WorldWideScience

Sample records for immersive visual experience

  1. Immersive visualization of dynamic CFD model results

    International Nuclear Information System (INIS)

    Comparato, J.R.; Ringel, K.L.; Heath, D.J.

    2004-01-01

    With immersive visualization the engineer has the means for vividly understanding problem causes and discovering opportunities to improve design. Software can generate an interactive world in which collaborators experience the results of complex mathematical simulations such as computational fluid dynamic (CFD) modeling. Such software, while providing unique benefits over traditional visualization techniques, presents special development challenges. The visualization of large quantities of data interactively requires both significant computational power and shrewd data management. On the computational front, commodity hardware is outperforming large workstations in graphical quality and frame rates. Also, 64-bit commodity computing shows promise in enabling interactive visualization of large datasets. Initial interactive transient visualization methods and examples are presented, as well as development trends in commodity hardware and clustering. Interactive, immersive visualization relies on relevant data being stored in active memory for fast response to user requests. For large or transient datasets, data management becomes a key issue. Techniques for dynamic data loading and data reduction are presented as means to increase visualization performance. (author)

  2. Virtual hydrology observatory: an immersive visualization of hydrology modeling

    Science.gov (United States)

    Su, Simon; Cruz-Neira, Carolina; Habib, Emad; Gerndt, Andreas

    2009-02-01

    The Virtual Hydrology Observatory will provide students with the ability to observe the integrated hydrology simulation with an instructional interface by using a desktop based or immersive virtual reality setup. It is the goal of the virtual hydrology observatory application to facilitate the introduction of field experience and observational skills into hydrology courses through innovative virtual techniques that mimic activities during actual field visits. The simulation part of the application is developed from the integrated atmospheric forecast model: Weather Research and Forecasting (WRF), and the hydrology model: Gridded Surface/Subsurface Hydrologic Analysis (GSSHA). Both the output from WRF and GSSHA models are then used to generate the final visualization components of the Virtual Hydrology Observatory. The various visualization data processing techniques provided by VTK are 2D Delaunay triangulation and data optimization. Once all the visualization components are generated, they are integrated into the simulation data using VRFlowVis and VR Juggler software toolkit. VR Juggler is used primarily to provide the Virtual Hydrology Observatory application with fully immersive and real time 3D interaction experience; while VRFlowVis provides the integration framework for the hydrologic simulation data, graphical objects and user interaction. A six-sided CAVETM like system is used to run the Virtual Hydrology Observatory to provide the students with a fully immersive experience.

  3. A common path forward for the immersive visualization community

    Energy Technology Data Exchange (ETDEWEB)

    Eric A. Wernert; William R. Sherman; Patrick O' Leary; Eric Whiting

    2012-03-01

    Immersive visualization makes use of the medium of virtual reality (VR) - it is a subset of virtual reality focused on the application of VR technologies to scientific and information visualization. As the name implies, there is a particular focus on the physically immersive aspect of VR that more fully engages the perceptual and kinesthetic capabilities of the scientist with the goal of producing greater insight. The immersive visualization community is uniquely positioned to address the analysis needs of the wide spectrum of domain scientists who are becoming increasingly overwhelmed by data. The outputs of computational science simulations and high-resolution sensors are creating a data deluge. Data is coming in faster than it can be analyzed, and there are countless opportunities for discovery that are missed as the data speeds by. By more fully utilizing the scientists visual and other sensory systems, and by offering a more natural user interface with which to interact with computer-generated representations, immersive visualization offers great promise in taming this data torrent. However, increasing the adoption of immersive visualization in scientific research communities can only happen by simultaneously lowering the engagement threshold while raising the measurable benefits of adoption. Scientists time spent immersed with their data will thus be rewarded with higher productivity, deeper insight, and improved creativity. Immersive visualization ties together technologies and methodologies from a variety of related but frequently disjoint areas, including hardware, software and human-computer interaction (HCI) disciplines. In many ways, hardware is a solved problem. There are well established technologies including large walk-in systems such as the CAVE{trademark} and head-based systems such as the Wide-5{trademark}. The advent of new consumer-level technologies now enable an entirely new generation of immersive displays, with smaller footprints and costs

  4. Eye movements, visual search and scene memory, in an immersive virtual environment.

    Directory of Open Access Journals (Sweden)

    Dmitry Kit

    Full Text Available Visual memory has been demonstrated to play a role in both visual search and attentional prioritization in natural scenes. However, it has been studied predominantly in experimental paradigms using multiple two-dimensional images. Natural experience, however, entails prolonged immersion in a limited number of three-dimensional environments. The goal of the present experiment was to recreate circumstances comparable to natural visual experience in order to evaluate the role of scene memory in guiding eye movements in a natural environment. Subjects performed a continuous visual-search task within an immersive virtual-reality environment over three days. We found that, similar to two-dimensional contexts, viewers rapidly learn the location of objects in the environment over time, and use spatial memory to guide search. Incidental fixations did not provide obvious benefit to subsequent search, suggesting that semantic contextual cues may often be just as efficient, or that many incidentally fixated items are not held in memory in the absence of a specific task. On the third day of the experience in the environment, previous search items changed in color. These items were fixated upon with increased probability relative to control objects, suggesting that memory-guided prioritization (or Surprise may be a robust mechanisms for attracting gaze to novel features of natural environments, in addition to task factors and simple spatial saliency.

  5. Eye movements, visual search and scene memory, in an immersive virtual environment.

    Science.gov (United States)

    Kit, Dmitry; Katz, Leor; Sullivan, Brian; Snyder, Kat; Ballard, Dana; Hayhoe, Mary

    2014-01-01

    Visual memory has been demonstrated to play a role in both visual search and attentional prioritization in natural scenes. However, it has been studied predominantly in experimental paradigms using multiple two-dimensional images. Natural experience, however, entails prolonged immersion in a limited number of three-dimensional environments. The goal of the present experiment was to recreate circumstances comparable to natural visual experience in order to evaluate the role of scene memory in guiding eye movements in a natural environment. Subjects performed a continuous visual-search task within an immersive virtual-reality environment over three days. We found that, similar to two-dimensional contexts, viewers rapidly learn the location of objects in the environment over time, and use spatial memory to guide search. Incidental fixations did not provide obvious benefit to subsequent search, suggesting that semantic contextual cues may often be just as efficient, or that many incidentally fixated items are not held in memory in the absence of a specific task. On the third day of the experience in the environment, previous search items changed in color. These items were fixated upon with increased probability relative to control objects, suggesting that memory-guided prioritization (or Surprise) may be a robust mechanisms for attracting gaze to novel features of natural environments, in addition to task factors and simple spatial saliency.

  6. Immersive Earth Science: Data Visualization in Virtual Reality

    Science.gov (United States)

    Skolnik, S.; Ramirez-Linan, R.

    2017-12-01

    Utilizing next generation technology, Navteca's exploration of 3D and volumetric temporal data in Virtual Reality (VR) takes advantage of immersive user experiences where stakeholders are literally inside the data. No longer restricted by the edges of a screen, VR provides an innovative way of viewing spatially distributed 2D and 3D data that leverages a 360 field of view and positional-tracking input, allowing users to see and experience data differently. These concepts are relevant to many sectors, industries, and fields of study, as real-time collaboration in VR can enhance understanding and mission with VR visualizations that display temporally-aware 3D, meteorological, and other volumetric datasets. The ability to view data that is traditionally "difficult" to visualize, such as subsurface features or air columns, is a particularly compelling use of the technology. Various development iterations have resulted in Navteca's proof of concept that imports and renders volumetric point-cloud data in the virtual reality environment by interfacing PC-based VR hardware to a back-end server and popular GIS software. The integration of the geo-located data in VR and subsequent display of changeable basemaps, overlaid datasets, and the ability to zoom, navigate, and select specific areas show the potential for immersive VR to revolutionize the way Earth data is viewed, analyzed, and communicated.

  7. JackIn Head: Immersive Visual Telepresence System with Omnidirectional Wearable Camera.

    Science.gov (United States)

    Kasahara, Shunichi; Nagai, Shohei; Rekimoto, Jun

    2017-03-01

    Sharing one's own immersive experience over the Internet is one of the ultimate goals of telepresence technology. In this paper, we present JackIn Head, a visual telepresence system featuring an omnidirectional wearable camera with image motion stabilization. Spherical omnidirectional video footage taken around the head of a local user is stabilized and then broadcast to others, allowing remote users to explore the immersive visual environment independently of the local user's head direction. We describe the system design of JackIn Head and report the evaluation results of real-time image stabilization and alleviation of cybersickness. Then, through an exploratory observation study, we investigate how individuals can remotely interact, communicate with, and assist each other with our system. We report our observation and analysis of inter-personal communication, demonstrating the effectiveness of our system in augmenting remote collaboration.

  8. Immersive visualization of rail simulation data.

    Science.gov (United States)

    2016-01-01

    The prime objective of this project was to create scientific, immersive visualizations of a Rail-simulation. This project is a part of a larger initiative that consists of three distinct parts. The first step consists of performing a finite element a...

  9. A Study of Layout, Rendering, and Interaction Methods for Immersive Graph Visualization.

    Science.gov (United States)

    Kwon, Oh-Hyun; Muelder, Chris; Lee, Kyungwon; Ma, Kwan-Liu

    2016-07-01

    Information visualization has traditionally limited itself to 2D representations, primarily due to the prevalence of 2D displays and report formats. However, there has been a recent surge in popularity of consumer grade 3D displays and immersive head-mounted displays (HMDs). The ubiquity of such displays enables the possibility of immersive, stereoscopic visualization environments. While techniques that utilize such immersive environments have been explored extensively for spatial and scientific visualizations, contrastingly very little has been explored for information visualization. In this paper, we present our considerations of layout, rendering, and interaction methods for visualizing graphs in an immersive environment. We conducted a user study to evaluate our techniques compared to traditional 2D graph visualization. The results show that participants answered significantly faster with a fewer number of interactions using our techniques, especially for more difficult tasks. While the overall correctness rates are not significantly different, we found that participants gave significantly more correct answers using our techniques for larger graphs.

  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. 3D Immersive Visualization: An Educational Tool in Geosciences

    Science.gov (United States)

    Pérez-Campos, N.; Cárdenas-Soto, M.; Juárez-Casas, M.; Castrejón-Pineda, R.

    2007-05-01

    3D immersive visualization is an innovative tool currently used in various disciplines, such as medicine, architecture, engineering, video games, etc. Recently, the Universidad Nacional Autónoma de México (UNAM) mounted a visualization theater (Ixtli) with leading edge technology, for academic and research purposes that require immersive 3D tools for a better understanding of the concepts involved. The Division of Engineering in Earth Sciences of the School of Engineering, UNAM, is running a project focused on visualization of geoscience data. Its objective is to incoporate educational material in geoscience courses in order to support and to improve the teaching-learning process, especially in well-known difficult topics for students. As part of the project, proffessors and students are trained in visualization techniques, then their data are adapted and visualized in Ixtli as part of a class or a seminar, where all the attendants can interact, not only among each other but also with the object under study. As part of our results, we present specific examples used in basic geophysics courses, such as interpreted seismic cubes, seismic-wave propagation models, and structural models from bathymetric, gravimetric and seismological data; as well as examples from ongoing applied projects, such as a modeled SH upward wave, the occurrence of an earthquake cluster in 1999 in the Popocatepetl volcano, and a risk atlas from Delegación Alvaro Obregón in Mexico City. All these examples, plus those to come, constitute a library for students and professors willing to explore another dimension of the teaching-learning process. Furthermore, this experience can be enhaced by rich discussions and interactions by videoconferences with other universities and researchers.

  12. Immersion and Gameplay Experience: A Contingency Framework

    Directory of Open Access Journals (Sweden)

    Daniel Örtqvist

    2010-01-01

    Full Text Available The nature of the relationship between immersion and gameplay experience is investigated, focusing primarily on the literature related to flow. In particular, this paper proposes that immersion and gameplay experience are conceptually different, but empirically positively related through mechanisms related to flow. Furthermore, this study examines gamers' characteristics to determine the influence between immersion and gameplay experiences. The study involves 48 observations in one game setting. Regression analyses including tests for moderation and simple slope analysis are used to reveal gamers' age, experience, and understanding of the game, which moderate the relationship between immersion and gameplay experience. The results suggest that immersion is more positive for gameplay experience when the gamer lacks experience and understanding of the game as well as when the gamer is relatively older. Implications and recommendations for future research are discussed at length in the paper.

  13. 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

    2013-03-28

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

  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. How incorporation of scents could enhance immersive virtual experiences

    Directory of Open Access Journals (Sweden)

    Matthieu Jeremiah Ischer

    2014-07-01

    Full Text Available Under normal everyday conditions, senses all work together to create experiences that fill a typical person´s life. Unfortunately for behavioral and cognitive researchers who investigate such experiences, standard laboratory tests are usually conducted in a nondescript room in front of a computer screen. They are very far from replicating the complexity of real world experiences. Recently, immersive virtual reality (IVR environments became promising methods to immerse people into an almost real environment that involves more senses. IVR environments provide many similarities to the complexity of the real world and at the same time allow experimenters to constrain experimental parameters to obtain empirical data. This can eventually lead to better treatment options and/or new mechanistic hypotheses. The idea that increasing sensory modalities improve the realism of immersive virtual reality environments has been empirically supported, but the senses used did not usually include olfaction. In this technology report, we will present an odor delivery system applied to a state-of-the-art IVR technology. The platform provides a three-dimensional, immersive, and fully interactive visualization environment called Brain and Behavioral Laboratory - Immersive System (BBL-IS. The solution we propose can reliably deliver various complex scents during different virtual scenarios, at a precise time and space and without contamination of the environment. The main features of this platform are: i the limited cross-contamination between odorant streams with a fast odor delivery (< 500 ms, ii the ease of use and control, and iii the possibility to synchronize the delivery of the odorant with pictures, videos or sounds. How this unique technology could be used to investigate typical research questions in olfaction (e.g., emotional elicitation, memory encoding or attentional capture by scents will also be addressed.

  16. Immersive Data Comprehension: Visualizing Uncertainty in Measurable Models

    Directory of Open Access Journals (Sweden)

    Pere eBrunet

    2015-09-01

    Full Text Available Recent advances in 3D scanning technologies have opened new possibilities in a broad range of applications includingcultural heritage, medicine, civil engineering and urban planning. Virtual Reality systems can provide new tools toprofessionals that want to understand acquired 3D models. In this paper, we review the concept of data comprehension with an emphasis on visualization and inspection tools on immersive setups. We claim that in most application fields, data comprehension requires model measurements which in turn should be based on the explicit visualization of uncertainty. As 3D digital representations are not faithful, information on their fidelity at local level should be included in the model itself as uncertainty bounds. We propose the concept of Measurable 3D Models as digital models that explicitly encode local uncertainty bounds related to their quality. We claim that professionals and experts can strongly benefit from immersive interaction through new specific, fidelity-aware measurement tools which can facilitate 3D data comprehension. Since noise and processing errors are ubiquitous in acquired datasets, we discuss the estimation, representation and visualization of data uncertainty. We show that, based on typical user requirements in Cultural Heritage and other domains, application-oriented measuring tools in 3D models must consider uncertainty and local error bounds. We also discuss the requirements of immersive interaction tools for the comprehension of huge 3D and nD datasets acquired from real objects.

  17. Measurement Tools for the Immersive Visualization Environment: Steps Toward the Virtual Laboratory.

    Science.gov (United States)

    Hagedorn, John G; Dunkers, Joy P; Satterfield, Steven G; Peskin, Adele P; Kelso, John T; Terrill, Judith E

    2007-01-01

    This paper describes a set of tools for performing measurements of objects in a virtual reality based immersive visualization environment. These tools enable the use of the immersive environment as an instrument for extracting quantitative information from data representations that hitherto had be used solely for qualitative examination. We provide, within the virtual environment, ways for the user to analyze and interact with the quantitative data generated. We describe results generated by these methods to obtain dimensional descriptors of tissue engineered medical products. We regard this toolbox as our first step in the implementation of a virtual measurement laboratory within an immersive visualization environment.

  18. 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.

  19. Immersive journalism: immersive virtual reality for the first-person experience of news

    OpenAIRE

    Peña, Nonny de la; Weil, Peggy; Llobera, Joan; Giannopoulos, Elias; Pomés Freixa, Ausiàs; Spanlang, Bernhard; Friedman, Doron; Sánchez-Vives, María Victoria; Slater, Mel

    2010-01-01

    This paper introduces the concept, and discusses the implications of Immersive Journalism, that is the production of news in a form in which people can gain first- 2 person experiences of the events or situation described in news stories. The fundamental idea of Immersive Journalism is to allow the participant, typically represented as a digital avatar, to actually enter a virtually recreated scenario representing the news story. The sense of presence obtained through an immersive system (whe...

  20. Authoring Immersive Mixed Reality Experiences

    Science.gov (United States)

    Misker, Jan M. V.; van der Ster, Jelle

    Creating a mixed reality experience is a complicated endeavour. From our practice as a media lab in the artistic domain we found that engineering is “only” a first step in creating a mixed reality experience. Designing the appearance and directing the user experience are equally important for creating an engaging, immersive experience. We found that mixed reality artworks provide a very good test bed for studying these topics. This chapter details three steps required for authoring mixed reality experiences: engineering, designing and directing. We will describe a platform (VGE) for creating mixed reality environments that incorporates these steps. A case study (EI4) is presented in which this platform was used to not only engineer the system, but in which an artist was given the freedom to explore the artistic merits of mixed reality as an artistic medium, which involved areas such as the look and feel, multimodal experience and interaction, immersion as a subjective emotion and game play scenarios.

  1. Is Learning in Low Immersive Environments Carried over to High Immersive Environments?

    Directory of Open Access Journals (Sweden)

    Dror David Lev

    2012-01-01

    Full Text Available One of the more debated issues regarding training simulators is their validity for transfer of skills to sensory environments that differ from the simulator. In two experiments, the advantages of three-dimensional (3D and collocated (Col visual displays were evaluated in a realistic and complex visuomotor task. The two factors were evaluated independently, comparing Col-2D with dislocated-2D (experiment 1 and with Col-3D (experiment 2. As expected, in both cases the more immersive presentation condition facilitated better performance. Furthermore, improvement following training in the more immersive condition carried over to the following less immersive condition but there was no carry over in the opposing order of presentation. This is taken as an indication for the differential development of skills conditioned by the level of immersiveness of the training environment. This further suggests that learning of complex realistic tasks is not carried over from less immersive simulator to the complex sensory environment of reality, due to the large gap in sensory patterns.

  2. Teaching Visual Arts - From the Innocent Eye to Immersiveness and Vice Versa

    Directory of Open Access Journals (Sweden)

    Marijan Richter

    2017-09-01

    Full Text Available In the mid-19th century, John Ruskin, apologist for the poetics of the innocent eye, advocated a break with academic Realism. A century later, Gombrich and Goodman criticized Ruskin's Romantic subjectivism from the position of High Modernism. Consequently, the "Enlightenment" approach in teaching visual arts became stronger. Recently, some teaching specialists have been trying to inaugurate the term, immersiveness, in place of visual arts language for the purpose of introducing contemporary art into the syllabus. This paper examines the relation between "the innocent eye myth" and topical approach of "immersiveness" within the framework of educational objectives and methods in contemporary teaching.

  3. Planning, Implementation and Optimization of Future space Missions using an Immersive Visualization Environement (IVE) Machine

    Science.gov (United States)

    Harris, E.

    Planning, Implementation and Optimization of Future Space Missions using an Immersive Visualization Environment (IVE) Machine E. N. Harris, Lockheed Martin Space Systems, Denver, CO and George.W. Morgenthaler, U. of Colorado at Boulder History: A team of 3-D engineering visualization experts at the Lockheed Martin Space Systems Company have developed innovative virtual prototyping simulation solutions for ground processing and real-time visualization of design and planning of aerospace missions over the past 6 years. At the University of Colorado, a team of 3-D visualization experts are developing the science of 3-D visualization and immersive visualization at the newly founded BP Center for Visualization, which began operations in October, 2001. (See IAF/IAA-01-13.2.09, "The Use of 3-D Immersive Visualization Environments (IVEs) to Plan Space Missions," G. A. Dorn and G. W. Morgenthaler.) Progressing from Today's 3-D Engineering Simulations to Tomorrow's 3-D IVE Mission Planning, Simulation and Optimization Techniques: 3-D (IVEs) and visualization simulation tools can be combined for efficient planning and design engineering of future aerospace exploration and commercial missions. This technology is currently being developed and will be demonstrated by Lockheed Martin in the (IVE) at the BP Center using virtual simulation for clearance checks, collision detection, ergonomics and reach-ability analyses to develop fabrication and processing flows for spacecraft and launch vehicle ground support operations and to optimize mission architecture and vehicle design subject to realistic constraints. Demonstrations: Immediate aerospace applications to be demonstrated include developing streamlined processing flows for Reusable Space Transportation Systems and Atlas Launch Vehicle operations and Mars Polar Lander visual work instructions. Long-range goals include future international human and robotic space exploration missions such as the development of a Mars

  4. Adoption of the Creative Process According to the Immersive Method

    Directory of Open Access Journals (Sweden)

    Sonja Vuk

    2015-09-01

    Full Text Available The immersive method is a new concept of visual education that is better suited to the needs of students in contemporary post-industrial society. The features of the immersive method are: 1 it emerges from interaction with visual culture; 2 it encourages understanding of contemporary art (as an integral part of visual culture; and 3 it implements the strategies and processes of the dominant tendencies in contemporary art (new media art and relational art with the goal of adopting the creative process, expressing one’s thoughts and emotions, and communicating with the environment. The immersive method transfers the creative process from art to the process of creation by the students themselves. This occurs with the mediation of an algorithmic scheme that enables students to adopt ways to solve problems, to express thoughts and emotions, to develop ideas and to transfer these ideas to form, medium and material. The immersive method uses transfer in classes, the therapeutic aspect of art and “flow state” (the optimal experience of being immersed in an activity/aesthetic experience (a total experience that has a beginning, a process and a conclusion/immersive experience (comprehensive immersion in the present moment. This is a state leading to the sublimative effect of creation (identification with what has been expressed, as well as to self-actualisation. The immersive method teaches one to connect the context, social relations and the artwork as a whole in which one lives as an individual. The adopted creative process is implemented in a critical manner on one’s surrounding through analysis, aesthetic interventions, and ecologically and socially aware inclusion in the life of a community. The students gain the crucial meta-competence of a creative thinking process.

  5. Immersive Visualization of the Solid Earth

    Science.gov (United States)

    Kreylos, O.; Kellogg, L. H.

    2017-12-01

    Immersive visualization using virtual reality (VR) display technology offers unique benefits for the visual analysis of complex three-dimensional data such as tomographic images of the mantle and higher-dimensional data such as computational geodynamics models of mantle convection or even planetary dynamos. Unlike "traditional" visualization, which has to project 3D scalar data or vectors onto a 2D screen for display, VR can display 3D data in a pseudo-holographic (head-tracked stereoscopic) form, and does therefore not suffer the distortions of relative positions, sizes, distances, and angles that are inherent in 2D projection and interfere with interpretation. As a result, researchers can apply their spatial reasoning skills to 3D data in the same way they can to real objects or environments, as well as to complex objects like vector fields. 3D Visualizer is an application to visualize 3D volumetric data, such as results from mantle convection simulations or seismic tomography reconstructions, using VR display technology and a strong focus on interactive exploration. Unlike other visualization software, 3D Visualizer does not present static visualizations, such as a set of cross-sections at pre-selected positions and orientations, but instead lets users ask questions of their data, for example by dragging a cross-section through the data's domain with their hands and seeing data mapped onto that cross-section in real time, or by touching a point inside the data domain, and immediately seeing an isosurface connecting all points having the same data value as the touched point. Combined with tools allowing 3D measurements of positions, distances, and angles, and with annotation tools that allow free-hand sketching directly in 3D data space, the outcome of using 3D Visualizer is not primarily a set of pictures, but derived data to be used for subsequent analysis. 3D Visualizer works best in virtual reality, either in high-end facility-scale environments such as CAVEs

  6. KinImmerse: Macromolecular VR for NMR ensembles

    Directory of Open Access Journals (Sweden)

    Vinson E Claire

    2009-02-01

    Full Text Available Abstract Background In molecular applications, virtual reality (VR and immersive virtual environments have generally been used and valued for the visual and interactive experience – to enhance intuition and communicate excitement – rather than as part of the actual research process. In contrast, this work develops a software infrastructure for research use and illustrates such use on a specific case. Methods The Syzygy open-source toolkit for VR software was used to write the KinImmerse program, which translates the molecular capabilities of the kinemage graphics format into software for display and manipulation in the DiVE (Duke immersive Virtual Environment or other VR system. KinImmerse is supported by the flexible display construction and editing features in the KiNG kinemage viewer and it implements new forms of user interaction in the DiVE. Results In addition to molecular visualizations and navigation, KinImmerse provides a set of research tools for manipulation, identification, co-centering of multiple models, free-form 3D annotation, and output of results. The molecular research test case analyzes the local neighborhood around an individual atom within an ensemble of nuclear magnetic resonance (NMR models, enabling immersive visual comparison of the local conformation with the local NMR experimental data, including target curves for residual dipolar couplings (RDCs. Conclusion The promise of KinImmerse for production-level molecular research in the DiVE is shown by the locally co-centered RDC visualization developed there, which gave new insights now being pursued in wider data analysis.

  7. Immersive 3D Visualization of Astronomical Data

    Science.gov (United States)

    Schaaff, A.; Berthier, J.; Da Rocha, J.; Deparis, N.; Derriere, S.; Gaultier, P.; Houpin, R.; Normand, J.; Ocvirk, P.

    2015-09-01

    The immersive-3D visualization, or Virtual Reality in our study, was previously dedicated to specific uses (research, flight simulators, etc.) The investment in infrastructure and its cost was reserved to large laboratories or companies. Lately we saw the development of immersive-3D masks intended for wide distribution, for example the Oculus Rift and the Sony Morpheus projects. The usual reaction is to say that these tools are primarily intended for games since it is easy to imagine a player in a virtual environment and the added value to conventional 2D screens. Yet it is likely that there are many applications in the professional field if these tools are becoming common. Introducing this technology into existing applications or new developments makes sense only if interest is properly evaluated. The use in Astronomy is clear for education, it is easy to imagine mobile and light planetariums or to reproduce poorly accessible environments (e.g., large instruments). In contrast, in the field of professional astronomy the use is probably less obvious and it requires to conduct studies to determine the most appropriate ones and to assess the contributions compared to the other display modes.

  8. The ALIVE Project: Astronomy Learning in Immersive Virtual Environments

    Science.gov (United States)

    Yu, K. C.; Sahami, K.; Denn, G.

    2008-06-01

    The Astronomy Learning in Immersive Virtual Environments (ALIVE) project seeks to discover learning modes and optimal teaching strategies using immersive virtual environments (VEs). VEs are computer-generated, three-dimensional environments that can be navigated to provide multiple perspectives. Immersive VEs provide the additional benefit of surrounding a viewer with the simulated reality. ALIVE evaluates the incorporation of an interactive, real-time ``virtual universe'' into formal college astronomy education. In the experiment, pre-course, post-course, and curriculum tests will be used to determine the efficacy of immersive visualizations presented in a digital planetarium versus the same visual simulations in the non-immersive setting of a normal classroom, as well as a control case using traditional classroom multimedia. To normalize for inter-instructor variability, each ALIVE instructor will teach at least one of each class in each of the three test groups.

  9. From Perceptual Apparatus to Immersive Field of Experience

    DEFF Research Database (Denmark)

    Wieczorek, Izabela

    2014-01-01

    Peter Sloterdijk ascribes to architecture the “the design of immersions” and hence the “production of embedding situations” or atmosphere (2011 (2006): 108-109), which as devised by Gernot Böhme becomes a fundamental concept of a new aesthetics (1993). Atmosphere implies affective immersion...... the immersive experiences relocate the vision within a “carnal density” (1992: 150), regaining all sensory modalities. Diverse perceptual apparatuses also defined a larger disciplinary expansion in the field of architecture and design. Conceived as sensorial activators, intensifiers of phenomena......, constitute a framework for a re-invention of perceptual worlds, providing a basis for tracing the conceptual contours of atmospheric perception, as well as for discerning the means of the production of space understood as an immersive field of experience. References: Böhme, G. (1993). "Atmosphere...

  10. Virtually numbed: immersive video gaming alters real-life experience.

    Science.gov (United States)

    Weger, Ulrich W; Loughnan, Stephen

    2014-04-01

    As actors in a highly mechanized environment, we are citizens of a world populated not only by fellow humans, but also by virtual characters (avatars). Does immersive video gaming, during which the player takes on the mantle of an avatar, prompt people to adopt the coldness and rigidity associated with robotic behavior and desensitize them to real-life experience? In one study, we correlated participants' reported video-gaming behavior with their emotional rigidity (as indicated by the number of paperclips that they removed from ice-cold water). In a second experiment, we manipulated immersive and nonimmersive gaming behavior and then likewise measured the extent of the participants' emotional rigidity. Both studies yielded reliable impacts, and thus suggest that immersion into a robotic viewpoint desensitizes people to real-life experiences in oneself and others.

  11. Art-Science-Technology collaboration through immersive, interactive 3D visualization

    Science.gov (United States)

    Kellogg, L. H.

    2014-12-01

    At the W. M. Keck Center for Active Visualization in Earth Sciences (KeckCAVES), a group of geoscientists and computer scientists collaborate to develop and use of interactive, immersive, 3D visualization technology to view, manipulate, and interpret data for scientific research. The visual impact of immersion in a CAVE environment can be extremely compelling, and from the outset KeckCAVES scientists have collaborated with artists to bring this technology to creative works, including theater and dance performance, installations, and gamification. The first full-fledged collaboration designed and produced a performance called "Collapse: Suddenly falling down", choreographed by Della Davidson, which investigated the human and cultural response to natural and man-made disasters. Scientific data (lidar scans of disaster sites, such as landslides and mine collapses) were fully integrated into the performance by the Sideshow Physical Theatre. This presentation will discuss both the technological and creative characteristics of, and lessons learned from the collaboration. Many parallels between the artistic and scientific process emerged. We observed that both artists and scientists set out to investigate a topic, solve a problem, or answer a question. Refining that question or problem is an essential part of both the creative and scientific workflow. Both artists and scientists seek understanding (in this case understanding of natural disasters). Differences also emerged; the group noted that the scientists sought clarity (including but not limited to quantitative measurements) as a means to understanding, while the artists embraced ambiguity, also as a means to understanding. Subsequent art-science-technology collaborations have responded to evolving technology for visualization and include gamification as a means to explore data, and use of augmented reality for informal learning in museum settings.

  12. High End Visualization of Geophysical Datasets Using Immersive Technology: The SIO Visualization Center.

    Science.gov (United States)

    Newman, R. L.

    2002-12-01

    How many images can you display at one time with Power Point without getting "postage stamps"? Do you have fantastic datasets that you cannot view because your computer is too slow/small? Do you assume a few 2-D images of a 3-D picture are sufficient? High-end visualization centers can minimize and often eliminate these problems. The new visualization center [http://siovizcenter.ucsd.edu] at Scripps Institution of Oceanography [SIO] immerses users into a virtual world by projecting 3-D images onto a Panoram GVR-120E wall-sized floor-to-ceiling curved screen [7' x 23'] that has 3.2 mega-pixels of resolution. The Infinite Reality graphics subsystem is driven by a single-pipe SGI Onyx 3400 with a system bandwidth of 44 Gbps. The Onyx is powered by 16 MIPS R12K processors and 16 GB of addressable memory. The system is also equipped with transmitters and LCD shutter glasses which permit stereographic 3-D viewing of high-resolution images. This center is ideal for groups of up to 60 people who can simultaneously view these large-format images. A wide range of hardware and software is available, giving the users a totally immersive working environment in which to display, analyze, and discuss large datasets. The system enables simultaneous display of video and audio streams from sources such as SGI megadesktop and stereo megadesktop, S-VHS video, DVD video, and video from a Macintosh or PC. For instance, one-third of the screen might be displaying S-VHS video from a remotely-operated-vehicle [ROV], while the remaining portion of the screen might be used for an interactive 3-D flight over the same parcel of seafloor. The video and audio combinations using this system are numerous, allowing users to combine and explore data and images in innovative ways, greatly enhancing scientists' ability to visualize, understand and collaborate on complex datasets. In the not-distant future, with the rapid growth in networking speeds in the US, it will be possible for Earth Sciences

  13. Isometric force exaggeration in simulated weightlessness by water immersion: role of visual feedback.

    Science.gov (United States)

    Dalecki, Marc; Bock, Otmar

    2014-06-01

    Previous studies reported that humans produce exaggerated isometric forces (20-50%) in microgravity, hypergravity, and under water. Subjects were not provided with visual feedback and exaggerations were attributed to proprioceptive deficits. The few studies that provided visual feedback in micro- and hypergravity found no deficits. The present work was undertaken to find out whether visual feedback can reduce or eliminate isometric force exaggerations during shallow water immersion, a working environment for astronauts and divers. There were 48 subjects who had to produce isometric forces of 15 N with a joystick; targets were presented via screen. Procedures were similar to earlier studies, but provided visual feedback. Subjects were tested 16.4 ft (5 m) under water (WET) and on dry land (DRY). Response accuracy was calculated with landmarks such as initial and peak force magnitude, and response timing. Initial force and response timing were equal in WET compared to DRY. A small but significant force exaggeration (+5%) remained for peak force in WET that was limited to directions toward the trunk. Force exaggeration under water is largely compensated, but not completely eliminated by visual feedback. As in earlier studies without visual feedback, force exaggeration manifested during later but not early response parts, speaking for impaired proprioceptive feedback rather than for erroneous central motor planning. Since in contrast to micro/hypergravity, visual feedback did not sufficiently abolish force deficits under water, proprioceptive information seems to be weighted differently in micro/hypergravity and shallow water immersion, probably because only the latter environment produces increased ambient pressure, which is known to induce neuronal changes.

  14. An Immersive VR System for Sports Education

    Science.gov (United States)

    Song, Peng; Xu, Shuhong; Fong, Wee Teck; Chin, Ching Ling; Chua, Gim Guan; Huang, Zhiyong

    The development of new technologies has undoubtedly promoted the advances of modern education, among which Virtual Reality (VR) technologies have made the education more visually accessible for students. However, classroom education has been the focus of VR applications whereas not much research has been done in promoting sports education using VR technologies. In this paper, an immersive VR system is designed and implemented to create a more intuitive and visual way of teaching tennis. A scalable system architecture is proposed in addition to the hardware setup layout, which can be used for various immersive interactive applications such as architecture walkthroughs, military training simulations, other sports game simulations, interactive theaters, and telepresent exhibitions. Realistic interaction experience is achieved through accurate and robust hybrid tracking technology, while the virtual human opponent is animated in real time using shader-based skin deformation. Potential future extensions are also discussed to improve the teaching/learning experience.

  15. Novel Safranin-Tinted Candida rugosa Lipase Nanoconjugates Reagent for Visualizing Latent Fingerprints on Stainless Steel Knives Immersed in a Natural Outdoor Pond

    Directory of Open Access Journals (Sweden)

    Aida Rasyidah Azman

    2018-05-01

    Full Text Available Waterways are popular locations for the disposition of criminal evidence because the recovery of latent fingerprints from such evidence is difficult. Currently, small particle reagent is a method often used to visualize latent fingerprints containing carcinogenic and hazardous compounds. This study proposes an eco-friendly, safranin-tinted Candida rugosa lipase (triacylglycerol ester hydrolysis EC 3.1.1.3 with functionalized carbon nanotubes (CRL-MWCNTS/GA/SAF as an alternative reagent to the small particle reagent. The CRL-MWCNTS/GA/SAF reagent was compared with the small particle reagent to visualize groomed, full fingerprints deposited on stainless steel knives which were immersed in a natural outdoor pond for 30 days. The quality of visualized fingerprints using the new reagent was similar (modified-Centre for Applied Science and Technology grade: 4; p > 0.05 to small particle reagent, even after 15 days of immersion. Despite the slight decrease in quality of visualized fingerprints using the CRL-MWCNTS/GA/SAF on the last three immersion periods, the fingerprints remained forensically identifiable (modified-Centre for Applied Science and Technology grade: 3. The possible chemical interactions that enabled successful visualization is also discussed. Thus, this novel reagent may provide a relatively greener alternative for the visualization of latent fingerprints on immersed non-porous objects.

  16. Development of Techniques for Visualization of Scalar and Vector Fields in the Immersive Environment

    Science.gov (United States)

    Bidasaria, Hari B.; Wilson, John W.; Nealy, John E.

    2005-01-01

    Visualization of scalar and vector fields in the immersive environment (CAVE - Cave Automated Virtual Environment) is important for its application to radiation shielding research at NASA Langley Research Center. A complete methodology and the underlying software for this purpose have been developed. The developed software has been put to use for the visualization of the earth s magnetic field, and in particular for the study of the South Atlantic Anomaly. The methodology has also been put to use for the visualization of geomagnetically trapped protons and electrons within Earth's magnetosphere.

  17. iCAVE: an open source tool for visualizing biomolecular networks in 3D, stereoscopic 3D and immersive 3D.

    Science.gov (United States)

    Liluashvili, Vaja; Kalayci, Selim; Fluder, Eugene; Wilson, Manda; Gabow, Aaron; Gümüs, Zeynep H

    2017-08-01

    Visualizations of biomolecular networks assist in systems-level data exploration in many cellular processes. Data generated from high-throughput experiments increasingly inform these networks, yet current tools do not adequately scale with concomitant increase in their size and complexity. We present an open source software platform, interactome-CAVE (iCAVE), for visualizing large and complex biomolecular interaction networks in 3D. Users can explore networks (i) in 3D using a desktop, (ii) in stereoscopic 3D using 3D-vision glasses and a desktop, or (iii) in immersive 3D within a CAVE environment. iCAVE introduces 3D extensions of known 2D network layout, clustering, and edge-bundling algorithms, as well as new 3D network layout algorithms. Furthermore, users can simultaneously query several built-in databases within iCAVE for network generation or visualize their own networks (e.g., disease, drug, protein, metabolite). iCAVE has modular structure that allows rapid development by addition of algorithms, datasets, or features without affecting other parts of the code. Overall, iCAVE is the first freely available open source tool that enables 3D (optionally stereoscopic or immersive) visualizations of complex, dense, or multi-layered biomolecular networks. While primarily designed for researchers utilizing biomolecular networks, iCAVE can assist researchers in any field. © The Authors 2017. Published by Oxford University Press.

  18. Inclusion of Immersive Virtual Learning Environments and Visual Control Systems to Support the Learning of Students with Asperger Syndrome

    Science.gov (United States)

    Lorenzo, Gonzalo; Pomares, Jorge; Lledo, Asuncion

    2013-01-01

    This paper presents the use of immersive virtual reality systems in the educational intervention with Asperger students. The starting points of this study are features of these students' cognitive style that requires an explicit teaching style supported by visual aids and highly structured environments. The proposed immersive virtual reality…

  19. Is Immersion of Any Value? Whether, and to What Extent, Game Immersion Experience during Serious Gaming Affects Science Learning

    Science.gov (United States)

    Cheng, Meng-Tzu; Lin, Yu-Wen; She, Hsiao-Ching; Kuo, Po-Chih

    2017-01-01

    Many studies have shown the positive impact of serious gaming on learning outcomes, but few have explored the relationships between game immersion and science learning. Accordingly, this study was conducted to investigate the effectiveness of learning by playing, as well as the dynamic process of game immersion experiences, and to further identify…

  20. Altered Perspectives: Immersive Environments

    Science.gov (United States)

    Shipman, J. S.; Webley, P. W.

    2016-12-01

    Immersive environments provide an exciting experiential technology to visualize the natural world. Given the increasing accessibility of 360o cameras and virtual reality headsets we are now able to visualize artistic principles and scientific concepts in a fully immersive environment. The technology has become popular for photographers as well as designers, industry, educational groups, and museums. Here we show a sci-art perspective on the use of optics and light in the capture and manipulation of 360o images and video of geologic phenomena and cultural heritage sites in Alaska, England, and France. Additionally, we will generate intentionally altered perspectives to lend a surrealistic quality to the landscapes. Locations include the Catacombs of Paris, the Palace of Versailles, and the Northern Lights over Fairbanks, Alaska. Some 360o view cameras now use small portable dual lens technology extending beyond the 180o fish eye lens previously used, providing better coverage and image quality. Virtual reality headsets range in level of sophistication and cost, with the most affordable versions using smart phones and Google Cardboard viewers. The equipment used in this presentation includes a Ricoh Theta S spherical imaging camera. Here we will demonstrate the use of 360o imaging with attendees being able to be part of the immersive environment and experience our locations as if they were visiting themselves.

  1. Immersion and distancing during assimilation of problematic experiences in a good-outcome case of emotion-focused therapy.

    Science.gov (United States)

    Barbosa, Eunice; Couto, Ana Bela; Basto, Isabel; Stiles, William B; Pinto-Gouveia, José; Salgado, João

    2018-03-01

    Some studies have suggested that a decrease in immersion (egocentric perspective on personal experiences) and an increase in distancing (observer perspective on personal experiences) are associated with the resolution of clinical problems and positive outcome in psychotherapy for depression. To help clarify how this change in perspectives relates to clinical change, the present study compared changes in immersion and distancing across therapy with progress in one client's assimilation of her problematic experiences. We analyzed all passages referring to the central problematic experience in a good-outcome case of emotion-focused therapy for depression using the Measure of Immersion and Distancing Speech and the Assimilation of Problematic Experiences Scale. Results showed that immersion and distancing were associated with different stages of assimilation. Immersion was associated with stages of emerging awareness and clarification of the problem and in the application of new understandings to daily life. Distancing was associated with problem-solving and attaining insight. The decrease of immersion and increase of distancing associated with therapeutic improvement should not be taken as a recommendation to avoid immersion and encourage distancing. Immersion and distancing may work as coordinated aspects of the processes of psychotherapeutic change.

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

    International Nuclear Information System (INIS)

    Ruotolo, Francesco; Maffei, Luigi; Di Gabriele, Maria; Iachini, Tina; Masullo, Massimiliano; Ruggiero, Gennaro; Senese, Vincenzo Paolo

    2013-01-01

    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 can be used to study

  3. Extrafoveal Video Extension for an Immersive Viewing Experience.

    Science.gov (United States)

    Turban, Laura; Urban, Fabrice; Guillotel, Philippe

    2016-02-11

    Between the recent popularity of virtual reality (VR) and the development of 3D, immersion has become an integral part of entertainment concepts. Head-mounted Display (HMD) devices are often used to afford users a feeling of immersion in the environment. Another technique is to project additional material surrounding the viewer, as is achieved using cave systems. As a continuation of this technique, it could be interesting to extend surrounding projection to current television or cinema screens. The idea would be to entirely fill the viewer's field of vision, thus providing them with a more complete feeling of being in the scene and part of the story. The appropriate content can be captured using large field of view (FoV) technology, using a rig of cameras for 110 to 360 capture, or created using computergenerated images. The FoV is, however, rather limited in its use for existing (legacy) content, achieving between 36 to 90 degrees () field, depending on the distance from the screen. This paper seeks to improve this FoV limitation by proposing computer vision techniques to extend such legacy content to the peripheral (extrafoveal) vision without changing the original creative intent or damaging the viewer's experience. A new methodology is also proposed for performing user tests in order to evaluate the quality of the experience and confirm that the sense of immersion has been increased. This paper thus presents: i) an algorithm to spatially extend the video based on human vision characteristics, ii) its subjective results compared to state-of-the-art techniques, iii) the protocol required to evaluate the quality of the experience (QoE), and iv) the results of the user tests.

  4. Immersive Visual Data Analysis For Geoscience Using Commodity VR Hardware

    Science.gov (United States)

    Kreylos, O.; Kellogg, L. H.

    2017-12-01

    Immersive visualization using virtual reality (VR) display technology offers tremendous benefits for the visual analysis of complex three-dimensional data like those commonly obtained from geophysical and geological observations and models. Unlike "traditional" visualization, which has to project 3D data onto a 2D screen for display, VR can side-step this projection and display 3D data directly, in a pseudo-holographic (head-tracked stereoscopic) form, and does therefore not suffer the distortions of relative positions, sizes, distances, and angles that are inherent in 2D projection. As a result, researchers can apply their spatial reasoning skills to virtual data in the same way they can to real objects or environments. The UC Davis W.M. Keck Center for Active Visualization in the Earth Sciences (KeckCAVES, http://keckcaves.org) has been developing VR methods for data analysis since 2005, but the high cost of VR displays has been preventing large-scale deployment and adoption of KeckCAVES technology. The recent emergence of high-quality commodity VR, spearheaded by the Oculus Rift and HTC Vive, has fundamentally changed the field. With KeckCAVES' foundational VR operating system, Vrui, now running natively on the HTC Vive, all KeckCAVES visualization software, including 3D Visualizer, LiDAR Viewer, Crusta, Nanotech Construction Kit, and ProtoShop, are now available to small labs, single researchers, and even home users. LiDAR Viewer and Crusta have been used for rapid response to geologic events including earthquakes and landslides, to visualize the impacts of sealevel rise, to investigate reconstructed paleooceanographic masses, and for exploration of the surface of Mars. The Nanotech Construction Kit is being used to explore the phases of carbon in Earth's deep interior, while ProtoShop can be used to construct and investigate protein structures.

  5. 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

  6. A Conceptual Framework of Immersive Shared Environments Emphasizing Social Interaction

    Directory of Open Access Journals (Sweden)

    Mi Jeong Kim

    2015-11-01

    Full Text Available The effectiveness of visual displays has often been linked to the sense of presence embodied by immersive visualization. However, efforts analyzing how presence is associated with multi-users’ quality of communication, including visualization capabilities to assist in architecture, engineering and construction (AEC, are still unfolding. This research is an exploratory study on social interaction, which aims to improve the presentation and communication of complex data through immersive simulation techniques. This paper reviews key concepts such as presence and immersion to identify factors that influence communication in the representative literature. It then introduces the Hub for Immersive Visualization and eResearch (HIVE with a focus on the technological components. Finally it presents a conceptual framework of immersive shared environment, which enables multi-users to understand how to implement social interaction in a system efficiently or to determine whether a visualization system could support communication effectively. Future studies to validate the proposed framework are discussed, particularly in the context of cognitive factors in a shared environment.

  7. The IQ-wall and IQ-station -- harnessing our collective intelligence to realize the potential of ultra-resolution and immersive visualization

    Energy Technology Data Exchange (ETDEWEB)

    Eric A. Wernert; William R. Sherman; Chris Eller; David Reagan; Patrick D. Beard; Eric T. Whiting; Patrick O' Leary

    2012-03-01

    We present a pair of open-recipe, affordably-priced, easy-to-integrate, and easy-to-use visualization systems. The IQ-wall is an ultra-resolution tiled display wall that scales up to 24 screens with a single PC. The IQ-station is a semi-immersive display system that utilizes commodity stereoscopic displays, lower cost tracking systems, and touch overlays. These systems have been designed to support a wide range of research, education, creative activities, and information presentations. They were designed to work equally well as stand-alone installations or as part of a larger distributed visualization ecosystem. We detail the hardware and software components of these systems, describe our deployments and experiences in a variety of research lab and university environments, and share our insights for effective support and community development.

  8. Immersive video

    Science.gov (United States)

    Moezzi, Saied; Katkere, Arun L.; Jain, Ramesh C.

    1996-03-01

    Interactive video and television viewers should have the power to control their viewing position. To make this a reality, we introduce the concept of Immersive Video, which employs computer vision and computer graphics technologies to provide remote users a sense of complete immersion when viewing an event. Immersive Video uses multiple videos of an event, captured from different perspectives, to generate a full 3D digital video of that event. That is accomplished by assimilating important information from each video stream into a comprehensive, dynamic, 3D model of the environment. Using this 3D digital video, interactive viewers can then move around the remote environment and observe the events taking place from any desired perspective. Our Immersive Video System currently provides interactive viewing and `walkthrus' of staged karate demonstrations, basketball games, dance performances, and typical campus scenes. In its full realization, Immersive Video will be a paradigm shift in visual communication which will revolutionize television and video media, and become an integral part of future telepresence and virtual reality systems.

  9. Exploring the Design Space of Immersive Urban Analytics

    OpenAIRE

    Chen, Zhutian; Wang, Yifang; Sun, Tianchen; Gao, Xiang; Chen, Wei; Pan, Zhigeng; Qu, Huamin; Wu, Yingcai

    2017-01-01

    Recent years have witnessed the rapid development and wide adoption of immersive head-mounted devices, such as HTC VIVE, Oculus Rift, and Microsoft HoloLens. These immersive devices have the potential to significantly extend the methodology of urban visual analytics by providing critical 3D context information and creating a sense of presence. In this paper, we propose an theoretical model to characterize the visualizations in immersive urban analytics. Further more, based on our comprehensiv...

  10. Discovering new methods of data fusion, visualization, and analysis in 3D immersive environments for hyperspectral and laser altimetry data

    Science.gov (United States)

    Moore, C. A.; Gertman, V.; Olsoy, P.; Mitchell, J.; Glenn, N. F.; Joshi, A.; Norpchen, D.; Shrestha, R.; Pernice, M.; Spaete, L.; Grover, S.; Whiting, E.; Lee, R.

    2011-12-01

    Immersive virtual reality environments such as the IQ-Station or CAVE° (Cave Automated Virtual Environment) offer new and exciting ways to visualize and explore scientific data and are powerful research and educational tools. Combining remote sensing data from a range of sensor platforms in immersive 3D environments can enhance the spectral, textural, spatial, and temporal attributes of the data, which enables scientists to interact and analyze the data in ways never before possible. Visualization and analysis of large remote sensing datasets in immersive environments requires software customization for integrating LiDAR point cloud data with hyperspectral raster imagery, the generation of quantitative tools for multidimensional analysis, and the development of methods to capture 3D visualizations for stereographic playback. This study uses hyperspectral and LiDAR data acquired over the China Hat geologic study area near Soda Springs, Idaho, USA. The data are fused into a 3D image cube for interactive data exploration and several methods of recording and playback are investigated that include: 1) creating and implementing a Virtual Reality User Interface (VRUI) patch configuration file to enable recording and playback of VRUI interactive sessions within the CAVE and 2) using the LiDAR and hyperspectral remote sensing data and GIS data to create an ArcScene 3D animated flyover, where left- and right-eye visuals are captured from two independent monitors for playback in a stereoscopic player. These visualizations can be used as outreach tools to demonstrate how integrated data and geotechnology techniques can help scientists see, explore, and more adequately comprehend scientific phenomena, both real and abstract.

  11. How 3D immersive visualization is changing medical diagnostics

    Science.gov (United States)

    Koning, Anton H. J.

    2011-03-01

    Originally the only way to look inside the human body without opening it up was by means of two dimensional (2D) images obtained using X-ray equipment. The fact that human anatomy is inherently three dimensional leads to ambiguities in interpretation and problems of occlusion. Three dimensional (3D) imaging modalities such as CT, MRI and 3D ultrasound remove these drawbacks and are now part of routine medical care. While most hospitals 'have gone digital', meaning that the images are no longer printed on film, they are still being viewed on 2D screens. However, this way valuable depth information is lost, and some interactions become unnecessarily complex or even unfeasible. Using a virtual reality (VR) system to present volumetric data means that depth information is presented to the viewer and 3D interaction is made possible. At the Erasmus MC we have developed V-Scope, an immersive volume visualization system for visualizing a variety of (bio-)medical volumetric datasets, ranging from 3D ultrasound, via CT and MRI, to confocal microscopy, OPT and 3D electron-microscopy data. In this talk we will address the advantages of such a system for both medical diagnostics as well as for (bio)medical research.

  12. 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

  13. Exploring the design space of immersive urban analytics

    Directory of Open Access Journals (Sweden)

    Zhutian Chen

    2017-06-01

    Full Text Available Recent years have witnessed the rapid development and wide adoption of immersive head-mounted devices, such as HTC VIVE, Oculus Rift, and Microsoft HoloLens. These immersive devices have the potential to significantly extend the methodology of urban visual analytics by providing critical 3D context information and creating a sense of presence. In this paper, we propose a theoretical model to characterize the visualizations in immersive urban analytics. Furthermore, based on our comprehensive and concise model, we contribute a typology of combination methods of 2D and 3D visualizations that distinguishes between linked views, embedded views, and mixed views. We also propose a supporting guideline to assist users in selecting a proper view under certain circumstances by considering visual geometry and spatial distribution of the 2D and 3D visualizations. Finally, based on existing work, possible future research opportunities are explored and discussed.

  14. 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.

  15. Hyper-arousal decreases human visual thresholds.

    Directory of Open Access Journals (Sweden)

    Adam J Woods

    Full Text Available Arousal has long been known to influence behavior and serves as an underlying component of cognition and consciousness. However, the consequences of hyper-arousal for visual perception remain unclear. The present study evaluates the impact of hyper-arousal on two aspects of visual sensitivity: visual stereoacuity and contrast thresholds. Sixty-eight participants participated in two experiments. Thirty-four participants were randomly divided into two groups in each experiment: Arousal Stimulation or Sham Control. The Arousal Stimulation group underwent a 50-second cold pressor stimulation (immersing the foot in 0-2° C water, a technique known to increase arousal. In contrast, the Sham Control group immersed their foot in room temperature water. Stereoacuity thresholds (Experiment 1 and contrast thresholds (Experiment 2 were measured before and after stimulation. The Arousal Stimulation groups demonstrated significantly lower stereoacuity and contrast thresholds following cold pressor stimulation, whereas the Sham Control groups showed no difference in thresholds. These results provide the first evidence that hyper-arousal from sensory stimulation can lower visual thresholds. Hyper-arousal's ability to decrease visual thresholds has important implications for survival, sports, and everyday life.

  16. Transcultural healthcare immersion: a unique interprofessional experience poised to influence collaborative practice in cultural settings.

    Science.gov (United States)

    Morton, Jennifer

    2012-01-01

    This paper describes a model for interprofessional and transcultural learning established by the author and supported by the University of New England and Ghana Health Mission, Inc. The model for interprofessional immersion in cultural settings represents a guiding framework predicated on a conceptual "brick and mortar" process for building cultural proficiency among individuals and within teams. It encompasses social, clinical and behavioral components (brick) and personal desire, cultural humility and values (mortar). The ``bounty'' aspect of the model is achieved by way of successful student learning outcomes, positive interprofessional and community-based collaborations, and finally, and to be measured over time, favorable patient and population (programmatic) outcomes. In partnership with the Ghana Health Mission, Inc and local community health workers, students and faculty from a range of health professions took part in a cultural-clinical experience known as Transcultural Immersion in Healthcare. The goal of the experience was to advance cultural proficiency and knowledge through intensive cultural immersion. An urban setting in Ghana, located in West Africa served as the setting for this unique experience. The transcultural immersion in healthcare experience achieved its ``bounty'' as seen in the enhanced cultural proficiency of students and faculty, seamless interprofessional communication and collaboration, and provision of primary care and related services to patients and the Ghanaian community. Future research is in development to test the Model for Interprofessional Immersion in Cultural Settings (MIICS) in a variety of other settings and with a cross section of health disciplines.

  17. Virtual reality, immersion, and the unforgettable experience

    Science.gov (United States)

    Morie, Jacquelyn F.

    2006-02-01

    Virtual reality has been in the public eye for nearly forty years. Its early promise was vast: worlds we could visit and live in, if we could bend the technology to our desires. Progress was made, but along the way the original directions and challenges of fully immersive VR took a back seat to more ubiquitous technology such as games that provided many of the same functions. What was lost in this transition was the potential for VR to become a stage for encounters that are meaningful, those experiences that tap into what it means to be human. This paper describes examples of such experiences using VR technology and puts forward several avenues of thought concerning how we might reinvigorate these types of VR explorations.

  18. ArtifactVis2: Managing real-time archaeological data in immersive 3D environments

    KAUST Repository

    Smith, Neil

    2013-10-01

    In this paper, we present a stereoscopic research and training environment for archaeologists called ArtifactVis2. This application enables the management and visualization of diverse types of cultural datasets within a collaborative virtual 3D system. The archaeologist is fully immersed in a large-scale visualization of on-going excavations. Massive 3D datasets are seamlessly rendered in real-time with field recorded GIS data, 3D artifact scans and digital photography. Dynamic content can be visualized and cultural analytics can be performed on archaeological datasets collected through a rigorous digital archaeological methodology. The virtual collaborative environment provides a menu driven query system and the ability to annotate, markup, measure, and manipulate any of the datasets. These features enable researchers to re-experience and analyze the minute details of an archaeological site\\'s excavation. It enhances their visual capacity to recognize deep patterns and structures and perceive changes and reoccurrences. As a complement and development from previous work in the field of 3D immersive archaeological environments, ArtifactVis2 provides a GIS based immersive environment that taps directly into archaeological datasets to investigate cultural and historical issues of ancient societies and cultural heritage in ways not possible before. © 2013 IEEE.

  19. Sensibility, Narcissism and Affect: Using Immersive Practices in Design for Embodied Experience

    Directory of Open Access Journals (Sweden)

    Jocelyn Spence

    2018-04-01

    Full Text Available ‘Embodiment’ need not focus on isolated individuals or group interactions. This article articulates the potential for designs that prompt participants to bring relationships with other people to mind. These can be fleeting relationships between participants and unknown others, or remembered relationships with romantic partners, family members, or close friends who are not physically co-present or digitally represented. In either case, it is possible to generate affective responses that profoundly shape participants’ emotional and physical reactions to, and co-creation of, the designed interaction. This article presents existing practices of immersive theatre to frame our exploration of this phenomenon. It introduces three theories—mise-en-sensibilité, narcissistic spectatorship and affect—through which we illuminate both the internally felt and the externally designed experience, whether or not it is explicitly framed as theatrical performance. Through analysis of two immersive performances (one-on-one interactions that could easily be understood in terms of experience design and two designs of our own, we argue that the affect generated by personal relationships in immersive experiences can both shape and drive participation, and we offer a three-point guideline by which one can design for the affective consequences of bringing relationships to mind.

  20. Creating Cultural Competence: An Outreach Immersion Experience in Southern Africa

    Science.gov (United States)

    West-Olatunji, Cirecie; Goodman, Rachael D.; Mehta, Sejal; Templeton, Laura

    2011-01-01

    With disasters on the rise, counselors need to increase their cultural awareness, knowledge, and skills to work with affected communities. This study reports outcomes of a four-week immersion experience in southern Africa with six counselor-trainees. Data sources for this qualitative study were: daily journals and demographic forms. Outcomes…

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

    Science.gov (United States)

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

    2003-01-01

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

  2. Influence of Immersive Human Scale Architectural Representation on Design Judgment

    Science.gov (United States)

    Elder, Rebecca L.

    Unrealistic visual representation of architecture within our existing environments have lost all reference to the human senses. As a design tool, visual and auditory stimuli can be utilized to determine human's perception of design. This experiment renders varying building inputs within different sites, simulated with corresponding immersive visual and audio sensory cues. Introducing audio has been proven to influence the way a person perceives a space, yet most inhabitants rely strictly on their sense of vision to make design judgments. Though not as apparent, users prefer spaces that have a better quality of sound and comfort. Through a series of questions, we can begin to analyze whether a design is fit for both an acoustic and visual environment.

  3. Simulation Exploration through Immersive Parallel Planes

    Energy Technology Data Exchange (ETDEWEB)

    Brunhart-Lupo, Nicholas J [National Renewable Energy Laboratory (NREL), Golden, CO (United States); Bush, Brian W [National Renewable Energy Laboratory (NREL), Golden, CO (United States); Gruchalla, Kenny M [National Renewable Energy Laboratory (NREL), Golden, CO (United States); Smith, Steve [Los Alamos Visualization Associates

    2017-05-25

    We present a visualization-driven simulation system that tightly couples systems dynamics simulations with an immersive virtual environment to allow analysts to rapidly develop and test hypotheses in a high-dimensional parameter space. To accomplish this, we generalize the two-dimensional parallel-coordinates statistical graphic as an immersive 'parallel-planes' visualization for multivariate time series emitted by simulations running in parallel with the visualization. In contrast to traditional parallel coordinate's mapping the multivariate dimensions onto coordinate axes represented by a series of parallel lines, we map pairs of the multivariate dimensions onto a series of parallel rectangles. As in the case of parallel coordinates, each individual observation in the dataset is mapped to a polyline whose vertices coincide with its coordinate values. Regions of the rectangles can be 'brushed' to highlight and select observations of interest: a 'slider' control allows the user to filter the observations by their time coordinate. In an immersive virtual environment, users interact with the parallel planes using a joystick that can select regions on the planes, manipulate selection, and filter time. The brushing and selection actions are used to both explore existing data as well as to launch additional simulations corresponding to the visually selected portions of the input parameter space. As soon as the new simulations complete, their resulting observations are displayed in the virtual environment. This tight feedback loop between simulation and immersive analytics accelerates users' realization of insights about the simulation and its output.

  4. Immersive Training Systems: Virtual Reality and Education and Training.

    Science.gov (United States)

    Psotka, Joseph

    1995-01-01

    Describes virtual reality (VR) technology and VR research on education and training. Focuses on immersion as the key added value of VR, analyzes cognitive variables connected to immersion, how it is generated in synthetic environments and its benefits. Discusses value of tracked, immersive visual displays over nonimmersive simulations. Contains 78…

  5. Immersion-scanning-tunneling-microscope for long-term variable-temperature experiments at liquid-solid interfaces

    Science.gov (United States)

    Ochs, Oliver; Heckl, Wolfgang M.; Lackinger, Markus

    2018-05-01

    Fundamental insights into the kinetics and thermodynamics of supramolecular self-assembly on surfaces are uniquely gained by variable-temperature high-resolution Scanning-Tunneling-Microscopy (STM). Conventionally, these experiments are performed with standard ambient microscopes extended with heatable sample stages for local heating. However, unavoidable solvent evaporation sets a technical limit on the duration of these experiments, hence prohibiting long-term experiments. These, however, would be highly desirable to provide enough time for temperature stabilization and settling of drift but also to study processes with inherently slow kinetics. To overcome this dilemma, we propose a STM that can operate fully immersed in solution. The instrument is mounted onto the lid of a hermetically sealed heatable container that is filled with the respective solution. By closing the container, both the sample and microscope are immersed in solution. Thereby solvent evaporation is eliminated and an environment for long-term experiments with utmost stable and controllable temperatures between room-temperature and 100 °C is provided. Important experimental requirements for the immersion-STM and resulting design criteria are discussed, the strategy for protection against corrosive media is described, the temperature stability and drift behavior are thoroughly characterized, and first long-term high resolution experiments at liquid-solid interfaces are presented.

