nonconscious memory for negative visual stimuli

    Science.gov (United States)

    Kark, Sarah M.; Slotnick, Scott D.; Kensinger, Elizabeth A.

    2017-01-01

    Most studies using a recognition memory paradigm examine the neural processes that support the ability to consciously recognize past events. However, there can also be nonconscious influences from the prior study episode that reflect repetition suppression effects—a reduction in the magnitude of activity for repeated presentations of stimuli—that are revealed by comparing neural activity associated with forgotten items to correctly rejected novel items. The present fMRI study examined the effect of emotional valence (positive vs. negative) on repetition suppression effects. Using a standard recognition memory task, 24 participants viewed line drawings of previously studied negative, positive, and neutral photos intermixed with novel line drawings. For each item, participants made an old–new recognition judgment and a sure–unsure confidence rating. Collapsed across valence, repetition suppression effects were found in ventral occipital-temporal cortex and frontal regions. Activity levels in the majority of these regions were not modulated by valence. However, repetition enhancement of the amygdala and ventral occipital-temporal cortex functional connectivity reflected nonconscious memory for negative items. In this study, valence had little effect on activation patterns but had a larger effect on functional connectivity patterns that were markers of nonconscious memory. Beyond memory and emotion, these findings are relevant to other cognitive and social neuroscientists that utilize fMRI repetition effects to investigate perception, attention, social cognition, and other forms of learning and memory. PMID:27676616

  4. Adaptive luminance contrast for enhancing reading performance and visual comfort on smartphone displays

    Science.gov (United States)

    Na, Nooree; Suk, Hyeon-Jeong

    2014-11-01

    This study developed a model for setting the adaptive luminance contrast between text and background for enhancing reading performance and visual comfort on smartphone displays. The study was carried out in two experiments. In Experiment I, a user test was conducted to identify the optimal luminance contrast with regard to subjects' reading performance, measured by lines of text reading and visual comfort, assessed by self-report after the reading. Based on the empirical results of the test, an ideal adaptive model which decreases the luminance contrast gradually with passage of time was developed. In Experiment II, a validation test involving reading performance, visual comfort, and physiological stress measured by a brainwave analysis using an electroencephalogram confirmed that the proposed adaptive luminance contrast is adequate for prolonged text reading on smartphone displays. The developed model enhances both reading performance and visual comfort as well as reduces the energy consumption of a smartphone; hence, it is expected that this study will be applied to diverse kinds of visual display terminals.

  5. The Geminoid Reality

    DEFF Research Database (Denmark)

    Vlachos, Evgenios; Schärfe, Henrik

    2013-01-01

    , and head movements of the operator, and transmits them to the robot, overriding at run-time the preprogrammed configurations of the robots actuators. The Geminoid Reality is combining the Visual Reality (users’ and robot’s point of view) with an Augmented one (operator’s point of view) into a new kind....... The fusion of information technology, ubiquitous computing, robotics, and android science has generated the Geminoid Reality. The Geminoid is a teleoperated, connected to a computer network, android robot that works as a duplicate of an existing person. A motion-capture system tracks facial expressions...... of mixed reality involving physical embodiment, and representation, causing the ownership transfer, and blended presence phenomena....

  6. Effect of Power Point Enhanced Teaching (Visual Input) on Iranian Intermediate EFL Learners' Listening Comprehension Ability

    Science.gov (United States)

    Sehati, Samira; Khodabandehlou, Morteza

    2017-01-01

    The present investigation was an attempt to study on the effect of power point enhanced teaching (visual input) on Iranian Intermediate EFL learners' listening comprehension ability. To that end, a null hypothesis was formulated as power point enhanced teaching (visual input) has no effect on Iranian Intermediate EFL learners' listening…

  7. Visual Input Enhances Selective Speech Envelope Tracking in Auditory Cortex at a ‘Cocktail Party’

    Science.gov (United States)

    Golumbic, Elana Zion; Cogan, Gregory B.; Schroeder, Charles E.; Poeppel, David

    2013-01-01

    Our ability to selectively attend to one auditory signal amidst competing input streams, epitomized by the ‘Cocktail Party’ problem, continues to stimulate research from various approaches. How this demanding perceptual feat is achieved from a neural systems perspective remains unclear and controversial. It is well established that neural responses to attended stimuli are enhanced compared to responses to ignored ones, but responses to ignored stimuli are nonetheless highly significant, leading to interference in performance. We investigated whether congruent visual input of an attended speaker enhances cortical selectivity in auditory cortex, leading to diminished representation of ignored stimuli. We recorded magnetoencephalographic (MEG) signals from human participants as they attended to segments of natural continuous speech. Using two complementary methods of quantifying the neural response to speech, we found that viewing a speaker’s face enhances the capacity of auditory cortex to track the temporal speech envelope of that speaker. This mechanism was most effective in a ‘Cocktail Party’ setting, promoting preferential tracking of the attended speaker, whereas without visual input no significant attentional modulation was observed. These neurophysiological results underscore the importance of visual input in resolving perceptual ambiguity in a noisy environment. Since visual cues in speech precede the associated auditory signals, they likely serve a predictive role in facilitating auditory processing of speech, perhaps by directing attentional resources to appropriate points in time when to-be-attended acoustic input is expected to arrive. PMID:23345218

  8. Carbon dots with aggregation induced emission enhancement for visual permittivity detection.

    Science.gov (United States)

    Liu, Ze Xi; Wu, Zhu Lian; Gao, Ming Xuan; Liu, Hui; Huang, Cheng Zhi

    2016-02-04

    Photoluminescent carbon dots (CDs), hydrothermally prepared using tannic acid (TA), show visual aggregation induced emission enhancement (AIEE) properties at 455 nm when excited at 350 nm owing to the rotational hindering of the surface groups on CDs such as aromatic rings and phenolic hydroxyl ones, causing exponential decay between the ratio of the photoluminescence intensity in organic solvents to that in water and the permittivity of the solvent, and thus dazzling emissions of the CDs in the presence of solvents with small permittivity, tetrahydrofuran (THF), for instance, could be visually observed.

  9. Virtual reality in telemedicine.

    Science.gov (United States)

    Riva, G; Gamberini, L

    2000-01-01

    Virtual reality (VR) can be considered as the leading edge of a general evolution of present communication interfaces involving the television, computer, and telephone. The main characteristic of this evolution is the full immersion of the human sensorimotor channels into a vivid and global communication experience. Because telemedicine principally focuses on transmitting medical information, VR has the potential to enhance this function. Particularly, VR can be used in telemedicine as an advanced communication interface, which enables a more intuitive mode of interacting with information, and as a flexible environment that enhances the feeling of physical presence during the interaction. In this article, the state of the art in VR-based telemedicine applications is described. This technology is now used in remote or augmented surgery as well as surgical training, which are critically dependent on eye-hand coordination. Recently, however, different researchers have tried to use virtual environments in medical visualization and for assessment and rehabilitation in neuropsychology. This article also discusses technological, ergonomical, and human factor issues, and specific guidelines are presented for expanding the use of VR in telemedicine.

  10. Real-time visual enhancement for infrared small dim targets in video

    Science.gov (United States)

    Sun, Xiaoliang; Liu, Xiaolin; Tang, Zhixuan; Long, Gucan; Yu, Qifeng

    2017-06-01

    Visual enhancement for infrared small dim targets is a standing problem in infrared image processing. Existing approaches cannot enhance the target well and suppress the background simultaneously, especially for targets which are so faint that they are hardly visible. This paper proposes a novel real-time visual enhancement algorithm for infrared small dim targets in video by introducing temporal cues. In this work, Dynamic Programming Algorithm (DPA) is used to detect the target's trajectory in the video and the target is enhanced through energy accumulation along the trajectory. The shape prior of the small dim target is adopted for background suppression and adaptive merging. Experimental results on real infrared small dim target videos indicate that the proposed algorithm can improve the visual quality of these types of images notably, especially for cases in which the target is hardly visible. In addition, the proposed algorithm takes on average 8.35 ms to process a 320 ∗ 256 image, and thus meets the needs of real-time applications.

  11. Improving the visualization and detection of tissue folds in whole slide images through color enhancement.

    Science.gov (United States)

    Bautista, Pinky A; Yagi, Yukako

    2010-11-29

    The objective of this paper is to improve the visualization and detection of tissue folds, which are prominent among tissue slides, from the pre-scan image of a whole slide image by introducing a color enhancement method that enables the differentiation between fold and non-fold image pixels. The weighted difference between the color saturation and luminance of the image pixels is used as shifting factor to the original RGB color of the image. Application of the enhancement method to hematoxylin and eosin (H&E) stained images improves the visualization of tissue folds regardless of the colorimetric variations in the images. Detection of tissue folds after application of the enhancement also improves but the presence of nuclei, which are also stained dark like the folds, was found to sometimes affect the detection accuracy. The presence of tissue artifacts could affect the quality of whole slide images, especially that whole slide scanners select the focus points from the pre-scan image wherein the artifacts are indistinguishable from real tissue area. We have a presented in this paper an enhancement scheme that improves the visualization and detection of tissue folds from pre-scan images. Since the method works on the simulated pre-scan images its integration to the actual whole slide imaging process should also be possible.

  12. Enhanced Recognition Memory in Grapheme-Colour Synaesthesia for Different Categories of Visual Stimuli

    Directory of Open Access Journals (Sweden)

    Jamie eWard

    2013-10-01

    Full Text Available Memory has been shown to be enhanced in grapheme-colour synaesthesia, and this enhancement extends to certain visual stimuli (that don’t induce synaesthesia as well as stimuli comprised of graphemes (which do. Previous studies have used a variety of testing procedures to assess memory in synaesthesia (e.g. free recall, recognition, associative learning making it hard to know the extent to which memory benefits are attributable to the stimulus properties themselves, the testing method, participant strategies, or some combination of these factors. In the first experiment, we use the same testing procedure (recognition memory for a variety of stimuli (written words, nonwords, scenes, and fractals and also check which memorisation strategies were used. We demonstrate that grapheme-colour synaesthetes show enhanced memory across all these stimuli, but this is not found for a non-visual type of synaesthesia (lexical-gustatory. In the second experiment, the memory advantage for scenes is explored further by manipulating the properties of the old and new images (changing colour, orientation, or object presence. Again, grapheme-colour synaesthetes show a memory advantage for scenes across all manipulations. Although recognition memory is generally enhanced in this study, the largest effects were found for abstract visual images (fractals and scenes for which colour can be used to discriminate old/new status.

  13. Enhanced recognition memory in grapheme-color synaesthesia for different categories of visual stimuli.

    Science.gov (United States)

    Ward, Jamie; Hovard, Peter; Jones, Alicia; Rothen, Nicolas

    2013-01-01

    Memory has been shown to be enhanced in grapheme-color synaesthesia, and this enhancement extends to certain visual stimuli (that don't induce synaesthesia) as well as stimuli comprised of graphemes (which do). Previous studies have used a variety of testing procedures to assess memory in synaesthesia (e.g., free recall, recognition, associative learning) making it hard to know the extent to which memory benefits are attributable to the stimulus properties themselves, the testing method, participant strategies, or some combination of these factors. In the first experiment, we use the same testing procedure (recognition memory) for a variety of stimuli (written words, non-words, scenes, and fractals) and also check which memorization strategies were used. We demonstrate that grapheme-color synaesthetes show enhanced memory across all these stimuli, but this is not found for a non-visual type of synaesthesia (lexical-gustatory). In the second experiment, the memory advantage for scenes is explored further by manipulating the properties of the old and new images (changing color, orientation, or object presence). Again, grapheme-color synaesthetes show a memory advantage for scenes across all manipulations. Although recognition memory is generally enhanced in this study, the largest effects were found for abstract visual images (fractals) and scenes for which color can be used to discriminate old/new status.

  14. Fluoxetine does not enhance visual perceptual learning and triazolam specifically impairs learning transfer

    Directory of Open Access Journals (Sweden)

    Alice Kitty Lagas

    2016-10-01

    Full Text Available The selective serotonin reuptake inhibitor fluoxetine significantly enhances adult visual cortex plasticity within the rat. This effect is related to decreased gamma-aminobutyric acid (GABA mediated inhibition and identifies fluoxetine as a potential agent for enhancing plasticity in the adult human brain. We tested the hypothesis that fluoxetine would enhance visual perceptual learning of a motion direction discrimination (MDD task in humans. We also investigated 1 the effect of fluoxetine on visual and motor cortex excitability and 2 the impact of increased GABA mediated inhibition following a single dose of triazolam on post-training MDD task performance. Within a double blind, placebo controlled design, 20 healthy adult participants completed a 19-day course of fluoxetine (n = 10, 20mg per day or placebo (n = 10. Participants were trained on the MDD task over the final five days of fluoxetine administration. Accuracy for the trained MDD stimulus and an untrained MDD stimulus configuration was assessed before and after training, after triazolam and one week after triazolam. Motor and visual cortex excitability was measured using transcranial magnetic stimulation. Fluoxetine did not enhance the magnitude or rate of perceptual learning and full transfer of learning to the untrained stimulus was observed for both groups. After training was complete, trazolam had no effect on trained task performance but significantly impaired untrained task performance. No consistent effects of fluoxetine on cortical excitability were observed. The results do not support the hypothesis that fluoxetine can enhance learning in humans. However, the specific effect of triazolam on MDD task performance for the untrained stimulus suggests that learning and learning transfer relay on dissociable neural mechanisms.

  15. Assessing body image in anorexia nervosa using biometric self-avatars in virtual reality: Attitudinal components rather than visual body size estimation are distorted.

    Science.gov (United States)

    Mölbert, S C; Thaler, A; Mohler, B J; Streuber, S; Romero, J; Black, M J; Zipfel, S; Karnath, H-O; Giel, K E

    2018-03-01

    Body image disturbance (BID) is a core symptom of anorexia nervosa (AN), but as yet distinctive features of BID are unknown. The present study aimed at disentangling perceptual and attitudinal components of BID in AN. We investigated n = 24 women with AN and n = 24 controls. Based on a three-dimensional (3D) body scan, we created realistic virtual 3D bodies (avatars) for each participant that were varied through a range of ±20% of the participants' weights. Avatars were presented in a virtual reality mirror scenario. Using different psychophysical tasks, participants identified and adjusted their actual and their desired body weight. To test for general perceptual biases in estimating body weight, a second experiment investigated perception of weight and shape matched avatars with another identity. Women with AN and controls underestimated their weight, with a trend that women with AN underestimated more. The average desired body of controls had normal weight while the average desired weight of women with AN corresponded to extreme AN (DSM-5). Correlation analyses revealed that desired body weight, but not accuracy of weight estimation, was associated with eating disorder symptoms. In the second experiment, both groups estimated accurately while the most attractive body was similar to Experiment 1. Our results contradict the widespread assumption that patients with AN overestimate their body weight due to visual distortions. Rather, they illustrate that BID might be driven by distorted attitudes with regard to the desired body. Clinical interventions should aim at helping patients with AN to change their desired weight.

  16. Análisis y Visualización de Big Data mediante técnicas de realidad virtual = Big Data Visual Analytics using virtual reality techniques

    Directory of Open Access Journals (Sweden)

    Laura Raya

    2014-12-01

    Full Text Available Gracias a los avances de la tecnología, el número de datos que son generados y su complejidad crece exponencialmente. Las nuevas técnicas de adquisición de datos, así como las técnicas de computación de altas prestaciones han posibilitado la gestión de grandes conjuntos de datos con mayor resolución. Sin embargo, nuestra capacidad en el incremento de cantidad y complejidad en la generación de datos actuales, supera nuestra habilidad para entenderlos fácilmente y darles sentido. En el presente trabajo, proponemos el uso de técnicas de realidad virtual que exploten los diferentes canales sensoriales para facilitar la visualización, análisis, interpretación e interacción de grandes conjuntos de datos complejos. Abstract Advances in technology have made it possible to increase the data size generated causing its complexity grows exponentially. New data acquisition and high performance computing techniques have enabled to manage large data sets with high resolution. However, the amount and complexity of current generation of data exceeds our ability to easily understand and make sense of them. In this paper, we propose the use of virtual reality techniques that exploit different sensory channels for improving the visualization, analysis, interpretation and interaction of large complex datasets.

  17. Cholinergic enhancement reduces orientation-specific surround suppression but not visual crowding

    Directory of Open Access Journals (Sweden)

    Anna A. Kosovicheva

    2012-09-01

    Full Text Available Acetylcholine (ACh reduces the spatial spread of excitatory fMRI responses in early visual cortex and the receptive field sizes of V1 neurons. We investigated the perceptual consequences of these physiological effects of ACh with surround suppression and crowding, two tasks that involve spatial interactions between visual field locations. Surround suppression refers to the reduction in perceived stimulus contrast by a high-contrast surround stimulus. For grating stimuli, surround suppression is selective for the relative orientations of the center and surround, suggesting that it results from inhibitory interactions in early visual cortex. Crowding refers to impaired identification of a peripheral stimulus in the presence of flankers and is thought to result from excessive integration of visual features. We increased synaptic ACh levels by administering the cholinesterase inhibitor donepezil to healthy human subjects in a placebo-controlled, double-blind design. In Exp. 1, we measured surround suppression of a central grating using a contrast discrimination task with three conditions: 1 surround grating with the same orientation as the center (parallel, 2 surround orthogonal to the center, or 3 no surround. Contrast discrimination thresholds were higher in the parallel than in the orthogonal condition, demonstrating orientation-specific surround suppression (OSSS. Cholinergic enhancement reduced thresholds only in the parallel condition, thereby reducing OSSS. In Exp. 2, subjects performed a crowding task in which they reported the identity of a peripheral letter flanked by letters on either side. We measured the critical spacing between the target and flanking letters that allowed reliable identification. Cholinergic enhancement had no effect on critical spacing. Our findings suggest that ACh reduces spatial interactions in tasks involving segmentation of visual field locations but that these effects may be limited to early visual cortical

  18. Augmented reality som wearable technology

    DEFF Research Database (Denmark)

    Rahn, Annette

    the potential of Augmented reality increasing students level of understanding, interaction and engagement with the object. I will demonstrate the technology and show you the human lungs in your body and the future perspectives of the technology. Organization: developed in collaboration with Mie Buhl, Professor......“How Augmented reality can facilitate learning in visualizing human anatomy “ At this station I demonstrate how Augmented reality can be used to visualize the human lungs in situ and as a wearable technology which establish connection between body, image and technology in education. I will show...

  19. Human visual system-based image enhancement and logarithmic contrast measure.

    Science.gov (United States)

    Panetta, Karen A; Wharton, Eric J; Agaian, Sos S

    2008-02-01

    Varying scene illumination poses many challenging problems for machine vision systems. One such issue is developing global enhancement methods that work effectively across the varying illumination. In this paper, we introduce two novel image enhancement algorithms: edge-preserving contrast enhancement, which is able to better preserve edge details while enhancing contrast in images with varying illumination, and a novel multihistogram equalization method which utilizes the human visual system (HVS) to segment the image, allowing a fast and efficient correction of nonuniform illumination. We then extend this HVS-based multihistogram equalization approach to create a general enhancement method that can utilize any combination of enhancement algorithms for an improved performance. Additionally, we propose new quantitative measures of image enhancement, called the logarithmic Michelson contrast measure (AME) and the logarithmic AME by entropy. Many image enhancement methods require selection of operating parameters, which are typically chosen using subjective methods, but these new measures allow for automated selection. We present experimental results for these methods and make a comparison against other leading algorithms.

  20. New method for 3D parametric visualization of contrast-enhanced pulmonary perfusion MRI data

    Energy Technology Data Exchange (ETDEWEB)

    Kuder, Tristan A.; Eichinger, Monika; Ley, Sebastian; Puderbach, Michael; Kauczor, Hans-Ulrich [Deutsches Krebsforschungszentrum, Department of Radiology, E010, Heidelberg (Germany); Risse, Frank [Deutsches Krebsforschungszentrum, Department of Medical Physics in Radiology, Heidelberg (Germany); Fink, Christian [Deutsches Krebsforschungszentrum, Department of Radiology, E010, Heidelberg (Germany); Medical Faculty Mannheim - University of Heidelberg, Department of Clinical Radiology, University Hospital Mannheim, Mannheim (Germany)

    2008-02-15

    Three-dimensional (3D) dynamic contrast-enhanced magnetic resonance imaging (3D DCE-MRI) has been proposed for the assessment of regional perfusion. The aim of this work was the implementation of an algorithm for a 3D parametric visualization of lung perfusion using different cutting planes and volume rendering. Our implementation was based on 3D DCE-MRI data of the lungs of five patients and five healthy volunteers. Using the indicator dilution theory, the regional perfusion parameters, tissue blood flow, blood volume and mean transit time were calculated. Due to the required temporal resolution, the volume elements of dynamic MR data sets show a reduced spatial resolution in the z-direction. Therefore, perfusion parameter volumes were interpolated. Linear interpolation and a combination of linear and nearest-neighbor interpolation were evaluated. Additionally, ray tracing was applied for 3D visualization. The linear interpolation algorithm caused interpolation errors at the lung borders. Using the combined interpolation, visualization of perfusion information in arbitrary cutting planes and in 3D using volume rendering was possible. This facilitated the localization of perfusion deficits compared with the coronal orientated source data. The 3D visualization of perfusion parameters using a combined interpolation algorithm is feasible. Further studies are required to evaluate the additional benefit from the 3D visualization. (orig.)

  1. New method for 3D parametric visualization of contrast-enhanced pulmonary perfusion MRI data.

    Science.gov (United States)

    Kuder, Tristan A; Risse, Frank; Eichinger, Monika; Ley, Sebastian; Puderbach, Michael; Kauczor, Hans-Ulrich; Fink, Christian

    2008-02-01

    Three-dimensional (3D) dynamic contrast-enhanced magnetic resonance imaging (3D DCE-MRI) has been proposed for the assessment of regional perfusion. The aim of this work was the implementation of an algorithm for a 3D parametric visualization of lung perfusion using different cutting planes and volume rendering. Our implementation was based on 3D DCE-MRI data of the lungs of five patients and five healthy volunteers. Using the indicator dilution theory, the regional perfusion parameters, tissue blood flow, blood volume and mean transit time were calculated. Due to the required temporal resolution, the volume elements of dynamic MR data sets show a reduced spatial resolution in the z-direction. Therefore, perfusion parameter volumes were interpolated. Linear interpolation and a combination of linear and nearest-neighbor interpolation were evaluated. Additionally, ray tracing was applied for 3D visualization. The linear interpolation algorithm caused interpolation errors at the lung borders. Using the combined interpolation, visualization of perfusion information in arbitrary cutting planes and in 3D using volume rendering was possible. This facilitated the localization of perfusion deficits compared with the coronal orientated source data. The 3D visualization of perfusion parameters using a combined interpolation algorithm is feasible. Further studies are required to evaluate the additional benefit from the 3D visualization.

  2. Four-dimensional microscope- integrated optical coherence tomography to enhance visualization in glaucoma surgeries.

    Science.gov (United States)

    Pasricha, Neel Dave; Bhullar, Paramjit Kaur; Shieh, Christine; Viehland, Christian; Carrasco-Zevallos, Oscar Mijail; Keller, Brenton; Izatt, Joseph Adam; Toth, Cynthia Ann; Challa, Pratap; Kuo, Anthony Nanlin

    2017-01-01

    We report the first use of swept-source microscope-integrated optical coherence tomography (SS-MIOCT) capable of live four-dimensional (4D) (three-dimensional across time) imaging intraoperatively to directly visualize tube shunt placement and trabeculectomy surgeries in two patients with severe open-angle glaucoma and elevated intraocular pressure (IOP) that was not adequately managed by medical intervention or prior surgery. We performed tube shunt placement and trabeculectomy surgery and used SS-MIOCT to visualize and record surgical steps that benefitted from the enhanced visualization. In the case of tube shunt placement, SS-MIOCT successfully visualized the scleral tunneling, tube shunt positioning in the anterior chamber, and tube shunt suturing. For the trabeculectomy, SS-MIOCT successfully visualized the scleral flap creation, sclerotomy, and iridectomy. Postoperatively, both patients did well, with IOPs decreasing to the target goal. We found the benefit of SS-MIOCT was greatest in surgical steps requiring depth-based assessments. This technology has the potential to improve clinical outcomes.

  3. Visualization of Laterally Spreading Colorectal Tumors by Using Image-Enhanced Endoscopy

    Directory of Open Access Journals (Sweden)

    Naoto Tamai

    2012-01-01

    Full Text Available Laterally spreading tumors may sometimes evade detection by colonoscopy. This study aimed to evaluate the use of image-enhanced endoscopy for visualizing laterally spreading tumors of the nongranular type. We reviewed consecutive patients with 47 non-granular-type laterally spreading tumors that had been examined using white-light imaging, autofluorescence imaging, narrow-band imaging, and chromoendoscopy with indigo carmine. The quality of visualization was evaluated using a 5-point scale by less- and more-experienced endoscopists. Autofluorescence imaging provided significantly better visualization than white-light imaging for both less-experienced and experienced endoscopists. On the other hand, no significant differences were observed between the quality of visualization provided by white-light imaging and narrow-band imaging for less-experienced endoscopists. Autofluorescence imaging provides high-quality visualization of non-granular-type laterally spreading tumors on still images. Multicenter trials should be conducted to confirm the usefulness of autofluorescence imaging in detecting laterally spreading colorectal tumors.

  4. Enhanced dimension-specific visual working memory in grapheme-color synesthesia.

    Science.gov (United States)

    Terhune, Devin Blair; Wudarczyk, Olga Anna; Kochuparampil, Priya; Cohen Kadosh, Roi

    2013-10-01

    There is emerging evidence that the encoding of visual information and the maintenance of this information in a temporarily accessible state in working memory rely on the same neural mechanisms. A consequence of this overlap is that atypical forms of perception should influence working memory. We examined this by investigating whether having grapheme-color synesthesia, a condition characterized by the involuntary experience of color photisms when reading or representing graphemes, would confer benefits on working memory. Two competing hypotheses propose that superior memory in synesthesia results from information being coded in two information channels (dual-coding) or from superior dimension-specific visual processing (enhanced processing). We discriminated between these hypotheses in three n-back experiments in which controls and synesthetes viewed inducer and non-inducer graphemes and maintained color or grapheme information in working memory. Synesthetes displayed superior color working memory than controls for both grapheme types, whereas the two groups did not differ in grapheme working memory. Further analyses excluded the possibilities of enhanced working memory among synesthetes being due to greater color discrimination, stimulus color familiarity, or bidirectionality. These results reveal enhanced dimension-specific visual working memory in this population and supply further evidence for a close relationship between sensory processing and the maintenance of sensory information in working memory. Copyright © 2013 The Authors. Published by Elsevier B.V. All rights reserved.

  5. Enhanced dimension-specific visual working memory in grapheme–color synesthesia☆

    Science.gov (United States)

    Terhune, Devin Blair; Wudarczyk, Olga Anna; Kochuparampil, Priya; Cohen Kadosh, Roi

    2013-01-01

    There is emerging evidence that the encoding of visual information and the maintenance of this information in a temporarily accessible state in working memory rely on the same neural mechanisms. A consequence of this overlap is that atypical forms of perception should influence working memory. We examined this by investigating whether having grapheme–color synesthesia, a condition characterized by the involuntary experience of color photisms when reading or representing graphemes, would confer benefits on working memory. Two competing hypotheses propose that superior memory in synesthesia results from information being coded in two information channels (dual-coding) or from superior dimension-specific visual processing (enhanced processing). We discriminated between these hypotheses in three n-back experiments in which controls and synesthetes viewed inducer and non-inducer graphemes and maintained color or grapheme information in working memory. Synesthetes displayed superior color working memory than controls for both grapheme types, whereas the two groups did not differ in grapheme working memory. Further analyses excluded the possibilities of enhanced working memory among synesthetes being due to greater color discrimination, stimulus color familiarity, or bidirectionality. These results reveal enhanced dimension-specific visual working memory in this population and supply further evidence for a close relationship between sensory processing and the maintenance of sensory information in working memory. PMID:23892185

  6. Confronting an augmented reality

    Directory of Open Access Journals (Sweden)

    John Hedberg

    2012-08-01

    Full Text Available How can educators make use of augmented reality technologies and practices to enhance learning and why would we want to embrace such technologies anyway? How can an augmented reality help a learner confront, interpret and ultimately comprehend reality itself? In this article, we seek to initiate a discussion that focuses on these questions, and suggest that they be used as drivers for research into effective educational applications of augmented reality. We discuss how multi-modal, sensorial augmentation of reality links to existing theories of education and learning, focusing on ideas of cognitive dissonance and the confrontation of new realities implied by exposure to new and varied perspectives. We also discuss connections with broader debates brought on by the social and cultural changes wrought by the increased digitalisation of our lives, especially the concept of the extended mind. Rather than offer a prescription for augmentation, our intention is to throw open debate and to provoke deep thinking about what interacting with and creating an augmented reality might mean for both teacher and learner.

  7. Enhancing a Low-Cost Virtual Reality Application through Constructivist Approach: The Case of Spatial Training of Middle Graders

    Science.gov (United States)

    Samsudin, Khairulanuar; Rafi, Ahmad; Mohamad Ali, Ahmad Zamzuri; Abd. Rashid, Nazre

    2014-01-01

    The aim of this study is to develop and to test a low-cost virtual reality spatial trainer in terms of its effectiveness in spatial training. The researchers adopted three features deriving from the constructivist perspective to guide the design of the trainer, namely interaction, instruction, and support. The no control pre test post test…

  8. The Use of Augmented Reality-Enhanced Reading Books for Vocabulary Acquisition with Students Who Are Diagnosed with Special Needs

    Science.gov (United States)

    Fecich, Samantha J.

    2014-01-01

    During this collective case study, I explored the use of augmented reality books on an iPad 2 with students diagnosed with disabilities. Students in this study attended a high school life skills class in a rural school district during the fall 2013 semester. Four students participated in this study, two males and two females. Specifically, the…

  9. Successful computer-based visual training specifically predicts visual memory enhancement over verbal memory improvement in schizophrenia.

    Science.gov (United States)

    Surti, Toral S; Corbera, Silvia; Bell, Morris D; Wexler, Bruce E

    2011-11-01

    We investigated whether improved early visual processing on cognitive remediation (CR) exercises generalizes to visual and auditory learning and information manipulation in schizophrenia. Fourteen participants received neuropsychological testing before and after CR consisting of visual, auditory and cognitive control training. Achievement on visual training exercises was strongly and significantly correlated with improved visual learning, but not improved verbal learning or increased ability to manipulate visual information. Improvement in training, not training time, predicted cognitive gain. Implications for improving cognitive outcomes from CR include ensuring the trained task is learned and providing exercises of multiple modalities. Copyright © 2011 Elsevier B.V. All rights reserved.

  10. Pharmacological Mechanisms of Cortical Enhancement Induced by the Repetitive Pairing of Visual/Cholinergic Stimulation.

    Directory of Open Access Journals (Sweden)

    Jun-Il Kang

    Full Text Available Repetitive visual training paired with electrical activation of cholinergic projections to the primary visual cortex (V1 induces long-term enhancement of cortical processing in response to the visual training stimulus. To better determine the receptor subtypes mediating this effect the selective pharmacological blockade of V1 nicotinic (nAChR, M1 and M2 muscarinic (mAChR or GABAergic A (GABAAR receptors was performed during the training session and visual evoked potentials (VEPs were recorded before and after training. The training session consisted of the exposure of awake, adult rats to an orientation-specific 0.12 CPD grating paired with an electrical stimulation of the basal forebrain for a duration of 1 week for 10 minutes per day. Pharmacological agents were infused intracortically during this period. The post-training VEP amplitude was significantly increased compared to the pre-training values for the trained spatial frequency and to adjacent spatial frequencies up to 0.3 CPD, suggesting a long-term increase of V1 sensitivity. This increase was totally blocked by the nAChR antagonist as well as by an M2 mAChR subtype and GABAAR antagonist. Moreover, administration of the M2 mAChR antagonist also significantly decreased the amplitude of the control VEPs, suggesting a suppressive effect on cortical responsiveness. However, the M1 mAChR antagonist blocked the increase of the VEP amplitude only for the high spatial frequency (0.3 CPD, suggesting that M1 role was limited to the spread of the enhancement effect to a higher spatial frequency. More generally, all the drugs used did block the VEP increase at 0.3 CPD. Further, use of each of the aforementioned receptor antagonists blocked training-induced changes in gamma and beta band oscillations. These findings demonstrate that visual training coupled with cholinergic stimulation improved perceptual sensitivity by enhancing cortical responsiveness in V1. This enhancement is mainly mediated by n

  11. Augmented Reality for Science Education

    DEFF Research Database (Denmark)

    Brandt, Harald; Nielsen, Birgitte Lund; Georgsen, Marianne

    Augmented reality (AR) holds great promise as a learning tool. So far, however, most research has looked at the technology itself – and AR has been used primarily for commercial purposes. As a learning tool, AR supports an inquiry-based approach to science education with a high level of student...... involvement. The AR-sci-project (Augmented Reality for SCIence education) addresses the issue of applying augmented reality in developing innovative science education and enhancing the quality of science teaching and learning....

  12. Motor Simulation without Motor Expertise: Enhanced Corticospinal Excitability in Visually Experienced Dance Spectators

    Science.gov (United States)

    Jola, Corinne; Abedian-Amiri, Ali; Kuppuswamy, Annapoorna; Pollick, Frank E.; Grosbras, Marie-Hélène

    2012-01-01

    The human “mirror-system” is suggested to play a crucial role in action observation and execution, and is characterized by activity in the premotor and parietal cortices during the passive observation of movements. The previous motor experience of the observer has been shown to enhance the activity in this network. Yet visual experience could also have a determinant influence when watching more complex actions, as in dance performances. Here we tested the impact visual experience has on motor simulation when watching dance, by measuring changes in corticospinal excitability. We also tested the effects of empathic abilities. To fully match the participants' long-term visual experience with the present experimental setting, we used three live solo dance performances: ballet, Indian dance, and non-dance. Participants were either frequent dance spectators of ballet or Indian dance, or “novices” who never watched dance. None of the spectators had been physically trained in these dance styles. Transcranial magnetic stimulation was used to measure corticospinal excitability by means of motor-evoked potentials (MEPs) in both the hand and the arm, because the hand is specifically used in Indian dance and the arm is frequently engaged in ballet dance movements. We observed that frequent ballet spectators showed larger MEP amplitudes in the arm muscles when watching ballet compared to when they watched other performances. We also found that the higher Indian dance spectators scored on the fantasy subscale of the Interpersonal Reactivity Index, the larger their MEPs were in the arms when watching Indian dance. Our results show that even without physical training, corticospinal excitability can be enhanced as a function of either visual experience or the tendency to imaginatively transpose oneself into fictional characters. We suggest that spectators covertly simulate the movements for which they have acquired visual experience, and that empathic abilities heighten

  13. Motor simulation without motor expertise: enhanced corticospinal excitability in visually experienced dance spectators.

    Directory of Open Access Journals (Sweden)

    Corinne Jola

    Full Text Available The human "mirror-system" is suggested to play a crucial role in action observation and execution, and is characterized by activity in the premotor and parietal cortices during the passive observation of movements. The previous motor experience of the observer has been shown to enhance the activity in this network. Yet visual experience could also have a determinant influence when watching more complex actions, as in dance performances. Here we tested the impact visual experience has on motor simulation when watching dance, by measuring changes in corticospinal excitability. We also tested the effects of empathic abilities. To fully match the participants' long-term visual experience with the present experimental setting, we used three live solo dance performances: ballet, Indian dance, and non-dance. Participants were either frequent dance spectators of ballet or Indian dance, or "novices" who never watched dance. None of the spectators had been physically trained in these dance styles. Transcranial magnetic stimulation was used to measure corticospinal excitability by means of motor-evoked potentials (MEPs in both the hand and the arm, because the hand is specifically used in Indian dance and the arm is frequently engaged in ballet dance movements. We observed that frequent ballet spectators showed larger MEP amplitudes in the arm muscles when watching ballet compared to when they watched other performances. We also found that the higher Indian dance spectators scored on the fantasy subscale of the Interpersonal Reactivity Index, the larger their MEPs were in the arms when watching Indian dance. Our results show that even without physical training, corticospinal excitability can be enhanced as a function of either visual experience or the tendency to imaginatively transpose oneself into fictional characters. We suggest that spectators covertly simulate the movements for which they have acquired visual experience, and that empathic abilities

  14. Motor simulation without motor expertise: enhanced corticospinal excitability in visually experienced dance spectators.

    Science.gov (United States)

    Jola, Corinne; Abedian-Amiri, Ali; Kuppuswamy, Annapoorna; Pollick, Frank E; Grosbras, Marie-Hélène

    2012-01-01

    The human "mirror-system" is suggested to play a crucial role in action observation and execution, and is characterized by activity in the premotor and parietal cortices during the passive observation of movements. The previous motor experience of the observer has been shown to enhance the activity in this network. Yet visual experience could also have a determinant influence when watching more complex actions, as in dance performances. Here we tested the impact visual experience has on motor simulation when watching dance, by measuring changes in corticospinal excitability. We also tested the effects of empathic abilities. To fully match the participants' long-term visual experience with the present experimental setting, we used three live solo dance performances: ballet, Indian dance, and non-dance. Participants were either frequent dance spectators of ballet or Indian dance, or "novices" who never watched dance. None of the spectators had been physically trained in these dance styles. Transcranial magnetic stimulation was used to measure corticospinal excitability by means of motor-evoked potentials (MEPs) in both the hand and the arm, because the hand is specifically used in Indian dance and the arm is frequently engaged in ballet dance movements. We observed that frequent ballet spectators showed larger MEP amplitudes in the arm muscles when watching ballet compared to when they watched other performances. We also found that the higher Indian dance spectators scored on the fantasy subscale of the Interpersonal Reactivity Index, the larger their MEPs were in the arms when watching Indian dance. Our results show that even without physical training, corticospinal excitability can be enhanced as a function of either visual experience or the tendency to imaginatively transpose oneself into fictional characters. We suggest that spectators covertly simulate the movements for which they have acquired visual experience, and that empathic abilities heighten motor

  15. Short-term visual deprivation does not enhance passive tactile spatial acuity.

    Directory of Open Access Journals (Sweden)

    Michael Wong

    Full Text Available An important unresolved question in sensory neuroscience is whether, and if so with what time course, tactile perception is enhanced by visual deprivation. In three experiments involving 158 normally sighted human participants, we assessed whether tactile spatial acuity improves with short-term visual deprivation over periods ranging from under 10 to over 110 minutes. We used an automated, precisely controlled two-interval forced-choice grating orientation task to assess each participant's ability to discern the orientation of square-wave gratings pressed against the stationary index finger pad of the dominant hand. A two-down one-up staircase (Experiment 1 or a Bayesian adaptive procedure (Experiments 2 and 3 was used to determine the groove width of the grating whose orientation each participant could reliably discriminate. The experiments consistently showed that tactile grating orientation discrimination does not improve with short-term visual deprivation. In fact, we found that tactile performance degraded slightly but significantly upon a brief period of visual deprivation (Experiment 1 and did not improve over periods of up to 110 minutes of deprivation (Experiments 2 and 3. The results additionally showed that grating orientation discrimination tends to improve upon repeated testing, and confirmed that women significantly outperform men on the grating orientation task. We conclude that, contrary to two recent reports but consistent with an earlier literature, passive tactile spatial acuity is not enhanced by short-term visual deprivation. Our findings have important theoretical and practical implications. On the theoretical side, the findings set limits on the time course over which neural mechanisms such as crossmodal plasticity may operate to drive sensory changes; on the practical side, the findings suggest that researchers who compare tactile acuity of blind and sighted participants should not blindfold the sighted participants.

  16. Medical Image Visual Appearance Improvement Using Bihistogram Bezier Curve Contrast Enhancement: Data from the Osteoarthritis Initiative

    Science.gov (United States)

    Gan, Hong-Seng; Swee, Tan Tian; Abdul Karim, Ahmad Helmy; Sayuti, Khairil Amir; Abdul Kadir, Mohammed Rafiq; Tham, Weng-Kit; Wong, Liang-Xuan; Chaudhary, Kashif T.; Yupapin, Preecha P.

    2014-01-01

    Well-defined image can assist user to identify region of interest during segmentation. However, complex medical image is usually characterized by poor tissue contrast and low background luminance. The contrast improvement can lift image visual quality, but the fundamental contrast enhancement methods often overlook the sudden jump problem. In this work, the proposed bihistogram Bezier curve contrast enhancement introduces the concept of “adequate contrast enhancement” to overcome sudden jump problem in knee magnetic resonance image. Since every image produces its own intensity distribution, the adequate contrast enhancement checks on the image's maximum intensity distortion and uses intensity discrepancy reduction to generate Bezier transform curve. The proposed method improves tissue contrast and preserves pertinent knee features without compromising natural image appearance. Besides, statistical results from Fisher's Least Significant Difference test and the Duncan test have consistently indicated that the proposed method outperforms fundamental contrast enhancement methods to exalt image visual quality. As the study is limited to relatively small image database, future works will include a larger dataset with osteoarthritic images to assess the clinical effectiveness of the proposed method to facilitate the image inspection. PMID:24977191

  17. Medical Image Visual Appearance Improvement Using Bihistogram Bezier Curve Contrast Enhancement: Data from the Osteoarthritis Initiative

    Directory of Open Access Journals (Sweden)

    Hong-Seng Gan

    2014-01-01

    Full Text Available Well-defined image can assist user to identify region of interest during segmentation. However, complex medical image is usually characterized by poor tissue contrast and low background luminance. The contrast improvement can lift image visual quality, but the fundamental contrast enhancement methods often overlook the sudden jump problem. In this work, the proposed bihistogram Bezier curve contrast enhancement introduces the concept of “adequate contrast enhancement” to overcome sudden jump problem in knee magnetic resonance image. Since every image produces its own intensity distribution, the adequate contrast enhancement checks on the image’s maximum intensity distortion and uses intensity discrepancy reduction to generate Bezier transform curve. The proposed method improves tissue contrast and preserves pertinent knee features without compromising natural image appearance. Besides, statistical results from Fisher’s Least Significant Difference test and the Duncan test have consistently indicated that the proposed method outperforms fundamental contrast enhancement methods to exalt image visual quality. As the study is limited to relatively small image database, future works will include a larger dataset with osteoarthritic images to assess the clinical effectiveness of the proposed method to facilitate the image inspection.

  18. Recent Development of Augmented Reality in Surgery: A Review

    Directory of Open Access Journals (Sweden)

    P. Vávra

    2017-01-01

    Full Text Available Introduction. The development augmented reality devices allow physicians to incorporate data visualization into diagnostic and treatment procedures to improve work efficiency, safety, and cost and to enhance surgical training. However, the awareness of possibilities of augmented reality is generally low. This review evaluates whether augmented reality can presently improve the results of surgical procedures. Methods. We performed a review of available literature dating from 2010 to November 2016 by searching PubMed and Scopus using the terms “augmented reality” and “surgery.” Results. The initial search yielded 808 studies. After removing duplicates and including only journal articles, a total of 417 studies were identified. By reading of abstracts, 91 relevant studies were chosen to be included. 11 references were gathered by cross-referencing. A total of 102 studies were included in this review. Conclusions. The present literature suggest an increasing interest of surgeons regarding employing augmented reality into surgery leading to improved safety and efficacy of surgical procedures. Many studies showed that the performance of newly devised augmented reality systems is comparable to traditional techniques. However, several problems need to be addressed before augmented reality is implemented into the routine practice.

  19. Recent Development of Augmented Reality in Surgery: A Review

    Science.gov (United States)

    Vávra, P.; Zonča, P.; Ihnát, P.; El-Gendi, A.

    2017-01-01

    Introduction The development augmented reality devices allow physicians to incorporate data visualization into diagnostic and treatment procedures to improve work efficiency, safety, and cost and to enhance surgical training. However, the awareness of possibilities of augmented reality is generally low. This review evaluates whether augmented reality can presently improve the results of surgical procedures. Methods We performed a review of available literature dating from 2010 to November 2016 by searching PubMed and Scopus using the terms “augmented reality” and “surgery.” Results. The initial search yielded 808 studies. After removing duplicates and including only journal articles, a total of 417 studies were identified. By reading of abstracts, 91 relevant studies were chosen to be included. 11 references were gathered by cross-referencing. A total of 102 studies were included in this review. Conclusions The present literature suggest an increasing interest of surgeons regarding employing augmented reality into surgery leading to improved safety and efficacy of surgical procedures. Many studies showed that the performance of newly devised augmented reality systems is comparable to traditional techniques. However, several problems need to be addressed before augmented reality is implemented into the routine practice.

  20. Visual search performance of patients with vision impairment: Effect of JPEG image enhancement

    Science.gov (United States)

    Luo, Gang; Satgunam, PremNandhini; Peli, Eli

    2012-01-01

    Purpose To measure natural image search performance in patients with central vision impairment. To evaluate the performance effect for a JPEG based image enhancement technique using the visual search task. Method 150 JPEG images were presented on a touch screen monitor in either an enhanced or original version to 19 patients (visual acuity 0.4 to 1.2 logMAR, 6/15 to 6/90, 20/50 to 20/300) and 7 normally sighted controls (visual acuity −0.12 to 0.1 logMAR, 6/4.5 to 6/7.5, 20/15 to 20/25). Each image fell into one of three categories: faces, indoors, and collections. The enhancement was realized by moderately boosting a mid-range spatial frequency band in the discrete cosine transform (DCT) coefficients of the image luminance component. Participants pointed to an object in a picture that matched a given target displayed at the upper-left corner of the monitor. Search performance was quantified by the percentage of correct responses, the median search time of correct responses, and an “integrated performance” measure – the area under the curve of cumulative correct response rate over search time. Results Patients were able to perform the search tasks but their performance was substantially worse than the controls. Search performances for the 3 image categories were significantly different (p≤0.001) for all the participants, with searching for faces being the most difficult. When search time and correct response were analyzed separately, the effect of enhancement led to increase in one measure but decrease in another for many patients. Using the integrated performance, it was found that search performance declined with decrease in acuity (p=0.005). An improvement with enhancement was found mainly for the patients whose acuity ranged from 0.4 to 0.8 logMAR (6/15 to 6/38, 20/50 to 20/125). Enhancement conferred a small but significant improvement in integrated performance for indoor and collection images (p=0.025) in the patients. Conclusion Search performance

  1. Enhancement of Visual Comfort and Sense of Presence on Stereoscopic 3D Images.

    Science.gov (United States)

    Oh, Heeseok; Kim, Jongyoo; Kim, Jinwoo; Kim, Taewan; Lee, Sanghoon; Bovik, Alan Conrad

    2017-08-01

    Conventional stereoscopic 3D (S3D) displays do not provide accommodation depth cues of the 3D image or video contents being viewed. The sense of content depths is thus limited to cues supplied by motion parallax (for 3D video), stereoscopic vergence cues created by presenting left and right views to the respective eyes, and other contextual and perspective depth cues. The absence of accommodation cues can induce two kinds of accommodation vergence mismatches (AVM) at the fixation and peripheral points, which can result in severe visual discomfort. With the aim of alleviating discomfort arising from AVM, we propose a new visual comfort enhancement approach for processing S3D visual signals to deliver a more comfortable 3D viewing experience at the display. This is accomplished via an optimization process whereby a predictive indicator of visual discomfort is minimized, while still aiming to maintain the viewer's sense of 3D presence by performing a suitable parallax shift, and by directed blurring of the signal. Our processing framework is defined on 3D visual coordinates that reflect the nonuniform resolution of retinal sensors and that uses a measure of 3D saliency strength. An appropriate level of blur that corresponds to the degree of parallax shift is found, making it possible to produce synthetic accommodation cues implemented using a perceptively relevant filter. By this method, AVM, the primary contributor to the discomfort felt when viewing S3D images, is reduced. We show via a series of subjective experiments that the proposed approach improves visual comfort while preserving the sense of 3D presence.

  2. Grapheme-color synesthetes show enhanced crossmodal processing between auditory and visual modalities.

    Science.gov (United States)

    Brang, David; Williams, Lisa E; Ramachandran, Vilayanur S

    2012-05-01

    Synesthesia is an involuntary experience in which stimulation of one sensory modality triggers additional, atypical sensory experiences. Strong multisensory processes are present in the general population, but the relationship between these 'normal' sensory interactions and synesthesia is currently unknown. Neuroimaging research suggests that some forms of synesthesia are caused by enhanced cross-activation between brain areas specialized for the processing of different sensory attributes, and finds evidence of increased white matter connections among regions known to be involved in typical crossmodal processes. Using two classic crossmodal integration tasks we show that grapheme-color synesthetes exhibit enhanced crossmodal interactions between auditory and visual modalities, suggesting that the experience of synesthesia in one modality generalizes to enhanced crossmodal processes with other modalities. This finding supports our conjecture that the atypical sensory experiences of synesthetes represent a selective expression of a more diffuse propensity toward 'typical' crossmodality interactions. Copyright © 2011 Elsevier Srl. All rights reserved.