  6. Effects of sensory immersion on behavioural indicators of player experience : movement synchrony and controller pressure

    NARCIS (Netherlands)

    Hoogen, van den W.M.; IJsselsteijn, W.A.; Kort, de Y.A.W.; Atkins, B.; Kennedy, H.

    2009-01-01

    In this paper we investigate the relation between immersion in a game and the player’s intensity of physical behaviours, in order to explore whether these behaviours can be reliably used as indicators of player experience. Immersion in the game was manipulated by means of screen size (20" vs 42"

  7. Building effective learning experiences around visualizations: NASA Eyes on the Solar System and Infiniscope

    Science.gov (United States)

    Tamer, A. J. J.; Anbar, A. D.; Elkins-Tanton, L. T.; Klug Boonstra, S.; Mead, C.; Swann, J. L.; Hunsley, D.

    2017-12-01

    Advances in scientific visualization and public access to data have transformed science outreach and communication, but have yet to realize their potential impacts in the realm of education. Computer-based learning is a clear bridge between visualization and education, but creating high-quality learning experiences that leverage existing visualizations requires close partnerships among scientists, technologists, and educators. The Infiniscope project is working to foster such partnerships in order to produce exploration-driven learning experiences around NASA SMD data and images, leveraging the principles of ETX (Education Through eXploration). The visualizations inspire curiosity, while the learning design promotes improved reasoning skills and increases understanding of space science concepts. Infiniscope includes both a web portal to host these digital learning experiences, as well as a teaching network of educators using and modifying these experiences. Our initial efforts to enable student discovery through active exploration of the concepts associated with Small Worlds, Kepler's Laws, and Exoplanets led us to develop our own visualizations at Arizona State University. Other projects focused on Astrobiology and Mars geology led us to incorporate an immersive Virtual Field Trip platform into the Infiniscope portal in support of virtual exploration of scientifically significant locations. Looking to apply ETX design practices with other visualizations, our team at Arizona State partnered with the Jet Propulsion Lab to integrate the web-based version of NASA Eyes on the Eclipse within Smart Sparrow's digital learning platform in a proof-of-concept focused on the 2017 Eclipse. This goes a step beyond the standard features of "Eyes" by wrapping guided exploration, focused on a specific learning goal into standards-aligned lesson built around the visualization, as well as its distribution through Infiniscope and it's digital teaching network. Experience from this

  8. Immersion and contact freezing experiments in the Mainz wind tunnel laboratory

    Science.gov (United States)

    Eppers, Oliver; Mayer, Amelie; Diehl, Karoline; Mitra, Subir; Borrmann, Stephan; Szakáll, Miklós

    2016-04-01

    Immersion and contact freezing are of outmost important ice nucleation processes in mixed phase clouds. Experimental studies are carried out in the Mainz vertical wind tunnel laboratory in order to characterize these nucleation processes for different ice nucleating particles (INP), such as for mineral dust or biological particles. Immersion freezing is investigated in our laboratory with two different experimental techniques, both attaining contact-free levitation of liquid droplets and cooling of the surrounding air down to about -25 °C. In an acoustic levitator placed in the cold room of our laboratory, drops with diameters of 2 mm are investigated. In the vertical air stream of the wind tunnel droplets with diameter of 700 micron are freely floated at their terminal velocities, simulating the flow conditions of the free atmosphere. Furthermore, the wind tunnel offers a unique platform for contact freezing experiments. Supercooled water droplets are floated in the vertical air stream at their terminal velocities and INP are injected into the tunnel air stream upstream of them. As soon as INP collides with the supercooled droplet the contact freezing is initiated. The first results of immersion and contact freezing experiments with cellulose particles both in the acoustic levitator and in the wind tunnel will be presented. Cellulose is considered as typical INP of biological origin and a macrotracer for plant debris. Nucleating properties of cellulose will be provided, mainly focusing on the temperature, INP concentration, and specific surface area dependences of the freezing processes. Direct comparison between the different experimental techniques (acoustic levitator and wind tunnel), as well as between nucleation modes (immersion and contact freezing) will be presented. The work is carried out within the framework of the German research unit INUIT.

  9. Immersive STEM: From Fulldome to VR Technologies

    Science.gov (United States)

    Wyatt, R. J.

    2015-12-01

    For more than 15 years, fulldome video technology has transformed planetariums worldwide, using data-driven visualizations to support science storytelling. Fulldome video shares significant technical infrastructure with emerging VR headset technologies, and these personalized VR experiences allow for new audiences and new experiences of an existing library of context—as well as affording new opportunities for fulldome producers to explore. At the California Academy of Sciences, we are translating assets for our planetarium shows into immersive experiences for a variety of HR headsets. We have adapted scenes from our four award-wining features—Fragile Planet (2008), Life: A Cosmic Story (2010), Earthquake: Evidence of a Restless Planet (2012), and Habitat Earth (2015)—to place viewers inside a virtual planetarium viewing the shows. Similarly, we have released two creative-commons mini-shows on various VR outlets. This presentation will also highlight content the Academy will make available from our upcoming 2016 planetarium show about asteroids, comets, and solar system origins, some of which has been formatted for a full four-pi-steradian perspective. The shared immersive environment of digital planetariums offers significant opportunities for education and affective engagement of STEM-hungry audiences—including students, families, and adults. With the advent of VR technologies, we can leverage the experience of fulldome producers and planetarium professionals to create personalized home experiences that allow new ways to experience their content.

  10. Simulation Exploration through Immersive Parallel Planes: Preprint

    Energy Technology Data Exchange (ETDEWEB)

    Brunhart-Lupo, Nicholas; Bush, Brian W.; Gruchalla, Kenny; Smith, Steve

    2016-03-01

    We present a visualization-driven simulation system that tightly couples systems dynamics simulations with an immersive virtual environment to allow analysts to rapidly develop and test hypotheses in a high-dimensional parameter space. To accomplish this, we generalize the two-dimensional parallel-coordinates statistical graphic as an immersive 'parallel-planes' visualization for multivariate time series emitted by simulations running in parallel with the visualization. In contrast to traditional parallel coordinate's mapping the multivariate dimensions onto coordinate axes represented by a series of parallel lines, we map pairs of the multivariate dimensions onto a series of parallel rectangles. As in the case of parallel coordinates, each individual observation in the dataset is mapped to a polyline whose vertices coincide with its coordinate values. Regions of the rectangles can be 'brushed' to highlight and select observations of interest: a 'slider' control allows the user to filter the observations by their time coordinate. In an immersive virtual environment, users interact with the parallel planes using a joystick that can select regions on the planes, manipulate selection, and filter time. The brushing and selection actions are used to both explore existing data as well as to launch additional simulations corresponding to the visually selected portions of the input parameter space. As soon as the new simulations complete, their resulting observations are displayed in the virtual environment. This tight feedback loop between simulation and immersive analytics accelerates users' realization of insights about the simulation and its output.

  11. The Selimiye Mosque of Edirne, Turkey - AN Immersive and Interactive Virtual Reality Experience Using Htc Vive

    Science.gov (United States)

    Kersten, T. P.; Büyüksalih, G.; Tschirschwitz, F.; Kan, T.; Deggim, S.; Kaya, Y.; Baskaraca, A. P.

    2017-05-01

    Recent advances in contemporary Virtual Reality (VR) technologies are going to have a significant impact on veryday life. Through VR it is possible to virtually explore a computer-generated environment as a different reality, and to immerse oneself into the past or in a virtual museum without leaving the current real-life situation. For such the ultimate VR experience, the user should only see the virtual world. Currently, the user must wear a VR headset which fits around the head and over the eyes to visually separate themselves from the physical world. Via the headset images are fed to the eyes through two small lenses. Cultural heritage monuments are ideally suited both for thorough multi-dimensional geometric documentation and for realistic interactive visualisation in immersive VR applications. Additionally, the game industry offers tools for interactive visualisation of objects to motivate users to virtually visit objects and places. In this paper the generation of a virtual 3D model of the Selimiye mosque in the city of Edirne, Turkey and its processing for data integration into the game engine Unity is presented. The project has been carried out as a co-operation between BİMTAŞ, a company of the Greater Municipality of Istanbul, Turkey and the Photogrammetry & Laser Scanning Lab of the HafenCity University Hamburg, Germany to demonstrate an immersive and interactive visualisation using the new VR system HTC Vive. The workflow from data acquisition to VR visualisation, including the necessary programming for navigation, is described. Furthermore, the possible use (including simultaneous multiple users environments) of such a VR visualisation for a CH monument is discussed in this contribution.

  12. Using Auditory Cues to Perceptually Extract Visual Data in Collaborative, Immersive Big-Data Display Systems

    Science.gov (United States)

    Lee, Wendy

    The advent of multisensory display systems, such as virtual and augmented reality, has fostered a new relationship between humans and space. Not only can these systems mimic real-world environments, they have the ability to create a new space typology made solely of data. In these spaces, two-dimensional information is displayed in three dimensions, requiring human senses to be used to understand virtual, attention-based elements. Studies in the field of big data have predominately focused on visual representations and extractions of information with little focus on sounds. The goal of this research is to evaluate the most efficient methods of perceptually extracting visual data using auditory stimuli in immersive environments. Using Rensselaer's CRAIVE-Lab, a virtual reality space with 360-degree panorama visuals and an array of 128 loudspeakers, participants were asked questions based on complex visual displays using a variety of auditory cues ranging from sine tones to camera shutter sounds. Analysis of the speed and accuracy of participant responses revealed that auditory cues that were more favorable for localization and were positively perceived were best for data extraction and could help create more user-friendly systems in the future.

  13. Tactile Radar: experimenting a computer game with visually disabled.

    Science.gov (United States)

    Kastrup, Virgínia; Cassinelli, Alvaro; Quérette, Paulo; Bergstrom, Niklas; Sampaio, Eliana

    2017-09-18

    Visually disabled people increasingly use computers in everyday life, thanks to novel assistive technologies better tailored to their cognitive functioning. Like sighted people, many are interested in computer games - videogames and audio-games. Tactile-games are beginning to emerge. The Tactile Radar is a device through which a visually disabled person is able to detect distal obstacles. In this study, it is connected to a computer running a tactile-game. The game consists in finding and collecting randomly arranged coins in a virtual room. The study was conducted with nine congenital blind people including both sexes, aged 20-64 years old. Complementary methods of first and third person were used: the debriefing interview and the quasi-experimental design. The results indicate that the Tactile Radar is suitable for the creation of computer games specifically tailored for visually disabled people. Furthermore, the device seems capable of eliciting a powerful immersive experience. Methodologically speaking, this research contributes to the consolidation and development of first and third person complementary methods, particularly useful in disabled people research field, including the evaluation by users of the Tactile Radar effectiveness in a virtual reality context. Implications for rehabilitation Despite the growing interest in virtual games for visually disabled people, they still find barriers to access such games. Through the development of assistive technologies such as the Tactile Radar, applied in virtual games, we can create new opportunities for leisure, socialization and education for visually disabled people. The results of our study indicate that the Tactile Radar is adapted to the creation of video games for visually disabled people, providing a playful interaction with the players.

  14. Experience dans une classe d'immersion francaise aux Milles-Iles (An Experience in a French Immersion Class in Mille-Iles)

    Science.gov (United States)

    Pariseau, Cecile

    1978-01-01

    A description of an immersion program for 6-year-old anglophone children modeled on "les classes d'accueil" for immigrant children. The program of intensive instruction in oral and written French is outlined. This school district has found this type of immersion superior to the usual kind. (The text is in French.) (AMH)

  15. The big picture: effects of surround on immersion and size perception.

    Science.gov (United States)

    Baranowski, Andreas M; Hecht, Heiko

    2014-01-01

    Despite the fear of the entertainment industry that illegal downloads of films might ruin their business, going to the movies continues to be a popular leisure activity. One reason why people prefer to watch movies in cinemas may be the surround of the movie screen or its physically huge size. To disentangle the factors that might contribute to the size impression, we tested several measures of subjective size and immersion in different viewing environments. For this purpose we built a model cinema that provided visual angle information comparable with that of a real cinema. Subjects watched identical movie clips in a real cinema, a model cinema, and on a display monitor in isolation. Whereas the isolated display monitor was inferior, the addition of a contextual model improved the viewing immersion to the extent that it was comparable with the movie theater experience, provided the viewing angle remained the same. In a further study we built an identical but even smaller model cinema to unconfound visual angle and viewing distance. Both model cinemas produced similar results. There was a trend for the larger screen to be more immersive; however, viewing angle did not play a role in how the movie was evaluated.

  16. FIJI: A Framework for the Immersion-Journalism Intersection

    Directory of Open Access Journals (Sweden)

    Gary M. Hardee

    2017-07-01

    Full Text Available As journalists experiment with developing immersive journalism—first-person, interactive experiences of news events—guidelines are needed to help bridge a disconnect between the requirements of journalism and the capabilities of emerging technologies. Many journalists need to better understand the fundamental concepts of immersion and the capabilities and limitations of common immersive technologies. Similarly, developers of immersive journalism works need to know the fundamentals that define journalistic professionalism and excellence and the key requirements of various types of journalistic stories. To address these gaps, we have developed a Framework for the Immersion-Journalism Intersection (FIJI. In FIJI, we have identified four domains of knowledge that intersect to define the key requirements of immersive journalism: the fundamentals of immersion, common immersive technologies, the fundamentals of journalism, and the major types of journalistic stories. Based on these key requirements, we have formally defined four types of immersive journalism that are appropriate for public dissemination. In this article, we discuss the history of immersive journalism, present the four domains and key intersection of FIJI, and provide a number of guidelines for journalists new to creating immersive experiences.

  17. Interaction with virtual crowd in Immersive and semi‐Immersive Virtual Reality systems

    OpenAIRE

    Kyriakou, Marios; Pan, Xueni; Chrysanthou, Yiorgos

    2016-01-01

    This study examines attributes of virtual human behavior that may increase the plausibility of a simulated crowd and affect the user's experience in Virtual Reality. Purpose-developed experiments in both Immersive and semi-Immersive Virtual Reality systems queried the impact of collision and basic interaction between real-users and the virtual crowd and their effect on the apparent realism and ease of navigation within Virtual Reality (VR). Participants' behavior and subjective measurements i...

  18. Evaluation of the user experience of "astronaut training device": an immersive, vr-based, motion-training system

    Science.gov (United States)

    Yue, Kang; Wang, Danli; Yang, Xinpan; Hu, Haichen; Liu, Yuqing; Zhu, Xiuqing

    2016-10-01

    To date, as the different application fields, most VR-based training systems have been different. Therefore, we should take the characteristics of application field into consideration and adopt different evaluation methods when evaluate the user experience of these training systems. In this paper, we propose a method to evaluate the user experience of virtual astronauts training system. Also, we design an experiment based on the proposed method. The proposed method takes learning performance as one of the evaluation dimensions, also combines with other evaluation dimensions such as: presence, immersion, pleasure, satisfaction and fatigue to evaluation user experience of the System. We collect subjective and objective data, the subjective data are mainly from questionnaire designed based on the evaluation dimensions and user interview conducted before and after the experiment. While the objective data are consisted of Electrocardiogram (ECG), reaction time, numbers of reaction error and the video data recorded during the experiment. For the analysis of data, we calculate the integrated score of each evaluation dimension by using factor analysis. In order to improve the credibility of the assessment, we use the ECG signal and reaction test data before and after experiment to validate the changes of fatigue during the experiment, and the typical behavioral features extracted from the experiment video to explain the result of subjective questionnaire. Experimental results show that the System has a better user experience and learning performance, but slight visual fatigue exists after experiment.

  19. Enhancing Critical Consciousness through a Cross-Cultural Immersion Experience in South Africa

    Science.gov (United States)

    Choi, Kyoung Mi; VanVoorhis, Richard W.; Ellenwood, Audrey E.

    2015-01-01

    Using phenomenological approaches, the author explored the meanings and essences of a cross-cultural immersion experience in South Africa among counseling master's-level students. Five core themes--the meaning of being American, sociopolitical awareness, engagement with South Africans and their communities, appreciation of life, and commitment to…

  20. Learning immersion without getting wet

    Science.gov (United States)

    Aguilera, Julieta C.

    2012-03-01

    This paper describes the teaching of an immersive environments class on the Spring of 2011. The class had students from undergraduate as well as graduate art related majors. Their digital background and interests were also diverse. These variables were channeled as different approaches throughout the semester. Class components included fundamentals of stereoscopic computer graphics to explore spatial depth, 3D modeling and skeleton animation to in turn explore presence, exposure to formats like a stereo projection wall and dome environments to compare field of view across devices, and finally, interaction and tracking to explore issues of embodiment. All these components were supported by theoretical readings discussed in class. Guest artists presented their work in Virtual Reality, Dome Environments and other immersive formats. Museum professionals also introduced students to space science visualizations, which utilize immersive formats. Here I present the assignments and their outcome, together with insights as to how the creation of immersive environments can be learned through constraints that expose students to situations of embodied cognition.

  1. Fiction feelings in Harry Potter: haemodynamic response in the mid-cingulate cortex correlates with immersive reading experience.

    Science.gov (United States)

    Hsu, Chun-Ting; Conrad, Markus; Jacobs, Arthur M

    2014-12-03

    Immersion in reading, described as a feeling of 'getting lost in a book', is a ubiquitous phenomenon widely appreciated by readers. However, it has been largely ignored in cognitive neuroscience. According to the fiction feeling hypothesis, narratives with emotional contents invite readers more to be empathic with the protagonists and thus engage the affective empathy network of the brain, the anterior insula and mid-cingulate cortex, than do stories with neutral contents. To test the hypothesis, we presented participants with text passages from the Harry Potter series in a functional MRI experiment and collected post-hoc immersion ratings, comparing the neural correlates of passage mean immersion ratings when reading fear-inducing versus neutral contents. Results for the conjunction contrast of baseline brain activity of reading irrespective of emotional content against baseline were in line with previous studies on text comprehension. In line with the fiction feeling hypothesis, immersion ratings were significantly higher for fear-inducing than for neutral passages, and activity in the mid-cingulate cortex correlated more strongly with immersion ratings of fear-inducing than of neutral passages. Descriptions of protagonists' pain or personal distress featured in the fear-inducing passages apparently caused increasing involvement of the core structure of pain and affective empathy the more readers immersed in the text. The predominant locus of effects in the mid-cingulate cortex seems to reflect that the immersive experience was particularly facilitated by the motor component of affective empathy for our stimuli from the Harry Potter series featuring particularly vivid descriptions of the behavioural aspects of emotion.

  2. The Immersive Virtual Reality Experience: A Typology of Users Revealed Through Multiple Correspondence Analysis Combined with Cluster Analysis Technique.

    Science.gov (United States)

    Rosa, Pedro J; Morais, Diogo; Gamito, Pedro; Oliveira, Jorge; Saraiva, Tomaz

    2016-03-01

    Immersive virtual reality is thought to be advantageous by leading to higher levels of presence. However, and despite users getting actively involved in immersive three-dimensional virtual environments that incorporate sound and motion, there are individual factors, such as age, video game knowledge, and the predisposition to immersion, that may be associated with the quality of virtual reality experience. Moreover, one particular concern for users engaged in immersive virtual reality environments (VREs) is the possibility of side effects, such as cybersickness. The literature suggests that at least 60% of virtual reality users report having felt symptoms of cybersickness, which reduces the quality of the virtual reality experience. The aim of this study was thus to profile the right user to be involved in a VRE through head-mounted display. To examine which user characteristics are associated with the most effective virtual reality experience (lower cybersickness), a multiple correspondence analysis combined with cluster analysis technique was performed. Results revealed three distinct profiles, showing that the PC gamer profile is more associated with higher levels of virtual reality effectiveness, that is, higher predisposition to be immersed and reduced cybersickness symptoms in the VRE than console gamer and nongamer. These findings can be a useful orientation in clinical practice and future research as they help identify which users are more predisposed to benefit from immersive VREs.

  3. THE SELIMIYE MOSQUE OF EDIRNE, TURKEY – AN IMMERSIVE AND INTERACTIVE VIRTUAL REALITY EXPERIENCE USING HTC VIVE

    Directory of Open Access Journals (Sweden)

    T. P. Kersten

    2017-05-01

    Full Text Available Recent advances in contemporary Virtual Reality (VR technologies are going to have a significant impact on veryday life. Through VR it is possible to virtually explore a computer-generated environment as a different reality, and to immerse oneself into the past or in a virtual museum without leaving the current real-life situation. For such the ultimate VR experience, the user should only see the virtual world. Currently, the user must wear a VR headset which fits around the head and over the eyes to visually separate themselves from the physical world. Via the headset images are fed to the eyes through two small lenses. Cultural heritage monuments are ideally suited both for thorough multi-dimensional geometric documentation and for realistic interactive visualisation in immersive VR applications. Additionally, the game industry offers tools for interactive visualisation of objects to motivate users to virtually visit objects and places. In this paper the generation of a virtual 3D model of the Selimiye mosque in the city of Edirne, Turkey and its processing for data integration into the game engine Unity is presented. The project has been carried out as a co-operation between BİMTAŞ, a company of the Greater Municipality of Istanbul, Turkey and the Photogrammetry & Laser Scanning Lab of the HafenCity University Hamburg, Germany to demonstrate an immersive and interactive visualisation using the new VR system HTC Vive. The workflow from data acquisition to VR visualisation, including the necessary programming for navigation, is described. Furthermore, the possible use (including simultaneous multiple users environments of such a VR visualisation for a CH monument is discussed in this contribution.

  4. Self-Characterstics and Sound in Immersive Virtual Reality

    DEFF Research Database (Denmark)

    Sikström, Erik; Götzen, Amalia De; Serafin, Stefania

    This experiment aimed to investigate whether a user controlling a full body avatar via real time motion tracking in an immersive virtual reality setup, would estimate the weight of the virtual avatar differently if the footstep sounds are manipulated using three different audio filter settings....... The visual appearance of the avatar was available in two sizes. The subjects performed six walks with each audio configuration active once over two ground types. After completing each walk, the participants were asked to estimate the weight of the virtual avatar and the suitability of the audio feedback...

  5. FIJI: A Framework for the Immersion-Journalism Intersection

    OpenAIRE

    Hardee, Gary M.; McMahan, Ryan P.

    2017-01-01

    As journalists experiment with developing immersive journalism—first-person, interactive experiences of news events—guidelines are needed to help bridge a disconnect between the requirements of journalism and the capabilities of emerging technologies. Many journalists need to better understand the fundamental concepts of immersion and the capabilities and limitations of common immersive technologies. Similarly, developers of immersive journalism works need to know the fundamentals that define...

  6. The Virtual GloveboX (VGX: a Semi-immersive Virtual Environment for Training Astronauts in Life Sciences Experiments

    Directory of Open Access Journals (Sweden)

    I. Alexander Twombly

    2004-06-01

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

  7. VRML metabolic network visualizer.

    Science.gov (United States)

    Rojdestvenski, Igor

    2003-03-01

    A successful date collection visualization should satisfy a set of many requirements: unification of diverse data formats, support for serendipity research, support of hierarchical structures, algorithmizability, vast information density, Internet-readiness, and other. Recently, virtual reality has made significant progress in engineering, architectural design, entertainment and communication. We experiment with the possibility of using the immersive abstract three-dimensional visualizations of the metabolic networks. We present the trial Metabolic Network Visualizer software, which produces graphical representation of a metabolic network as a VRML world from a formal description written in a simple SGML-type scripting language.

  8. Color stability of ceramic brackets immersed in potentially staining solutions.

    Science.gov (United States)

    Guignone, Bruna Coser; Silva, Ludimila Karsbergen; Soares, Rodrigo Villamarim; Akaki, Emilio; Goiato, Marcelo Coelho; Pithon, Matheus Melo; Oliveira, Dauro Douglas

    2015-01-01

    To assess the color stability of five types of ceramic brackets after immersion in potentially staining solutions. Ninety brackets were divided into 5 groups (n = 18) according to brackets commercial brands and the solutions in which they were immersed (coffee, red wine, coke and artificial saliva). The brackets assessed were Transcend (3M/Unitek, Monrovia, CA, USA), Radiance (American Orthodontics, Sheboygan, WI, USA), Mystique (GAC International Inc., Bohemia, NY, USA) and Luxi II (Rocky Mountain Orthodontics, Denver, CO, USA). Chromatic changes were analyzed with the aid of a reflectance spectrophotometer and by visual inspection at five specific time intervals. Assessment periods were as received from the manufacturer (T0), 24 hours (T1), 72 hours (T2), as well as 7 days (T3) and 14 days (T4) of immersion in the aforementioned solutions. Results were submitted to statistical analysis with ANOVA and Bonferroni correction, as well as to a multivariate profile analysis for independent and paired samples with significance level set at 5%. The duration of the immersion period influenced color alteration of all tested brackets, even though these changes could not always be visually observed. Different behaviors were observed for each immersion solution; however, brackets immersed in one solution progressed similarly despite minor variations. Staining became more intense over time and all brackets underwent color alterations when immersed in the aforementioned solutions.

  9. Authentic Astronomical Discovery in Planetariums: Data-Driven Immersive Lectures

    Science.gov (United States)

    Wyatt, Ryan Jason

    2018-01-01

    Planetariums are akin to “branch offices” for astronomy in major cities and other locations around the globe. With immersive, fulldome video technology, modern digital planetariums offer the opportunity to integrate authentic astronomical data into both pre-recorded shows and live lectures. At the California Academy of Sciences Morrison Planetarium, we host the monthly Benjamin Dean Astronomy Lecture Series, which features researchers describing their cutting-edge work to well-informed lay audiences. The Academy’s visualization studio and engineering teams work with researchers to visualize their data in both pre-rendered and real-time formats, and these visualizations are integrated into a variety of programs—including lectures! The assets are then made available to any other planetariums with similar software to support their programming. A lecturer can thus give the same immersive presentation to audiences in a variety of planetariums. The Academy has also collaborated with Chicago’s Adler Planetarium to bring Kavli Fulldome Lecture Series to San Francisco, and the two theaters have also linked together in live “domecasts” to share real-time content with audiences in both cities. These lecture series and other, similar projects suggest a bright future for astronomers to bring their research to the public in an immersive and visually compelling format.

  10. Teacher Candidates' Perceptions of Debriefing Circles to Facilitate Self-Reflection during a Cultural Immersion Experience

    Science.gov (United States)

    Addleman, Rebecca A.; Brazo, Carol J.; Dixon, Kristin; Cevallos, Tatiana; Wortman, Shary

    2014-01-01

    This study followed 9 teacher candidates through a 3-week cultural immersion experience in which they volunteered in educational settings where they were not members of the majority culture. This learning experience was designed to help candidates better understand their culturally, ethnically, and linguistically diverse future students. A…

  11. Immersive volume rendering of blood vessels

    Science.gov (United States)

    Long, Gregory; Kim, Han Suk; Marsden, Alison; Bazilevs, Yuri; Schulze, Jürgen P.

    2012-03-01

    In this paper, we present a novel method of visualizing flow in blood vessels. Our approach reads unstructured tetrahedral data, resamples it, and uses slice based 3D texture volume rendering. Due to the sparse structure of blood vessels, we utilize an octree to efficiently store the resampled data by discarding empty regions of the volume. We use animation to convey time series data, wireframe surface to give structure, and utilize the StarCAVE, a 3D virtual reality environment, to add a fully immersive element to the visualization. Our tool has great value in interdisciplinary work, helping scientists collaborate with clinicians, by improving the understanding of blood flow simulations. Full immersion in the flow field allows for a more intuitive understanding of the flow phenomena, and can be a great help to medical experts for treatment planning.

  12. Color stability of ceramic brackets immersed in potentially staining solutions

    Directory of Open Access Journals (Sweden)

    Bruna Coser Guignone

    2015-08-01

    Full Text Available OBJECTIVE: To assess the color stability of five types of ceramic brackets after immersion in potentially staining solutions.METHODS: Ninety brackets were divided into 5 groups (n = 18 according to brackets commercial brands and the solutions in which they were immersed (coffee, red wine, coke and artificial saliva. The brackets assessed were Transcend (3M/Unitek, Monrovia, CA, USA, Radiance (American Orthodontics, Sheboygan, WI, USA, Mystique (GAC International Inc., Bohemia, NY, USA and Luxi II (Rocky Mountain Orthodontics, Denver, CO, USA. Chromatic changes were analyzed with the aid of a reflectance spectrophotometer and by visual inspection at five specific time intervals. Assessment periods were as received from the manufacturer (T0, 24 hours (T1, 72 hours (T2, as well as 7 days (T3 and 14 days (T4 of immersion in the aforementioned solutions. Results were submitted to statistical analysis with ANOVA and Bonferroni correction, as well as to a multivariate profile analysis for independent and paired samples with significance level set at 5%.RESULTS: The duration of the immersion period influenced color alteration of all tested brackets, even though these changes could not always be visually observed. Different behaviors were observed for each immersion solution; however, brackets immersed in one solution progressed similarly despite minor variations.CONCLUSIONS: Staining became more intense over time and all brackets underwent color alterations when immersed in the aforementioned solutions.

  13. Game Immersion Experience: Its Hierarchical Structure and Impact on Game-Based Science Learning

    Science.gov (United States)

    Cheng, M.-T.; She, H.-C.; Annetta, L. A.

    2015-01-01

    Many studies have shown the positive impact of serious educational games (SEGs) on learning outcomes. However, there still exists insufficient research that delves into the impact of immersive experience in the process of gaming on SEG-based science learning. The dual purpose of this study was to further explore this impact. One purpose was to…

  14. Immersive viewing engine

    Science.gov (United States)

    Schonlau, William J.

    2006-05-01

    An immersive viewing engine providing basic telepresence functionality for a variety of application types is presented. Augmented reality, teleoperation and virtual reality applications all benefit from the use of head mounted display devices that present imagery appropriate to the user's head orientation at full frame rates. Our primary application is the viewing of remote environments, as with a camera equipped teleoperated vehicle. The conventional approach where imagery from a narrow field camera onboard the vehicle is presented to the user on a small rectangular screen is contrasted with an immersive viewing system where a cylindrical or spherical format image is received from a panoramic camera on the vehicle, resampled in response to sensed user head orientation and presented via wide field eyewear display, approaching 180 degrees of horizontal field. Of primary interest is the user's enhanced ability to perceive and understand image content, even when image resolution parameters are poor, due to the innate visual integration and 3-D model generation capabilities of the human visual system. A mathematical model for tracking user head position and resampling the panoramic image to attain distortion free viewing of the region appropriate to the user's current head pose is presented and consideration is given to providing the user with stereo viewing generated from depth map information derived using stereo from motion algorithms.

  15. Effect of an Immersive Preoperative Virtual Reality Experience on Patient Reported Outcomes: A Randomized Controlled Trial.

    Science.gov (United States)

    Bekelis, Kimon; Calnan, Daniel; Simmons, Nathan; MacKenzie, Todd A; Kakoulides, George

    2017-06-01

    To investigate the effect of exposure to a virtual reality (VR) environment preoperatively on patient-reported outcomes for surgical operations. There is a scarcity of well-developed quality improvement initiatives targeting patient satisfaction. We performed a randomized controlled trial of patients undergoing cranial and spinal operations in a tertiary referral center. Patients underwent a 1:1 randomization to an immersive preoperative VR experience or standard preoperative experience stratified on type of operation. The primary outcome measures were the Evaluation du Vecu de l'Anesthesie Generale (EVAN-G) score and the Amsterdam Preoperative Anxiety and Information (APAIS) score, as markers of the patient's experience during the surgical encounter. During the study period, a total of 127 patients (mean age 55.3 years, 41.9% females) underwent randomization. The average EVAN-G score was 84.3 (standard deviation, SD, 6.4) after VR, and 64.3 (SD, 11.7) after standard preoperative experience (difference, 20.0; 95% confidence interval, CI, 16.6-23.3). Exposure to an immersive VR experience also led to higher APAIS score (difference, 29.9; 95% CI, 24.5-35.2). In addition, VR led to lower preoperative VAS stress score (difference, -41.7; 95% CI, -33.1 to -50.2), and higher preoperative VAS preparedness (difference, 32.4; 95% CI, 24.9-39.8), and VAS satisfaction (difference, 33.2; 95% CI, 25.4-41.0) scores. No association was identified with VAS stress score (difference, -1.6; 95% CI, -13.4 to 10.2). In a randomized controlled trial, we demonstrated that patients exposed to preoperative VR had increased satisfaction during the surgical encounter. Harnessing the power of this technology, hospitals can create an immersive environment that minimizes stress, and enhances the perioperative experience.

  16. Modification of visual function by early visual experience.

    Science.gov (United States)

    Blakemore, C

    1976-07-01

    Physiological experiments, involving recording from the visual cortex in young kittens and monkeys, have given new insight into human developmental disorders. In the visual cortex of normal cats and monkeys most neurones are selectively sensitive to the orientation of moving edges and they receive very similar signals from both eyes. Even in very young kittens without visual experience, most neurones are binocularly driven and a small proportion of them are genuinely orientation selective. There is no passive maturation of the system in the absence of visual experience, but even very brief exposure to patterned images produces rapid emergence of the adult organization. These results are compared to observations on humans who have "recovered" from early blindness. Covering one eye in a kitten or a monkey, during a sensitive period early in life, produces a virtually complete loss of input from that eye in the cortex. These results can be correlated with the production of "stimulus deprivation amblyopia" in infants who have had one eye patched. Induction of a strabismus causes a loss of binocularity in the visual cortex, and in humans it leads to a loss of stereoscopic vision and binocular fusion. Exposing kittens to lines of one orientation modifies the preferred orientations of cortical cells and there is an analogous "meridional amblyopia" in astigmatic humans. The existence of a sensitive period in human vision is discussed, as well as the possibility of designing remedial and preventive treatments for human developmental disorders.

  17. Immersion and togetherness: How live visualization of audience engagement can enhance music events

    NARCIS (Netherlands)

    N. Shirzadian (Najereh); J.A. Redi (Judith); T. Röggla (Tom); A. Panza (Alice); F.-M. Nack (Frank); P.S. Cesar Garcia (Pablo Santiago)

    2017-01-01

    textabstractThis paper evaluates the influence of an additional visual aesthetic layer on the experience of concert goers during a live event. The additional visual layer incorporates musical features as well as bio-sensing data collected during the concert, which is coordinated by our audience

  18. Immersion Strategies.

    Science.gov (United States)

    Lorenz, Eileen B.

    Four classroom activities useful for language immersion instruction are described and specific applications and extensions are noted. All are best used to teach content and language at the same time. The first, entitled "Think-Pair-Share," is a cooperative learning technique that increases student participation in classroom experiences and…

  19. A Mathematician Learns the Basics of Writing Instruction: An Immersion Experience with Long-Term Benefits

    Science.gov (United States)

    Doty, Lynne L.

    2012-01-01

    Initially designed to be an interdisciplinary experiment that would change attitudes about mathematics, the semester-long collaboration between a writing instructor and a mathematics instructor yielded unexpected long-term results. The collaboration served as an immersion in methods and techniques used by writing instructors. Description of…

  20. Immersive Algorithms: Better Visualization with Less Information

    DEFF Research Database (Denmark)

    Bille, Philip; Gørtz, Inge Li

    2017-01-01

    Visualizing algorithms, such as drawings, slideshow presentations, animations, videos, and software tools, is a key concept to enhance and support student learning. A typical visualization of an algorithm show the data and then perform computation on the data. For instance, a standard visualization...

  1. Monitoring Processes in Visual Search Enhanced by Professional Experience: The Case of Orange Quality-Control Workers

    Directory of Open Access Journals (Sweden)

    Antonino Visalli

    2018-02-01

    Full Text Available Visual search tasks have often been used to investigate how cognitive processes change with expertise. Several studies have shown visual experts' advantages in detecting objects related to their expertise. Here, we tried to extend these findings by investigating whether professional search experience could boost top-down monitoring processes involved in visual search, independently of advantages specific to objects of expertise. To this aim, we recruited a group of quality-control workers employed in citrus farms. Given the specific features of this type of job, we expected that the extensive employment of monitoring mechanisms during orange selection could enhance these mechanisms even in search situations in which orange-related expertise is not suitable. To test this hypothesis, we compared performance of our experimental group and of a well-matched control group on a computerized visual search task. In one block the target was an orange (expertise target while in the other block the target was a Smurfette doll (neutral target. The a priori hypothesis was to find an advantage for quality-controllers in those situations in which monitoring was especially involved, that is, when deciding the presence/absence of the target required a more extensive inspection of the search array. Results were consistent with our hypothesis. Quality-controllers were faster in those conditions that extensively required monitoring processes, specifically, the Smurfette-present and both target-absent conditions. No differences emerged in the orange-present condition, which resulted to mainly rely on bottom-up processes. These results suggest that top-down processes in visual search can be enhanced through immersive real-life experience beyond visual expertise advantages.

  2. Monitoring Processes in Visual Search Enhanced by Professional Experience: The Case of Orange Quality-Control Workers.

    Science.gov (United States)

    Visalli, Antonino; Vallesi, Antonino

    2018-01-01

    Visual search tasks have often been used to investigate how cognitive processes change with expertise. Several studies have shown visual experts' advantages in detecting objects related to their expertise. Here, we tried to extend these findings by investigating whether professional search experience could boost top-down monitoring processes involved in visual search, independently of advantages specific to objects of expertise. To this aim, we recruited a group of quality-control workers employed in citrus farms. Given the specific features of this type of job, we expected that the extensive employment of monitoring mechanisms during orange selection could enhance these mechanisms even in search situations in which orange-related expertise is not suitable. To test this hypothesis, we compared performance of our experimental group and of a well-matched control group on a computerized visual search task. In one block the target was an orange (expertise target) while in the other block the target was a Smurfette doll (neutral target). The a priori hypothesis was to find an advantage for quality-controllers in those situations in which monitoring was especially involved, that is, when deciding the presence/absence of the target required a more extensive inspection of the search array. Results were consistent with our hypothesis. Quality-controllers were faster in those conditions that extensively required monitoring processes, specifically, the Smurfette-present and both target-absent conditions. No differences emerged in the orange-present condition, which resulted to mainly rely on bottom-up processes. These results suggest that top-down processes in visual search can be enhanced through immersive real-life experience beyond visual expertise advantages.

  3. Care-givers' reflections on an ethics education immersive simulation care experience: A series of epiphanous events.

    Science.gov (United States)

    Gallagher, Ann; Peacock, Matthew; Zasada, Magdalena; Coucke, Trees; Cox, Anna; Janssens, Nele

    2017-07-01

    There has been little previous scholarship regarding the aims, options and impact of ethics education on residential care-givers. This manuscript details findings from a pragmatic cluster trial evaluating the impact of three different approaches to ethics education. The focus of the article is on one of the interventions, an immersive simulation experience. The simulation experience required residential care-givers to assume the profile of elderly care-recipients for a 24-hr period. The care-givers were student nurses. The project was reviewed favourably by a university ethics committee, and participants provided informed consent. Data from six postsimulation experience focus groups were analysed thematically and three themes were identified: the experience of vulnerability, dignity in care and the organisation of care. Findings suggest that the immersive simulation experience had a powerful immediate impact as participants described epiphanous insights relating to their care experiences. It is suggested that reflecting on and recording epiphanous events has the potential to sustain ethical care practices. Further research is required to evaluate the impact of different ethics education interventions in different cultural contexts. Exploration is also required regarding the meaning and significance of care epiphanies, those "most delicate and evanescent of moments," for the sustainability of ethical care. © 2016 John Wiley & Sons Ltd.

  4. Coupled auralization and virtual video for immersive multimedia displays

    Science.gov (United States)

    Henderson, Paul D.; Torres, Rendell R.; Shimizu, Yasushi; Radke, Richard; Lonsway, Brian

    2003-04-01

    The implementation of maximally-immersive interactive multimedia in exhibit spaces requires not only the presentation of realistic visual imagery but also the creation of a perceptually accurate aural experience. While conventional implementations treat audio and video problems as essentially independent, this research seeks to couple the visual sensory information with dynamic auralization in order to enhance perceptual accuracy. An implemented system has been developed for integrating accurate auralizations with virtual video techniques for both interactive presentation and multi-way communication. The current system utilizes a multi-channel loudspeaker array and real-time signal processing techniques for synthesizing the direct sound, early reflections, and reverberant field excited by a moving sound source whose path may be interactively defined in real-time or derived from coupled video tracking data. In this implementation, any virtual acoustic environment may be synthesized and presented in a perceptually-accurate fashion to many participants over a large listening and viewing area. Subject tests support the hypothesis that the cross-modal coupling of aural and visual displays significantly affects perceptual localization accuracy.

  5. The Worldviews Network: Transformative Global Change Education in Immersive Environments

    Science.gov (United States)

    Hamilton, H.; Yu, K. C.; Gardiner, N.; McConville, D.; Connolly, R.; "Irving, Lindsay", L. S.

    2011-12-01

    Our modern age is defined by an astounding capacity to generate scientific information. From DNA to dark matter, human ingenuity and technologies create an endless stream of data about ourselves and the world of which we are a part. Yet we largely founder in transforming information into understanding, and understanding into rational action for our society as a whole. Earth and biodiversity scientists are especially frustrated by this impasse because the data they gather often point to a clash between Earth's capacity to sustain life and the decisions that humans make to garner the planet's resources. Immersive virtual environments offer an underexplored link in the translation of scientific data into public understanding, dialogue, and action. The Worldviews Network is a collaboration of scientists, artists, and educators focused on developing best practices for the use of immersive environments for science-based ecological literacy education. A central tenet of the Worldviews Network is that there are multiple ways to know and experience the world, so we are developing scientifically accurate, geographically relevant, and culturally appropriate programming to promote ecological literacy within informal science education programs across the United States. The goal of Worldviews Network is to offer transformative learning experiences, in which participants are guided on a process integrating immersive visual explorations, critical reflection and dialogue, and design-oriented approaches to action - or more simply, seeing, knowing, and doing. Our methods center on live presentations, interactive scientific visualizations, and sustainability dialogues hosted at informal science institutions. Our approach uses datasets from the life, Earth, and space sciences to illuminate the complex conditions that support life on earth and the ways in which ecological systems interact. We are leveraging scientific data from federal agencies, non-governmental organizations, and our

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

    Science.gov (United States)

    McFadden, D.; Tavakkoli, A.; Regenbrecht, J.; Wilson, B.

    2017-12-01

    Virtual Reality (VR) and Augmented Reality (AR) applications have recently seen an impressive growth, thanks to the advent of commercial Head Mounted Displays (HMDs). This new visualization era has opened the possibility of presenting researchers from multiple disciplines with data visualization techniques not possible via traditional 2D screens. In a purely VR environment researchers are presented with the visual data in a virtual environment, whereas in a purely AR application, a piece of virtual object is projected into the real world with which researchers could interact. There are several limitations to the purely VR or AR application when taken within the context of remote planetary exploration. For example, in a purely VR environment, contents of the planet surface (e.g. rocks, terrain, or other features) should be created off-line from a multitude of images using image processing techniques to generate 3D mesh data that will populate the virtual surface of the planet. This process usually takes a tremendous amount of computational resources and cannot be delivered in real-time. As an alternative, video frames may be superimposed on the virtual environment to save processing time. However, such rendered video frames will lack 3D visual information -i.e. depth information. In this paper, we present a technique to utilize a remotely situated robot's stereoscopic cameras to provide a live visual feed from the real world into the virtual environment in which planetary scientists are immersed. Moreover, the proposed technique will blend the virtual environment with the real world in such a way as to preserve both the depth and visual information from the real world while allowing for the sensation of immersion when the entire sequence is viewed via an HMD such as Oculus Rift. The figure shows the virtual environment with an overlay of the real-world stereoscopic video being presented in real-time into the virtual environment. Notice the preservation of the object

  7. Remote Laboratory Experiments in a Virtual Immersive Learning Environment

    Directory of Open Access Journals (Sweden)

    Luca Berruti

    2008-01-01

    Full Text Available The Virtual Immersive Learning (VIL test bench implements a virtual collaborative immersive environment, capable of integrating natural contexts and typical gestures, which may occur during traditional lectures, enhanced with advanced experimental sessions. The system architecture is described, along with the motivations, and the most significant choices, both hardware and software, adopted for its implementation. The novelty of the approach essentially relies on its capability of embedding functionalities that stem from various research results (mainly carried out within the VICOM national project, and “putting the pieces together” in a well-integrated framework. These features, along with its high portability, good flexibility, and, above all, low cost, make this approach appropriate for educational and training purposes, mainly concerning measurements on telecommunication systems, at universities and research centers, as well as enterprises. Moreover, the methodology can be employed for remote access to and sharing of costly measurement equipment in many different activities. The immersive characteristics of the framework are illustrated, along with performance measurements related to a specific application.

  8. Significant improvement of optical traps by tuning standard water immersion objectives

    International Nuclear Information System (INIS)

    Reihani, S Nader S; Mir, Shahid A; Richardson, Andrew C; Oddershede, Lene B

    2011-01-01

    Focused infrared lasers are widely used for micromanipulation and visualization of biological specimens. An inherent practical problem is that off-the-shelf commercial microscope objectives are designed for use with visible and not infrared wavelengths. Less aberration is introduced by water immersion objectives than by oil immersion ones, however, even water immersion objectives induce significant aberration. We present a simple method to reduce the spherical aberration induced by water immersion objectives, namely by tuning the correction collar of the objective to a value that is ∼ 10% lower than the physical thickness of the coverslip. This results in marked improvements in optical trapping strengths of up to 100% laterally and 600% axially from a standard microscope objective designed for use in the visible range. The results are generally valid for any water immersion objective with any numerical aperture

  9. Critical experiments simulating accidental water immersion of highly enriched uranium dioxide fuel elements

    International Nuclear Information System (INIS)

    Ponomarev-Stepnoi, N.N.; Glushkov, L.S.

    2003-01-01

    The paper focuses on experimental analysis of nuclear criticality safety at accidental water immersion of fuel elements of the Russian TOPAZ-2 space nuclear power system reactor. The structure of water-moderated heterogeneous critical assemblies at the NARCISS facility is described in detail, including sizes, compositions, densities of materials of the main assembly components for various core configurations. Critical parameters of the assemblies measured for varying number of fuel elements, height of fuel material in fuel elements and their arrangement in the water moderator with a uniform or variable spacing are presented. It has been found from the experiments that at accidental water immersion of fuel elements involved, the minimum critical mass equal to approximately 20 kg of uranium dioxide is achieved at 31-37 fuel elements. The paper gives an example of a physical model of the water-moderated heterogeneous critical assembly with a detailed characterization of its main components that can be used for calculations using different neutronic codes, including Monte Carlo ones. (author)

  10. A Cultural Immersion Field Experience: Examining Pre-Service Music Teachers' Beliefs about Cultural Differences

    Science.gov (United States)

    VanDeusen, Andrea J.

    2017-01-01

    With the intent of informing music teacher education practices and developing more culturally responsive and relevant teachers, the purpose of this research was to explore pre-service music teachers' understandings of culture and diversity, and to examine the impact of a short-term cultural immersion field experience on pre-service music teachers'…

  11. A Case Study: The Impact of an Immersion Experience on the Vocation of Lay Teacher-Leaders in American Jesuit High Schools

    Science.gov (United States)

    Schreiber, Martin J.

    2012-01-01

    The purpose of this case study explores the impact of an immersion experience to a least developed country on the vocation of lay teacher leaders in American Jesuit High Schools. Nine lay teacher leaders engaged in a four stage process of immersion from November 2009 to August 2010. The study employed the conceptual framework of Edward…

  12. Immersive virtual reality in destination marketing : evidence from lab and field experiments

    OpenAIRE

    Vekony, David; Korneliussen, Simen

    2016-01-01

    Although the concept of virtual reality (VR) has been studied and used for many years, recent technological development has led to the commercial availability of immersive VR, specifically head-mounted displays. Little research has been conducted on the potential for immersive VR to influence consumer behavior. The aim of this thesis is to give insight into how immersive VR can be utilized in destination marketing, through investigating its effect on consumer outcomes directly,...

  13. Immersion in Movement-Based Interaction

    Science.gov (United States)

    Pasch, Marco; Bianchi-Berthouze, Nadia; van Dijk, Betsy; Nijholt, Anton

    The phenomenon of immersing oneself into virtual environments has been established widely. Yet to date (to our best knowledge) the physical dimension has been neglected in studies investigating immersion in Human-Computer Interaction (HCI). In movement-based interaction the user controls the interface via body movements, e.g. direct manipulation of screen objects via gestures or using a handheld controller as a virtual tennis racket. It has been shown that physical activity affects arousal and that movement-based controllers can facilitate engagement in the context of video games. This paper aims at identifying movement features that influence immersion. We first give a brief survey on immersion and movement-based interfaces. Then, we report results from an interview study that investigates how users experience their body movements when interacting with movement-based interfaces. Based on the interviews, we identify four movement-specific features. We recommend them as candidates for further investigation.

  14. The GET Immersion Experience: A New Model for Leveraging the Synergies between Industry and Academia

    Science.gov (United States)

    Saltz, Jeff; Serva, Mark A.; Heckman, Robert

    2013-01-01

    This article describes a new and innovative open co-op program for MIS/IS students. The program, Global Enterprise Technology Immersion Experience (GET IE), has a global enterprise focus that is integrated with hands-on experiential work-based learning to provide a context in which students are stimulated to utilize their classroom knowledge. The…

  15. Immersive Virtual Environments and Multisensory Interfaces

    DEFF Research Database (Denmark)

    Stenslie, Ståle

    2009-01-01

    Based on my work with virtual environments dating back to the early 1990s, and with practical and engineering limitations on building tactile bodysuits that enhance the sense of immersion within detailed and dynamic virtual worlds overcome, this paper will take as its subject the example of my...... immersive artwork the Erotogod experiment (2001). A key aspect of interaction and immersion for the participant was the use of tactile bodysuit. I will analyze the multisensory nature of this experience, how tactility was engendered and, in fact, engineered through a mixture of technologies and approaches....... The paper will focus on the multisensory aspect of my interfaces as they have evolved through my projects, discussing how engineering problems were overcome to enhance tactility, the experimentations with tactile technologies in order to engineer the right feeling, and what is involved in the multisensory...

  16. 1st Workshop on Eye Tracking and Visualization

    CERN Document Server

    Chuang, Lewis; Fisher, Brian; Schmidt, Albrecht; Weiskopf, Daniel

    2017-01-01

    This book discusses research, methods, and recent developments in the interdisciplinary field that spans research in visualization, eye tracking, human-computer interaction, and psychology. It presents extended versions of papers from the First Workshop on Eye Tracking and Visualization (ETVIS), which was organized as a workshop of the IEEE VIS Conference 2015. Topics include visualization and visual analytics of eye-tracking data, metrics and cognitive models, eye-tracking experiments in the context of visualization interfaces, and eye tracking in 3D and immersive environments. The extended ETVIS papers are complemented by a chapter offering an overview of visualization approaches for analyzing eye-tracking data and a chapter that discusses electrooculography (EOG) as an alternative of acquiring information about eye movements. Covering scientific visualization, information visualization, and visual analytics, this book is a valuable resource for eye-tracking researchers within the visualization community.

  17. Experience and information loss in auditory and visual memory.

    Science.gov (United States)

    Gloede, Michele E; Paulauskas, Emily E; Gregg, Melissa K

    2017-07-01

    Recent studies show that recognition memory for sounds is inferior to memory for pictures. Four experiments were conducted to examine the nature of auditory and visual memory. Experiments 1-3 were conducted to evaluate the role of experience in auditory and visual memory. Participants received a study phase with pictures/sounds, followed by a recognition memory test. Participants then completed auditory training with each of the sounds, followed by a second memory test. Despite auditory training in Experiments 1 and 2, visual memory was superior to auditory memory. In Experiment 3, we found that it is possible to improve auditory memory, but only after 3 days of specific auditory training and 3 days of visual memory decay. We examined the time course of information loss in auditory and visual memory in Experiment 4 and found a trade-off between visual and auditory recognition memory: Visual memory appears to have a larger capacity, while auditory memory is more enduring. Our results indicate that visual and auditory memory are inherently different memory systems and that differences in visual and auditory recognition memory performance may be due to the different amounts of experience with visual and auditory information, as well as structurally different neural circuitry specialized for information retention.

  18. "Journey to the Stars": Presenting What Stars Are to Global Planetarium Audiences by Blending Astrophysical Visualizations Into a Single Immersive Production at the American Museum of Natural History

    Science.gov (United States)

    Emmart, Carter; Mac Low, M.; Oppenheimer, B. R.; Kinzler, R.; Paglione, T. A. D.; Abbott, B. P.

    2010-01-01

    "Journey to the Stars" is the latest and fourth space show based on storytelling from data visualization at the Rose Center for Earth and Space at the American Museum of Natural History. This twenty five minute, full dome movie production presents to planetarium audiences what the stars are, where they come from, how they vary in type and over time, and why they are important to life of Earth. Over forty scientists from around the world contributed their research to what is visualized into roughly fifteen major scenes. How this production is directed into a consolidated immersive informal science experience with learning goals is an integrative process with many inputs and concerns for scientific accuracy. The goal is a seamless merger of visualizations at varying spatial and temporal scales with acuity toward depth perception, revealing unseen phenomena, and the layering of concepts together to build an understanding of stars; to blend our common experience of them in the sky with the uncommon meaning we have come to know through science. Scripted by Louise Gikow who has worked for Children's Television Workshop, narrated by Whoopie Goldberg, and musically scored by Robert Miller, this production strives to guide audiences through challenging scientific concepts by complimenting the natural beauty the subject matter presents with understandable prose and musical grandeur. "Journey to the Stars" was produced in cooperation with NASA's Science Mission Directorate, Heliophysics Division and is in release at major planetariums, worldwide.

  19. Highly immersive virtual reality laparoscopy simulation: development and future aspects.

    Science.gov (United States)

    Huber, Tobias; Wunderling, Tom; Paschold, Markus; Lang, Hauke; Kneist, Werner; Hansen, Christian

    2018-02-01

    Virtual reality (VR) applications with head-mounted displays (HMDs) have had an impact on information and multimedia technologies. The current work aimed to describe the process of developing a highly immersive VR simulation for laparoscopic surgery. We combined a VR laparoscopy simulator (LapSim) and a VR-HMD to create a user-friendly VR simulation scenario. Continuous clinical feedback was an essential aspect of the development process. We created an artificial VR (AVR) scenario by integrating the simulator video output with VR game components of figures and equipment in an operating room. We also created a highly immersive VR surrounding (IVR) by integrating the simulator video output with a [Formula: see text] video of a standard laparoscopy scenario in the department's operating room. Clinical feedback led to optimization of the visualization, synchronization, and resolution of the virtual operating rooms (in both the IVR and the AVR). Preliminary testing results revealed that individuals experienced a high degree of exhilaration and presence, with rare events of motion sickness. The technical performance showed no significant difference compared to that achieved with the standard LapSim. Our results provided a proof of concept for the technical feasibility of an custom highly immersive VR-HMD setup. Future technical research is needed to improve the visualization, immersion, and capability of interacting within the virtual scenario.

  20. Innovation in Retail Process: From Consumers’ Experience to Immersive Store Design

    Directory of Open Access Journals (Sweden)

    Eleonora Pantano

    2012-09-01

    Full Text Available Due to the current advances in Information and Communication Technologies and consumers’ increasing interest in entertaining and interactive retail environments, the sector of retailing is forced to pursuit innovation to maintain existing consumers and attract new ones. Especially the use of virtual reality techniques offers tools for supporting the design of innovative systems capable of enhancing this process. The aim of this paper is to integrate the consumers’ experience in the development of innovation process for retailing. In particular, our findings highlight how the immersive technologies can be an efficient tool for pushing innovation in retailing. Therefore, the paper provides important issues for scholars and practitioners.

  1. Masculinization of Nile tilapia (Oreochromis niloticus) by immersion in androgens

    Science.gov (United States)

    Gale, W.L.; Fitzpatrick, M.S.; Lucero, M.; Contreras-Sanchez, W.M.; Schreck, C. B.

    1999-01-01

    The use of all-male populations increases the efficiency and feasibility of tilapia aquaculture. The objective of this study was to determine the efficacy of a short-term immersion procedure for masculinizing Nile tilapia (Oreochromis niloticus). Two synthetic androgens were evaluated: 17α-methyldihydrotestosterone (MDHT) and 17α-methyltestosterone (MT). Exposure (3 h) on 10 and again on 13 days post-fertilization to MDHT at 500 μg/1 successfully masculinized fry in all experiments, resulting in 100, 94 and 83 ± 2% males in Experiments 1, 2 and 3, respectively. Immersions in MDHT or MT at 100 μg/1 resulted in significantly skewed sex ratios in Experiments 1 and 3 (MT resulted in 73 and 83 ± 3% males; and MDHT resulted in 72 and 91 ± 1% males) but not in Experiment 2. Immersion in MT at 500 μg/1 only caused masculinization in Experiment 3. Although further research and refinement is needed, immersion of Nile tilapia in MDHT may provide a practical alternative to the use of steroid-treated feed. Furthermore, when compared with current techniques for steroid-induced sex inversion of tilapia, short-term immersion reduces the period of time that workers are exposed to anabolic steroids.

  2. The emotional and cognitive effect of immersion in film viewing

    NARCIS (Netherlands)

    Visch, V.T.; Tan, E.S.; Molenaar, D.

    2010-01-01

    This brief report presents an experiment testing the effect of immersion on emotional responses and cognitive genre categorisation of film viewers. Immersion of a film presentation was varied by presenting an animated movie either in a 3D-viewing condition (low immersive condition) or in a CAVE

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

    Science.gov (United States)

    Kurczak, John Jason

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

  4. Developing Verbal and Visual Literacy through Experiences in the Visual Arts: 25 Tips for Teachers

    Science.gov (United States)

    Johnson, Margaret H.

    2008-01-01

    Including talk about art--conversing with children about artwork, their own and others'--as a component of visual art activities extends children's experiences in and understanding of visual messages. Johnson discusses practices that help children develop visual and verbal expression through active experiences with the visual arts. She offers 25…

  5. Community experience of a Pacific Immersion Programme for medical students in New Zealand.

    Science.gov (United States)

    Mauiliu, Melbourne; Sopoaga, Faafetai; Ekeroma, Alec

    2013-06-14

    To obtain the views of the Pacific community about their involvement in a Pacific Immersion Programme, to determine the programme's viability as a resource for medical education. The Pacific Immersion Programme run by the Dunedin School of Medicine had four attachments (March, April, June and September) with local Pacific communities in 2011. Community focus groups were held the week immediately after each attachment. There were two focus group sessions for each attachment, one obtained the views of adults and the other of young people. Focus groups consisted of eight participants recruited through community coordinators and were facilitated by trained research assistants. Sessions were audio recorded and analysed using a thematic framework. Sixty-four members of the community participated in the focus groups. Eight themes emerged from the discussions. The community agreed the Pacific Immersion Programme strengthened community cohesion through efforts to engage the students. There was shared learning and created opportunities for engagement between medical students and the community's younger generation. The Pacific families shared with the students about their health and context through storytelling, dancing and singing and cultural ceremonies. Participants hoped students achieved what they wanted from the programme and the experience was useful for their work in the future. Community based medical education is a unique and useful approach for teaching medical students about the health of a minority community. The purpose of the paper is to highlight the impacts on participating communities. Nurturing established relationships and providing mutual benefits for both partners will ensure this opportunity will be available as a learning resource for future medical students.

  6. Reshaping Spectatorship: Immersive and Distributed Aesthetics

    Directory of Open Access Journals (Sweden)

    Edwina Bartlem

    2005-01-01

    Full Text Available Although discourses of immersive aesthetics and distributed aesthetics may evoke associations with different media, creative processes, modes of audience engagement and even political ideologies, artists using these aesthetics often share similar interests in transforming and enhancing notions of the body and perception through technological intervention. This paper undertakes a comparison between immersive and distributed aesthetics in relation to Virtual Reality (VR and Networked Art (net.art, particularly networked installation art. It focuses on the ways in which both VR and networked installations immerse the viewer in states of perceptual and cognitive transition. Central to this article is the argument that VR and net.art are able to generate immersive experiences in the viewer by creating the sensation of being (tele-present in an electronically mediated environment that is illusionistic and sometimes remote from the physical body of the participant. Furthermore, the immersive and distributed aesthetics generated by specific VR and net.art projects have revolutionary consequences for traditional aesthetic theories of spectatorship and art appreciation that assert the need for critical and physical distance.

  7. Destination visual image and expectation of experiences

    DEFF Research Database (Denmark)

    Ye, H.; Tussyadiah, Iis

    2011-01-01

    A unique experience is the essence of tourism sought by tourists. The most effective way to communicate the notion of a tourism experience at a destination is to provide visual cues that stimulate the imagination and connect with potential tourists in a personal way. This study aims...... at understanding how a visual image is relevant to the expectation of experiences by deconstructing images of a destination and interpreting visitors' perceptions of these images and the experiences associated with them. The results suggest that tourists with different understandings of desirable experiences found...