  3. Valorisation of urban elements through 3D models generated from image matching point clouds and augmented reality visualization based in mobile platforms

    Science.gov (United States)

    Marques, Luís.; Roca Cladera, Josep; Tenedório, José António

    2017-10-01

    The use of multiple sets of images with high level of overlapping to extract 3D point clouds has increased progressively in recent years. There are two main fundamental factors in the origin of this progress. In first, the image matching algorithms has been optimised and the software available that supports the progress of these techniques has been constantly developed. In second, because of the emergent paradigm of smart cities which has been promoting the virtualization of urban spaces and their elements. The creation of 3D models for urban elements is extremely relevant for urbanists to constitute digital archives of urban elements and being especially useful for enrich maps and databases or reconstruct and analyse objects/areas through time, building and recreating scenarios and implementing intuitive methods of interaction. These characteristics assist, for example, higher public participation creating a completely collaborative solution system, envisioning processes, simulations and results. This paper is organized in two main topics. The first deals with technical data modelling obtained by terrestrial photographs: planning criteria for obtaining photographs, approving or rejecting photos based on their quality, editing photos, creating masks, aligning photos, generating tie points, extracting point clouds, generating meshes, building textures and exporting results. The application of these procedures results in 3D models for the visualization of urban elements of the city of Barcelona. The second concerns the use of Augmented Reality through mobile platforms allowing to understand the city origins and the relation with the actual city morphology, (en)visioning solutions, processes and simulations, making possible for the agents in several domains, to fundament their decisions (and understand them) achieving a faster and wider consensus.

  4. Visual appearance of a virtual upper limb modulates the temperature of the real hand: a thermal imaging study in Immersive Virtual Reality.

    Science.gov (United States)

    Tieri, Gaetano; Gioia, Annamaria; Scandola, Michele; Pavone, Enea F; Aglioti, Salvatore M

    2017-05-01

    To explore the link between Sense of Embodiment (SoE) over a virtual hand and physiological regulation of skin temperature, 24 healthy participants were immersed in virtual reality through a Head Mounted Display and had their real limb temperature recorded by means of a high-sensitivity infrared camera. Participants observed a virtual right upper limb (appearing either normally, or with the hand detached from the forearm) or limb-shaped non-corporeal control objects (continuous or discontinuous wooden blocks) from a first-person perspective. Subjective ratings of SoE were collected in each observation condition, as well as temperatures of the right and left hand, wrist and forearm. The observation of these complex, body and body-related virtual scenes resulted in increased real hand temperature when compared to a baseline condition in which a 3d virtual ball was presented. Crucially, observation of non-natural appearances of the virtual limb (discontinuous limb) and limb-shaped non-corporeal objects elicited high increase in real hand temperature and low SoE. In contrast, observation of the full virtual limb caused high SoE and low temperature changes in the real hand with respect to the other conditions. Interestingly, the temperature difference across the different conditions occurred according to a topographic rule that included both hands. Our study sheds new light on the role of an external hand's visual appearance and suggests a tight link between higher-order bodily self-representations and topographic regulation of skin temperature. © 2017 Federation of European Neuroscience Societies and John Wiley & Sons Ltd.

  5. Augmented reality

    Directory of Open Access Journals (Sweden)

    Patrik Pucer

    2011-08-01

    Full Text Available Today we can obtain in a simple and rapid way most of the information that we need. Devices, such as personal computers and mobile phones, enable access to information in different formats (written, pictorial, audio or video whenever and wherever. Daily we use and encounter information that can be seen as virtual objects or objects that are part of the virtual world of computers. Everyone, at least once, wanted to bring these virtual objects from the virtual world of computers into real environments and thus mix virtual and real worlds. In such a mixed reality, real and virtual objects coexist in the same environment. The reality, where users watch and use the real environment upgraded with virtual objects is called augmented reality. In this article we describe the main properties of augmented reality. In addition to the basic properties that define a reality as augmented reality, we present the various building elements (possible hardware and software that provide an insight into such a reality and practical applications of augmented reality. The applications are divided into three groups depending on the information and functions that augmented reality offers, such as help, guide and simulator.

  6. Adaptive enhancement and visualization techniques for 3D THz images of breast cancer tumors

    Science.gov (United States)

    Wu, Yuhao; Bowman, Tyler; Gauch, John; El-Shenawee, Magda

    2016-03-01

    This paper evaluates image enhancement and visualization techniques for pulsed terahertz (THz) images of tissue samples. Specifically, our research objective is to effectively differentiate between heterogeneous regions of breast tissues that contain tumors diagnosed as triple negative infiltrating ductal carcinoma (IDC). Tissue slices and blocks of varying thicknesses were prepared and scanned using our lab's THz pulsed imaging system. One of the challenges we have encountered in visualizing the obtained images and differentiating between healthy and cancerous regions of the tissues is that most THz images have a low level of details and narrow contrast, making it difficult to accurately identify and visualize the margins around the IDC. To overcome this problem, we have applied and evaluated a number of image processing techniques to the scanned 3D THz images. In particular, we employed various spatial filtering and intensity transformation techniques to emphasize the small details in the images and adjust the image contrast. For each of these methods, we investigated how varying filter sizes and parameters affect the amount of enhancement applied to the images. Our experimentation shows that several image processing techniques are effective in producing THz images of breast tissue samples that contain distinguishable details, making further segmentation of the different image regions promising.

  7. Using visual thinking strategies with nursing students to enhance nursing assessment skills: A qualitative design.

    Science.gov (United States)

    Nanavaty, Joanne

    2018-03-01

    This qualitative design study addressed the enhancement of nursing assessment skills through the use of Visual Thinking Strategies and reflection. This study advances understanding of the use of Visual Thinking Strategies and reflection as ways to explore new methods of thinking and observing patient situations relating to health care. Sixty nursing students in a licensed practical nursing program made up the sample of participants who attended an art gallery as part of a class assignment. Participants replied to a survey of interest for participation at the art gallery. Participants reviewed artwork at the gallery and shared observations with the larger group during a post-conference session in a gathering area of the museum at the end of the visit. A reflective exercise on the art gallery experience exhibited further thoughts about the art gallery experience and demonstrated the connections made to clinical practice by the student. The findings of this study support the use of Visual Thinking Strategies and reflection as effective teaching and learning tools for enhancing nursing skills. Copyright © 2017 Elsevier Ltd. All rights reserved.

  8. Speaking Two Languages Enhances an Auditory but Not a Visual Neural Marker of Cognitive Inhibition

    Directory of Open Access Journals (Sweden)

    Mercedes Fernandez

    2014-09-01

    Full Text Available The purpose of the present study was to replicate and extend our original findings of enhanced neural inhibitory control in bilinguals. We compared English monolinguals to Spanish/English bilinguals on a non-linguistic, auditory Go/NoGo task while recording event-related brain potentials. New to this study was the visual Go/NoGo task, which we included to investigate whether enhanced neural inhibition in bilinguals extends from the auditory to the visual modality. Results confirmed our original findings and revealed greater inhibition in bilinguals compared to monolinguals. As predicted, compared to monolinguals, bilinguals showed increased N2 amplitude during the auditory NoGo trials, which required inhibitory control, but no differences during the Go trials, which required a behavioral response and no inhibition. Interestingly, during the visual Go/NoGo task, event related brain potentials did not distinguish the two groups, and behavioral responses were similar between the groups regardless of task modality. Thus, only auditory trials that required inhibitory control revealed between-group differences indicative of greater neural inhibition in bilinguals. These results show that experience-dependent neural changes associated with bilingualism are specific to the auditory modality and that the N2 event-related brain potential is a sensitive marker of this plasticity.

  9. Utilizing visual art to enhance the clinical observation skills of medical students.

    Science.gov (United States)

    Jasani, Sona K; Saks, Norma S

    2013-07-01

    Clinical observation is fundamental in practicing medicine, but these skills are rarely taught. Currently no evidence-based exercises/courses exist for medical student training in observation skills. The goal was to develop and teach a visual arts-based exercise for medical students, and to evaluate its usefulness in enhancing observation skills in clinical diagnosis. A pre- and posttest and evaluation survey were developed for a three-hour exercise presented to medical students just before starting clerkships. Students were provided with questions to guide discussion of both representational and non-representational works of art. Quantitative analysis revealed that the mean number of observations between pre- and posttests was not significantly different (n=70: 8.63 vs. 9.13, p=0.22). Qualitative analysis of written responses identified four themes: (1) use of subjective terminology, (2) scope of interpretations, (3) speculative thinking, and (4) use of visual analogies. Evaluative comments indicated that students felt the exercise enhanced both mindfulness and skills. Using visual art images with guided questions can train medical students in observation skills. This exercise can be replicated without specially trained personnel or art museum partnerships.

  10. Saccade-induced image motion cannot account for post-saccadic enhancement of visual processing in primate MST

    Science.gov (United States)

    Cloherty, Shaun L.; Crowder, Nathan A.; Mustari, Michael J.; Ibbotson, Michael R.

    2015-01-01

    Primates use saccadic eye movements to make gaze changes. In many visual areas, including the dorsal medial superior temporal area (MSTd) of macaques, neural responses to visual stimuli are reduced during saccades but enhanced afterwards. How does this enhancement arise—from an internal mechanism associated with saccade generation or through visual mechanisms activated by the saccade sweeping the image of the visual scene across the retina? Spontaneous activity in MSTd is elevated even after saccades made in darkness, suggesting a central mechanism for post-saccadic enhancement. However, based on the timing of this effect, it may arise from a different mechanism than occurs in normal vision. Like neural responses in MSTd, initial ocular following eye speed is enhanced after saccades, with evidence suggesting both internal and visually mediated mechanisms. Here we recorded from visual neurons in MSTd and measured responses to motion stimuli presented soon after saccades and soon after simulated saccades—saccade-like displacements of the background image during fixation. We found that neural responses in MSTd were enhanced when preceded by real saccades but not when preceded by simulated saccades. Furthermore, we also observed enhancement following real saccades made across a blank screen that generated no motion signal within the recorded neurons' receptive fields. We conclude that in MSTd the mechanism leading to post-saccadic enhancement has internal origins. PMID:26388747

  11. Saccade-induced image motion cannot account for post-saccadic enhancement of visual processing in primate MST

    Directory of Open Access Journals (Sweden)

    Shaun L Cloherty

    2015-09-01

    Full Text Available Primates use saccadic eye movements to make gaze changes. In many visual areas, including the dorsal medial superior temporal area (MSTd of macaques, neural responses to visual stimuli are reduced during saccades but enhanced afterwards. How does this enhancement arise – from an internal mechanism associated with saccade generation or through visual mechanisms activated by the saccade sweeping the image of the visual scene across the retina? Spontaneous activity in MSTd is elevated even after saccades made in darkness, suggesting a central mechanism for post-saccadic enhancement. However, based on the timing of this effect, it may arise from a different mechanism than occurs in normal vision. Like neural responses in MSTd, initial ocular following eye speed is enhanced after saccades, with evidence suggesting both internal and visually mediated mechanisms. Here we recorded from visual neurons in MSTd and measured responses to motion stimuli presented soon after saccades and soon after simulated saccades – saccade-like displacements of the background image during fixation. We found that neural responses in MSTd were enhanced when preceded by real saccades but not when preceded by simulated saccades. Furthermore, we also observed enhancement following real saccades made across a blank screen that generated no motion signal within the recorded neurons’ receptive fields. We conclude that in MSTd the mechanism leading to post-saccadic enhancement has internal origins.

  12. Attention to visual speech gestures enhances hemodynamic activity in the left planum temporale.

    Science.gov (United States)

    Pekkola, Johanna; Ojanen, Ville; Autti, Taina; Jääskeläinen, Iiro P; Möttönen, Riikka; Sams, Mikko

    2006-06-01

    Observing a speaker's articulatory gestures can contribute considerably to auditory speech perception. At the level of neural events, seen articulatory gestures can modify auditory cortex responses to speech sounds and modulate auditory cortex activity also in the absence of heard speech. However, possible effects of attention on this modulation have remained unclear. To investigate the effect of attention on visual speech-induced auditory cortex activity, we scanned 10 healthy volunteers with functional magnetic resonance imaging (fMRI) at 3 T during simultaneous presentation of visual speech gestures and moving geometrical forms, with the instruction to either focus on or ignore the seen articulations. Secondary auditory cortex areas in the bilateral posterior superior temporal gyrus and planum temporale were active both when the articulatory gestures were ignored and when they were attended to. However, attention to visual speech gestures enhanced activity in the left planum temporale compared to the situation when the subjects saw identical stimuli but engaged in a nonspeech motion discrimination task. These findings suggest that attention to visually perceived speech gestures modulates auditory cortex function and that this modulation takes place at a hierarchically relatively early processing level. Copyright 2005 Wiley-Liss, Inc.

  13. Blindness enhances auditory obstacle circumvention: Assessing echolocation, sensory substitution, and visual-based navigation.

    Directory of Open Access Journals (Sweden)

    Andrew J Kolarik

    Full Text Available Performance for an obstacle circumvention task was assessed under conditions of visual, auditory only (using echolocation and tactile (using a sensory substitution device, SSD guidance. A Vicon motion capture system was used to measure human movement kinematics objectively. Ten normally sighted participants, 8 blind non-echolocators, and 1 blind expert echolocator navigated around a 0.6 x 2 m obstacle that was varied in position across trials, at the midline of the participant or 25 cm to the right or left. Although visual guidance was the most effective, participants successfully circumvented the obstacle in the majority of trials under auditory or SSD guidance. Using audition, blind non-echolocators navigated more effectively than blindfolded sighted individuals with fewer collisions, lower movement times, fewer velocity corrections and greater obstacle detection ranges. The blind expert echolocator displayed performance similar to or better than that for the other groups using audition, but was comparable to that for the other groups using the SSD. The generally better performance of blind than of sighted participants is consistent with the perceptual enhancement hypothesis that individuals with severe visual deficits develop improved auditory abilities to compensate for visual loss, here shown by faster, more fluid, and more accurate navigation around obstacles using sound.

  14. Enhancement of Online Robotics Learning Using Real-Time 3D Visualization Technology

    Directory of Open Access Journals (Sweden)

    Richard Chiou

    2010-06-01

    Full Text Available This paper discusses a real-time e-Lab Learning system based on the integration of 3D visualization technology with a remote robotic laboratory. With the emergence and development of the Internet field, online learning is proving to play a significant role in the upcoming era. In an effort to enhance Internet-based learning of robotics and keep up with the rapid progression of technology, a 3- Dimensional scheme of viewing the robotic laboratory has been introduced in addition to the remote controlling of the robots. The uniqueness of the project lies in making this process Internet-based, and remote robot operated and visualized in 3D. This 3D system approach provides the students with a more realistic feel of the 3D robotic laboratory even though they are working remotely. As a result, the 3D visualization technology has been tested as part of a laboratory in the MET 205 Robotics and Mechatronics class and has received positive feedback by most of the students. This type of research has introduced a new level of realism and visual communications to online laboratory learning in a remote classroom.

  15. Virtual reality, augmented reality…I call it i-Reality.

    Science.gov (United States)

    Grossmann, Rafael J

    2015-01-01

    The new term improved reality (i-Reality) is suggested to include virtual reality (VR) and augmented reality (AR). It refers to a real world that includes improved, enhanced and digitally created features that would offer an advantage on a particular occasion (i.e., a medical act). I-Reality may help us bridge the gap between the high demand for medical providers and the low supply of them by improving the interaction between providers and patients.

  16. More than visual literacy: art and the enhancement of tolerance for ambiguity and empathy.

    Science.gov (United States)

    Bentwich, Miriam Ethel; Gilbey, Peter

    2017-11-10

    Comfort with ambiguity, mostly associated with the acceptance of multiple meanings, is a core characteristic of successful clinicians. Yet past studies indicate that medical students and junior physicians feel uncomfortable with ambiguity. Visual Thinking Strategies (VTS) is a pedagogic approach involving discussions of art works and deciphering the different possible meanings entailed in them. However, the contribution of art to the possible enhancement of the tolerance for ambiguity among medical students has not yet been adequately investigated. We aimed to offer a novel perspective on the effect of art, as it is experienced through VTS, on medical students' tolerance of ambiguity and its possible relation to empathy. Quantitative method utilizing a short survey administered after an interactive VTS session conducted within mandatory medical humanities course for first-year medical students. The intervention consisted of a 90-min session in the form of a combined lecture and interactive discussions about art images. The VTS session and survey were filled by 67 students in two consecutive rounds of first-year students. 67% of the respondents thought that the intervention contributed to their acceptance of multiple possible meanings, 52% thought their visual observation ability was enhanced and 34% thought that their ability to feel the sufferings of other was being enhanced. Statistically significant moderate-to-high correlations were found between the contribution to ambiguity tolerance and contribution to empathy (0.528-0.744; p ≤ 0.01). Art may contribute especially to the development of medical students' tolerance of ambiguity, also related to the enhancement of empathy. The potential contribution of visual art works used in VTS to the enhancement of tolerance for ambiguity and empathy is explained based on relevant literature regarding the embeddedness of ambiguity within art works, coupled with reference to John Dewey's theory of learning. Given the

  17. Does Self-Directed and Web-Based Support for Parents Enhance the Effects of Viewing a Reality Television Series Based on the Triple P--Positive Parenting Programme?

    Science.gov (United States)

    Sanders, Matthew; Calam, Rachel; Durand, Marianne; Liversidge, Tom; Carmont, Sue Ann

    2008-01-01

    Background: This study investigated whether providing self-directed and web-based support for parents enhanced the effects of viewing a reality television series based on the Triple P--Positive Parenting Programme. Method: Parents with a child aged 2 to 9 (N=454) were randomly assigned to either a standard or enhanced intervention condition. In…

  18. Does the Inclusion of Virtual Reality Games within Conventional Rehabilitation Enhance Balance Retraining after a Recent Episode of Stroke?

    OpenAIRE

    Rajaratnam, B. S.; Gui KaiEn, J.; Lee JiaLin, K.; Kwek SweeSin; Sim FenRu, S.; Lee Enting; Ang YiHsia, E.; Ng KeatHwee; Su Yunfeng; W. Woo YingHowe; S. Teo SiaoTing

    2013-01-01

    This randomised controlled and double-blinded pilot study evaluated if interactive virtual reality balance related games integrated within conventional rehabilitation sessions resulted in more superior retraining of dynamic balance compared to CR after stroke. 19 subjects diagnosed with a recent episode of stroke were recruited from a local rehabilitation hospital and randomly assigned to either a control or an experimental group. Subjects in the control groups underwent 60 minutes of convent...

  19. Learning Program for Enhancing Visual Literacy for Non-Design Students Using a CMS to Share Outcomes

    Science.gov (United States)

    Ariga, Taeko; Watanabe, Takashi; Otani, Toshio; Masuzawa, Toshimitsu

    2016-01-01

    This study proposes a basic learning program for enhancing visual literacy using an original Web content management system (Web CMS) to share students' outcomes in class as a blog post. It seeks to reinforce students' understanding and awareness of the design of visual content. The learning program described in this research focuses on to address…

  20. Visualization of sarcoid choroidal granuloma by enhanced depth imaging optical coherence tomography.

    Science.gov (United States)

    Rostaqui, Olga; Querques, Giuseppe; Haymann, Patricia; Fardeau, Christine; Coscas, Gabriel; Souied, Eric H

    2014-06-01

    To report, in vivo, on the quasi-histologic characteristics of a sarcoid choroidal granuloma as visualized by Enhanced Depth Imaging Spectral Domain Optical Coherence Tomography (EDI SD-OCT). A 49 year-old woman showing a choroidal granuloma secondary to sarcoidosis was imaged by EDI OCT. On EDI SD-OCT examination, sarcoid choroidal granuloma appears as a localized hyporeflectivechoroidalthickening. Two weeks after systemic corticosteroids, the thickness of the granuloma decreased from 568 μm to 356 μm. Five months later, it reached 274 μm, and after eleven months, it decreased to 150 μm. EDI SD-OCT allows direct visualization of choroidal granuloma secondary to sarcoidosis and evaluation of lesion regression after treatment.

  1. Does the Inclusion of Virtual Reality Games within Conventional Rehabilitation Enhance Balance Retraining after a Recent Episode of Stroke?

    Science.gov (United States)

    Rajaratnam, B S; Gui Kaien, J; Lee Jialin, K; Sweesin, Kwek; Sim Fenru, S; Enting, Lee; Ang Yihsia, E; Keathwee, Ng; Yunfeng, Su; Woo Yinghowe, W; Teo Siaoting, S

    2013-01-01

    This randomised controlled and double-blinded pilot study evaluated if interactive virtual reality balance related games integrated within conventional rehabilitation sessions resulted in more superior retraining of dynamic balance compared to CR after stroke. 19 subjects diagnosed with a recent episode of stroke were recruited from a local rehabilitation hospital and randomly assigned to either a control or an experimental group. Subjects in the control groups underwent 60 minutes of conventional rehabilitation while those in the experimental groups underwent 40 minutes of convention rehabilitation and 20 minutes of self-directed virtual reality balanced rehabilitation. Functional Reach Test, Timed Up and Go, Modified Barthel Index, Berg Balance Scale, and Centre of Pressure of subjects in both groups were evaluated before and on completion of the rehabilitation sessions. Results indicate that the inclusion of interactive virtual reality balance related games within conventional rehabilitation can lead to improved functional mobility and balance after a recent episode of stroke without increasing treatment time that requires more health professional manpower.

  2. Does the Inclusion of Virtual Reality Games within Conventional Rehabilitation Enhance Balance Retraining after a Recent Episode of Stroke?

    Directory of Open Access Journals (Sweden)

    B. S. Rajaratnam

    2013-01-01

    Full Text Available This randomised controlled and double-blinded pilot study evaluated if interactive virtual reality balance related games integrated within conventional rehabilitation sessions resulted in more superior retraining of dynamic balance compared to CR after stroke. 19 subjects diagnosed with a recent episode of stroke were recruited from a local rehabilitation hospital and randomly assigned to either a control or an experimental group. Subjects in the control groups underwent 60 minutes of conventional rehabilitation while those in the experimental groups underwent 40 minutes of convention rehabilitation and 20 minutes of self-directed virtual reality balanced rehabilitation. Functional Reach Test, Timed Up and Go, Modified Barthel Index, Berg Balance Scale, and Centre of Pressure of subjects in both groups were evaluated before and on completion of the rehabilitation sessions. Results indicate that the inclusion of interactive virtual reality balance related games within conventional rehabilitation can lead to improved functional mobility and balance after a recent episode of stroke without increasing treatment time that requires more health professional manpower.

  3. Virtual reality for engineering

    CERN Document Server

    De Gennaro, Silvano; CERN. Geneva

    1996-01-01

    Virtual Reality for Engineers. Virtual Reality is a very powerful visualization technique for 3D data, which can bring enormous benefits to engineering design. CAD models can be exported to a VR application and used as "Virtual Prototypes". Virtual Prototypes are an ideal replacement for wooden models as they can be generated automatically from most CAD products. They are totally reliable, they can be updated in a matter of minutes, and they allow designers to explore them from inside, on a one-to-one scale and using a 3D-stereo vision. Navigation can be performed using a number of instinctive tools, such as joysticks, spaceballs, VR helmets and 3D mice. The lectures will cover today's Virtual Reality products and methods, and describe how to transform CAD models into Virtual Prototypes. A "hands on" VR experience featuring the LHC detectors models can be organized for people interested.

  4. Daily Goals Formulation and Enhanced Visualization of Mechanical Ventilation Variance Improves Mechanical Ventilation Score.

    Science.gov (United States)

    Walsh, Brian K; Smallwood, Craig; Rettig, Jordan; Kacmarek, Robert M; Thompson, John; Arnold, John H

    2017-03-01

    The systematic implementation of evidence-based practice through the use of guidelines, checklists, and protocols mitigates the risks associated with mechanical ventilation, yet variation in practice remains prevalent. Recent advances in software and hardware have allowed for the development and deployment of an enhanced visualization tool that identifies mechanical ventilation goal variance. Our aim was to assess the utility of daily goal establishment and a computer-aided visualization of variance. This study was composed of 3 phases: a retrospective observational phase (baseline) followed by 2 prospective sequential interventions. Phase I intervention comprised daily goal establishment of mechanical ventilation. Phase II intervention was the setting and monitoring of daily goals of mechanical ventilation with a web-based data visualization system (T3). A single score of mechanical ventilation was developed to evaluate the outcome. The baseline phase evaluated 130 subjects, phase I enrolled 31 subjects, and phase II enrolled 36 subjects. There were no differences in demographic characteristics between cohorts. A total of 171 verbalizations of goals of mechanical ventilation were completed in phase I. The use of T3 increased by 87% from phase I. Mechanical ventilation score improved by 8.4% in phase I and 11.3% in phase II from baseline ( P = .032). The largest effect was in the low risk V T category, with a 40.3% improvement from baseline in phase I, which was maintained at 39% improvement from baseline in phase II ( P = .01). mechanical ventilation score was 9% higher on average in those who survived. Daily goal formation and computer-enhanced visualization of mechanical ventilation variance were associated with an improvement in goal attainment by evidence of an improved mechanical ventilation score. Further research is needed to determine whether improvements in mechanical ventilation score through a targeted, process-oriented intervention will lead to

  5. AUGMENTED REALITY

    DEFF Research Database (Denmark)

    Skov, Kirsten; Bahn, Anne Louise

    2017-01-01

    Projektets grundlæggende idé er udvikling af visuel, æstetisk læring med Augmented Reality, hvor intentionen er at bidrage med konkrete undersøgelser og udforskning af begrebet Augmented Reality – herunder koblingen mellem det analoge og digitale i forhold til læring, multimodalitet og it...