  8. Time Perception and the Experience of Time When Immersed in an Altered Sensory Environment.

    Science.gov (United States)

    Glicksohn, Joseph; Berkovich-Ohana, Aviva; Mauro, Federica; Ben-Soussan, Tal D

    2017-01-01

    The notion that exposure to a monotonous sensory environment could elicit reports indicating aberrant subjective experience and altered time perception is the impetus for the present report. Research has looked at the influence of exposure to such environments on time perception, reporting that the greater the environmental variation, the shorter is the time estimation obtained by the method of production. Most conditions for creating an altered sensory environment, however, have not facilitated an immersive experience, one that directly impacts both time perception and subjective experience. In this study, we invited our participants to enter a whole-body altered sensory environment for a 20-min session, wherein they were asked to relax without falling asleep. The session included white-colored illumination of the chamber with eyes closed (5 min), followed by 10 min of illuminating the room with color, after which a short report of subjective experience was collected using a brief questionnaire; this was followed by an additional 5 min of immersion in white light with closed eyes. The participants were then interviewed regarding their subjective experience, including their experience of time within the chamber. Prior to entering the chamber, the participants completed a time-production (TP) task. One group of participants then repeated the task within the chamber, at the end of the session; a second group of participants repeated the task after exiting the chamber. We shall report on changes in TP, and present data indicating that when produced time is plotted as a function of target duration, using a log-log plot, the major influence of sensory environment is on the intercept of the psychophysical function. We shall further present data indicating that for those participants reporting a marked change in time experience, such as "the sensation of time disappeared," their TP data could not be linearized using a log-log plot, hence indicating that for these

  9. Time Perception and the Experience of Time When Immersed in an Altered Sensory Environment

    Directory of Open Access Journals (Sweden)

    Joseph Glicksohn

    2017-10-01

    Full Text Available The notion that exposure to a monotonous sensory environment could elicit reports indicating aberrant subjective experience and altered time perception is the impetus for the present report. Research has looked at the influence of exposure to such environments on time perception, reporting that the greater the environmental variation, the shorter is the time estimation obtained by the method of production. Most conditions for creating an altered sensory environment, however, have not facilitated an immersive experience, one that directly impacts both time perception and subjective experience. In this study, we invited our participants to enter a whole-body altered sensory environment for a 20-min session, wherein they were asked to relax without falling asleep. The session included white-colored illumination of the chamber with eyes closed (5 min, followed by 10 min of illuminating the room with color, after which a short report of subjective experience was collected using a brief questionnaire; this was followed by an additional 5 min of immersion in white light with closed eyes. The participants were then interviewed regarding their subjective experience, including their experience of time within the chamber. Prior to entering the chamber, the participants completed a time-production (TP task. One group of participants then repeated the task within the chamber, at the end of the session; a second group of participants repeated the task after exiting the chamber. We shall report on changes in TP, and present data indicating that when produced time is plotted as a function of target duration, using a log–log plot, the major influence of sensory environment is on the intercept of the psychophysical function. We shall further present data indicating that for those participants reporting a marked change in time experience, such as “the sensation of time disappeared,” their TP data could not be linearized using a log–log plot, hence

  10. Designing EvoRoom: An Immersive Simulation Environment for Collective Inquiry in Secondary Science

    Science.gov (United States)

    Lui, Michelle Mei Yee

    This dissertation investigates the design of complex inquiry for co-located students to work as a knowledge community within a mixed-reality learning environment. It presents the design of an immersive simulation called EvoRoom and corresponding collective inquiry activities that allow students to explore concepts around topics of evolution and biodiversity in a Grade 11 Biology course. EvoRoom is a room-sized simulation of a rainforest, modeled after Borneo in Southeast Asia, where several projected displays are stitched together to form a large, animated simulation on each opposing wall of the room. This serves to create an immersive environment in which students work collaboratively as individuals, in small groups and a collective community to investigate science topics using the simulations as an evidentiary base. Researchers and a secondary science teacher co-designed a multi-week curriculum that prepared students with preliminary ideas and expertise, then provided them with guided activities within EvoRoom, supported by tablet-based software as well as larger visualizations of their collective progress. Designs encompassed the broader curriculum, as well as all EvoRoom materials (e.g., projected displays, student tablet interfaces, collective visualizations) and activity sequences. This thesis describes a series of three designs that were developed and enacted iteratively over two and a half years, presenting key features that enhanced students' experiences within the immersive environment, their interactions with peers, and their inquiry outcomes. Primary research questions are concerned with the nature of effective design for such activities and environments, and the kinds of interactions that are seen at the individual, collaborative and whole-class levels. The findings fall under one of three themes: 1) the physicality of the room, 2) the pedagogical script for student observation and reflection and collaboration, and 3) ways of including collective

  11. Immersive virtual reality simulations in nursing education.

    Science.gov (United States)

    Kilmon, Carol A; Brown, Leonard; Ghosh, Sumit; Mikitiuk, Artur

    2010-01-01

    This article explores immersive virtual reality as a potential educational strategy for nursing education and describes an immersive learning experience now being developed for nurses. This pioneering project is a virtual reality application targeting speed and accuracy of nurse response in emergency situations requiring cardiopulmonary resuscitation. Other potential uses and implications for the development of virtual reality learning programs are discussed.

  12. Warming by immersion or exercise affects initial cooling rate during subsequent cold water immersion.

    Science.gov (United States)

    Scott, Chris G; Ducharme, Michel B; Haman, François; Kenny, Glen P

    2004-11-01

    We examined the effect of prior heating, by exercise and warm-water immersion, on core cooling rates in individuals rendered mildly hypothermic by immersion in cold water. There were seven male subjects who were randomly assigned to one of three groups: 1) seated rest for 15 min (control); 2) cycling ergometry for 15 min at 70% Vo2 peak (active warming); or 3) immersion in a circulated bath at 40 degrees C to an esophageal temperature (Tes) similar to that at the end of exercise (passive warming). Subjects were then immersed in 7 degrees C water to a Tes of 34.5 degrees C. Initial Tes cooling rates (initial approximately 6 min cooling) differed significantly among the treatment conditions (0.074 +/- 0.045, 0.129 +/- 0.076, and 0.348 +/- 0.117 degrees C x min(-1) for control, active, and passive warming conditions, respectively); however, secondary cooling rates (rates following initial approximately 6 min cooling to the end of immersion) were not different between treatments (average of 0.102 +/- 0.085 degrees C x min(-1)). Overall Tes cooling rates during the full immersion period differed significantly and were 0.067 +/- 0.047, 0.085 +/- 0.045, and 0.209 +/- 0.131 degrees C x min(-1) for control, active, and passive warming, respectively. These results suggest that prior warming by both active and, to a greater extent, passive warming, may predispose a person to greater heat loss and to experience a larger decline in core temperature when subsequently exposed to cold water. Thus, functional time and possibly survival time could be reduced when cold water immersion is preceded by whole-body passive warming, and to a lesser degree by active warming.

  13. Immersion revisited

    DEFF Research Database (Denmark)

    Nilsson, Niels Chr.; Nordahl, Rolf; Serafin, Stefania

    2016-01-01

    of existing definitions of immersion originating within the study of video games, virtual environments, and literary works of fiction. Based on this review, a three-dimensional taxonomy of the various conceptualizations of immersion is proposed. That is, the existing definitions of immersion may be broadly...... divided into three categories, each representing a dimension of the taxonomy: immersion as a property of a system, a subjective response to narrative contents, or a subjective response to challenges within the virtual environment. Finally, four distinct theories of presence are introduced and, based...... on the established taxonomy, we discuss how the individual theories relate to existing definitions of immersion....

  14. Photogrammetric Applications of Immersive Video Cameras

    Science.gov (United States)

    Kwiatek, K.; Tokarczyk, R.

    2014-05-01

    The paper investigates immersive videography and its application in close-range photogrammetry. Immersive video involves the capture of a live-action scene that presents a 360° field of view. It is recorded simultaneously by multiple cameras or microlenses, where the principal point of each camera is offset from the rotating axis of the device. This issue causes problems when stitching together individual frames of video separated from particular cameras, however there are ways to overcome it and applying immersive cameras in photogrammetry provides a new potential. The paper presents two applications of immersive video in photogrammetry. At first, the creation of a low-cost mobile mapping system based on Ladybug®3 and GPS device is discussed. The amount of panoramas is much too high for photogrammetric purposes as the base line between spherical panoramas is around 1 metre. More than 92 000 panoramas were recorded in one Polish region of Czarny Dunajec and the measurements from panoramas enable the user to measure the area of outdoors (adverting structures) and billboards. A new law is being created in order to limit the number of illegal advertising structures in the Polish landscape and immersive video recorded in a short period of time is a candidate for economical and flexible measurements off-site. The second approach is a generation of 3d video-based reconstructions of heritage sites based on immersive video (structure from immersive video). A mobile camera mounted on a tripod dolly was used to record the interior scene and immersive video, separated into thousands of still panoramas, was converted from video into 3d objects using Agisoft Photoscan Professional. The findings from these experiments demonstrated that immersive photogrammetry seems to be a flexible and prompt method of 3d modelling and provides promising features for mobile mapping systems.

  15. Visualization framework for CAVE virtual reality systems

    OpenAIRE

    Kageyama, Akira; Tomiyama, Asako

    2016-01-01

    We have developed a software framework for scientific visualization in immersive-type, room-sized virtual reality (VR) systems, or Cave automatic virtual environment (CAVEs). This program, called Multiverse, allows users to select and invoke visualization programs without leaving CAVE’s VR space. Multiverse is a kind of immersive “desktop environment” for users, with a three-dimensional graphical user interface. For application developers, Multiverse is a software framework with useful class ...

  16. PCBs with immersion tin finish - some experiences with lead-free reflow process

    Energy Technology Data Exchange (ETDEWEB)

    Bukat, K.; Koziol, G.; Sitek, J.; Borecki, J.; Hackiewicz, H. [Tele and Radio Research Inst., Warsaw (Poland); Merkle, H.; Schroeder, S. [Ormecon Chemie GmbH and Co. KG, Ammersbek (Germany); Girulska, A.; Gardela, K. [Eldos Sp. z o.o., Wroclaw (Poland)

    2004-07-01

    Substitution of lead-free solders in electronic assemblies requires changes in the conventional SnPb finishes of PCBs. The Craft project ''PRINT'' objectives respond to this challenge. Its main goal is to develop and implement the new technology of high solderability immersion tin for printed circuit boards at small and medium enterprises. The subject of the research was organic based immersion tin coating which would fulfil demands of SMT. In the paper the results of reflow soldering process on PCBs covered by Ormecon registered immersion tin finish with using lead-free solder pastes will be described. Solderability of tin coating as well as wettability of lead-free solder paste will be presented. (orig.)

  17. Declarative Knowledge Acquisition in Immersive Virtual Learning Environments

    Science.gov (United States)

    Webster, Rustin

    2016-01-01

    The author investigated the interaction effect of immersive virtual reality (VR) in the classroom. The objective of the project was to develop and provide a low-cost, scalable, and portable VR system containing purposely designed and developed immersive virtual learning environments for the US Army. The purpose of the mixed design experiment was…

  18. The Feel Good Factor: Comparing Immersion by Design and Immersion by Default Models

    Science.gov (United States)

    Gallagher, Fiona; Leahy, Angela

    2014-01-01

    This article presents findings from an exploratory research project entitled "Gaelscoileanna and Multicultural classrooms: the potential for transfer to enhance L2 learning experiences". The project focussed on two language immersion contexts in Ireland which, despite obvious differences, share a range of significant commonalities. One…

  19. Immersive Planetarium Visualizations for Teaching Solar System Moon Concepts to Undergraduates

    Science.gov (United States)

    Yu, Ka Chun; Sahami, Kamran; Denn, Grant; Sahami, Victoria; Sessions, Larry C.

    2016-01-01

    Digital video fulldome has long been heralded as a revolutionary educational technology; yet the discipline-based astronomy education research literature showing planetarium effectiveness has been sparse. In order to help understand to what extent immersion impacts learning and the effect of the "narrative journey" model of presentation,…

  20. Influence of pyridostigmine bromide on human thermoregulation during cold-water immersion

    Energy Technology Data Exchange (ETDEWEB)

    Cadarette, B.S.; Prusaczyk, W.K.; Sawka, M.N. (Army Research Inst. of Environmental Medicine, Natick, MA (United States))

    1991-03-11

    This study examined the effects of an oral 30 mg dose of pyridostigmine bromide (PYR) on thermoregulatory and physiological responses during cold stress. Six men were immersed in chilled stirred water for up to 180 minutes; once 2 hours following ingestion of PYR and once 2 hours following ingestion of a placebo (CON). With PYR, mean ({plus minus} SD) red blood cell cholinesterase inhibition was 33 ({plus minus}12)% at 110 minutes post-ingestion. Cholinesterase inhibition was negatively related to lean body mass. Abdominal discomfort caused termination in 3 of 6 PYR experiments ({bar X} immersion time = 117 min) but in no CON experiments ({bar X} immersion time = 142 min, p > 0.05). During immersion, metabolic rate increased significantly over pre-immersion levels, and increased with duration of immersion, but did not differ between conditions. PYR had no significant effect on rectal temperature, mean body temperature, thermal sensation, heart rate, or plasma cortisol concentration. It was concluded that a 30 mg dose of PYR does not increase susceptibility to hypothermia in humans immersed in cold-water; however, in combination with cold-stress, PYR may result in marked abdominal cramping and limit cold tolerance.

  1. Medical student perceptions of an initial collaborative immersion experience.

    Science.gov (United States)

    House, Joseph B; Cedarbaum, Jacob; Haque, Fatema; Wheaton, Michael; Vredeveld, Jennifer; Purkiss, Joel; Moore, Laurel; Santen, Sally A; Daniel, Michelle

    2018-03-01

    Recent reviews of interprofessional education (IPE) highlight the need for innovative curricula focused on longitudinal clinical learning. We describe the development and early outcomes of the initial clinical experience (ICE), a longitudinal practice-based course for first-year medical students. While IPE courses focus on student-to-student interaction, ICE focuses on introducing students to interprofessional collaboration. Students attend 14 sessions at one of 18 different clinical sites. They work directly with different health professionals from among 17 possible professions, including nurses, pharmacists, social workers, and respiratory, occupational, and physical therapists. Between 2015 and 2016, 167 students completed the course, and 81 completed the end-of-course evaluation. Students agreed or strongly agreed that ICE meaningfully contributed to their understanding of healthcare teams and different professional roles (86%), improved their understanding of healthcare systems (84%), improved their ability to communicate with healthcare professionals (61%), and improved their ability to work on interprofessional teams (65%). Select themes from narrative comments suggest that clinical immersion improves understanding of professional roles, helps students understand their own future roles in healthcare teams, and increases awareness of and respect for other professionals, with the potential to change future practice. ICE may be a template for other schools wishing to expand their current educational offerings, by engaging learners in more authentic, longitudinal clinical experiences with practicing healthcare professionals.

  2. Exploring the feasibility of the visual language in autism program for children in an early intervention group setting: views of parents, educators, and health professionals.

    Science.gov (United States)

    Donato, Cynthia; Shane, Howard C; Hemsley, Bronwyn

    2014-04-01

    To explore the views of key stakeholders on using visual supports for children with developmental disabilities in early intervention group settings. Specifically, this study aimed to determine stakeholders' views on the barriers to and facilitators for the use of visual supports in these settings to inform the feasibility of implementing an immersive Visual Language in Autism program. This study involved three focus groups of parents, educators, and health professionals at one Australian early intervention group setting. Lack of time, limited services, negative attitudes in society, and inconsistent use were cited as common barriers to using visual supports. Facilitators included having access to information and evidence on visual supports, increased awareness of visual supports, and the use of mobile technologies. The Visual Language in Autism program is feasible in early intervention group settings, if barriers to and facilitators for its use are addressed to enable an immersive visual language experience.

  3. VirtualizeMe: Real-time avatar creation for Tele-Immersion environments

    KAUST Repository

    Knoblauch, Daniel

    2010-03-01

    VirtualizeMe introduces a new design for a fully immersive Tele-Immersion system for remote collaboration and virtual world interaction. This system introduces a new avatar creation approach full-filling four main attributes: high resolution, scalability, flexibility and affordability. This is achieved by a total separation of reconstruction and rendering and exploiting the capabilities of modern graphic cards. The high resolution is achieved by using as much of the input information as possible through lossless compression of the input data and introducing a focused volumetric visual hull reconstruction. The resulting avatar allows eye-to-eye collaboration for remote users. The interaction with the virtual world is facilitated by the volumetric avatar model and allows a fully immersive system. This paper shows a proof of concept based on publicly available pre-recorded data to allow easier comparison. ©2010 IEEE.

  4. Habituation of the cold shock response is inhibited by repeated anxiety: Implications for safety behaviour on accidental cold water immersions.

    Science.gov (United States)

    Barwood, Martin J; Corbett, Jo; Tipton, Mike; Wagstaff, Christopher; Massey, Heather

    2017-05-15

    Accidental cold-water immersion (CWI) triggers the life-threatening cold shock response (CSR) which is a precursor to sudden death on immersion. One practical means of reducing the CSR is to induce an habituation by undergoing repeated short CWIs. Habituation of the CSR is known to be partially reversed by the concomitant experience of acute anxiety, raising the possibility that repeated anxiety could prevent CSR habituation; we tested this hypothesis. Sixteen participants (12 male, 4 female) completed seven, seven-minute immersions in to cold water (15°C). Immersion one acted as a control (CON1). During immersions two to five, which would ordinarily induce an habituation, anxiety levels were repeatedly increased (CWI-ANX rep ) by deception and a demanding mathematical task. Immersions six and seven were counter-balanced with another high anxiety condition (CWI-ANX rep ) or a further control (CON2). Anxiety (20cm visual analogue scale) and cardiorespiratory responses (cardiac frequency [f c ], respiratory frequency [f R ], tidal volume [V T ], minute ventilation [V̇ E ]) were measured. Comparisons were made between experimental immersions (CON1, final CWI-ANX rep , CON2), across habituation immersions and with data from a previous study. Anxiety levels were sustained at a similar level throughout the experimental and habituation immersions (mean [SD] CON1: 7.0 [4.0] cm; CON2: 5.8 [5.2] cm cf CWI-ANX rep : 7.3 [5.5] cm; p>0.05). This culminated in failure of the CSR to habituate even when anxiety levels were not manipulated (i.e. CON2). These data were different (pCSR consequently habituated. Repeated anxiety prevented CSR habituation. A protective strategy that includes inducing habituation for those at risk should include techniques to lower anxiety associated with the immersion event or habituation may not be beneficial in the emergency scenario. Copyright © 2017 Elsevier Inc. All rights reserved.

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

    Science.gov (United States)

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

    2017-12-01

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

  6. Real-time visualization of magnetic flux densities for transcranial magnetic stimulation on commodity and fully immersive VR systems

    Science.gov (United States)

    Kalivarapu, Vijay K.; Serrate, Ciro; Hadimani, Ravi L.

    2017-05-01

    Transcranial Magnetic Stimulation (TMS) is a non-invasive procedure that uses time varying short pulses of magnetic fields to stimulate nerve cells in the brain. In this method, a magnetic field generator ("TMS coil") produces small electric fields in the region of the brain via electromagnetic induction. This technique can be used to excite or inhibit firing of neurons, which can then be used for treatment of various neurological disorders such as Parkinson's disease, stroke, migraine, and depression. It is however challenging to focus the induced electric field from TMS coils to smaller regions of the brain. Since electric and magnetic fields are governed by laws of electromagnetism, it is possible to numerically simulate and visualize these fields to accurately determine the site of maximum stimulation and also to develop TMS coils that can focus the fields on the targeted regions. However, current software to compute and visualize these fields are not real-time and can work for only one position/orientation of TMS coil, severely limiting their usage. This paper describes the development of an application that computes magnetic flux densities (h-fields) and visualizes their distribution for different TMS coil position/orientations in real-time using GPU shaders. The application is developed for desktop, commodity VR (HTC Vive), and fully immersive VR CAVETM systems, for use by researchers, scientists, and medical professionals to quickly and effectively view the distribution of h-fields from MRI brain scans.

  7. VISUAL3D - An EIT network on visualization of geomodels

    Science.gov (United States)

    Bauer, Tobias

    2017-04-01

    When it comes to interpretation of data and understanding of deep geological structures and bodies at different scales then modelling tools and modelling experience is vital for deep exploration. Geomodelling provides a platform for integration of different types of data, including new kinds of information (e.g., new improved measuring methods). EIT Raw Materials, initiated by the EIT (European Institute of Innovation and Technology) and funded by the European Commission, is the largest and strongest consortium in the raw materials sector worldwide. The VISUAL3D network of infrastructure is an initiative by EIT Raw Materials and aims at bringing together partners with 3D-4D-visualisation infrastructure and 3D-4D-modelling experience. The recently formed network collaboration interlinks hardware, software and expert knowledge in modelling visualization and output. A special focus will be the linking of research, education and industry and integrating multi-disciplinary data and to visualize the data in three and four dimensions. By aiding network collaborations we aim at improving the combination of geomodels with differing file formats and data characteristics. This will create an increased competency in modelling visualization and the ability to interchange and communicate models more easily. By combining knowledge and experience in geomodelling with expertise in Virtual Reality visualization partners of EIT Raw Materials but also external parties will have the possibility to visualize, analyze and validate their geomodels in immersive VR-environments. The current network combines partners from universities, research institutes, geological surveys and industry with a strong background in geological 3D-modelling and 3D visualization and comprises: Luleå University of Technology, Geological Survey of Finland, Geological Survey of Denmark and Greenland, TUBA Freiberg, Uppsala University, Geological Survey of France, RWTH Aachen, DMT, KGHM Cuprum, Boliden, Montan

  8. IQ-Station: A Low Cost Portable Immersive Environment

    Energy Technology Data Exchange (ETDEWEB)

    Eric Whiting; Patrick O' Leary; William Sherman; Eric Wernert

    2010-11-01

    The emergence of inexpensive 3D TV’s, affordable input and rendering hardware and open-source software has created a yeasty atmosphere for the development of low-cost immersive environments (IE). A low cost IE system, or IQ-station, fashioned from commercial off the shelf technology (COTS), coupled with a targeted immersive application can be a viable laboratory instrument for enhancing scientific workflow for exploration and analysis. The use of an IQ-station in a laboratory setting also has the potential of quickening the adoption of a more sophisticated immersive environment as a critical enabler in modern scientific and engineering workflows. Prior work in immersive environments generally required either a head mounted display (HMD) system or a large projector-based implementation both of which have limitations in terms of cost, usability, or space requirements. The solution presented here provides an alternative platform providing a reasonable immersive experience that addresses those limitations. Our work brings together the needed hardware and software to create a fully integrated immersive display and interface system that can be readily deployed in laboratories and common workspaces. By doing so, it is now feasible for immersive technologies to be included in researchers’ day-to-day workflows. The IQ-Station sets the stage for much wider adoption of immersive environments outside the small communities of virtual reality centers.

  9. Story Immersion in a Health Videogame for Childhood Obesity Prevention.

    Science.gov (United States)

    Lu, Amy Shirong; Thompson, Debbe; Baranowski, Janice; Buday, Richard; Baranowski, Tom

    2012-02-15

    Stories can serve as powerful tools for health interventions. Story immersion refers to the experience of being absorbed in a story. This is among the first studies to analyze story immersion's role in health videogames among children by addressing two main questions: Will children be more immersed when the main characters are similar to them? Do increased levels of immersion relate to more positive health outcomes? Eighty-seven 10-12-year-old African-American, Caucasian, and Hispanic children from Houston, TX, played a health videogame, "Escape from Diab" (Archimage, Houston, TX), featuring a protagonist with both African-American and Hispanic phenotypic features. Children's demographic information, immersion, and health outcomes (i.e., preference, motivation, and self-efficacy) were recorded and then correlated and analyzed. African-American and Hispanic participants reported higher immersion scores than Caucasian participants ( P = 0.01). Story immersion correlated positively ( P values videogame characters and players enhanced immersion and several health outcomes. Effectively embedding characters with similar phenotypic features to the target population in interactive health videogame narratives may be important when motivating children to adopt obesity prevention behaviors.

  10. Immersed radioactive wastes

    International Nuclear Information System (INIS)

    2017-03-01

    This document presents a brief overview of immersed radioactive wastes worldwide: historical aspects, geographical localization, type of wastes (liquid, solid), radiological activity of immersed radioactive wastes in the NE Atlantic Ocean, immersion sites and monitoring

  11. Immersive Learning Technologies

    Science.gov (United States)

    2009-08-20

    Immersive Learning Technologies Mr. Peter Smith Lead, ADL Immersive Learning Team 08/20/2009 Report Documentation Page Form ApprovedOMB No. 0704...to 00-00-2009 4. TITLE AND SUBTITLE Immersive Learning Technologies 5a. CONTRACT NUMBER 5b. GRANT NUMBER 5c. PROGRAM ELEMENT NUMBER 6. AUTHOR...unclassified c. THIS PAGE unclassified Standard Form 298 (Rev. 8-98) Prescribed by ANSI Std Z39-18 Why Immersive Learning Technologies

  12. Cultural heritage omni-stereo panoramas for immersive cultural analytics - From the Nile to the Hijaz

    KAUST Repository

    Smith, Neil; Cutchin, Steven; Kooima, Robert L.; Ainsworth, Richard A.; Sandin, Daniel J.; Schulze, Jü rgen P.; Prudhomme, Andrew; Kuester, Falko; Levy, Thomas E.; Defanti, Thomas A.

    2013-01-01

    The digital imaging acquisition and visualization techniques described here provides a hyper-realistic stereoscopic spherical capture of cultural heritage sites. An automated dual-camera system is used to capture sufficient stereo digital images to cover a sphere or cylinder. The resulting stereo images are projected undistorted in VR systems providing an immersive virtual environment in which researchers can collaboratively study the important textural details of an excavation or historical site. This imaging technique complements existing technologies such as LiDAR or SfM providing more detailed textural information that can be used in conjunction for analysis and visualization. The advantages of this digital imaging technique for cultural heritage can be seen in its non-invasive and rapid capture of heritage sites for documentation, analysis, and immersive visualization. The technique is applied to several significant heritage sites in Luxor, Egypt and Saudi Arabia.

  13. Cultural heritage omni-stereo panoramas for immersive cultural analytics - From the Nile to the Hijaz

    KAUST Repository

    Smith, Neil

    2013-09-01

    The digital imaging acquisition and visualization techniques described here provides a hyper-realistic stereoscopic spherical capture of cultural heritage sites. An automated dual-camera system is used to capture sufficient stereo digital images to cover a sphere or cylinder. The resulting stereo images are projected undistorted in VR systems providing an immersive virtual environment in which researchers can collaboratively study the important textural details of an excavation or historical site. This imaging technique complements existing technologies such as LiDAR or SfM providing more detailed textural information that can be used in conjunction for analysis and visualization. The advantages of this digital imaging technique for cultural heritage can be seen in its non-invasive and rapid capture of heritage sites for documentation, analysis, and immersive visualization. The technique is applied to several significant heritage sites in Luxor, Egypt and Saudi Arabia.

  14. Going Outside While Staying Inside - Exercise Motivation with Immersive vs. Non–Immersive Recreational Virtual Environment Augmentation for Older Adult Nursing Home Residents

    DEFF Research Database (Denmark)

    Bruun-Pedersen, Jon Ram; Serafin, Stefania; Kofoed, Lise

    2016-01-01

    Virtual technology and immersive experiences are not very often associated with older adults. Recent studies suggest that exercise augmentation using flat screen-based virtual environments, which allow nursing home residents to experience virtual places different from the nursing home, can increase...... the intrinsic motivation of nursing home residents. In this paper, we increase the immersive properties of such augmentation through an Oculus Rift Head Mounted Display, to evaluate the effect on the older adults’ sense of presence, if it has any relation to the level of intrinsic motivation to exercise...

  15. Mobile Immersion: An Experiment Using Mobile Instant Messenger to Support Second-Language Learning

    Science.gov (United States)

    Lai, Arthur

    2016-01-01

    Immersion has been an acclaimed approach for second-language acquisition, but is not available to most students. The idea of this study was to create a mobile immersion environment on a smartphone using a mobile instant messenger, WhatsApp™. Forty-five Form-1 (7th grade) students divided into the Mobile Group and Control Group participated in a…

  16. Novel Web-based Education Platforms for Information Communication utilizing Gamification, Virtual and Immersive Reality

    Science.gov (United States)

    Demir, I.

    2015-12-01

    Recent developments in internet technologies make it possible to manage and visualize large data on the web. Novel visualization techniques and interactive user interfaces allow users to create realistic environments, and interact with data to gain insight from simulations and environmental observations. This presentation showcase information communication interfaces, games, and virtual and immersive reality applications for supporting teaching and learning of concepts in atmospheric and hydrological sciences. The information communication platforms utilizes latest web technologies and allow accessing and visualizing large scale data on the web. The simulation system is a web-based 3D interactive learning environment for teaching hydrological and atmospheric processes and concepts. The simulation systems provides a visually striking platform with realistic terrain and weather information, and water simulation. The web-based simulation system provides an environment for students to learn about the earth science processes, and effects of development and human activity on the terrain. Users can access the system in three visualization modes including virtual reality, augmented reality, and immersive reality using heads-up display. The system provides various scenarios customized to fit the age and education level of various users.

  17. A Culturally Competent Immersion Protocol: Petit Goâve, Haiti

    Science.gov (United States)

    Streets, Barbara Faye; Wolford, Karen; Nicolas, Guerda

    2015-01-01

    In the human services professions, cultural immersion experiences help satisfy multicultural training standards established by national accreditation bodies. Immersion in a culturally sensitive manner is necessary as we prepare professionals to work with and serve citizens of the globe. The authors describe an international cultural immersion…

  18. Visual experience and blindsight: A methodological review

    DEFF Research Database (Denmark)

    Overgaard, Morten

    2011-01-01

    Blindsight is classically defined as residual visual capacity, e.g., to detect and identify visual stimuli, in the total absence of perceptual awareness following lesions to V1. However, whereas most experiments have investigated what blindsight patients can and cannot do, the literature contains...

  19. Story immersion in a health videogame for childhood obesity prevention

    Science.gov (United States)

    Stories can serve as powerful tools for health interventions. Story immersion refers to the experience of being absorbed in a story. This is among the first studies to analyze story immersion’s role in health video games among children by addressing two main questions: Will children be more immersed...

  20. Analysis of brain activity and response during monoscopic and stereoscopic visualization

    Science.gov (United States)

    Calore, Enrico; Folgieri, Raffaella; Gadia, Davide; Marini, Daniele

    2012-03-01

    Stereoscopic visualization in cinematography and Virtual Reality (VR) creates an illusion of depth by means of two bidimensional images corresponding to different views of a scene. This perceptual trick is used to enhance the emotional response and the sense of presence and immersivity of the observers. An interesting question is if and how it is possible to measure and analyze the level of emotional involvement and attention of the observers during a stereoscopic visualization of a movie or of a virtual environment. The research aims represent a challenge, due to the large number of sensorial, physiological and cognitive stimuli involved. In this paper we begin this research by analyzing possible differences in the brain activity of subjects during the viewing of monoscopic or stereoscopic contents. To this aim, we have performed some preliminary experiments collecting electroencephalographic (EEG) data of a group of users using a Brain- Computer Interface (BCI) during the viewing of stereoscopic and monoscopic short movies in a VR immersive installation.

  1. Story Immersion in a Health Videogame for Childhood Obesity Prevention

    Science.gov (United States)

    Thompson, Debbe; Baranowski, Janice; Buday, Richard; Baranowski, Tom

    2012-01-01

    Abstract Objective Stories can serve as powerful tools for health interventions. Story immersion refers to the experience of being absorbed in a story. This is among the first studies to analyze story immersion's role in health videogames among children by addressing two main questions: Will children be more immersed when the main characters are similar to them? Do increased levels of immersion relate to more positive health outcomes? Subjects and Methods Eighty-seven 10–12-year-old African-American, Caucasian, and Hispanic children from Houston, TX, played a health videogame, “Escape from Diab” (Archimage, Houston, TX), featuring a protagonist with both African-American and Hispanic phenotypic features. Children's demographic information, immersion, and health outcomes (i.e., preference, motivation, and self-efficacy) were recorded and then correlated and analyzed. Results African-American and Hispanic participants reported higher immersion scores than Caucasian participants (P=0.01). Story immersion correlated positively (P valuesvideogame characters and players enhanced immersion and several health outcomes. Effectively embedding characters with similar phenotypic features to the target population in interactive health videogame narratives may be important when motivating children to adopt obesity prevention behaviors. PMID:24066276

  2. Story Immersion of Videogames for Youth Health Promotion: A Review of Literature.

    Science.gov (United States)

    Lu, Amy Shirong; Baranowski, Tom; Thompson, Debbe; Buday, Richard

    2012-06-01

    This article reviews research in the fields of psychology, literature, communication, human-computer interaction, public health, and consumer behavior on narrative and its potential relationships with videogames and story immersion. It also reviews a narrative's role in complementing behavioral change theories and the potential of story immersion for health promotion through videogames. Videogames have potential for health promotion and may be especially promising when attempting to reach youth. An understudied characteristic of videogames is that many contain a narrative, or story. Story immersion (transportation) is a mechanism through which a narrative influences players' cognition, affect, and, potentially, health behavior. Immersion promotes the suspension of disbelief and the reduction of counterarguments, enables the story experience as a personal experience, and creates the player's deep affection for narrative protagonists. Story immersion complements behavioral change theories, including the Theory of Planned Behavior, Social Cognitive Theory, and Self-Determination Theory. Systematic investigations are needed to realize the powerful potential of interactive narratives within theory-driven research.

  3. The Impact of Immersion Programs upon Undergraduate Students of Jesuit Colleges and Universities

    Science.gov (United States)

    Savard, John D.

    2010-01-01

    Statement of the problem: This research study examined the impact of international immersion programs upon undergraduate students at Jesuit colleges and universities. Students return from immersion experiences claiming that the experience changed their lives. This study offered an assessment strategy to give greater evidence as to the impact of…

  4. Digital media Experiences for Visual Learning

    DEFF Research Database (Denmark)

    Buhl, Mie

    2013-01-01

    for new tools and new theoretical approaches with which to understand them. the article argues that the current phase of social practices and technological development makes it difficult to disitnguish between experience with digital media and mediated experiences, because of the use of renegotiation og......Visual learning is a topic for didactic studies in all levels of educaion, brought about by an increasing use of digital meida- digital media give rise to discussions of how learning expereienes come about from various media ressources that generate new learning situations. new situations call...... about by the nature of diverse digital artefacts, 3. the learning potentials in using mobils devices for integrating the body in visual perception processes....

  5. Real-Time Strategy Video Game Experience and Visual Perceptual Learning.

    Science.gov (United States)

    Kim, Yong-Hwan; Kang, Dong-Wha; Kim, Dongho; Kim, Hye-Jin; Sasaki, Yuka; Watanabe, Takeo

    2015-07-22

    Visual perceptual learning (VPL) is defined as long-term improvement in performance on a visual-perception task after visual experiences or training. Early studies have found that VPL is highly specific for the trained feature and location, suggesting that VPL is associated with changes in the early visual cortex. However, the generality of visual skills enhancement attributable to action video-game experience suggests that VPL can result from improvement in higher cognitive skills. If so, experience in real-time strategy (RTS) video-game play, which may heavily involve cognitive skills, may also facilitate VPL. To test this hypothesis, we compared VPL between RTS video-game players (VGPs) and non-VGPs (NVGPs) and elucidated underlying structural and functional neural mechanisms. Healthy young human subjects underwent six training sessions on a texture discrimination task. Diffusion-tensor and functional magnetic resonance imaging were performed before and after training. VGPs performed better than NVGPs in the early phase of training. White-matter connectivity between the right external capsule and visual cortex and neuronal activity in the right inferior frontal gyrus (IFG) and anterior cingulate cortex (ACC) were greater in VGPs than NVGPs and were significantly correlated with RTS video-game experience. In both VGPs and NVGPs, there was task-related neuronal activity in the right IFG, ACC, and striatum, which was strengthened after training. These results indicate that RTS video-game experience, associated with changes in higher-order cognitive functions and connectivity between visual and cognitive areas, facilitates VPL in early phases of training. The results support the hypothesis that VPL can occur without involvement of only visual areas. Significance statement: Although early studies found that visual perceptual learning (VPL) is associated with involvement of the visual cortex, generality of visual skills enhancement by action video-game experience

  6. IMPLEMENTATION OF 3D TOOLS AND IMMERSIVE EXPERIENCE INTERACTION FOR SUPPORTING LEARNING IN A LIBRARY-ARCHIVE ENVIRONMENT. VISIONS AND CHALLENGES

    Directory of Open Access Journals (Sweden)

    A. Angeletaki

    2013-07-01

    Full Text Available In this paper we present an experimental environment of 3D books combined with a game application that has been developed by a collaboration project between the Norwegian University of Science and Technology in Trondheim, Norway the NTNU University Library, and the Percro laboratory of Santa Anna University in Pisa, Italy. MUBIL is an international research project involving museums, libraries and ICT academy partners aiming to develop a consistent methodology enabling the use of Virtual Environments as a metaphor to present manuscripts content through the paradigms of interaction and immersion, evaluating different possible alternatives. This paper presents the results of the application of two prototypes of books augmented with the use of XVR and IL technology. We explore immersive-reality design strategies in archive and library contexts for attracting new users. Our newly established Mubil-lab has invited school classes to test the books augmented with 3D models and other multimedia content in order to investigate whether the immersion in such environments can create wider engagement and support learning. The metaphor of 3D books and game designs in a combination allows the digital books to be handled through a tactile experience and substitute the physical browsing. In this paper we present some preliminary results about the enrichment of the user experience in such environment.

  7. Implementation of 3d Tools and Immersive Experience Interaction for Supporting Learning in a Library-Archive Environment. Visions and Challenges

    Science.gov (United States)

    Angeletaki, A.; Carrozzino, M.; Johansen, S.

    2013-07-01

    In this paper we present an experimental environment of 3D books combined with a game application that has been developed by a collaboration project between the Norwegian University of Science and Technology in Trondheim, Norway the NTNU University Library, and the Percro laboratory of Santa Anna University in Pisa, Italy. MUBIL is an international research project involving museums, libraries and ICT academy partners aiming to develop a consistent methodology enabling the use of Virtual Environments as a metaphor to present manuscripts content through the paradigms of interaction and immersion, evaluating different possible alternatives. This paper presents the results of the application of two prototypes of books augmented with the use of XVR and IL technology. We explore immersive-reality design strategies in archive and library contexts for attracting new users. Our newly established Mubil-lab has invited school classes to test the books augmented with 3D models and other multimedia content in order to investigate whether the immersion in such environments can create wider engagement and support learning. The metaphor of 3D books and game designs in a combination allows the digital books to be handled through a tactile experience and substitute the physical browsing. In this paper we present some preliminary results about the enrichment of the user experience in such environment.

  8. Tackling the challenges of fully immersive head-mounted AR devices

    Science.gov (United States)

    Singer, Wolfgang; Hillenbrand, Matthias; Münz, Holger

    2017-11-01

    The optical requirements of fully immersive head mounted AR devices are inherently determined by the human visual system. The etendue of the visual system is large. As a consequence, the requirements for fully immersive head-mounted AR devices exceeds almost any high end optical system. Two promising solutions to achieve the large etendue and their challenges are discussed. Head-mounted augmented reality devices have been developed for decades - mostly for application within aircrafts and in combination with a heavy and bulky helmet. The established head-up displays for applications within automotive vehicles typically utilize similar techniques. Recently, there is the vision of eyeglasses with included augmentation, offering a large field of view, and being unobtrusively all-day wearable. There seems to be no simple solution to reach the functional performance requirements. Known technical solutions paths seem to be a dead-end, and some seem to offer promising perspectives, however with severe limitations. As an alternative, unobtrusively all-day wearable devices with a significantly smaller field of view are already possible.

  9. Growth hormone and prolactin responses during partial and whole body warm-water immersions.

    Science.gov (United States)

    Koska, J; Rovensky, J; Zimanova, T; Vigas, M

    2003-05-01

    To elucidate the role of core and skin thermoreceptors in the release of growth hormone (GH) and prolactin (PRL), a sequence of two experiments using whole-body (head-out) and partial (one forearm) hot water immersions was performed. Experiment 1: Nine healthy men were exposed to head-out and partial water immersions (25 min, 38-39 degrees C). Head-out immersion increased the core temperature (38.0 +/- 0.1 vs. 36.7 +/- 0.1 degrees C, P immersion the core temperature was slightly elevated (36.8 +/- 0.1 vs. 36.6 +/- 0.1, P immersed one forearm once in 39 degrees C and once in 38 degrees C water. The measurements were performed in 5-min intervals. The GH concentration increased gradually from the beginning of the immersions (min 10; 39 degrees C: 1.9 +/- 1.0 vs. 0.6 +/- 0.3 ng mL(-1), P Immersion in 38 degrees C water did not induce core temperature changes. Peripheral thermoreceptors are involved in GH release when the body is exposed to elevated environmental temperature while a substantial elevation of core temperature is a precondition of PRL release.

  10. Immersive realities: articulating the shift from VR to mobile AR through artistic practice

    Science.gov (United States)

    Margolis, Todd; Cornish, Tracy; Berry, Rodney; DeFanti, Thomas A.

    2012-03-01

    Our contemporary imaginings of technological engagement with digital environments has transitioned from flying through Virtual Reality to mobile interactions with the physical world through personal media devices. Experiences technologically mediated through social interactivity within physical environments are now being preferenced over isolated environments such as CAVEs or HMDs. Examples of this trend can be seen in early tele-collaborative artworks which strove to use advanced networking to join multiple participants in shared virtual environments. Recent developments in mobile AR allow untethered access to such shared realities in places far removed from labs and home entertainment environments, and without the bulky and expensive technologies attached to our bodies that accompany most VR. This paper addresses the emerging trend favoring socially immersive artworks via mobile Augmented Reality rather than sensorially immersive Virtual Reality installations. With particular focus on AR as a mobile, locative technology, we will discuss how concepts of immersion and interactivity are evolving with this new medium. Immersion in context of mobile AR can be redefined to describe socially interactive experiences. Having distinctly different sensory, spatial and situational properties, mobile AR offers a new form for remixing elements from traditional virtual reality with physically based social experiences. This type of immersion offers a wide array of potential for mobile AR art forms. We are beginning to see examples of how artists can use mobile AR to create social immersive and interactive experiences.

  11. A Ventral Visual Stream Reading Center Independent of Sensory Modality and Visual Experience

    Directory of Open Access Journals (Sweden)

    Lior Reich

    2011-10-01

    Full Text Available The Visual Word Form Area (VWFA is a ventral-temporal-visual area that develops expertise for visual reading. It encodes letter-strings irrespective of case, font, or location in the visual-field, with striking anatomical reproducibility across individuals. In the blind, reading can be achieved using Braille, with a comparable level-of-expertise to that of sighted readers. We investigated which area plays the role of the VWFA in the blind. One would expect it to be at either parietal or bilateral occipital cortex, reflecting the tactile nature of the task and crossmodal plasticity, respectively. However, according to the notion that brain areas are task specific rather than sensory-modality specific, we predicted recruitment of the left-hemispheric VWFA, identically to the sighted and independent of visual experience. Using fMRI we showed that activation during Braille reading in congenitally blind individuals peaked in the VWFA, with striking anatomical consistency within and between blind and sighted. The VWFA was reading-selective when contrasted to high-level language and low-level sensory controls. Further preliminary results show that the VWFA is selectively activated also when people learn to read in a new language or using a different modality. Thus, the VWFA is a mutlisensory area specialized for reading regardless of visual experience.

  12. Spherical Panoramas for Astrophysical Data Visualization

    Science.gov (United States)

    Kent, Brian R.

    2017-05-01

    Data immersion has advantages in astrophysical visualization. Complex multi-dimensional data and phase spaces can be explored in a seamless and interactive viewing environment. Putting the user in the data is a first step toward immersive data analysis. We present a technique for creating 360° spherical panoramas with astrophysical data. The three-dimensional software package Blender and the Google Spatial Media module are used together to immerse users in data exploration. Several examples employing these methods exhibit how the technique works using different types of astronomical data.

  13. Game engines and immersive displays

    Science.gov (United States)

    Chang, Benjamin; Destefano, Marc

    2014-02-01

    While virtual reality and digital games share many core technologies, the programming environments, toolkits, and workflows for developing games and VR environments are often distinct. VR toolkits designed for applications in visualization and simulation often have a different feature set or design philosophy than game engines, while popular game engines often lack support for VR hardware. Extending a game engine to support systems such as the CAVE gives developers a unified development environment and the ability to easily port projects, but involves challenges beyond just adding stereo 3D visuals. In this paper we outline the issues involved in adapting a game engine for use with an immersive display system including stereoscopy, tracking, and clustering, and present example implementation details using Unity3D. We discuss application development and workflow approaches including camera management, rendering synchronization, GUI design, and issues specific to Unity3D, and present examples of projects created for a multi-wall, clustered, stereoscopic display.

  14. Molecular simulations and visualization: introduction and overview.

    Science.gov (United States)

    Hirst, Jonathan D; Glowacki, David R; Baaden, Marc

    2014-01-01

    Here we provide an introduction and overview of current progress in the field of molecular simulation and visualization, touching on the following topics: (1) virtual and augmented reality for immersive molecular simulations; (2) advanced visualization and visual analytic techniques; (3) new developments in high performance computing; and (4) applications and model building.

  15. Immersion and Identity: Experiences of an African American Preschool Child

    Science.gov (United States)

    McCullough, Ruanda Garth; Reyes, Sharon Adelman

    2010-01-01

    This article explores the benefits and challenges of a Spanish language immersion preschool from the perspective of a non-Spanish speaking African American family. Data explored include the decision to enroll, reactions from peers and family, home-school communication issues, language development, and family involvement. In addition,…

  16. Instrumentation in Support of Interactive Visualization, Computation and Simulation

    National Research Council Canada - National Science Library

    Wegman, Edward

    1997-01-01

    ... and related spatial and volumetric visualization problems. By virtual environments, we meant an immersive visual and audio technology such that experimenter has little or no awareness of the real environment...

  17. Scientific visualization for enhanced interpretation and communication of geoscientific information

    International Nuclear Information System (INIS)

    Vorauer, A.; Cotesta, L.

    2006-01-01

    Ontario Power Generation's Deep Geologic Repository Technology Program has undertaken applied research into the application of scientific visualization technologies to: i) improve the interpretation and synthesis of complex geoscientific field data; ii) facilitate the development of defensible conceptual site descriptive models; and iii) enhance communication between multi-disciplinary site investigation teams and other stakeholders. Two scientific visualization projects are summarized that benefited from the use of the Gocad earth modelling software and were supported by an immersive virtual reality laboratory: i) the Moderately Fractured Rock experiment at the 125,000 m 3 block scale; and ii) the Sub-regional Flow System Modelling Project at the 100 km 2 scale. (author)

  18. Associations of Subjective Immersion, Immersion Subfactors, and Learning Outcomes in the Revised Game Engagement Model

    Science.gov (United States)

    Barclay, Paul A.; Bowers, Clint

    2018-01-01

    Serious Educational Video Games (SEGs) play a large role in education for both children and adults. However, the budget for SEGs is typically lower than traditional entertainment video games, bringing with it the need to optimize the learning experience. This article looks at the role game immersion plays in improving learning outcomes, using the…

  19. A Teacher Research Experience: Immersion Into the World of Practicing Ocean Scientists

    Science.gov (United States)

    Payne, D. L.

    2006-12-01

    Professional development standards for science teachers encourage opportunities for intellectual professional growth, including participation in scientific research (NRC, 1996). Strategies to encourage the professional growth of teachers of mathematics and science include partnerships with scientists and immersion into the world of scientists and mathematicians (Loucks-Horsley, Love, Stiles, Mundry, & Hewson, 2003). A teacher research experience (TRE) can often offer a sustained relationship with scientists over a prolonged period of time. Research experiences are not a new method of professional development (Dubner, 2000; Fraser-Abder & Leonhardt, 1996; Melear, 1999; Raphael et al., 1999). Scientists serve as role models and "coaches" for teachers a practice which has been shown to dramatically increase the transfer of knowledge, skill and application to the classroom (Joyce & Showers, 2002). This study investigated if and how secondary teachers' beliefs about science, scientific research and science teaching changed as a result of participation in a TRE. Six secondary science teachers participated in a 12 day research cruise. Teachers worked with scientists, the ships' crew and other teachers conducting research and designing lessons for use in the classroom. Surveys were administered pre and post TRE to teachers and their students. Additionally, teachers were interviewed before, during and after the research experience, and following classroom observations before and after the research cruise. Teacher journals and emails, completed during the research cruise, were also analyzed. Results of the study highlight the use of authentic research experiences to retain and renew science teachers, the impact of the teachers' experience on students, and the successes and challenges of implementing a TRE during the academic year.

  20. Comparing contact and immersion freezing from continuous flow diffusion chambers

    Directory of Open Access Journals (Sweden)

    B. Nagare

    2016-07-01

    process that is enhanced compared to immersion freezing due to the position of the INP on the droplet, and we discriminate it from collisional contact freezing, which assumes an enhancement due to the collision of the particle with the droplet. For best comparison with contact freezing results, immersion freezing experiments of the same INPs were performed with the continuous flow diffusion chamber Immersion Mode Cooling chAmber–Zurich Ice Nucleation Chamber (IMCA–ZINC for a 3 s residence time. In IMCA–ZINC, each INP is activated into a droplet in IMCA and provides its surface for ice nucleation in the ZINC chamber. The comparison of contact and immersion freezing results did not confirm a general enhancement of freezing efficiency for contact compared with immersion freezing experiments. For AgI particles the onset of heterogeneous freezing in CLINCH was even shifted to lower temperatures compared with IMCA–ZINC. For ATD, freezing efficiencies for contact and immersion freezing experiments were similar. For kaolinite particles, contact freezing became detectable at higher temperatures than immersion freezing. Using contact angle information between water and the INP, it is discussed how the position of the INP in or on the droplets may influence its ice nucleation activity.

  1. Water/sand flooded and immersed critical experiment and analysis performed in support of the TOPAZ-II Safety Program

    International Nuclear Information System (INIS)

    Glushkov, E.S.; Ponomarev-Stepnoi, N.N.; Bubelev, V.G.; Garin, V.P.; Gomin, E.A.; Kompanietz, G.V.; Krutoy, A.M.; Lobynstev, V.A.; Maiorov, L.V.; Polyakov, D.N.

    1994-01-01

    Presented is a brief description of the Narciss-M2 critical assemblies, which simulate accidental water/wet-sand immersion of the TOPAZ-II reactor as well as water-flooding of core cavities. Experimental results obtained from these critical assemblies, including experiments with several fuel elements removed from the core, are shown. These configurations with several extracted fuel elements simulate a proposed fuel-out anticriticality-device modification to the TOPAZ-II reactor. Preliminary computational analysis of these experiments using the Monte Carlo neutron-transport method is outlined. Nuclear criticality safety of the TOPAZ-II reactor with an incorporated anticriticality unit is demonstrated

  2. Experiences of Students with Visual Impairments in Canadian Higher Education

    Science.gov (United States)

    Reed, Maureen; Curtis, Kathryn

    2012-01-01

    Introduction: This article presents a study of the higher education experiences of students with visual impairments in Canada. Methods: Students with visual impairments and the staff members of disability programs were surveyed and interviewed regarding the students' experiences in entering higher education and completing their higher education…

  3. Immersive Environments and Virtual Reality: Systematic Review and Advances in Communication, Interaction and Simulation

    Directory of Open Access Journals (Sweden)

    Jose Luis Rubio-Tamayo

    2017-09-01

    Full Text Available Today, virtual reality and immersive environments are lines of research which can be applied to numerous scientific and educational domains. Immersive digital media needs new approaches regarding its interactive and immersive features, which means the design of new narratives and relationships with users. Additionally, ICT (information and communication theory evolves through more immersive and interactive scenarios, it being necessary to design and conceive new forms of representing information and improving users’ interaction with immersive environments. Virtual reality and technologies associated with the virtuality continuum, such as immersive and digital environments, are emerging media. As a medium, this approach may help to build and represent ideas and concepts, as well as developing new languages. This review analyses the cutting-edge expressive, interactive and representative potential of immersive digital technologies. It also considers future possibilities regarding the evolution of these immersive technologies, such as virtual reality, in coming years, in order to apply them to diverse scientific, artistic or informational and educational domains. We conclude that virtual reality is an ensemble of technological innovations, but also a concept, and propose models to link it with the latest in other domains such as UX (user experience, interaction design. This concept can help researchers and developers to design new experiences and conceive new expressive models that can be applied to a wide range of scientific lines of research and educational dynamics.

  4. Cryogenic immersion microscope

    Science.gov (United States)

    Le Gros, Mark; Larabell, Carolyn A.

    2010-12-14

    A cryogenic immersion microscope whose objective lens is at least partially in contact with a liquid reservoir of a cryogenic liquid, in which reservoir a sample of interest is immersed is disclosed. When the cryogenic liquid has an index of refraction that reduces refraction at interfaces between the lens and the sample, overall resolution and image quality are improved. A combination of an immersion microscope and x-ray microscope, suitable for imaging at cryogenic temperatures is also disclosed.

  5. Prior Visual Experience Modulates Learning of Sound Localization Among Blind Individuals.

    Science.gov (United States)

    Tao, Qian; Chan, Chetwyn C H; Luo, Yue-Jia; Li, Jian-Jun; Ting, Kin-Hung; Lu, Zhong-Lin; Whitfield-Gabrieli, Susan; Wang, Jun; Lee, Tatia M C

    2017-05-01

    Cross-modal learning requires the use of information from different sensory modalities. This study investigated how the prior visual experience of late blind individuals could modulate neural processes associated with learning of sound localization. Learning was realized by standardized training on sound localization processing, and experience was investigated by comparing brain activations elicited from a sound localization task in individuals with (late blind, LB) and without (early blind, EB) prior visual experience. After the training, EB showed decreased activation in the precuneus, which was functionally connected to a limbic-multisensory network. In contrast, LB showed the increased activation of the precuneus. A subgroup of LB participants who demonstrated higher visuospatial working memory capabilities (LB-HVM) exhibited an enhanced precuneus-lingual gyrus network. This differential connectivity suggests that visuospatial working memory due to the prior visual experience gained via LB-HVM enhanced learning of sound localization. Active visuospatial navigation processes could have occurred in LB-HVM compared to the retrieval of previously bound information from long-term memory for EB. The precuneus appears to play a crucial role in learning of sound localization, disregarding prior visual experience. Prior visual experience, however, could enhance cross-modal learning by extending binding to the integration of unprocessed information, mediated by the cognitive functions that these experiences develop.

  6. Evaluating the Effects of Immersive Embodied Interaction on Cognition in Virtual Reality

    Science.gov (United States)

    Parmar, Dhaval

    Virtual reality is on its advent of becoming mainstream household technology, as technologies such as head-mounted displays, trackers, and interaction devices are becoming affordable and easily available. Virtual reality (VR) has immense potential in enhancing the fields of education and training, and its power can be used to spark interest and enthusiasm among learners. It is, therefore, imperative to evaluate the risks and benefits that immersive virtual reality poses to the field of education. Research suggests that learning is an embodied process. Learning depends on grounded aspects of the body including action, perception, and interactions with the environment. This research aims to study if immersive embodiment through the means of virtual reality facilitates embodied cognition. A pedagogical VR solution which takes advantage of embodied cognition can lead to enhanced learning benefits. Towards achieving this goal, this research presents a linear continuum for immersive embodied interaction within virtual reality. This research evaluates the effects of three levels of immersive embodied interactions on cognitive thinking, presence, usability, and satisfaction among users in the fields of science, technology, engineering, and mathematics (STEM) education. Results from the presented experiments show that immersive virtual reality is greatly effective in knowledge acquisition and retention, and highly enhances user satisfaction, interest and enthusiasm. Users experience high levels of presence and are profoundly engaged in the learning activities within the immersive virtual environments. The studies presented in this research evaluate pedagogical VR software to train and motivate students in STEM education, and provide an empirical analysis comparing desktop VR (DVR), immersive VR (IVR), and immersive embodied VR (IEVR) conditions for learning. This research also proposes a fully immersive embodied interaction metaphor (IEIVR) for learning of computational

  7. Evaluation of Spatial Perspective Taking Skills using a Digital Game with Different Levels of Immersion

    Directory of Open Access Journals (Sweden)

    Laura Freina

    2017-09-01

    Full Text Available The present paper presents the results of an experiment aimed at assessing the impact of different levels of immersion on performance in a Spatial Perspective Taking (SPT task. Since SPT is an embodied skill, the hypothesis was that the more immersive a tool is, the better the performance should be. Ninety-eight students from a local primary school have played with three different versions of a game: (i completely immersive with a Head Mounted Display, (ii semi immersive on a computer screen and (iii non-immersive where no movements were possible for the player. Results showed that in the immersive versions of the game, players obtained higher scores than in the non-immersive version, suggesting that an immersive tool can better support performance in a SPT task.

  8. Immersive Interaction, Manipulation and Analysis of Large 3D Datasets for Planetary and Earth Sciences

    Science.gov (United States)

    Pariser, O.; Calef, F.; Manning, E. M.; Ardulov, V.

    2017-12-01

    We will present implementation and study of several use-cases of utilizing Virtual Reality (VR) for immersive display, interaction and analysis of large and complex 3D datasets. These datasets have been acquired by the instruments across several Earth, Planetary and Solar Space Robotics Missions. First, we will describe the architecture of the common application framework that was developed to input data, interface with VR display devices and program input controllers in various computing environments. Tethered and portable VR technologies will be contrasted and advantages of each highlighted. We'll proceed to presenting experimental immersive analytics visual constructs that enable augmentation of 3D datasets with 2D ones such as images and statistical and abstract data. We will conclude by presenting comparative analysis with traditional visualization applications and share the feedback provided by our users: scientists and engineers.

  9. Immersive 3D geovisualisation in higher education

    Science.gov (United States)

    Philips, Andrea; Walz, Ariane; Bergner, Andreas; Graeff, Thomas; Heistermann, Maik; Kienzler, Sarah; Korup, Oliver; Lipp, Torsten; Schwanghart, Wolfgang; Zeilinger, Gerold

    2014-05-01

    Through geovisualisation we explore spatial data, we analyse it towards a specific questions, we synthesise results, and we present and communicate them to a specific audience (MacEachren & Kraak 1997). After centuries of paper maps, the means to represent and visualise our physical environment and its abstract qualities have changed dramatically since the 1990s - and accordingly the methods how to use geovisualisation in teaching. Whereas some people might still consider the traditional classroom as ideal setting for teaching and learning geographic relationships and its mapping, we used a 3D CAVE (computer-animated virtual environment) as environment for a problem-oriented learning project called "GEOSimulator". Focussing on this project, we empirically investigated, if such a technological advance like the CAVE make 3D visualisation, including 3D geovisualisation, not only an important tool for businesses (Abulrub et al. 2012) and for the public (Wissen et al. 2008), but also for educational purposes, for which it had hardly been used yet. The 3D CAVE is a three-sided visualisation platform, that allows for immersive and stereoscopic visualisation of observed and simulated spatial data. We examined the benefits of immersive 3D visualisation for geographic research and education and synthesized three fundamental technology-based visual aspects: First, the conception and comprehension of space and location does not need to be generated, but is instantaneously and intuitively present through stereoscopy. Second, optical immersion into virtual reality strengthens this spatial perception which is in particular important for complex 3D geometries. And third, a significant benefit is interactivity, which is enhanced through immersion and allows for multi-discursive and dynamic data exploration and knowledge transfer. Based on our problem-oriented learning project, which concentrates on a case study on flood risk management at the Wilde Weisseritz in Germany, a river

  10. The role of vestibular and support-tactile-proprioceptive inputs in visual-manual tracking

    Science.gov (United States)

    Kornilova, Ludmila; Naumov, Ivan; Glukhikh, Dmitriy; Khabarova, Ekaterina; Pavlova, Aleksandra; Ekimovskiy, Georgiy; Sagalovitch, Viktor; Smirnov, Yuriy; Kozlovskaya, Inesa

    Sensorimotor disorders in weightlessness are caused by changes of functioning of gravity-dependent systems, first of all - vestibular and support. The question arises, what’s the role and the specific contribution of the support afferentation in the development of observed disorders. To determine the role and effects of vestibular, support, tactile and proprioceptive afferentation on characteristics of visual-manual tracking (VMT) we conducted a comparative analysis of the data obtained after prolonged spaceflight and in a model of weightlessness - horizontal “dry” immersion. Altogether we examined 16 Russian cosmonauts before and after prolonged spaceflights (129-215 days) and 30 subjects who stayed in immersion bath for 5-7 days to evaluate the state of the vestibular function (VF) using videooculography and characteristics of the visual-manual tracking (VMT) using electrooculography & joystick with biological visual feedback. Evaluation of the VF has shown that both after immersion and after prolonged spaceflight there were significant decrease of the static torsional otolith-cervical-ocular reflex (OCOR) and simultaneous significant increase of the dynamic vestibular-cervical-ocular reactions (VCOR) with a revealed negative correlation between parameters of the otoliths and canals reactions, as well as significant changes in accuracy of perception of the subjective visual vertical which correlated with changes in OCOR. Analyze of the VMT has shown that significant disorders of the visual tracking (VT) occurred from the beginning of the immersion up to 3-4 day after while in cosmonauts similar but much more pronounced oculomotor disorders and significant changes from the baseline were observed up to R+9 day postflight. Significant changes of the manual tracking (MT) were revealed only for gain and occurred on 1 and 3 days in immersion while after spaceflight such changes were observed up to R+5 day postflight. We found correlation between characteristics

  11. Visualizing desirable patient healthcare experiences.

    Science.gov (United States)

    Liu, Sandra S; Kim, Hyung T; Chen, Jie; An, Lingling

    2010-01-01

    High healthcare cost has drawn much attention and healthcare service providers (HSPs) are expected to deliver high-quality and consistent care. Therefore, an intimate understanding of the most desirable experience from a patient's and/or family's perspective as well as effective mapping and communication of such findings should facilitate HSPs' efforts in attaining sustainable competitive advantage in an increasingly discerning environment. This study describes (a) the critical quality attributes (CQAs) of the experience desired by patients and (b) the application of two visualization tools that are relatively new to the healthcare sector, namely the "spider-web diagram" and "promotion and detraction matrix." The visualization tools are tested with primary data collected from telephone surveys of 1,800 patients who had received care during calendar year 2005 at 6 of 61 hospitals within St. Louis, Missouri-based, Ascension Health. Five CQAs were found by factor analysis. The spider-web diagram illustrates that communication and empowerment and compassionate and respectful care are the most important CQAs, and accordingly, the promotion and detraction matrix shows those attributes that have the greatest effect for creating promoters, preventing detractors, and improving consumer's likelihood to recommend the healthcare provider.

  12. Water immersion in preeclampsia.

    Science.gov (United States)

    Elvan-Taşpinar, Ayten; Franx, Arie; Delprat, Constance C; Bruinse, Hein W; Koomans, Hein A

    2006-12-01

    Preeclampsia is associated with profound vasoconstriction in most organ systems and reduced plasma volume. Because water immersion produces a marked central redistribution of blood volume and suppresses the renin-angiotensin system response and sympathetic activity, we hypothesized that water immersion might be useful in the treatment of preeclampsia. The effects of thermoneutral water immersion for 3 hours on central and peripheral hemodynamics were evaluated in 7 preeclamptic patients, 7 normal pregnant control patients, and 7 nonpregnant women. Finger plethysmography was used to determine hemodynamic measurements (cardiac output and total peripheral resistance), and forearm blood flow was measured by strain gauge plethysmography. Postischemic hyperemia was used to determine endothelium-dependent vasodilation. Analysis was by analysis of variance for repeated measurements. During water immersion cardiac output increased while diastolic blood pressure and heart rate decreased, although systolic blood pressure remained unchanged in each group. Forearm blood flow increased significantly in the normal pregnant and preeclamptic subjects. Total peripheral resistance decreased in all groups, but values in preeclamptic patients remained above those of normotensive pregnant women. Water immersion had no effect on endothelium-dependent vasodilation in the preeclamptic group, and most hemodynamic changes that were observed reversed to baseline within 2 hours of completion of the procedure. Although water immersion results in hemodynamic alterations in a manner that is theoretically therapeutic for women with preeclampsia, the effect was limited and short-lived. In addition water immersion had no effect on endothelium-dependent vasodilation in women with preeclampsia. The therapeutic potential for water immersion in preeclampsia appears to be limited.