  6. Augmented Reality

    DEFF Research Database (Denmark)

    Kjærgaard, Hanne Wacher; Kjeldsen, Lars Peter Bech; Rahn, Annette

    2015-01-01

    This chapter describes the use of iPad-facilitated application of augmented reality in the teaching of highly complex anatomical and physiological subjects in the training of nurses at undergraduate level. The general aim of the project is to investigate the potentials of this application in terms...... of augmented reality are discussed....

  7. Enhanced stimulus strength improves visual cognition in aging and Alzheimer's disease.

    Science.gov (United States)

    Cronin-Golomb, Alice; Gilmore, Grover C; Neargarder, Sandy; Morrison, Sarah R; Laudate, Thomas M

    2007-10-01

    Deficits in visual cognition in Alzheimer's disease (AD) arise from neuropathological changes in higher-order association areas of the cortex and from defective input from lower-level visual processing areas. We investigated whether enhanced signal strength may lead to improvement of visual cognition in AD. We tested 35 individuals with probable AD, 35 age-matched elderly control (EC) and 58 young control (YC) adults on letter identification, word reading, picture naming, discrimination of unfamiliar faces, and pattern completion. The contrast sensitivity step-difference across an independent sample of AD and EC groups was used in calculating an image filter, from which we produced stimulus-strength conditions of low-degraded, medium-normal, and high-enhanced. Using this filter we created a hypothetical proximal-strength equivalence between AD at medium strength and EC at low strength, and between AD at high strength and EC at medium strength. For letter identification, word reading, picture naming, and face discrimination, medium strength elicited AD accuracy levels and reaction times that were similar to those of EC at low strength. On picture naming, increased strength reduced perceptual-type errors for EC and AD and random errors for AD. For word reading, high strength elicited AD accuracy levels and reaction times that were equivalent to those of EC at medium strength. We saw no effect of signal-strength manipulation on performance of pattern completion, possibly owing to the complex cognitive demands of that task or to the inadequacy of the filter for its images. The results indicate that putative AD-EC differences in cognition directly reflect contrast sensitivity differences between the groups. Enhancement of stimulus strength can ameliorate vision-based deficits and lead to improvement in some aspects of cognitive performance. These results suggest new non-pharmacological avenues to explore in the attempt to improve cognition in elderly adults and

  8. Augmented reality in medical education?

    Science.gov (United States)

    Kamphuis, Carolien; Barsom, Esther; Schijven, Marlies; Christoph, Noor

    2014-09-01

    Learning in the medical domain is to a large extent workplace learning and involves mastery of complex skills that require performance up to professional standards in the work environment. Since training in this real-life context is not always possible for reasons of safety, costs, or didactics, alternative ways are needed to achieve clinical excellence. Educational technology and more specifically augmented reality (AR) has the potential to offer a highly realistic situated learning experience supportive of complex medical learning and transfer. AR is a technology that adds virtual content to the physical real world, thereby augmenting the perception of reality. Three examples of dedicated AR learning environments for the medical domain are described. Five types of research questions are identified that may guide empirical research into the effects of these learning environments. Up to now, empirical research mainly appears to focus on the development, usability and initial implementation of AR for learning. Limited review results reflect the motivational value of AR, its potential for training psychomotor skills and the capacity to visualize the invisible, possibly leading to enhanced conceptual understanding of complex causality.

  9. Congruent Visual Speech Enhances Cortical Entrainment to Continuous Auditory Speech in Noise-Free Conditions.

    Science.gov (United States)

    Crosse, Michael J; Butler, John S; Lalor, Edmund C

    2015-10-21

    Congruent audiovisual speech enhances our ability to comprehend a speaker, even in noise-free conditions. When incongruent auditory and visual information is presented concurrently, it can hinder a listener's perception and even cause him or her to perceive information that was not presented in either modality. Efforts to investigate the neural basis of these effects have often focused on the special case of discrete audiovisual syllables that are spatially and temporally congruent, with less work done on the case of natural, continuous speech. Recent electrophysiological studies have demonstrated that cortical response measures to continuous auditory speech can be easily obtained using multivariate analysis methods. Here, we apply such methods to the case of audiovisual speech and, importantly, present a novel framework for indexing multisensory integration in the context of continuous speech. Specifically, we examine how the temporal and contextual congruency of ongoing audiovisual speech affects the cortical encoding of the speech envelope in humans using electroencephalography. We demonstrate that the cortical representation of the speech envelope is enhanced by the presentation of congruent audiovisual speech in noise-free conditions. Furthermore, we show that this is likely attributable to the contribution of neural generators that are not particularly active during unimodal stimulation and that it is most prominent at the temporal scale corresponding to syllabic rate (2-6 Hz). Finally, our data suggest that neural entrainment to the speech envelope is inhibited when the auditory and visual streams are incongruent both temporally and contextually. Seeing a speaker's face as he or she talks can greatly help in understanding what the speaker is saying. This is because the speaker's facial movements relay information about what the speaker is saying, but also, importantly, when the speaker is saying it. Studying how the brain uses this timing relationship to

  10. A Visual Arts Education pedagogical approach for enhancing quality of life for persons with dementia (innovative practice).

    Science.gov (United States)

    Tietyen, Ann C; Richards, Allan G

    2017-01-01

    A new and innovative pedagogical approach that administers hands-on visual arts activities to persons with dementia based on the field of Visual Arts Education is reported in this paper. The aims of this approach are to enhance cognition and improve quality of life. These aims were explored in a small qualitative study with eight individuals with moderate dementia, and the results are published as a thesis. In this paper, we summarize and report the results of this small qualitative study and expand upon the rationale for the Visual Arts Education pedagogical approach that has shown promise for enhancing cognitive processes and improving quality of life for persons with dementia.

  11. Augmented reality in intraventricular neuroendoscopy.

    Science.gov (United States)

    Finger, T; Schaumann, A; Schulz, M; Thomale, Ulrich-W

    2017-06-01

    Individual planning of the entry point and the use of navigation has become more relevant in intraventricular neuroendoscopy. Navigated neuroendoscopic solutions are continuously improving. We describe experimentally measured accuracy and our first experience with augmented reality-enhanced navigated neuroendoscopy for intraventricular pathologies. Augmented reality-enhanced navigated endoscopy was tested for accuracy in an experimental setting. Therefore, a 3D-printed head model with a right parietal lesion was scanned with a thin-sliced computer tomography. Segmentation of the tumor lesion was performed using Scopis NovaPlan navigation software. An optical reference matrix is used to register the neuroendoscope's geometry and its field of view. The pre-planned ROI and trajectory are superimposed in the endoscopic image. The accuracy of the superimposed contour fitting on endoscopically visualized lesion was acquired by measuring the deviation of both midpoints to one another. The technique was subsequently used in 29 cases with CSF circulation pathologies. Navigation planning included defining the entry points, regions of interests and trajectories, superimposed as augmented reality on the endoscopic video screen during intervention. Patients were evaluated for postoperative imaging, reoperations, and possible complications. The experimental setup revealed a deviation of the ROI's midpoint from the real target by 1.2 ± 0.4 mm. The clinical study included 18 cyst fenestrations, ten biopsies, seven endoscopic third ventriculostomies, six stent placements, and two shunt implantations, being eventually combined in some patients. In cases of cyst fenestrations postoperatively, the cyst volume was significantly reduced in all patients by mean of 47%. In biopsies, the diagnostic yield was 100%. Reoperations during a follow-up period of 11.4 ± 10.2 months were necessary in two cases. Complications included one postoperative hygroma and one insufficient

  12. Embolic intracranial arterial occlusion visualized by non-enhanced computed tomography

    Energy Technology Data Exchange (ETDEWEB)

    Tomita, Masaaki; Minematsu, Kazuo; Choki, Junichiro; Yamaguchi, Takenori (National Cardiovascular Center, Suita, Osaka (Japan))

    1984-12-01

    A 77-year-old woman with a history of valvular heart disease, atrial fibrillation and a massive infarction in the right cerebral hemisphere developed contralateral infarction due to occlusion of the internal carotid artery. A string-like structure with higher density than normal brain was demonstrated on non-enhanced computed tomography that was performed in the acute stage. This abnormal structure seen in the left hemisphere was thought to be consistent with the middle cerebral artery trunk of the affected side. Seventeen days after the onset, the abnormal structure was no more visualized on non-enhanced CT. These findings suggested that the abnormal structure with increased density was compatible with thromboembolus or intraluminal clot formed in the distal part of the occluded internal carotid artery. The importance of this finding as a diagnostic sign of the cerebral arterial occlusion was discussed.

  13. Image processing software for enhanced visualization of faint or noisy autoradiographic images.

    Science.gov (United States)

    Yee, T

    1991-06-01

    A computer program for digital image processing is described which can be implemented using scanning densitometer hardware pre-existing in most biology departments plus computer video hardware which may either pre-exist in the biology department or would represent a moderate upgrade over an already planned computer purchase. The primary purpose of this computer program is to provide contrast enhancement of faint or low contrast autoradiograph images and to implement background subtraction and digital smoothing methods which permit visualization of blurry electrophoresis bands against noisy backgrounds. However, the program also has modest editing capabilities that allow its use in the routine preparation of images for publication. Finally, the program has facilities for deblurring, edge enhancement and multiple image averaging, which give it usefulness in other forms of photographic analysis.

  14. Virtual Reality Musical Instruments

    DEFF Research Database (Denmark)

    Serafin, Stefania; Erkut, Cumhur; Kojs, Juraj

    2016-01-01

    The rapid development and availability of low-cost technologies have created a wide interest in virtual reality. In the field of computer music, the term “virtual musical instruments” has been used for a long time to describe software simulations, extensions of existing musical instruments......, and ways to control them with new interfaces for musical expression. Virtual reality musical instruments (VRMIs) that include a simulated visual component delivered via a head-mounted display or other forms of immersive visualization have not yet received much attention. In this article, we present a field...... overview of VRMIs from the viewpoint of the performer. We propose nine design guidelines, describe evaluation methods, analyze case studies, and consider future challenges....

  15. CPP-TRS(C): On using visual cognitive symbols to enhance communication effectiveness

    Science.gov (United States)

    Tonfoni, Graziella

    1994-01-01

    Communicative Positioning Program/Text Representation Systems (CPP-TRS) is a visual language based on a system of 12 canvasses, 10 signals and 14 symbols. CPP-TRS is based on the fact that every communication action is the result of a set of cognitive processes and the whole system is based on the concept that you can enhance communication by visually perceiving text. With a simple syntax, CPP-TRS is capable of representing meaning and intention as well as communication functions visually. Those are precisely invisible aspects of natural language that are most relevant to getting the global meaning of a text. CPP-TRS reinforces natural language in human machine interaction systems. It complements natural language by adding certain important elements that are not represented by natural language by itself. These include communication intention and function of the text expressed by the sender, as well as the role the reader is supposed to play. The communication intention and function of a text and the reader's role are invisible in natural language because neither specific words nor punctuation conveys them sufficiently and unambiguously; they are therefore non-transparent.

  16. Enhancing divergent thinking in visual arts education: Effects of explicit instruction of meta-cognition.

    Science.gov (United States)

    van de Kamp, Marie-Thérèse; Admiraal, Wilfried; van Drie, Jannet; Rijlaarsdam, Gert

    2015-03-01

    The main purposes of visual arts education concern the enhancement of students' creative processes and the originality of their art products. Divergent thinking is crucial for finding original ideas in the initial phase of a creative process that aims to result in an original product. This study aims to examine the effects of explicit instruction of meta-cognition on students' divergent thinking. A quasi-experimental design was implemented with 147 secondary school students in visual arts education. In the experimental condition, students attended a series of regular lessons with assignments on art reception and production, and they attended one intervention lesson with explicit instruction of meta-cognition. In the control condition, students attended a series of regular lessons only. Pre-test and post-test instances tests measured fluency, flexibility, and originality as indicators of divergent thinking. Explicit instruction of meta-cognitive knowledge had a positive effect on fluency and flexibility, but not on originality. This study implies that in the domain of visual arts, instructional support in building up meta-cognitive knowledge about divergent thinking may improve students' creative processes. This study also discusses possible reasons for the demonstrated lack of effect for originality. © 2014 The British Psychological Society.

  17. CPP-TRS(C): On using visual cognitive symbols to enhance communication effectiveness

    Science.gov (United States)

    Tonfoni, Graziella

    1994-11-01

    Communicative Positioning Program/Text Representation Systems (CPP-TRS) is a visual language based on a system of 12 canvasses, 10 signals and 14 symbols. CPP-TRS is based on the fact that every communication action is the result of a set of cognitive processes and the whole system is based on the concept that you can enhance communication by visually perceiving text. With a simple syntax, CPP-TRS is capable of representing meaning and intention as well as communication functions visually. Those are precisely invisible aspects of natural language that are most relevant to getting the global meaning of a text. CPP-TRS reinforces natural language in human machine interaction systems. It complements natural language by adding certain important elements that are not represented by natural language by itself. These include communication intention and function of the text expressed by the sender, as well as the role the reader is supposed to play. The communication intention and function of a text and the reader's role are invisible in natural language because neither specific words nor punctuation conveys them sufficiently and unambiguously; they are therefore non-transparent.

  18. Visualizing Progress

    Science.gov (United States)

    2000-01-01

    Reality Capture Technologies, Inc. is a spinoff company from Ames Research Center. Offering e-business solutions for optimizing management, design and production processes, RCT uses visual collaboration environments (VCEs) such as those used to prepare the Mars Pathfinder mission.The product, 4-D Reality Framework, allows multiple users from different locations to manage and share data. The insurance industry is one targeted commercial application for this technology.

  19. Visual Input Enhancement via Essay Coding Results in Deaf Learners' Long-Term Retention of Improved English Grammatical Knowledge

    Science.gov (United States)

    Berent, Gerald P.; Kelly, Ronald R.; Schmitz, Kathryn L.; Kenney, Patricia

    2009-01-01

    This study explored the efficacy of visual input enhancement, specifically "essay enhancement", for facilitating deaf college students' improvement in English grammatical knowledge. Results documented students' significant improvement immediately after a 10-week instructional intervention, a replication of recent research. Additionally, the…

  20. Vibroacoustic stimulation enhances visualization of the four-chamber cardiac view in the third trimester.

    Science.gov (United States)

    Lazebnik, N; Hill, L M; Costantino, J P; Many, A; Martin, J G

    1996-11-01

    The objective of this study was to determine whether vibroacoustic stimulation would improve the visualization rate of the four-chamber cardiac view. Patients between 26 and 42 weeks' gestation were considered to be candidates for this study if the amniotic fluid index (AFI) was between 8.0 and 24.0 cm, no malformations were detected on a careful fetal anatomical survey and a four-chamber cardiac view was not obtainable. Once a four-chamber view was considered to be not obtainable due to fetal position, the patient was asked to withdraw a sealed envelope and was assigned to either the study or the control group. The 164 study patients received one to three 3-s vibroacoustic stimulations. Five minutes later a second attempt was made to visualize the four-chamber view adequately. The control group consisted of another 198 subjects in whom a four-chamber view could not be obtained. The control group did not receive vibroacoustic stimulation. A similar 5-min time interval was allowed to elapse before an attempt was made to visualize the four-chamber view. The study and control groups were similar with respect to fetal presentation, placental location, fetal weight category, biophysical profile score, gestational age, AFI and estimated fetal weight. The rate of the four-chamber view was significantly higher among fetuses receiving vibroacoustic stimulation (20.1%), in comparison to the control group (11.1%) (p = 0.019). Successful repositioning was more likely among fetuses with estimated fetal weight between 2251 and 3050 g, and at a gestational age between 33.1 and 37.0 weeks. We conclude that in a selected group of patients vibroacoustic stimulation can be used to enhance visualization of the four-chamber view.

  1. Pedagogy before Technology: A Design-Based Research Approach to Enhancing Skills Development in Paramedic Science Using Mixed Reality

    Directory of Open Access Journals (Sweden)

    Michael Cowling

    2018-01-01

    Full Text Available In health sciences education, there is growing evidence that simulation improves learners’ safety, competence, and skills, especially when compared to traditional didactic methods or no simulation training. However, this approach to simulation becomes difficult when students are studying at a distance, leading to the need to develop simulations that suit this pedagogical problem and the logistics of this intervention method. This paper describes the use of a design-based research (DBR methodology, combined with a new model for putting ‘pedagogy before technology’ when approaching these types of education problems, to develop a mixed reality education solution. This combined model is used to analyse a classroom learning problem in paramedic health sciences with respect to student evidence, assisting the educational designer to identify a solution, and subsequently develop a technology-based mixed reality simulation via a mobile phone application and three-dimensional (3D printed tools to provide an analogue approximation for an on-campus simulation experience. The developed intervention was tested with students and refined through a repeat of the process, showing that a DBR process, supported by a model that puts ‘pedagogy before technology’, can produce over several iterations a much-improved simulation that results in a simulation that satisfies student pedagogical needs.

  2. Prostate dynamic contrast-enhanced MRI with simple visual diagnostic criteria: is it reasonable?

    Energy Technology Data Exchange (ETDEWEB)

    Girouin, Nicolas; Tonina Senes, Alejandro [Hopital Edouard Herriot, Hospices Civils de Lyon, Department of Urinary and Vascular Radiology, Lyon (France); Mege-Lechevallier, Florence [Hopital Edouard Herriot, Hospices Civils de Lyon, Department of Histopathology, Lyon (France); Bissery, Alvine; Rabilloud, Muriel [Department of Biostatistics, Hospices Civils de Lyon, Lyon (France); Lyon, F-69003, France; Universite de Lyon 1, Laboratoire Biostatistiques-Sante, Universite de Lyon, Pierre-Benite (France); Marechal, Jean-Marie [Hopital Edouard Herriot, Hospices Civils de Lyon, Department of Urology, Lyon (France); Colombel, Marc [Hopital Edouard Herriot, Hospices Civils de Lyon, Department of Urology, Lyon (France); Lyon, F-69003, France; Universite de Lyon 1, Faculte de Medecine Lyon Nord, Universite de Lyon, Lyon (France); Lyonnet, Denis; Rouviere, Olivier [Hopital Edouard Herriot, Hospices Civils de Lyon, Department of Urinary and Vascular Radiology, Lyon (France); Lyon, F-69003, France; Universite de Lyon 1, Faculte de Medecine Lyon Nord, Universite de Lyon, Lyon (France); Inserm, U556, Lyon (France)

    2007-06-15

    The purpose of this study was to evaluate the accuracy of prostate cancer localization with simple visual diagnostic criteria using dynamic contrast-enhanced (DCE) magnetic resonance imaging (MRI). A total of 46 consecutive patients with biopsy-proven prostate cancer underwent prostate 1.5 T MRI with pelvic phased-array coils before prostatectomy. Besides the usual T2-weighted sequences, a 30-s DCE sequence was acquired three times after gadoterate injection. On DCE images, all early enhancing lesions of the peripheral zone were considered malignant. In the central gland, only early enhancing lesions appearing homogeneous or invading the peripheral zone were considered malignant. Three readers specified the presence of cancer in 20 prostate sectors and the location of distinct tumors. Results were compared with histology; p < 0.05 was considered significant. For localization of cancer in the sectors, DCE imaging had a significantly higher sensitivity [logistic regression, odds ratio (OR): 3.9, p < 0.0001] and a slightly but significantly lower specificity (OR: 0.57, p < 0.0001). Of the tumors >0.3 cc, 50-60% and 78-81% were correctly depicted with T2-weighted and DCE imaging, respectively. For both techniques, the depiction rate of tumors >0.3 cc was significantly influenced by the Gleason score (most Gleason {<=}6 tumors were overlooked), but not by the tumor volume. DCE-MRI using pelvic phased-array coils and simple visual diagnostic criteria is more sensitive for tumor localization than T2-weighted imaging. (orig.)

  3. Virtual Reality

    Directory of Open Access Journals (Sweden)

    Dan L. Lacrãmã

    2007-01-01

    Full Text Available This paper is focused on the presentation of Virtual Reality principles together with the main implementation methods and techniques. An overview of the main development directions is included.

  4. Virtual reality in posturography.

    Science.gov (United States)

    Tossavainen, Timo; Toppila, Esko; Pyykkö, Ilmari; Forsman, Pia M; Juhola, Martti; Starck, Jukka

    2006-04-01

    Balance dysfunctions are common, especially among elderly people. Present methods for the diagnosis and evaluation of severity of dysfuntion have limited value. We present a system that makes it easy to implement different visual and mechanical perturbations for clinical investigations of balance and visual-vestibular interaction. The system combines virtual reality visual stimulation with force platform posturography on a moving platform. We evaluate our contruction's utility in a classification task between 33 healthy controls and 77 patients with Ménière's disease, using a series of tests with different visual and mechanical stimuli. Responses of patients and controls differ significantly in parameters computed from stabilograms. We also show that the series of tests achieves a classification accuracy slightly over 80% between controls and patients.

  5. N1 enhancement in synesthesia during visual and audio-visual perception in semantic cross-modal conflict situations: an ERP study

    Directory of Open Access Journals (Sweden)

    Christopher eSinke

    2014-01-01

    Full Text Available Synesthesia entails a special kind of sensory perception, where stimulation in one sensory modality leads to an internally generated perceptual experience of another, not stimulated sensory modality. This phenomenon can be viewed as an abnormal multisensory integration process as here the synesthetic percept is aberrantly fused with the stimulated modality. Indeed, recent synesthesia research has focused on multimodal processing even outside of the specific synesthesia-inducing context and has revealed changed multimodal integration, thus suggesting perceptual alterations at a global level. Here, we focused on audio-visual processing in synesthesia using a semantic classification task in combination with visually or auditory-visually presented animated and inanimated objects in an audio-visual congruent and incongruent manner. Fourteen subjects with auditory-visual and/or grapheme-color synesthesia and 14 control subjects participated in the experiment. During presentation of the stimuli, event-related potentials were recorded from 32 electrodes. The analysis of reaction times and error rates revealed no group differences with best performance for audio-visually congruent stimulation indicating the well-known multimodal facilitation effect. We found an enhanced amplitude of the N1 component over occipital electrode sites for synesthetes compared to controls. The differences occurred irrespective of the experimental condition and therefore suggest a global influence on early sensory processing in synesthetes.

  6. N1 enhancement in synesthesia during visual and audio-visual perception in semantic cross-modal conflict situations: an ERP study.

    Science.gov (United States)

    Sinke, Christopher; Neufeld, Janina; Wiswede, Daniel; Emrich, Hinderk M; Bleich, Stefan; Münte, Thomas F; Szycik, Gregor R

    2014-01-01

    Synesthesia entails a special kind of sensory perception, where stimulation in one sensory modality leads to an internally generated perceptual experience of another, not stimulated sensory modality. This phenomenon can be viewed as an abnormal multisensory integration process as here the synesthetic percept is aberrantly fused with the stimulated modality. Indeed, recent synesthesia research has focused on multimodal processing even outside of the specific synesthesia-inducing context and has revealed changed multimodal integration, thus suggesting perceptual alterations at a global level. Here, we focused on audio-visual processing in synesthesia using a semantic classification task in combination with visually or auditory-visually presented animated and in animated objects in an audio-visual congruent and incongruent manner. Fourteen subjects with auditory-visual and/or grapheme-color synesthesia and 14 control subjects participated in the experiment. During presentation of the stimuli, event-related potentials were recorded from 32 electrodes. The analysis of reaction times and error rates revealed no group differences with best performance for audio-visually congruent stimulation indicating the well-known multimodal facilitation effect. We found enhanced amplitude of the N1 component over occipital electrode sites for synesthetes compared to controls. The differences occurred irrespective of the experimental condition and therefore suggest a global influence on early sensory processing in synesthetes.

  7. N1 enhancement in synesthesia during visual and audio–visual perception in semantic cross-modal conflict situations: an ERP study

    Science.gov (United States)

    Sinke, Christopher; Neufeld, Janina; Wiswede, Daniel; Emrich, Hinderk M.; Bleich, Stefan; Münte, Thomas F.; Szycik, Gregor R.

    2014-01-01

    Synesthesia entails a special kind of sensory perception, where stimulation in one sensory modality leads to an internally generated perceptual experience of another, not stimulated sensory modality. This phenomenon can be viewed as an abnormal multisensory integration process as here the synesthetic percept is aberrantly fused with the stimulated modality. Indeed, recent synesthesia research has focused on multimodal processing even outside of the specific synesthesia-inducing context and has revealed changed multimodal integration, thus suggesting perceptual alterations at a global level. Here, we focused on audio–visual processing in synesthesia using a semantic classification task in combination with visually or auditory–visually presented animated and in animated objects in an audio–visual congruent and incongruent manner. Fourteen subjects with auditory-visual and/or grapheme-color synesthesia and 14 control subjects participated in the experiment. During presentation of the stimuli, event-related potentials were recorded from 32 electrodes. The analysis of reaction times and error rates revealed no group differences with best performance for audio-visually congruent stimulation indicating the well-known multimodal facilitation effect. We found enhanced amplitude of the N1 component over occipital electrode sites for synesthetes compared to controls. The differences occurred irrespective of the experimental condition and therefore suggest a global influence on early sensory processing in synesthetes. PMID:24523689

  8. A Pilot Study of the Effectiveness of Augmented Reality to Enhance the Use of Remote Labs in Electrical Engineering Education

    Science.gov (United States)

    Mejías Borrero, A.; Andújar Márquez, J. M.