  13. Whole body immersion and hydromineral homeostasis: effect of water temperature.

    Science.gov (United States)

    Jimenez, Chantal; Regnard, Jacques; Robinet, Claude; Mourot, Laurent; Gomez-Merino, Danielle; Chennaoui, Mounir; Jammes, Yves; Dumoulin, Gilles; Desruelle, Anne-Virginie; Melin, Bruno

    2010-01-01

    This experiment was designed to assess the effects of prolonged whole body immersion (WBI) in thermoneutral and cold conditions on plasma volume and hydromineral homeostasis.10 navy "combat swimmers" performed three static 6-h immersions at 34 degrees C (T34), 18 degrees C (T18) and 10 degrees C (T10). Rectal temperature, plasma volume (PV) changes, plasma proteins, plasma and urine ions, plasma osmolality, renin, aldosterone and antidiuretic hormone (ADH) were measured. Results show that compared to pre-immersion levels, PV decreased throughout WBI sessions, the changes being markedly accentuated in cold conditions. At the end of WBI, maximal PV variations were -6.9% at T34, -14.3% at T18, and -16.3% at T10. Plasma osmolality did not change during and after T34 immersion, while hyperosmolality was present at the end of T18 immersion and began after only 1 h of T10 immersion. In the three temperature conditions, significant losses of water (1.6-1.7 l) and salt (6-8 g) occurred and were associated with similar increases in osmolar and free water clearances. Furthermore, T18 and T10 immersions increased the glomerular filtration rate. There was little or no change in plasma renin and ADH, while the plasma level of aldosterone decreased equally in the three temperature conditions. In conclusion, our data indicate that cold water hastened PV changes induced by immersion, and increased the glomerular filtration rate, causing larger accumulated water losses. The iso-osmotic hypovolemia may impede the resumption of baseline fluid balance. Results are very similar to those repeatedly described by various authors during head-out water immersion.

  14. Water/sand flooded and immersed critical experiment and analysis performed in support of the TOPAZ-II safety program

    International Nuclear Information System (INIS)

    Glushkov, E.S.; Ponomarev-Stepnoi, N.N.; Bubelev, V.G.; Garin, V.P.; Gomin, E.A.; Kompanietz, G.V.; Krutov, A.M.; Lobynstev, V.A.; Maiorov, L.V.; Polyakov, D.N.; Chunyaev, E.I.; Marshall, A.C.; Sapir, J.L.; Pelowitz, D.B.

    1995-01-01

    Presented is a brief description of the Narciss-M2 critical assemblies, which simulate accidental water/wet-sand immersion of the TOPAZ-II reactor as well as water-flooding of core cavities. Experimental results obtained from these critical assemblies, including experiments with several fuel elements removed from the core, are shown. These configurations with several extracted fuel elements simulate a proposed fuel-out anticriticality-device modification to the TOPAZ-II reactor. Preliminary computational analysis of these experiments using the Monte Carlo neutron-transport method is outlined. Nuclear criticality safety of the TOPAZ-II reactor with an incorporated anticriticality unit is demonstrated. copyright 1995 American Institute of Physics

  15. Development of the Visual Word Form Area Requires Visual Experience: Evidence from Blind Braille Readers.

    Science.gov (United States)

    Kim, Judy S; Kanjlia, Shipra; Merabet, Lotfi B; Bedny, Marina

    2017-11-22

    Learning to read causes the development of a letter- and word-selective region known as the visual word form area (VWFA) within the human ventral visual object stream. Why does a reading-selective region develop at this anatomical location? According to one hypothesis, the VWFA develops at the nexus of visual inputs from retinotopic cortices and linguistic input from the frontotemporal language network because reading involves extracting linguistic information from visual symbols. Surprisingly, the anatomical location of the VWFA is also active when blind individuals read Braille by touch, suggesting that vision is not required for the development of the VWFA. In this study, we tested the alternative prediction that VWFA development is in fact influenced by visual experience. We predicted that in the absence of vision, the "VWFA" is incorporated into the frontotemporal language network and participates in high-level language processing. Congenitally blind ( n = 10, 9 female, 1 male) and sighted control ( n = 15, 9 female, 6 male), male and female participants each took part in two functional magnetic resonance imaging experiments: (1) word reading (Braille for blind and print for sighted participants), and (2) listening to spoken sentences of different grammatical complexity (both groups). We find that in blind, but not sighted participants, the anatomical location of the VWFA responds both to written words and to the grammatical complexity of spoken sentences. This suggests that in blindness, this region takes on high-level linguistic functions, becoming less selective for reading. More generally, the current findings suggest that experience during development has a major effect on functional specialization in the human cortex. SIGNIFICANCE STATEMENT The visual word form area (VWFA) is a region in the human cortex that becomes specialized for the recognition of written letters and words. Why does this particular brain region become specialized for reading? We

  16. But Do They Speak French? A Comparison of French Immersion Programs in Immersion Only and English/Immersion Settings. Research Report 79-01.

    Science.gov (United States)

    Parkin, Michael

    Students' use of French in unsupervised classroom situations and outside the classroom was investigated in immersion center schools (all students are involved in French immersion programs) and dual track schools (French immersion programs co-exist with regular English language programs). A total of 414 students in grades 3 and 4 were observed…

  17. On the Benefits of Using Constant Visual Angle Glyphs in Interactive Exploration of 3D Scatterplots

    DEFF Research Database (Denmark)

    Stenholt, Rasmus

    2014-01-01

    structures. Furthermore, we introduce a new approach to glyph visualization—constant visual angle (CVA) glyphs—which has the potential to mitigate the effect of clutter at the cost of dispensing with the common real-world depth cue of relative size. In a controlled experiment where test subjects had...... to locate and select visualized structures in an immersive virtual environment, we identified several significant results. One result is that CVA glyphs ease perception of structures in cluttered environments while not deteriorating it when clutter is absent. Another is the existence of threshold densities...

  18. Force Sensitive Handles and Capacitive Touch Sensor for Driving a Flexible Haptic-Based Immersive System

    Directory of Open Access Journals (Sweden)

    Umberto Cugini

    2013-10-01

    Full Text Available In this article, we present an approach that uses both two force sensitive handles (FSH and a flexible capacitive touch sensor (FCTS to drive a haptic-based immersive system. The immersive system has been developed as part of a multimodal interface for product design. The haptic interface consists of a strip that can be used by product designers to evaluate the quality of a 3D virtual shape by using touch, vision and hearing and, also, to interactively change the shape of the virtual object. Specifically, the user interacts with the FSH to move the virtual object and to appropriately position the haptic interface for retrieving the six degrees of freedom required for both manipulation and modification modalities. The FCTS allows the system to track the movement and position of the user’s fingers on the strip, which is used for rendering visual and sound feedback. Two evaluation experiments are described, which involve both the evaluation and the modification of a 3D shape. Results show that the use of the haptic strip for the evaluation of aesthetic shapes is effective and supports product designers in the appreciation of the aesthetic qualities of the shape.

  19. Force sensitive handles and capacitive touch sensor for driving a flexible haptic-based immersive system.

    Science.gov (United States)

    Covarrubias, Mario; Bordegoni, Monica; Cugini, Umberto

    2013-10-09

    In this article, we present an approach that uses both two force sensitive handles (FSH) and a flexible capacitive touch sensor (FCTS) to drive a haptic-based immersive system. The immersive system has been developed as part of a multimodal interface for product design. The haptic interface consists of a strip that can be used by product designers to evaluate the quality of a 3D virtual shape by using touch, vision and hearing and, also, to interactively change the shape of the virtual object. Specifically, the user interacts with the FSH to move the virtual object and to appropriately position the haptic interface for retrieving the six degrees of freedom required for both manipulation and modification modalities. The FCTS allows the system to track the movement and position of the user's fingers on the strip, which is used for rendering visual and sound feedback. Two evaluation experiments are described, which involve both the evaluation and the modification of a 3D shape. Results show that the use of the haptic strip for the evaluation of aesthetic shapes is effective and supports product designers in the appreciation of the aesthetic qualities of the shape.

  20. An evaluation of hand immersion for rewarming individuals cooled by immersion in cold water.

    Science.gov (United States)

    Cahill, C J; Balmi, P J; Tipton, M J

    1995-05-01

    The hypothesis that hypothermic individuals can be actively rewarmed in the field by immersion of the extremities in hot water was investigated. Three techniques for rewarming subjects with lowered deep body temperatures were compared: a) whole body immersion to the neck in water at 40 degrees C; b) immersion of two hands plus forearms only in water at 42 degrees C; and c) passive rewarming. The suggestion that the fall in deep body temperature resulting from immersion to the neck in water at 15 degrees C could be arrested by immersing both arms in water at 42 degrees C was also investigated. Results indicated that immersion to the neck in hot water was clearly the most effective rewarming technique. No significant difference (p > 0.05) was observed in the deep body temperature response during passive rewarming or during immersion of both hands and forearms in water at 42 degrees C. In the later condition some increase in peripheral blood flow to the hands may have occurred and resulted in a heat input of approximately 12 W, but any benefit from this was negated by an associated significant decrease (p > 0.05) in intrinsic heat production. Immersing the arms in hot water during immersion to the neck in cold water appeared to accelerate rather than decelerate the rate of fall of deep body temperature. We concluded that hand rewarming, although theoretically attractive, is ineffective in practice and could be detrimental in some circumstances, by suppressing intrinsic heat production or precipitating rewarming collapse.

  1. Visual expression of the experiences of restrictive eating

    DEFF Research Database (Denmark)

    Mark, Edith

    Background of the research: Visual methods are used in nursing research. These methods include media such as film, video, still images, material artifacts and drawing. The current study is a PhD project, dealing with children's experiences of eating restrictively (diabetes or obesity). Visual...... and as an option in the dialogue with the patient. Material and method description: Drawing, modeling and role-playing with stuffed animals is part of the material from the study and illustrate how visual methods can be used in relationship with the child. Result: The play and creativity have a function...

  2. Dynamic Music and Immersion in the Action-Adventure

    DEFF Research Database (Denmark)

    Gasselseder, Hans-Peter

    2014-01-01

    in the context of dynamic and non-dynamic music. 60 subjects answered self-report questionnaires each time after playing a 3rd-person action-adventure in one of three conditions accounting for (1) dynamic music, (2) non-dynamic music/low arousal potential and (3) non-dynamic music/high arousal potential......Aiming to immerse players into a new realm of drama experience, a growing number of video games utilize interactive, ‘dynamic’ music that reacts adaptively to game events. Though little is known about the involved perceptual processes, the design rationale of enhanced immersive experiences is taken...... over by public discussion including scientific accounts, despite lacking empirical validation. The present paper intends to fill this gap by hypothesizing facilitatory effects of dynamic music on attention allocation in the matching of expected and incoming expressive characteristics of concurrent...

  3. Impact of immersion oils and mounting media on the confocal imaging of dendritic spines.

    Science.gov (United States)

    Peterson, Brittni M; Mermelstein, Paul G; Meisel, Robert L

    2015-03-15

    Structural plasticity, such as changes in dendritic spine morphology and density, reflect changes in synaptic connectivity and circuitry. Procedural variables used in different methods for labeling dendritic spines have been quantitatively evaluated for their impact on the ability to resolve individual spines in confocal microscopic analyses. In contrast, there have been discussions, though no quantitative analyses, of the potential effects of choosing specific mounting media and immersion oils on dendritic spine resolution. Here we provide quantitative data measuring the impact of these variables on resolving dendritic spines in 3D confocal analyses. Medium spiny neurons from the rat striatum and nucleus accumbens are used as examples. Both choice of mounting media and immersion oil affected the visualization of dendritic spines, with choosing the appropriate immersion oil as being more imperative. These biologic data are supported by quantitative measures of the 3D diffraction pattern (i.e. point spread function) of a point source of light under the same mounting medium and immersion oil combinations. Although not a new method, this manuscript provides quantitative data demonstrating that different mounting media and immersion oils can impact the ability to resolve dendritic spines. These findings highlight the importance of reporting which mounting medium and immersion oil are used in preparations for confocal analyses, especially when comparing published results from different laboratories. Collectively, these data suggest that choosing the appropriate immersion oil and mounting media is critical for obtaining the best resolution, and consequently more accurate measures of dendritic spine densities. Copyright © 2015 Elsevier B.V. All rights reserved.

  4. Human fear conditioning conducted in full immersion 3-dimensional virtual reality.

    Science.gov (United States)

    Huff, Nicole C; Zeilinski, David J; Fecteau, Matthew E; Brady, Rachael; LaBar, Kevin S

    2010-08-09

    Fear conditioning is a widely used paradigm in non-human animal research to investigate the neural mechanisms underlying fear and anxiety. A major challenge in conducting conditioning studies in humans is the ability to strongly manipulate or simulate the environmental contexts that are associated with conditioned emotional behaviors. In this regard, virtual reality (VR) technology is a promising tool. Yet, adapting this technology to meet experimental constraints requires special accommodations. Here we address the methodological issues involved when conducting fear conditioning in a fully immersive 6-sided VR environment and present fear conditioning data. In the real world, traumatic events occur in complex environments that are made up of many cues, engaging all of our sensory modalities. For example, cues that form the environmental configuration include not only visual elements, but aural, olfactory, and even tactile. In rodent studies of fear conditioning animals are fully immersed in a context that is rich with novel visual, tactile and olfactory cues. However, standard laboratory tests of fear conditioning in humans are typically conducted in a nondescript room in front of a flat or 2D computer screen and do not replicate the complexity of real world experiences. On the other hand, a major limitation of clinical studies aimed at reducing (extinguishing) fear and preventing relapse in anxiety disorders is that treatment occurs after participants have acquired a fear in an uncontrolled and largely unknown context. Thus the experimenters are left without information about the duration of exposure, the true nature of the stimulus, and associated background cues in the environment. In the absence of this information it can be difficult to truly extinguish a fear that is both cue and context-dependent. Virtual reality environments address these issues by providing the complexity of the real world, and at the same time allowing experimenters to constrain fear

  5. COGNITIVE AND PHYSIOLOGICAL INITIAL RESPONSES DURING COOL WATER IMMERSION

    Directory of Open Access Journals (Sweden)

    Alex Buoite Stella

    2014-12-01

    Full Text Available The initial responses during water immersion are the first mechanisms reacting to a strong stimulation of superficial nervous cold receptors. Cold shock induces tachycardia, hypertension, tachypnea, hyperventilation, and reduced end-tidal carbon dioxide fraction. These initial responses are observed immediately after the immersion, they last for about 3 min and have been also reported in water temperatures up to 25 °C. the aim of the present study was to observe cognitive and physiological functions during immersion in water at cool temperature. Oxygen consumption, ventilation, respiratory frequency, heart rate and expired fraction of oxygen were measured during the experiment. A code substitution test was used to evaluate executive functions and, specifically, working memory. This cognitive test was repeated consecutively 6 times, for a total duration of 5 minutes. Healthy volunteers (n = 9 performed the test twice in a random order, once in a dry thermoneutral environment and once while immersed head-out in 18 °C water. The results indicated that all the physiological parameters were increased during cool water immersion when compared with the dry thermoneutral condition (p < 0.05. Cognitive performance was reduced during the cool water immersion when compared to the control condition only during the first 2 min (p < 0.05. Our results suggest that planning the best rescue strategy could be partially impaired not only because of panic, but also because of the cold shock.

  6. French Immersion Experience and Reading Skill Development in At-Risk Readers

    Science.gov (United States)

    Kruk, Richard S.; Reynolds, Kristin A. A.

    2012-01-01

    We tracked the developmental influences of exposure to French on developing English phonological awareness, decoding and reading comprehension of English-speaking at-risk readers from Grade 1 to Grade 3. Teacher-nominated at-risk readers were matched with not-at-risk readers in French immersion and English language programs. Exposure to spoken…

  7. [Blood plasma volume dynamics in monkeys during immersion].

    Science.gov (United States)

    Krotov, V P; Burkovskaia, T E; Dotsenko, M A; Gordeev, Iu V; Nosovskiĭ, A M; Chel'naia, N A

    2004-01-01

    Dynamics of blood plasma volume (PV) was studied with indirect methods (hematocrit count, hemoglobin, total protein and high-molecular protein) during 9-d immersion of monkeys Macaca mulatta. The animals were donned in waterproof suits, motor restrained in space seat liners and immersed down to the xiphisternum. Two monkeys were immersed in the bath at one time. The suits were changed every day under ketamine (10 mg/kg of body mass). There were two groups with 12 animals in each. The first group was kept in the bath 3 days and the second--9 days. Prior to the experiment, the animals had been trained to stay in the seat liner put down into the dry bath. It was shown that already two days of exposure to the hydrostatic forces (approximately 15 mm Hg) and absence of negative pressure breathing reduced PV by 18-20% on the average in all animals. Subsequent PV dynamics was individual by character; however, PV deficit persisted during 4 days of immersion in the whole group. In this period, albumin filtration was increased significantly, whereas high-molecular protein filtration was increased to a less degree. During the remaining days in immersion PV regained normal values. Ten days of readaptation (reclined positioning of monkeys brought back into cage) raised VP beyond baseline values. This phenomenon can be attributed to the necessity to provide appropriate venous return and sufficient blood supply of organs and tissues following extension of blood vessels capacity.

  8. Real-time virtual EAST physical experiment system

    Energy Technology Data Exchange (ETDEWEB)

    Li, Dan, E-mail: lidan@ipp.ac.cn [Institute of Plasma Physics, Chinese Academy of Sciences, Hefei, Anhui (China); Xiao, B.J., E-mail: bjxiao@ipp.ac.cn [Institute of Plasma Physics, Chinese Academy of Sciences, Hefei, Anhui (China); School of Nuclear Science and Technology, University of Science and Technology of China, Hefei, Anhui (China); Xia, J.Y., E-mail: jyxia@ipp.ac.cn [Institute of Plasma Physics, Chinese Academy of Sciences, Hefei, Anhui (China); Yang, Fei, E-mail: fyang@ipp.ac.cn [Institute of Plasma Physics, Chinese Academy of Sciences, Hefei, Anhui (China); Department of Computer Science, Anhui Medical University, Hefei, Anhui (China)

    2014-05-15

    Graphical abstract: - Highlights: • 3D model of experimental advanced superconducting tokamak is established. • Interaction behavior is created that the users can get information from database. • The system integrates data acquisition, plasma shape visualization and simulation. • Browser-oriented system is web-based and more interactive, immersive and convenient. • The system provides the framework for virtual physical experimental environment. - Abstract: As a large fusion reaction device, experimental advanced superconducting tokamak (EAST)’s internal structure is complicated and not easily accessible. Moreover, various diagnostic systems and complicated configuration bring about the inconveniency to the scientists who are unfamiliar with the system but interested in the data. We propose a virtual system to display the 3D model of EAST facility and enable people to view its inner structure and get access to the information of its components in various view sights. We would also provide most of the diagnostic configuration details together with their signal names and physical properties. Compared to the previous ways of viewing information by reference to collected drawings and videos, virtual EAST system is more interactive and immersive. We constructed the browser-oriented virtual EAST physical experiment system, integrated real-time experiment data acquisition, plasma shape visualization and experiment result simulation in order to reproduce physical experiments in a web browser. This system used B/S (Browser/Server) structure in combination with the technology of virtual reality – VRML (Virtual Reality Modeling Language) and Java 3D. In order to avoid the bandwidth limit across internet, we balanced the rendering speed and the precision of the virtual model components. Any registered user can view the experimental information visually and efficiently by logining the system through a web browser. The establishment of the system provides the

  9. Real-time virtual EAST physical experiment system

    International Nuclear Information System (INIS)

    Li, Dan; Xiao, B.J.; Xia, J.Y.; Yang, Fei

    2014-01-01

    Graphical abstract: - Highlights: • 3D model of experimental advanced superconducting tokamak is established. • Interaction behavior is created that the users can get information from database. • The system integrates data acquisition, plasma shape visualization and simulation. • Browser-oriented system is web-based and more interactive, immersive and convenient. • The system provides the framework for virtual physical experimental environment. - Abstract: As a large fusion reaction device, experimental advanced superconducting tokamak (EAST)’s internal structure is complicated and not easily accessible. Moreover, various diagnostic systems and complicated configuration bring about the inconveniency to the scientists who are unfamiliar with the system but interested in the data. We propose a virtual system to display the 3D model of EAST facility and enable people to view its inner structure and get access to the information of its components in various view sights. We would also provide most of the diagnostic configuration details together with their signal names and physical properties. Compared to the previous ways of viewing information by reference to collected drawings and videos, virtual EAST system is more interactive and immersive. We constructed the browser-oriented virtual EAST physical experiment system, integrated real-time experiment data acquisition, plasma shape visualization and experiment result simulation in order to reproduce physical experiments in a web browser. This system used B/S (Browser/Server) structure in combination with the technology of virtual reality – VRML (Virtual Reality Modeling Language) and Java 3D. In order to avoid the bandwidth limit across internet, we balanced the rendering speed and the precision of the virtual model components. Any registered user can view the experimental information visually and efficiently by logining the system through a web browser. The establishment of the system provides the

  10. Immersive CAD

    Energy Technology Data Exchange (ETDEWEB)

    Ames, A.L.

    1999-02-01

    This paper documents development of a capability for performing shape-changing editing operations on solid model representations in an immersive environment. The capability includes part- and assembly-level operations, with part modeling supporting topology-invariant and topology-changing modifications. A discussion of various design considerations in developing an immersive capability is included, along with discussion of a prototype implementation we have developed and explored. The project investigated approaches to providing both topology-invariant and topology-changing editing. A prototype environment was developed to test the approaches and determine the usefulness of immersive editing. The prototype showed exciting potential in redefining the CAD interface. It is fun to use. Editing is much faster and friendlier than traditional feature-based CAD software. The prototype algorithms did not reliably provide a sufficient frame rate for complex geometries, but has provided the necessary roadmap for development of a production capability.

  11. Immersion in Movement-Based Interaction

    NARCIS (Netherlands)

    Pasch, M.; Bianchi-Berthouze, N.; van Dijk, Elisabeth M.A.G.; Nijholt, Antinus; Nijholt, A.; Reidsma, Dennis; Reidsma, D.; Hondorp, G.H.W.

    2009-01-01

    The phenomenon of immersing oneself into virtual environments has been established widely. Yet to date (to our best knowledge) the physical dimension has been neglected in studies investigating immersion in Human-Computer Interaction (HCI). In this paper we investigate how the concept of immersion

  12. Spatial Sound and Multimodal Interaction in Immersive Environments

    DEFF Research Database (Denmark)

    Grani, Francesco; Overholt, Daniel; Erkut, Cumhur

    2015-01-01

    primary problem areas: 1) creation of interactive spatial audio experiences for immersive virtual and augmented reality scenarios, and 2) production and mixing of spatial audio for cinema, music, and other artistic contexts. Several ongoing research projects are described, wherein the latest developments...

  13. The frequency of occurrence and severity of side-effects of immersion virtual reality.

    Science.gov (United States)

    Regan, E C; Price, K R

    1994-06-01

    Virtual reality (VR) has become increasingly well-known over the last few years. However, little is known about the side-effects of prolonged immersion in VR. This study set out to investigate the frequency of occurrence and severity of side-effects of using an immersion VR system. Out of 146 subjects, 61% reported symptoms of malaise at some point during a 20-min immersion and 10-min post-immersion period. These ranged from symptoms such as dizziness, stomach awareness, headaches, eyestrain and lightheadedness to severe nausea. These symptoms caused 5% of the subjects to withdraw from the experiment before completing their 20-min immersion period. Further research needs to be conducted that attempts to identify those factors that play a causative role in the side-effects of the VR system, and that looks for methods of reducing these side-effects.

  14. Haptic and Audio-visual Stimuli: Enhancing Experiences and Interaction

    NARCIS (Netherlands)

    Nijholt, Antinus; Dijk, Esko O.; Lemmens, Paul M.C.; Luitjens, S.B.

    2010-01-01

    The intention of the symposium on Haptic and Audio-visual stimuli at the EuroHaptics 2010 conference is to deepen the understanding of the effect of combined Haptic and Audio-visual stimuli. The knowledge gained will be used to enhance experiences and interactions in daily life. To this end, a

  15. Key factors for a high-quality VR experience

    Science.gov (United States)

    Champel, Mary-Luc; Doré, Renaud; Mollet, Nicolas

    2017-09-01

    For many years, Virtual Reality has been presented as a promising technology that could deliver a truly new experience to users. The media and entertainment industry is now investigating the possibility to offer a video-based VR 360 experience. Nevertheless, there is a substantial risk that VR 360 could have the same fate as 3DTV if it cannot offer more than just being the next fad. The present paper aims at presenting the various quality factors required for a high-quality VR experience. More specifically, this paper will focus on the main three VR quality pillars: visual, audio and immersion.

  16. Student and Teacher Perceptions of First Language Use in Secondary French Immersion Mathematics Classrooms

    Science.gov (United States)

    Culligan, Karla

    2015-01-01

    This phenomenological study (Creswell, 2003, 2007; van Manen, 1997) explores student and teacher perceptions of first language use in French immersion mathematics classrooms at a large, urban high school in Canada. During individual interviews, participants discussed their perceptions and experiences of French immersion mathematics, language use,…

  17. Immersive Virtual Reality Technologies as a New Platform for Science, Scholarship, and Education

    Science.gov (United States)

    Djorgovski, Stanislav G.; Hut, P.; McMillan, S.; Knop, R.; Vesperini, E.; Graham, M.; Portegies Zwart, S.; Farr, W.; Mahabal, A.; Donalek, C.; Longo, G.

    2010-01-01

    Immersive virtual reality (VR) and virtual worlds (VWs) are an emerging set of technologies which likely represent the next evolutionary step in the ways we use information technology to interact with the world of information and with other people, the roles now generally fulfilled by the Web and other common Internet applications. Currently, these technologies are mainly accessed through various VWs, e.g., the Second Life (SL), which are general platforms for a broad range of user activities. As an experiment in the utilization of these technologies for science, scholarship, education, and public outreach, we have formed the Meta-Institute for Computational Astrophysics (MICA; http://mica-vw.org), the first professional scientific organization based exclusively in VWs. The goals of MICA are: (1) Exploration, development and promotion of VWs and VR technologies for professional research in astronomy and related fields. (2) Providing and developing novel social networking venues and mechanisms for scientific collaboration and communications, including professional meetings, effective telepresence, etc. (3) Use of VWs and VR technologies for education and public outreach. (4) Exchange of ideas and joint efforts with other scientific disciplines in promoting these goals for science and scholarship in general. To this effect, we have a regular schedule of professional and public outreach events in SL, including technical seminars, workshops, journal club, collaboration meetings, public lectures, etc. We find that these technologies are already remarkably effective as a telepresence platform for scientific and scholarly discussions, meetings, etc. They can offer substantial savings of time and resources, and eliminate a lot of unnecessary travel. They are equally effective as a public outreach platform, reaching a world-wide audience. On the pure research front, we are currently exploring the use of these technologies as a venue for numerical simulations and their

  18. Food experiences and eating patterns of visually impaired and blind people.

    Science.gov (United States)

    Bilyk, Marie Claire; Sontrop, Jessica M; Chapman, Gwen E; Barr, Susan I; Mamer, Linda

    2009-01-01

    The number of visually impaired and blind Canadians will rise dramatically as our population ages, and yet little is known about the impact of blindness on the experience of food and eating. In this qualitative study, the food experiences and eating patterns of visually impaired and blind people were examined. Influencing factors were also explored. In 2000, nine blind or severely visually impaired subjects were recruited through blindness-related organizations in British Columbia. Participants completed individual semi-structured, in-depth interviews. These were transcribed verbatim, coded, and analyzed to explicate participants' experiences. Participants experienced blindness-related obstacles when shopping for food, preparing food, and eating in restaurants. Inaccessible materials and environments left participants with a diet lacking in variety and limited access to physical activity. Seven participants were overweight or obese, a finding that may be related to limited physical activity and higher-than-average restaurant use. This is the first study in which the experience of food and eating is described from the perspective of visually impaired Canadians. Nutrition and blindness professionals must work together to reduce the food-related obstacles faced by visually impaired and blind people. Professionals must address both individual skill development and social and structural inequities.

  19. Arguing for an immersive method: Reflexive meaning-making, the visible researcher, and moral responses to gameplay

    Directory of Open Access Journals (Sweden)

    Joanna Cuttell

    2015-06-01

    Full Text Available This article argues for the adoption of an immersive-participatory method when analysing interactive media. It builds upon and extends existing theorisations of immersion and applies them to the development of new methods of analysis. This paper theorises immersion during gameplay as an affective, embodied state, which is both active and passive and achieved via both visual and imaginative engagement with the game world and haptic communication with the player character. This article’s argument is fourfold: firstly, it situates and negotiates the tensions surrounding the major debates, discussions and analyses in the study of immersion, both within gaming and in wider contexts; secondly, it argues for the inclusion of a participatory immersive method to be undertaken by the researcher when analysing media (especially interactive media such as video games; thirdly, it outlines the ways in which this method could be implemented by researchers, and finally, it draws on examples from my own research journal and discusses the possibility of a moral habitus which allows the player to engage in violent gameplay without experiencing the moral dissonance that can disrupt immersive states. Ultimately, this article aims to render the position of the researcher visible in order that we might gain critical purchase on the immersive praxis of gaming and the ethical/political responses of the player. In so doing, it is hoped that this article will aid theoretical and methodological innovation in this field and provoke discussion in a wider media studies context.

  20. Experience-dependent plasticity from eye opening enables lasting, visual cortex-dependent enhancement of motion vision.

    Science.gov (United States)

    Prusky, Glen T; Silver, Byron D; Tschetter, Wayne W; Alam, Nazia M; Douglas, Robert M

    2008-09-24

    Developmentally regulated plasticity of vision has generally been associated with "sensitive" or "critical" periods in juvenile life, wherein visual deprivation leads to loss of visual function. Here we report an enabling form of visual plasticity that commences in infant rats from eye opening, in which daily threshold testing of optokinetic tracking, amid otherwise normal visual experience, stimulates enduring, visual cortex-dependent enhancement (>60%) of the spatial frequency threshold for tracking. The perceptual ability to use spatial frequency in discriminating between moving visual stimuli is also improved by the testing experience. The capacity for inducing enhancement is transitory and effectively limited to infancy; however, enhanced responses are not consolidated and maintained unless in-kind testing experience continues uninterrupted into juvenile life. The data show that selective visual experience from infancy can alone enable visual function. They also indicate that plasticity associated with visual deprivation may not be the only cause of developmental visual dysfunction, because we found that experientially inducing enhancement in late infancy, without subsequent reinforcement of the experience in early juvenile life, can lead to enduring loss of function.

  1. What's There, What If, What Then, and What Can We Do? An Immersive and Embodied Experience of Environment and Place through Children's Literature

    Science.gov (United States)

    Burke, Geraldine; Cutter-Mackenzie, Amy

    2010-01-01

    We describe an immersive investigation of children's contemporary picture books, which examines concepts of environment and place. The authors' experience occurred through and alongside a community of learners, of preservice teachers and young children, in an urban coastal community, as part of an undergraduate, pre-service teacher education unit.…

  2. Wearing weighted backpack dilates subjective visual duration: The role of functional linkage between weight experience and visual timing

    Directory of Open Access Journals (Sweden)

    Lina eJia

    2015-09-01

    Full Text Available Bodily state plays a critical role in our perception. In the present study, we asked the question whether and how bodily experience of weights influences time perception. Participants judged durations of a picture (a backpack or a trolley bag presented on the screen, while wearing different weight backpacks or without backpack. The results showed that the subjective dura-tion of the backpack picture was dilated when participants wore a medium weighted backpack relative to an empty backpack or without backpack, regardless of identity (e.g., color of the visual backpack. However, the duration dilation was not manifested for the picture of trolley bag. These findings suggest that weight experience modulates visual duration estimation through the linkage between the wore backpack and to-be-estimated visual target. The con-gruent action affordance between the wore backpack and visual inputs plays a critical role in the functional linkage between inner experience and time perception. We interpreted our findings within the framework of embodied time perception.

  3. Analysis of isothermal and cooling rate dependent immersion freezing by a unifying stochastic ice nucleation model

    Science.gov (United States)

    Alpert, P. A.; Knopf, D. A.

    2015-05-01

    Immersion freezing is an important ice nucleation pathway involved in the formation of cirrus and mixed-phase clouds. Laboratory immersion freezing experiments are necessary to determine the range in temperature (T) and relative humidity (RH) at which ice nucleation occurs and to quantify the associated nucleation kinetics. Typically, isothermal (applying a constant temperature) and cooling rate dependent immersion freezing experiments are conducted. In these experiments it is usually assumed that the droplets containing ice nuclei (IN) all have the same IN surface area (ISA), however the validity of this assumption or the impact it may have on analysis and interpretation of the experimental data is rarely questioned. A stochastic immersion freezing model based on first principles of statistics is presented, which accounts for variable ISA per droplet and uses physically observable parameters including the total number of droplets (Ntot) and the heterogeneous ice nucleation rate coefficient, Jhet(T). This model is applied to address if (i) a time and ISA dependent stochastic immersion freezing process can explain laboratory immersion freezing data for different experimental methods and (ii) the assumption that all droplets contain identical ISA is a valid conjecture with subsequent consequences for analysis and interpretation of immersion freezing. The simple stochastic model can reproduce the observed time and surface area dependence in immersion freezing experiments for a variety of methods such as: droplets on a cold-stage exposed to air or surrounded by an oil matrix, wind and acoustically levitated droplets, droplets in a continuous flow diffusion chamber (CFDC), the Leipzig aerosol cloud interaction simulator (LACIS), and the aerosol interaction and dynamics in the atmosphere (AIDA) cloud chamber. Observed time dependent isothermal frozen fractions exhibiting non-exponential behavior with time can be readily explained by this model considering varying ISA. An

  4. Visual signal quality assessment quality of experience (QOE)

    CERN Document Server

    Ma, Lin; Lin, Weisi; Ngan, King

    2015-01-01

    This book provides comprehensive coverage of the latest trends/advances in subjective and objective quality evaluation for traditional visual signals, such as 2D images and video, as well as the most recent challenges for the field of multimedia quality assessment and processing, such as mobile video and social media. Readers will learn how to ensure the highest storage/delivery/ transmission quality of visual content (including image, video, graphics, animation, etc.) from the server to the consumer, under resource constraints, such as computation, bandwidth, storage space, battery life, etc.    Provides an overview of quality assessment for traditional visual signals; Covers newly emerged visual signals such as social media, 3D image/video, mobile video, high dynamic range (HDR) images, graphics/animation, etc., which demand better quality of experience (QoE); Helps readers to develop better quality metrics and processing methods for newly emerged visual signals; Enables testing, optimizing, benchmarking...

  5. Teaching corner: raising the bar: ethical considerations of medical student preparation for short-term immersion experiences.

    Science.gov (United States)

    Kittle, Nathan; McCarthy, Virginia

    2015-03-01

    Short-term international medical outreach experiences are becoming more popular among medical students. As the popularity of these trips grows, participants, scholars, and institutions have become more aware of the potential pitfalls of such experiences. Loyola University Chicago Stritch School of Medicine (SSOM) has an approximately 20-year international service immersion (ISI) program that has sent more than 1,400 participants to more than 30 countries. Recently, ISI programming has been adjusted to provide students more formal sessions exploring the ethics of the ISI trips. Students are required to attend both pre- and post-trip educational sessions covering a wide range of relevant global health topics as well as participating in in-country reflections and post-trip debriefings. This recent adjustment has evolved further to become the foundation for the SSOM's four-year Global Health Honors program that not only encourages an ethical foundation for the student's ISI experience but also hopes to provide a foundation for students as they look toward a future career in global health.

  6. Enhancing Pre-Service Teachers' Awareness to Pupils' Test-Anxiety with 3D Immersive Simulation

    Science.gov (United States)

    Passig, David; Moshe, Ronit

    2008-01-01

    This study investigated whether participating in a 3D immersive virtual reality world simulating the experience of test-anxiety would affect preservice teachers' awareness to the phenomenon. Ninety subjects participated in this study, and were divided into three groups. The experimental group experienced a 3D immersive simulation which made…

  7. Visualisation and Immersion Dome Experience for Inspired Participation

    Directory of Open Access Journals (Sweden)

    Anna P. Gawlikowska

    2018-03-01

    Full Text Available Public protests, which lead to increased administrative and permission procedures, are amongst the most important obstacles in development of wind energy projects. The community’s fears of visual and acoustic impacts of new power plants are commonly recognized as the weakest aspects of public acceptance. To address these issues Visualisation Dome has been designed to better communicate the economic, political, spatial, ecological and social benefits of wind power plants and the associated risks to local communities. The approach combines the experimental and simulation method. The integrated analysis software tool, which allows assessing the impacts of planed wind power plants underpins their 360-degree video and audio simulations. The Visualisation Dome demonstration resulted in 57% of the interviewed participants improving their opinion of wind power following the experience. Visualisation Dome’s novel approach for improving procedural justice of wind energy projects development forms innovative, interactive and streamlined processes, and enables constructive participation of audiences.

  8. Measuring participants' immersion in healthcare simulation: the development of an instrument.

    Science.gov (United States)

    Hagiwara, Magnus Andersson; Backlund, Per; Söderholm, Hanna Maurin; Lundberg, Lars; Lebram, Mikael; Engström, Henrik

    2016-01-01

    Immersion is important for simulation-based education; however, questionnaire-based instruments to measure immersion have some limitations. The aim of the present work is to develop a new instrument to measure immersion among participants in healthcare simulation scenarios. The instrument was developed in four phases: trigger identification, content validity scores, inter-rater reliability analysis and comparison with an existing immersion measure instrument. A modified Delphi process was used to develop the instrument and to establish validity and reliability. The expert panel consisted of 10 researchers. All the researchers in the team had previous experience of simulation in the health and/or fire and rescue services as researchers and/or educators and simulation designers. To identify triggers, the panel members independently screened video recordings from simulation scenarios. Here, a trigger is an event in a simulation that is considered a sign of reduced or enhanced immersion among simulation participants. The result consists of the Immersion Score Rating Instrument (ISRI). It contains 10 triggers, of which seven indicate reduced and three enhanced immersion. When using ISRI, a rater identifies trigger occurrences and assigns them strength between 1 and 3. The content validity analysis shows that all the 10 triggers meet an acceptable content validity index for items (I-CVI) standard. The inter-rater reliability (IRR) among raters was assessed using a two-way mixed, consistency, average-measures intra-class correlation (ICC). The ICC for the difference between weighted positive and negative triggers was 0.92, which indicates that the raters are in agreement. Comparison with results from an immersion questionnaire mirrors the ISRI results. In conclusion, we present a novel and non-intrusive instrument for identifying and rating the level of immersion among participants in healthcare simulation scenarios.

  9. Immersion Revisited: A Review of Existing Definitions of Immersion and Their Relation to Different Theories of Presence

    Directory of Open Access Journals (Sweden)

    Niels Christian Nilsson

    2016-11-01

    Full Text Available The term immersion continues to be applied inconsistently within and across different fields of research connected with the study of virtual reality and interactive media. Moreover, immersion is oftentimes used interchangeably with the terms presence and engagement. This article details a review of existing definitions of immersion originating within the study of video games, virtual environments, and literary works of fiction. Based on this review, a three-dimensional taxonomy of the various conceptualizations of immersion is proposed. That is, the existing definitions of immersion may be broadly divided into three categories, each representing a dimension of the taxonomy: immersion as a property of a system, a subjective response to narrative contents, or a subjective response to challenges within the virtual environment. Finally, four distinct theories of presence are introduced and, based on the established taxonomy, we discuss how the individual theories relate to existing definitions of immersion.

  10. Cortical activation during Braille reading is influenced by early visual experience in subjects with severe visual disability: a correlational fMRI study.

    Science.gov (United States)

    Melzer, P; Morgan, V L; Pickens, D R; Price, R R; Wall, R S; Ebner, F F

    2001-11-01

    Functional magnetic resonance imaging was performed on blind adults resting and reading Braille. The strongest activation was found in primary somatic sensory/motor cortex on both cortical hemispheres. Additional foci of activation were situated in the parietal, temporal, and occipital lobes where visual information is processed in sighted persons. The regions were differentiated most in the correlation of their time courses of activation with resting and reading. Differences in magnitude and expanse of activation were substantially less significant. Among the traditionally visual areas, the strength of correlation was greatest in posterior parietal cortex and moderate in occipitotemporal, lateral occipital, and primary visual cortex. It was low in secondary visual cortex as well as in dorsal and ventral inferior temporal cortex and posterior middle temporal cortex. Visual experience increased the strength of correlation in all regions except dorsal inferior temporal and posterior parietal cortex. The greatest statistically significant increase, i.e., approximately 30%, was in ventral inferior temporal and posterior middle temporal cortex. In these regions, words are analyzed semantically, which may be facilitated by visual experience. In contrast, visual experience resulted in a slight, insignificant diminution of the strength of correlation in dorsal inferior temporal cortex where language is analyzed phonetically. These findings affirm that posterior temporal regions are engaged in the processing of written language. Moreover, they suggest that this function is modified by early visual experience. Furthermore, visual experience significantly strengthened the correlation of activation and Braille reading in occipital regions traditionally involved in the processing of visual features and object recognition suggesting a role for visual imagery. Copyright 2001 Wiley-Liss, Inc.

  11. Immersive virtual reality as a teaching tool for neuroanatomy.

    Science.gov (United States)

    Stepan, Katelyn; Zeiger, Joshua; Hanchuk, Stephanie; Del Signore, Anthony; Shrivastava, Raj; Govindaraj, Satish; Iloreta, Alfred

    2017-10-01

    Three-dimensional (3D) computer modeling and interactive virtual reality (VR) simulation are validated teaching techniques used throughout medical disciplines. Little objective data exists supporting its use in teaching clinical anatomy. Learner motivation is thought to limit the rate of utilization of such novel technologies. The purpose of this study is to evaluate the effectiveness, satisfaction, and motivation associated with immersive VR simulation in teaching medical students neuroanatomy. Images of normal cerebral anatomy were reconstructed from human Digital Imaging and Communications in Medicine (DICOM) computed tomography (CT) imaging and magnetic resonance imaging (MRI) into 3D VR formats compatible with the Oculus Rift VR System, a head-mounted display with tracking capabilities allowing for an immersive VR experience. The ventricular system and cerebral vasculature were highlighted and labeled to create a focused interactive model. We conducted a randomized controlled study with 66 medical students (33 in both the control and experimental groups). Pertinent neuroanatomical structures were studied using either online textbooks or the VR interactive model, respectively. We then evaluated the students' anatomy knowledge, educational experience, and motivation (using the Instructional Materials Motivation Survey [IMMS], a previously validated assessment). There was no significant difference in anatomy knowledge between the 2 groups on preintervention, postintervention, or retention quizzes. The VR group found the learning experience to be significantly more engaging, enjoyable, and useful (all p < 0.01) and scored significantly higher on the motivation assessment (p < 0.01). Immersive VR educational tools awarded a more positive learner experience and enhanced student motivation. However, the technology was equally as effective as the traditional text books in teaching neuroanatomy. © 2017 ARS-AAOA, LLC.

  12. NARCISS critical stand experiments for studying the nuclear safety in accident water immersion of highly enriched uranium dioxide fuel elements

    International Nuclear Information System (INIS)

    Ponomarev-Stepnoj, N.N.; Glushkov, E.S.; Bubelev, V.G.

    2005-01-01

    A brief description of the Topaz-2 SNPS designed under scientific supervision of RRC KI in Russia, and of the NARCISS critical facility, is given. At the NARCISS critical facility, neutronic peculiarities and nuclear safety issues of the Topaz-2 system reactor were studied experimentally. This work is devoted to a detailed description of experiments on investigation of criticality safety in accident water immersion og highly enriched uranium dioxide fuel elements, performed at the NARCISS facility. The experiments were carried out at water-moderated critical assemblies with varying height, number, and spacing of fuel elements. The results obtained in the critical experiments, computational models of the investigated critical configurations, and comparison of the computational and experimental results are given [ru

  13. Region-of-interest volumetric visual hull refinement

    KAUST Repository

    Knoblauch, Daniel

    2010-01-01

    This paper introduces a region-of-interest visual hull refinement technique, based on flexible voxel grids for volumetric visual hull reconstructions. Region-of-interest refinement is based on a multipass process, beginning with a focussed visual hull reconstruction, resulting in a first 3D approximation of the target, followed by a region-of-interest estimation, tasked with identifying features of interest, which in turn are used to locally refine the voxel grid and extract a higher-resolution surface representation for those regions. This approach is illustrated for the reconstruction of avatars for use in tele-immersion environments, where head and hand regions are of higher interest. To allow reproducability and direct comparison a publicly available data set for human visual hull reconstruction is used. This paper shows that region-of-interest reconstruction of the target is faster and visually comparable to higher resolution focused visual hull reconstructions. This approach reduces the amount of data generated through the reconstruction, allowing faster post processing, as rendering or networking of the surface voxels. Reconstruction speeds support smooth interactions between the avatar and the virtual environment, while the improved resolution of its facial region and hands creates a higher-degree of immersion and potentially impacts the perception of body language, facial expressions and eye-to-eye contact. Copyright © 2010 by the Association for Computing Machinery, Inc.

  14. Scientific Visualization & Modeling for Earth Systems Science Education

    Science.gov (United States)

    Chaudhury, S. Raj; Rodriguez, Waldo J.

    2003-01-01

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

  15. Embedding Versus Immersion in General Relativity

    OpenAIRE

    Monte, Edmundo M.

    2009-01-01

    We briefly discuss the concepts of immersion and embedding of space-times in higher-dimensional spaces. We revisit the classical work by Kasner in which he constructs a model of immersion of the Schwarzschild exterior solution into a six-dimensional pseudo-Euclidean manifold. We show that, from a physical point of view, this model is not entirely satisfactory since the causal structure of the immersed space-time is not preserved by the immersion.

  16. Development and evaluation of a community immersion program during preclinical medical studies: a 15-year experience at the University of Geneva Medical School.

    Science.gov (United States)

    Chastonay, P; Zesiger, V; Klohn, A; Soguel, L; Mpinga, E K; Vu, Nv; Bernheim, L

    2013-01-01

    Significant changes in medical education have occurred in recent decades because of new challenges in the health sector and new learning theories and practices. This might have contributed to the decision of medical schools throughout the world to adopt community-based learning activities. The community-based learning approach has been promoted and supported by the World Health Organization and has emerged as an efficient learning strategy. The aim of the present paper is to describe the characteristics of a community immersion clerkship for third-year undergraduate medical students, its evolution over 15 years, and an evaluation of its outcomes. A review of the literature and consensus meetings with a multidisciplinary group of health professionals were used to define learning objectives and an educational approach when developing the program. Evaluation of the program addressed students' perception, achievement of learning objectives, interactions between students and the community, and educational innovations over the years. The program and the main learning objectives were defined by consensus meetings among teaching staff and community health workers, which strengthened the community immersion clerkship. Satisfaction, as monitored by a self-administered questionnaire in successive cohorts of students, showed a mean of 4.4 on a five-point scale. Students also mentioned community immersion clerkship as a unique community experience. The learning objectives were reached by a vast majority of students. Behavior evaluation was not assessed per se, but specific testimonies show that students have been marked by their community experience. The evaluation also assessed outcomes such as educational innovations (eg, students teaching other students), new developments in the curriculum (eg, partnership with the University of Applied Health Sciences), and interaction between students and the community (eg, student development of a website for a community health

  17. Foreign language learning in immersive virtual environments

    Science.gov (United States)

    Chang, Benjamin; Sheldon, Lee; Si, Mei; Hand, Anton

    2012-03-01

    Virtual reality has long been used for training simulations in fields from medicine to welding to vehicular operation, but simulations involving more complex cognitive skills present new design challenges. Foreign language learning, for example, is increasingly vital in the global economy, but computer-assisted education is still in its early stages. Immersive virtual reality is a promising avenue for language learning as a way of dynamically creating believable scenes for conversational training and role-play simulation. Visual immersion alone, however, only provides a starting point. We suggest that the addition of social interactions and motivated engagement through narrative gameplay can lead to truly effective language learning in virtual environments. In this paper, we describe the development of a novel application for teaching Mandarin using CAVE-like VR, physical props, human actors and intelligent virtual agents, all within a semester-long multiplayer mystery game. Students travel (virtually) to China on a class field trip, which soon becomes complicated with intrigue and mystery surrounding the lost manuscript of an early Chinese literary classic. Virtual reality environments such as the Forbidden City and a Beijing teahouse provide the setting for learning language, cultural traditions, and social customs, as well as the discovery of clues through conversation in Mandarin with characters in the game.

  18. Trellis plots as visual aids for analyzing split plot experiments

    DEFF Research Database (Denmark)

    Kulahci, Murat; Menon, Anil

    2017-01-01

    The analysis of split plot experiments can be challenging due to a complicated error structure resulting from restrictions on complete randomization. Similarly, standard visualization methods do not provide the insight practitioners desire to understand the data, think of explanations, generate...... hypotheses, build models, or decide on next steps. This article demonstrates the effective use of trellis plots in the preliminary data analysis for split plot experiments to address this problem. Trellis displays help to visualize multivariate data by allowing for conditioning in a general way. They can...

  19. Immersive Simulation in Constructivist-Based Classroom E-Learning

    Science.gov (United States)

    McHaney, Roger; Reiter, Lauren; Reychav, Iris

    2018-01-01

    This article describes the development of a simulation-based online course combining sound pedagogy, educational technology, and real world expertise to provide university students with an immersive experience in storage management systems. The course developed in this example does more than use a simulation, the entire course is delivered using a…

  20. Subjective experiences of watching stereoscopic Avatar and U2 3D in a cinema

    Science.gov (United States)

    Pölönen, Monika; Salmimaa, Marja; Takatalo, Jari; Häkkinen, Jukka

    2012-01-01

    A stereoscopic 3-D version of the film Avatar was shown to 85 people who subsequently answered questions related to sickness, visual strain, stereoscopic image quality, and sense of presence. Viewing Avatar for 165 min induced some symptoms of visual strain and sickness, but the symptom levels remained low. A comparison between Avatar and previously published results for the film U2 3D showed that sickness and visual strain levels were similar despite the films' runtimes. The genre of the film had a significant effect on the viewers' opinions and sense of presence. Avatar, which has been described as a combination of action, adventure, and sci-fi genres, was experienced as more immersive and engaging than the music documentary U2 3D. However, participants in both studies were immersed, focused, and absorbed in watching the stereoscopic 3-D (S3-D) film and were pleased with the film environments. The results also showed that previous stereoscopic 3-D experience significantly reduced the amount of reported eye strain and complaints about the weight of the viewing glasses.

  1. Heat transfer from a tube immersed in a fluidized bed with frosting

    International Nuclear Information System (INIS)

    Torikoshi, K.; Kawabata, K.; Yamashita, H.

    1990-01-01

    Heat-transfer and flow-visualization experiments were performed for a single cooled tube immersed horizontally in a fluidized bed under frosting conditions. Measurements were made from local and average heat-transfer coefficients around the cooled tube surface. Glass beads having nominal diameters of 0.43 mm, 0.89 mm, and 1.6 mm were employed as the bed material. The 30 mm diameter tube was located 100 mm above the distributor. All the results obtained under frosting conditions were for an air temperature of about 5 degrees C and an air relative humidity of about 80 percent. The heat-transfer coefficient with frosting evaluated in this investigation includes the heat-transfer coefficient from the frost surface to the bed and the thermal resistance of the frost layer. Comparisons are made to heat-transfer data without frosting. The heat transfer is found to be larger with frosting than without frosting under the fluidization state

  2. Absence of visual experience modifies the neural basis of numerical thinking.

    Science.gov (United States)

    Kanjlia, Shipra; Lane, Connor; Feigenson, Lisa; Bedny, Marina

    2016-10-04

    In humans, the ability to reason about mathematical quantities depends on a frontoparietal network that includes the intraparietal sulcus (IPS). How do nature and nurture give rise to the neurobiology of numerical cognition? We asked how visual experience shapes the neural basis of numerical thinking by studying numerical cognition in congenitally blind individuals. Blind (n = 17) and blindfolded sighted (n = 19) participants solved math equations that varied in difficulty (e.g., 27 - 12 = x vs. 7 - 2 = x), and performed a control sentence comprehension task while undergoing fMRI. Whole-cortex analyses revealed that in both blind and sighted participants, the IPS and dorsolateral prefrontal cortices were more active during the math task than the language task, and activity in the IPS increased parametrically with equation difficulty. Thus, the classic frontoparietal number network is preserved in the total absence of visual experience. However, surprisingly, blind but not sighted individuals additionally recruited a subset of early visual areas during symbolic math calculation. The functional profile of these "visual" regions was identical to that of the IPS in blind but not sighted individuals. Furthermore, in blindness, number-responsive visual cortices exhibited increased functional connectivity with prefrontal and IPS regions that process numbers. We conclude that the frontoparietal number network develops independently of visual experience. In blindness, this number network colonizes parts of deafferented visual cortex. These results suggest that human cortex is highly functionally flexible early in life, and point to frontoparietal input as a mechanism of cross-modal plasticity in blindness.

  3. Complete spacelike immersions with topology

    International Nuclear Information System (INIS)

    Harris, S.G.

    1988-01-01

    A fairly large class of Lorentz manifolds is defined, called WH normal manifolds, which are approximately those for which timelike infinity is a single point. It is shown that, in such a space, an immersed spacelike hypersurface which is complete must, if it is self-intersecting, not achronal or proper, satisfy strong topological conditions; in particular, if the immersion is injective in the fundamental group, then the hypersurface must be closed, embedded and achronal (i.e. a partial Cauchy surface). WH normal spaces include products of any Riemannian manifold with Minkowski 1-space; in such space, a complete immersed spacelike hypersurface must be immersed as a covering space for the Riemannian factor. (author)

  4. Cultural immersion alters emotion perception: Neurophysiological evidence from Chinese immigrants to Canada.

    Science.gov (United States)

    Liu, Pan; Rigoulot, Simon; Pell, Marc D

    2017-12-01

    To explore how cultural immersion modulates emotion processing, this study examined how Chinese immigrants to Canada process multisensory emotional expressions, which were compared to existing data from two groups, Chinese and North Americans. Stroop and Oddball paradigms were employed to examine different stages of emotion processing. The Stroop task presented face-voice pairs expressing congruent/incongruent emotions and participants actively judged the emotion of one modality while ignoring the other. A significant effect of cultural immersion was observed in the immigrants' behavioral performance, which showed greater interference from to-be-ignored faces, comparable with what was observed in North Americans. However, this effect was absent in their N400 data, which retained the same pattern as the Chinese. In the Oddball task, where immigrants passively viewed facial expressions with/without simultaneous vocal emotions, they exhibited a larger visual MMN for faces accompanied by voices, again mirroring patterns observed in Chinese. Correlation analyses indicated that the immigrants' living duration in Canada was associated with neural patterns (N400 and visual mismatch negativity) more closely resembling North Americans. Our data suggest that in multisensory emotion processing, adopting to a new culture first leads to behavioral accommodation followed by alterations in brain activities, providing new evidence on human's neurocognitive plasticity in communication.

  5. 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.

  6. How stimuli presentation format affects visual attention and choice outcomes in choice experiments

    DEFF Research Database (Denmark)

    Orquin, Jacob Lund; Mueller Loose, Simone

    This study analyses visual attention and part-worth utilities in choice experiments across three different choice stimuli presentation formats. Visual attention and choice behaviour in discrete choice experiments are found to be strongly affected by stimuli presentation format. These results...

  7. 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.

  8. Enabling Field Experiences in Introductory Geoscience Classes through the Use of Immersive Virtual Reality

    Science.gov (United States)

    Moysey, S. M.; Smith, E.; Sellers, V.; Wyant, P.; Boyer, D. M.; Mobley, C.; Brame, S.

    2015-12-01

    Although field experiences are an important aspect of geoscience education, the opportunity to provide physical world experiences to large groups of introductory students is often limited by access, logistical, and financial constraints. Our project (NSF IUSE 1504619) is investigating the use of immersive virtual reality (VR) technologies as a surrogate for real field experiences in introductory geosciences classes. We are developing a toolbox that leverages innovations in the field of VR, including the Oculus Rift and Google Cardboard, to enable every student in an introductory geology classroom the opportunity to have a first-person virtual field experience in the Grand Canyon. We have opted to structure our VR experience as an interactive game where students must explore the Canyon to accomplish a series of tasks designed to emphasize key aspects of geoscience learning. So far we have produced two demo products for the virtual field trip. The first is a standalone "Rock Box" app developed for the iPhone, which allows students to select different rock samples, examine them in 3D, and obtain basic information about the properties of each sample. The app can act as a supplement to the traditional rock box used in physical geology labs. The second product is a fully functioning VR environment for the Grand Canyon developed using satellite-based topographic and imagery data to retain real geologic features within the experience. Players can freely navigate to explore anywhere they desire within the Canyon, but are guided to points of interest where they are able to complete exercises that will be aligned with specific learning goals. To this point we have integrated elements of the "Rock Box" app within the VR environment, allowing players to examine 3D details of rock samples they encounter within the Grand Canyon. We plan to provide demos of both products and obtain user feedback during our presentation.

  9. Influence of surface sealant on the translucency of composite resin: effect of immersion time and immersion media

    Directory of Open Access Journals (Sweden)

    Patrícia Petromilli Nordi Sasso Garcia

    2008-06-01

    Full Text Available This study evaluated the effect of surface sealant on the translucency of composite resin immersed in different solutions. The study involved the following materials: Charisma, Fortify and coffee, Coca-Cola®, tea and artificial saliva as solutions. Sixty-four specimens (n = 8 were manufactured and immersed in artificial saliva at 37 ± 1 °C. Samples were immersed in the solutions for three times a day and re-immersed in artificial saliva until the translucency readings. The measurements were carried out at nine times: T1 - 24 hours after specimen preparation, T2 - 24 hours after immersion in the solutions, T3 - 48 hours and T4 to T9 - 7, 14, 21, 30, 60 and 90 days, respectively, after immersion. The translucency values were measured using a JOUAN device. The results were subjected to ANOVA and Tukey's test at 5%. The surface sealant was not able to protect the composite resin against staining, the coffee showed the strongest staining action, followed by tea and regarding immersion time, a significant alteration was noted in the translucency of composite resin after 21 days.

  10. Cardiovascular regulation during water immersion.

    Science.gov (United States)

    Park, K S; Choi, J K; Park, Y S

    1999-11-01

    Head-out water immersion at thermoneutral temperature (34-35 degrees C) increases cardiac output for a given O2 consumption, leading to a relative hyperperfusion of peripheral tissues. To determine if subjects immersed in water at a colder temperature show similar responses and to explore the significance of the hyperperfusion, cardiovascular functions were investigated (impedance cardiography) on 10 men at rest and while performing exercise on a leg cycle ergometer (delta M = approximately 95 W.m-2) in air and in water at 34.5 degrees C and 30 degrees C, respectively. In subjects resting in water, the cardiac output increased by approximately 50% compared to that in air, mainly due to a rise in stroke volume. The stroke volume change tended to be greater in 30 degrees C water than in 34.5 degrees C water, and this was due to a greater increase in cardiac preload, as indicated by a significantly greater left ventricular end-diastolic volume. Arterial systolic pressure rose slightly during water immersion. Arterial diastolic pressure remained unchanged in 34.5 degrees C water, but it rose in 30 degrees C water. The total peripheral resistance fell 37% in 34.5 degrees C water and 32% in 30 degrees C water. Both in air and in water, mild exercise increased the cardiac output, and this was mainly due to an increase in heart rate. Since, however, the stroke volume increased with water immersion, cardiac output at a given work load appeared to be significantly higher in water than in air. The arterial pressures did not decrease with water immersion, despite a marked reduction in total peripheral resistance. These results suggest that 1) during cold water immersion, peripheral vasoconstriction provides an additional increase in cardiac preload, leading to a further increase in the stroke volume compared to that of the thermoneutral water immersion, 2) the mechanism of cardiovascular adjustment during dynamic exercise is not changed by the persistent increase in cardiac

  11. Study on Surface Permeability of Concrete under Immersion

    OpenAIRE

    Liu, Jun; Xing, Feng; Dong, Biqin; Ma, Hongyan; Pan, Dong

    2014-01-01

    In this paper, concrete specimens are immersed in ultrapure water, to study the evolutions of surface permeability, pore structure and paste microstructure following the prolonging of immersion period. According to the results, after 30-day immersion, the surface permeability of concrete becomes higher as compared with the value before immersion. However, further immersion makes the surface permeability decrease, so that the value measured after 150-day immersion is only half that measured af...

  12. Diffusion and solubility coefficients determined by permeation and immersion experiments for organic solvents in HDPE geomembrane.

    Science.gov (United States)

    Chao, Keh-Ping; Wang, Ping; Wang, Ya-Ting

    2007-04-02

    The chemical resistance of eight organic solvents in high density polyethylene (HDPE) geomembrane has been investigated using the ASTM F739 permeation method and the immersion test at different temperatures. The diffusion of the experimental organic solvents in HDPE geomembrane was non-Fickian kinetic, and the solubility coefficients can be consistent with the solubility parameter theory. The diffusion coefficients and solubility coefficients determined by the ASTM F739 method were significantly correlated to the immersion tests (pHDPE as barriers in the field.

  13. The effect of degree of immersion upon learning performance in virtual reality simulations for medical education.

    Science.gov (United States)

    Gutiérrez, Fátima; Pierce, Jennifer; Vergara, Víctor M; Coulter, Robert; Saland, Linda; Caudell, Thomas P; Goldsmith, Timothy E; Alverson, Dale C

    2007-01-01

    Simulations are being used in education and training to enhance understanding, improve performance, and assess competence. However, it is important to measure the performance of these simulations as learning and training tools. This study examined and compared knowledge acquisition using a knowledge structure design. The subjects were first-year medical students at The University of New Mexico School of Medicine. One group used a fully immersed virtual reality (VR) environment using a head mounted display (HMD) and another group used a partially immersed (computer screen) VR environment. The study aims were to determine whether there were significant differences between the two groups as measured by changes in knowledge structure before and after the VR simulation experience. The results showed that both groups benefited from the VR simulation training as measured by the significant increased similarity to the expert knowledge network after the training experience. However, the immersed group showed a significantly higher gain than the partially immersed group. This study demonstrated a positive effect of VR simulation on learning as reflected by improvements in knowledge structure but an enhanced effect of full-immersion using a HMD vs. a screen-based VR system.

  14. [Immersion pulmonary edema].

    Science.gov (United States)

    Desgraz, Benoît; Sartori, Claudio; Saubade, Mathieu; Héritier, Francis; Gabus, Vincent

    2017-07-12

    Immersion pulmonary edema may occur during scuba diving, snorke-ling or swimming. It is a rare and often recurrent disease, mainly affecting individuals aged over 50 with high blood pressure. However it also occurs in young individuals with a healthy heart. The main symptoms are dyspnea, cough and hemoptysis. The outcome is often favorable under oxygen treatment but deaths are reported. A cardiac and pulmonary assessment is necessary to evaluate the risk of recurrence and possible contraindications to immersion.

  15. Experience-independent development of the hamster circadian visual system.

    Directory of Open Access Journals (Sweden)

    August Kampf-Lassin

    2011-04-01

    Full Text Available Experience-dependent functional plasticity is a hallmark of the primary visual system, but it is not known if analogous mechanisms govern development of the circadian visual system. Here we investigated molecular, anatomical, and behavioral consequences of complete monocular light deprivation during extended intervals of postnatal development in Syrian hamsters. Hamsters were raised in constant darkness and opaque contact lenses were applied shortly after eye opening and prior to the introduction of a light-dark cycle. In adulthood, previously-occluded eyes were challenged with visual stimuli. Whereas image-formation and motion-detection were markedly impaired by monocular occlusion, neither entrainment to a light-dark cycle, nor phase-resetting responses to shifts in the light-dark cycle were affected by prior monocular deprivation. Cholera toxin-b subunit fluorescent tract-tracing revealed that in monocularly-deprived hamsters the density of fibers projecting from the retina to the suprachiasmatic nucleus (SCN was comparable regardless of whether such fibers originated from occluded or exposed eyes. In addition, long-term monocular deprivation did not attenuate light-induced c-Fos expression in the SCN. Thus, in contrast to the thalamocortical projections of the primary visual system, retinohypothalamic projections terminating in the SCN develop into normal adult patterns and mediate circadian responses to light largely independent of light experience during development. The data identify a categorical difference in the requirement for light input during postnatal development between circadian and non-circadian visual systems.

  16. Study on Surface Permeability of Concrete under Immersion.

    Science.gov (United States)

    Liu, Jun; Xing, Feng; Dong, Biqin; Ma, Hongyan; Pan, Dong

    2014-01-28

    In this paper, concrete specimens are immersed in ultrapure water, to study the evolutions of surface permeability, pore structure and paste microstructure following the prolonging of immersion period. According to the results, after 30-day immersion, the surface permeability of concrete becomes higher as compared with the value before immersion. However, further immersion makes the surface permeability decrease, so that the value measured after 150-day immersion is only half that measured after 30-day immersion. The early increase in surface permeability should be mainly attributed to the leaching of calcium hydroxide, while the later decrease to the refinement of pore structure due to hydration. The two effects work simultaneously and compete throughout the immersion period. The proposed mechanisms get support from microscopic measurements and observations.

  17. Hybrid immersed interface-immersed boundary methods for AC dielectrophoresis

    International Nuclear Information System (INIS)

    Hossan, Mohammad Robiul; Dillon, Robert; Dutta, Prashanta

    2014-01-01

    Dielectrophoresis, a nonlinear electrokinetic transport mechanism, has become popular in many engineering applications including manipulation, characterization and actuation of biomaterials, particles and biological cells. In this paper, we present a hybrid immersed interface–immersed boundary method to study AC dielectrophoresis where an algorithm is developed to solve the complex Poisson equation using a real variable formulation. An immersed interface method is employed to obtain the AC electric field in a fluid media with suspended particles and an immersed boundary method is used for the fluid equations and particle transport. The convergence of the proposed algorithm as well as validation of the hybrid scheme with experimental results is presented. In this paper, the Maxwell stress tensor is used to calculate the dielectrophoretic force acting on particles by considering the physical effect of particles in the computational domain. Thus, this study eliminates the approximations used in point dipole methods for calculating dielectrophoretic force. A comparative study between Maxwell stress tensor and point dipole methods for computing dielectrophoretic forces are presented. The hybrid method is used to investigate the physics of dielectrophoresis in microfluidic devices using an AC electric field. The numerical results show that with proper design and appropriate selection of applied potential and frequency, global electric field minima can be obtained to facilitate multiple particle trapping by exploiting the mechanism of negative dielectrophoresis. Our numerical results also show that electrically neutral particles form a chain parallel to the applied electric field irrespective of their initial orientation when an AC electric field is applied. This proposed hybrid numerical scheme will help to better understand dielectrophoresis and to design and optimize microfluidic devices

  18. Using the computer-driven VR environment to promote experiences of natural world immersion

    Science.gov (United States)

    Frank, Lisa A.

    2013-03-01

    In December, 2011, over 800 people experienced the exhibit, :"der"//pattern for a virtual environment, created for the fully immersive CAVETM at the University of Wisconsin-Madison. This exhibition took my nature-based photographic work and reinterpreted it for virtual reality (VR).Varied responses such as: "It's like a moment of joy," or "I had to see it twice," or "I'm still thinking about it weeks later" were common. Although an implied goal of my 2D artwork is to create a connection that makes viewers more aware of what it means to be a part of the natural world, these six VR environments opened up an unexpected area of inquiry that my 2D work has not. Even as the experience was mediated by machines, there was a softening at the interface between technology and human sensibility. Somehow, for some people, through the unlikely auspices of a computer-driven environment, the project spoke to a human essence that they connected with in a way that went beyond all expectations and felt completely out of my hands. Other interesting behaviors were noted: in some scenarios some spoke of intense anxiety, acrophobia, claustrophobia-even fear of death when the scene took them underground. These environments were believable enough to cause extreme responses and disorientation for some people; were fun, pleasant and wonder-filled for most; and were liberating, poetic and meditative for many others. The exhibition seemed to promote imaginative skills, creativity, emotional insight, and environmental sensitivity. It also revealed the CAVETM to be a powerful tool that can encourage uniquely productive experiences. Quite by accident, I watched as these nature-based environments revealed and articulated an essential relationship between the human spirit and the physical world. The CAVETM is certainly not a natural space, but there is clear potential to explore virtual environments as a path to better and deeper connections between people and nature. We've long associated contact

  19. The Fungible Audio-Visual Mapping and its Experience

    Directory of Open Access Journals (Sweden)

    Adriana Sa

    2014-12-01

    Full Text Available This article draws a perceptual approach to audio-visual mapping. Clearly perceivable cause and effect relationships can be problematic if one desires the audience to experience the music. Indeed perception would bias those sonic qualities that fit previous concepts of causation, subordinating other sonic qualities, which may form the relations between the sounds themselves. The question is, how can an audio-visual mapping produce a sense of causation, and simultaneously confound the actual cause-effect relationships. We call this a fungible audio-visual mapping. Our aim here is to glean its constitution and aspect. We will report a study, which draws upon methods from experimental psychology to inform audio-visual instrument design and composition. The participants are shown several audio-visual mapping prototypes, after which we pose quantitative and qualitative questions regarding their sense of causation, and their sense of understanding the cause-effect relationships. The study shows that a fungible mapping requires both synchronized and seemingly non-related components – sufficient complexity to be confusing. As the specific cause-effect concepts remain inconclusive, the sense of causation embraces the whole. 

  20. A Theory of Immersion Freezing

    Science.gov (United States)

    Barahona, Donifan

    2017-01-01

    Immersion freezing is likely involved in the initiation of precipitation and determines to large extent the phase partitioning in convective clouds. Theoretical models commonly used to describe immersion freezing in atmospheric models are based on the classical nucleation theory which however neglects important interactions near the immersed particle that may affect nucleation rates. This work introduces a new theory of immersion freezing based on two premises. First, immersion ice nucleation is mediated by the modification of the properties of water near the particle-liquid interface, rather than by the geometry of the ice germ. Second, the same mechanism that leads to the decrease in the work of germ formation also decreases the mobility of water molecules near the immersed particle. These two premises allow establishing general thermodynamic constraints to the ice nucleation rate. Analysis of the new theory shows that active sites likely trigger ice nucleation, but they do not control the overall nucleation rate nor the probability of freezing. It also suggests that materials with different ice nucleation efficiency may exhibit similar freezing temperatures under similar conditions but differ in their sensitivity to particle surface area and cooling rate. Predicted nucleation rates show good agreement with observations for a diverse set of materials including dust, black carbon and bacterial ice nucleating particles. The application of the new theory within the NASA Global Earth System Model (GEOS-5) is also discussed.

  1. XRD and SEM analysis of hydroxyapatite during immersion in stimulated physiological solutions

    International Nuclear Information System (INIS)

    Yusof Abdullah; Idris Besar; Rosmamuhamadani Ramli; Abd Razak Daud

    2000-01-01

    XRD and SEM techniques were used to analyse the apatite layer developed on the synthetic hydroxyapatite surface following immersion in the simulated body fluid (SBF) that mimics the conditions of material experiences after implantation in the human body. Initially, the new layers formed after 7 day's incubation and increased with immersion time as crystallization of apatite phase. The XRD confirmed that the deposited layer was hydroxyapatite and crystallographically. With time, the crystal growth become more random and the intensity of the peaks decreased. During immersion, hydroxyapatite was precipitated from the SBF and coherently scattered with very small crystal. The SEM observation shows that the new precipitates were increased as well as incubation period increased. Therefore, hydroxyapatite ceramics are suggested to have very good biocompatibility. (Author)

  2. Sensory experience modifies feature map relationships in visual cortex

    Science.gov (United States)

    Cloherty, Shaun L; Hughes, Nicholas J; Hietanen, Markus A; Bhagavatula, Partha S

    2016-01-01

    The extent to which brain structure is influenced by sensory input during development is a critical but controversial question. A paradigmatic system for studying this is the mammalian visual cortex. Maps of orientation preference (OP) and ocular dominance (OD) in the primary visual cortex of ferrets, cats and monkeys can be individually changed by altered visual input. However, the spatial relationship between OP and OD maps has appeared immutable. Using a computational model we predicted that biasing the visual input to orthogonal orientation in the two eyes should cause a shift of OP pinwheels towards the border of OD columns. We then confirmed this prediction by rearing cats wearing orthogonally oriented cylindrical lenses over each eye. Thus, the spatial relationship between OP and OD maps can be modified by visual experience, revealing a previously unknown degree of brain plasticity in response to sensory input. DOI: http://dx.doi.org/10.7554/eLife.13911.001 PMID:27310531

  3. Wayfinding and Glaucoma: A Virtual Reality Experiment.

    Science.gov (United States)

    Daga, Fábio B; Macagno, Eduardo; Stevenson, Cory; Elhosseiny, Ahmed; Diniz-Filho, Alberto; Boer, Erwin R; Schulze, Jürgen; Medeiros, Felipe A

    2017-07-01

    Wayfinding, the process of determining and following a route between an origin and a destination, is an integral part of everyday tasks. The purpose of this study was to investigate the impact of glaucomatous visual field loss on wayfinding behavior using an immersive virtual reality (VR) environment. This cross-sectional study included 31 glaucomatous patients and 20 healthy subjects without evidence of overall cognitive impairment. Wayfinding experiments were modeled after the Morris water maze navigation task and conducted in an immersive VR environment. Two rooms were built varying only in the complexity of the visual scene in order to promote allocentric-based (room A, with multiple visual cues) versus egocentric-based (room B, with single visual cue) spatial representations of the environment. Wayfinding tasks in each room consisted of revisiting previously visible targets that subsequently became invisible. For room A, glaucoma patients spent on average 35.0 seconds to perform the wayfinding task, whereas healthy subjects spent an average of 24.4 seconds (P = 0.001). For room B, no statistically significant difference was seen on average time to complete the task (26.2 seconds versus 23.4 seconds, respectively; P = 0.514). For room A, each 1-dB worse binocular mean sensitivity was associated with 3.4% (P = 0.001) increase in time to complete the task. Glaucoma patients performed significantly worse on allocentric-based wayfinding tasks conducted in a VR environment, suggesting visual field loss may affect the construction of spatial cognitive maps relevant to successful wayfinding. VR environments may represent a useful approach for assessing functional vision endpoints for clinical trials of emerging therapies in ophthalmology.

  4. Analysis of isothermal and cooling-rate-dependent immersion freezing by a unifying stochastic ice nucleation model

    Science.gov (United States)

    Alpert, Peter A.; Knopf, Daniel A.

    2016-02-01

    Immersion freezing is an important ice nucleation pathway involved in the formation of cirrus and mixed-phase clouds. Laboratory immersion freezing experiments are necessary to determine the range in temperature, T, and relative humidity, RH, at which ice nucleation occurs and to quantify the associated nucleation kinetics. Typically, isothermal (applying a constant temperature) and cooling-rate-dependent immersion freezing experiments are conducted. In these experiments it is usually assumed that the droplets containing ice nucleating particles (INPs) all have the same INP surface area (ISA); however, the validity of this assumption or the impact it may have on analysis and interpretation of the experimental data is rarely questioned. Descriptions of ice active sites and variability of contact angles have been successfully formulated to describe ice nucleation experimental data in previous research; however, we consider the ability of a stochastic freezing model founded on classical nucleation theory to reproduce previous results and to explain experimental uncertainties and data scatter. A stochastic immersion freezing model based on first principles of statistics is presented, which accounts for variable ISA per droplet and uses parameters including the total number of droplets, Ntot, and the heterogeneous ice nucleation rate coefficient, Jhet(T). This model is applied to address if (i) a time and ISA-dependent stochastic immersion freezing process can explain laboratory immersion freezing data for different experimental methods and (ii) the assumption that all droplets contain identical ISA is a valid conjecture with subsequent consequences for analysis and interpretation of immersion freezing. The simple stochastic model can reproduce the observed time and surface area dependence in immersion freezing experiments for a variety of methods such as: droplets on a cold-stage exposed to air or surrounded by an oil matrix, wind and acoustically levitated droplets

  5. Research on evaluation techniques for immersive multimedia

    Science.gov (United States)

    Hashim, Aslinda M.; Romli, Fakaruddin Fahmi; Zainal Osman, Zosipha

    2013-03-01

    Nowadays Immersive Multimedia covers most usage in tremendous ways, such as healthcare/surgery, military, architecture, art, entertainment, education, business, media, sport, rehabilitation/treatment and training areas. Moreover, the significant of Immersive Multimedia to directly meet the end-users, clients and customers needs for a diversity of feature and purpose is the assembly of multiple elements that drive effective Immersive Multimedia system design, so evaluation techniques is crucial for Immersive Multimedia environments. A brief general idea of virtual environment (VE) context and `realism' concept that formulate the Immersive Multimedia environments is then provided. This is followed by a concise summary of the elements of VE assessment technique that is applied in Immersive Multimedia system design, which outlines the classification space for Immersive Multimedia environments evaluation techniques and gives an overview of the types of results reported. A particular focus is placed on the implications of the Immersive Multimedia environments evaluation techniques in relation to the elements of VE assessment technique, which is the primary purpose of producing this research. The paper will then conclude with an extensive overview of the recommendations emanating from the research.

  6. [Nursing Experience of Using Mirror Visual Feedback for a Schizophrenia Patient With Visual Hallucinations].

    Science.gov (United States)

    Lan, Shu-Ling; Chen, Yu-Chi; Chang, Hsiu-Ju

    2018-06-01

    The aim of this paper was to describe the nursing application of mirror visual feedback in a patient suffering from long-term visual hallucinations. The intervention period was from May 15th to October 19th, 2015. Using the five facets of psychiatric nursing assessment, several health problems were observed, including disturbed sensory perceptions (prominent visual hallucinations) and poor self-care (e.g. limited abilities to self-bathe and put on clothing). Furthermore, "caregiver role strain" due to the related intense care burden was noted. After building up a therapeutic interpersonal relationship, the technique of brain plasticity and mirror visual feedback were performed using multiple nursing care methods in order to help the patient suppress her visual hallucinations by enhancing a different visual stimulus. We also taught her how to cope with visual hallucinations in a proper manner. The frequency and content of visual hallucinations were recorded to evaluate the effects of management. The therapeutic plan was formulated together with the patient in order to boost her self-confidence, and a behavior contract was implemented in order to improve her personal hygiene. In addition, psychoeducation on disease-related topics was provided to the patient's family, and they were encouraged to attend relevant therapeutic activities. As a result, her family became less passive and negative and more engaged in and positive about her future. The crisis of "caregiver role strain" was successfully resolved. The current experience is hoped to serve as a model for enhancing communication and cooperation between family and staff in similar medical settings.

  7. Investigating the Experiences of Special School Visual Arts ...

    African Journals Online (AJOL)

    This paper reports on a recent hermeneutic phenomenological study aimed at understanding the experiences of special school teachers in Hong Kong, and specifically visual arts teachers tasked with teaching students with intellectual disabilities. Illustrating the use of a phenomenological research method, the paper ...

  8. Visual expression of the experiences of restrictive eating

    DEFF Research Database (Denmark)

    Mark, Edith; Delmar, Charlotte

    Background of the research: Visual methods are used in nursing research. These methods include media such as film, video, still images, material artifacts and drawing. The current study is a PhD project, dealing with children's experiences of eating restrictively (diabetes or obesity). Visual...... of reflection work. Children often end their drawing and throw the drawing work, because they have gained the insight that they were looking for. This insight can be shared and used in conversation with children who have difficulties in finding verbal expression. The drawing creates a passable path...... methods were used as a complement to qualitative research methods (e.g., interviews) in an effort to explore and identify children's perceptions of life situation. Purpose for the presentation: Presenting the use of visual methods as a research tool in the phenomenological nursing research...

  9. Development and evaluation of a community immersion program during preclinical medical studies: a 15-year experience at the University of Geneva Medical School

    Directory of Open Access Journals (Sweden)

    Chastonay P

    2013-04-01

    Full Text Available P Chastonay,1,2 V Zesiger,1 A Klohn,1 L Soguel,3 E K Mpinga,1,4 NV Vu,2 L Bernheim5 1Institute of Social and Preventive Medicine, 2Unit of Development and Research in Medical Education, University of Geneva, Faculty of Medicine, Geneva, 3Nutrition and Dietetics Department, University of Applied Sciences, Geneva, 4Swiss School of Public Health, Zurich, 5Department of Neurosciences, University of Geneva, Faculty of Medicine, Geneva, Switzerland Background: Significant changes in medical education have occurred in recent decades because of new challenges in the health sector and new learning theories and practices. This might have contributed to the decision of medical schools throughout the world to adopt community-based learning activities. The community-based learning approach has been promoted and supported by the World Health Organization and has emerged as an efficient learning strategy. The aim of the present paper is to describe the characteristics of a community immersion clerkship for third-year undergraduate medical students, its evolution over 15 years, and an evaluation of its outcomes. Methods: A review of the literature and consensus meetings with a multidisciplinary group of health professionals were used to define learning objectives and an educational approach when developing the program. Evaluation of the program addressed students' perception, achievement of learning objectives, interactions between students and the community, and educational innovations over the years. Results: The program and the main learning objectives were defined by consensus meetings among teaching staff and community health workers, which strengthened the community immersion clerkship. Satisfaction, as monitored by a self-administered questionnaire in successive cohorts of students, showed a mean of 4.4 on a five-point scale. Students also mentioned community immersion clerkship as a unique community experience. The learning objectives were reached by a

  10. Multi-Layer Visualization of Mobile Mapping Data

    Directory of Open Access Journals (Sweden)

    D. Eggert

    2013-10-01

    Full Text Available application various different visualization schemes are conceivable. This paper presents a multi-layer based visualization method, enabling fast data browsing of mobile mapping data. In contrast to systems like Google Street View the proposed visualization does not base on 360° panoramas, but on colored point clouds projected on partially translucent images. Those images are rendered as overlapping textures, preserving the depth of the recorded data and still enabling fast rendering on any kind of platform. Furthermore the proposed visualization allows the user to inspect the mobile mapping data in a panoramic fashion with an immersive depth illusion using the parallax scrolling technic.

  11. Immersion and identity in video games

    OpenAIRE

    Terzioglu, Yaman

    2015-01-01

    The video gaming industry is an ever-expanding one. According to Reuters, the global net worth of the industry in 2011 was US$65 billion (Reuters, 2011). Every year developers race to deliver the best game ever produced. There are various factors, which render a game successful and a successful formulation of those factors means a satisfying game experience for the players. Immersion, the mental involvement between the game and the player, is one of the broader phenomena, which includes most ...

  12. Assessing Knowledge Retention of an Immersive Serious Game vs. a Traditional Education Method in Aviation Safety.

    Science.gov (United States)

    Chittaro, Luca; Buttussi, Fabio

    2015-04-01

    Thanks to the increasing availability of consumer head-mounted displays, educational applications of immersive VR could now reach to the general public, especially if they include gaming elements (immersive serious games). Safety education of citizens could be a particularly promising domain for immersive serious games, because people tend not to pay attention to and benefit from current safety materials. In this paper, we propose an HMD-based immersive game for educating passengers about aviation safety that allows players to experience a serious aircraft emergency with the goal of surviving it. We compare the proposed approach to a traditional aviation safety education method (the safety card) used by airlines. Unlike most studies of VR for safety knowledge acquisition, we do not focus only on assessing learning immediately after the experience but we extend our attention to knowledge retention over a longer time span. This is a fundamental requirement, because people need to retain safety procedures in order to apply them when faced with danger. A knowledge test administered before, immediately after and one week after the experimental condition showed that the immersive serious game was superior to the safety card. Moreover, subjective as well as physiological measurements employed in the study showed that the immersive serious game was more engaging and fear-arousing than the safety card, a factor that can contribute to explain the obtained superior retention, as we discuss in the paper.

  13. Immersion Weekends: The Next Best Thing to Being There.

    Science.gov (United States)

    Myer, Bettye J.; Wellman, Cheryl A.

    A French language immersion weekend housed in an off-campus college lodge and accommodating 12 college students has been successfully implemented by the State University College of New York at Fredonia. The goals of the weekend experiences have been: the development of listening and speaking skills; creation of a cultural atmosphere of the…

  14. Immersion lithography defectivity analysis at DUV inspection wavelength

    Science.gov (United States)

    Golan, E.; Meshulach, D.; Raccah, N.; Yeo, J. Ho.; Dassa, O.; Brandl, S.; Schwarz, C.; Pierson, B.; Montgomery, W.

    2007-03-01

    Significant effort has been directed in recent years towards the realization of immersion lithography at 193nm wavelength. Immersion lithography is likely a key enabling technology for the production of critical layers for 45nm and 32nm design rule (DR) devices. In spite of the significant progress in immersion lithography technology, there remain several key technology issues, with a critical issue of immersion lithography process induced defects. The benefits of the optical resolution and depth of focus, made possible by immersion lithography, are well understood. Yet, these benefits cannot come at the expense of increased defect counts and decreased production yield. Understanding the impact of the immersion lithography process parameters on wafer defects formation and defect counts, together with the ability to monitor, control and minimize the defect counts down to acceptable levels is imperative for successful introduction of immersion lithography for production of advanced DR's. In this report, we present experimental results of immersion lithography defectivity analysis focused on topcoat layer thickness parameters and resist bake temperatures. Wafers were exposed on the 1150i-α-immersion scanner and 1200B Scanner (ASML), defect inspection was performed using a DUV inspection tool (UVision TM, Applied Materials). Higher sensitivity was demonstrated at DUV through detection of small defects not detected at the visible wavelength, indicating on the potential high sensitivity benefits of DUV inspection for this layer. The analysis indicates that certain types of defects are associated with different immersion process parameters. This type of analysis at DUV wavelengths would enable the optimization of immersion lithography processes, thus enabling the qualification of immersion processes for volume production.

  15. Creating a Transformational Learning Experience: Immersing Students in an Intensive Interdisciplinary Learning Environment

    Science.gov (United States)

    White, Shelley K.; Nitkin, Mindell Reiss

    2014-01-01

    The Simmons World Challenge is a unique, interdisciplinary program recently developed at Simmons College. It immerses students in an intensive winter-session course that challenges them to tackle a pressing social issue, such as poverty or hunger, and create actionable solutions to the problem. The program was conceived and designed to harness the…

  16. Analysis of isothermal and cooling-rate-dependent immersion freezing by a unifying stochastic ice nucleation model

    Directory of Open Access Journals (Sweden)

    P. A. Alpert

    2016-02-01

    Full Text Available Immersion freezing is an important ice nucleation pathway involved in the formation of cirrus and mixed-phase clouds. Laboratory immersion freezing experiments are necessary to determine the range in temperature, T, and relative humidity, RH, at which ice nucleation occurs and to quantify the associated nucleation kinetics. Typically, isothermal (applying a constant temperature and cooling-rate-dependent immersion freezing experiments are conducted. In these experiments it is usually assumed that the droplets containing ice nucleating particles (INPs all have the same INP surface area (ISA; however, the validity of this assumption or the impact it may have on analysis and interpretation of the experimental data is rarely questioned. Descriptions of ice active sites and variability of contact angles have been successfully formulated to describe ice nucleation experimental data in previous research; however, we consider the ability of a stochastic freezing model founded on classical nucleation theory to reproduce previous results and to explain experimental uncertainties and data scatter. A stochastic immersion freezing model based on first principles of statistics is presented, which accounts for variable ISA per droplet and uses parameters including the total number of droplets, Ntot, and the heterogeneous ice nucleation rate coefficient, Jhet(T. This model is applied to address if (i a time and ISA-dependent stochastic immersion freezing process can explain laboratory immersion freezing data for different experimental methods and (ii the assumption that all droplets contain identical ISA is a valid conjecture with subsequent consequences for analysis and interpretation of immersion freezing. The simple stochastic model can reproduce the observed time and surface area dependence in immersion freezing experiments for a variety of methods such as: droplets on a cold-stage exposed to air or surrounded by an oil matrix, wind and

  17. A Workflow for Simulation and Visualization Of Seismic Wave Propagation Using SeisSol, VisIt and Avizo

    KAUST Repository

    Passone,Luca

    2011-08-01

    Ground motion estimation and subsurface exploration are main research areas in computational seismology, they are fundamental for implementing earthquake engineering requirements and for modern subsurface reservoir assessment. In this study we propose a workflow for discretizing, simulating and visualizing near source ground motion due to earthquake rupture. For data generation we use an elastic wave equation solver called SeisSol based on the Discontinuous Galerkin formulation with Arbitrary high-order DERivatives (ADER-DG). SeisSol is capable of highly accurate treatment of any earthquake source characterization, occurring on geometrically complex fault systems embedded in geologically complicated earth structures. We then visualize the results with two tools: VisIt (“a free interactive parallel visualization and graphical analysis tool for viewing scientific data”) and Avizo (“The 3D Analysis Software for Scientific and Industrial data”). We investigate each approach, include our experiences from model generation to visualization in highly immersive environments and conclude with a set of general recommendations for earthquake visualization.

  18. The influence of anode/target ion species on the magnetically immersed

    International Nuclear Information System (INIS)

    Rovang, Dean Curtis; Welch, Dale Robert; Puetz, Elizabeth A.; Oliver, Bryan Velten; Rose, David Vincent; Bruner, Nichelle Lee

    2005-01-01

    The magnetically immersed (B z ) diode is being investigated as a source for pulsed-power driven flash radiography. Experiments fielding this diode have revealed a limit on its achievable current density on target. Either a small spot produces a low dose, or a high dose is achieved with a large spot. It has been proposed that this limit is due to non-protonic ions liberated from the anode surface and subsequently ionizing to higher states. The three-dimensional particle-in-cell code LSP is used to investigate this proposal. Data from the recent immersed diode experiments conducted on the RITS-3 accelerator are compared to LSP models of the experimental configuration, including the B z field map. We report on how the non-protonic and protonic ion models compare to data, and proposals for future investigation.

  19. Incarnational Immersion-Based Learning in Cultural Contexts: A Charity Model

    Science.gov (United States)

    Trokan, John

    2005-01-01

    The Religious Pastoral Studies and Behavioral Sciences Departments of a Midwestern college have collaborated in offering academic courses in theology and anthropology that include service immersion experiences with people of diverse cultures in South Dakota, North Carolina, New Mexico, Kentucky, and Honduras. This paper explores the incarnational…

  20. Immersive Technologies and Language Learning

    Science.gov (United States)

    Blyth, Carl

    2018-01-01

    This article briefly traces the historical conceptualization of linguistic and cultural immersion through technological applications, from the early days of locally networked computers to the cutting-edge technologies known as virtual reality and augmented reality. Next, the article explores the challenges of immersive technologies for the field…

  1. Forcing clique immersions through chromatic number

    OpenAIRE

    Gauthier, Gregory; Le, Tien-Nam; Wollan, Paul

    2017-01-01

    Building on recent work of Dvo\\v{r}\\'ak and Yepremyan, we show that every simple graph of minimum degree $7t+7$ contains $K_t$ as an immersion and that every graph with chromatic number at least $3.54t + 4$ contains $K_t$ as an immersion. We also show that every graph on $n$ vertices with no stable set of size three contains $K_{2\\lfloor n/5 \\rfloor}$ as an immersion.

  2. An Analysis of VR Technology Used in Immersive Simulations with a Serious Game Perspective.

    Science.gov (United States)

    Menin, Aline; Torchelsen, Rafael; Nedel, Luciana

    2018-03-01

    Using virtual environments (VEs) is a safer and cost-effective alternative to executing dangerous tasks, such as training firefighters and industrial operators. Immersive virtual reality (VR) combined with game aspects have the potential to improve the user experience in the VE by increasing realism, engagement, and motivation. This article investigates the impact of VR technology on 46 immersive gamified simulations with serious purposes and classifies it towards a taxonomy. Our findings suggest that immersive VR improves simulation outcomes, such as increasing learning gain and knowledge retention and improving clinical outcomes for rehabilitation. However, it also has limitations such as motion sickness and restricted access to VR hardware. Our contributions are to provide a better understanding of the benefits and limitations of using VR in immersive simulations with serious purposes, to propose a taxonomy that classifies them, and to discuss whether methods and participants profiles influence results.

  3. Designing immersion exhibits as border-crossing environments

    DEFF Research Database (Denmark)

    Mortensen, Marianne Foss

    2010-01-01

    be applied to achieve an understanding of the immersion exhibit form. The argument proceeds by demonstrating how the characteristics of immersion exhibits, and visitors to them, classify them as microcultures, and examining the implications of this for exhibit design using a hypothetical immersion exhibit...

  4. Training presence: the importance of virtual reality experience on the "sense of being there".

    Science.gov (United States)

    Gamito, Pedro; Oliveira, Jorge; Morais, Diogo; Baptista, André; Santos, Nuno; Soares, Fábio; Saraiva, Tomaz; Rosa, Pedro

    2010-01-01

    Nature and origin of presence are still unclear. Although it can be characterized, under a neurophysiological perspective, as a process resulting from a synchrony between cognitive and perceptive systems, the multitude of associated processes reduces the chances of brain mapping presence. In this way, our study was designed in order to understand the possible role of VR experience on presence in a virtual environment. For our study, 16 participants (M=28.39 years; SD=13.44) of both genders without computer experience were selected. The study design consisted of two assessments (initial and final), where the participants were evaluated with BFI, PQ, ITQ, QC, MCSDS-SF, STAI, visual attention and behavioral measures after playing an first person shooter (FPS) game. In order to manipulate the level of VR experience the participants were trained on, a different FPS was used during the 12 weekly sessions of 30 minutes. Results revealed significant differences between the first and final assessment for presence (F(1,15)=11.583; MSE=775.538; p<01) and immersion scores (F(1,15)=6.234; MSE=204.962; p<05), indicating higher levels of presence and immersion in the final assessment. No statistical significant results were obtained for cybersickness or the behavioral measures. In summary, our results showed that training and the subsequent higher computer experience levels can increase immersion and presence.

  5. Enabling 3D Tele-Immersion with Live Reconstructed Mesh Geometry with Fast Mesh Compression and Linear Rateless Coding

    NARCIS (Netherlands)

    R.N. Mekuria (Rufael); M. Sanna (Michele); E Izquierdo (Ebroul); D.C.A. Bulterman (Dick); P.S. Cesar Garcia (Pablo Santiago)

    2014-01-01

    htmlabstract3D Tele-immersion enables participants in remote locations to share, in real-time, an activity. It offers users interactive and immersive experiences, but it challenges current media streaming solutions. Work in the past has mainly focused on the efficient delivery of image-based 3D

  6. Visual Meanings and Vectors of Immersion: plastic regimes of the beholder s entailment in the visual forms of photojournalism Sentido Visual e Vetores de Imerso: regimes plsticos da implicao do espectador nas formas visuais do fotojornalismo

    Directory of Open Access Journals (Sweden)

    Benjamim Picado

    2012-01-01

    Full Text Available We intend to examine some aspects of visual discursivity in photojournalism and their relations to the beholderss instancy active role. Once considered the passional and sensorial frameworks of visual meaning from these images, the article acknowledges the consolidation of a model for the visual arrest of actions in photojournalism which is based on the principle of their subjects actualization, plastically manifested in the instants spatialization, as a central element of the processes of implicating the audiences previous visual experiences. In such aesthetic dimension of visual testimony, we also invoke the ethos of images of suffering and the principle of reciprocity that enables their semantical features along with the dedramatization of the instant in contemporary photojournalism.Propomos examinar aspectos da discursividade visual do fotojornalismo e sua relao com o papel ativo da instncia espectatorial. Considerado o quadro patmico e sensorial da significao visual destas imagens, o artigo constata a consolidao de um modelo da rendio fotogrfica baseado no princpio da atualidade, plasticamente manifesto na espacializao do instante, como elemento central dos processos de implicao do espectador. Nesta dimenso esttica do testemunho visual, invoca-se tambm o ethos das imagens de sofrimento e o princpio da reciprocidade que elas mantm com o olhar do leitor, assim como a desdramatizao do instante no fotojornalismo contemporneo.

  7. A new multimodal interactive way of subjective scoring of 3D video quality of experience

    Science.gov (United States)

    Kim, Taewan; Lee, Kwanghyun; Lee, Sanghoon; Bovik, Alan C.

    2014-03-01

    People that watch today's 3D visual programs, such as 3D cinema, 3D TV and 3D games, experience wide and dynamically varying ranges of 3D visual immersion and 3D quality of experience (QoE). It is necessary to be able to deploy reliable methodologies that measure each viewers subjective experience. We propose a new methodology that we call Multimodal Interactive Continuous Scoring of Quality (MICSQ). MICSQ is composed of a device interaction process between the 3D display and a separate device (PC, tablet, etc.) used as an assessment tool, and a human interaction process between the subject(s) and the device. The scoring process is multimodal, using aural and tactile cues to help engage and focus the subject(s) on their tasks. Moreover, the wireless device interaction process makes it possible for multiple subjects to assess 3D QoE simultaneously in a large space such as a movie theater, and at di®erent visual angles and distances.

  8. Structure of positive streamers inside gaseous bubbles immersed in liquids

    International Nuclear Information System (INIS)

    Babaeva, Natalia Yu; Kushner, Mark J

    2009-01-01

    Electric discharges and streamers in liquids typically proceed through vapour phase channels produced by the streamer or in gaseous bubbles. The bubbles can originate by enthalpy changes produced by the discharge or can be artificially injected into the liquid. Experiments on streamers in bubbles immersed in liquids have shown that the discharge propagates either along the surface of the bubble or through the volume of the bubble as in conventional streamer propagation in air. In this paper we report on results of a computational investigation of streamer propagation through bubbles immersed in liquids. We found that the dielectric constant of the liquid in large part determines the path the streamer takes. Streamers in bubbles immersed in a liquid with a high permittivity preferentially propagate along the surface of the bubble. Liquids with low permittivity can result in the streamer propagating along the axis of the bubble. The permittivity at which this transition occurs is a function of the applied voltage, size of the bubble and the conductivity of the liquid. (fast track communication)

  9. Steady-State VEP-Based Brain-Computer Interface Control in an Immersive 3D Gaming Environment

    Directory of Open Access Journals (Sweden)

    Burke R

    2005-01-01

    Full Text Available This paper presents the application of an effective EEG-based brain-computer interface design for binary control in a visually elaborate immersive 3D game. The BCI uses the steady-state visual evoked potential (SSVEP generated in response to phase-reversing checkerboard patterns. Two power-spectrum estimation methods were employed for feature extraction in a series of offline classification tests. Both methods were also implemented during real-time game play. The performance of the BCI was found to be robust to distracting visual stimulation in the game and relatively consistent across six subjects, with 41 of 48 games successfully completed. For the best performing feature extraction method, the average real-time control accuracy across subjects was 89%. The feasibility of obtaining reliable control in such a visually rich environment using SSVEPs is thus demonstrated and the impact of this result is discussed.

  10. Enabling 3D Tele-Immersion with Live Reconstructed Mesh Geometry with Fast Mesh Compression and Linear Rateless Coding

    NARCIS (Netherlands)

    Mekuria, R.; Sanna, M.; Izquierdo, E; Bulterman, D.; Garcia, P.

    2014-01-01

    3-D tele-immersion (3DTI) enables participants in remote locations to share, in real time, an activity. It offers users interactive and immersive experiences, but it challenges current media-streaming solutions. Work in the past has mainly focused on the efficient delivery of image-based 3-D videos

  11. The impact of presentation format on visual attention and choice in discrete choice experiments

    DEFF Research Database (Denmark)

    Mueller Loose, Simone; Orquin, Jacob Lund

    in the product mock-up presentation required significantly fewer fixations and less decision time, and more within-alternative transitions were observed compared to the verbal and visual presentation formats. Attributes presented visually or at larger size had a higher impact on participants’ choices......Objectives. Discrete choice experiments in which participants choose between alternatives differing on attribute levels are an important research method for preference elicitation. In such experiments choice stimuli is typically presented in tables with verbally described attributes, in tables...... with visual attributes, or as product mock-ups simulating realistic products as close as possible. So far little is known about how presentation formats affect visual attention patterns and choice behavior. This study addresses the question by analysing visual attention and part-worth utilities in choice...

  12. The Rise and Fall of a Dakota Immersion Pre-school.

    Science.gov (United States)

    Johnston, Bill

    2002-01-01

    Discusses an attempt to establish a Dakota-language immersion preschool on an Indian reservation in Minnesota. Outlines the historical experience of the Dakota and contrasts the educational success of the preschool program. Describes the final crisis that led to the resignation of the director and to the program's demise. (Author/VWL)

  13. 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.

  14. 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.

  15. Scientific & Intelligence Exascale Visualization Analysis System

    Energy Technology Data Exchange (ETDEWEB)

    2017-07-14

    SIEVAS provides an immersive visualization framework for connecting multiple systems in real time for data science. SIEVAS provides the ability to connect multiple COTS and GOTS products in a seamless fashion for data fusion, data analysis, and viewing. It provides this capability by using a combination of micro services, real time messaging, and web service compliant back-end system.

  16. Immersion in narrative games

    Directory of Open Access Journals (Sweden)

    Suely Fragoso

    2014-12-01

    Full Text Available This paper discusses the expressions used to refer to the experience of immersive in narrative games. The starting point is a review of the meanings associated with the suspension of disbelief in literature, cinema and television, challenging the myth of the naïve audience that cannot distinguish between representation and reality. Two characteristics of interactive media narratives – the possibility of agency and the disparities between hardware and software interfaces – reveal the active nature of the audience’s involvement with media representations. It is proposed that, in the case of games, this ability, which allows for simultaneous actions in the world of games and in the real world, is better described as a performance of belief.

  17. Video game experience and its influence on visual attention parameters: an investigation using the framework of the Theory of Visual Attention (TVA).

    Science.gov (United States)

    Schubert, Torsten; Finke, Kathrin; Redel, Petra; Kluckow, Steffen; Müller, Hermann; Strobach, Tilo

    2015-05-01

    Experts with video game experience, in contrast to non-experienced persons, are superior in multiple domains of visual attention. However, it is an open question which basic aspects of attention underlie this superiority. We approached this question using the framework of Theory of Visual Attention (TVA) with tools that allowed us to assess various parameters that are related to different visual attention aspects (e.g., perception threshold, processing speed, visual short-term memory storage capacity, top-down control, spatial distribution of attention) and that are measurable on the same experimental basis. In Experiment 1, we found advantages of video game experts in perception threshold and visual processing speed; the latter being restricted to the lower positions of the used computer display. The observed advantages were not significantly moderated by general person-related characteristics such as personality traits, sensation seeking, intelligence, social anxiety, or health status. Experiment 2 tested a potential causal link between the expert advantages and video game practice with an intervention protocol. It found no effects of action video gaming on perception threshold, visual short-term memory storage capacity, iconic memory storage, top-down control, and spatial distribution of attention after 15 days of training. However, observations of a selected improvement of processing speed at the lower positions of the computer screen after video game training and of retest effects are suggestive for limited possibilities to improve basic aspects of visual attention (TVA) with practice. Copyright © 2015 Elsevier B.V. All rights reserved.

  18. Visualizing Our Options for Coastal Places: Exploring Realistic Immersive Geovisualizations as Tools for Inclusive Approaches to Coastal Planning and Management

    Directory of Open Access Journals (Sweden)

    Robert Newell

    2017-09-01

    Full Text Available Effective coastal planning is inclusive and incorporates the variety of user needs, values and interests associated with coastal environments. Realistic, immersive geographic visualizations, i.e., geovisualizations, can serve as potentially powerful tools for facilitating such planning because they can provide diverse groups with vivid understandings of how they would feel about certain management outcomes or impacts if transpired in real places. However, the majority of studies in this area have focused on terrestrial environments, and research on applications of such tools in the coastal and marine contexts is in its infancy. The current study aims to advance such research by examining the potential a land-to-sea geovisualization has to serve as a tool for inclusive coastal planning efforts. The research uses Sidney Spit Park (BC, Canada as a study site, and a realistic, dynamic geovisualization of the park was developed (using Unity3D that allows users to interact with and navigate it through the first-person perspective. Management scenarios were developed based on discussions with Parks Canada, and these scenarios included fencing around vegetation areas, positioning of mooring buoys, and management of dog activity within the park. Scenarios were built into the geovisualization in a manner that allows users to toggle different options. Focus groups were then assembled, involving residents of the Capital Regional District (BC, Canada, and participants explored and provided feedback on the scenarios. Findings from the study demonstrate the geovisualization's usefulness for assessing certain qualities of scenarios, such as aesthetics and functionality of fencing options and potential viewshed impacts associated with different mooring boat locations. In addition, the study found that incorporating navigability into the geovisualization proved to be valuable for understanding scenarios that hold implications for the marine environment due to

  19. Personal protective clothing against accidental immersion

    Energy Technology Data Exchange (ETDEWEB)

    Elliott, David; Tipton, Michael [Surrey Univ., Robens Inst. of Health and Safety, Guildford (United Kingdom)

    1997-12-31

    The requirements for protective clothing against accidental immersion are discussed and the advantages and limitations of the main types of immersion protection available are analysed. The variety of designs available reflects the various circumstances under which they may be used. In broad terms in the offshore industry these include the following activities: normal work without risk of immersion but with a possible need to abandon the rig or ship; work in areas where there is risk of accidentally falling into the sea; flying over the sea in a helicopter. The first response to sudden immersion in sea water, which must usually be considered to be cold, is a sudden gasp often followed by an immediate phase of uncontrolled breathing. Since control of ones breathing between and under the breaking waves is essential to staying alive, this is a critical time. After surviving this initial ``cold shock`` phase, the effects of body heat loss become hazardous. Protection against hypothermia has been the priority for those providing survival suits and protective clothing while the hazard of the immediate response to cold immersion has been unrecognised to a large extent. (UK)

  20. L'expression orale apres treize ans d'immersion francaise (Oral Expression After Thirteen Years of French Immersion).

    Science.gov (United States)

    Pellerin, Micheline; Hammerly, Hector

    1986-01-01

    Conversations with six twelfth graders who had been in French immersion since kindergarten found a high rate of incorrect sentences, suggesting a faulty interlanguage fossilized at grade six and a need for immersion program revision. (MSE)

  1. Development of the immersed sodium flowmeter

    International Nuclear Information System (INIS)

    Chen Daolong

    1994-09-01

    An immersed sodium flowmeter of the range 3 m 3 /h is developed. It is a flowmeter of entire-sealed construction, it can be operated in sodium. Its construction, the theoretical calculation of the calibration characteristic and the pressure loss, the test facility and the calibration test are presented in detail. It analytical expression of the calibration characteristic in the temperature limit 200∼600 degree C and the error analysis are given. The basic error of this immersed sodium flowmeter is below +-2.3% of the measuring range. The immersed sodium flowmeter can be used to resolve the sodium flowrate measuring problems of the in-reactor component of LMFBR, for example, the flowrate measuring of the in-reactor sodium purification loop, the flowrate measuring of the immersed sodium pump and the flowrate measuring of the in-reactor test component

  2. Immersion in water in labour and birth

    Directory of Open Access Journals (Sweden)

    Elizabeth R. Cluett

    .87 to 1.68, 8 trials, use of oxytocin infusion (RR 0.64; 95% CI 0.32 to 1.28, 5 trials, perineal trauma or maternal infection. There were no differences for Apgar score less than 7 at 5 minutes (RR 1.58; 95% CI 0.63 to 3.93, 5 trials, neonatal unit admissions (RR 1.06; 95% CI 0.71 to 1.57, three trials, or neonatal infection rates (RR 2.00; 95% CI 0.50 to 7.94, five trials. Of the 3 trials that compared water immersion during the second stage with no immersion, one trial showed a significantly higher level of satisfaction with the birth experience (RR 0.24; 95% CI 0.07 to 0.80. A lack of data for some comparisons prevented robust conclusions. Further research is needed. AUTHORS' CONCLUSIONS: Evidence suggests that water immersion during the first stage of labour reduces the use of epidural/spinal analgesia and duration of the first stage of labour. There is limited information for other outcomes related to water use during the first and second stages of labour, due to intervention and outcome variability. There is no evidence of increased adverse effects to the fetus/neonate or woman from labouring in water or waterbirth. However, the studies are very variable and considerable heterogeneity was detected for some outcomes. Further research is needed.

  3. 3D visualization based customer experiences of nuclear plant control room

    International Nuclear Information System (INIS)

    Sun Tienlung; Chou Chinmei; Hung Tamin; Cheng Tsungchieh; Yang Chihwei; Yang Lichen

    2011-01-01

    This paper employs virtual reality (VR) technology to develop an interactive virtual nuclear plant control room in which the general public could easily walk into the 'red zone' and play with the control buttons. The VR-based approach allows deeper and richer customer experiences that the real nuclear plant control room could not offer. When people know more about the serious process control procedures enforced in the nuclear plant control room, they will appropriate more about the safety efforts imposed by the nuclear plant and become more comfortable about the nuclear plant. The virtual nuclear plant control room is built using a 3D game development tool called Unity3D. The 3D scene is connected to a nuclear plant simulation system through Windows API programs. To evaluate the usability of the virtual control room, an experiment will be conducted to see how much 'immersion' the users could feel when they played with the virtual control room. (author)

  4. Residential immersive life skills programs for youth with physical disabilities: A pilot study of program opportunities, intervention strategies, and youth experiences.

    Science.gov (United States)

    King, Gillian; Kingsnorth, Shauna; McPherson, Amy; Jones-Galley, Kimberlea; Pinto, Madhu; Fellin, Melissa; Timbrell, Natalie; Savage, Diane

    2016-08-01

    A pilot study was conducted to assess correspondence among measures of program characteristics (opportunities and intervention strategies) and youth experiences in a range of activity settings in a residential immersive life skills (RILS) program. Opportunities and intervention strategies were assessed in 18 activity settings in the 21-day program. On two occasions each, four youth completed a measure of experiences and took part in onsite interviews. There was good convergence between observed program opportunities and the use of socially-mediated, teaching/learning, and non-intrusive strategies. Youth experiences of social interaction, choice, and personal growth were further informed by interview information. There was substantial convergence between program characteristics and youth experiences, indicating the program was provided and experienced as intended. This pilot study indicated the fidelity of the program and the feasibility of using the measures in a future study. The preliminary findings suggest that RILS programs may provide a favorable environment for developmental experiences concerning social interaction, autonomy, and personal growth. Copyright © 2016 Elsevier Ltd. All rights reserved.

  5. Experiences of Visually Impaired Students in Community College Math Courses

    Science.gov (United States)

    Swan, S. Tomeka

    Blind and visually impaired students who attend community colleges face challenges in learning mathematics (Forrest, 2010). Scoy, McLaughlin, Walls, and Zuppuhaur (2006) claim these students are at a disadvantage in studying mathematics due to the visual and interactive nature of the subject, and by the way mathematics is taught. In this qualitative study six blind and visually impaired students attended three community colleges in one Mid-Atlantic state. They shared their experiences inside the mathematics classroom. Five of the students were enrolled in developmental level math, and one student was enrolled in college level math. The conceptual framework used to explore how blind and visually impaired students persist and succeed in math courses was Piaget's theory on constructivism. The data from this qualitative study was obtained through personal interviews. Based on the findings of this study, blind and visually impaired students need the following accommodations in order to succeed in community college math courses: Accommodating instructors who help to keep blind and visually impaired students motivated and facilitate their academic progress towards math completion, tutorial support, assistive technology, and a positive and inclusive learning environment.

  6. The pedagogical practices of a teacher of Portuguese Foreign Language (PLE in immersion and non-immersion context

    Directory of Open Access Journals (Sweden)

    Nildicéia Aparecida Rocha

    2016-05-01

    Full Text Available The aim of this paper is to present a reflection on the specifics of teaching Portuguese as a Foreign Language (PLE both in the context of immersion and outside it, from the observations carried out in two stages: first, the practice of a teacher PLE will be described in immersion situation at a university in the state of São Paulo, Brazil; and then practice the same teacher in a course of PLE out of the immersion context, at a university in Spain, in a provincial capital. In this sense, the teaching practice will be analyzed from a teacher of PLE in immersion situation and beyond when the didactic and pedagogical treatment of the inseparable relationship between language and culture within an intercultural communicative approach. It is a qualitative research in which it is a case of state, showing the practice of one teacher (research subjects in two socio-historically different contexts, but with the same approach. The survey results indicate that the teacher's practice in non-immersion context had to be re-signified to enable PLE learning in such a context. In fact, the teacher had to redefine their practice and deconstruct a belief and turn to the theory, according to their didactic and pedagogical and linguistic concerns, finding that the examination of social, historical and cultural data should always be the guiding and / or determinants as regards the teaching of a foreign language, in particular PLE out of immersion.

  7. The impact of presentation format on visual attention and choice in discrete choice experiments

    DEFF Research Database (Denmark)

    Mueller Loose, Simone; Orquin, Jacob Lund

    with visual attributes, or as product mock-ups simulating realistic products as close as possible. So far little is known about how presentation formats affect visual attention patterns and choice behavior. This study addresses the question by analysing visual attention and part-worth utilities in choice...... experiments across three different presentation formats. Method. Participants’ visual attention was measured by means of eye tracking during a discrete choice experiment for yoghurt products varying on six attributes with two to four levels. The study used a mixed within-between subjects design in which...... the presentation format varied between a verbal information table, a table with visual attributes levels and a realistic product mock-up presentation. Results. A strong relationship between attention and choice was observed so that attributes with a higher importance for participant choices also received a higher...

  8. Immersion Pulmonary Edema in Female Triathletes

    Directory of Open Access Journals (Sweden)

    Eric A. Carter

    2011-01-01

    Full Text Available Pulmonary edema has been reported in SCUBA divers, apnea divers, and long-distance swimmers however, no instances of pulmonary edema in triathletes exist in the scientific literature. Pulmonary edema may cause seizures and loss of consciousness which in a water environment may become life threatening. This paper describes pulmonary edema in three female triathletes. Signs and symptoms including cough, fatigue, dyspnea, haemoptysis, and rales may occur within minutes of immersion. Contributing factors include hemodynamic changes due to water immersion, cold exposure, and exertion which elevate cardiac output, causing pulmonary capillary stress failure, resulting in extravasation of fluid into the airspace of the lung. Previous history is a major risk factor. Treatment involves immediate removal from immersion and in more serious cases, hospitalization, and oxygen administration. Immersion pulmonary edema is a critical environmental illness of which triathletes, race organizers, and medical staff, should be made aware.

  9. Whole body cooling by immersion in water at moderate temperatures.

    Science.gov (United States)

    Marino, F; Booth, J

    1998-06-01

    This study investigated the potential use of whole body cooling by water immersion for lowering body temperatures prior to endurance exercise. Rectal temperature (Tre), mean skin temperature (Tsk), oxygen consumption (VO2), and ventilation (VE) were measured in 7 male and 3 female subjects who were immersed in a water bath for up to 60 min. Initial water temperature was 28.8+/-1.5 degrees C and decreased to 23.8+/-1.1 degrees C by the end of immersion. Pre-immersion Tre of 37.34+/-0.36 degrees C was not altered by 60 min water immersion but decreased to 36.64+/-0.34 degrees C at 3 min post immersion (p immersion. Reductions in Tre and Tsk resulted in reduced body heat content (Hc) of approximately 545 kJ (p immersion. VO2 and VE increased from pre-immersion values of 0.34+/-0.08 L x min(-1) and 6.2+/-1.4 L x min(-1) to 0.54+/-0.09 L x min(-) and 11.5+/-5.4 L x min(-1) at the end of immersion, respectively. Heart rate remained unchanged throughout immersion. These results indicate that whole body immersion in moderately cold water temperatures is an effective cooling maneuver for lowering body temperatures and body Hc in the absence of severe physiological responses generally associated with sudden cold stress.

  10. Experiences of Individuals With Visual Impairments in Integrated Physical Education: A Retrospective Study.

    Science.gov (United States)

    Haegele, Justin A; Zhu, Xihe

    2017-12-01

    The purpose of this retrospective study was to examine the experiences of adults with visual impairments during school-based integrated physical education (PE). An interpretative phenomenological analysis (IPA) research approach was used and 16 adults (ages 21-48 years; 10 women, 6 men) with visual impairments acted as participants for this study. The primary sources of data were semistructured audiotaped telephone interviews and reflective field notes, which were recorded during and immediately following each interview. Thematic development was undertaken utilizing a 3-step analytical process guided by IPA. Based on the data analysis, 3 interrelated themes emerged from the participant transcripts: (a) feelings about "being put to the side," frustration and inadequacy; (b) "She is blind, she can't do it," debilitating feelings from physical educators' attitudes; and (c) "not self-esteem raising," feelings about peer interactions. The 1st theme described the participants' experiences and ascribed meaning to exclusionary practices. The 2nd theme described the participants' frustration over being treated differently by their PE teachers because of their visual impairments. Lastly, "not self-esteem raising," feelings about peer interactions demonstrated how participants felt about issues regarding challenging social situations with peers in PE. Utilizing an IPA approach, the researchers uncovered 3 interrelated themes that depicted central feelings, experiences, and reflections, which informed the meaning of the participants' PE experiences. The emerged themes provide unique insight into the embodied experiences of those with visual impairments in PE and fill a previous gap in the extant literature.

  11. Macular photostress and visual experience between microscope and intracameral illumination during cataract surgery.

    Science.gov (United States)

    Seo, Hyejin; Nam, Dong Heun; Lee, Jong Yeon; Park, Su Jin; Kim, Yu Jeong; Kim, Seong-Woo; Chung, Tae-Young; Inoue, Makoto; Kim, Terry

    2018-02-01

    To evaluate macular photostress and visual experience between coaxial microscope illumination versus oblique intracameral illumination during cataract surgery. Gachon University Gil Hospital, Incheon, South Korea. Prospective case series. Consecutive patients who had cataract surgery using microscope illumination and intracameral illumination were included. The patients were asked to complete a questionnaire (seeing strong lights, feeling photophobia, feeling startled (fright) when seeing lights, seeing any colors, seeing any instruments or surgical procedures, and estimating intraoperative visual function) designed to describe their cataract surgery experience. The images projected on the retina of the model eye (rear view) with artificial opaque fragments in the anterior chamber during simulating cataract surgery were compared between the 2 illumination types. Sixty patients completed the questionnaire. Scores for strong lights, photophobia, fright, and color perception were significantly higher with microscope illumination than with intracameral illumination (all P microscope illumination (13 [21.7%]). In the rear-view images created in a model eye, only the bright microscope light in the center was seen without any lens image in the microscope illumination. However, in the intracameral illumination, the less bright light from the light pipe in the periphery and the lens fragments were seen more clearly. In a view of the patients' visual experience, oblique intracameral illumination caused less subjective photostress and was preferred over coaxial microscope illumination. Objective findings from the model-eye experiment correlated to the result of visual experience. Copyright © 2018 ASCRS and ESCRS. Published by Elsevier Inc. All rights reserved.

  12. Corrosion Behavior of Low-C Medium-Mn Steel in Simulated Marine Immersion and Splash Zone Environment

    Science.gov (United States)

    Zhang, Dazheng; Gao, Xiuhua; Su, Guanqiao; Du, Linxiu; Liu, Zhenguang; Hu, Jun

    2017-05-01

    The corrosion behavior of low-C medium-Mn steel in simulated marine immersion and splash zone environment was studied by static immersion corrosion experiment and wet-dry cyclic corrosion experiment, respectively. Corrosion rate, corrosion products, surface morphology, cross-sectional morphology, elemental distribution, potentiodynamic polarization curves and electrochemical impedance spectra were used to elucidate the corrosion behavior of low-C medium-Mn steel. The results show that corrosion rate in immersion zone is much less than that in splash zone owing to its relatively mild environment. Manganese compounds are detected in the corrosion products and only appeared in splash zone environment, which can deteriorate the protective effect of rust layer. With the extension of exposure time, corrosion products are gradually transformed into dense and thick corrosion rust from the loose and porous one in these two environments. But in splash zone environment, alloying elements of Mn appear significant enrichment in the rust layer, which decrease the corrosion resistance of the steel.

  13. Finite-volume discretizations and immersed boundaries

    NARCIS (Netherlands)

    Y.J. Hassen (Yunus); B. Koren (Barry)

    2009-01-01

    htmlabstractIn this chapter, an accurate method, using a novel immersed-boundary approach, is presented for numerically solving linear, scalar convection problems. As is standard in immersed-boundary methods, moving bodies are embedded in a fixed `Cartesian' grid. The essence of the present method

  14. Finite-volume discretizations and immersed boundaries

    NARCIS (Netherlands)

    Y.J. Hassen (Yunus); B. Koren (Barry)

    2010-01-01

    textabstractIn this chapter, an accurate method, using a novel immersed-boundary approach, is presented for numerically solving linear, scalar convection problems. As is standard in immersed-boundary methods, moving bodies are embedded in a fixed Cartesian grid. The essence of the present method is

  15. Immersive environment technologies for planetary exploration with applications for mixed reality

    Science.gov (United States)

    Wright, J.; Hartman, F.; Cooper, B.

    2002-01-01

    Immersive environments are successfully being used to support mission operations at JPL. This technology contributed to the Mars Pathfinder Mission in planning sorties for the Sojourner rover. Results and operational experiences with these tools are being incorporated into the development of the second generation of mission planning tools.

  16. The Impact of Early French Immersion Education on Language Use Patterns and Language Attitude of Post-Secondary Students

    Science.gov (United States)

    Nix-Victorian, Janice M.

    2010-01-01

    Even though there are increasing numbers of Early Partial Immersion (EPI) programs in Louisiana, there was no data available on the long-term impact of these programs. The purpose of this study is to delve into the experiences of 10 former immersion students in order to reveal their accounts and perceptions of their bilingual abilities, their…

  17. Immersion Ethnography of Elites

    DEFF Research Database (Denmark)

    Harrington, Brooke

    2016-01-01

    This chapter examines an innovative form of data-gathering that brings together two of the greatest methodological challenges social scientists face: conducting classical immersion ethnography and gaining access to elites. The difficulties of accessing elites for research purposes have been well......-documented (Conti and O’Neill 2007; Gilding 2010; Harrington 2003). There has been less scholarly discussion of the challenges posed by traditional ethnography, a method whose claim to scientific status is based on the length and depth of the investigator’s immersion in an organization or culture....

  18. Immersive Televisual Environments: Spectatorship, Stereoscopic Vision and the Failure of 3DTV

    NARCIS (Netherlands)

    Mehrabov, Ilkin

    2015-01-01

    abstractThis article focuses on one of the most ground-breaking technological attempts in creating novel immersive media environments for heightened televisual user experiences: 3DTV, a Network of Excellence funded by the European Commission 6th Framework Information Society Technologies Programme.

  19. Life Out There: An Astrobiological Multimedia Experience for the Digital Planetarium

    Science.gov (United States)

    Yu, K. C.; Grinspoon, D.

    2013-04-01

    Planetariums have a long history of experimentation with audio and visuals to create new multimedia experiences. We report on a series of innovative experiences in the Gates Planetarium at the Denver Museum of Nature & Science in 2009-2011 combining live performances of music and navigation through scientific visualizations. The Life Out There productions featured a story showcasing astrobiology concepts at scales ranging from galactic to molecular, and told using VJ-ing of immersive visualizations and musical performances from the House Band to the Universe. Funded by the NASA Astrobiology Institute's JPL-Titan Team, these hour-long shows were broken into four separate themed musical movements, with an improvisatory mix of music, dome visuals, and spoken science narrative which resulted in no two performances being exactly alike. Post-performance dissemination is continuing via a recorded version of the performance available as a DVD and online streaming video. Written evaluations from visitors who were present at the live shows reveal high satisfaction, while one of the Life Out There concerts was used to inaugurate a new evening program to draw in a younger audience demographic to DMNS.

  20. Combining photorealistic immersive geovisualization and high-resolution geospatial data to enhance human-scale viewshed modelling

    Science.gov (United States)

    Tabrizian, P.; Petrasova, A.; Baran, P.; Petras, V.; Mitasova, H.; Meentemeyer, R. K.