    2012-10-01

    Lab practices are an essential part of teaching in Engineering. However, traditional laboratory lessons developed in classroom labs (CL) must be adapted to teaching and learning strategies that go far beyond the common concept of e-learning, in the sense that completely virtualized distance education disconnects teachers and students from the real world, which can generate specific problems in laboratory classes. Current proposals of virtual labs (VL) and remote labs (RL) do not either cover new needs properly or contribute remarkable improvement to traditional labs—except that they favor distance training. Therefore, online teaching and learning in lab practices demand a further step beyond current VL and RL. This paper poses a new reality and new teaching/learning concepts in the field of lab practices in engineering. The developed augmented reality-based lab system (augmented remote lab, ARL) enables teachers and students to work remotely (Internet/intranet) in current CL, including virtual elements which interact with real ones. An educational experience was conducted to assess the developed ARL with the participation of a group of 10 teachers and another group of 20 students. Both groups have completed lab practices of the contents in the subjects Digital Systems and Robotics and Industrial Automation, which belong to the second year of the new degree in Electronic Engineering (adapted to the European Space for Higher Education). The labs were carried out by means of three different possibilities: CL, VL and ARL. After completion, both groups were asked to fill in some questionnaires aimed at measuring the improvement contributed by ARL relative to CL and VL. Except in some specific questions, the opinion of teachers and students was rather similar and positive regarding the use and possibilities of ARL. Although the results are still preliminary and need further study, seems to conclude that ARL remarkably improves the possibilities of current VL and RL

  9. An enhanced functional ability questionnaire (faVIQ) to measure the impact of rehabilitation services on the visually impaired

    Science.gov (United States)

    Wolffsohn, James Stuart; Jackson, Jonathan; Hunt, Olivia Anne; Cottriall, Charles; Lindsay, Jennifer; Gilmour, Richard; Sinclair, Anne; Harper, Robert

    2014-01-01

    AIM To develop a short, enhanced functional ability Quality of Vision (faVIQ) instrument based on previous questionnaires employing comprehensive modern statistical techniques to ensure the use of an appropriate response scale, items and scoring of the visual related difficulties experienced by patients with visual impairment. METHODS Items in current quality-of-life questionnaires for the visually impaired were refined by a multi-professional group and visually impaired focus groups. The resulting 76 items were completed by 293 visually impaired patients with stable vision on two occasions separated by a month. The faVIQ scores of 75 patients with no ocular pathology were compared to 75 age and gender matched patients with visual impairment. RESULTS Rasch analysis reduced the faVIQ items to 27. Correlation to standard visual metrics was moderate (r=0.32-0.46) and to the NEI-VFQ was 0.48. The faVIQ was able to clearly discriminate between age and gender matched populations with no ocular pathology and visual impairment with an index of 0.983 and 95% sensitivity and 95% specificity using a cut off of 29. CONCLUSION The faVIQ allows sensitive assessment of quality-of-life in the visually impaired and should support studies which evaluate the effectiveness of low vision rehabilitation services. PMID:24634868

  10. An enhanced functional ability questionnaire (faVIQ to measure the impact of rehabilitation services on the visually impaired

    Directory of Open Access Journals (Sweden)

    James Stuart Wolffsohn

    2014-02-01

    Full Text Available AIM:To develop a short, enhanced functional ability Quality of Vision (faVIQ instrument based on previous questionnaires employing comprehensive modern statistical techniques to ensure the use of an appropriate response scale, items and scoring of the visual related difficulties experienced by patients with visual impairment.METHODS:Items in current quality-of-life questionnaires for the visually impaired were refined by a multi-professional group and visually impaired focus groups. The resulting 76 items were completed by 293 visually impaired patients with stable vision on two occasions separated by a month. The faVIQ scores of 75 patients with no ocular pathology were compared to 75 age and gender matched patients with visual impairment.RESULTS:Rasch analysis reduced the faVIQ items to 27. Correlation to standard visual metrics was moderate (r=0.32-0.46 and to the NEI-VFQ was 0.48. The faVIQ was able to clearly discriminate between age and gender matched populations with no ocular pathology and visual impairment with an index of 0.983 and 95% sensitivity and 95% specificity using a cut off of 29.CONCLUSION:The faVIQ allows sensitive assessment of quality-of-life in the visually impaired and should support studies which evaluate the effectiveness of low vision rehabilitation services.

  11. The magnifying glass - A feature space local expansion for visual analysis. [and image enhancement

    Science.gov (United States)

    Juday, R. D.

    1981-01-01

    The Magnifying Glass Transformation (MGT) technique is proposed, as a multichannel spectral operation yielding visual imagery which is enhanced in a specified spectral vicinity, guided by the statistics of training samples. An application example is that in which the discrimination among spectral neighbors within an interactive display may be increased without altering distant object appearances or overall interpretation. A direct histogram specification technique is applied to the channels within the multispectral image so that a subset of the spectral domain occupies an increased fraction of the domain. The transformation is carried out by obtaining the training information, establishing the condition of the covariance matrix, determining the influenced solid, and initializing the lookup table. Finally, the image is transformed.

  12. An Enhanced Intelligent Handheld Instrument with Visual Servo Control for 2-DOF Hand Motion Error Compensation

    Directory of Open Access Journals (Sweden)

    Yan Naing Aye

    2013-10-01

    Full Text Available The intelligent handheld instrument, ITrem2, enhances manual positioning accuracy by cancelling erroneous hand movements and, at the same time, provides automatic micromanipulation functions. Visual data is acquired from a high speed monovision camera attached to the optical surgical microscope and acceleration measurements are acquired from the inertial measurement unit (IMU on board ITrem2. Tremor estimation and canceling is implemented via Band-limited Multiple Fourier Linear Combiner (BMFLC filter. The piezoelectric actuated micromanipulator in ITrem2 generates the 3D motion to compensate erroneous hand motion. Preliminary bench-top 2-DOF experiments have been conducted. The error motions simulated by a motion stage is reduced by 67% for multiple frequency oscillatory motions and 56.16% for pre-conditioned recorded physiological tremor.

  13. Using Visual Aids to Enhance Physician-Patient Discussions and Increase Health Literacy.

    Science.gov (United States)

    Pratt, Michelle; Searles, Gordon E

    Health literacy refers to the comprehension required to make well-informed decisions regarding one's health. It is a critical component in helping patients to understand how to take their medications appropriately. However, many patients do not possess the comprehension necessary for medication adherence. The result of poor literacy is a higher incidence of misunderstanding medication instructions. Visual aids have the ability to transcend language and numeracy barriers and can therefore improve the effectiveness of communication and broaden target audiences. To enhance communication that is language independent, a template was created to provide instructions for proper use and explanation of risks for adverse events. This template is designed to fit on a single double-sided page. This template can be adapted for use in explaining any medication using universal pictograms available from online resources. This would enable any practitioner to design information sheets for their unique use.

  14. Driver's drowsiness detection using an enhanced image processing technique inspired by the human visual system

    Science.gov (United States)

    Kholerdi, Hedyeh A.; TaheriNejad, Nima; Ghaderi, Reza; Baleghi, Yaser

    2016-01-01

    Unfit drivers are the cause of tens of thousands of incidents on the roads which lead to injuries and deaths. Therefore, it is very important to take preventive measures against such incidents. One of the unfit driving conditions is driving while being drowsy. Using image processing techniques, drowsiness of the driver could be detected and hence such incidents could be prevented. In this work, inspired by how images are processed by the human visual system, an enhancement for driver's drowsiness detection is suggested. Furthermore, to improve the robustness of the drowsiness detection system, the mechanism for using energy levels in frames is changed. Lastly, a better decision making process is proposed. To measure the merit of the system, it is applied to a set of drivers' data. Test results show that using the proposed system, success rate of the drowsiness detection system is 90%.

  15. Manganese-Enhanced MRI of Layer-specific Activity in the Visual Cortex from Awake and Free-moving Rats

    OpenAIRE

    Bissig, David; Berkowitz, Bruce A.

    2008-01-01

    Cortical responses to visual stimulation have been studied extensively in the rodent, but often require post-stimulation ex vivo examination of the tissue. Here, we test the hypothesis that visual stimulus-dependent cortical activity from awake and free-moving rats can be encoded following systemically administered MnCl2, and activity subsequently readout using manganese-enhanced MRI (MEMRI), a technique that can be performed without sacrificing the animal. Unanaesthetized Sprague–Dawley rats...

  16. Multispectral Enhancement Method to Increase the Visual Differences of Tissue Structures in Stained Histopathology Images

    Directory of Open Access Journals (Sweden)

    Pinky A. Bautista

    2012-01-01

    Full Text Available In this paper we proposed a multispectral enhancement scheme in which the spectral colors of the stained tissue-structure of interest and its background can be independently modified by the user to further improve their visualization and color discrimination. The colors of the background objects are modified by transforming their N-band spectra through an NxN transformation matrix, which is derived by mapping the representative samples of their original spectra to the spectra of their target colors using least mean square method. On the other hand, the color of the tissue structure of interest is modified by modulating the transformed spectra with the sum of the pixel’s spectral residual-errors at specific bands weighted through an NxN weighting matrix; the spectral error is derived by taking the difference between the pixel’s original spectrum and its reconstructed spectrum using the first M dominant principal component vectors in principal component analysis. Promising results were obtained on the visualization of the collagen fiber and the non-collagen tissue structures, e.g., nuclei, cytoplasm and red blood cells (RBC, in a hematoxylin and eosin (H&E stained image.

  17. Visual display of reservoir parameters affecting enhanced oil recovery. Third quarterly report, [April 1995--June 1995

    Energy Technology Data Exchange (ETDEWEB)

    Wood, J.R.

    1995-07-01

    This project will provide a detailed example, based on a field trial, of how to evaluate a field for enhanced oil recovery (EOR) operations utilizing data typically available in a filed that has undergone primary development. The approach will utilize readily available, affordable computer software and analytical services. The GeoGraphix Exploration System (GES) software package was acquired this quarter and installed. Well logging, formation tops and other data are being loaded into the program. We also acquired and installed GeoGraphix`s well-log evaluation package, QLA2. Miocene tops for the entire Pioneer Anticline were loaded into the GES system and contour maps and 3D surface visualizations were constructed. Fault data have been digitized and will soon be loaded into the GeoGraphix mapping module and combined with formation-top data to produce structure maps which will display all fault traces. The versatile program MatLab can be used to perform time series analysis and to produce spatial displays of data. MatLab now has a 3D volume visualization package. In the coming quarter we will test MatLab using Pioneer data set.

  18. Visualization Enhancement of Dentinal Defects by Using Light-Emitting Diode Transillumination.

    Science.gov (United States)

    Coelho, Marcelo Santos; Card, Steven J; Tawil, Peter Z

    2016-07-01

    Several recent studies have evaluated the presence of dentinal defects after root canal preparation in extracted human teeth by using the root sectioning methodology. The objective of this research was to investigate whether light-emitting diode (LED) transillumination enhances the visualization of dentinal defects by using a root sectioning methodology. Forty mesial roots of mandibular molars were sectioned at 3, 6, and 9 mm from the apex with a low-speed saw under water cooling. Microscopic pictures of the specimens were taken by using ×19.2 magnification for the 3-mm slice and ×12.8 magnification for the 6- and 9-mm slices. The LED transillumination was done by positioning an LED probe at 4 different locations (mesial, distal, buccal, and lingual). The root canal lumen was masked, and 2 independent evaluators assessed the presence of dentinal defects on the non-LED and LED images. The number of dentinal defects was recorded, and χ(2) test was used for statistical analysis (P < .05). The number of slices presenting dentinal defects at 3, 6, and 9 mm were 2 (5%), 1 (2.5%), and 1 (2.5%), respectively, for the non-LED assessment and 8 (20%), 10 (25%), and 9 (22.5%), respectively, for the LED assessment. Overall, 4 of the specimens (10%) presented dentinal defects without LED evaluation, and 19 of the specimens (47.5%) presented dentinal defects with LED evaluation. This difference was statistically significant (P < .05). LED transillumination enhanced the visualization of dentinal defects in uninstrumented roots. The results from previous studies that used the traditional non-LED sectioning methodology should be evaluated with caution. Copyright © 2016 American Association of Endodontists. Published by Elsevier Inc. All rights reserved.

  19. An Investigation of the Differential Effects of Visual Input Enhancement on the Vocabulary Learning of Iranian EFL Learners

    Directory of Open Access Journals (Sweden)

    Zhila Mohammadnia

    2014-07-01

    Full Text Available This study investigated the effect of visual input enhancement on the vocabulary learning of Iranian EFL learners. One hundred and thirty-two EFL learners from elementary, intermediate and advanced proficiency levels were assigned to six groups, two groups at each proficiency level with one being an experimental and the other a control group. The study employed pretests, treatment reading texts, and posttests. T-test was used for the analysis of the data. The results revealed positive effects for visual input enhancement in the advanced level based on within group and between groups’ comparisons. However this positive effect was not found for the elementary and intermediate levels based on between groups’ comparisons. It was concluded that although visual input enhancement may have beneficial effects for elementary and intermediate levels, it is much more effective for the advanced EFL learners. This study may provide useful guiding principles for EFL teachers and syllabus designers.

  20. A fast and simple method for the visual enhancement of microcalcifications in digital mammograms based on mathematical morphology

    Directory of Open Access Journals (Sweden)

    Stojić Tomislav M.

    2014-01-01

    Full Text Available A fast and simple method for the visual enhancement of small bright details in digital mam- mograms based on mathematical morphology is proposed. By a proper choice of the shape and size of the structuring element, an algorithm for a particular processing task - in this case, for the visual enhancement of microcalcifications in digital mammograms - was designed. The efficiency of the proposed algorithm was tested on publicly available mammograms from the mammographic image analysis society database. In all tested cases (23 mammograms, the proposed method successfully segmented and enhanced the existing microcalcifications, in- dependently verified by medical experts. The proposed procedure may be used both as a visual aid in clinical mammogram analysis or as a preprocessing step for further processing, such as segmentation, classification and detection of microcalcifications. Moreover, the algorithm is very fast and robust, thus applicable to real-time mammogram processing.

  1. Brief Report: Autism-Like Traits Are Associated with Enhanced Ability to Disembed Visual Forms

    Science.gov (United States)

    Sabatino DiCriscio, Antoinette; Troiani, Vanessa

    2017-01-01

    Atypical visual perceptual skills are thought to underlie unusual visual attention in autism spectrum disorders. We assessed whether individual differences in visual processing skills scaled with quantitative traits associated with the broader autism phenotype (BAP). Visual perception was assessed using the Figure-ground subtest of the Test of…

  2. Erroneous Realities

    DEFF Research Database (Denmark)

    Lippert, Ingmar

    2016-01-01

    been categorised by some members as erroneous or as not good enough. Thus, in the unfolding of these enactments, members achieved to modalise particular realities as problematic, with the performative consequence of changing reality. Members' (first-order) critique played, therefore, a key role...... to investigate the possibilities of a second-order critique that Mol and Verran's notions of ontological and ontic open up. In short, the paper studies members' (first-order) critiques of erroneous effects by employing two key scholars of the ontological turn whilst questioning how (and which) versions of second-order......Drawing on ethnographic fieldwork in a transnational Fortune 50 company headquarters' environmental management team, this paper opens up a range of situations that took part in enacting the company's carbon footprint. Common to all these situations is that the environmental realities enacted have...

  3. Immersive simulated reality scenarios for enhancing students' experience of people with learning disabilities across all fields of nurse education.

    Science.gov (United States)

    Saunder, Lorna; Berridge, Emma-Jane

    2015-11-01

    Poor preparation of nurses, regarding learning disabilities can have devastating consequences. High-profile reports and the Nursing and Midwifery Council requirements led this University to introduce Shareville into the undergraduate and postgraduate nursing curriculum. Shareville is a virtual environment developed at Birmingham City University, in which student nurses learn from realistic, problem-based scenarios featuring people with learning disabilities. Following the implementation of the resource an evaluation of both staff and student experience was undertaken. Students reported that problem-based scenarios were sufficiently real and immersive. Scenarios presented previously unanticipated considerations, offering new insights, and giving students the opportunity to practise decision-making in challenging scenarios before encountering them in practice. The interface and the quality of the graphics were criticised, but, this did not interfere with learning. Nine lecturers were interviewed, they generally felt positively towards the resource and identified strengths in terms of blended learning and collaborative teaching. The evaluation contributes to understandings of learning via simulated reality, and identifies process issues that will inform the development of further resources and their roll-out locally, and may guide other education providers in developing and implementing resources of this nature. There was significant parity between lecturers' expectations of students' experience of Shareville. Copyright © 2015 Elsevier Ltd. All rights reserved.

  4. Negative emotion enhances mnemonic precision and subjective feelings of remembering in visual long-term memory.

    Science.gov (United States)

    Xie, Weizhen; Zhang, Weiwei

    2017-09-01

    Negative emotion sometimes enhances memory (higher accuracy and/or vividness, e.g., flashbulb memories). The present study investigates whether it is the qualitative (precision) or quantitative (the probability of successful retrieval) aspect of memory that drives these effects. In a visual long-term memory task, observers memorized colors (Experiment 1a) or orientations (Experiment 1b) of sequentially presented everyday objects under negative, neutral, or positive emotions induced with International Affective Picture System images. In a subsequent test phase, observers reconstructed objects' colors or orientations using the method of adjustment. We found that mnemonic precision was enhanced under the negative condition relative to the neutral and positive conditions. In contrast, the probability of successful retrieval was comparable across the emotion conditions. Furthermore, the boost in memory precision was associated with elevated subjective feelings of remembering (vividness and confidence) and metacognitive sensitivity in Experiment 2. Altogether, these findings suggest a novel precision-based account for emotional memories. Copyright © 2017 Elsevier B.V. All rights reserved.

  5. An Energy Efficient Lighting Design Strategy to Enhance Visual Comfort in Offices with Windows

    Directory of Open Access Journals (Sweden)

    Mehdi Amirkhani

    2017-08-01

    Full Text Available A high luminance contrast between windows and surrounding surfaces can increase the risk of discomfort glare, which can diminish office workers’ satisfaction and productivity. Accordingly, it can lead to occupant interventions, such as drawing window blinds or increasing electric light levels, which are intended to enhance indoor visual comfort but counterproductively act to increase energy consumption. Increasing the luminance of the areas surrounding the windows using a supplementary lighting system, such as wall-washing with light emitting diode (LED linear luminaires, could reduce discomfort glare arising from windowed walls. This paper reports on the results of a study in a typical office room in Brisbane, Australia. The outcomes of this study indicate that creating a luminance contrast of between 11:1 and 12:1 on the window wall in an office room with a 45% window-to-exterior-wall ratio using a supplementary LED system leads to improved subjective assessments of window appearance. The results suggest that such an enhancement could significantly reduce discomfort glare from windows, as well as diminishing the likelihood of the users intending to turn on the ceiling lights or to move the blinds.

  6. Enhancing the T-shaped learning profile when teaching hydrology using data, modeling, and visualization activities

    Science.gov (United States)

    Sanchez, Christopher A.; Ruddell, Benjamin L.; Schiesser, Roy; Merwade, Venkatesh

    2016-03-01

    Previous research has suggested that the use of more authentic learning activities can produce more robust and durable knowledge gains. This is consistent with calls within civil engineering education, specifically hydrology, that suggest that curricula should more often include professional perspective and data analysis skills to better develop the "T-shaped" knowledge profile of a professional hydrologist (i.e., professional breadth combined with technical depth). It was expected that the inclusion of a data-driven simulation lab exercise that was contextualized within a real-world situation and more consistent with the job duties of a professional in the field, would provide enhanced learning and appreciation of job duties beyond more conventional paper-and-pencil exercises in a lower-division undergraduate course. Results indicate that while students learned in both conditions, learning was enhanced for the data-driven simulation group in nearly every content area. This pattern of results suggests that the use of data-driven modeling and visualization activities can have a significant positive impact on instruction. This increase in learning likely facilitates the development of student perspective and conceptual mastery, enabling students to make better choices about their studies, while also better preparing them for work as a professional in the field.

  7. Dokumenter Animasi: Sebuah Kritik Wacana Visual

    OpenAIRE

    Anggar Erdhina Adi

    2016-01-01

    Animation documentary is a contemporary phenomen, it come together with reality and film naration, eventhough the value of reality  does not fixed. By psychoanalisis approach, this article try to explore the value of ideology as visual image representation about reality. Debating of visual image does not as reality representation, and it can be minimalized by understanding of visual metaphore which used by animation documentary filmmaker. Key words : film, documentary, animation, psychoan...

  8. Dokumenter Animasi: Sebuah Kritik Wacana Visual

    Directory of Open Access Journals (Sweden)

    Anggar Erdhina Adi

    2016-01-01

    Full Text Available Animation documentary is a contemporary phenomen, it come together with reality and film naration, eventhough the value of reality  does not fixed. By psychoanalisis approach, this article try to explore the value of ideology as visual image representation about reality. Debating of visual image does not as reality representation, and it can be minimalized by understanding of visual metaphore which used by animation documentary filmmaker. Key words : film, documentary, animation, psychoanalysis, and ideology

  9. In Vivo Evaluation of the Visual Pathway in Streptozotocin-Induced Diabetes by Diffusion Tensor MRI and Contrast Enhanced MRI.

    Directory of Open Access Journals (Sweden)

    Swarupa Kancherla

    Full Text Available Visual function has been shown to deteriorate prior to the onset of retinopathy in some diabetic patients and experimental animal models. This suggests the involvement of the brain's visual system in the early stages of diabetes. In this study, we tested this hypothesis by examining the integrity of the visual pathway in a diabetic rat model using in vivo multi-modal magnetic resonance imaging (MRI. Ten-week-old Sprague-Dawley rats were divided into an experimental diabetic group by intraperitoneal injection of 65 mg/kg streptozotocin in 0.01 M citric acid, and a sham control group by intraperitoneal injection of citric acid only. One month later, diffusion tensor MRI (DTI was performed to examine the white matter integrity in the brain, followed by chromium-enhanced MRI of retinal integrity and manganese-enhanced MRI of anterograde manganese transport along the visual pathway. Prior to MRI experiments, the streptozotocin-induced diabetic rats showed significantly smaller weight gain and higher blood glucose level than the control rats. DTI revealed significantly lower fractional anisotropy and higher radial diffusivity in the prechiasmatic optic nerve of the diabetic rats compared to the control rats. No apparent difference was observed in the axial diffusivity of the optic nerve, the chromium enhancement in the retina, or the manganese enhancement in the lateral geniculate nucleus and superior colliculus between groups. Our results suggest that streptozotocin-induced diabetes leads to early injury in the optic nerve when no substantial change in retinal integrity or anterograde transport along the visual pathways was observed in MRI using contrast agent enhancement. DTI may be a useful tool for detecting and monitoring early pathophysiological changes in the visual system of experimental diabetes non-invasively.

  10. Computational Virtual Reality (VR) as a human-computer interface in the operation of telerobotic systems

    Science.gov (United States)

    Bejczy, Antal K.

    1995-01-01

    This presentation focuses on the application of computer graphics or 'virtual reality' (VR) techniques as a human-computer interface tool in the operation of telerobotic systems. VR techniques offer very valuable task realization aids for planning, previewing and predicting robotic actions, operator training, and for visual perception of non-visible events like contact forces in robotic tasks. The utility of computer graphics in telerobotic operation can be significantly enhanced by high-fidelity calibration of virtual reality images to actual TV camera images. This calibration will even permit the creation of artificial (synthetic) views of task scenes for which no TV camera views are available.

  11. Augmented Reality for Science Education

    DEFF Research Database (Denmark)

    Brandt, Harald; Nielsen, Birgitte Lund; Georgsen, Marianne

    2015-01-01

    Augmented reality (AR) holds great promise as a learning tool. So far, however, most research has looked at the technology itself – and AR has been used primarily for commercial purposes. As a learning tool, AR supports an inquiry-based approach to science education with a high level of student i...... involvement. The AR-sci-project (Augmented Reality for SCIence education) addresses the issue of applying augmented reality in developing innovative science education and enhancing the quality of science teaching and learning....

  12. Virtual Reality-Enhanced Cognitive-Behavioral Therapy for Morbid Obesity: A Randomized Controlled Study with 1 Year Follow-Up.