    2017-12-01

    Viewshed modelling- a process of defining, parsing and analysis of landscape visual space's structure within GIS- has been commonly used in applications ranging from landscape planning and ecosystem services assessment to geography and archaeology. However, less effort has been made to understand whether and to what extent these objective analyses predict actual on-the-ground perception of human observer. Moreover, viewshed modelling at the human-scale level require incorporation of fine-grained landscape structure (eg., vegetation) and patterns (e.g, landcover) that are typically omitted from visibility calculations or unrealistically simulated leading to significant error in predicting visual attributes. This poster illustrates how photorealistic Immersive Virtual Environments and high-resolution geospatial data can be used to integrate objective and subjective assessments of visual characteristics at the human-scale level. We performed viewshed modelling for a systematically sampled set of viewpoints (N=340) across an urban park using open-source GIS (GRASS GIS). For each point a binary viewshed was computed on a 3D surface model derived from high-density leaf-off LIDAR (QL2) points. Viewshed map was combined with high-resolution landcover (.5m) derived through fusion of orthoimagery, lidar vegetation, and vector data. Geo-statistics and landscape structure analysis was performed to compute topological and compositional metrics for visual-scale (e.g., openness), complexity (pattern, shape and object diversity), and naturalness. Based on the viewshed model output, a sample of 24 viewpoints representing the variation of visual characteristics were selected and geolocated. For each location, 360o imagery were captured using a DSL camera mounted on a GIGA PAN robot. We programmed a virtual reality application through which human subjects (N=100) immersively experienced a random representation of selected environments via a head-mounted display (Oculus Rift CV1), and

  1. Cooling hyperthermic firefighters by immersing forearms and hands in 10 degrees C and 20 degrees C water.

    Science.gov (United States)

    Giesbrecht, Gordon G; Jamieson, Christopher; Cahill, Farrell

    2007-06-01

    Firefighters experience significant heat stress while working with heavy gear in a hot, humid environment. This study compared the cooling effectiveness of immersing the forearms and hands in 10 and 20 degrees C water. Six men (33 +/- 10 yr; 180 +/- 4 cm; 78 +/- 9 kg; 19 +/- 5% body fat) wore firefighter 'turn-out gear' (heavy clothing and breathing apparatus weighing 27 kg) in a protocol including three 20-min exercise bouts (step test, 78 W, 40 degrees C air, 40% RH) each followed by a 20-min rest/cooling (21 degrees C air); i.e., 60 min of exercise, 60 min of cooling. Turn-out gear was removed during rest/cooling periods and subjects either rested (Control), immersed their hands in 10 or 20 degrees C water (H-10, H-20), or immersed their hands and forearms in 10 or 20 degrees C water (HF-10, HF-20). In 20 degrees C water, hand immersion did not reduce core temperature compared with Control; however, including forearm immersion decreased core temperature below Control values after both the second and final exercise periods (p hand immersion produced a lower core temperature (0.8 degrees C above baseline) than all other conditions (1.1 to 1.4 degrees C above baseline) after the final exercise period (p Hand and forearm immersion in cool water is simple, reduces heat strain, and may increase work performance in a hot, humid environment. With 20 degrees C water, forearms should be immersed with the hands to be effective. At lower water temperatures, forearm and/or hand immersion will be effective, although forearm immersion will decrease core temperature further.

  2. In-Situ Visualization Experiments with ParaView Cinema in RAGE

    Energy Technology Data Exchange (ETDEWEB)

    Kares, Robert John [Los Alamos National Lab. (LANL), Los Alamos, NM (United States)

    2015-10-15

    A previous paper described some numerical experiments performed using the ParaView/Catalyst in-situ visualization infrastructure deployed in the Los Alamos RAGE radiation-hydrodynamics code to produce images from a running large scale 3D ICF simulation. One challenge of the in-situ approach apparent in these experiments was the difficulty of choosing parameters likes isosurface values for the visualizations to be produced from the running simulation without the benefit of prior knowledge of the simulation results and the resultant cost of recomputing in-situ generated images when parameters are chosen suboptimally. A proposed method of addressing this difficulty is to simply render multiple images at runtime with a range of possible parameter values to produce a large database of images and to provide the user with a tool for managing the resulting database of imagery. Recently, ParaView/Catalyst has been extended to include such a capability via the so-called Cinema framework. Here I describe some initial experiments with the first delivery of Cinema and make some recommendations for future extensions of Cinema’s capabilities.

  3. Characterization of Magnetic Field Immersed Photomultipliers from Double Chooz Experiment. Design and Construction of their Magnetic Shields

    International Nuclear Information System (INIS)

    Valdivia Valero, F. J.

    2007-01-01

    Flavour oscillations of neutrinos are a quantum-mechanical effect widely demonstrated. It is explained through interferences of their mass eigenstates, therefore, belonging to the physical area beyond the Standard Model. This work deals with the CIEMAT collaboration in the neutrino experiment Double Chooz. Such an experiment aims to measure the mixture angle θ 1 3, one of the PMNS leptonic mixture matrix, with a un reached-before sensibility by decrease of systematic errors. For this, two identical scintillator detectors, equipped with PMT's, will be sited at different distances from two reactors located in the nuclear power plant CHOOZ B (France). The electronic neutrino flux from these reactors will be compared, explaining its deficit by flavour oscillations of these particles. The identity of both detectors will be diminished by the magnetic field effects on the PMT's response. Therefore, this study serves as for quantifying such an effects as for fitting the magnetic shields design that minimize them. Shielding measurements and final design of magnetic shields as much as the effect these ones cause in the PMT's response immersed in a monitored magnetic field are presented. (Author) 85 refs

  4. 3d visualization of atomistic simulations on every desktop

    Science.gov (United States)

    Peled, Dan; Silverman, Amihai; Adler, Joan

    2013-08-01

    Once upon a time, after making simulations, one had to go to a visualization center with fancy SGI machines to run a GL visualization and make a movie. More recently, OpenGL and its mesa clone have let us create 3D on simple desktops (or laptops), whether or not a Z-buffer card is present. Today, 3D a la Avatar is a commodity technique, presented in cinemas and sold for home TV. However, only a few special research centers have systems large enough for entire classes to view 3D, or special immersive facilities like visualization CAVEs or walls, and not everyone finds 3D immersion easy to view. For maximum physics with minimum effort a 3D system must come to each researcher and student. So how do we create 3D visualization cheaply on every desktop for atomistic simulations? After several months of attempts to select commodity equipment for a whole room system, we selected an approach that goes back a long time, even predating GL. The old concept of anaglyphic stereo relies on two images, slightly displaced, and viewed through colored glasses, or two squares of cellophane from a regular screen/projector or poster. We have added this capability to our AViz atomistic visualization code in its new, 6.1 version, which is RedHat, CentOS and Ubuntu compatible. Examples using data from our own research and that of other groups will be given.

  5. 3d visualization of atomistic simulations on every desktop

    International Nuclear Information System (INIS)

    Peled, Dan; Silverman, Amihai; Adler, Joan

    2013-01-01

    Once upon a time, after making simulations, one had to go to a visualization center with fancy SGI machines to run a GL visualization and make a movie. More recently, OpenGL and its mesa clone have let us create 3D on simple desktops (or laptops), whether or not a Z-buffer card is present. Today, 3D a la Avatar is a commodity technique, presented in cinemas and sold for home TV. However, only a few special research centers have systems large enough for entire classes to view 3D, or special immersive facilities like visualization CAVEs or walls, and not everyone finds 3D immersion easy to view. For maximum physics with minimum effort a 3D system must come to each researcher and student. So how do we create 3D visualization cheaply on every desktop for atomistic simulations? After several months of attempts to select commodity equipment for a whole room system, we selected an approach that goes back a long time, even predating GL. The old concept of anaglyphic stereo relies on two images, slightly displaced, and viewed through colored glasses, or two squares of cellophane from a regular screen/projector or poster. We have added this capability to our AViz atomistic visualization code in its new, 6.1 version, which is RedHat, CentOS and Ubuntu compatible. Examples using data from our own research and that of other groups will be given

  6. Los Programas de Inmersion Bilingue y la Adquisicion del Discurso Academico (Bilingual Immersion Programs and the Acquisition of Academic Discourse).

    Science.gov (United States)

    Lopez-Bonilla, Guadalupe

    2002-01-01

    A study examined the strategies used by a fourth-grade teacher in a two-way bilingual immersion program (English/Spanish) that contributed to students' development of academic language in Spanish. Analysis of a science lesson highlighted the use of an appropriate Spanish-language textbook and the teacher's use of visual elements, repetition,…

  7. Memory and visual search in naturalistic 2D and 3D environments.

    Science.gov (United States)

    Li, Chia-Ling; Aivar, M Pilar; Kit, Dmitry M; Tong, Matthew H; Hayhoe, Mary M

    2016-06-01

    The role of memory in guiding attention allocation in daily behaviors is not well understood. In experiments with two-dimensional (2D) images, there is mixed evidence about the importance of memory. Because the stimulus context in laboratory experiments and daily behaviors differs extensively, we investigated the role of memory in visual search, in both two-dimensional (2D) and three-dimensional (3D) environments. A 3D immersive virtual apartment composed of two rooms was created, and a parallel 2D visual search experiment composed of snapshots from the 3D environment was developed. Eye movements were tracked in both experiments. Repeated searches for geometric objects were performed to assess the role of spatial memory. Subsequently, subjects searched for realistic context objects to test for incidental learning. Our results show that subjects learned the room-target associations in 3D but less so in 2D. Gaze was increasingly restricted to relevant regions of the room with experience in both settings. Search for local contextual objects, however, was not facilitated by early experience. Incidental fixations to context objects do not necessarily benefit search performance. Together, these results demonstrate that memory for global aspects of the environment guides search by restricting allocation of attention to likely regions, whereas task relevance determines what is learned from the active search experience. Behaviors in 2D and 3D environments are comparable, although there is greater use of memory in 3D.

  8. Conversational Pedagogy: Exploring Interactions between a Teaching Artist and Young Learners during Visual Arts Experiences

    Science.gov (United States)

    Eckhoff, Angela

    2013-01-01

    In many early childhood classrooms, visual arts experiences occur around a communal arts table. A shared workspace allows for spontaneous conversation and exploration of the art-making process of peers and teachers. In this setting, conversation can play an important role in visual arts experiences as children explore new media, skills, and ideas.…

  9. Effects of characteristics of image quality in an immersive environment

    Science.gov (United States)

    Duh, Henry Been-Lirn; Lin, James J W.; Kenyon, Robert V.; Parker, Donald E.; Furness, Thomas A.

    2002-01-01

    Image quality issues such as field of view (FOV) and resolution are important for evaluating "presence" and simulator sickness (SS) in virtual environments (VEs). This research examined effects on postural stability of varying FOV, image resolution, and scene content in an immersive visual display. Two different scenes (a photograph of a fountain and a simple radial pattern) at two different resolutions were tested using six FOVs (30, 60, 90, 120, 150, and 180 deg.). Both postural stability, recorded by force plates, and subjective difficulty ratings varied as a function of FOV, scene content, and image resolution. Subjects exhibited more balance disturbance and reported more difficulty in maintaining posture in the wide-FOV, high-resolution, and natural scene conditions.

  10. The Influence of Hand Immersion Duration on Manual Performance.

    Science.gov (United States)

    Ray, Matthew; Sanli, Elizabeth; Brown, Robert; Ennis, Kerri Ann; Carnahan, Heather

    2017-08-01

    To investigate the effect of hand immersion duration on manipulative ability and tactile sensitivity. Individuals in maritime settings often work with hands that have been immersed in water. Although research has shown that hand immersion duration differentially impacts skin adhesion and tactile sensitivity, the effect of hand immersion on manipulative ability has not been directly tested. Given how critical manipulative ability is for the safety and performance of those working at sea, the effect of hand immersion duration on manual performance was investigated. Tests of manipulative ability (Purdue Pegboard, Grooved Pegboard, reef knot untying) and tactile sensitivity (Touch-Test) were completed following no-exposure, short-exposure, and long-exposure hand immersions in thermoneutral water. Compared to the no immersion condition, the Purdue Pegboard performance was reduced in both immersion conditions (short exposure, -11%; long exposure, -8%). A performance decrement was only observed in the short exposure condition (+15% in time to complete task) for the reef knot untying task. There were no statistical differences in the Grooved Pegboard or Touch-Test scores between exposure conditions. Immersing the hands in water decreases manipulative ability except for when object properties reduce the slipperiness between the hand and object. Manual performance in a wet environment may be conserved by designing tools and objects with edges and textures that can offset the slipperiness of wet hands. To maintain safety, the time requirements for working with wet hands needs to be considered.

  11. 46 CFR 199.214 - Immersion suits and thermal protective aids.

    Science.gov (United States)

    2010-10-01

    ... 46 Shipping 7 2010-10-01 2010-10-01 false Immersion suits and thermal protective aids. 199.214... Passenger Vessels § 199.214 Immersion suits and thermal protective aids. (a) Each passenger vessel must... an immersion suit. (c) The immersion suits and thermal protective aids required under paragraphs (a...

  12. Inner Sound: Altered States of Consciousness in Electronic Music and Audio-Visual Media

    DEFF Research Database (Denmark)

    Weinel, Jonathan

    Over the last century, developments in electronic music and art have enabled new possibilities for creating audio and audio-visual artworks. With this new potential has come the possibility for representing subjective internal conscious states, such as the experience of hallucinations, using...... the creative influence of ASCs, from Amazonian chicha festivals to the synaesthetic assaults of neon raves; and from an immersive outdoor electroacoustic performance on an Athenian hilltop to a mushroom trip on a tropical island in virtual reality. Beginning with a discussion of consciousness, the book...... explores how our subjective realities may change during states of dream, psychedelic experience, meditation, and trance. Taking a broad view across a wide range of genres, Inner Sound draws connections between shamanic art and music, and the modern technoshamanism of psychedelic rock, electronic dance...

  13. The Balancing Act of Bilingual Immersion

    Science.gov (United States)

    Hadi-Tabassum, Samina

    2005-01-01

    Hadi-Tabassum believes having a separate life context for each language she learned in childhood enabled her to switch easily among five different tongues. She states that the success of dual immersion bilingual programs is largely dependent on whether they immerse students in each of the involved languages separately and help students have a…

  14. Wings and Flying in Immersive VR - Controller Type, Sound Effects and Experienced Ownership and Agency

    DEFF Research Database (Denmark)

    Sikström, Erik; Götzen, Amalia De; Serafin, Stefania

    An experiment investigated the subjective experiences of ownership and agency of a pair of virtual wings attached to a motion controlled avatar in an immersive virtual reality setup. A between groups comparison of two ways of controlling the movement of the wings and flight ability. One where the...

  15. Immersion microcalorimetry of a carbon black

    International Nuclear Information System (INIS)

    Mendelbaum, Georges

    1966-01-01

    This research thesis first reports a detailed bibliographical study on various topics (fabrication of carbon black, oxidation, immersion heat, adsorptions, main existing theories, and thermodynamics) and then the development of immersion and adsorption microcalorimetry apparatuses aimed at studying the surface of a carbon black and the influence of the oxidation of this carbon black on the adsorption of polar and non-polar solvents. Immersion heats of a raw or oxidised carbon black have been measured in water, in cyclohexane and in methanol. The adsorption of methanol at 20 C and that of nitrogen at -196 C have also been measured. The author outlines that degassing conditions had to be taken into account before performing measurements [fr

  16. Segmentation of dance movement: Effects of expertise, visual familiarity, motor experience and music

    Directory of Open Access Journals (Sweden)

    Bettina E. Bläsing

    2015-01-01

    Full Text Available According to event segmentation theory, action perception depends on sensory cues and prior knowledge, and the segmentation of observed actions is crucial for understanding and memorizing these actions. While most activities in everyday life are characterized by external goals and interaction with objects or persons, this does not necessarily apply to dance-like actions. We investigated to what extent visual familiarity of the observed movement and accompanying music influence the segmentation of a dance phrase in dancers of different skill level and non-dancers. In Experiment 1, dancers and non-dancers repeatedly watched a video clip showing a dancer performing a choreographed dance phrase and indicated segment boundaries by key press. Dancers generally defined less segment boundaries than non-dancers, specifically in the first trials in which visual familiarity with the phrase was low. Music increased the number of segment boundaries in the non-dancers and decreased it in the dancers. The results suggest that dance expertise reduces the number of perceived segment boundaries in an observed dance phrase, and that the ways visual familiarity and music affect movement segmentation are modulated by dance expertise. In a second experiment, motor experience was added as factor, based on empirical evidence suggesting that action perception is modified by visual and motor expertise in different ways. In Experiment 2, the same task as in Experiment 1 was performed by dance amateurs, and was repeated by the same participants after they had learned to dance the presented dance phrase. Less segment boundaries were defined in the middle trials after participants had learned to dance the phrase, and music reduced the number of segment boundaries before learning. The results suggest that specific motor experience of the observed movement influences its perception and anticipation and makes segmentation broader, but not to the same degree as dance expertise

  17. Augmented and virtual reality in the media: Questioning the concept of 'immersive' journalism

    Directory of Open Access Journals (Sweden)

    Krstić Aleksandra

    2017-01-01

    Full Text Available This article questions and analyzes the concept of 'immersive' journalism, which has emerged from advanced technologies of augmented and virtual reality and which has already been changing the role of the media, journalism and audiences' experiences. Developed and applied in media and tech companies in the Western countries, this form of journalism represents one of the growing business models used by companies oriented towards improving and developing social networks, mobile platforms and multimedia online portals. Immersion of the audience into journalistic stories, which are upgraded by AR and VR technologies, represents the key change of our understanding, analyzing and representing the reality, and at the same time brings into question ethical and professional journalistic standards. Built on the growing body of academic scholarship and contemporary research in the field, this article critically examines the concept 'immersive' journalism and looks into relevant aspects of its theoretical foundations and practical implementation in the media industry and the university education of journalists.

  18. Effects of Aspect Ratio on Water Immersion into Deep Silica Nanoholes.

    Science.gov (United States)

    Zheng, Jing; Zhang, Junqiao; Tan, Lu; Li, Debing; Huang, Liangliang; Wang, Qi; Liu, Yingchun

    2016-08-30

    Understanding the influence of aspect ratio on water immersion into silica nanoholes is of significant importance to the etching process of semiconductor fabrication and other water immersion-related physical and biological processes. In this work, the processes of water immersion into silica nanoholes with different height/width aspect ratios (ϕ = 0.87, 1.92, 2.97, 4.01, 5.06) and different numbers of water molecules (N = 9986, 19972, 29958, 39944) were studied by molecular dynamics simulations. A comprehensive analysis has been conducted about the detailed process of water immersion and the influence of aspect ratios on water immersion rates. Five distinguishable stages were identified for the immersion process with all studied models. The results reveal that water can easily immerse into the silica nanoholes with larger ϕ and smaller N. The calculation also suggests that aspect ratios have a greater effect on water immersion rates for larger N numbers. The mechanism of the water immersion process is discussed in this work. We also propose a mathematical model to correlate the complete water immersion process for different aspect ratios.

  19. Metal ion implantation: Conventional versus immersion

    International Nuclear Information System (INIS)

    Brown, I.G.; Anders, A.; Anders, S.; Dickinson, M.R.; MacGill, R.A.

    1994-01-01

    Vacuum-arc-produced metal plasma can be used as the ion feedstock material in an ion source for doing conventional metal ion implantation, or as the immersing plasma for doing plasma immersion ion implantation. The basic plasma production method is the same in both cases; it is simple and efficient and can be used with a wide range of metals. Vacuum arc ion sources of different kinds have been developed by the authors and others and their suitability as a metal ion implantation tool has been well established. Metal plasma immersion surface processing is an emerging tool whose characteristics and applications are the subject of present research. There are a number of differences between the two techniques, both in the procedures used and in the modified surfaces created. For example, the condensibility of metal plasma results in thin film formation and subsequent energetic implantation is thus done through the deposited layer; in the usual scenario, this recoil implantation and the intermixing it produces is a feature of metal plasma immersion but not of conventional energetic ion implantation. Metal plasma immersion is more suited (but not limited) to higher doses (>10 17 cm -2 ) and lower energies (E i < tens of keV) than the usual ranges of conventional metal ion implantation. These and other differences provide these vacuum-arc-based surface modification tools with a versatility that enhances the overall technological attractiveness of both

  20. Comparison of the degradation behaviour of fusion-bonded epoxy powder coating systems under flowing and static immersion

    International Nuclear Information System (INIS)

    Wei, Y.H.; Zhang, L.X.; Ke, W.

    2006-01-01

    The degradation of three different fusion-bonded epoxy (FBE) powder coating systems under flowing and static immersion condition has been monitored using electrochemical impedance spectroscopy (EIS) when exposed to 3% NaCl aqueous solution at 60 o C. The aim of this project was to determine the impact of flowing condition on the degradation of the protective properties of polymer coatings during exposure to corrosive medium. Using a rotating cylinder apparatus, the immersion tests under the flowing condition were performed. The relative permittivity of coating, ε r =C c δε 0 A, where the coating capacitance C c was calculated from the high frequency data of impedance spectrum, was selected as the index to monitor property variation with immersion time. Experimental results showed that the flowing condition aggravated the deterioration of coatings. The results were interpreted in terms of a model in which flowing condition changes coating/solution interface state and then accelerates the ions to diffuse through the coating. The electrochemical results were in agreement with the final visual observation. The present investigation suggests that flowing test provides an effective accelerating way to evaluate the degradation of coating system

  1. Pure high dose metal ion implantation using the plasma immersion technique

    International Nuclear Information System (INIS)

    Zhang, T.; Tang, B.Y.; Zeng, Z.M.; Kwok, T.K.; Chu, P.K.; Monteiro, O.R.; Brown, I.G.

    1999-01-01

    High energy implantation of metal ions can be carried out using conventional ion implantation with a mass-selected ion beam in scanned-spot mode by employing a broad-beam approach such as with a vacuum arc ion source, or by utilizing plasma immersion ion implantation with a metal plasma. For many high dose applications, the use of plasma immersion techniques offers a high-rate process, but the formation of a surface film along with the subsurface implanted layer is sometimes a severe or even fatal detriment. We describe here an operating mode of the metal plasma immersion approach by which pure implantation can be obtained. We have demonstrated the technique by carrying out Ti and Ta implantations at energies of about 80 and 120 keV for Ti and Ta, respectively, and doses on the order of 1x10 17 ions/cm 2 . Our experiments show that virtually pure implantation without simultaneous surface deposition can be accomplished. Using proper synchronization of the metal arc and sample voltage pulse, the applied dose that deposits as a film versus the part that is energetically implanted (the deposition-to-implantation ratio) can be precisely controlled.copyright 1999 American Institute of Physics

  2. Effect of Hydrogen Peroxide on Immersion Challenge of Rainbow Trout Fry with Flavobacterium psychrophilum

    DEFF Research Database (Denmark)

    Henriksen, Maya Maria Mihályi; Madsen, Lone; Dalsgaard, Inger

    2013-01-01

    and produce high levels of mortality attempts to establish a reproducible immersion model have been less successful. Various concentrations of hydrogen peroxide (H2O2) were evaluated before being used as a pre-treatment stressor prior to immersion exposure to F. psychrophilum. H2O2 accelerated the onset...... of mortality and increased mortality approximately two-fold; from 9.1% to 19.2% and from 14.7% to 30.3% in two separate experiments. Clinical signs observed in the infected fish corresponded to symptoms characteristically seen during natural outbreaks. These findings indicate that pre-treatment with H2O2 can...

  3. Crowd behaviour during high-stress evacuations in an immersive virtual environment

    Science.gov (United States)

    Kapadia, Mubbasir; Thrash, Tyler; Sumner, Robert W.; Gross, Markus; Helbing, Dirk; Hölscher, Christoph

    2016-01-01

    Understanding the collective dynamics of crowd movements during stressful emergency situations is central to reducing the risk of deadly crowd disasters. Yet, their systematic experimental study remains a challenging open problem due to ethical and methodological constraints. In this paper, we demonstrate the viability of shared three-dimensional virtual environments as an experimental platform for conducting crowd experiments with real people. In particular, we show that crowds of real human subjects moving and interacting in an immersive three-dimensional virtual environment exhibit typical patterns of real crowds as observed in real-life crowded situations. These include the manifestation of social conventions and the emergence of self-organized patterns during egress scenarios. High-stress evacuation experiments conducted in this virtual environment reveal movements characterized by mass herding and dangerous overcrowding as they occur in crowd disasters. We describe the behavioural mechanisms at play under such extreme conditions and identify critical zones where overcrowding may occur. Furthermore, we show that herding spontaneously emerges from a density effect without the need to assume an increase of the individual tendency to imitate peers. Our experiments reveal the promise of immersive virtual environments as an ethical, cost-efficient, yet accurate platform for exploring crowd behaviour in high-risk situations with real human subjects. PMID:27605166

  4. Crowd behaviour during high-stress evacuations in an immersive virtual environment.

    Science.gov (United States)

    Moussaïd, Mehdi; Kapadia, Mubbasir; Thrash, Tyler; Sumner, Robert W; Gross, Markus; Helbing, Dirk; Hölscher, Christoph

    2016-09-01

    Understanding the collective dynamics of crowd movements during stressful emergency situations is central to reducing the risk of deadly crowd disasters. Yet, their systematic experimental study remains a challenging open problem due to ethical and methodological constraints. In this paper, we demonstrate the viability of shared three-dimensional virtual environments as an experimental platform for conducting crowd experiments with real people. In particular, we show that crowds of real human subjects moving and interacting in an immersive three-dimensional virtual environment exhibit typical patterns of real crowds as observed in real-life crowded situations. These include the manifestation of social conventions and the emergence of self-organized patterns during egress scenarios. High-stress evacuation experiments conducted in this virtual environment reveal movements characterized by mass herding and dangerous overcrowding as they occur in crowd disasters. We describe the behavioural mechanisms at play under such extreme conditions and identify critical zones where overcrowding may occur. Furthermore, we show that herding spontaneously emerges from a density effect without the need to assume an increase of the individual tendency to imitate peers. Our experiments reveal the promise of immersive virtual environments as an ethical, cost-efficient, yet accurate platform for exploring crowd behaviour in high-risk situations with real human subjects. © 2016 The Authors.

  5. On the role of visual experience in mathematical development: Evidence from blind mathematicians.

    Science.gov (United States)

    Amalric, Marie; Denghien, Isabelle; Dehaene, Stanislas

    2018-04-01

    Advanced mathematical reasoning, regardless of domain or difficulty, activates a reproducible set of bilateral brain areas including intraparietal, inferior temporal and dorsal prefrontal cortex. The respective roles of genetics, experience and education in the development of this math-responsive network, however, remain unresolved. Here, we investigate the role of visual experience by studying the exceptional case of three professional mathematicians who were blind from birth (n=1) or became blind during childhood (n=2). Subjects were scanned with fMRI while they judged the truth value of spoken mathematical and nonmathematical statements. Blind mathematicians activated the classical network of math-related areas during mathematical reflection, similar to that found in a group of sighted professional mathematicians. Thus, brain networks for advanced mathematical reasoning can develop in the absence of visual experience. Additional activations were found in occipital cortex, even in individuals who became blind during childhood, suggesting that either mental imagery or a more radical repurposing of visual cortex may occur in blind mathematicians. Copyright © 2017 The Authors. Published by Elsevier Ltd.. All rights reserved.

  6. On the role of visual experience in mathematical development: Evidence from blind mathematicians

    Directory of Open Access Journals (Sweden)

    Marie Amalric

    2018-04-01

    Full Text Available Advanced mathematical reasoning, regardless of domain or difficulty, activates a reproducible set of bilateral brain areas including intraparietal, inferior temporal and dorsal prefrontal cortex. The respective roles of genetics, experience and education in the development of this math-responsive network, however, remain unresolved. Here, we investigate the role of visual experience by studying the exceptional case of three professional mathematicians who were blind from birth (n = 1 or became blind during childhood (n = 2. Subjects were scanned with fMRI while they judged the truth value of spoken mathematical and nonmathematical statements. Blind mathematicians activated the classical network of math-related areas during mathematical reflection, similar to that found in a group of sighted professional mathematicians. Thus, brain networks for advanced mathematical reasoning can develop in the absence of visual experience. Additional activations were found in occipital cortex, even in individuals who became blind during childhood, suggesting that either mental imagery or a more radical repurposing of visual cortex may occur in blind mathematicians. Keywords: Advanced mathematical development, Blindness, Functional MRI

  7. Learning about the scale of the solar system using digital planetarium visualizations

    Science.gov (United States)

    Yu, Ka Chun; Sahami, Kamran; Dove, James

    2017-07-01

    We studied the use of a digital planetarium for teaching relative distances and sizes in introductory undergraduate astronomy classes. Inspired in part by the classic short film The Powers of Ten and large physical scale models of the Solar System that can be explored on foot, we created lectures using virtual versions of these two pedagogical approaches for classes that saw either an immersive treatment in the planetarium or a non-immersive version in the regular classroom (with N = 973 students participating in total). Students who visited the planetarium had not only the greatest learning gains, but their performance increased with time, whereas students who saw the same visuals projected onto a flat display in their classroom showed less retention over time. The gains seen in the students who visited the planetarium reveal that this medium is a powerful tool for visualizing scale over multiple orders of magnitude. However the modest gains for the students in the regular classroom also show the utility of these visualization approaches for the broader category of classroom physics simulations.

  8. Multi-arm multilateral haptics-based immersive tele-robotic system (HITS) for improvised explosive device disposal

    Science.gov (United States)

    Erickson, David; Lacheray, Hervé; Lai, Gilbert; Haddadi, Amir

    2014-06-01

    This paper presents the latest advancements of the Haptics-based Immersive Tele-robotic System (HITS) project, a next generation Improvised Explosive Device (IED) disposal (IEDD) robotic interface containing an immersive telepresence environment for a remotely-controlled three-articulated-robotic-arm system. While the haptic feedback enhances the operator's perception of the remote environment, a third teleoperated dexterous arm, equipped with multiple vision sensors and cameras, provides stereo vision with proper visual cues, and a 3D photo-realistic model of the potential IED. This decentralized system combines various capabilities including stable and scaled motion, singularity avoidance, cross-coupled hybrid control, active collision detection and avoidance, compliance control and constrained motion to provide a safe and intuitive control environment for the operators. Experimental results and validation of the current system are presented through various essential IEDD tasks. This project demonstrates that a two-armed anthropomorphic Explosive Ordnance Disposal (EOD) robot interface can achieve complex neutralization techniques against realistic IEDs without the operator approaching at any time.

  9. Interactive Learning Environment: Web-based Virtual Hydrological Simulation System using Augmented and Immersive Reality

    Science.gov (United States)

    Demir, I.

    2014-12-01

    Recent developments in internet technologies make it possible to manage and visualize large data on the web. Novel visualization techniques and interactive user interfaces allow users to create realistic environments, and interact with data to gain insight from simulations and environmental observations. The hydrological simulation system is a web-based 3D interactive learning environment for teaching hydrological processes and concepts. The simulation systems provides a visually striking platform with realistic terrain information, and water simulation. Students can create or load predefined scenarios, control environmental parameters, and evaluate environmental mitigation alternatives. The web-based simulation system provides an environment for students to learn about the hydrological processes (e.g. flooding and flood damage), and effects of development and human activity in the floodplain. The system utilizes latest web technologies and graphics processing unit (GPU) for water simulation and object collisions on the terrain. Users can access the system in three visualization modes including virtual reality, augmented reality, and immersive reality using heads-up display. The system provides various scenarios customized to fit the age and education level of various users. This presentation provides an overview of the web-based flood simulation system, and demonstrates the capabilities of the system for various visualization and interaction modes.

  10. What to expect from immersive virtual environment exposure: influences of gender, body mass index, and past experience.

    Science.gov (United States)

    Stanney, Kay M; Hale, Kelly S; Nahmens, Isabelina; Kennedy, Robert S

    2003-01-01

    For those interested in using head-coupled PC-based immersive virtual environment (VE) technology to train, entertain, or inform, it is essential to understand the effects this technology has on its users. This study investigated potential adverse effects, including the sickness associated with exposure and extreme responses (emesis, flashbacks). Participants were exposed to a VE for 15 to 60 min, with either complete or streamlined navigational control and simple or complex scenes, after which time measures of sickness were obtained. More than 80% of participants experienced nausea, oculomotor disturbances, and/or disorientation, with disorientation potentially lasting > 24 hr. Of the participants, 12.9% prematurely ended their exposure because of adverse effects; of these, 9.2% experienced an emetic response, whereas only 1.2% of all participants experienced emesis. The results indicate that designers may be able to reduce these rates by limiting exposure duration and reducing the degrees of freedom of the user's navigational control. Results from gender, body mass, and past experience comparisons indicated it may be possible to identify those who will experience adverse effects attributable to exposure and warn such individuals. Applications for this research include military, entertainment, and any other interactive systems for which designers seek to avoid adverse effects associated with exposure.

  11. Portfolio langagier : Les finissants des programmes d’immersion se révèlent

    Directory of Open Access Journals (Sweden)

    Lucille Mandin

    2010-02-01

    Full Text Available This article presents a research conducted with French Immersion graduates in the context of an introductory language methodology course in a francophone institution. The participants completed a language portfolio, created by Laplante & Christiansen (2001. The portfolio consisted of a two-page autobiographical narrative entitled 'My Life in French till now', an action plan which included an analysis of the errors they identified as targets for that semester and the means or the tools they chose to correct the errors. An analysis of the autobiographical narrative, a document written by the individual participants, stemming from their life experiences since they were exposed to the French language, is presented. The narrative is inspired by the values they have developed and the choices they have made concerning learning French (Baumeister, 1991; Kenyon, 1999. This study also presents a profile of significant experiences these French Immersion graduates identify as pivotal in their motivation to pursue their postsecondary studies in French. They also highlight teachers, friends and family who played an important role during 'their lives in French' till now. In their action plan, the students identified categories of linguistic challenges in areas such as semantics, syntax and phonology. These results shed light on questions pertaining to best practices in French Immersion programs.

  12. Development of an environment for 3D visualization of riser dynamics

    Energy Technology Data Exchange (ETDEWEB)

    Bernardes Junior, Joao Luiz; Martins, Clovis de Arruda [Universidade de Sao Paulo (USP), SP (Brazil). Escola Politecnica]. E-mails: joao.bernardes@poli.usp.br; cmartins@usp.br

    2006-07-01

    This paper describes the merging of Virtual Reality and Scientific Visualization techniques in the development of Riser View, a multi platform 3D environment for real time, interactive visualization of riser dynamics. Its features, architecture, unusual collision detection algorithm and how up was customized for the project are discussed. Using Open GL through VRK, the software is able to make use of the resources available in most modern Graphics. Acceleration Hardware to improve performance. IUP/LED allows for native loo-and-feel in MS-Windows or Linux platform. The paper discusses conflicts that arise between scientific visualization and aspects such as realism and immersion, and how the visualization is prioritized. (author)

  13. Micromachined capacitive ultrasonic immersion transducer array

    Science.gov (United States)

    Jin, Xuecheng

    Capacitive micromachined ultrasonic transducers (cMUTs) have emerged as an attractive alternative to conventional piezoelectric ultrasonic transducers. They offer performance advantages of wide bandwidth and sensitivity that have heretofore been attainable. In addition, micromachining technology, which has benefited from the fast-growing microelectronics industry, enables cMUT array fabrication and electronics integration. This thesis describes the design and fabrication of micromachined capacitive ultrasonic immersion transducer arrays. The basic transducer electrical equivalent circuit is derived from Mason's theory. The effects of Lamb waves and Stoneley waves on cross coupling and acoustic losses are discussed. Electrical parasitics such as series resistance and shunt capacitance are also included in the model of the transducer. Transducer fabrication technology is systematically studied. Device dimension control in both vertical and horizontal directions, process alternatives and variations in membrane formation, via etch and cavity sealing, and metalization as well as their impact on transducer performance are summarized. Both 64 and 128 element 1-D array transducers are fabricated. Transducers are characterized in terms of electrical input impedance, bandwidth, sensitivity, dynamic range, impulse response and angular response, and their performance is compared with theoretical simulation. Various schemes for cross coupling reduction is analyzed, implemented, and verified with both experiments and theory. Preliminary results of immersion imaging are presented using 64 elements 1-D array transducers for active source imaging.

  14. Impact of audio-visual storytelling in simulation learning experiences of undergraduate nursing students.

    Science.gov (United States)

    Johnston, Sandra; Parker, Christina N; Fox, Amanda

    2017-09-01

    Use of high fidelity simulation has become increasingly popular in nursing education to the extent that it is now an integral component of most nursing programs. Anecdotal evidence suggests that students have difficulty engaging with simulation manikins due to their unrealistic appearance. Introduction of the manikin as a 'real patient' with the use of an audio-visual narrative may engage students in the simulated learning experience and impact on their learning. A paucity of literature currently exists on the use of audio-visual narratives to enhance simulated learning experiences. This study aimed to determine if viewing an audio-visual narrative during a simulation pre-brief altered undergraduate nursing student perceptions of the learning experience. A quasi-experimental post-test design was utilised. A convenience sample of final year baccalaureate nursing students at a large metropolitan university. Participants completed a modified version of the Student Satisfaction with Simulation Experiences survey. This 12-item questionnaire contained questions relating to the ability to transfer skills learned in simulation to the real clinical world, the realism of the simulation and the overall value of the learning experience. Descriptive statistics were used to summarise demographic information. Two tailed, independent group t-tests were used to determine statistical differences within the categories. Findings indicated that students reported high levels of value, realism and transferability in relation to the viewing of an audio-visual narrative. Statistically significant results (t=2.38, psimulation to clinical practice. The subgroups of age and gender although not significant indicated some interesting results. High satisfaction with simulation was indicated by all students in relation to value and realism. There was a significant finding in relation to transferability on knowledge and this is vital to quality educational outcomes. Copyright © 2017. Published by

  15. Lubricated immersed boundary method in two dimensions

    Science.gov (United States)

    Fai, Thomas G.; Rycroft, Chris H.

    2018-03-01

    Many biological examples of fluid-structure interaction, including the transit of red blood cells through the narrow slits in the spleen and the intracellular trafficking of vesicles into dendritic spines, involve the near-contact of elastic structures separated by thin layers of fluid. Motivated by such problems, we introduce an immersed boundary method that uses elements of lubrication theory to resolve thin fluid layers between immersed boundaries. We demonstrate 2nd-order accurate convergence for simple two-dimensional flows with known exact solutions to showcase the increased accuracy of this method compared to the standard immersed boundary method. Motivated by the phenomenon of wall-induced migration, we apply the lubricated immersed boundary method to simulate an elastic vesicle near a wall in shear flow. We also simulate the dynamics of a vesicle traveling through a narrow channel and observe the ability of the lubricated method to capture the vesicle motion on relatively coarse fluid grids.

  16. Immersive Earth: Teaching Earth and Space with inexpensive immersive technology

    Science.gov (United States)

    Reiff, P. H.; Sumners, C.; Law, C. C.; Handron, K.

    2003-12-01

    In 1995 we pioneered "Space Update", the Digital Library for the rest of us", software that was so simple that a child could use it without a keyboard and yet would allow one-click updating of the daily earth and space science images without the dangers of having an open web browser on display. Thanks to NASA support, it allowed museums and schools to have a powerful exhibit for a tiny price. Over 40,000 disks in our series have been distributed so far to educators and the public. In 2003, with our partners we are again revolutionizing educational technology with a low-cost hardware and software solution to creating and displaying immersive content. Recently selected for funding as part of the REASoN competition, Immersive Earth is a partnership of scientists, museums, educators, and content providers. The hardware consists of a modest projector with a special fisheye lens to be used in an inflatable dome which many schools already have. This, coupled with a modest personal computer, can now easily project images and movies of earth and space, allows training students in 3-D content at a tiny fraction of the cost of a cave or fullscale dome theater. Another low-cost solution is the "Imove" system, where spherical movies can play on a personal computer, with the user changing the viewing direction with a joystick. We were the first to create immersive earth science shows, remain the leader in creating educational content that people want to see. We encourage people with "allsky" images or movies to bring it and see what it looks like inside a dome! Your content could be in our next show!

  17. Intermittently-visual Tracking Experiments Reveal the Roles of Error-correction and Predictive Mechanisms in the Human Visual-motor Control System

    Science.gov (United States)

    Hayashi, Yoshikatsu; Tamura, Yurie; Sase, Kazuya; Sugawara, Ken; Sawada, Yasuji

    Prediction mechanism is necessary for human visual motion to compensate a delay of sensory-motor system. In a previous study, “proactive control” was discussed as one example of predictive function of human beings, in which motion of hands preceded the virtual moving target in visual tracking experiments. To study the roles of the positional-error correction mechanism and the prediction mechanism, we carried out an intermittently-visual tracking experiment where a circular orbit is segmented into the target-visible regions and the target-invisible regions. Main results found in this research were following. A rhythmic component appeared in the tracer velocity when the target velocity was relatively high. The period of the rhythm in the brain obtained from environmental stimuli is shortened more than 10%. The shortening of the period of rhythm in the brain accelerates the hand motion as soon as the visual information is cut-off, and causes the precedence of hand motion to the target motion. Although the precedence of the hand in the blind region is reset by the environmental information when the target enters the visible region, the hand motion precedes the target in average when the predictive mechanism dominates the error-corrective mechanism.

  18. Hummingbirds control hovering flight by stabilizing visual motion.

    Science.gov (United States)

    Goller, Benjamin; Altshuler, Douglas L

    2014-12-23

    Relatively little is known about how sensory information is used for controlling flight in birds. A powerful method is to immerse an animal in a dynamic virtual reality environment to examine behavioral responses. Here, we investigated the role of vision during free-flight hovering in hummingbirds to determine how optic flow--image movement across the retina--is used to control body position. We filmed hummingbirds hovering in front of a projection screen with the prediction that projecting moving patterns would disrupt hovering stability but stationary patterns would allow the hummingbird to stabilize position. When hovering in the presence of moving gratings and spirals, hummingbirds lost positional stability and responded to the specific orientation of the moving visual stimulus. There was no loss of stability with stationary versions of the same stimulus patterns. When exposed to a single stimulus many times or to a weakened stimulus that combined a moving spiral with a stationary checkerboard, the response to looming motion declined. However, even minimal visual motion was sufficient to cause a loss of positional stability despite prominent stationary features. Collectively, these experiments demonstrate that hummingbirds control hovering position by stabilizing motions in their visual field. The high sensitivity and persistence of this disruptive response is surprising, given that the hummingbird brain is highly specialized for sensory processing and spatial mapping, providing other potential mechanisms for controlling position.

  19. Using Interactive Visualization to Analyze Solid Earth Data and Geodynamics Models

    Science.gov (United States)

    Kellogg, L. H.; Kreylos, O.; Billen, M. I.; Hamann, B.; Jadamec, M. A.; Rundle, J. B.; van Aalsburg, J.; Yikilmaz, M. B.

    2008-12-01

    room known as a Cave Automatic Virtual Environment (CAVE), enables the scientist to stand in data three-dimensional dataset while taking measurements. The CAVE involves three or more projection surfaces arranged as walls in a room. Stereo projectors combined with a motion tracking system and immersion recreates the experience of carrying out research in the field. This high-end system provides significant advantages for scientists working with complex volumetric data. The interactive tools also work on low-cost platforms that provide stereo views and the potential for interactivity such as a Geowall or a 3D enabled TV. The Geowall is also a well-established tool for education, and in combination with the tools we have developed, enables the rapid transfer of research data and new knowledge to the classroom. The interactive visualization tools can also be used on a desktop or laptop with or without stereo capability. Further information about the Virtual Reality User Interface (VRUI), the 3DVisualizer, the Virtual mapping tools, and the LIDAR viewer, can be found on the KeckCAVES website, www.keckcaves.org.

  20. Analysis of experience-regulated transcriptome and imprintome during critical periods of mouse visual system development reveals spatiotemporal dynamics.

    Science.gov (United States)

    Hsu, Chi-Lin; Chou, Chih-Hsuan; Huang, Shih-Chuan; Lin, Chia-Yi; Lin, Meng-Ying; Tung, Chun-Che; Lin, Chun-Yen; Lai, Ivan Pochou; Zou, Yan-Fang; Youngson, Neil A; Lin, Shau-Ping; Yang, Chang-Hao; Chen, Shih-Kuo; Gau, Susan Shur-Fen; Huang, Hsien-Sung

    2018-03-15

    Visual system development is light-experience dependent, which strongly implicates epigenetic mechanisms in light-regulated maturation. Among many epigenetic processes, genomic imprinting is an epigenetic mechanism through which monoallelic gene expression occurs in a parent-of-origin-specific manner. It is unknown if genomic imprinting contributes to visual system development. We profiled the transcriptome and imprintome during critical periods of mouse visual system development under normal- and dark-rearing conditions using B6/CAST F1 hybrid mice. We identified experience-regulated, isoform-specific and brain-region-specific imprinted genes. We also found imprinted microRNAs were predominantly clustered into the Dlk1-Dio3 imprinted locus with light experience affecting some imprinted miRNA expression. Our findings provide the first comprehensive analysis of light-experience regulation of the transcriptome and imprintome during critical periods of visual system development. Our results may contribute to therapeutic strategies for visual impairments and circadian rhythm disorders resulting from a dysfunctional imprintome.

  1. A Quantitative Analysis of the Work Experiences of Adults with Visual Impairments in Nigeria

    Science.gov (United States)

    Wolffe, Karen E.; Ajuwon, Paul M.; Kelly, Stacy M.

    2013-01-01

    Introduction: Worldwide, people with visual impairments often struggle to gain employment. This study attempts to closely evaluate the work experiences of employed individuals with visual impairments living in one of the world's most populous developing nations, Nigeria. Methods: The researchers developed a questionnaire that assessed personal and…

  2. Intrapericardial Denervation: Responses to Water Immersion in Rhesus Monkeys

    Science.gov (United States)

    McKeever, Kenneth H.; Keil, Lanny C.; Sandler, Harold

    1995-01-01

    Eleven anesthetized rhesus monkeys were used to study cardiovascular, renal, and endocrine alterations associated with 120 min of head-out water immersion. Five animals underwent complete intrapericardial denervation using the Randall technique, while the remaining six monkeys served as intact controls. Each animal was chronically instrumented with an electromagnetic flow probe on the ascending aorta, a strain gauge pressure transducer implanted in the apex of the left ventricle (LV), and electrocardiogram leads anchored to the chest wall and LV. During immersion, LV end-diastolic pressure, urine flow, glomerular filtration rate, sodium excretion, and circulating atrial natriuretic peptide (ANP) each increased (P less than 0.05) for intact and denervated monkeys. There were no alterations in free water clearance in either group during immersion, yet fractional excretion of free water increased (P less than 0.05) in the intact monkeys. Plasma renin activity (PRA) decreased (P less than 0.05) during immersion in intact monkeys but not the denervated animals. Plasma vasopressin (PVP) concentration decreased (P less than 0.05) during the first 30 min of immersion in both groups but was not distinguishable from control by 60 min of immersion in denervated monkeys. These data demonstrate that complete cardiac denervation does not block the rise in plasma ANP or prevent the natriuresis associated with head-out water immersion. The suppression of PVP during the first minutes of immersion after complete cardiac denervation suggests that extracardiac sensing mechanisms associated with the induced fluid shifts may be responsible for the findings.

  3. Framework for Virtual Cognitive Experiment in Virtual Geographic Environments

    Directory of Open Access Journals (Sweden)

    Fan Zhang

    2018-01-01

    Full Text Available Virtual Geographic Environment Cognition is the attempt to understand the human cognition of surface features, geographic processes, and human behaviour, as well as their relationships in the real world. From the perspective of human cognition behaviour analysis and simulation, previous work in Virtual Geographic Environments (VGEs has focused mostly on representing and simulating the real world to create an ‘interpretive’ virtual world and improve an individual’s active cognition. In terms of reactive cognition, building a user ‘evaluative’ environment in a complex virtual experiment is a necessary yet challenging task. This paper discusses the outlook of VGEs and proposes a framework for virtual cognitive experiments. The framework not only employs immersive virtual environment technology to create a realistic virtual world but also involves a responsive mechanism to record the user’s cognitive activities during the experiment. Based on the framework, this paper presents two potential implementation methods: first, training a deep learning model with several hundred thousand street view images scored by online volunteers, with further analysis of which visual factors produce a sense of safety for the individual, and second, creating an immersive virtual environment and Electroencephalogram (EEG-based experimental paradigm to both record and analyse the brain activity of a user and explore what type of virtual environment is more suitable and comfortable. Finally, we present some preliminary findings based on the first method.

  4. Scientific Visualization Made Easy for the Scientist

    Science.gov (United States)

    Westerhoff, M.; Henderson, B.

    2002-12-01

    amirar is an application program used in creating 3D visualizations and geometric models of 3D image data sets from various application areas, e.g. medicine, biology, biochemistry, chemistry, physics, and engineering. It has demonstrated significant adoption in the market place since becoming commercially available in 2000. The rapid adoption has expanded the features being requested by the user base and broadened the scope of the amira product offering. The amira product offering includes amira Standard, amiraDevT, used to extend the product capabilities by users, amiraMolT, used for molecular visualization, amiraDeconvT, used to improve quality of image data, and amiraVRT, used in immersive VR environments. amira allows the user to construct a visualization tailored to his or her needs without requiring any programming knowledge. It also allows 3D objects to be represented as grids suitable for numerical simulations, notably as triangular surfaces and volumetric tetrahedral grids. The amira application also provides methods to generate such grids from voxel data representing an image volume, and it includes a general-purpose interactive 3D viewer. amiraDev provides an application-programming interface (API) that allows the user to add new components by C++ programming. amira supports many import formats including a 'raw' format allowing immediate access to your native uniform data sets. amira uses the power and speed of the OpenGLr and Open InventorT graphics libraries and 3D graphics accelerators to allow you to access over 145 modules, enabling you to process, probe, analyze and visualize your data. The amiraMolT extension adds powerful tools for molecular visualization to the existing amira platform. amiraMolT contains support for standard molecular file formats, tools for visualization and analysis of static molecules as well as molecular trajectories (time series). amiraDeconv adds tools for the deconvolution of 3D microscopic images. Deconvolution is the

  5. Experiments at Scale with In-Situ Visualization Using ParaView/Catalyst in RAGE

    Energy Technology Data Exchange (ETDEWEB)

    Kares, Robert John [Los Alamos National Lab. (LANL), Los Alamos, NM (United States)

    2014-10-31

    In this paper I describe some numerical experiments performed using the ParaView/Catalyst in-situ visualization infrastructure deployed in the Los Alamos RAGE radiation-hydrodynamics code to produce images from a running large scale 3D ICF simulation on the Cielo supercomputer at Los Alamos. The detailed procedures for the creation of the visualizations using ParaView/Catalyst are discussed and several images sequences from the ICF simulation problem produced with the in-situ method are presented. My impressions and conclusions concerning the use of the in-situ visualization method in RAGE are discussed.

  6. Immersive virtual walk-through development for tokamak using active head mounted display

    International Nuclear Information System (INIS)

    Dutta, Pramit

    2015-01-01

    A fully immersive virtual walk-through of the SST-1 tokamak has been developed. The virtual walkthrough renders the virtual model of SST-1 tokamak through a active stereoscopic head mounted display to visualize the virtual environment. All locations inside and outside of the reactor can be accessed and reviewed. Such a virtual walkthrough provides a 1:1 scale visualization of all components of the tokamak. To achieve such a virtual model, the graphical details of the tokamak CAD model are enhanced. Such enhancements are provided to improve lighting conditions at various locations, texturing of components to have a realistic visual effect and 360° rendering for ease of access. The graphical enhancements also include the redefinition of the facets to optimize the surface triangles to remove lags in display during visual rendering. Two separate algorithms are developed to interact with the virtual model. A fly-by algorithm, developed using C#, uses inputs from a commercial joystick to navigate within the virtual environment. The second algorithm uses the IR and gyroscopic tracking system of the head mounted display to render view as per the current pose of the user within the virtual environment and the direction of view. Such a virtual walk-thorough can be used extensively for design review and integration, review of new components, operator training for remote handling, operations, upgrades of tokamak, etc. (author)

  7. Social Interaction Development through Immersive Virtual Environments

    Science.gov (United States)

    Beach, Jason; Wendt, Jeremy

    2014-01-01

    The purpose of this pilot study was to determine if participants could improve their social interaction skills by participating in a virtual immersive environment. The participants used a developing virtual reality head-mounted display to engage themselves in a fully-immersive environment. While in the environment, participants had an opportunity…

  8. The Effects of 3D Immersion on CSL Students' Listening Comprehension

    Science.gov (United States)

    Lan, Yu-Ju; Liao, Chia-Ying

    2018-01-01

    The study aimed at enhancing Chinese as a second language (CSL) students' listening comprehension by using authentic contexts in Second Life (SL). Twenty-seven CSL students from 4 countries participated in the 6-week study. A within-subject design was adopted to confirm the effects of 3D immersive experiences on CSL students' listening…

  9. Distortion of calculated whole-body hematocrit during lower-body immersion in water.

    Science.gov (United States)

    Knight, D R; Santoro, T; Bondi, K R

    1986-11-01

    We found a difference between the venous hematocrits of immersed and nonimmersed arms during immersion of the lower body in cold water but not during a comparable exposure to warm water. Fourteen healthy men were exposed to three different experimental conditions: arm immersion, body immersion, and control. The men always sat upright while both upper extremities hung vertically at their sides. During arm immersion, one forearm was completely immersed for 30 min in either cold water (28 degrees C, n = 7) or warm water (38 degrees C, n = 7). This cold-warm water protocol was repeated on separate days for exposure to the remaining conditions of body immersion (immersion of 1 forearm and all tissues below the xiphoid process) and control (no immersion). Blood samples were simultaneously drawn from cannulated veins in both antecubital fossae. Hematocrit difference (Hct diff) was measured by subtracting the nonimmersed forearm's hematocrit (Hct dry) from the immersed forearm's hematocrit (Hct wet). Hct diff was approximately zero when the men were exposed to the control condition and body immersion in warm water. In the remaining conditions, Hct wet dropped below Hct dry (P less than 0.01, 3-way analysis of variance). The decrements of Hct diff showed there were differences between venous hematocrits in immersed and nonimmersed regions of the body, indicating that changes of the whole-body hematocrit cannot be calculated from a large-vessel hematocrit soon after immersing the lower body in cold water.

  10. You Spin my Head Right Round: Threshold of Limited Immersion for Rotation Gains in Redirected Walking.

    Science.gov (United States)

    Schmitz, Patric; Hildebrandt, Julian; Valdez, Andre Calero; Kobbelt, Leif; Ziefle, Martina

    2018-04-01

    In virtual environments, the space that can be explored by real walking is limited by the size of the tracked area. To enable unimpeded walking through large virtual spaces in small real-world surroundings, redirection techniques are used. These unnoticeably manipulate the user's virtual walking trajectory. It is important to know how strongly such techniques can be applied without the user noticing the manipulation-or getting cybersick. Previously, this was estimated by measuring a detection threshold (DT) in highly-controlled psychophysical studies, which experimentally isolate the effect but do not aim for perceived immersion in the context of VR applications. While these studies suggest that only relatively low degrees of manipulation are tolerable, we claim that, besides establishing detection thresholds, it is important to know when the user's immersion breaks. We hypothesize that the degree of unnoticed manipulation is significantly different from the detection threshold when the user is immersed in a task. We conducted three studies: a) to devise an experimental paradigm to measure the threshold of limited immersion (TLI), b) to measure the TLI for slowly decreasing and increasing rotation gains, and c) to establish a baseline of cybersickness for our experimental setup. For rotation gains greater than 1.0, we found that immersion breaks quite late after the gain is detectable. However, for gains lesser than 1.0, some users reported a break of immersion even before established detection thresholds were reached. Apparently, the developed metric measures an additional quality of user experience. This article contributes to the development of effective spatial compression methods by utilizing the break of immersion as a benchmark for redirection techniques.

  11. A Study on Immersion and Presence of a Portable Hand Haptic System for Immersive Virtual Reality.

    Science.gov (United States)

    Kim, Mingyu; Jeon, Changyu; Kim, Jinmo

    2017-05-17

    This paper proposes a portable hand haptic system using Leap Motion as a haptic interface that can be used in various virtual reality (VR) applications. The proposed hand haptic system was designed as an Arduino-based sensor architecture to enable a variety of tactile senses at low cost, and is also equipped with a portable wristband. As a haptic system designed for tactile feedback, the proposed system first identifies the left and right hands and then sends tactile senses (vibration and heat) to each fingertip (thumb and index finger). It is incorporated into a wearable band-type system, making its use easy and convenient. Next, hand motion is accurately captured using the sensor of the hand tracking system and is used for virtual object control, thus achieving interaction that enhances immersion. A VR application was designed with the purpose of testing the immersion and presence aspects of the proposed system. Lastly, technical and statistical tests were carried out to assess whether the proposed haptic system can provide a new immersive presence to users. According to the results of the presence questionnaire and the simulator sickness questionnaire, we confirmed that the proposed hand haptic system, in comparison to the existing interaction that uses only the hand tracking system, provided greater presence and a more immersive environment in the virtual reality.

  12. A Study on Immersion and Presence of a Portable Hand Haptic System for Immersive Virtual Reality

    Science.gov (United States)

    Kim, Mingyu; Jeon, Changyu; Kim, Jinmo

    2017-01-01

    This paper proposes a portable hand haptic system using Leap Motion as a haptic interface that can be used in various virtual reality (VR) applications. The proposed hand haptic system was designed as an Arduino-based sensor architecture to enable a variety of tactile senses at low cost, and is also equipped with a portable wristband. As a haptic system designed for tactile feedback, the proposed system first identifies the left and right hands and then sends tactile senses (vibration and heat) to each fingertip (thumb and index finger). It is incorporated into a wearable band-type system, making its use easy and convenient. Next, hand motion is accurately captured using the sensor of the hand tracking system and is used for virtual object control, thus achieving interaction that enhances immersion. A VR application was designed with the purpose of testing the immersion and presence aspects of the proposed system. Lastly, technical and statistical tests were carried out to assess whether the proposed haptic system can provide a new immersive presence to users. According to the results of the presence questionnaire and the simulator sickness questionnaire, we confirmed that the proposed hand haptic system, in comparison to the existing interaction that uses only the hand tracking system, provided greater presence and a more immersive environment in the virtual reality. PMID:28513545

  13. Virtual reality in experience marketing: An empirical study of the effects of immersive VR

    OpenAIRE

    Ebbesen, Marius; Ahsan, Sabeel

    2017-01-01

    Recent technological development has led virtual reality (VR) head mounted displays (HMD) to become commercially available to the mass market. Consumers have started to adopt the technology quickly, and forecasts for the VR industry are very promising for the upcoming years. However, little research has been conducted on the effects of exposure to immersive VR video through HMDs. Our aim for this thesis has been to investigate the effects of exposure to VR video and uncover the underlying mec...

  14. Public Engagement Through Shared Immersion: Participating in the Processes of Research.

    Science.gov (United States)

    Tang, Jessica Janice; Maroothynaden, Jason; Bello, Fernando; Kneebone, Roger

    2013-10-01

    Recently, the literature has emphasized the aims and logistics of public engagement, rather than its epistemic and cultural processes. In this conceptual article, we use our work on surgical simulation to describe a process that has moved from the classroom and the research laboratory into the public sphere. We propose an innovative shared immersion model for framing the relationship between engagement activities and research. Our model thus frames the public engagement experience as a participative encounter, which brings visitor and researcher together in a shared (surgical) experience mediated by experts from a range of domains.

  15. Maintenance system for immersed seals, specifically for nuclear reactors

    International Nuclear Information System (INIS)

    Poindexter, A.M.; Ricks, H.E.

    1977-01-01

    The invention concerns the immersed seals of nuclear reactors and specifically a maintenance system for the immersed seals of the revolving closing plugs of liquid metal breeder nuclear reactors. A liquid sodium immersed joint may be located at a given place or be surrounded by heating elements so that the sodium stays liquid whilst the reactor is working. In other cases, the sodium in the immersed seal is allowed to solidify whilst the reactor is working, thereby increasing the efficiency of the seal. At all events, the sodium must be in a liquid state during reloading with fuel to enable the plug to turn. The invention consists in fitting an ultrasonic transducer to the closure head of the reactor vessel so that the vibration emitting surface directs these vibrations towards the immersed seals so as to detach the deposits of impurities on them and ensure the wetting of the metal surfaces of which they are formed. Additionally, an envelope that can be placed around the ultrasonic transducer in conjunction with a suction appliance provides a mechanism through which the impurities can be removed from the area of the immersed seal [fr

  16. Prolonged whole-body cold water immersion: fluid and ion shifts.

    Science.gov (United States)

    Deuster, P A; Smith, D J; Smoak, B L; Montgomery, L C; Singh, A; Doubt, T J

    1989-01-01

    To characterize fluid and ion shifts during prolonged whole-body immersion, 16 divers wearing dry suits completed four whole-body immersions in 5 degrees C water during each of two 5-day air saturation dives at 6.1 msw. One immersion was conducted at 1000 (AM) and one at 2200 (PM) so that diurnal variations could be evaluated. Fifty-four hours separated the immersions, which lasted up to 6 h; 9 days separated each air saturation dive. Blood was collected before and after immersion; urine was collected for 12 h before, during, and after immersion for a total of 24 h. Plasma volume decreased significantly and to the same extent (approximately 17%) during both AM and PM immersions. Urine flow increased by 236.1 +/- 38.7 and 296.3 +/- 52.0%, urinary excretion of Na increased by 290.4 +/- 89.0 and 329.5 +/- 77.0%, K by 245.0 +/- 73.4 and 215.5 +/- 44.6%, Ca by 211.0 +/- 31.4 and 241.1 +/- 50.4%, Mg by 201.4 +/- 45.9 and 165.3 +/- 287%, and Zn by 427.8 +/- 93.7 and 301.9 +/- 75.4% during AM and PM immersions, respectively, compared with preimmersion. Urine flow and K excretion were significantly higher during the AM than PM. In summary, when subjects are immersed in cold water for prolonged periods, combined with a slow rate of body cooling afforded by thermal protection and enforced intermittent exercise, there is diuresis, decreased plasma volume, and increased excretions of Na, K, Ca, Mg, and Zn.

  17. Listeners' expectation of room acoustical parameters based on visual cues

    Science.gov (United States)

    Valente, Daniel L.