    Science.gov (United States)

    Manzoni, Gian Mauro; Cesa, Gian Luca; Bacchetta, Monica; Castelnuovo, Gianluca; Conti, Sara; Gaggioli, Andrea; Mantovani, Fabrizia; Molinari, Enrico; Cárdenas-López, Georgina; Riva, Giuseppe

    2016-02-01

    It is well known that obesity has a multifactorial etiology, including biological, environmental, and psychological causes. For this reason, obesity treatment requires a more integrated approach than the standard behavioral treatment based on dietary and physical activity only. To test the long-term efficacy of an enhanced cognitive-behavioral therapy (CBT) of obesity, including a virtual reality (VR) module aimed at both unlocking the negative memory of the body and to modify its behavioral and emotional correlates, 163 female morbidly obese inpatients (body mass index >40) were randomly assigned to three conditions: a standard behavioral inpatient program (SBP), SBP plus standard CBT, and SBP plus VR-enhanced CBT. Patients' weight, eating behavior, and body dissatisfaction were measured at the start and upon completion of the inpatient program. Weight was assessed also at 1 year follow-up. All measures improved significantly at discharge from the inpatient program, and no significant difference was found among the conditions. However, odds ratios showed that patients in the VR condition had a greater probability of maintaining or improving weight loss at 1 year follow-up than SBP patients had (48% vs. 11%, p = 0.004) and, to a lesser extent, than CBT patients had (48% vs. 29%, p = 0.08). Indeed, only the VR-enhanced CBT was effective in further improving weight loss at 1 year follow-up. On the contrary, participants who received only the inpatient program regained back, on average, most of the weight they had lost. Findings support the hypothesis that a VR module addressing the locked negative memory of the body may enhance the long-term efficacy of standard CBT.

  13. Augmented reality som wearable technology

    DEFF Research Database (Denmark)

    Rahn, Annette

    2016-01-01

    “How Augmented reality can facilitate learning in visualizing human anatomy “ At this station I demonstrate how Augmented reality can be used to visualize the human lungs in situ and as a wearable technology which establish connection between body, image and technology in education. I will show...... the potential of Augmented reality increasing students level of understanding, interaction and engagement with the object. I will demonstrate the technology and show you the human lungs in your body and the future perspectives of the technology. Organization: developed in collaboration with Mie Buhl, Professor...... MSO, Aalborg University, Copenhagen. Annette Rahn, MSc, senior lecturer and teacher in anatomy and physiology at the School of Nursing, VIA Health- and Welfare Technology, VIA University College....

  14. The Use of Virtual Reality Facilitates Dialectical Behavior Therapy® "Observing Sounds and Visuals" Mindfulness Skills Training Exercises for a Latino Patient with Severe Burns: A Case Study.

    Science.gov (United States)

    Gomez, Jocelyn; Hoffman, Hunter G; Bistricky, Steven L; Gonzalez, Miriam; Rosenberg, Laura; Sampaio, Mariana; Garcia-Palacios, Azucena; Navarro-Haro, Maria V; Alhalabi, Wadee; Rosenberg, Marta; Meyer, Walter J; Linehan, Marsha M

    2017-01-01

    Sustaining a burn injury increases an individual's risk of developing psychological problems such as generalized anxiety, negative emotions, depression, acute stress disorder, or post-traumatic stress disorder. Despite the growing use of Dialectical Behavioral Therapy® (DBT®) by clinical psychologists, to date, there are no published studies using standard DBT® or DBT® skills learning for severe burn patients. The current study explored the feasibility and clinical potential of using Immersive Virtual Reality (VR) enhanced DBT® mindfulness skills training to reduce negative emotions and increase positive emotions of a patient with severe burn injuries. The participant was a hospitalized (in house) 21-year-old Spanish speaking Latino male patient being treated for a large (>35% TBSA) severe flame burn injury. Methods: The patient looked into a pair of Oculus Rift DK2 virtual reality goggles to perceive the computer-generated virtual reality illusion of floating down a river, with rocks, boulders, trees, mountains, and clouds, while listening to DBT® mindfulness training audios during 4 VR sessions over a 1 month period. Study measures were administered before and after each VR session. Results: As predicted, the patient reported increased positive emotions and decreased negative emotions. The patient also accepted the VR mindfulness treatment technique. He reported the sessions helped him become more comfortable with his emotions and he wanted to keep using mindfulness after returning home. Conclusions: Dialectical Behavioral Therapy is an empirically validated treatment approach that has proved effective with non-burn patient populations for treating many of the psychological problems experienced by severe burn patients. The current case study explored for the first time, the use of immersive virtual reality enhanced DBT® mindfulness skills training with a burn patient. The patient reported reductions in negative emotions and increases in positive emotions

  15. Visual Advantage of Enhanced Flight Vision System During NextGen Flight Test Evaluation

    Science.gov (United States)

    Kramer, Lynda J.; Harrison, Stephanie J.; Bailey, Randall E.; Shelton, Kevin J.; Ellis, Kyle K.

    2014-01-01

    Synthetic Vision Systems and Enhanced Flight Vision System (SVS/EFVS) technologies have the potential to provide additional margins of safety for aircrew performance and enable operational improvements for low visibility operations in the terminal area environment. Simulation and flight tests were jointly sponsored by NASA's Aviation Safety Program, Vehicle Systems Safety Technology project and the Federal Aviation Administration (FAA) to evaluate potential safety and operational benefits of SVS/EFVS technologies in low visibility Next Generation Air Transportation System (NextGen) operations. The flight tests were conducted by a team of Honeywell, Gulfstream Aerospace Corporation and NASA personnel with the goal of obtaining pilot-in-the-loop test data for flight validation, verification, and demonstration of selected SVS/EFVS operational and system-level performance capabilities. Nine test flights were flown in Gulfstream's G450 flight test aircraft outfitted with the SVS/EFVS technologies under low visibility instrument meteorological conditions. Evaluation pilots flew 108 approaches in low visibility weather conditions (600 feet to 3600 feet reported visibility) under different obscurants (mist, fog, drizzle fog, frozen fog) and sky cover (broken, overcast). Flight test videos were evaluated at three different altitudes (decision altitude, 100 feet radar altitude, and touchdown) to determine the visual advantage afforded to the pilot using the EFVS/Forward-Looking InfraRed (FLIR) imagery compared to natural vision. Results indicate the EFVS provided a visual advantage of two to three times over that of the out-the-window (OTW) view. The EFVS allowed pilots to view the runway environment, specifically runway lights, before they would be able to OTW with natural vision.

  16. Virtual Reality.

    Science.gov (United States)

    Newby, Gregory B.

    1993-01-01

    Discusses the current state of the art in virtual reality (VR), its historical background, and future possibilities. Highlights include applications in medicine, art and entertainment, science, business, and telerobotics; and VR for information science, including graphical display of bibliographic data, libraries and books, and cyberspace.…

  17. Augmented Reality

    DEFF Research Database (Denmark)

    Nielsen, Birgitte Lund; Brandt, Harald; Radmer, Ole

    2017-01-01

    Artiklen præsenterer resultater fra pilotafprøvning i 7.-klasses fysik/kemi og biologi af to Augmented Reality (AR)-apps til naturfagsundervisning. Muligheder og udfordringer ved lærerens stilladsering af elevernes undersøgende samtale og modelleringskompetence er undersøgt med interview...

  18. Alternate Realities

    Science.gov (United States)

    Jones, Robert

    2010-02-01

    Two identical learners, observing different example input, or the same examples, but in different order, can form different categories and so judge newer/later input differently. (Machine Learning, T. Mitchell, McGraw Hill, 1997 and Asa H., R. Jones, Trans. Kansas Acad. Sci., vol 109, # 3/4, pg 159, 2006) It seems certain that each of us experiences a somewhat different reality, the question is just how widely these realities can vary one from another. Perhaps 4% of people exhibit synesthesia, perceiving letters or numbers as colored, numbers and dates as having personalities or occupying locations in space. (Synesthesia, R. Cytowic, MIT Press, 2002) The Sapir- Whorf hypothesis claims that a speakers language influences his category structure and the way he thinks. (Language, thought, and reality, B. Whorf, MIT Press, 1956) Those who are skillful at mathematics may know an additional language and be able to think thoughts that the layman can not. The philosophers Plato and Descartes claimed to have had, at certain moments in their lives, a new view of the world, its basic constituents, and its rules which were totally different from our conventional view of reality. (Reflections on Kurt Godel, H. Wang, MIT Press, 1987, pg. 46) Fairly large scale differences are experienced by those who believe in (make use of) concepts like spirit(s), soul(s), god(s), life after death, platonism or Everett's many worlds interpretation of quantum mechanics (The Physics of Immortality, F. Tipler, Doubleday, 1994, pg. 176) )

  19. Contesting realities

    Directory of Open Access Journals (Sweden)

    Jessica Whyte

    2009-08-01

    Full Text Available In 2004, an unnamed Bush adviser accused a senior Wall Street Journal reporter of belonging to the “reality based community”—a community that believed solutions stem from the judicious study of reality. “We're history's actors, “ he told the journalist, “and you, all of you, will be left to just study what we do.” Overwhelmingly, the response of those on the left, and of US progressives to this comment was to smugly deride the irrationalism and the arrogance of the Bush Administration. This paper, in contrast, will examine what is missed in the rush to accept membership of the reality based community. It will suggest that that the advisor's comments express something that was once a central tenet of the left: the belief that political action is capable of transforming reality. Today, on the left, this belief has been all but abandoned in the face of a seemingly unstoppable onslaught of free market capitalism and increasingly repressive state power. This paper will ask what it would mean today, to begin to re-imagine political action as capable of remaking the world.

  20. Model-based Real-time Visualization of Realistic Three-Dimensional Heat Maps for Mobile Eye Tracking and Eye Tracking in Virtual Reality

    OpenAIRE

    Pfeiffer, Thies; Memili, Cem

    2016-01-01

    Heat maps, or more generally, attention maps or saliency maps are an often used technique to visualize eye-tracking data. With heat maps qualitative information about visual processing can be easily visualized and communicated between experts and laymen. They are thus a versatile tool for many disciplines, in particular for usability engineering, and are often used to get a first overview about recorded eye-tracking data. Today, heat maps are typically generated for 2D stimuli that have b...

  1. The Role of Orientation and Mobility Instructors and Rehabilitation Teachers in Enhancing Employment Opportunities for Persons Who Are Visually Impaired.

    Science.gov (United States)

    Miller, Jerry

    2002-01-01

    This article discusses the unique contribution of orientation and mobility instructors and rehabilitation teachers in enhancing employment opportunities for individuals who are visually impaired. The ability of these professionals to complement the rehabilitation counselor's role by identifying consumer's interests in employment is explained and…

  2. 3D Simulation Technology as an Effective Instructional Tool for Enhancing Spatial Visualization Skills in Apparel Design

    Science.gov (United States)

    Park, Juyeon; Kim, Dong-Eun; Sohn, MyungHee

    2011-01-01

    The purpose of this study is to explore the effectiveness of 3D simulation technology for enhancing spatial visualization skills in apparel design education and further to suggest an innovative teaching approach using the technology. Apparel design majors in an introductory patternmaking course, at a large Midwestern University in the United…

  3. Enhanced Local Processing of Dynamic Visual Information in Autism: Evidence from Speed Discrimination

    Science.gov (United States)

    Chen, Y.; Norton, D. J.; McBain, R.; Gold, J.; Frazier, J. A.; Coyle, J. T.

    2012-01-01

    An important issue for understanding visual perception in autism concerns whether individuals with this neurodevelopmental disorder possess an advantage in processing local visual information, and if so, what is the nature of this advantage. Perception of movement speed is a visual process that relies on computation of local spatiotemporal signals…

  4. Using Argument Visualization to Enhance e-Participation in the Legislation Formation Process

    Science.gov (United States)

    Loukis, Euripidis; Xenakis, Alexandros; Tseperli, Nektaria

    Most public policy problems are ‘wicked’, being characterised by high complexity, many heterogeneous views and conflicts among various stakeholders. Therefore citizens interested to participate in such debates in order to be sufficiently informed should study large amounts of relevant material, such as reports, laws, committees’ minutes, etc., which are in legalistic or in other specialist languages, or very often their substance is hidden in political rhetoric, putting barriers to a meaningful participation. In this paper we present the results of the research we have conducted for addressing this problem through the use of ‘Computer Supported Argument Visualization’ (CSAV) methods for supporting and enhancing e-participation in the legislation formation process. This approach has been implemented in a pilot e-participation project and then evaluated using both quantitative and qualitative methods based on the ‘Technology Acceptance Model’ (TAM), with positive results. Based on the conclusions of this evaluation an enrichment of the IBIS framework has been developed for improving the visualization of legal documents.

  5. Visual enhancement of microcalcifications and masses in digital mammograms using modified multifractal analysis

    Directory of Open Access Journals (Sweden)

    Stojić Tomislav M.

    2015-01-01

    Full Text Available Microcalcifications and masses, as breast tissue anomalies (deviations from observed background regularity, may be viewed as statistically rare occurrences in a mammogram image. After recognizing their principal common features - bright image parts not belonging to the surrounding tissue, with significant local contrast just around the edges - several modifications to multifractal image analysis have been introduced. Starting from a mammogram image, the proposed method creates corresponding multifractal images. Additional post-processing, based on mathematical morphology, refines the procedure by selecting and outlining only regions with possible microcalcifications and masses. The proposed method was tested through referent mammograms from the MiniMIAS database. In all cases involving the said database, the method has successfully enhanced declared anomalies: microcalcifications and masses. The results obtained have shown that the described procedure may provide visual assistance to radiologists in clinical mammogram examinations or be used as a preprocessing step for further mammogram processing, such as segmentation, classification, and automatic detection of suspected bright breast tissue lesions.

  6. Short-term enhancement of visual field sensitivity in glaucomatous eyes following surgical intraocular pressure reduction.

    Science.gov (United States)

    Wright, Tracy M; Goharian, Iman; Gardiner, Stuart K; Sehi, Mitra; Greenfield, David S

    2015-02-01

    To examine the hypothesis that surgical intraocular pressure (IOP) reduction leads to enhancement of visual field (VF) sensitivity in glaucomatous eyes. Prospective case-control study. Patients with uncontrolled IOP requiring trabeculectomy or aqueous drainage device were enrolled. Controls consisted of medically treated glaucoma patients with stable IOP and no change in medical therapy during follow-up. Two baseline preoperative VFs and 3 follow-up VF examinations at 1, 2, and 3 months postoperatively were used for analysis. The same number of VF examinations measured within an 18-month interval was used for control eyes. VF locations with significant change were defined as exceeding 95% test-retest confidence limits based upon the mean sensitivity using the 2 baseline VF exams. The number of significantly changing locations per eye and changes in mean and pattern standard deviation (PSD) from the mean baseline fields were compared between groups using a Poisson generalized estimating equation model. Thirty eyes of 30 surgically treated glaucoma patients and 41 eyes of 28 stable controls were enrolled. Postoperative IOP was decreased at follow-up 3 compared with baseline (P IOP in glaucomatous eyes and may represent a potential biomarker for retinal ganglion cell response to therapeutic interventions in glaucoma. Copyright © 2015 Elsevier Inc. All rights reserved.

  7. Neural correlates of enhanced visual short-term memory for angry faces: an FMRI study.

    Directory of Open Access Journals (Sweden)

    Margaret C Jackson

    Full Text Available Fluid and effective social communication requires that both face identity and emotional expression information are encoded and maintained in visual short-term memory (VSTM to enable a coherent, ongoing picture of the world and its players. This appears to be of particular evolutionary importance when confronted with potentially threatening displays of emotion - previous research has shown better VSTM for angry versus happy or neutral face identities.Using functional magnetic resonance imaging, here we investigated the neural correlates of this angry face benefit in VSTM. Participants were shown between one and four to-be-remembered angry, happy, or neutral faces, and after a short retention delay they stated whether a single probe face had been present or not in the previous display. All faces in any one display expressed the same emotion, and the task required memory for face identity. We find enhanced VSTM for angry face identities and describe the right hemisphere brain network underpinning this effect, which involves the globus pallidus, superior temporal sulcus, and frontal lobe. Increased activity in the globus pallidus was significantly correlated with the angry benefit in VSTM. Areas modulated by emotion were distinct from those modulated by memory load.Our results provide evidence for a key role of the basal ganglia as an interface between emotion and cognition, supported by a frontal, temporal, and occipital network.

  8. What You See Is What You Remember: Visual Chunking by Temporal Integration Enhances Working Memory.

    Science.gov (United States)

    Akyürek, Elkan G; Kappelmann, Nils; Volkert, Marc; van Rijn, Hedderik

    2017-12-01

    Human memory benefits from information clustering, which can be accomplished by chunking. Chunking typically relies on expertise and strategy, and it is unknown whether perceptual clustering over time, through temporal integration, can also enhance working memory. The current study examined the attentional and working memory costs of temporal integration of successive target stimulus pairs embedded in rapid serial visual presentation. ERPs were measured as a function of behavioral reports: One target, two separate targets, or two targets reported as a single integrated target. N2pc amplitude, reflecting attentional processing, depended on the actual number of successive targets. The memory-related CDA and P3 components instead depended on the perceived number of targets irrespective of their actual succession. The report of two separate targets was associated with elevated amplitude, whereas integrated as well as actual single targets exhibited lower amplitude. Temporal integration thus provided an efficient means of processing sensory input, offloading working memory so that the features of two targets were consolidated and maintained at a cost similar to that of a single target.

  9. Joint Beamforming and Feature Detection for Enhanced Visualization of Spinal Bone Surfaces in Ultrasound Images

    CERN Document Server

    Mehdizadeh, Saeed; Kiss, Gabriel; Johansen, Tonni F; Holm, Sverre

    2016-01-01

    We propose a framework for extracting the bone surface from B-mode images employing the eigenspace minimum variance (ESMV) beamformer and a ridge detection method. We show that an ESMV beamformer with a rank-1 signal subspace can preserve the bone anatomy and enhance the edges, despite an image which is less visually appealing due to some speckle pattern distortion. The beamformed images are post-processed using the phase symmetry (PS) technique. We validate this framework by registering the ultrasound images of a vertebra (in a water bath) against the corresponding Computed Tomography (CT) dataset. The results show a bone localization error in the same order of magnitude as the standard delay-and-sum (DAS) technique, but with approximately 20% smaller standard deviation (STD) of the image intensity distribution around the bone surface. This indicates a sharper bone surface detection. Further, the noise level inside the bone shadow is reduced by 60%. In in-vivo experiments, this framework is used for imaging ...

  10. Visual perception enhancement for detection of cancerous oral tissue by multi-spectral imaging

    Science.gov (United States)

    Wang, Hsiang-Chen; Tsai, Meng-Tsan; Chiang, Chun-Ping

    2013-05-01

    Color reproduction systems based on the multi-spectral imaging technique (MSI) for both directly estimating reflection spectra and direct visualization of oral tissues using various light sources are proposed. Images from three oral cancer patients were taken as the experimental samples, and spectral differences between pre-cancerous and normal oral mucosal tissues were calculated at three time points during 5-aminolevulinic acid photodynamic therapy (ALA-PDT) to analyze whether they were consistent with disease processes. To check the successful treatment of oral cancer with ALA-PDT, oral cavity images by swept source optical coherence tomography (SS-OCT) are demonstrated. This system can also reproduce images under different light sources. For pre-cancerous detection, the oral images after the second ALA-PDT are assigned as the target samples. By using RGB LEDs with various correlated color temperatures (CCTs) for color difference comparison, the light source with a CCT of about 4500 K was found to have the best ability to enhance the color difference between pre-cancerous and normal oral mucosal tissues in the oral cavity. Compared with the fluorescent lighting commonly used today, the color difference can be improved by 39.2% from 16.5270 to 23.0023. Hence, this light source and spectral analysis increase the efficiency of the medical diagnosis of oral cancer and aid patients in receiving early treatment.

  11. Immersive virtual reality improves movement patterns in patients after ACL reconstruction : implications for enhanced criteria-based return-to-sport rehabilitation

    NARCIS (Netherlands)

    Gokeler, Alli; Bisschop, Marsha; Myer, Gregory D.; Benjaminse, Anne; Dijkstra, Pieter U.; van Keeken, Helco G.; van Raay, Jos J. A. M.; Burgerhof, Johannes G. M.; Otten, Egbert

    PURPOSE: The purpose of this study was to evaluate the influence of immersion in a virtual reality environment on knee biomechanics in patients after ACL reconstruction (ACLR). It was hypothesized that virtual reality techniques aimed to change attentional focus would influence altered knee flexion

  12. Visualization of novel microstents in patients with unruptured intracranial aneurysms with contrast-enhanced flat panel detector CT

    Energy Technology Data Exchange (ETDEWEB)

    Poncyljusz, Wojciech, E-mail: wponcyl@poczta.onet.pl [Departament of Interventional Radiology, Pomeranian Medical University, Neurointerventional Cath Lab MSW Hospital, Al. Powst. Wielkopolskich 72, 70-111 Szczecin (Poland); Zwarzany, Łukasz, E-mail: zwarzany@gmail.com [Departament of Interventional Radiology, Pomeranian Medical University, Neurointerventional Cath Lab MSW Hospital, Al. Powst. Wielkopolskich 72, 70-111 Szczecin (Poland); Safranow, Krzysztof, E-mail: chrissaf@mp.pl [Department of Biochemistry and Chemistry, Pomeranian Medical University, Al. Powst. Wielkopolskich 72, 70-111 Szczecin (Poland)

    2015-07-15

    Highlights: • We examine the feasibility of FPDCT for visualizing intracranial microstents. • Stent deployment and its apposition to the vessel wall are easily assessable. • Coil streaking artifacts hamper the assessment of stent visibility. - Abstract: Objectives: The aim of our study was to evaluate the feasibility of contrast-enhanced flat panel detector CT (FPDCT) for visualizing the novel microstents implanted in patients with unruptured wide-necked intracranial aneurysms. Methods: Forty-four cases of patients who underwent stent assisted coiling at our department were retrospectively analyzed. In each case, FPDCT images were performed after stent and coils deployment and then assessed in the terms of stent struts and all radiopaque markers and tantalum strands visibility separately using a 3-grade scale (1 – inadequate, 2 – good, 3 – excellent). Results: Stent struts visibility was assessed to be inadequate for evaluation in all cases. All radiopaque markers and tantalum strands visibility was excellent in 61.4% and good in 38.6% of cases. We observed 4 (9.09%) cases of incomplete stent opening. Treated aneurysm size <10 mm was an independent predictor of excellent stent all radiopaque markers and tantalum strands visibility (ρ = 0.014). Conclusions: Contrast-enhanced FPDCT is feasible for visualizing stents implanted in patients with intracranial aneurysms as it gives precise visualization of the relationships between the stent tantalum strands and the vessel wall. Stents used in the treatment of aneurysms ≥10 mm in size are worse visualized because of the coil streaking artifacts.

  13. Seernes reality

    Directory of Open Access Journals (Sweden)

    Stig Hjarvard

    2002-09-01

    Full Text Available Denne artikel har to formål: For det første at give en beskrivelse af en række seertal til forskellige reality-tv programmer for derved at skabe et nøgternt grundlag for at vurdere genrens succes. For det andet at levere en egentlig analyse af, hvilke specifikke målgrupper genren har og i sammenhæng hermed diskutere de mulige appeller, som reality-tv har til forskellige målgrupper. Som grundlag for en sådan kvantitativ se- eranalyse gives der først en afgrænsning af genren samt en teoretisk bestemmelse af dens særlige kendetegn med afsæt i mikrosociologien.

  14. The Right Hemisphere Planum Temporale Supports Enhanced Visual Motion Detection Ability in Deaf People: Evidence from Cortical Thickness

    Directory of Open Access Journals (Sweden)

    Martha M. Shiell

    2016-01-01

    Full Text Available After sensory loss, the deprived cortex can reorganize to process information from the remaining modalities, a phenomenon known as cross-modal reorganization. In blind people this cross-modal processing supports compensatory behavioural enhancements in the nondeprived modalities. Deaf people also show some compensatory visual enhancements, but a direct relationship between these abilities and cross-modally reorganized auditory cortex has only been established in an animal model, the congenitally deaf cat, and not in humans. Using T1-weighted magnetic resonance imaging, we measured cortical thickness in the planum temporale, Heschl’s gyrus and sulcus, the middle temporal area MT+, and the calcarine sulcus, in early-deaf persons. We tested for a correlation between this measure and visual motion detection thresholds, a visual function where deaf people show enhancements as compared to hearing. We found that the cortical thickness of a region in the right hemisphere planum temporale, typically an auditory region, was greater in deaf individuals with better visual motion detection thresholds. This same region has previously been implicated in functional imaging studies as important for functional reorganization. The structure-behaviour correlation observed here demonstrates this area’s involvement in compensatory vision and indicates an anatomical correlate, increased cortical thickness, of cross-modal plasticity.