    Despite many studies investigating auditory spatial impressions in rooms, few have addressed the impact of simultaneous visual cues on localization and the perception of spaciousness. The current research presents an immersive audio-visual study, in which participants are instructed to make spatial congruency and quantity judgments in dynamic cross-modal environments. The results of these psychophysical tests suggest the importance of consilient audio-visual presentation to the legibility of an auditory scene. Several studies have looked into audio-visual interaction in room perception in recent years, but these studies rely on static images, speech signals, or photographs alone to represent the visual scene. Building on these studies, the aim is to propose a testing method that uses monochromatic compositing (blue-screen technique) to position a studio recording of a musical performance in a number of virtual acoustical environments and ask subjects to assess these environments. In the first experiment of the study, video footage was taken from five rooms varying in physical size from a small studio to a small performance hall. Participants were asked to perceptually align two distinct acoustical parameters---early-to-late reverberant energy ratio and reverberation time---of two solo musical performances in five contrasting visual environments according to their expectations of how the room should sound given its visual appearance. In the second experiment in the study, video footage shot from four different listening positions within a general-purpose space was coupled with sounds derived from measured binaural impulse responses (IRs). The relationship between the presented image, sound, and virtual receiver position was examined. It was found that many visual cues caused different perceived events of the acoustic environment. This included the visual attributes of the space in which the performance was located as well as the visual attributes of the performer

  18. Immersive 3D Geovisualization in Higher Education

    Science.gov (United States)

    Philips, Andrea; Walz, Ariane; Bergner, Andreas; Graeff, Thomas; Heistermann, Maik; Kienzler, Sarah; Korup, Oliver; Lipp, Torsten; Schwanghart, Wolfgang; Zeilinger, Gerold

    2015-01-01

    In this study, we investigate how immersive 3D geovisualization can be used in higher education. Based on MacEachren and Kraak's geovisualization cube, we examine the usage of immersive 3D geovisualization and its usefulness in a research-based learning module on flood risk, called GEOSimulator. Results of a survey among participating students…

  19. Get immersed and black in fire ash world. Field Wildgeographers experience.

    Science.gov (United States)

    Pereira, Paulo; Cerdà, Artemi; Misiune, Ieva; Jordan, Antonio

    2015-04-01

    Ash is the footprint left by the fire. This residue is very important to landscape recover and is an important source of soil protection after the fire. Get immersed in fire ash world is the same thing of get dirty and do not be recognizable in a fire affected area. To measure ash in the field we have to be careful where to step, how to do the experimental design, collect samples and find with accuracy the places measured before. A good methodology is needed in design field experiments, collect ash samples and monitoring ash evolution (Cerdà and Doerr, 2008; Bodi et al., 2014; Pereira and Ubeda, 2010; Pereira et al. 2011; 2012, 2013, 2014, 2015). The objective of this work is to share with the Avatar world the methodologies used when wildgeographers get immersed in fire ash world, including: 1) Identify the best study area 2) Experimental design 3) Sample collection 4) Get dirty and have fun in the field 5) Laboratory, Statistical and spatial analysis Acknoledgements The author are thankful for the support of the projects POSTFIRE (Soil quality, erosion control and plant cover recovery under different post-fire management scenarios, CGL2013-47862-C2-1-R) funded by the Spanish Ministry of Economy and Competitiveness; GL2008-02879/BTE, LEDDRA 243857, RECARE (Preventing and Remediating Degradation of Soils in Europe Through Land Care, FP7-ENV-2013-TWO STAGE), funded by the European Commission; and for the COST action ES1306 (Connecteur: Connecting European Connectivity Research), FUEGORED (Spanish Network of Forest Fire Effects on Soils, http://grupo.us.es/fuegored/) and to Comissionat per a Universitats i Recerca del DIUE de la Generalitat de Catalunya. References Bodi, M., Martin, D.A., Santin, C., Balfour, V., Doerr, S.H., Pereira, P., Cerda, A., Mataix-Solera, J. (2014) Wildland fire ash: production, composition and eco-hydro-geomorphic effects. Earth-Science Reviews, 130, 103-127. Cerdà, A. y Doerr, S.H. 2008. The effect of ash and needle cover on surface

  20. Immersion technique in soft tissue radiography of the hands

    International Nuclear Information System (INIS)

    Maekelae, P.; Haaslahti, J.O.

    1978-01-01

    Soft tissue radiography of hands using the technique of mammary radiography and immersion in a 2.5 cm layer of 1 : 1 water-ethanol solution is evaluated. Using immersion the average background density decreases with a factor of about 2.5 : 1, with little deterioration in resolution (MTF). The immersion procedure makes the demonstration and evaluation of soft tisse swelling and periarticular oedema easier. (Auth.)

  1. Changes in landing mechanics after cold-water immersion.

    Science.gov (United States)

    Wang, He; Toner, Michael M; Lemonda, Thomas J; Zohar, Mor

    2010-06-01

    The purpose of this study was to investigate the influence of cold-water immersion on kinematics and kinetics during a drop-landing task. On four separate occasions, 9 men performed drop-landings from a 0.6-m platform to a force platform following 30-min immersion to the hip-joint in thermoneutral water (control; 34 degrees C) and in cold water (20 degrees C) to the ankle (low level), knee (medium level), and hip (high level) joints. Sagittal plane kinematics and kinetics were determined. One-way repeated measures multivariate analysis of variance was used for statistical analysis. Compared to the control, the low-level condition had similar joint mechanics, the medium level showed 26% less ankle mechanical work (p = .003), and the high level showed 9% less vertical ground reaction force (p = .025) and 23% less ankle mechanical work (p = .023) with 18% greater trunk flexion (p = .024). In summary, the low-level cold-water immersion had no effect on landing mechanics. The medium- and high-level cold-water immersion resulted in a reduction in impact absorption at the ankle joint during landing. The increased trunk flexion after high-level immersion helped dissipate landing impact.

  2. Bandpass characteristics of high-frequency sensitivity and visual experience in blindsight

    NARCIS (Netherlands)

    Seifert, Doerthe; Falter, Christine; Strasburger, Hans; Elliott, Mark A.

    Patient RP suffers a unilateral right homonymous quadrant anopia but demonstrates better than chance discrimination for Stimuli presented in the blind field at temporal frequencies between 33 and 47 Hz (all significant at p <05, binomial) Examination of her reports of visual experience during

  3. Immersion Gratings for Infrared High-resolution Spectroscopy

    Science.gov (United States)

    Sarugaku, Yuki; Ikeda, Yuji; Kobayashi, Naoto; Kaji, Sayumi; Sukegawa, Takashi; Sugiyama, Shigeru; Nakagawa, Takao; Arasaki, Takayuki; Kondo, Sohei; Nakanishi, Kenshi; Yasui, Chikako; Kawakita, Hideyo

    2016-10-01

    High-resolution spectroscopy in the infrared wavelength range is essential for observations of minor isotopologues, such as HDO for water, and prebiotic organic molecules like hydrocarbons/P-bearing molecules because numerous vibrational molecular bands (including non-polar molecules) are located in this wavelength range. High spectral resolution enables us to detect weak lines without spectral line confusion. This technique has been widely used in planetary sciences, e.g., cometary coma (H2O, CO, and organic molecules), the martian atmosphere (CH4, CO2, H2O and HDO), and the upper atmosphere of gas giants (H3+ and organic molecules such as C2H6). Spectrographs with higher resolution (and higher sensitivity) still have a potential to provide a plenty of findings. However, because the size of spectrographs scales with the spectral resolution, it is difficult to realize it.Immersion grating (IG), which is a diffraction grating wherein the diffraction surface is immersed in a material with a high refractive index (n > 2), provides n times higher spectral resolution compared to a reflective grating of the same size. Because IG reduces the size of spectrograph to 1/n compared to the spectrograph with the same spectral resolution using a conventional reflective grating, it is widely acknowledged as a key optical device to realize compact spectrographs with high spectral resolution.Recently, we succeeded in fabricating a CdZnTe immersion grating with the theoretically predicted diffraction efficiency by machining process using an ultrahigh-precision five-axis processing machine developed by Canon Inc. Using the same technique, we completed a practical germanium (Ge) immersion grating with both a reflection coating on the grating surface and the an AR coating on the entrance surface. It is noteworthy that the wide wavelength range from 2 to 20 um can be covered by the two immersion gratings.In this paper, we present the performances and the applications of the immersion

  4. Insensitivity of visual short-term memory to irrelevant visual information.

    Science.gov (United States)

    Andrade, Jackie; Kemps, Eva; Werniers, Yves; May, Jon; Szmalec, Arnaud

    2002-07-01

    Several authors have hypothesized that visuo-spatial working memory is functionally analogous to verbal working memory. Irrelevant background speech impairs verbal short-term memory. We investigated whether irrelevant visual information has an analogous effect on visual short-term memory, using a dynamic visual noise (DVN) technique known to disrupt visual imagery (Quinn & McConnell, 1996b). Experiment I replicated the effect of DVN on pegword imagery. Experiments 2 and 3 showed no effect of DVN on recall of static matrix patterns, despite a significant effect of a concurrent spatial tapping task. Experiment 4 showed no effect of DVN on encoding or maintenance of arrays of matrix patterns, despite testing memory by a recognition procedure to encourage visual rather than spatial processing. Serial position curves showed a one-item recency effect typical of visual short-term memory. Experiment 5 showed no effect of DVN on short-term recognition of Chinese characters, despite effects of visual similarity and a concurrent colour memory task that confirmed visual processing of the characters. We conclude that irrelevant visual noise does not impair visual short-term memory. Visual working memory may not be functionally analogous to verbal working memory, and different cognitive processes may underlie visual short-term memory and visual imagery.

  5. Photogrammetric Applications of Immersive Video Cameras

    OpenAIRE

    Kwiatek, K.; Tokarczyk, R.

    2014-01-01

    The paper investigates immersive videography and its application in close-range photogrammetry. Immersive video involves the capture of a live-action scene that presents a 360° field of view. It is recorded simultaneously by multiple cameras or microlenses, where the principal point of each camera is offset from the rotating axis of the device. This issue causes problems when stitching together individual frames of video separated from particular cameras, however there are ways to ov...

  6. Water immersion and changes in the foetoplacental and uteroplacental circulation

    DEFF Research Database (Denmark)

    Thisted, Dorthe Louise Ahrenkiel; Nørgaard, Lone Nikoline; Meyer, Helle Mølgaard

    2015-01-01

    Abstract Objective: To evaluate the effect of immersion into water on maternal blood pressure, amount of amniotic fluid and on the foetoplacental- and uteroplacental circulation in healthy women with an uncomplicated singleton pregnancy. Methods: Twenty-five healthy women were included. Recordings...... of blood pressure, deepest vertical pocket of amniotic fluid and pulsatility index (PI) measured by Doppler in the umbilical and uterine arteries were obtained. The participants were immersed into water and the measurements were repeated after 5 and 25 min in water and again 15 and 30 min post immersion....... Results: The amount of amniotic fluid increased significantly (p immersion (p immersion on either umbilical- or uterine artery PI. All changes returned toward baseline-level within 30 min...

  7. Progress in video immersion using Panospheric imaging

    Science.gov (United States)

    Bogner, Stephen L.; Southwell, David T.; Penzes, Steven G.; Brosinsky, Chris A.; Anderson, Ron; Hanna, Doug M.

    1998-09-01

    Having demonstrated significant technical and marketplace advantages over other modalities for video immersion, PanosphericTM Imaging (PI) continues to evolve rapidly. This paper reports on progress achieved since AeroSense 97. The first practical field deployment of the technology occurred in June-August 1997 during the NASA-CMU 'Atacama Desert Trek' activity, where the Nomad mobile robot was teleoperated via immersive PanosphericTM imagery from a distance of several thousand kilometers. Research using teleoperated vehicles at DRES has also verified the exceptional utility of the PI technology for achieving high levels of situational awareness, operator confidence, and mission effectiveness. Important performance enhancements have been achieved with the completion of the 4th Generation PI DSP-based array processor system. The system is now able to provide dynamic full video-rate generation of spatial and computational transformations, resulting in a programmable and fully interactive immersive video telepresence. A new multi- CCD camera architecture has been created to exploit the bandwidth of this processor, yielding a well-matched PI system with greatly improved resolution. While the initial commercial application for this technology is expected to be video tele- conferencing, it also appears to have excellent potential for application in the 'Immersive Cockpit' concept. Additional progress is reported in the areas of Long Wave Infrared PI Imaging, Stereo PI concepts, PI based Video-Servoing concepts, PI based Video Navigation concepts, and Foveation concepts (to merge localized high-resolution views with immersive views).

  8. Modernized Approach for Generating Reproducible Heterogeneity Using Transmitted-Light for Flow Visualization Experiments

    Science.gov (United States)

    Jones, A. A.; Holt, R. M.

    2017-12-01

    Image capturing in flow experiments has been used for fluid mechanics research since the early 1970s. Interactions of fluid flow between the vadose zone and permanent water table are of great interest because this zone is responsible for all recharge waters, pollutant transport and irrigation efficiency for agriculture. Griffith, et al. (2011) developed an approach where constructed reproducible "geologically realistic" sand configurations are deposited in sandfilled experimental chambers for light-transmitted flow visualization experiments. This method creates reproducible, reverse graded, layered (stratified) thin-slab sand chambers for point source experiments visualizing multiphase flow through porous media. Reverse-graded stratification of sand chambers mimic many naturally occurring sedimentary deposits. Sandfilled chambers use light as nonintrusive tools for measuring water saturation in two-dimensions (2-D). Homogeneous and heterogeneous sand configurations can be produced to visualize the complex physics of the unsaturated zone. The experimental procedure developed by Griffith, et al. (2011) was designed using now outdated and obsolete equipment. We have modernized this approach with new Parker Deadel linear actuator and programed projects/code for multiple configurations. We have also updated the Roper CCD software and image processing software with the latest in industry standards. Modernization of transmitted-light source, robotic equipment, redesigned experimental chambers, and newly developed analytical procedures have greatly reduced time and cost per experiment. We have verified the ability of the new equipment to generate reproducible heterogeneous sand-filled chambers and demonstrated the functionality of the new equipment and procedures by reproducing several gravity-driven fingering experiments conducted by Griffith (2008).

  9. The experiences of severely visually impaired students in higher music education

    OpenAIRE

    Ball, Natalie

    2017-01-01

    The aim of this research was to investigate the experiences of severely visually impaired students in higher music education. Higher education should be accessible to all and therefore policies must be created and implemented to ensure this. The experiences of students with impairments best show where barriers exist for such students and how they can be removed. This studied is based on the social model of disability and the emancipatory research paradigm which is linked to critical pedagogy....

  10. Braille and Tactile Graphics: Youths with Visual Impairments Share Their Experiences

    Science.gov (United States)

    Rosenblum, L. Penny; Herzberg, Tina S.

    2015-01-01

    Introduction: Data were collected from youths with visual impairment about their experiences with tactile graphics and braille materials used in mathematics and science classes. Methods: Youths answered questions and explored four tactile graphics made using different production methods. They located specific information on each graphic and shared…

  11. Corrosion resistance of modified layer on uranium formed by plasma immersion ion implantation

    International Nuclear Information System (INIS)

    Long Zhong; Liu Kezhao; Bai Bin; Yan Dongxu

    2010-01-01

    Nitrogen ion was implanted into uranium surface using plasma immersion ion implantation, and the corrosion resistance of modified layer was studied by corrosion experiment. SEM was used to observe variety of samples surface. In atmosphere, the sample surface had not changed during five months. In heat-humid environment, there was dot-corrosion appearing after two months, but it did not influence the integrity of the modified layer. AES was used to study the diffusion of oxygen and nitrogen during hot-humid corrosion, in three months, both of two elements diffused to the substrate, but the diffusion was weak. The structure of modified layer was not changed. Experimental results show that the modified layer formed by plasma immersion ion implantation has good corrosion resistance.

  12. Corrosion resistance of modified layer on uranium formed by plasma immersion ion implantation

    Energy Technology Data Exchange (ETDEWEB)

    Long Zhong, E-mail: long2001@163.co [China Academy of Engineering Physics, Mianyang, Sichuan, 621900 (China); Liu Kezhao; Bai Bin; Yan Dongxu [China Academy of Engineering Physics, Mianyang, Sichuan, 621900 (China)

    2010-02-18

    Nitrogen ion was implanted into uranium surface using plasma immersion ion implantation, and the corrosion resistance of modified layer was studied by corrosion experiment. SEM was used to observe variety of samples surface. In atmosphere, the sample surface had not changed during five months. In heat-humid environment, there was dot-corrosion appearing after two months, but it did not influence the integrity of the modified layer. AES was used to study the diffusion of oxygen and nitrogen during hot-humid corrosion, in three months, both of two elements diffused to the substrate, but the diffusion was weak. The structure of modified layer was not changed. Experimental results show that the modified layer formed by plasma immersion ion implantation has good corrosion resistance.

  13. Visualization environment for reviewing and experimenting with compaction equipment trajectories in context

    NARCIS (Netherlands)

    Vasenev, Alexandr; Hartmann, Timo; Miller, Seirgei Rosario; Doree, Andries G.

    Visualization Environments (VEs) can assist construction professionals in studying intricate interrelations between construction equipment trajectories and their context. Such VEs typically support them in either reviewing earlier conducted work or experimenting with possible alternatives. In the

  14. Augmented Visual Experience of Simulated Solar Phenomena

    Science.gov (United States)

    Tucker, A. O., IV; Berardino, R. A.; Hahne, D.; Schreurs, B.; Fox, N. J.; Raouafi, N.

    2017-12-01

    The Parker Solar Probe (PSP) mission will explore the Sun's corona, studying solar wind, flares and coronal mass ejections. The effects of these phenomena can impact the technology that we use in ways that are not readily apparent, including affecting satellite communications and power grids. Determining the structure and dynamics of corona magnetic fields, tracing the flow of energy that heats the corona, and exploring dusty plasma near the Sun to understand its influence on solar wind and energetic particle formation requires a suite of sensors on board the PSP spacecraft that are engineered to observe specific phenomena. Using models of these sensors and simulated observational data, we can visualize what the PSP spacecraft will "see" during its multiple passes around the Sun. Augmented reality (AR) technologies enable convenient user access to massive data sets. We are developing an application that allows users to experience environmental data from the point of view of the PSP spacecraft in AR using the Microsoft HoloLens. Observational data, including imagery, magnetism, temperature, and density are visualized in 4D within the user's immediate environment. Our application provides an educational tool for comprehending the complex relationships of observational data, which aids in our understanding of the Sun.

  15. Kenaf Fibre Reinforced Polypropylene Composites: Effect of Cyclic Immersion on Tensile Properties

    Directory of Open Access Journals (Sweden)

    W. H. Haniffah

    2015-01-01

    Full Text Available This research studied the degradation of tensile properties of kenaf fibre reinforced polypropylene composites due to cyclic immersion into two different solutions, as well as comparison of the developed composites’ tensile properties under continuous and cyclic immersion. Composites with 40% and 60% fibre loadings were immersed in tap water and bleach for 4 cycles. Each cycle consisted of 3 days of immersion and 4 days of conditioning in room temperature (28°C and 55% humidity. The tensile strength and modulus of composites were affected by fibre composition, type of liquid of immersion, and number of cycles. The number of immersion cycles and conditioning caused degradation to tensile strength and modulus of kenaf fibre reinforced polypropylene composites. Continuous and cyclic immersion in bleach caused tensile strength of the composites to differ significantly whereas, for tensile modulus, the difference was insignificant in any immersion and fibre loadings. However, continuous immersion in the bleach reduced the tensile strength of composites more compared to cyclic immersion. These preliminary results suggest further evaluation of the suitability of kenaf fibre reinforced polypropylene composites for potential bathroom application where the composites will be exposed to water/liquid in cyclic manner due to discontinuous usage of bathroom.

  16. Aberration characteristics of immersion lenses for LVSEM

    International Nuclear Information System (INIS)

    Khursheed, Anjam

    2002-01-01

    This paper investigates the on-axis aberration characteristics of various immersion objective lenses for low voltage scanning electron microscopy (LVSEM). A simple aperture lens model is used to generate smooth axial field distributions. The simulation results show that mixed field electric-magnetic immersion lenses are predicted to have between 1.5 and 2 times smaller aberration limited probe diameters than their pure-field counterparts. At a landing energy of 1 keV, mixed field immersion lenses operating at the vacuum electrical field breakdown limit are predicted to have on-axis aberration coefficients between 50 and 60 μm, yielding an ultimate image resolution of below 1 nm. These aberrations lie in the same range as those for LVSEM systems that employ aberration correctors

  17. Hybrid finite difference/finite element immersed boundary method.

    Science.gov (United States)

    E Griffith, Boyce; Luo, Xiaoyu

    2017-12-01

    The immersed boundary method is an approach to fluid-structure interaction that uses a Lagrangian description of the structural deformations, stresses, and forces along with an Eulerian description of the momentum, viscosity, and incompressibility of the fluid-structure system. The original immersed boundary methods described immersed elastic structures using systems of flexible fibers, and even now, most immersed boundary methods still require Lagrangian meshes that are finer than the Eulerian grid. This work introduces a coupling scheme for the immersed boundary method to link the Lagrangian and Eulerian variables that facilitates independent spatial discretizations for the structure and background grid. This approach uses a finite element discretization of the structure while retaining a finite difference scheme for the Eulerian variables. We apply this method to benchmark problems involving elastic, rigid, and actively contracting structures, including an idealized model of the left ventricle of the heart. Our tests include cases in which, for a fixed Eulerian grid spacing, coarser Lagrangian structural meshes yield discretization errors that are as much as several orders of magnitude smaller than errors obtained using finer structural meshes. The Lagrangian-Eulerian coupling approach developed in this work enables the effective use of these coarse structural meshes with the immersed boundary method. This work also contrasts two different weak forms of the equations, one of which is demonstrated to be more effective for the coarse structural discretizations facilitated by our coupling approach. © 2017 The Authors International  Journal  for  Numerical  Methods  in  Biomedical  Engineering Published by John Wiley & Sons Ltd.

  18. $f$-Biminimal immersions

    OpenAIRE

    GÜRLER, FATMA; ÖZGÜR, CİHAN

    2017-01-01

    In the present paper, we define $f$-biminimal immersions. We consider $f$-biminimal curves in a Riemannian manifold and $f$-biminimal submanifolds of codimension $1$ in a Riemannian manifold, and we give examples of $f$-biminimal surfaces. Finally, we consider $f$-biminimal Legendre curves in Sasakian space forms and give an example.

  19. Immersible solar heater for fluids

    Science.gov (United States)

    Kronberg, James W.

    1995-01-01

    An immersible solar heater comprising a light-absorbing panel attached to a frame for absorbing heat energy from the light and transferring the absorbed heat energy directly to the fluid in which the heater is immersed. The heater can be used to heat a swimming pool, for example, and is held in position and at a preselected angle by a system of floats, weights and tethers so that the panel can operate efficiently. A skid can be used in one embodiment to prevent lateral movement of the heater along the bottom of the pool. Alternative embodiments include different arrangements of the weights, floats and tethers and methods for making the heater.

  20. Why Does the Buddha Laugh? Exploring Ethnic Visual Culture

    Science.gov (United States)

    Shin, Ryan

    2010-01-01

    As an art educator and a native Korean immersed in Asian culture until 30 years of age, and one who has gained some insights into the two cultures of East Asia and America, the author is constantly thinking of what students will learn from embracing Asian visuals and objects in art curriculum. He asks if their history, identity, form and function,…

  1. Visual Experience Shapes the Neural Networks Remapping Touch into External Space.

    Science.gov (United States)

    Crollen, Virginie; Lazzouni, Latifa; Rezk, Mohamed; Bellemare, Antoine; Lepore, Franco; Collignon, Olivier

    2017-10-18

    Localizing touch relies on the activation of skin-based and externally defined spatial frames of reference. Psychophysical studies have demonstrated that early visual deprivation prevents the automatic remapping of touch into external space. We used fMRI to characterize how visual experience impacts the brain circuits dedicated to the spatial processing of touch. Sighted and congenitally blind humans performed a tactile temporal order judgment (TOJ) task, either with the hands uncrossed or crossed over the body midline. Behavioral data confirmed that crossing the hands has a detrimental effect on TOJ judgments in sighted but not in early blind people. Crucially, the crossed hand posture elicited enhanced activity, when compared with the uncrossed posture, in a frontoparietal network in the sighted group only. Psychophysiological interaction analysis revealed, however, that the congenitally blind showed enhanced functional connectivity between parietal and frontal regions in the crossed versus uncrossed hand postures. Our results demonstrate that visual experience scaffolds the neural implementation of the location of touch in space. SIGNIFICANCE STATEMENT In daily life, we seamlessly localize touch in external space for action planning toward a stimulus making contact with the body. For efficient sensorimotor integration, the brain has therefore to compute the current position of our limbs in the external world. In the present study, we demonstrate that early visual deprivation alters the brain activity in a dorsal parietofrontal network typically supporting touch localization in the sighted. Our results therefore conclusively demonstrate the intrinsic role that developmental vision plays in scaffolding the neural implementation of touch perception. Copyright © 2017 the authors 0270-6474/17/3710097-07$15.00/0.

  2. Cardiovascular responses to apneic facial immersion during altered cardiac filling.

    Science.gov (United States)

    Journeay, W Shane; Reardon, Francis D; Kenny, Glen P

    2003-06-01

    The hypothesis that reduced cardiac filling, as a result of lower body negative pressure (LBNP) and postexercise hypotension (PEH), would attenuate the reflex changes to heart rate (HR), skin blood flow (SkBF), and mean arterial pressure (MAP) normally induced by facial immersion was tested. The purpose of this study was to investigate the cardiovascular control mechanisms associated with apneic facial immersion during different cardiovascular challenges. Six subjects randomly performed 30-s apneic facial immersions in 6.0 +/- 1.2 degrees C water under the following conditions: 1) -20 mmHg LBNP, 2) +40 mmHg lower body positive pressure (LBPP), 3) during a period of PEH, and 4) normal resting (control). Measurements included SkBF at one acral (distal phalanx of the thumb) and one nonacral region of skin (ventral forearm), HR, and MAP. Facial immersion reduced HR and SkBF at both sites and increased MAP under all conditions (P filling during LBNP and PEH significantly attenuated the absolute HR nadir observed during the control immersion (P facial immersion can be attenuated when cardiac filling is compromised.

  3. Immersed boundary-simplified lattice Boltzmann method for incompressible viscous flows

    Science.gov (United States)

    Chen, Z.; Shu, C.; Tan, D.

    2018-05-01

    An immersed boundary-simplified lattice Boltzmann method is developed in this paper for simulations of two-dimensional incompressible viscous flows with immersed objects. Assisted by the fractional step technique, the problem is resolved in a predictor-corrector scheme. The predictor step solves the flow field without considering immersed objects, and the corrector step imposes the effect of immersed boundaries on the velocity field. Different from the previous immersed boundary-lattice Boltzmann method which adopts the standard lattice Boltzmann method (LBM) as the flow solver in the predictor step, a recently developed simplified lattice Boltzmann method (SLBM) is applied in the present method to evaluate intermediate flow variables. Compared to the standard LBM, SLBM requires lower virtual memories, facilitates the implementation of physical boundary conditions, and shows better numerical stability. The boundary condition-enforced immersed boundary method, which accurately ensures no-slip boundary conditions, is implemented as the boundary solver in the corrector step. Four typical numerical examples are presented to demonstrate the stability, the flexibility, and the accuracy of the present method.

  4. Development of real time visual evaluation system for sodium transient thermohydraulic experiments

    International Nuclear Information System (INIS)

    Tanigawa, Shingo

    1990-01-01

    A real time visual evaluation system, the Liquid Metal Visual Evaluation System (LIVES), has been developed for the Plant Dynamics Test Loop facility at O-arai Engineering Center. This facility is designed to provide sodium transient thermohydraulic experimental data not only in a fuel subassembly but also in a plant wide system simulating abnormal or accident conditions in liquid metal fast breeder reactors. Since liquid metal sodium is invisible, measurements to obtain experimental data are mainly conducted by numerous thermo couples installed at various locations in the test sections and the facility. The transient thermohydraulic phenomena are a result of complicated interactions among global and local scale three-dimensional phenomena, and short- and long-time scale phenomena. It is, therefore, difficult to grasp intuitively thermohydraulic behaviors and to observe accurately both temperature distribution and flow condition solely by digital data or various types of analog data in evaluating the experimental results. For effectively conducting sodium transient experiments and for making it possible to observe exactly thermohydraulic phenomena, the real time visualization technique for transient thermohydraulics has been developed using the latest Engineering Work Station. The system makes it possible to observe and compare instantly the experiment and analytical results while experiment or analysis is in progress. The results are shown by not only the time trend curves but also the graphic animations. This paper shows an outline of the system and sample applications of the system. (author)

  5. A uniform geometry description for simulation, reconstruction and visualization in the BESIII experiment

    Energy Technology Data Exchange (ETDEWEB)

    Liang Yutie [School of Physics and State Key Laboratory of Nuclear Physics and Technology, Peking University, Beijing 100871 (China)], E-mail: liangyt@hep.pku.edu.cn; Zhu Bo; You Zhengyun; Liu Kun; Ye Hongxue; Xu Guangming; Wang Siguang [School of Physics and State Key Laboratory of Nuclear Physics and Technology, Peking University, Beijing 100871 (China); Li Weidong; Liu Huaimin; Mao Zepu [Institute of High Energy Physics, CAS, Beijing 100049 (China); Mao Yajun [School of Physics and State Key Laboratory of Nuclear Physics and Technology, Peking University, Beijing 100871 (China)

    2009-05-21

    In the BESIII experiment, the simulation, reconstruction and visualization were designed to use the same geometry description in order to ensure the consistency of the geometry for different applications. Geometry Description Markup Language (GDML), an application-independent persistent format for describing the geometries of detectors, was chosen and met our requirement. The detector of BESIII was described with GDML and then used in Geant4-based simulation and ROOT-based reconstruction and visualization.

  6. A uniform geometry description for simulation, reconstruction and visualization in the BESIII experiment

    International Nuclear Information System (INIS)

    Liang Yutie; Zhu Bo; You Zhengyun; Liu Kun; Ye Hongxue; Xu Guangming; Wang Siguang; Li Weidong; Liu Huaimin; Mao Zepu; Mao Yajun

    2009-01-01

    In the BESIII experiment, the simulation, reconstruction and visualization were designed to use the same geometry description in order to ensure the consistency of the geometry for different applications. Geometry Description Markup Language (GDML), an application-independent persistent format for describing the geometries of detectors, was chosen and met our requirement. The detector of BESIII was described with GDML and then used in Geant4-based simulation and ROOT-based reconstruction and visualization.

  7. A second order penalized direct forcing for hybrid Cartesian/immersed boundary flow simulations

    International Nuclear Information System (INIS)

    Introini, C.; Belliard, M.; Fournier, C.

    2014-01-01

    In this paper, we propose a second order penalized direct forcing method to deal with fluid-structure interaction problems involving complex static or time-varying geometries. As this work constitutes a first step toward more complicated problems, our developments are restricted to Dirichlet boundary condition in purely hydraulic context. The proposed method belongs to the class of immersed boundary techniques and consists in immersing the physical domain in a Cartesian fictitious one of simpler geometry on fixed grids. A penalized forcing term is added to the momentum equation to take the boundary conditions around/inside the obstacles into account. This approach avoids the tedious task of re-meshing and allows us to use fast and accurate numerical schemes. In contrary, as the immersed boundary is described by a set of Lagrangian points that does not generally coincide with those of the Eulerian grid, numerical procedures are required to reconstruct the velocity field near the immersed boundary. Here, we develop a second order linear interpolation scheme and we compare it to a simpler model of order one. As far as the governing equations are concerned, we use a particular fractional-step method in which the penalized forcing term is distributed both in prediction and correction equations. The accuracy of the proposed method is assessed through 2-D numerical experiments involving static and rotating solids. We show in particular that the numerical rate of convergence of our method is quasi-quadratic. (authors)

  8. Comparison of experimental target currents with analytical model results for plasma immersion ion implantation

    International Nuclear Information System (INIS)

    En, W.G.; Lieberman, M.A.; Cheung, N.W.

    1995-01-01

    Ion implantation is a standard fabrication technique used in semiconductor manufacturing. Implantation has also been used to modify the surface properties of materials to improve their resistance to wear, corrosion and fatigue. However, conventional ion implanters require complex optics to scan a narrow ion beam across the target to achieve implantation uniformity. An alternative implantation technique, called Plasma Immersion Ion Implantation (PIII), immerses the target into a plasma. The ions are extracted from the plasma directly and accelerated by applying negative high-voltage pulses to the target. An analytical model of the voltage and current characteristics of a remote plasma is presented. The model simulates the ion, electron and secondary electron currents induced before, during and after a high voltage negative pulse is applied to a target immersed in a plasma. The model also includes analytical relations that describe the sheath expansion and collapse due to negative high voltage pulses. The sheath collapse is found to be important for high repetition rate pulses. Good correlation is shown between the model and experiment for a wide variety of voltage pulses and plasma conditions

  9. Enabling immersive simulation.

    Energy Technology Data Exchange (ETDEWEB)

    McCoy, Josh (University of California Santa Cruz, Santa Cruz, CA); Mateas, Michael (University of California Santa Cruz, Santa Cruz, CA); Hart, Derek H.; Whetzel, Jonathan; Basilico, Justin Derrick; Glickman, Matthew R.; Abbott, Robert G.

    2009-02-01

    The object of the 'Enabling Immersive Simulation for Complex Systems Analysis and Training' LDRD has been to research, design, and engineer a capability to develop simulations which (1) provide a rich, immersive interface for participation by real humans (exploiting existing high-performance game-engine technology wherever possible), and (2) can leverage Sandia's substantial investment in high-fidelity physical and cognitive models implemented in the Umbra simulation framework. We report here on these efforts. First, we describe the integration of Sandia's Umbra modular simulation framework with the open-source Delta3D game engine. Next, we report on Umbra's integration with Sandia's Cognitive Foundry, specifically to provide for learning behaviors for 'virtual teammates' directly from observed human behavior. Finally, we describe the integration of Delta3D with the ABL behavior engine, and report on research into establishing the theoretical framework that will be required to make use of tools like ABL to scale up to increasingly rich and realistic virtual characters.

  10. Animal imaging using immersion

    Science.gov (United States)

    Kalogerakis, Konstantinos S.; Kotz, Kenneth T.; Rand, Kendra; Faris, Gregory W.

    2003-07-01

    We are using rodent animal models to study and compare contrast mechanisms for detection of breast cancer. These measurements are performed with the animals immersed in a matching scattering medium. The matching scattering medium or liquid tissue phantom comprises a mixture of Ropaque (hollow acrylic/styrene microspheres) and ink. We have previously applied matched imaging to imaging in humans. Surrounding the imaged region with a matched tissue phantom compensates for variations in tissue thickness and geometry, provides more uniform illumination, and allows better use of the dynamic range of the imaging system. If the match is good, the boundaries of the imaged region should almost vanish, enhancing the contrast from internal structure as compared to contrast from the boundaries and surface topography. For our measurements in animals, the immersion plays two additional roles. First, we can readily study tumors through tissue thickness similar to that of a human breast. Although the heterogeneity of the breast is lost, this is a practical method to study the detection of small tumors and monitor changes as they grow. Second, the immersion enhances our ability to quantify the contrast mechanisms for peripheral tumors on the animal because the boundary effects on photon migration are eliminated. We are currently developing two systems for these measurements. One is a continuous-wave (CW) system based on near-infrared LED illumination and a CCD (charge-coupled device) camera. The second system, a frequency domain system, can help quantify the changes observed with the CW system.

  11. Immersion Suit Usage Within the RAAF

    Science.gov (United States)

    1992-01-01

    IMMERSION SUIT USED UVIC QDIS HOLDINGS 202. in 12 Sizes, held by ALSS 492SQN REQUIREMENTS No comment USAGE POLICY REFERENCE DIRAF) AAP 7215.004-1 (P3C...held by ALSS 492SQN. REQUIREMENTS No comment ISACE POLICY REFERENCE DIIAF) AAP 7215.004-1 (P3C Flight Manual) RAAF Supplement No 92 USAGE POUICY UVIC...TYPE P3C REFERENCE Telecon FLTLT Toft I I SQNfRESO AVMED Dated 22 Mar 91 IMMERSION SUIT USED UVIC QDIS HOLDINGS No comment REQUIREMENTS No comment USAGE

  12. Construction of codimension 1 immersions of spacetime: the exceptional case

    International Nuclear Information System (INIS)

    Edelen, Dominic G B

    2005-01-01

    The Frobenius theorem was used in Edelen (2003 Class. Quantum Grav. 20 3661) to obtain a general body of results for the immersion of spacetime in flat spaces of higher dimension. This addendum completes those results for the exceptional case of immersions of codimension 1 where the Frobenius theorem need not be applied. Local actions of the Poincare groups SO(2, 3)--T(5) or SO(1, 4) -- T(5) are used to obtain immersions of spacetime of codimension 1 that involve six arbitrary functions of the four immersion parameters and an arbitrary constant. Explicit calculations are given for several cases. (addendum)

  13. Overview of long-term field experiments in Germany - metadata visualization

    Science.gov (United States)

    Muqit Zoarder, Md Abdul; Heinrich, Uwe; Svoboda, Nikolai; Grosse, Meike; Hierold, Wilfried

    2017-04-01

    BonaRes ("soil as a sustainable resource for the bioeconomy") is conducting to collect data and metadata of agricultural long-term field experiments (LTFE) of Germany. It is funded by the German Federal Ministry of Education and Research (BMBF) under the umbrella of the National Research Strategy BioEconomy 2030. BonaRes consists of ten interdisciplinary research project consortia and the 'BonaRes - Centre for Soil Research'. BonaRes Data Centre is responsible for collecting all LTFE data and regarding metadata into an enterprise database upon higher level of security and visualization of the data and metadata through data portal. In the frame of the BonaRes project, we are compiling an overview of long-term field experiments in Germany that is based on a literature review, the results of the online survey and direct contacts with LTFE operators. Information about research topic, contact person, website, experiment setup and analyzed parameters are collected. Based on the collected LTFE data, an enterprise geodatabase is developed and a GIS-based web-information system about LTFE in Germany is also settled. Various aspects of the LTFE, like experiment type, land-use type, agricultural category and duration of experiment, are presented in thematic maps. This information system is dynamically linked to the database, which means changes in the data directly affect the presentation. An easy data searching option using LTFE name, -location or -operators and the dynamic layer selection ensure a user-friendly web application. Dispersion and visualization of the overlapping LTFE points on the overview map are also challenging and we make it automatized at very zoom level which is also a consistent part of this application. The application provides both, spatial location and meta-information of LTFEs, which is backed-up by an enterprise geodatabase, GIS server for hosting map services and Java script API for web application development.

  14. The contributions of visual and central attention to visual working memory.

    Science.gov (United States)

    Souza, Alessandra S; Oberauer, Klaus

    2017-10-01

    We investigated the role of two kinds of attention-visual and central attention-for the maintenance of visual representations in working memory (WM). In Experiment 1 we directed attention to individual items in WM by presenting cues during the retention interval of a continuous delayed-estimation task, and instructing participants to think of the cued items. Attending to items improved recall commensurate with the frequency with which items were attended (0, 1, or 2 times). Experiments 1 and 3 further tested which kind of attention-visual or central-was involved in WM maintenance. We assessed the dual-task costs of two types of distractor tasks, one tapping sustained visual attention and one tapping central attention. Only the central attention task yielded substantial dual-task costs, implying that central attention substantially contributes to maintenance of visual information in WM. Experiment 2 confirmed that the visual-attention distractor task was demanding enough to disrupt performance in a task relying on visual attention. We combined the visual-attention and the central-attention distractor tasks with a multiple object tracking (MOT) task. Distracting visual attention, but not central attention, impaired MOT performance. Jointly, the three experiments provide a double dissociation between visual and central attention, and between visual WM and visual object tracking: Whereas tracking multiple targets across the visual filed depends on visual attention, visual WM depends mostly on central attention.

  15. Interactive WebGL-based 3D visualizations for EAST experiment

    International Nuclear Information System (INIS)

    Xia, J.Y.; Xiao, B.J.; Li, Dan; Wang, K.R.

    2016-01-01

    Highlights: • Developing a user-friendly interface to visualize the EAST experimental data and the device is important to scientists and engineers. • The Web3D visualization system is based on HTML5 and WebGL, which runs without the need for plug-ins or third party components. • The interactive WebGL-based 3D visualization system is a web-portal integrating EAST 3D models, experimental data and plasma videos. • The original CAD model was discretized into different layers with different simplification to enable realistic rendering and improve performance. - Abstract: In recent years EAST (Experimental Advanced Superconducting Tokamak) experimental data are being shared and analyzed by an increasing number of international collaborators. Developing a user-friendly interface to visualize the data, meta data and the relevant parts of the device is becoming more and more important to aid scientists and engineers. Compared with the previous virtual EAST system based on VRML/Java3D [1] (Li et al., 2014), a new technology is being adopted to create a 3D visualization system based on HTML5 and WebGL, which runs without the need for plug-ins or third party components. The interactive WebGL-based 3D visualization system is a web-portal integrating EAST 3D models, experimental data and plasma videos. It offers a highly interactive interface allowing scientists to roam inside EAST device and view the complex 3-D structure of the machine. It includes technical details of the device and various diagnostic components, and provides visualization of diagnostic metadata with a direct link to each signal name and its stored data. In order for the quick access to the device 3D model, the original CAD model was discretized into different layers with different simplification. It allows users to search for plasma videos in any experiment and analyze the video frame by frame. In this paper, we present the implementation details to enable realistic rendering and improve performance.

  16. Interactive WebGL-based 3D visualizations for EAST experiment

    Energy Technology Data Exchange (ETDEWEB)

    Xia, J.Y., E-mail: jyxia@ipp.ac.cn [Institute of Plasma Physics, Chinese Academy of Sciences, Hefei, Anhui (China); University of Science and Technology of China, Hefei, Anhui (China); Xiao, B.J. [Institute of Plasma Physics, Chinese Academy of Sciences, Hefei, Anhui (China); University of Science and Technology of China, Hefei, Anhui (China); Li, Dan [Institute of Plasma Physics, Chinese Academy of Sciences, Hefei, Anhui (China); Wang, K.R. [Institute of Plasma Physics, Chinese Academy of Sciences, Hefei, Anhui (China); University of Science and Technology of China, Hefei, Anhui (China)

    2016-11-15

    Highlights: • Developing a user-friendly interface to visualize the EAST experimental data and the device is important to scientists and engineers. • The Web3D visualization system is based on HTML5 and WebGL, which runs without the need for plug-ins or third party components. • The interactive WebGL-based 3D visualization system is a web-portal integrating EAST 3D models, experimental data and plasma videos. • The original CAD model was discretized into different layers with different simplification to enable realistic rendering and improve performance. - Abstract: In recent years EAST (Experimental Advanced Superconducting Tokamak) experimental data are being shared and analyzed by an increasing number of international collaborators. Developing a user-friendly interface to visualize the data, meta data and the relevant parts of the device is becoming more and more important to aid scientists and engineers. Compared with the previous virtual EAST system based on VRML/Java3D [1] (Li et al., 2014), a new technology is being adopted to create a 3D visualization system based on HTML5 and WebGL, which runs without the need for plug-ins or third party components. The interactive WebGL-based 3D visualization system is a web-portal integrating EAST 3D models, experimental data and plasma videos. It offers a highly interactive interface allowing scientists to roam inside EAST device and view the complex 3-D structure of the machine. It includes technical details of the device and various diagnostic components, and provides visualization of diagnostic metadata with a direct link to each signal name and its stored data. In order for the quick access to the device 3D model, the original CAD model was discretized into different layers with different simplification. It allows users to search for plasma videos in any experiment and analyze the video frame by frame. In this paper, we present the implementation details to enable realistic rendering and improve performance.

  17. Usage of stereoscopic visualization in the learning contents of rotational motion.

    Science.gov (United States)

    Matsuura, Shu

    2013-01-01

    Rotational motion plays an essential role in physics even at an introductory level. In addition, the stereoscopic display of three-dimensional graphics includes is advantageous for the presentation of rotational motions, particularly for depth recognition. However, the immersive visualization of rotational motion has been known to lead to dizziness and even nausea for some viewers. Therefore, the purpose of this study is to examine the onset of nausea and visual fatigue when learning rotational motion through the use of a stereoscopic display. The findings show that an instruction method with intermittent exposure of the stereoscopic display and a simplification of its visual components reduced the onset of nausea and visual fatigue for the viewers, which maintained the overall effect of instantaneous spatial recognition.

  18. Immersive Virtual Reality with Applications to Tele-Operation and Training

    Science.gov (United States)

    2016-03-07

    reviewed journals : Number of Papers published in non peer-reviewed journals : Final Report: Immersive Virtual Reality with Applications to Tele-Operation... Immersive Virtual Reality with Applications to Tele-Operation and Training The proposed project aims to develop a fundamental framework for...establishing an immersive virtual reality environment for robust and scalable human robotics interaction in a cooperative intelligent architecture at the

  19. Recreational Physical Activity Experiences Among Guatemalan Families With Children With Visual Impairments.

    Science.gov (United States)

    Columna, Luis; Fernández-Vivó, Margarita; Lieberman, Lauren; Arndt, Katrina

    2015-08-01

    Nationwide research indicates that children with visual impairment have limited participation in recreational and sport activities than their peers. This is due in part to the lack of recreational opportunities and facilities, as well as a lack of awareness by parents of how and where their children can participate. The purpose of the current study was to explore the experiences of Latino families of children with visual impairments living in Guatemala regarding physical recreation. Participants were Latino parents (N = 13) who have children with visual impairments recruited from a sport camp. Qualitative data were gathered through one-on-one interviews that were transcribed and analyzed through a constant comparative analysis. Participating Latino families who resided in Guatemala City participated at least once a month in low budget recreational activities with their children with visual impairments. Activities were mostly done in local surroundings and led mainly by their mother. Benefits identified by the participants related to relaxation, socialization, and sense of independence, with minimal mention of health related benefits. There is a need to disseminate information to the Latino community with children with visual impairments regarding the multiple benefits that arise from being involved in recreational physical activities.

  20. Sprint cycling performance is maintained with short-term contrast water immersion.

    Science.gov (United States)

    Crampton, David; Donne, Bernard; Egaña, Mikel; Egana, Mikel; Warmington, Stuart A

    2011-11-01

    Given the widespread use of water immersion during recovery from exercise, we aimed to investigate the effect of contrast water immersion on recovery of sprint cycling performance, HR and, blood lactate. Two groups completed high-intensity sprint exercise before and after a 30-min randomized recovery. The Wingate group (n = 8) performed 3 × 30-s Wingate tests (4-min rest periods). The repeated intermittent sprint group (n = 8) cycled for alternating 30-s periods at 40% of predetermined maximum power and 120% maximum power, until exhaustion. Both groups completed three trials using a different recovery treatment for each trial (balanced randomized application). Recovery treatments were passive rest, 1:1 contrast water immersion (2.5 min of cold (8°C) to 2.5 min of hot (40°C)), and 1:4 contrast water immersion (1 min of cold to 4 min of hot). Blood lactate and HR were recorded throughout, and peak power and total work for pre- and postrecovery Wingate performance and exercise time and total work for repeated sprinting were recorded. Recovery of Wingate peak power was 8% greater after 1:4 contrast water immersion than after passive rest, whereas both contrast water immersion ratios provided a greater recovery of exercise time (∼ 10%) and total work (∼ 14%) for repeated sprinting than for passive rest. Blood lactate was similar between trials. Compared with passive rest, HR initially declined more slowly during contrast water immersion but increased with each transition to a cold immersion phase. These data support contrast water immersion being effective in maintaining performance during a short-term recovery from sprint exercise. This effect needs further investigation but is likely explained by cardiovascular mechanisms, shown here by an elevation in HR upon each cold immersion.

  1. Comparative study on collaborative interaction in non-immersive and immersive systems

    Science.gov (United States)

    Shahab, Qonita M.; Kwon, Yong-Moo; Ko, Heedong; Mayangsari, Maria N.; Yamasaki, Shoko; Nishino, Hiroaki

    2007-09-01

    This research studies the Virtual Reality simulation for collaborative interaction so that different people from different places can interact with one object concurrently. Our focus is the real-time handling of inputs from multiple users, where object's behavior is determined by the combination of the multiple inputs. Issues addressed in this research are: 1) The effects of using haptics on a collaborative interaction, 2) The possibilities of collaboration between users from different environments. We conducted user tests on our system in several cases: 1) Comparison between non-haptics and haptics collaborative interaction over LAN, 2) Comparison between non-haptics and haptics collaborative interaction over Internet, and 3) Analysis of collaborative interaction between non-immersive and immersive display environments. The case studies are the interaction of users in two cases: collaborative authoring of a 3D model by two users, and collaborative haptic interaction by multiple users. In Virtual Dollhouse, users can observe physics law while constructing a dollhouse using existing building blocks, under gravity effects. In Virtual Stretcher, multiple users can collaborate on moving a stretcher together while feeling each other's haptic motions.

  2. Through-flow cell of immersion sensor

    International Nuclear Information System (INIS)

    Svandelik, J.

    1986-01-01

    The cell consists of a jacket in shape of a triangular pyramid whose two opposite and skew edges are truncated. It is provided with inlet and outlet openings. The measuring immersion sensor is inserted through the outlet opening or through an opening provided in one of the jacket side walls. The immersion sensor cell is mainly used for in-service inspection of radioactivity of the ion exchanger at the output of the elution column in the manufacture of chemical concentrates of uranium from ores. (J.B.). 4 figs

  3. Water immersion in neonatal bereavement photography.

    Science.gov (United States)

    Duffey, Heather

    2014-01-01

    Water immersion in neonatal bereavement photography is a new technique intended to enhance the quality of the photographs provided to families following their loss. Water immersion appears to be most helpful following a second trimester fetal demise. This technique can be used by nurses, professional photographers and others in addition to more traditional neonatal bereavement photography. It does not require special skills or equipment and can be implemented in virtually any perinatal setting. The enhanced quality of photographs produced with this method can potentially provide a source of comfort to grieving families. © 2014 AWHONN.

  4. Support for hands-on optics immersions (Conference Presentation)

    Science.gov (United States)

    Spalding, Gabriel C.; McCann, Lowell I.

    2016-09-01

    The Advanced Laboratory Physics Association (ALPhA) is an official affiliate organization of the AAPT, supporting upper-level undergraduate instructional lab education in physics. The ALPhA Immersions program is intended to be an efficient use of an instructor's time: with expert colleague-mentors on hand they spend 2.5 days learning a key new instructional experiment (of their choice) well enough to confidently teach it to the students at their home institutions. At an ALPhA Immersion, participants work in groups of no more than three per experimental setup. Our follow-up surveys support the notion that this individualized, concentrated focus directly results in significant updating and improvement of undergraduate laboratory instruction in physics across the country. Such programs have the effect of encouraging investment, on the part of individual institutions. For example, we have disseminated ideas, training, and equipment for contemporary single-photon-based instructional labs dealing with core, contemporary issues in Quantum Mechanics. By the time this paper is presented, ALPhA will have delivered at least 420 single-photon detectors to a wide variety of educational institutions. We have also partnered with the non-profit Jonathan F. Reichert Foundation to support equipment acquisition by institutions participating in our wide variety of training programs.

  5. Migrant readers and wordless books: visual narratives’ inclusive experience

    Directory of Open Access Journals (Sweden)

    Giorgia Grilli

    2014-10-01

    Full Text Available The research here told is the Italian contribution to the international project Visual Journeys: Understanding Immigrant Children’s Response to Visual Images in Picturebooks, Conducted in Scotland, Arizona, Spain and Australia as an Observation of the Response of Migrant ten-eleven years old Readers to the Wordless Book The Arrival by Shaun Tan (2006. Reflections are made about co-construction and negotiation of meaning in a shared reading; wordless book is experienced as occasion of empowerment for those involved, giving value to individual stories and showing a positive outcome in school life, as for self-esteem and reciprocal relationships; it promotes discussion and increases interest in books, it shows an important effect on learning a foreign language and creating a group. The perspective of the whole experience is an interdisciplinary approach. The reading of wordless or silent book can be a true practice of right and belonging to the international community, and therefore a precious means for an education to global citizenship.

  6. Isometric immersions and embeddings of locally Euclidean metrics in R2

    International Nuclear Information System (INIS)

    Sabitov, I Kh

    1999-01-01

    This paper deals with the problem of isometric immersions and embeddings of two-dimensional locally Euclidean metrics in the Euclidean plane. We find explicit formulae for the immersions of metrics defined on a simply connected domain and a number of sufficient conditions for the existence of isometric embeddings. In the case when the domain is multiply connected we find necessary conditions for the existence of isometric immersions and classify the cases when the metric admits no isometric immersion in the Euclidean plane

  7. Visual cortex activity predicts subjective experience after reading books with colored letters

    NARCIS (Netherlands)

    Colizoli, O.; Murre, J.M.J.; Scholte, H.S.; van Es, D.M.; Knapen, T.; Rouw, R.

    2016-01-01

    One of the most astonishing properties of synesthesia is that the evoked concurrent experiences are perceptual. Is it possible to acquire similar effects after learning cross-modal associations that resemble synesthetic mappings? In this study, we examine whether brain activation in early visual

  8. Immersion enthalpies of activated carbon cloths as physical chemistry characterization parameter

    International Nuclear Information System (INIS)

    Rodriguez, Giovanny; Giraldo, Liliana; Moreno Juan Carlos

    2009-01-01

    The immersion enthalpies of five activated carbon cloths in carbon, CCl 4 , H 2 O and NaOH and HCl 0.1 M solutions are determined. The surface area values of the cloths are between 243 and 848 m 2 g-1 and exhibit a linear relationship with the immersion enthalpies in CCl 4 . The immersion enthalpies of carbon cloths are between 5.49 and 42.3 Jg-1 for CCl 4 and 3.83 and 7.54 Jg-1 for H 2 O. The immersion enthalpies in the solutions are related to the contents of acidic and basic groups and find that in the first case to increase the immersion enthalpy in NaOH increases the total acidity. Hydrophobic factor is calculated from the immersion enthalpies in CCl 4 and H 2 O, that indicate the interaction with polar and a polar compounds, and also relates to pHPZC each sample.

  9. Experiences of visually impaired students in higher education: Bodily perspectives on inclusive education.

    Science.gov (United States)

    Lourens, Heidi; Swartz, Leslie

    Although previous literature sheds light on the experiences of visually impaired students on tertiary grounds, these studies failed to provide an embodied understanding of their lives. In-depth interviews with 15 visually impaired students at one university demonstrated the ways in which they experienced their disability and the built environment in their bodies. At the same time, lost, fearful, shameful and aching bodies revealed prevailing gaps in provision for disabled students. Through this research it becomes clear how the environment is acutely felt within fleshly worlds, while bodies do not fail to tell of disabling societal structures. Based on the bodily stories, we thus make recommendations to improve the lives of visually impaired students on tertiary campuses.

  10. Auditory-visual integration of emotional signals in a virtual environment for cynophobia.

    Science.gov (United States)

    Taffou, Marine; Chapoulie, Emmanuelle; David, Adrien; Guerchouche, Rachid; Drettakis, George; Viaud-Delmon, Isabelle

    2012-01-01

    Cynophobia (dog phobia) has both visual and auditory relevant components. In order to investigate the efficacy of virtual reality (VR) exposure-based treatment for cynophobia, we studied the efficiency of auditory-visual environments in generating presence and emotion. We conducted an evaluation test with healthy participants sensitive to cynophobia in order to assess the capacity of auditory-visual virtual environments (VE) to generate fear reactions. Our application involves both high fidelity visual stimulation displayed in an immersive space and 3D sound. This specificity enables us to present and spatially manipulate fearful stimuli in the auditory modality, the visual modality and both. Our specific presentation of animated dog stimuli creates an environment that is highly arousing, suggesting that VR is a promising tool for cynophobia treatment and that manipulating auditory-visual integration might provide a way to modulate affect.

  11. Exploring the Effects of a Short-Term Spanish Immersion Program in a Postsecondary Setting

    Science.gov (United States)

    Miano, Alice A.; Bernhardt, Elizabeth B.; Brates, Vivian

    2016-01-01

    This article probes the extent to which postsecondary Spanish learners can substantively increase their knowledge of Spanish over a two-week period within a context of language and content instruction for four hours per day. The article considers the relationship of an immersion experience to upper-level literature and culture classes. Insights…

  12. Experiment archive, analysis, and visualization at the National Ignition Facility

    International Nuclear Information System (INIS)

    Hutton, Matthew S.; Azevedo, Stephen; Beeler, Richard; Bettenhausen, Rita; Bond, Essex; Casey, Allan; Liebman, Judith; Marsh, Amber; Pannell, Thomas; Warrick, Abbie

    2012-01-01

    Highlights: ► We show the computing architecture to manage scientific data from NIF experiments. ► NIF laser “shots” generate GBs of data for sub-microsec events separated by hours. ► Results are archived, analyzed and displayed with parallel and scalable code. ► Data quality and pedigree, based on calibration of each part, are tracked. ► Web-based visualization tools present data across shots and diagnostics. - Abstract: The National Ignition Facility (NIF) at the Lawrence Livermore National Laboratory is the world's most energetic laser, providing a scientific research center to study inertial confinement fusion and matter at extreme energy densities and pressures. A target shot involves over 30 specialized diagnostics measuring critical x-ray, optical and nuclear phenomena to quantify ignition results for comparison with computational models. The Shot Analysis and Visualization System (SAVI) acquires and analyzes target diagnostic data for display within a time-budget of 30 min. Laser and target diagnostic data are automatically loaded into the NIF archive database through clustered software data collection agents. The SAVI Analysis Engine distributes signal and image processing tasks to a Linux cluster where computation is performed. Intermediate results are archived at each step of the analysis pipeline. Data is archived with metadata and pedigree. Experiment results are visualized through a web-based user interface in interactive dashboards tailored to single or multiple shot perspectives. The SAVI system integrates open-source software, commercial workflow tools, relational database and messaging technologies into a service-oriented and distributed software architecture that is highly parallel, scalable, and flexible. The architecture and functionality of the SAVI system will be presented along with examples.

  13. Macular pigment and its contribution to visual performance and experience

    Science.gov (United States)

    Loughman, James; Davison, Peter A.; Nolan, John M.; Akkali, Mukunda C.; Beatty, Stephen

    2010-01-01

    There is now a consensus, based on histological, biochemical and spectral absorption data, that the yellow colour observed at the macula lutea is a consequence of the selective accumulation of dietary xanthophylls in the central retina of the living eye. Scientific research continues to explore the function(s) of MP in the human retina, with two main hypotheses premised on its putative capacity to (1) protect the retina from (photo)-oxidative damage by means of its optical filtration and/or antioxidant properties, the so-called protective hypothesis and (2) influence the quality of visual performance by means of selective short wavelength light absorption prior to photoreceptor light capture, thereby attenuating the effects of chromatic aberration and light scatter, the so-called acuity and visibility hypotheses. The current epidemic of age-related macular degeneration has directed researchers to investigate the protective hypothesis of MP, while there has been a conspicuous lack of work designed to investigate the role of MP in visual performance. The aim of this review is to present and critically appraise the current literature germane to the contribution of MP, if any, to visual performance and experience.

  14. Macular pigment and its contribution to visual performance and experience

    Directory of Open Access Journals (Sweden)

    James Loughman

    2010-04-01

    Full Text Available There is now a consensus, based on histological, biochemical and spectral absorption data, that the yellow colour observed at the macula lutea is a consequence of the selective accumulation of dietary xanthophylls in the central retina of the living eye. Scientific research continues to explore the function(s of MP in the human retina, with two main hypotheses premised on its putative capacity to (1 protect the retina from (photo-oxidative damage by means of its optical filtration and/or antioxidant properties, the so-called protective hypothesis and (2 influence the quality of visual performance by means of selective short wavelength light absorption prior to photoreceptor light capture, thereby attenuating the effects of chromatic aberration and light scatter, the so-called acuity and visibility hypotheses. The current epidemic of age-related macular degeneration has directed researchers to investigate the protective hypothesis of MP, while there has been a conspicuous lack of work designed to investigate the role of MP in visual performance. The aim of this review is to present and critically appraise the current literature germane to the contribution of MP, if any, to visual performance and experience.

  15. Fully Noncontact Wave Propagation Imaging in an Immersed Metallic Plate with a Crack

    Directory of Open Access Journals (Sweden)

    Jung-Ryul Lee

    2014-01-01

    Full Text Available This study presents a noncontact sensing technique with ultrasonic wave propagation imaging algorithm, for damage visualization of liquid-immersed structures. An aluminum plate specimen (400 mm × 400 mm × 3 mm with a 12 mm slit was immersed in water and in glycerin. A 532 nm Q-switched continuous wave laser is used at an energy level of 1.2 mJ to scan an area of 100 mm × 100 mm. A laser Doppler vibrometer is used as a noncontact ultrasonic sensor, which measures guided wave displacement at a fixed point. The tests are performed with two different cases of specimen: without water and filled with water and with glycerin. Lamb wave dispersion curves for the respective cases are calculated, to investigate the velocity-frequency relationship of each wave mode. Experimental propagation velocities of Lamb waves for different cases are compared with the theoretical dispersion curves. This study shows that the dispersion and attenuation of the Lamb wave is affected by the surrounding liquid, and the comparative experimental results are presented to verify it. In addition, it is demonstrated that the developed fully noncontact ultrasonic propagation imaging system is capable of damage sizing in submerged structures.

  16. Thermal effects of dorsal head immersion in cold water on nonshivering humans.

    Science.gov (United States)

    Giesbrecht, Gordon G; Lockhart, Tamara L; Bristow, Gerald K; Steinman, Allan M

    2005-11-01

    Personal floatation devices maintain either a semirecumbent flotation posture with the head and upper chest out of the water or a horizontal flotation posture with the dorsal head and whole body immersed. The contribution of dorsal head and upper chest immersion to core cooling in cold water was isolated when the confounding effect of shivering heat production was inhibited with meperidine (Demerol, 2.5 mg/kg). Six male volunteers were immersed four times for up to 60 min, or until esophageal temperature = 34 degrees C. An insulated hoodless dry suit or two different personal floatation devices were used to create four conditions: 1) body insulated, head out; 2) body insulated, dorsal head immersed; 3) body exposed, head (and upper chest) out; and 4) body exposed, dorsal head (and upper chest) immersed. When the body was insulated, dorsal head immersion did not affect core cooling rate (1.1 degrees C/h) compared with head-out conditions (0.7 degrees C/h). When the body was exposed, however, the rate of core cooling increased by 40% from 3.6 degrees C/h with the head out to 5.0 degrees C/h with the dorsal head and upper chest immersed (P immersed (approximately 10%). The exaggerated core cooling during dorsal head immersion (40% increase) may result from the extra heat loss affecting a smaller thermal core due to intense thermal stimulation of the body and head and resultant peripheral vasoconstriction. Dorsal head and upper chest immersion in cold water increases the rate of core cooling and decreases potential survival time.

  17. Four-Month-Old Infants' Visual Investigation of Cats and Dogs: Relations with Pet Experience and Attentional Strategy

    Science.gov (United States)

    Kovack-Lesh, Kristine A.; McMurray, Bob; Oakes, Lisa M.

    2014-01-01

    We assessed the eye-movements of 4-month-old infants (N = 38) as they visually inspected pairs of images of cats or dogs. In general, infants who had previous experience with pets exhibited more sophisticated inspection than did infants without pet experience, both directing more visual attention to the informative head regions of the animals,…

  18. 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.