  15. Interocular Shift of Visual Attention Enhances Stereopsis and Visual Acuities of Anisometropic Amblyopes beyond the Critical Period of Visual Development: A Novel Approach

    Directory of Open Access Journals (Sweden)

    Liwen Huang

    2014-01-01

    Full Text Available Aims. Increasing evidence shows that imbalanced suppressive drive prior to binocular combination may be the key factor in amblyopia. We described a novel binocular approach, interocular shift of visual attention (ISVA, for treatment of amblyopia in adult patients. Methods. Visual stimuli were presented anaglyphically on a computer screen. A square target resembling Landolt C had 2 openings, one in red and one in cyan color. Through blue-red goggles, each eye could only see one of the two openings. The patient was required to report the location of the opening presented to the amblyopic eye. It started at an opening size of 800 sec of arc, went up and down in 160 sec of arc step, and stopped when reaching the 5th reversals. Ten patients with anisometropic amblyopia older than age 14 (average age: 26.7 were recruited and received ISVA treatment for 6 weeks, with 2 training sessions per day. Results. Both Titmus stereopsis (z=-2.809, P=0.005 and Random-dot stereopsis (z=-2.317, P=0.018 were significantly improved. Average improvement in best corrected visual acuity (BCVA was 0.74 line (t=5.842, P<0.001. Conclusions. The ISVA treatment may be effective in treating amblyopia and restoring stereoscopic function.

  16. Earlier visual N1 latencies in expert video-game players: a temporal basis of enhanced visuospatial performance?

    Directory of Open Access Journals (Sweden)

    Andrew J Latham

    Full Text Available Increasing behavioural evidence suggests that expert video game players (VGPs show enhanced visual attention and visuospatial abilities, but what underlies these enhancements remains unclear. We administered the Poffenberger paradigm with concurrent electroencephalogram (EEG recording to assess occipital N1 latencies and interhemispheric transfer time (IHTT in expert VGPs. Participants comprised 15 right-handed male expert VGPs and 16 non-VGP controls matched for age, handedness, IQ and years of education. Expert VGPs began playing before age 10, had a minimum 8 years experience, and maintained playtime of at least 20 hours per week over the last 6 months. Non-VGPs had little-to-no game play experience (maximum 1.5 years. Participants responded to checkerboard stimuli presented to the left and right visual fields while 128-channel EEG was recorded. Expert VGPs responded significantly more quickly than non-VGPs. Expert VGPs also had significantly earlier occipital N1s in direct visual pathways (the hemisphere contralateral to the visual field in which the stimulus was presented. IHTT was calculated by comparing the latencies of occipital N1 components between hemispheres. No significant between-group differences in electrophysiological estimates of IHTT were found. Shorter N1 latencies may enable expert VGPs to discriminate attended visual stimuli significantly earlier than non-VGPs and contribute to faster responding in visual tasks. As successful video-game play requires precise, time pressured, bimanual motor movements in response to complex visual stimuli, which in this sample began during early childhood, these differences may reflect the experience and training involved during the development of video-game expertise, but training studies are needed to test this prediction.

  17. An acceptance model for smart glasses based tourism augmented reality

    Science.gov (United States)

    Obeidy, Waqas Khalid; Arshad, Haslina; Huang, Jiung Yao

    2017-10-01

    Recent mobile technologies have revolutionized the way people experience their environment. Although, there is only limited research on users' acceptance of AR in the cultural tourism context, previous researchers have explored the opportunities of using augmented reality (AR) in order to enhance user experience. Recent AR research lack works that integrates dimensions which are specific to cultural tourism and smart glass specific context. Hence, this work proposes an AR acceptance model in the context of cultural heritage tourism and smart glasses capable of performing augmented reality. Therefore, in this paper we aim to present an AR acceptance model to understand the AR usage behavior and visiting intention for tourists who use Smart Glass based AR at UNESCO cultural heritage destinations in Malaysia. Furthermore, this paper identifies information quality, technology readiness, visual appeal, and facilitating conditions as external variables and key factors influencing visitors' beliefs, attitudes and usage intention.

  18. Avatars, Affordances, and Interfaces: Virtual Reality Tools for Learning.

    Science.gov (United States)

    McLellan, Hilary

    Virtual reality technology offers the promise of interaction with a computer-based environment that engages visual, auditory, and tactile perception. Three interrelated virtual reality design topics are particularly relevant to visual literacy. The first is the concept of avatars. Avatars are agents that appear in a virtual world representing the…

  19. Aspects of User Experience in Augmented Reality

    OpenAIRE

    Madsen, Jacob Boesen

    2016-01-01

    In Augmented Reality applications, the real environment is annotated or enhanced with computer-generated graphics.This is a topic that has been researched in the recent decades, but for many people this is a brand new and never heard of topic.The main focus of this thesis is investigations in human factors related to Augmented Reality. This is investigated partly as how Augmented Reality applications are used in unsupervised settings, and partly in specific evaluations related to user perform...

  20. Immersive virtual reality improves movement patterns in patients after ACL reconstruction: implications for enhanced criteria-based return-to-sport rehabilitation.

    Science.gov (United States)

    Gokeler, Alli; Bisschop, Marsha; Myer, Gregory D; Benjaminse, Anne; Dijkstra, Pieter U; van Keeken, Helco G; van Raay, Jos J A M; Burgerhof, Johannes G M; Otten, Egbert

    2016-07-01

    The purpose of this study was to evaluate the influence of immersion in a virtual reality environment on knee biomechanics in patients after ACL reconstruction (ACLR). It was hypothesized that virtual reality techniques aimed to change attentional focus would influence altered knee flexion angle, knee extension moment and peak vertical ground reaction force (vGRF) in patients following ACLR. Twenty athletes following ACLR and 20 healthy controls (CTRL) performed a step-down task in both a non-virtual reality environment and a virtual reality environment displaying a pedestrian traffic scene. A motion analysis system and force plates were used to measure kinematics and kinetics during a step-down task to analyse each single-leg landing. A significant main effect was found for environment for knee flexion excursion (P = n.s.). Significant interaction differences were found between environment and groups for vGRF (P = 0.004), knee moment (P virtual reality environment on knee biomechanics in patients after ACLR compared with controls. Patients after ACLR immersed in virtual reality environment demonstrated knee joint biomechanics that approximate those of CTRL. The results of this study indicate that a realistic virtual reality scenario may distract patients after ACLR from conscious motor control. Application of clinically available technology may aid in current rehabilitation programmes to target altered movement patterns after ACLR. Diagnostic study, Level III.

  1. Visual spatial memory is enhanced in female rats (but inhibited in males by dietary soy phytoestrogens

    Directory of Open Access Journals (Sweden)

    Setchell Kenneth DR

    2001-12-01

    Full Text Available Abstract Background In learning and memory tasks, requiring visual spatial memory (VSM, males exhibit superior performance to females (a difference attributed to the hormonal influence of estrogen. This study examined the influence of phytoestrogens (estrogen-like plant compounds on VSM, utilizing radial arm-maze methods to examine varying aspects of memory. Additionally, brain phytoestrogen, calbindin (CALB, and cyclooxygenase-2 (COX-2 levels were determined. Results Female rats receiving lifelong exposure to a high-phytoestrogen containing diet (Phyto-600 acquired the maze faster than females fed a phytoestrogen-free diet (Phyto-free; in males the opposite diet effect was identified. In a separate experiment, at 80 days-of-age, animals fed the Phyto-600 diet lifelong either remained on the Phyto-600 or were changed to the Phyto-free diet until 120 days-of-age. Following the diet change Phyto-600 females outperformed females switched to the Phyto-free diet, while in males the opposite diet effect was identified. Furthermore, males fed the Phyto-600 diet had significantly higher phytoestrogen concentrations in a number of brain regions (frontal cortex, amygdala & cerebellum; in frontal cortex, expression of CALB (a neuroprotective calcium-binding protein decreased while COX-2 (an inducible inflammatory factor prevalent in Alzheimer's disease increased. Conclusions Results suggest that dietary phytoestrogens significantly sex-reversed the normal sexually dimorphic expression of VSM. Specifically, in tasks requiring the use of reference, but not working, memory, VSM was enhanced in females fed the Phyto-600 diet, whereas, in males VSM was inhibited by the same diet. These findings suggest that dietary soy derived phytoestrogens can influence learning and memory and alter the expression of proteins involved in neural protection and inflammation in rats.

  2. Enhancement of Visual Field Predictions with Pointwise Exponential Regression (PER) and Pointwise Linear Regression (PLR).

    Science.gov (United States)

    Morales, Esteban; de Leon, John Mark S; Abdollahi, Niloufar; Yu, Fei; Nouri-Mahdavi, Kouros; Caprioli, Joseph

    2016-03-01

    The study was conducted to evaluate threshold smoothing algorithms to enhance prediction of the rates of visual field (VF) worsening in glaucoma. We studied 798 patients with primary open-angle glaucoma and 6 or more years of follow-up who underwent 8 or more VF examinations. Thresholds at each VF location for the first 4 years or first half of the follow-up time (whichever was greater) were smoothed with clusters defined by the nearest neighbor (NN), Garway-Heath, Glaucoma Hemifield Test (GHT), and weighting by the correlation of rates at all other VF locations. Thresholds were regressed with a pointwise exponential regression (PER) model and a pointwise linear regression (PLR) model. Smaller root mean square error (RMSE) values of the differences between the observed and the predicted thresholds at last two follow-ups indicated better model predictions. The mean (SD) follow-up times for the smoothing and prediction phase were 5.3 (1.5) and 10.5 (3.9) years. The mean RMSE values for the PER and PLR models were unsmoothed data, 6.09 and 6.55; NN, 3.40 and 3.42; Garway-Heath, 3.47 and 3.48; GHT, 3.57 and 3.74; and correlation of rates, 3.59 and 3.64. Smoothed VF data predicted better than unsmoothed data. Nearest neighbor provided the best predictions; PER also predicted consistently more accurately than PLR. Smoothing algorithms should be used when forecasting VF results with PER or PLR. The application of smoothing algorithms on VF data can improve forecasting in VF points to assist in treatment decisions.

  3. Augmented Reality Comes to Physics

    Science.gov (United States)

    Buesing, Mark; Cook, Michael

    2013-04-01

    Augmented reality (AR) is a technology used on computing devices where processor-generated graphics are rendered over real objects to enhance the sensory experience in real time. In other words, what you are really seeing is augmented by the computer. Many AR games already exist for systems such as Kinect and Nintendo 3DS and mobile apps, such as Tagwhat and Star Chart (a must for astronomy class). The yellow line marking first downs in a televised football game2 and the enhanced puck that makes televised hockey easier to follow3 both use augmented reality to do the job.

  4. Medical Image Visual Appearance Improvement Using Bihistogram Bezier Curve Contrast Enhancement: Data from the Osteoarthritis Initiative

    National Research Council Canada - National Science Library

    Gan, Hong-Seng; Swee, Tan Tian; Abdul Karim, Ahmad Helmy; Sayuti, Khairil Amir; Abdul Kadir, Mohammed Rafiq; Tham, Weng-Kit; Wong, Liang-Xuan; Chaudhary, Kashif T; Ali, Jalil; Yupapin, Preecha P

    2014-01-01

    .... In this work, the proposed bihistogram Bezier curve contrast enhancement introduces the concept of "adequate contrast enhancement" to overcome sudden jump problem in knee magnetic resonance image...

  5. Intensive Training Program To Enhance Life Skills among People Who Are Visually Impaired.

    Science.gov (United States)

    White, K. D.; Saravanabhavan, R. C.

    1995-01-01

    This paper describes a summer program teaching independent living skills to 20 adults with visual impairments. Results suggest the program had a lasting and profound impact on clients' previously low knowledge of job hunting, decision making, stress management, and self-care skills. Interaction with other adults with visual impairments and…

  6. A Motor-Skills Programme to Enhance Visual Motor Integration of Selected Pre-School Learners

    Science.gov (United States)

    Africa, Eileen K.; van Deventer, Karel J.

    2017-01-01

    Pre-schoolers are in a window period for motor skill development. Visual-motor integration (VMI) is the foundation for academic and sport skills. Therefore, it must develop before formal schooling. This study attempted to improve VMI skills. VMI skills were measured with the "Beery-Buktenica developmental test of visual-motor integration 6th…

  7. From a Gloss to a Learning Tool: Does Visual Aids Enhance Better Sentence Comprehension?

    Science.gov (United States)

    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…

  8. Enhancing creative problem solving in an integrated visual art and geometry program: A pilot study

    NARCIS (Netherlands)

    Schoevers, E.M.; Kroesbergen, E.H.; Pitta-Pantazi, D.

    2017-01-01

    This article describes a new pedagogical method, an integrated visual art and geometry program, which has the aim to increase primary school students' creative problem solving and geometrical ability. This paper presents the rationale for integrating visual art and geometry education. Furthermore

  9. Testing a novel method for improving wayfinding by means of a P3b Virtual Reality Visual Paradigm in normal aging.

    Science.gov (United States)

    de Tommaso, Marina; Ricci, Katia; Delussi, Marianna; Montemurno, Anna; Vecchio, Eleonora; Brunetti, Antonio; Bevilacqua, Vitoantonio

    2016-01-01

    We propose a virtual reality (VR) model, reproducing a house environment, where color modification of target places, obtainable by home automation in a real ambient, was tested by means of a P3b paradigm. The target place (bathroom door) was designed to be recognized during a virtual wayfinding in a realistic reproduction of a house environment. Different color and luminous conditions, easily obtained in the real ambient from a remote home automation control, were applied to the target and standard places, all the doors being illuminated in white (W), and only target doors colored with a green (G) or red (R) spotlight. Three different Virtual Environments (VE) were depicted, as the bathroom was designed in the aisle (A), living room (L) and bedroom (B). EEG was recorded from 57 scalp electrodes in 10 healthy subjects in the 60-80 year age range (O-old group) and 12 normal cases in the 20-30 year age range (Y-young group). In Young group, all the target stimuli determined a significant increase in P3b amplitude on the parietal, occipital and central electrodes compared to frequent stimuli condition, whatever was the color of the target door, while in elderly group the P3b obtained by the green and red colors was significantly different from the frequent stimulus, on the parietal, occipital, and central derivations, while the White stimulus did not evoke a significantly larger P3b with respect to frequent stimulus. The modulation of P3b amplitude, obtained by color and luminance change of target place, suggests that cortical resources, able to compensate the age-related progressive loss of cognitive performance, need to be facilitated even in normal elderly. The event-related responses obtained by virtual reality may be a reliable method to test the environmental feasibility to age-related cognitive changes.

  10. Visualization of novel microstents in patients with unruptured intracranial aneurysms with contrast-enhanced flat panel detector CT.

    Science.gov (United States)

    Poncyljusz, Wojciech; Zwarzany, Łukasz; Safranow, Krzysztof

    2015-07-01

    The aim of our study was to evaluate the feasibility of contrast-enhanced flat panel detector CT (FPDCT) for visualizing the novel microstents implanted in patients with unruptured wide-necked intracranial aneurysms. Forty-four cases of patients who underwent stent assisted coiling at our department were retrospectively analyzed. In each case, FPDCT images were performed after stent and coils deployment and then assessed in the terms of stent struts and all radiopaque markers and tantalum strands visibility separately using a 3-grade scale (1 - inadequate, 2 - good, 3 - excellent). Stent struts visibility was assessed to be inadequate for evaluation in all cases. All radiopaque markers and tantalum strands visibility was excellent in 61.4% and good in 38.6% of cases. We observed 4 (9.09%) cases of incomplete stent opening. Treated aneurysm size <10mm was an independent predictor of excellent stent all radiopaque markers and tantalum strands visibility (ρ=0.014). Contrast-enhanced FPDCT is feasible for visualizing stents implanted in patients with intracranial aneurysms as it gives precise visualization of the relationships between the stent tantalum strands and the vessel wall. Stents used in the treatment of aneurysms ≥10 mm in size are worse visualized because of the coil streaking artifacts. Copyright © 2015 Elsevier Ireland Ltd. All rights reserved.

  11. Location-Based Learning through Augmented Reality

    Science.gov (United States)

    Chou, Te-Lien; Chanlin, Lih-Juan

    2014-01-01

    A context-aware and mixed-reality exploring tool cannot only effectively provide an information-rich environment to users, but also allows them to quickly utilize useful resources and enhance environment awareness. This study integrates Augmented Reality (AR) technology into smartphones to create a stimulating learning experience at a university…

  12. Exploratory Application of Augmented Reality/Mixed Reality Devices for Acute Care Procedure Training

    Science.gov (United States)

    Kobayashi, Leo; Zhang, Xiao Chi; Collins, Scott A.; Karim, Naz; Merck, Derek L.

    2018-01-01

    Introduction Augmented reality (AR), mixed reality (MR), and virtual reality devices are enabling technologies that may facilitate effective communication in healthcare between those with information and knowledge (clinician/specialist; expert; educator) and those seeking understanding and insight (patient/family; non-expert; learner). Investigators initiated an exploratory program to enable the study of AR/MR use-cases in acute care clinical and instructional settings. Methods Academic clinician educators, computer scientists, and diagnostic imaging specialists conducted a proof-of-concept project to 1) implement a core holoimaging pipeline infrastructure and open-access repository at the study institution, and 2) use novel AR/MR techniques on off-the-shelf devices with holoimages generated by the infrastructure to demonstrate their potential role in the instructive communication of complex medical information. Results The study team successfully developed a medical holoimaging infrastructure methodology to identify, retrieve, and manipulate real patients’ de-identified computed tomography and magnetic resonance imagesets for rendering, packaging, transfer, and display of modular holoimages onto AR/MR headset devices and connected displays. Holoimages containing key segmentations of cervical and thoracic anatomic structures and pathology were overlaid and registered onto physical task trainers for simulation-based “blind insertion” invasive procedural training. During the session, learners experienced and used task-relevant anatomic holoimages for central venous catheter and tube thoracostomy insertion training with enhanced visual cues and haptic feedback. Direct instructor access into the learner’s AR/MR headset view of the task trainer was achieved for visual-axis interactive instructional guidance. Conclusion Investigators implemented a core holoimaging pipeline infrastructure and modular open-access repository to generate and enable access to modular

  13. Comparing the Effect of Audio and Visual Notifications on Workspace Awareness using Head-Mounted Displays for Remote Collaboration in Augmented Reality

    NARCIS (Netherlands)

    Cidota, M.A.; Lukosch, S.G.; Datcu, D.; Lukosch, H.K.

    2016-01-01

    In many fields of activity, working in teams is necessary for completing tasks in a proper manner and often requires visual context-related information to be exchanged between team members. In such a collaborative environment, awareness of other people’s activity is an important feature of

  14. Multimodal signals: enhancement and constraint of song motor patterns by visual display.

    Science.gov (United States)

    Cooper, Brenton G; Goller, Franz

    2004-01-23

    Many birds perform visual signals during their learned songs, but little is known about the interrelationship between visual and vocal displays. We show here that male brown-headed cowbirds (Molothrus ater) synchronize the most elaborate wing movements of their display with atypically long silent periods in their song, potentially avoiding adverse biomechanical effects on sound production. Furthermore, expiratory effort for song is significantly reduced when cowbirds perform their wing display. These results show a close integration between vocal and visual displays and suggest that constraints and synergistic interactions between the motor patterns of multimodal signals influence the evolution of birdsong.

  15. A Visual Analytics Approach to Structured Data Analysis to Enhance Nonproliferation and Arms Control Verification Activities

    Energy Technology Data Exchange (ETDEWEB)

    Gillen, David S.

    2014-08-07

    Analysis activities for Nonproliferation and Arms Control verification require the use of many types of data. Tabular structured data, such as Excel spreadsheets and relational databases, have traditionally been used for data mining activities, where specific queries are issued against data to look for matching results. The application of visual analytics tools to structured data enables further exploration of datasets to promote discovery of previously unknown results. This paper discusses the application of a specific visual analytics tool to datasets related to the field of Arms Control and Nonproliferation to promote the use of visual analytics more broadly in this domain. Visual analytics focuses on analytical reasoning facilitated by interactive visual interfaces (Wong and Thomas 2004). It promotes exploratory analysis of data, and complements data mining technologies where known patterns can be mined for. Also with a human in the loop, they can bring in domain knowledge and subject matter expertise. Visual analytics has not widely been applied to this domain. In this paper, we will focus on one type of data: structured data, and show the results of applying a specific visual analytics tool to answer questions in the Arms Control and Nonproliferation domain. We chose to use the T.Rex tool, a visual analytics tool developed at PNNL, which uses a variety of visual exploration patterns to discover relationships in structured datasets, including a facet view, graph view, matrix view, and timeline view. The facet view enables discovery of relationships between categorical information, such as countries and locations. The graph tool visualizes node-link relationship patterns, such as the flow of materials being shipped between parties. The matrix visualization shows highly correlated categories of information. The timeline view shows temporal patterns in data. In this paper, we will use T.Rex with two different datasets to demonstrate how interactive exploration of

  16. Intelligent Virtual Reality and its Impact on Spatial Skills and Academic Achievements

    Directory of Open Access Journals (Sweden)

    Esther Zaretsky

    2005-08-01

    Full Text Available It is known that the training of intelligent virtual reality, through the use of computer games, can improve spatial skills especially visualization and enhances academic achievements. Through an experiment of using Tetris software, two objectives were achieved: developing spatial as well as intelligence skills and enhancing academic achievements, focusing on mathematics. This study followed studies dealing with the impact on putting the learner into action in 3d space software. During teaching a transition from 2d to 3d spatial perception and operation occurred. A positive transfer from 3d virtual reality rotation training to structural induction skills, by means of mental imaging, was also achieved. At the same time the motivation for learning was enhanced, without using extrinsic reinforcements. The duration of concentration while using the intelligent software increased gradually up to 60 minutes.

  17. Enhancement of visual attention precedes the emergence of novel metaphor interpretations

    Science.gov (United States)

    Terai, Asuka; Nakagawa, Masanori; Kusumi, Takashi; Koike, Yasuharu; Jimura, Koji

    2015-01-01

    Emergence of creative ideas often involves sudden linking of unrelated ideas. Here we demonstrate that the production of insights about novel metaphor was preceded by prolonged visual inspection of metaphorical sentences. The participants made free spoken responses in a task requiring the generation of semantic interpretations about visually presented sentences, where gaze locations were continuously monitored. We found that creative interpretations were primarily generated from novel metaphorical expressions, rather than from conventional expressions. Moreover, presented words within novel metaphors were visually inspected for longer periods specifically before creative interpretations were produced. Interestingly, prolonged gazes occurred several seconds (∼8 s) prior to the generation of creative interpretations, particularly, in the case of the topic word within the metaphor. These results demonstrate latent cognitive process meditating the emergence of insights, and suggest that the prior visual inspection prompted the semantic representation of the metaphorical sentences, which eventually facilitates creative ideas. PMID:26167155

  18. Effects of repeated snowboard exercise in virtual reality with time lags of visual scene behind body rotation on head stability and subjective slalom run performance in healthy young subjects.

    Science.gov (United States)

    Wada, Yoshiro; Nishiike, Suetaka; Kitahara, Tadashi; Yamanaka, Toshiaki; Imai, Takao; Ito, Taeko; Sato, Go; Matsuda, Kazunori; Kitamura, Yoshiaki; Takeda, Noriaki

    2016-11-01

    After repeated snowboard exercises in the virtual reality (VR) world with increasing time lags in trials 3-8, it is suggested that the adaptation to repeated visual-vestibulosomatosensory conflict in the VR world improved dynamic posture control and motor performance in the real world without the development of motion sickness. The VR technology was used and the effects of repeated snowboard exercise examined in the VR world with time lags between visual scene and body rotation on the head stability and slalom run performance during exercise in healthy subjects. Forty-two healthy young subjects participated in the study. After trials 1 and 2 of snowboard exercise in the VR world without time lag, trials 3-8 were conducted with 0.1, 0.2, 0.3, 0.4, 0.5, and 0.6 s time lags of the visual scene that the computer creates behind board rotation, respectively. Finally, trial 9 was conducted without time lag. Head linear accelerations and subjective slalom run performance were evaluated. The standard deviations of head linear accelerations in inter-aural direction were significantly increased in trial 8, with a time lag of 0.6 s, but significantly decreased in trial 9 without a time lag, compared with those in trial 2 without a time lag. The subjective scores of slalom run performance were significantly decreased in trial 8, with a time lag of 0.6 s, but significantly increased in trial 9 without a time lag, compared with those in trial 2 without a time lag. Motion sickness was not induced in any subjects.

  19. An enhanced data visualization method for diesel engine malfunction classification using multi-sensor signals.

    Science.gov (United States)

    Li, Yiqing; Wang, Yu; Zi, Yanyang; Zhang, Mingquan

    2015-10-21

    The various multi-sensor signal features from a diesel engine constitute a complex high-dimensional dataset. The non-linear dimensionality reduction method, t-distributed stochastic neighbor embedding (t-SNE), provides an effective way to implement data visualization for complex high-dimensional data. However, irrelevant features can deteriorate the performance of data visualization, and thus, should be eliminated a priori. This paper proposes a feature subset score based t-SNE (FSS-t-SNE) data visualization method to deal with the high-dimensional data that are collected from multi-sensor signals. In this method, the optimal feature subset is constructed by a feature subset score criterion. Then the high-dimensional data are visualized in 2-dimension space. According to the UCI dataset test, FSS-t-SNE can effectively improve the classification accuracy. An experiment was performed with a large power marine diesel engine to validate the proposed method for diesel engine malfunction classification. Multi-sensor signals were collected by a cylinder vibration sensor and a cylinder pressure sensor. Compared with other conventional data visualization methods, the proposed method shows good visualization performance and high classification accuracy in multi-malfunction classification of a diesel engine.

  20. Using Scientific Visualizations to Enhance Scientific Thinking In K-12 Geoscience Education

    Science.gov (United States)

    Robeck, E.

    2016-12-01

    The same scientific visualizations, animations, and images that are powerful tools for geoscientists can serve an important role in K-12 geoscience education by encouraging students to communicate in ways that help them develop habits of thought that are similar to those used by scientists. Resources such as those created by NASA's Scientific Visualization Studio (SVS), which are intended to inform researchers and the public about NASA missions, can be used in classrooms to promote thoughtful, engaged learning. Instructional materials that make use of those visualizations have been developed and are being used in K-12 classrooms in ways that demonstrate the vitality of the geosciences. For example, the Center for Geoscience and Society at the American Geosciences Institute (AGI) helped to develop a publication that outlines an inquiry-based approach to introducing students to the interpretation of scientific visualizations, even when they have had little to no prior experience with such media. To facilitate these uses, the SVS team worked with Center staff and others to adapt the visualizations, primarily by removing most of the labels and annotations. Engaging with these visually compelling resources serves as an invitation for students to ask questions, interpret data, draw conclusions, and make use of other processes that are key components of scientific thought. This presentation will share specific resources for K-12 teaching (all of which are available online, from NASA, and/or from AGI), as well as the instructional principles that they incorporate.

  1. An Enhanced Data Visualization Method for Diesel Engine Malfunction Classification Using Multi-Sensor Signals

    Directory of Open Access Journals (Sweden)

    Yiqing Li

    2015-10-01

    Full Text Available The various multi-sensor signal features from a diesel engine constitute a complex high-dimensional dataset. The non-linear dimensionality reduction method, t-distributed stochastic neighbor embedding (t-SNE, provides an effective way to implement data visualization for complex high-dimensional data. However, irrelevant features can deteriorate the performance of data visualization, and thus, should be eliminated a priori. This paper proposes a feature subset score based t-SNE (FSS-t-SNE data visualization method to deal with the high-dimensional data that are collected from multi-sensor signals. In this method, the optimal feature subset is constructed by a feature subset score criterion. Then the high-dimensional data are visualized in 2-dimension space. According to the UCI dataset test, FSS-t-SNE can effectively improve the classification accuracy. An experiment was performed with a large power marine diesel engine to validate the proposed method for diesel engine malfunction classification. Multi-sensor signals were collected by a cylinder vibration sensor and a cylinder pressure sensor. Compared with other conventional data visualization methods, the proposed method shows good visualization performance and high classification accuracy in multi-malfunction classification of a diesel engine.

  2. N1 enhancement in synesthesia during visual and audio-visual perception in semantic cross-modal conflict situations: an ERP study

    National Research Council Canada - National Science Library

    Sinke, Christopher; Neufeld, Janina; Wiswede, Daniel; Emrich, Hinderk M; Bleich, Stefan; Münte, Thomas F; Szycik, Gregor R

    2014-01-01

    ... perceptual alterations at a global level. Here, we focused on audio-visual processing in synesthesia using a semantic classification task in combination with visually or auditory-visually presented animated and in animated...

  3. Augmented Reality Comes to Physics

    Science.gov (United States)

    Buesing, Mark; Cook, Michael

    2013-01-01

    Augmented reality (AR) is a technology used on computing devices where processor-generated graphics are rendered over real objects to enhance the sensory experience in real time. In other words, what you are really seeing is augmented by the computer. Many AR games already exist for systems such as Kinect and Nintendo 3DS and mobile apps, such as…

  4. Manganese-enhanced MRI of layer-specific activity in the visual cortex from awake and free-moving rats.

    Science.gov (United States)

    Bissig, David; Berkowitz, Bruce A

    2009-02-01

    Cortical responses to visual stimulation have been studied extensively in the rodent, but often require post-stimulation ex vivo examination of the tissue. Here, we test the hypothesis that visual stimulus-dependent cortical activity from awake and free-moving rats can be encoded following systemically administered MnCl(2), and activity subsequently readout using manganese-enhanced MRI (MEMRI), a technique that can be performed without sacrificing the animal. Unanesthetized Sprague-Dawley rats, with or without systemic injection of MnCl(2), were maintained for 8 h in either a visually stimulating environment or darkness. To identify vision-dependent changes in cortical activity, animals were anesthetized and cortices were examined by 3D RARE MEMRI. Mean signal intensities in sub-cortical regions (e.g., superior colliculus and the lateral geniculate), and cortical regions (primary and accessory visual cortices) were compared. Cortex linearization was performed to aid in layer-specific signal intensity comparisons. Manganese administration alone globally increased signal intensity in the brain (Pdark adapted rats. Such differences went undetected without layer-specific analysis. We demonstrate, for the first time, the feasibility of layer-specific stimulus-dependant non-invasive MEMRI readout after encoding activity in awake and free moving rats. Future MEMRI studies are envisioned that measure the effects on cortical activity of sensory stimulation, as well as normal development, disease, plasticity, and therapy in longitudinal studies.

  5. Sensitivity of visual and quantitative detection of middle cerebral artery occlusion on non-contrast-enhanced computed tomography

    Energy Technology Data Exchange (ETDEWEB)

    Ernst, M.; Buhk, J.H.; Kemmling, A.; Fiehler, J.; Groth, M. [University Medical Center Hamburg-Eppendorf, Center for Radiology and Endoscopy Department of Diagnostic and Interventional Neuroradiology, Hamburg (Germany); Romero, J.M. [Massachusetts General Hospital Harvard Medical School, Department of Radiology Division of Neuroradiology, Boston, MA (United States)

    2014-12-15

    This study aims to investigate diagnostic sensitivity and reliability for the detection of middle cerebral artery occlusion (MCAO) on non-contrast-enhanced computed tomography (NECT) by visual assessment (VA), Hounsfield unit (HU) measurement, calculation of the Hounsfield unit/hematocrit (HU/Hct) ratio, and combination of visual assessment and attenuation measurement (VA + HU). NECT of 18 patients with angiographically proven MCAO and 18 patients without MCAO were reviewed by two blinded observers. Visual assessment of presence or absence of a hyperdense sign was followed by HU measurement of both middle cerebral arteries (MCA). Sensitivity, specificity, positive predictive value, and negative predictive value were calculated for VA, HU measurement, HU/Hct ratio, and VA + HU measurement. Receiver operating characteristic curve analysis (ROC) was performed to determine the optimal cut-off values for MCAO using attenuation measurements or HU/Hct ratio. Diagnostic sensitivity/specificity was 63 %/91 % for VA, 56 %/88 % for attenuation measurement, 68 %/81 % for HU/Hct ratio, and 75 %/78 % for VA + HU. ROC curve analysis revealed cut-off values of >42.5 HU for attenuation measurements and >1.12 HU/Hct for HU/Hct ratio. Combination of visual assessment with additional attenuation measurement with a cut-off value of 42.5 HU is recommended for most sensitive and reliable detection of MCAO on NECT. (orig.)

  6. Genetic enhancement of visual learning by activation of protein kinase C pathways in small groups of rat cortical neurons.

    Science.gov (United States)

    Zhang, Guo-Rong; Wang, Xiaodan; Kong, Lingxin; Lu, Xiu-Gui; Lee, Brian; Liu, Meng; Sun, Mei; Franklin, Corinna; Cook, Robert G; Geller, Alfred I

    2005-09-14

    Although learning and memory theories hypothesize that memories are encoded by specific circuits, it has proven difficult to localize learning within a cortical area. Neural network theories predict that activation of a small fraction of the neurons in a circuit can activate that circuit. Consequently, altering the physiology of a small group of neurons might potentiate a specific circuit and enhance learning, thereby localizing learning to that circuit. In this study, we activated protein kinase C (PKC) pathways in small groups of neurons in rat postrhinal (POR) cortex. We microinjected helper virus-free herpes simplex virus vectors that expressed a constitutively active PKC into POR cortex. This PKC was expressed predominantly in glutamatergic and GABAergic neurons in POR cortex. This intervention increased phosphorylation of five PKC substrates that play critical roles in neurotransmitter release (GAP-43 and dynamin) or glutamatergic neurotransmission (specific subunits of AMPA or NMDA receptors and myristoylated alanine-rich C kinase substrate). Additionally, activation of PKC pathways in cultured cortical neurons supported activation-dependent increases in release of glutamate and GABA. This intervention enhanced the learning rate and accuracy of visual object discriminations. In individual rats, the numbers of transfected neurons positively correlated with this learning. During learning, neuronal activity was increased in neurons proximal to the transfected neurons. These results demonstrate that potentiating small groups of glutamatergic and GABAergic neurons in POR cortex enhances visual object learning. More generally, these results suggest that learning can be mediated by specific cortical circuits.

  7. Oral proton pump inhibitors disrupt horizontal cell-cone feedback and enhance visual hallucinations in macular degeneration patients.

    Science.gov (United States)

    Hanneken, Anne M; Babai, Norbert; Thoreson, Wallace B

    2013-02-27

    Visual hallucinations (VHs) occur in macular degeneration patients with poor vision but normal cognitive function. The underlying mechanisms are poorly understood. We report the identification of pharmaceutical agents that enhance VH and use these agents to examine the contribution of retinal neurons to this syndrome. We detail clinical observations on VH in five macular degeneration patients treated with proton pump inhibitors having the core structure, 2-pyridyl-methylsulfinyl-benzimidazole. We tested possible retinal mechanisms using paired whole cell recordings to examine effects of these compounds on feedback interactions between horizontal cells and cones in amphibian retina. Five patients with advanced wet macular degeneration described patterned VHs that were induced or enhanced by oral proton pump inhibitors. The abnormal images increased with light, disappeared in the dark, and originated in the retina, based on ophthalmodynamometry. Simultaneous paired whole cell recordings from amphibian cones and horizontal cells showed that 2-pyridyl-methylsulfinyl-benzimidazoles blocked the negative shift in voltage dependence and increase in amplitude of the calcium current (ICa) in cones that is induced by changes in horizontal cell membrane potential. These effects disrupt the negative feedback from horizontal cells to cones that is important for the formation of center-surround receptive fields in bipolar and ganglion cells, and thus for normal spatial and chromatic perception. Our study suggests that changes in the output of retinal neurons caused by disturbances in outer retinal feedback mechanisms can enhance patterned visual hallucinations.

  8. Enhance students’ motivation to learn programming by using direct visual feed-back

    DEFF Research Database (Denmark)

    Kofoed, Lise B.; Reng, Lars

    2011-01-01

    The technical subjects chosen are within programming. Using image-processing algorithms as means to provide direct visual feedback for learning basic C/C++. The pedagogical approach is within a PBL framework and is based on dialogue and collaborative learning. At the same time the intention was t...... to a satisfactory level seen from the study board’s point of view....

  9. Using Molecular Visualization to Explore Protein Structure and Function and Enhance Student Facility with Computational Tools

    Science.gov (United States)

    Terrell, Cassidy R.; Listenberger, Laura L.

    2017-01-01

    Recognizing that undergraduate students can benefit from analysis of 3D protein structure and function, we have developed a multiweek, inquiry-based molecular visualization project for Biochemistry I students. This project uses a virtual model of cyclooxygenase-1 (COX-1) to guide students through multiple levels of protein structure analysis. The…

  10. Visual Learning: A Learner Centered Approach to Enhance English Language Teaching

    Science.gov (United States)

    Philominraj, Andrew; Jeyabalan, David; Vidal-Silva, Christian

    2017-01-01

    This article presents an empirical study carried out among the students of higher secondary schools to find out how English language learning occurs naturally in an environment where learners are encouraged by an appropriate method such as visual learning. The primary data was collected from 504 students with different pretested questionnaires. A…

  11. Visual Literacy: Does It Enhance Leadership Abilities Required for the Twenty-First Century?

    Science.gov (United States)

    Bintz, Carol

    2016-01-01

    The twenty-first century hosts a well-established global economy, where leaders are required to have increasingly complex skills that include creativity, innovation, vision, relatability, critical thinking and well-honed communications methods. The experience gained by learning to be visually literate includes the ability to see, observe, analyze,…

  12. Gait adaptation to visual kinematic perturbations using a real-time closed-loop brain computer interface to a virtual reality avatar

    Science.gov (United States)

    Luu, Trieu Phat; He, Yongtian; Brown, Samuel; Nakagame, Sho; Contreras-Vidal, Jose L.

    2017-01-01

    Objective The control of human bipedal locomotion is of great interest to the field of lower-body brain computer interfaces (BCIs) for gait rehabilitation. While the feasibility of closed-loop BCI systems for the control of a lower body exoskeleton has been recently shown, multi-day closed-loop neural decoding of human gait in a BCI virtual reality (BCI-VR) environment has yet to be demonstrated. BCI-VR systems provide valuable alternatives for movement rehabilitation when wearable robots are not desirable due to medical conditions, cost, accessibility, usability, or patient preferences. Approach In this study, we propose a real-time closed-loop BCI that decodes lower limb joint angles from scalp electroencephalography (EEG) during treadmill walking to control a walking avatar in a virtual environment. Fluctuations in the amplitude of slow cortical potentials of EEG in the delta band (0.1 – 3 Hz) were used for prediction; thus, the EEG features correspond to time-domain amplitude modulated (AM) potentials in the delta band. Virtual kinematic perturbations resulting in asymmetric walking gait patterns of the avatar were also introduced to investigate gait adaptation using the closed-loop BCI-VR system over a period of eight days. Main results Our results demonstrate the feasibility of using a closed-loop BCI to learn to control a walking avatar under normal and altered visuomotor perturbations, which involved cortical adaptations. The average decoding accuracies (Pearson’s r values) in real-time BCI across all subjects increased from (Hip: 0.18 ± 0.31; Knee: 0.23 ± 0.33; Ankle: 0.14 ± 0.22) on Day 1 to (Hip: 0.40 ± 0.24; Knee: 0.55 ± 0.20; Ankle: 0.29 ± 0.22) on Day 8. Significance These findings have implications for the development of a real-time closed-loop EEG-based BCI-VR system for gait rehabilitation after stroke and for understanding cortical plasticity induced by a closed-loop BCI-VR system. PMID:27064824

  13. Gait adaptation to visual kinematic perturbations using a real-time closed-loop brain-computer interface to a virtual reality avatar

    Science.gov (United States)

    Phat Luu, Trieu; He, Yongtian; Brown, Samuel; Nakagome, Sho; Contreras-Vidal, Jose L.

    2016-06-01

    Objective. The control of human bipedal locomotion is of great interest to the field of lower-body brain-computer interfaces (BCIs) for gait rehabilitation. While the feasibility of closed-loop BCI systems for the control of a lower body exoskeleton has been recently shown, multi-day closed-loop neural decoding of human gait in a BCI virtual reality (BCI-VR) environment has yet to be demonstrated. BCI-VR systems provide valuable alternatives for movement rehabilitation when wearable robots are not desirable due to medical conditions, cost, accessibility, usability, or patient preferences. Approach. In this study, we propose a real-time closed-loop BCI that decodes lower limb joint angles from scalp electroencephalography (EEG) during treadmill walking to control a walking avatar in a virtual environment. Fluctuations in the amplitude of slow cortical potentials of EEG in the delta band (0.1-3 Hz) were used for prediction; thus, the EEG features correspond to time-domain amplitude modulated potentials in the delta band. Virtual kinematic perturbations resulting in asymmetric walking gait patterns of the avatar were also introduced to investigate gait adaptation using the closed-loop BCI-VR system over a period of eight days. Main results. Our results demonstrate the feasibility of using a closed-loop BCI to learn to control a walking avatar under normal and altered visuomotor perturbations, which involved cortical adaptations. The average decoding accuracies (Pearson’s r values) in real-time BCI across all subjects increased from (Hip: 0.18 ± 0.31 Knee: 0.23 ± 0.33 Ankle: 0.14 ± 0.22) on Day 1 to (Hip: 0.40 ± 0.24 Knee: 0.55 ± 0.20 Ankle: 0.29 ± 0.22) on Day 8. Significance. These findings have implications for the development of a real-time closed-loop EEG-based BCI-VR system for gait rehabilitation after stroke and for understanding cortical plasticity induced by a closed-loop BCI-VR system.

  14. Visual input enhancement via essay coding results in deaf learners' long-term retention of improved English grammatical knowledge.

    Science.gov (United States)

    Berent, Gerald P; Kelly, Ronald R; Schmitz, Kathryn L; Kenney, Patricia

    2009-01-01

    This study explored the efficacy of visual input enhancement, specifically essay enhancement, for facilitating deaf college students' improvement in English grammatical knowledge. Results documented students' significant improvement immediately after a 10-week instructional intervention, a replication of recent research. Additionally, the results of delayed assessment documented students' significant retention of that improvement five and a half months beyond the instructional intervention period. Essay enhancement served to highlight, via a coding procedure, students' successful and unsuccessful production of discourse-required target grammatical structures. The procedure converted students' written communicative output into enhanced input for inducing noticing of grammatical form and, through essay revision, establishing form-meaning connections leading to acquisition. With its optimal design characteristics supported by theoretical and empirical research, essay enhancement is a highly effective methodology that can be easily implemented as primary or supplementary English instruction for deaf students. The results of this study hold great promise for facilitating deaf students' English language and literacy development and have broad implications for second-language research, teaching, and learning.

  15. Reality Branding

    Directory of Open Access Journals (Sweden)

    Adam Arvidsson

    2004-09-01

    Full Text Available Artiklen tager ’reality branding’ som udgangspunkt for at diskutere markedsføringens kultur- og livsstilsproducerende potentialer på en mediearena, hvor den kommercielle og hverdagslige virkelighed smelter sammen i virksomheders og konsumenters ’joint effort’ i at skabe meningsfyldte historier. Tankegangen er, at forbrugere har gennemskuet reklamernes mere eller mindre fantasifulde tegnkon- struktioner og forholder sig blasert til budskaberne. Som modsvar til denne ligegyldighed forsøger den moderne og avancerede markeds- føring at skabe nye involverende mediemiljøer og nye brugssituatio- ner for produktet – for eksempel er Polle fra Snave debuteret i film- mediet, og Starbucks skabte et nyt fysisk og symbolsk rum for kaffe og kaffedrikning så godt som uden hjælp af traditionel reklame. Artik- lens ærinde er at diskutere denne udvikling i markedsføringen – ikke ud fra traditionelle sociologiske og psykologiske antagelser om foran- dringer i mentalitetsformer, men ud fra en historisk belysning af mar- kedsføringens diskurser set i relation til udviklingen i mediesystemerne.

  16. Crime Scenes as Augmented Reality

    DEFF Research Database (Denmark)

    Sandvik, Kjetil

    2010-01-01

    , physical damage: they are all readable and interpretable signs. As augmented reality the crime scene carries a narrative which at first is hidden and must be revealed. Due to the process of investigation and the detective's ability to reason and deduce, the crime scene as place is reconstructed as virtual......Using the concept of augmented reality, this article will investigate how places in various ways have become augmented by means of different mediatization strategies. Augmentation of reality implies an enhancement of the places' emotional character: a certain mood, atmosphere or narrative surplus...... of meaning has been implemented. This may take place at different levels, which will be presented and investigated in this article and exemplified by some cases from the fields of tourism and computer games.                       The article suggests that we may use the forensic term crime scene in order...

  17. Telemedicine with mobile devices and augmented reality for early postoperative care.

    Science.gov (United States)

    Ponce, Brent A; Brabston, Eugene W; Shin Zu; Watson, Shawna L; Baker, Dustin; Winn, Dennis; Guthrie, Barton L; Shenai, Mahesh B

    2016-08-01

    Advanced features are being added to telemedicine paradigms to enhance usability and usefulness. Virtual Interactive Presence (VIP) is a technology that allows a surgeon and patient to interact in a "merged reality" space, to facilitate both verbal, visual, and manual interaction. In this clinical study, a mobile VIP iOS application was introduced into routine post-operative orthopedic and neurosurgical care. Survey responses endorse the usefulness of this tool, as it relates to The virtual interaction provides needed virtual follow-up in instances where in-person follow-up may be limited, and enhances the subjective patient experience.

  18. Melodic sound enhances visual awareness of congruent musical notes, but only if you can read music

    Science.gov (United States)

    Lee, Minyoung; Blake, Randolph; Kim, Chai-Youn

    2015-01-01

    Predictive influences of auditory information on resolution of visual competition were investigated using music, whose visual symbolic notation is familiar only to those with musical training. Results from two experiments using different experimental paradigms revealed that melodic congruence between what is seen and what is heard impacts perceptual dynamics during binocular rivalry. This bisensory interaction was observed only when the musical score was perceptually dominant, not when it was suppressed from awareness, and it was observed only in people who could read music. Results from two ancillary experiments showed that this effect of congruence cannot be explained by differential patterns of eye movements or by differential response sluggishness associated with congruent score/melody combinations. Taken together, these results demonstrate robust audiovisual interaction based on high-level, symbolic representations and its predictive influence on perceptual dynamics during binocular rivalry. PMID:26077907

  19. Remembering verbally-presented items as pictures: Brain activity underlying visual mental images in schizophrenia patients with visual hallucinations.

    Science.gov (United States)

    Stephan-Otto, Christian; Siddi, Sara; Senior, Carl; Cuevas-Esteban, Jorge; Cambra-Martí, Maria Rosa; Ochoa, Susana; Brébion, Gildas

    2017-09-01

    Previous research suggests that visual hallucinations in schizophrenia consist of mental images mistaken for percepts due to failure of the reality-monitoring processes. However, the neural substrates that underpin such dysfunction are currently unknown. We conducted a brain imaging study to investigate the role of visual mental imagery in visual hallucinations. Twenty-three patients with schizophrenia and 26 healthy participants were administered a reality-monitoring task whilst undergoing an fMRI protocol. At the encoding phase, a mixture of pictures of common items and labels designating common items were presented. On the memory test, participants were requested to remember whether a picture of the item had been presented or merely its label. Visual hallucination scores were associated with a liberal response bias reflecting propensity to erroneously remember pictures of the items that had in fact been presented as words. At encoding, patients with visual hallucinations differentially activated the right fusiform gyrus when processing the words they later remembered as pictures, which suggests the formation of visual mental images. On the memory test, the whole patient group activated the anterior cingulate and medial superior frontal gyrus when falsely remembering pictures. However, no differential activation was observed in patients with visual hallucinations, whereas in the healthy sample, the production of visual mental images at encoding led to greater activation of a fronto-parietal decisional network on the memory test. Visual hallucinations are associated with enhanced visual imagery and possibly with a failure of the reality-monitoring processes that enable discrimination between imagined and perceived events. Copyright © 2017 Elsevier Ltd. All rights reserved.

  20. Visual estimation of the global myocardial extent of hyperenhancement on delayed contrast-enhanced MRI

    Energy Technology Data Exchange (ETDEWEB)

    Comte, Alexandre; Lalande, Alain; Walker, Paul M.; Cochet, Alexandre [Universite de Bourgogne, Laboratoire de Biophysique, Faculte de Medecine, BP 87900, Dijon Cedex (France); Legrand, Louis [Universite de Bourgogne, Laboratoire d' informatique Medicale, Faculte de Medecine, BP 87900, Dijon Cedex (France); Cottin, Yves; Wolf, Jean-Eric [Centre Hospitalier Universitaire de Dijon, Service de Cardiologie II, Dijon Cedex (France); Brunotte, Francois [Centre Hospitalier Universitaire de Dijon, Service de Spectroscopie-RMN, Dijon Cedex (France)

    2004-12-01

    MRI with paramagnetic contrast agent allows the assessment of the extent of myocardial tissue injury after infarction. Visual segmental scoring has been widely used to define the transmural extent of myocardial infarction, but no attempt has been made to use visual scores in order to assess the percentage of the whole myocardium infarcted. By summing all the segmental scores using a 17-segment model, a global index of the size of the infarcted myocardium is easily obtained. The entire left ventricle of 60 patients with a recent myocardial infarction was scanned using an ECG-gated gradient echo sequence after injection of gadolinium contrast agent. The global score was defined as the sum of the scores on each segment, and expressed as a percentage of the maximum possible score. This index was compared with a planimetric evaluation of hyperenhancement, expressed as a percentage of the left ventricle myocardial volume. There is a good correlation between the two methods (r=0.91; y=1.06x+0.20), and the Bland-Altman plot shows a high concordance between the two approaches (mean of the differences =1.45%). A visual approach based on a 17-segment model can be used to evaluate the global myocardial extent of the hyperenhancement with similar results to planimetry. (orig.)