  19. Flow boiling in microgap channels experiment, visualization and analysis

    CERN Document Server

    Alam, Tamanna; Jin, Li-Wen

    2013-01-01

    Flow Boiling in Microgap Channels: Experiment, Visualization and Analysis presents an up-to-date summary of the details of the confined to unconfined flow boiling transition criteria, flow boiling heat transfer and pressure drop characteristics, instability characteristics, two phase flow pattern and flow regime map and the parametric study of microgap dimension. Advantages of flow boiling in microgaps over microchannels are also highlighted. The objective of this Brief is to obtain a better fundamental understanding of the flow boiling processes, compare the performance between microgap and c

  20. Helicon plasma with additional immersed antenna

    International Nuclear Information System (INIS)

    Aanesland, A; Charles, C; Boswell, R W; Fredriksen, A

    2004-01-01

    A 'primary' RF power (H-power) at 13.56 MHz is coupled to a plasma source excited by an external double saddle field Helicon antenna. A 'secondary' RF power (S-power), also at 13.56 MHz but with variable phase, is additionally coupled by inserting a second antenna in contact with the plasma through one end of the source. The immersed antenna can be grounded or floating, allowing a self-bias to form in the latter case. Changes in the plasma density and electron temperature are measured in both cases with varying power on the immersed antenna. The plasma potential increases dramatically with S-power in the grounded case, and is found to be similar in size to the sum of the plasma potential and the self-bias formed in the floating case for all powers. Hence, the sheath between the immersed antenna and the plasma is shown to be equal in both the grounded and floating cases. Although the power efficiency does not vary significantly as a function of the S-power, it is consistently lower for the grounded case possibly as a result of a dc current to ground. The plasma parameters are drastically changed as the phase between the two antennae are varied (floating case), and a sinusoidal function was fitted to the plasma parameters as a function of the phase shift. The calculated power loss to the antenna indicates that the power efficiency of the immersed antenna, as the phase is changed, is altered from 80% to 10%

  1. Analysis of the Relationship Between Training Experience and Visual Sensory Functions in Athletes from Different Sports

    Directory of Open Access Journals (Sweden)

    Lesiakowski Piotr

    2017-06-01

    Full Text Available Introduction. Gaining insight into the mechanisms and scope of possible adaptations of visual functions to the conditions determined by the demands imposed by sports training seems to be very interesting not only from a cognitive point of view, but also with respect to the practical applications of the findings of such investigations in the training process. The aim of the study was to assess the function of early visual processing in athletes representing different sports disciplines with varying training experience. Material and methods. The study involved 95 athletes practising football (n = 24, volleyball (n = 22, boxing (n = 26, and rowing (n = 23. The bioelectric function of the visual pathway was assessed based on recordings of visual evoked potentials (VEPs. The regions which were stimulated were the peripheral and central areas of the retina. During the test, we recorded the amplitude (μV and latency (ms of the P100 component of the VEP waveform for both monocular stimulation (for the dominant and non-dominant eye and binocular stimulation. Results. Lower VEP P100 amplitude values were found for the peripheral and central locations for monocular and binocular viewing in more experienced volleyball players and rowers (p 0.05 in intragroup variability in VEP P100 latency in relation to training experience in any of the sports disciplines examined. Conclusions. Training experience has an influence on the early stage of sensory processing with respect to neural activity. Training experience has been found to differentiate athletes in terms of the temporal parameters of the visual evoked potentials recorded in the current study only to a limited extent.

  2. Community Resilience Informed by Science and Experience (C-RISE)

    Science.gov (United States)

    Young Morse, R.; Peake, L.; Bowness, G.

    2017-12-01

    The Gulf of Maine Research Institute is developing an interactive learning experience that engages participants in the interdependence of humans and the environment, the cycles of observation and experiment that advance science knowledge, and the changes we see now and that are predicted for sea level and storm frequency. These scientific concepts and principles will be brought to human scale through the connection to the challenge of city planning in our harbor communities. We are leveraging the ESRI Story Maps platform to build rich visualization-based narratives that feature NOAA maps, data and tools. Our program participants work in teams to navigate the content and participate in facilitated group discussions led by our educators. Based on the adult learning experience and in concert with new content being developed for the LabVenture program around the theme of Climate Change, we will develop a learning experience for 5th and 6th graders.Our goal is to immerse 1000+ adults from target communities in Greater Portland region as well as 8000+ middle school students from throughout the state in the experience.

  3. Degradation of partially immersed glass: A new perspective

    Science.gov (United States)

    Chinnam, R. K.; Fossati, P. C. M.; Lee, W. E.

    2018-05-01

    The International Simple Glass (ISG) is a six-component borosilicate glass which was developed as a reference for international collaborative studies on high level nuclear waste encapsulation. Its corrosion behaviour is typically examined when it is immersed in a leaching solution, or when it is exposed to water vapour. In this study, an alternative situation is considered in which the glass is only partially immersed for 7 weeks at a temperature of 90 °C. In this case, half of the glass sample is directly in the solution itself, and the other half is in contact with a water film formed by condensation of water vapour that evaporated from the solution. This results in a different degradation behaviour compared to standard tests in which the material is fully immersed. In particular, whilst in standard tests the system reaches a steady state with a very low alteration rate thanks to the formation of a protective gel layer, in partially-immersed tests this steady state could not be reached because of the continuous alteration from the condensate water film. The constant input of ions from the emerged part of the sample caused a supersaturation of the solution, which resulted in early precipitation of secondary crystalline phases. This setup mimics storage conditions once small amounts of water have entered a glass waste form containing canister. It offers a more realistic outlook of corrosion mechanisms happening in such situations than standard fully-immersed corrosion tests.

  4. Immersive bilingualism reshapes the core of the brain.

    Science.gov (United States)

    Pliatsikas, Christos; DeLuca, Vincent; Moschopoulou, Elisavet; Saddy, James Douglas

    2017-05-01

    Bilingualism has been shown to affect the structure of the brain, including cortical regions related to language. Less is known about subcortical structures, such as the basal ganglia, which underlie speech monitoring and language selection, processes that are crucial for bilinguals, as well as other linguistic functions, such as grammatical and phonological acquisition and processing. Simultaneous bilinguals have demonstrated significant reshaping of the basal ganglia and the thalamus compared to monolinguals. However, it is not clear whether these effects are due to learning of the second language (L2) at a very young age or simply due to continuous usage of two languages. Here, we show that bilingualism-induced subcortical effects are directly related to the amount of continuous L2 usage, or L2 immersion. We found significant subcortical reshaping in non-simultaneous (or sequential) bilinguals with extensive immersion in a bilingual environment, closely mirroring the recent findings in simultaneous bilinguals. Importantly, some of these effects were positively correlated to the amount of L2 immersion. Conversely, sequential bilinguals with comparable proficiency and age of acquisition (AoA) but limited immersion did not show similar effects. Our results provide structural evidence to suggestions that L2 acquisition continuously occurs in an immersive environment, and is expressed as dynamic reshaping of the core of the brain. These findings propose that second language learning in the brain is a dynamic procedure which depends on active and continuous L2 usage.

  5. Auditory-visual aversive stimuli modulate the conscious experience of fear.

    Science.gov (United States)

    Taffou, Marine; Guerchouche, Rachid; Drettakis, George; Viaud-Delmon, Isabelle

    2013-01-01

    In a natural environment, affective information is perceived via multiple senses, mostly audition and vision. However, the impact of multisensory information on affect remains relatively undiscovered. In this study, we investigated whether the auditory-visual presentation of aversive stimuli influences the experience of fear. We used the advantages of virtual reality to manipulate multisensory presentation and to display potentially fearful dog stimuli embedded in a natural context. We manipulated the affective reactions evoked by the dog stimuli by recruiting two groups of participants: dog-fearful and non-fearful participants. The sensitivity to dog fear was assessed psychometrically by a questionnaire and also at behavioral and subjective levels using a Behavioral Avoidance Test (BAT). Participants navigated in virtual environments, in which they encountered virtual dog stimuli presented through the auditory channel, the visual channel or both. They were asked to report their fear using Subjective Units of Distress. We compared the fear for unimodal (visual or auditory) and bimodal (auditory-visual) dog stimuli. Dog-fearful participants as well as non-fearful participants reported more fear in response to bimodal audiovisual compared to unimodal presentation of dog stimuli. These results suggest that fear is more intense when the affective information is processed via multiple sensory pathways, which might be due to a cross-modal potentiation. Our findings have implications for the field of virtual reality-based therapy of phobias. Therapies could be refined and improved by implicating and manipulating the multisensory presentation of the feared situations.

  6. Influence of a peracetic acid-based immersion on indirect composite resin.

    Science.gov (United States)

    Samuel, Susana Maria Werner; Fracaro, Gisele Baggio; Collares, Fabrício Mezzomo; Leitune, Vicente Castelo Branco; Campregher, Ulisses Bastos

    2011-06-01

    The aim of this study was to evaluate the influence of immersion in a 0.2% peracetic acid-based disinfectant on the three-point flexural strength, water sorption and water solubility of an indirect composite resin. Specimens were produced according to ISO 4049:2000 specifications and were divided in two groups: Control group, with no disinfection and Disinfected group, with three 10 min immersions in the peracetic acid intercalated with 10 min immersions in sterile distilled water. All evaluations were conducted in compliance with ISO specifications. Three-point flexural strength, water sorption and solubility of indirect composite resin before and after immersion showed no statistical significant differences (p > 0.05) and met ISO standard requirements. Immersion in peracetic acid solution showed no influence in indirect composite resin tested properties.

  7. Immersive Learning Simulations in Aircraft Maintenance Training

    Science.gov (United States)

    2010-02-15

    You might just get a “serious game,” or “as proposed by the eLearning Guild, you could get an Immersive Learning Simulation.”3 Quoting the... eLearning Guild, Caspian Learning, in a report for the United Kingdom Ministry of Defense, defined an Immersive Learning Simulation (ILS) as “an optimized...training is necessary, and will be for the foreseeable future , our current computer systems can provide realistic training that could save substantial time

  8. Plasma immersion ion implantation into insulating materials

    International Nuclear Information System (INIS)

    Tian Xiubo; Yang Shiqin

    2006-01-01

    Plasma immersion ion implantation (PIII) is an effective surface modification tool. During PIII processes, the objects to be treated are immersed in plasmas and then biased to negative potential. Consequently the plasma sheath forms and ion implantation may be performed. The pre-requirement of plasma implantation is that the object is conductive. So it seems difficult to treat the insulating materials. The paper focuses on the possibilities of plasma implantation into insulting materials and presents some examples. (authors)

  9. Improving the User Experience of Finding and Visualizing Oceanographic Data

    Science.gov (United States)

    Rauch, S.; Allison, M. D.; Groman, R. C.; Chandler, C. L.; Galvarino, C.; Gegg, S. R.; Kinkade, D.; Shepherd, A.; Wiebe, P. H.; Glover, D. M.

    2013-12-01

    Searching for and locating data of interest can be a challenge to researchers as increasing volumes of data are made available online through various data centers, repositories, and archives. The Biological and Chemical Oceanography Data Management Office (BCO-DMO) is keenly aware of this challenge and, as a result, has implemented features and technologies aimed at improving data discovery and enhancing the user experience. BCO-DMO was created in 2006 to manage and publish data from research projects funded by the Division of Ocean Sciences (OCE) Biological and Chemical Oceanography Sections and the Division of Polar Programs (PLR) Antarctic Sciences Organisms and Ecosystems Program (ANT) of the US National Science Foundation (NSF). The BCO-DMO text-based and geospatial-based data access systems provide users with tools to search, filter, and visualize data in order to efficiently find data of interest. The geospatial interface, developed using a suite of open-source software (including MapServer [1], OpenLayers [2], ExtJS [3], and MySQL [4]), allows users to search and filter/subset metadata based on program, project, or deployment, or by using a simple word search. The map responds based on user selections, presents options that allow the user to choose specific data parameters (e.g., a species or an individual drifter), and presents further options for visualizing those data on the map or in "quick-view" plots. The data managed and made available by BCO-DMO are very heterogeneous in nature, from in-situ biogeochemical, ecological, and physical data, to controlled laboratory experiments. Due to the heterogeneity of the data types, a 'one size fits all' approach to visualization cannot be applied. Datasets are visualized in a way that will best allow users to assess fitness for purpose. An advanced geospatial interface, which contains a semantically-enabled faceted search [5], is also available. These search facets are highly interactive and responsive, allowing

  10. INVESTIGATING THE EFFECT OF EMPLOYING IMMERSIVE VIRTUAL ENVIRONMENT ON ENHANCING SPATIAL PERCEPTION WITHIN DESIGN PROCESS

    Directory of Open Access Journals (Sweden)

    Rawan Taisser Abu Alatta

    2017-07-01

    Full Text Available The recent developments in Information Technology (IT and digital media have introduced new opportunities to design studio and new dimensions to design and architecture. The current research studies how the immersion of Virtual Reality (VR in architectural design studio affects spatial perception through the design process. The aim of this study is to investigate the effect of using such environments on changing the way how to design for human experience: how it will improve students' spatial understanding of Three Dimensions (3D volumes, and how it will enhance their imagination, enrich their creativity and promote their ability to experience their design's sensations. This study hypothesizes that using an immersive virtual environment in design studio will empower students' imaginations and give them the ability to understand and experience their ideas. It will give them the opportunity to check their design's validity with greater 3D exploration, understanding and comprehension of spatial volumes.  Within a framework of an experimental design research, a series of experiments was conducted to evaluate what had been assumed.  The research used teaching, monitoring, explanatory observation and evaluation methods. The results showed that VR can not only enhance spatial perception and improve the design, but also it can affect the design process and make changes in the architectural design way of thinking. It can help designers to incorporate human experience within the design process.

  11. Using heart rate to prescribe physical exercise during head-out water immersion.

    Science.gov (United States)

    Kruel, Luiz F M; Peyré-Tartaruga, Leonardo A; Coertjens, Marcelo; Dias, Adriana B C; Da Silva, Rafael C; Rangel, Antônio C B

    2014-01-01

    The purpose of this study was to compare and correlate the effect of age group, sex, depth of water immersion, and the heart rate (HR) assessed out of the water on the HR behavior in individuals subjected to head-out water immersion. A total of 395 healthy individuals of both sexes, aged between 07 and 75 years, underwent vertical head-out water immersion. Heart rate was assessed out of the water in the supine and orthostatic (OHR) positions and at immersion depths corresponding to the ankle, knee, hip, umbilicus, xiphoid process, acromion, neck, and also the neck with the arms out of the water. The formula (ΔHR = OHR - HR immersion depth) was used to calculate the reduction in HR at each immersion depth. No age-based or sex-based differences in HR were found. The greater the depth of the water, the greater was the decrease in HR (p water-based exercise intensity performed during vertical immersion: OHR should be measured before the individual entering the aquatic environment; ΔHR should be measured according to the depth at which exercise is to be performed, and we suggest an adaptation to Karvonen's HRmax prediction formula (predicted HRmax: 220 - age - ΔHR) to prescribe and control the intensity of the exercise performed during vertical immersion.

  12. Immersion Music: a Progress Report

    OpenAIRE

    Nakra, Teresa M.

    2003-01-01

    This paper describes the artistic projects undertaken at ImmersionMusic, Inc. (www.immersionmusic.org) during its three-yearexistence. We detail work in interactive performance systems,computer-based training systems, and concert production.

  13. Ultrasonic and immersion cleaning: a comparison using aqueous and fluorocarbon solvents

    International Nuclear Information System (INIS)

    Bond, R.D.; Kearsey, A.

    1984-11-01

    Decontamination is a necessary process in reducing radiation levels in the working environment in the nuclear industry. Components from active areas which require decontamination for re-use or maintenance operations. In this report, a typical chemical cleaning process using liquid pumping, airagitation and physical movement for agitation is compared with ultrasonic cleaning, now an established cleaning process in many industries. The chosen traditional method is immersion in an agitated solution of warm SDG.3 solution; an established decontaminating reagent. The decontamination effect of this process is compared with the effect of cleaning in an ultrasonic bath containing the same reagent at the same concentration and temperature. Fluorocarbon reagents are of particular interest to the nuclear industry for they offer the ability to clean electrical components without damage, and can clean product contaminated material without the risk of criticality. Such reagents are based on 1,1,2-trichloro, 1,2,2-trifluoroethane and azeotropic mixtures. This reagent and one mixture with 6% methanol were tested under agitation and ultrasonic immersion at the same temperature. Parallel control experiments were conducted using demineralised water as the cleaning media in an agitated bath. SGG3 is a good reagent for general purpose cleaning (it can remove 99% of particulate contamination) using scrubbing, immersion or spraying techniques. There is little evidence to show that ultrasonic cleaning increases its effectiveness. For special purpose fluorocarbon solvents will give satisfactory results when used in an ultrasonic system. (author)

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

    Science.gov (United States)

    Mather, Richard

    2015-01-01

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

  15. The Rhetoric of Multi-Display Learning Spaces: exploratory experiences in visual art disciplines

    Directory of Open Access Journals (Sweden)

    Brett Bligh

    2010-11-01

    Full Text Available Multi-Display Learning Spaces (MD-LS comprise technologies to allow the viewing of multiple simultaneous visual materials, modes of learning which encourage critical reflection upon these materials, and spatial configurations which afford interaction between learners and the materials in orchestrated ways. In this paper we provide an argument for the benefits of Multi-Display Learning Spaces in supporting complex, disciplinary reasoning within learning, focussing upon our experiences within postgraduate visual arts education. The importance of considering the affordances of the physical environment within education has been acknowledged by the recent attention given to Learning Spaces, yet within visual art disciplines the perception of visual material within a given space has long been seen as a key methodological consideration with implications for the identity of the discipline itself. We analyse the methodological, technological and spatial affordances of MD-LS to support learning, and discuss comparative viewing as a disciplinary method to structure visual analysis within the space which benefits from the simultaneous display of multiple partitions of visual evidence. We offer an analysis of the role of the teacher in authoring and orchestration and conclude by proposing a more general structure for what we term ‘multiple perspective learning’, in which the presentation of multiple pieces of visual evidence creates the conditions for complex argumentation within Higher Education.

  16. Changes in Landing Mechanics after Cold-Water Immersion

    Science.gov (United States)

    Wang, He; Toner, Michael M.; Lemonda, Thomas J.; Zohar, Mor

    2010-01-01

    The purpose of this study was to investigate the influence of cold-water immersion on kinematics and kinetics during a drop-landing task. On four separate occasions, 9 men performed drop-landings from a 0.6-m platform to a force platform following 30-min immersion to the hip-joint in thermoneutral water (control; 34 [degrees]C) and in cold water…

  17. The impact of immersion training on complementing organizational goals and accelerating culture change - a field study

    Energy Technology Data Exchange (ETDEWEB)

    Hayes, S.M.

    1996-02-01

    At Los Alamos National Laboratory, a national defense laboratory with a history of working in seclusion and secrecy, scientists and engineers have received an important new mission to partner with industry. The scientists and engineers need to expand their skill base beyond science and understand the business of innovation to be successful in this new environment. An administrative field experiment of conducting intensive, immersion training about the commercialization process was piloted at Los Alamos in September, 1992. This Field Research Project addresses the following research question: {open_quotes}Does {open_quotes}immersion{close_quotes} commercialization training complement organizational goals and does the method accelerate cultural change?{close_quotes} The field experiment first began as a pilot Commercialization Workshop conducted for twelve scientists in September, 1992. The objective was to create commercialization action plans for promising environmental technologies. The immersion method was compared to the indoctrination method of training also. The indoctrination training was a one-day lecture style session conducted for one hundred and fifty scientists in July, 1993. The impact of the training was measured by perceived attitude change and the amount of subsequent industrial partnerships that followed the training. The key management question addressed on the job was, {open_quotes}With a limited budget, how do we maximize the impact of training and achieve the best results?{close_quotes}

  18. A/r/tografhic experiences: gender and sexuality

    Directory of Open Access Journals (Sweden)

    Luciana Borre Nunes

    2016-12-01

    Full Text Available A poetic and narrative text. It tells personal stories that led to intentional and pretentious processes of teaching and learning in the field of visual arts. It is written by a group of producers of images and that through lectures, dialogues and poetic immersion, has sought to think about gender identities, sexualities and visual culture. An a/r/tografhic field provides the basis for our teaching practices and provides the possibility of a collective writing that confuses the authorship, denouncing our memories. The review of texts grounded on the everyday situations demonstrated the power of a Visual Arts teacher training that is based on the acts of learning, researching, being an artist, and teaching visual arts.

  19. The influence of anaesthetists' experience on workload, performance and visual attention during simulated critical incidents.

    Science.gov (United States)

    Schulz, Christian M; Schneider, Erich; Kohlbecher, Stefan; Hapfelmeier, Alexander; Heuser, Fabian; Wagner, Klaus J; Kochs, Eberhard F; Schneider, Gerhard

    2014-10-01

    Development of accurate Situation Awareness (SA) depends on experience and may be impaired during excessive workload. In order to gain adequate SA for decision making and performance, anaesthetists need to distribute visual attention effectively. Therefore, we hypothesized that in more experienced anaesthetists performance is better and increase of physiological workload is less during critical incidents. Additionally, we investigated the relation between physiological workload indicators and distribution of visual attention. In fifteen anaesthetists, the increase of pupil size and heart rate was assessed in course of a simulated critical incident. Simulator log files were used for performance assessment. An eye-tracking device (EyeSeeCam) provided data about the anaesthetists' distribution of visual attention. Performance was assessed as time until definitive treatment. T tests and multivariate generalized linear models (MANOVA) were used for retrospective statistical analysis. Mean pupil diameter increase was 8.1% (SD ± 4.3) in the less experienced and 15.8% (±10.4) in the more experienced subjects (p = 0.191). Mean heart rate increase was 10.2% (±6.7) and 10.5% (±8.3, p = 0.956), respectively. Performance did not depend on experience. Pupil diameter and heart rate increases were associated with a shift of visual attention from monitoring towards manual tasks (not significant). For the first time, the following four variables were assessed simultaneously: physiological workload indicators, performance, experience, and distribution of visual attention between "monitoring" and "manual" tasks. However, we were unable to detect significant interactions between these variables. This experimental model could prove valuable in the investigation of gaining and maintaining SA in the operation theatre.

  20. On the Usability and Usefulness of 3d (geo)visualizations - a Focus on Virtual Reality Environments

    Science.gov (United States)

    Çöltekin, A.; Lokka, I.; Zahner, M.

    2016-06-01

    Whether and when should we show data in 3D is an on-going debate in communities conducting visualization research. A strong opposition exists in the information visualization (Infovis) community, and seemingly unnecessary/unwarranted use of 3D, e.g., in plots, bar or pie charts, is heavily criticized. The scientific visualization (Scivis) community, on the other hand, is more supportive of the use of 3D as it allows `seeing' invisible phenomena, or designing and printing things that are used in e.g., surgeries, educational settings etc. Geographic visualization (Geovis) stands between the Infovis and Scivis communities. In geographic information science, most visuo-spatial analyses have been sufficiently conducted in 2D or 2.5D, including analyses related to terrain and much of the urban phenomena. On the other hand, there has always been a strong interest in 3D, with similar motivations as in Scivis community. Among many types of 3D visualizations, a popular one that is exploited both for visual analysis and visualization is the highly realistic (geo)virtual environments. Such environments may be engaging and memorable for the viewers because they offer highly immersive experiences. However, it is not yet well-established if we should opt to show the data in 3D; and if yes, a) what type of 3D we should use, b) for what task types, and c) for whom. In this paper, we identify some of the central arguments for and against the use of 3D visualizations around these three considerations in a concise interdisciplinary literature review.

  1. Insensitivity of visual short-term memory to irrelevant visual information

    OpenAIRE

    Andrade, Jackie; Kemps, Eva; Werniers, Yves; May, Jon; Szmalec, Arnaud

    2002-01-01

    Several authors have hypothesised that visuo-spatial working memory is functionally analogous to verbal working memory. Irrelevant background speech impairs verbal short-term memory. We investigated whether irrelevant visual information has an analogous effect on visual short-term memory, using a dynamic visual noise (DVN) technique known to disrupt visual imagery (Quinn & McConnell, 1996a). Experiment 1 replicated the effect of DVN on pegword imagery. Experiments 2 and 3 showed no effect of ...

  2. Immersive Exhibitions

    DEFF Research Database (Denmark)

    Achiam, Marianne

    2015-01-01

    The immersive exhibition is a specialized exhibition genre in museums, which creates the illusion of time and place by representing key characteristics of a reference world and by integrating the visitor in this three-dimensionally reconstructed world (Mortensen 2010). A successful representation...... of the reference world depends on three criteria: whether the exhibition is staged as a coherent whole with all the displayed objects supporting the representation, whether the visitor is integrated as a component of the exhibition, and whether the content and message of the exhibition become dramatized...

  3. The effects of age and experience on memory for visually presented music.

    Science.gov (United States)

    Meinz, E J; Salthouse, T A

    1998-01-01

    Increased age is often associated with lower levels of performance in tests of memory for spatial information. The primary question in the current study was whether this relationship could be moderated as a function of one's relevant experience and/or knowledge. Stimulus materials consisted of short (7-11 note), visually presented musical melodies and structurally equivalent nonmusical stimuli. Participants (N = 128) were recruited from a wide range of age and experience levels. Although there were strong main effects of age and experience on memory for music, there was no evidence that the age-related differences in memory for these stimuli were smaller for individuals with moderate to large amounts of experience with music.

  4. The Effect of Visual Stimuli on Stability and Complexity of Postural Control

    Directory of Open Access Journals (Sweden)

    Haizhen Luo

    2018-02-01

    Full Text Available Visual input could benefit balance control or increase postural sway, and it is far from fully understanding the effect of visual stimuli on postural stability and its underlying mechanism. In this study, the effect of different visual inputs on stability and complexity of postural control was examined by analyzing the mean velocity (MV, SD, and fuzzy approximate entropy (fApEn of the center of pressure (COP signal during quiet upright standing. We designed five visual exposure conditions: eyes-closed, eyes-open (EO, and three virtual reality (VR scenes (VR1–VR3. The VR scenes were a limited field view of an optokinetic drum rotating around yaw (VR1, pitch (VR2, and roll (VR3 axes, respectively. Sixteen healthy subjects were involved in the experiment, and their COP trajectories were assessed from the force plate data. MV, SD, and fApEn of the COP in anterior–posterior (AP, medial–lateral (ML directions were calculated. Two-way analysis of variance with repeated measures was conducted to test the statistical significance. We found that all the three parameters obtained the lowest values in the EO condition, and highest in the VR3 condition. We also found that the active neuromuscular intervention, indicated by fApEn, in response to changing the visual exposure conditions were more adaptive in AP direction, and the stability, indicated by SD, in ML direction reflected the changes of visual scenes. MV was found to capture both instability and active neuromuscular control dynamics. It seemed that the three parameters provided compensatory information about the postural control in the immersive virtual environment.

  5. Efficient visualization of high-throughput targeted proteomics experiments: TAPIR.

    Science.gov (United States)

    Röst, Hannes L; Rosenberger, George; Aebersold, Ruedi; Malmström, Lars

    2015-07-15

    Targeted mass spectrometry comprises a set of powerful methods to obtain accurate and consistent protein quantification in complex samples. To fully exploit these techniques, a cross-platform and open-source software stack based on standardized data exchange formats is required. We present TAPIR, a fast and efficient Python visualization software for chromatograms and peaks identified in targeted proteomics experiments. The input formats are open, community-driven standardized data formats (mzML for raw data storage and TraML encoding the hierarchical relationships between transitions, peptides and proteins). TAPIR is scalable to proteome-wide targeted proteomics studies (as enabled by SWATH-MS), allowing researchers to visualize high-throughput datasets. The framework integrates well with existing automated analysis pipelines and can be extended beyond targeted proteomics to other types of analyses. TAPIR is available for all computing platforms under the 3-clause BSD license at https://github.com/msproteomicstools/msproteomicstools. © The Author 2015. Published by Oxford University Press. All rights reserved. For Permissions, please e-mail: journals.permissions@oup.com.

  6. Effects of immersion water temperature on whole-body fluid distribution in humans.

    Science.gov (United States)

    Stocks, J M; Patterson, M J; Hyde, D E; Jenkins, A B; Mittleman, K D; Taylor, N A S

    2004-09-01

    In this study, we quantified acute changes in the intracellular and extracellular fluid compartments during upright neutral- and cold-water immersion. We hypothesized that, during short-term cold immersion, fluid shifts would be wholly restricted to the extracellular space. Seven males were immersed 30 days apart: control (33.3 degrees SD 0.6 degrees C); and cold (18.1 degrees SD 0.3 degrees C). Posture was controlled for 4 h prior to a 60-min seated immersion. Significant reductions in terminal oesophageal (36.9 degrees +/- 0.1 degrees -36.3 degrees +/- 0.1 degrees C) and mean skin temperatures (30.3 degrees +/- 0.3 degrees -23.0 degrees +/- 0.3 degrees C) were observed during the cold, but not the control immersion. Both immersions elicited a reduction in intracellular fluid [20.17 +/- 6.02 mL kg(-1) (control) vs. 22.72 +/- 9.90 mL kg(-1)], while total body water (TBW) remained stable. However, significant plasma volume (PV) divergence was apparent between the trials at 60 min [12.5 +/- 1.0% (control) vs. 6.1 +/- 3.1%; P cold immersion, consistent with its role in PV regulation. We observed that, regardless of the direction of the PV change, both upright immersions elicited reductions in intracellular fluid. These observations have two implications. First, one cannot assume that PV changes reflect those of the entire extracellular compartment. Second, since immersion also increases interstitial fluid pressure, fluid leaving the interstitium must have been rapidly replaced by intracellular water.

  7. Words, shape, visual search and visual working memory in 3-year-old children.

    Science.gov (United States)

    Vales, Catarina; Smith, Linda B

    2015-01-01

    Do words cue children's visual attention, and if so, what are the relevant mechanisms? Across four experiments, 3-year-old children (N = 163) were tested in visual search tasks in which targets were cued with only a visual preview versus a visual preview and a spoken name. The experiments were designed to determine whether labels facilitated search times and to examine one route through which labels could have their effect: By influencing the visual working memory representation of the target. The targets and distractors were pictures of instances of basic-level known categories and the labels were the common name for the target category. We predicted that the label would enhance the visual working memory representation of the target object, guiding attention to objects that better matched the target representation. Experiments 1 and 2 used conjunctive search tasks, and Experiment 3 varied shape discriminability between targets and distractors. Experiment 4 compared the effects of labels to repeated presentations of the visual target, which should also influence the working memory representation of the target. The overall pattern fits contemporary theories of how the contents of visual working memory interact with visual search and attention, and shows that even in very young children heard words affect the processing of visual information. © 2014 John Wiley & Sons Ltd.

  8. Status and plans for the next generation magnetically immersed diodes on RITS

    International Nuclear Information System (INIS)

    Rovang, Dean; Kincy, Mark; Maenchen, John; Menge, Peter; Molina, Isidro; Olson, Craig; Welch, Dale; Oliver, Bryan; Ives, Harry; VanDeValde, David; Johnson, David L.; Lesch, Benny; Swenson, Chuck

    2002-01-01

    Sandia National Laboratories is investigating and developing high-dose, high-brightness flash radiographic sources. We are in the process of designing; fabricating and conducting engineering tests on the next-generation magnetically immersed electron diodes. These diodes employ unique, large-bore (80-110 mm), high-field (28-45 T), cryogenically-cooled solenoid magnets to help produce an intense electron beam from a needle-like cathode 'immersed' in the strong Bz field of the magnet. The diode designs and status of the engineering development are described. Later this year we plan to conduct experiments with these sources on the new Radiographic Integrated Test Stand (RITS), now in operation at Sandia. In its present three-stage configuration, RITS provides a 4-MV, 150-kA, 70-ns pulse to the diode. Fully three-dimensional particle in cell LSP code simulations are used to investigate relevant physics issues and the expected radiographic performance (spot size and dose) of this system. Preliminary results from these simulations are described

  9. Voluntary respiratory control and cerebral blood flow velocity upon ice-water immersion

    DEFF Research Database (Denmark)

    Mantoni, Teit; Rasmussen, Jakob Højlund; Belhage, Bo

    2008-01-01

    INTRODUCTION: In non-habituated subjects, cold-shock response to cold-water immersion causes rapid reduction in cerebral blood flow velocity (approximately 50%) due to hyperventilation, increasing risk of syncope, aspiration, and drowning. Adaptation to the response is possible, but requires...... velocity (CBFV) was measured together with ventilatory parameters and heart rate before, during, and after immersion. RESULTS: Within seconds after immersion in ice-water, heart rate increased significantly from 95 +/- 8 to 126 +/- 7 bpm (mean +/- SEM). Immersion was associated with an elevation...

  10. Secondary immune response of rainbow trout following repeated immersion vaccination

    DEFF Research Database (Denmark)

    Jaafar, R. M.; Al-Jubury, A.; Chettri, J. K.

    2017-01-01

    Teleosts are able to raise a protective immune response, comprising both innate and adaptive elements, against various pathogens. This is the basis for a widespread use of vaccines, administered as injection or immersion, in the aquaculture industry. It has been described that repeated injection...... vaccination of fish raises a secondary immune response, consisting of rapid, accelerated and increased antibody reaction. This study reports how rainbow trout responds to repeated immersion vaccination against yersiniosis (ERM) caused by the bacterial pathogen Yersinia ruckeri. It was found that rainbow trout...... does not raise a classical secondary response following repeated immersion vaccination. Serum antibody titres were merely slightly increased even after three immunizations, using 30-s immersion into a bacterin consisting of formalin-inactivated Y. ruckeri (serotype O1, biotypes 1 and 2), performed over...

  11. Secondary immune response of rainbow trout following repeated immersion vaccination

    DEFF Research Database (Denmark)

    Jaafar, R. M.; Al-Jubury, Azmi; Chettri, Jiwan Kumar

    2018-01-01

    Teleosts are able to raise a protective immune response, comprising both innate and adaptive elements, against various pathogens. This is the basis for a widespread use of vaccines, administered as injection or immersion, in the aquaculture industry. It has been described that repeated injection...... vaccination of fish raises a secondary immune response, consisting of rapid, accelerated and increased antibody reaction. This study reports how rainbow trout responds to repeated immersion vaccination against yersiniosis (ERM) caused by the bacterial pathogen Yersinia ruckeri. It was found that rainbow trout...... does not raise a classical secondary response following repeated immersion vaccination. Serum antibody titres were merely slightly increased even after three immunizations, using 30-s immersion into a bacterin consisting of formalin-inactivated Y. ruckeri (serotype O1, biotypes 1 and 2), performed over...

  12. Virtual X-ray imaging techniques in an immersive casting simulation environment

    International Nuclear Information System (INIS)

    Li, Ning; Kim, Sung-Hee; Suh, Ji-Hyun; Cho, Sang-Hyun; Choi, Jung-Gil; Kim, Myoung-Hee

    2007-01-01

    A computer code was developed to simulate radiograph of complex casting products in a CAVE TM -like environment. The simulation is based on the deterministic algorithms and ray tracing techniques. The aim of this study is to examine CAD/CAE/CAM models at the design stage, to optimize the design and inspect predicted defective regions with fast speed, good accuracy and small numerical expense. The present work discusses the algorithms for the radiography simulation of CAD/CAM model and proposes algorithmic solutions adapted from ray-box intersection algorithm and octree data structure specifically for radiographic simulation of CAE model. The stereoscopic visualization of full-size of product in the immersive casting simulation environment as well as the virtual X-ray images of castings provides an effective tool for design and evaluation of foundry processes by engineers and metallurgists

  13. The effects of cold immersion and hand protection on grip strength.

    Science.gov (United States)

    Vincent, M J; Tipton, M J

    1988-08-01

    The maximal voluntary grip strength (MVGS) of male volunteers was examined following a series of five intermittent 2 min cold water (5 degrees C) immersions of the unprotected hand or forearm. MVGS changes due to wearing a protective glove were also investigated. The surface electrical activity over the hand flexor muscles was recorded, as was the skin temperature of the hand and forearm. MVGS decreased significantly (p less than 0.01) following hand immersions (16%) and forearm immersion (13%). The majority of these reductions occurred during the first 2-min period of immersion. The effect of wearing a glove after unprotected hand cooling also produced significant (p less than 0.01) MVGS reductions which averaged 14%. These reductions were in addition to those caused by hand cooling. We conclude that both hand and forearm protection are important for the maintenance of hand-grip strength following cold water immersion.

  14. Task-related Functional Connectivity Dynamics in a Block-designed Visual Experiment

    Directory of Open Access Journals (Sweden)

    Xin eDi

    2015-09-01

    Full Text Available Studying task modulations of brain connectivity using functional magnetic resonance imaging (fMRI is critical to understand brain functions that support cognitive and affective processes. Existing methods such as psychophysiological interaction (PPI and dynamic causal modelling (DCM usually implicitly assume that the connectivity patterns are stable over a block-designed task with identical stimuli. However, this assumption lacks empirical verification on high-temporal resolution fMRI data with reliable data-driven analysis methods. The present study performed a detailed examination of dynamic changes of functional connectivity (FC in a simple block-designed visual checkerboard experiment with a sub-second sampling rate (TR = 0.645 s by estimating time-varying correlation coefficient (TVCC between BOLD responses of different brain regions. We observed reliable task-related FC changes (i.e., FCs were transiently decreased after task onset and went back to the baseline afterward among several visual regions of the bilateral middle occipital gyrus (MOG and the bilateral fusiform gyrus (FuG. Importantly, only the FCs between higher visual regions (MOG and lower visual regions (FuG exhibited such dynamic patterns. The results suggested that simply assuming a sustained FC during a task block may be insufficient to capture distinct task-related FC changes. The investigation of FC dynamics in tasks could improve our understanding of condition shifts and the coordination between different activated brain regions.

  15. How do musical tonality and experience affect visual working memory?

    Science.gov (United States)

    Yang, Hua; Lu, Jing; Gong, Diankun; Yao, Dezhong

    2016-01-20

    The influence of music on the human brain has continued to attract increasing attention from neuroscientists and musicologists. Currently, tonal music is widely present in people's daily lives; however, atonal music has gradually become an important part of modern music. In this study, we conducted two experiments: the first one tested for differences in perception of distractibility between tonal music and atonal music. The second experiment tested how tonal music and atonal music affect visual working memory by comparing musicians and nonmusicians who were placed in contexts with background tonal music, atonal music, and silence. They were instructed to complete a delay matching memory task. The results show that musicians and nonmusicians have different evaluations of the distractibility of tonal music and atonal music, possibly indicating that long-term training may lead to a higher auditory perception threshold among musicians. For the working memory task, musicians reacted faster than nonmusicians in all background music cases, and musicians took more time to respond in the tonal background music condition than in the other conditions. Therefore, our results suggest that for a visual memory task, background tonal music may occupy more cognitive resources than atonal music or silence for musicians, leaving few resources left for the memory task. Moreover, the musicians outperformed the nonmusicians because of the higher sensitivity to background music, which also needs a further longitudinal study to be confirmed.

  16. Visual Semiotics & Uncertainty Visualization: An Empirical Study.

    Science.gov (United States)

    MacEachren, A M; Roth, R E; O'Brien, J; Li, B; Swingley, D; Gahegan, M

    2012-12-01

    This paper presents two linked empirical studies focused on uncertainty visualization. The experiments are framed from two conceptual perspectives. First, a typology of uncertainty is used to delineate kinds of uncertainty matched with space, time, and attribute components of data. Second, concepts from visual semiotics are applied to characterize the kind of visual signification that is appropriate for representing those different categories of uncertainty. This framework guided the two experiments reported here. The first addresses representation intuitiveness, considering both visual variables and iconicity of representation. The second addresses relative performance of the most intuitive abstract and iconic representations of uncertainty on a map reading task. Combined results suggest initial guidelines for representing uncertainty and discussion focuses on practical applicability of results.

  17. Coating manganese oxide onto graphite electrodes by immersion for electrochemical capacitors

    International Nuclear Information System (INIS)

    Lin, C.-C.; Chen, H.-W.

    2009-01-01

    In this study, manganese oxide was coated on a graphite electrode by immersion. Durations for immersion were varied to control the amount of manganese oxide coated onto the electrode surface. Maximum capacitance of 556 mF cm -2 was obtained in 0.5 M LiCl and with better/superior conditions (immersion time = 80 min and potential scan rate = 10 mV s -1 ). In addition, cyclic voltammograms of the prepared electrode at different potential scan rates exhibited the approximately rectangular and symmetric current-potential characteristics of a capacitor. Furthermore, the chronopotentiometry (CP) charge-discharge curves of the electrode prepared at 80 min of immersion time with a constant current of 1 mA were symmetric and similar isosceles triangles, which demonstrate its high electrochemical reversibility and good stability. Finally, under scanning electron microscope (SEM), the surface of the electrode prepared at 80 min of immersion time and after 1500 cycles of potential cycling revealed that numerously three-dimensional network of macropores appeared on large spherical grains

  18. Showing the Unsayable: Participatory Visual Approaches and the Constitution of 'Patient Experience' in Healthcare Quality Improvement.

    Science.gov (United States)

    Papoulias, Constantina

    2018-06-01

    This article considers the strengths and potential contributions of participatory visual methods for healthcare quality improvement research. It argues that such approaches may enable us to expand our understanding of 'patient experience' and of its potential for generating new knowledge for health systems. In particular, they may open up dimensions of people's engagement with services and treatments which exceed both the declarative nature of responses to questionnaires and the narrative sequencing of self reports gathered through qualitative interviewing. I will suggest that working with such methods may necessitate a more reflexive approach to the constitution of evidence in quality improvement work. To this end, the article will first consider the emerging rationale for the use of visual participatory methods in improvement before outlining the implications of two related approaches-photo-elicitation and PhotoVoice-for the constitution of 'experience'. It will then move to a participatory model for healthcare improvement work, Experience Based Co-Design (EBCD). It will argue that EBCD exemplifies both the strengths and the limitations of adequating visual participatory approaches to quality improvement ends. The article will conclude with a critical reflection on a small photographic study, in which the author participated, and which sought to harness service user perspectives for the design of psychiatric facilities, as a way of considering the potential contribution of visual participatory methods for quality improvement.

  19. Takotsubo Cardiomyopathy in the Setting of Immersion Pulmonary Edema: Case Series

    OpenAIRE

    Reed, Tara; Sorrentino, Dante; Azuma, Steven

    2015-01-01

    Immersion Pulmonary Edema is a unique medical condition being increasingly described in the medical literature as sudden-onset pulmonary edema in the setting of scuba diving and or swimming. Case reports have associated immersion pulmonary edema with cardiac dysfunction, but there are no known case reports describing submersion pulmonary edema resulting in Takotsubo cardiomyopathy. We report on three patients with unique presentations of immersion pulmonary edema with associated Takotsubo car...

  20. Experiments on Auditory-Visual Perception of Sentences by Users of Unilateral, Bimodal, and Bilateral Cochlear Implants

    Science.gov (United States)

    Dorman, Michael F.; Liss, Julie; Wang, Shuai; Berisha, Visar; Ludwig, Cimarron; Natale, Sarah Cook

    2016-01-01

    Purpose: Five experiments probed auditory-visual (AV) understanding of sentences by users of cochlear implants (CIs). Method: Sentence material was presented in auditory (A), visual (V), and AV test conditions to listeners with normal hearing and CI users. Results: (a) Most CI users report that most of the time, they have access to both A and V…

  1. Strategies for Teaching English Abroad: The Immersion Classroom

    Directory of Open Access Journals (Sweden)

    Ishrat Suri

    2016-06-01

    Full Text Available English language development is best laid on the foundation of natural and social interactions which requires a great deal of sacrifice from educators who teach abroad (Snow, 1997. Learning to speak a new language grants learners a passport and highly coveted citizenship to a culturally interconnected world (Met & Lorenz, 1993; however, educators often face a daunting challenge. They must come up with comprehensive strategies which ensure that learners obtain requisite skills faster than might otherwise be deemed necessary. They must also employ non-verbal communication in place of the native language and secure a total commitment from students (Fortune, 2000. Finally, educators must leverage the brain’s information processing and retention ability against a very formidable threat: forgetting. The paper focuses on language immersion classroom strategies currently being used around the world, along with a discussion on how technology has been used to increase language and cultural competencies. This research has implications for educators and administrators who are interested in the impact that technology access has on learning when paired with a total immersion approach. This paper will present recommendations for international English language immersion programs, whose goals are to develop a total cultural competency for students aged 5-25 in environments where there are limited resources to aid in language immersion.

  2. An Empirical Study on Using Visual Embellishments in Visualization.

    Science.gov (United States)

    Borgo, R; Abdul-Rahman, A; Mohamed, F; Grant, P W; Reppa, I; Floridi, L; Chen, Min

    2012-12-01

    In written and spoken communications, figures of speech (e.g., metaphors and synecdoche) are often used as an aid to help convey abstract or less tangible concepts. However, the benefits of using rhetorical illustrations or embellishments in visualization have so far been inconclusive. In this work, we report an empirical study to evaluate hypotheses that visual embellishments may aid memorization, visual search and concept comprehension. One major departure from related experiments in the literature is that we make use of a dual-task methodology in our experiment. This design offers an abstraction of typical situations where viewers do not have their full attention focused on visualization (e.g., in meetings and lectures). The secondary task introduces "divided attention", and makes the effects of visual embellishments more observable. In addition, it also serves as additional masking in memory-based trials. The results of this study show that visual embellishments can help participants better remember the information depicted in visualization. On the other hand, visual embellishments can have a negative impact on the speed of visual search. The results show a complex pattern as to the benefits of visual embellishments in helping participants grasp key concepts from visualization.

  3. Contrast and Strength of Visual Memory and Imagery Differentially Affect Visual Perception

    OpenAIRE

    Saad, Elyana; Silvanto, Juha

    2013-01-01

    Visual short-term memory (VSTM) and visual imagery have been shown to modulate visual perception. However, how the subjective experience of VSTM/imagery and its contrast modulate this process has not been investigated. We addressed this issue by asking participants to detect brief masked targets while they were engaged either in VSTM or visual imagery. Subjective experience of memory/imagery (strength scale), and the visual contrast of the memory/mental image (contrast scale) were assessed on...

  4. Combining universal beauty and cultural context in a unifying model of visual aesthetic experience.

    Science.gov (United States)

    Redies, Christoph

    2015-01-01

    In this work, I propose a model of visual aesthetic experience that combines formalist and contextual aspects of aesthetics. The model distinguishes between two modes of processing. First, perceptual processing is based on the intrinsic form of an artwork, which may or may not be beautiful. If it is beautiful, a beauty-responsive mechanism is activated in the brain. This bottom-up mechanism is universal amongst humans; it is widespread in the visual brain and responsive across visual modalities. Second, cognitive processing is based on contextual information, such as the depicted content, the intentions of the artist or the circumstances of the presentation of the artwork. Cognitive processing is partially top-down and varies between individuals according to their cultural experience. Processing in the two channels is parallel and largely independent. In the general case, an aesthetic experience is induced if processing in both channels is favorable, i.e., if there is resonance in the perceptual processing channel ("aesthetics of perception"), and successful mastering in the cognitive processing channel ("aesthetics of cognition"). I speculate that this combinatorial mechanism has evolved to mediate social bonding between members of a (cultural) group of people. Primary emotions can be elicited via both channels and modulate the degree of the aesthetic experience. Two special cases are discussed. First, in a subset of (post-)modern art, beauty no longer plays a prominent role. Second, in some forms of abstract art, beautiful form can be enjoyed with minimal cognitive processing. The model is applied to examples of Western art. Finally, implications of the model are discussed. In summary, the proposed model resolves the seeming contradiction between formalist perceptual approaches to aesthetic experience, which are based on the intrinsic beauty of artworks, and contextual approaches, which account for highly individual and culturally dependent aspects of aesthetics.

  5. Combining universal beauty and cultural context in a unifying model of visual aesthetic experience

    Science.gov (United States)

    Redies, Christoph

    2015-01-01

    In this work, I propose a model of visual aesthetic experience that combines formalist and contextual aspects of aesthetics. The model distinguishes between two modes of processing. First, perceptual processing is based on the intrinsic form of an artwork, which may or may not be beautiful. If it is beautiful, a beauty-responsive mechanism is activated in the brain. This bottom–up mechanism is universal amongst humans; it is widespread in the visual brain and responsive across visual modalities. Second, cognitive processing is based on contextual information, such as the depicted content, the intentions of the artist or the circumstances of the presentation of the artwork. Cognitive processing is partially top–down and varies between individuals according to their cultural experience. Processing in the two channels is parallel and largely independent. In the general case, an aesthetic experience is induced if processing in both channels is favorable, i.e., if there is resonance in the perceptual processing channel (“aesthetics of perception”), and successful mastering in the cognitive processing channel (“aesthetics of cognition”). I speculate that this combinatorial mechanism has evolved to mediate social bonding between members of a (cultural) group of people. Primary emotions can be elicited via both channels and modulate the degree of the aesthetic experience. Two special cases are discussed. First, in a subset of (post-)modern art, beauty no longer plays a prominent role. Second, in some forms of abstract art, beautiful form can be enjoyed with minimal cognitive processing. The model is applied to examples of Western art. Finally, implications of the model are discussed. In summary, the proposed model resolves the seeming contradiction between formalist perceptual approaches to aesthetic experience, which are based on the intrinsic beauty of artworks, and contextual approaches, which account for highly individual and culturally dependent aspects of

  6. A Learning Evaluation for an Immersive Virtual Laboratory for Technical Training Applied into a Welding Workshop

    Science.gov (United States)

    Torres, Francisco; Neira Tovar, Leticia A.; del Rio, Marta Sylvia

    2017-01-01

    This study aims to explore the results of welding virtual training performance, designed using a learning model based on cognitive and usability techniques, applying an immersive concept focused on person attention. Moreover, it also intended to demonstrate that exits a moderating effect of performance improvement when the user experience is taken…

  7. Prolonged whole body immersion in cold water: hormonal and metabolic changes.

    Science.gov (United States)

    Smith, D J; Deuster, P A; Ryan, C J; Doubt, T J

    1990-03-01

    To characterize metabolic and hormonal responses during prolonged whole body immersion, 16 divers wearing dry suits completed four immersions in 5 degrees C water during each of two 5-day air saturation dives at 6.1 meters of sea water. One immersion began in the AM (1000 h) and one began in the PM (2200 h) to evaluate diurnal variations. Venous blood samples were obtained before and after completion of each immersion. Cortisol and ACTH levels demonstrated diurnal variation, with larger increases occurring after PM immersions. A greater than three-fold postimmersion increase occurred in norepinephrine (NE). There were significant increases in triiodothyronine (T3) uptake and epinephrine, but no change in T3, thyroxine, thyrotrophic hormone, and dopamine. Postimmersion free fatty acid levels increased 409% from preimmersion levels; glucose levels declined, and lactate increased significantly. Only changes in NE correlated significantly with changes in rectal temperature. In summary, when subjects are immersed in cold water for prolonged periods, with a slow rate of body cooling afforded by thermal protection and intermittent exercise, hormonal and metabolic changes occur that are similar in direction and magnitude to short-duration unprotected exposures. Except for cortisol and ACTH, none of the other measured variables exhibited diurnal alterations.

  8. The impact of immersion protection requirements on hair dryer electrocutions in the USA.

    Science.gov (United States)

    Rodgers, Gregory B; Garland, Sarah

    2012-12-01

    To evaluate the effectiveness of the immersion protection requirements of a voluntary safety standard for portable handheld hair dryers in preventing electrocution deaths in the USA. The present work was an interrupted time series study design. Data on annual hair dryer-related electrocution deaths resulting from water contact were developed for the 1980-2007 study period. A multivariate Poisson regression model for rate data was used to evaluate the impact of the immersion protection requirements during the post-intervention period. The analysis controlled for the estimated number of hair dryers in use and the estimated number of US homes equipped with ground fault circuit interrupters, safety devices that would address hair dryer electrocutions even in the absence of the immersion protection requirements of the voluntary standard. The implementation of the 1987 and 1991 immersion protection requirements of the voluntary standard for portable handheld hair dryers was the intervention studied. The main outcome measure was the estimated reduction in the hair dryer electrocution rate associated with the immersion protection requirements of the voluntary standard. After controlling for covariates, the immersion protection requirements were estimated to reduce the rate of hair dryer immersion electrocution deaths by 96.6% (95% CI, 90.8% to 98.8%). This suggests the prevention of about 280 immersion electrocution deaths involving hair dryers during the post-intervention period (1987-2007). The immersion protection requirements of the voluntary safety standard for hair dryers have been highly effective in reducing hair dryer electrocutions.

  9. Calorimetry by immersion into liquid nitrogen and liquid argon: a better way to determine the internal surface area of micropores.

    Science.gov (United States)

    Navarrete, Ricardo; Llewellyn, Philip; Rouquerol, Françoise; Denoyel, Renaud; Rouquerol, Jean

    2004-09-15

    The aim of this work is to assess the internal surface area of a set of samples (either carbons or oxides, either porous or nonporous, either microporous or mesoporous) by microcalorimetry via immersion into liquid nitrogen or argon. We have made use of an isothermal, heat-flux microcalorimeter, initially designed and built in our laboratory for the sake of gas adsorption experiments at 77 or 87 K. It seems that immersion calorimetry into liquid nitrogen and argon makes it possible to go one step further in the determination of the internal surface area of micropores.

  10. Experiences of graduate students: Using Cabri as a visualization tool in math education

    Directory of Open Access Journals (Sweden)

    Çiğdem Gül

    2014-12-01

    Full Text Available Through the use of graphic calculators and dynamic software running on computers and mobile devices, students can learn complex algebraic concepts. The purpose of this study is to investigate the experiences of graduate students using Cabri as a visualization tool in math education. The qualitative case study was used in this study. Five students from graduate students studying at the non-thesis math program of a university located in the Blacksea region were the participant of the study. As a dynamic learning tool, Cabri provided participants an environment where participants visually discovered the geometry. It was concluded that dynamic learning tools like Cabri has a huge potential for teaching visually the challenging concepts that students struggle to image. Further research should investigate the potential plans for integrating the use of dynamic learning software into the math curriculum

  11. Altered Gravity Simulated by Parabolic Flight and Water Immersion Leads to Decreased Trunk Motion.

    Directory of Open Access Journals (Sweden)

    Peiliang Wang

    Full Text Available Gravity is one of the important environmental factors that influence the physiologies and behaviors of animals and humans, and changes in gravity elicit a variety of physiological and behavioral alterations that include impaired movement coordination, vertigo, spatial disorientation, and perceptual illusions. To elucidate the effects of gravity on human physiology and behavior, we examined changes in wrist and trunk activities and heart rate during parabolic flight and the activity of wrist and trunk in water immersion experiments. Data from 195 person-time parabolas performed by eight subjects revealed that the trunk motion counts decreased by approximately half during ascending legs (hypergravity, relative to the data acquired before the parabolic flights. In contrast, the wrist activity remained unchanged. The results from the water immersion experiments demonstrated that in the underwater condition, both the wrist and trunk activities were significantly decreased but the latter decreased to a much lower level. Together, these data suggest that gravitational alterations can result in differential influences on the motions of the wrist and the trunk. These findings might be important for understanding the degeneration of skeleton and muscular system and performance of astronauts in microgravity.

  12. Altered Gravity Simulated by Parabolic Flight and Water Immersion Leads to Decreased Trunk Motion

    Science.gov (United States)

    Tian, Yu; Li, Fan; Zhang, Shaoyao; Zhang, Lin; Guo, Yaoyu; Liu, Weibo; Wang, Chunhui; Chen, Shanguang; Guo, Jinhu

    2015-01-01

    Gravity is one of the important environmental factors that influence the physiologies and behaviors of animals and humans, and changes in gravity elicit a variety of physiological and behavioral alterations that include impaired movement coordination, vertigo, spatial disorientation, and perceptual illusions. To elucidate the effects of gravity on human physiology and behavior, we examined changes in wrist and trunk activities and heart rate during parabolic flight and the activity of wrist and trunk in water immersion experiments. Data from 195 person-time parabolas performed by eight subjects revealed that the trunk motion counts decreased by approximately half during ascending legs (hypergravity), relative to the data acquired before the parabolic flights. In contrast, the wrist activity remained unchanged. The results from the water immersion experiments demonstrated that in the underwater condition, both the wrist and trunk activities were significantly decreased but the latter decreased to a much lower level. Together, these data suggest that gravitational alterations can result in differential influences on the motions of the wrist and the trunk. These findings might be important for understanding the degeneration of skeleton and muscular system and performance of astronauts in microgravity. PMID:26208253

  13. Immersive Virtual Reality in a University Setting: Creating an Authentic Learning Environment Through the Virtual Golden Foods Corporation

    Directory of Open Access Journals (Sweden)

    Ros A. Yahaya

    2009-12-01

    Full Text Available An authentic learning environment is learning that involves real world problems that are relevant to the learners and relate to their real life experience. Research indicates that Information and Communication Technology (ICT tools can facilitate in creating authentic learning environment, thus improving student learning, interaction and satisfaction. Previous research has focused on using various forms of ICT such as online learning and web-based learning into the classroom. However, little attempt has been made to investigate the effectiveness of incorporating immersive Virtual Reality (VR technology into the university classroom. Virtual Golden Foods Corporation (VGFC is a simulated Virtual Reality (VR organization being developed for use in teaching and learning at a large technology based university in Australia. This study focuses on authentic learning environment where students learn about decision making in complex business contexts throughout the semester which culminates in immersive VR exposure. The findings report that immersive VR environment helps to increase students’ understanding of decision making concepts.

  14. Words, Shape, Visual Search and Visual Working Memory in 3-Year-Old Children

    Science.gov (United States)

    Vales, Catarina; Smith, Linda B.

    2015-01-01

    Do words cue children's visual attention, and if so, what are the relevant mechanisms? Across four experiments, 3-year-old children (N = 163) were tested in visual search tasks in which targets were cued with only a visual preview versus a visual preview and a spoken name. The experiments were designed to determine whether labels facilitated…

  15. A Virtual Rock Physics Laboratory Through Visualized and Interactive Experiments

    Science.gov (United States)

    Vanorio, T.; Di Bonito, C.; Clark, A. C.

    2014-12-01

    As new scientific challenges demand more comprehensive and multidisciplinary investigations, laboratory experiments are not expected to become simpler and/or faster. Experimental investigation is an indispensable element of scientific inquiry and must play a central role in the way current and future generations of scientist make decisions. To turn the complexity of laboratory work (and that of rocks!) into dexterity, engagement, and expanded learning opportunities, we are building an interactive, virtual laboratory reproducing in form and function the Stanford Rock Physics Laboratory, at Stanford University. The objective is to combine lectures on laboratory techniques and an online repository of visualized experiments consisting of interactive, 3-D renderings of equipment used to measure properties central to the study of rock physics (e.g., how to saturate rocks, how to measure porosity, permeability, and elastic wave velocity). We use a game creation system together with 3-D computer graphics, and a narrative voice to guide the user through the different phases of the experimental protocol. The main advantage gained in employing computer graphics over video footage is that students can virtually open the instrument, single out its components, and assemble it. Most importantly, it helps describe the processes occurring within the rock. These latter cannot be tracked while simply recording the physical experiment, but computer animation can efficiently illustrate what happens inside rock samples (e.g., describing acoustic waves, and/or fluid flow through a porous rock under pressure within an opaque core-holder - Figure 1). The repository of visualized experiments will complement lectures on laboratory techniques and constitute an on-line course offered through the EdX platform at Stanford. This will provide a virtual laboratory for anyone, anywhere to facilitate teaching/learning of introductory laboratory classes in Geophysics and expand the number of courses

  16. 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.

  17. Cold-water immersion (cryotherapy for preventing and treating muscle soreness after exercise

    Directory of Open Access Journals (Sweden)

    Chris Bleakley

    Full Text Available BACKGROUND: Many strategies are in use with the intention of preventing or minimizing delayed onset muscle soreness and fatigue after exercise. Cold-water immersion, in water temperatures of less than 15 °C, is currently one of the most popular interventional strategies used after exercise. OBJECTIVES: To determine the effects of cold-water immersion in the management of muscle soreness after exercise. SEARCH METHODS: In February 2010, we searched the Cochrane Bone, Joint and Muscle Trauma Group Specialised Register, the Cochrane Central Register of Controlled Trials (The Cochrane Library (2010, Issue 1, Medline, Embase, Cumulative Index to Nursing and Allied Health (CINAHL, British Nursing Index and archive (BNI, and the Physiotherapy Evidence Database (PEDro. We also searched the reference lists of articles, handsearched journals and conference proceedings and contacted experts. In November 2011, we updated the searches of Central (2011, Issue 4, Medline (up to November Week 3 2011, Embase (to 2011 Week 46 and CINAHL (to 28 November 2011 to check for more recent publications. SELECTION CRITERIA: Randomized and quasi-randomized trials comparing the effect of using cold-water immersion after exercise with: passive intervention (rest/no intervention, contrast immersion, warm-water immersion, active recovery, compression, or a different duration/dosage of cold-water immersion. Primary outcomes were pain (muscle soreness or tenderness (pain on palpation, and subjective recovery (return to previous activities without signs or symptoms. DATA COLLECTION AND ANALYSIS: Three authors independently evaluated study quality and extracted data. Some of the data were obtained following author correspondence or extracted from graphs in the trial reports. Where possible, data were pooled using the fixed-effect model. MAIN RESULTS: Seventeen small trials were included, involving a total of 366 participants. Study quality was low. The temperature, duration and

  18. The "Total Immersion" Meeting Environment.

    Science.gov (United States)

    Finkel, Coleman

    1980-01-01

    The designing of intelligently planned meeting facilities can aid management communication and learning. The author examines the psychology of meeting attendance; architectural considerations (lighting, windows, color, etc.); design elements and learning modes (furniture, walls, audiovisuals, materials); and the idea of "total immersion meeting…

  19. Perception of Affordances and Experience of Presence in Virtual Reality

    Directory of Open Access Journals (Sweden)

    Paweł Grabarczyk

    2016-11-01

    Full Text Available Recent developments in virtual reality technology raise a question about the experience of presence and immersion in virtual environments. What is immersion and what are the conditions for inducing the experience of virtual presence? In this paper, we argue that crucial determinants of presence are perception of affordances and sense of embodiment. In the first section of this paper, we define key concepts and introduce important distinctions such as immersion and presence. In the second and third sections, we respectively discuss presence, immersion and their determinants in detail. In the fourth and fifth sections, we argue for the importance of perception of affordances and sense of embodiment in increasing the degree of presence. Finally, we show the consequences of our view and discuss possible future implications.

  20. Lipid-induced thermogenesis is up-regulated by the first cold-water immersions in juvenile penguins.

    Science.gov (United States)

    Teulier, Loïc; Rey, Benjamin; Tornos, Jérémy; Le Coadic, Marion; Monternier, Pierre-Axel; Bourguignon, Aurore; Dolmazon, Virginie; Romestaing, Caroline; Rouanet, Jean-Louis; Duchamp, Claude; Roussel, Damien

    2016-07-01

    The passage from shore to marine life is a critical step in the development of juvenile penguins and is characterized by a fuel selection towards lipid oxidation concomitant to an enhancement of lipid-induced thermogenesis. However, mechanisms of such thermogenic improvement at fledging remain undefined. We used two different groups of pre-fledging king penguins (Aptenodytes patagonicus) to investigate the specific contribution of cold exposure during water immersion to lipid metabolism. Terrestrial penguins that had never been immersed in cold water were compared with experimentally cold-water immersed juveniles. Experimentally immersed penguins underwent ten successive immersions at approximately 9-10 °C for 5 h over 3 weeks. We evaluated adaptive thermogenesis by measuring body temperature, metabolic rate and shivering activity in fully immersed penguins exposed to water temperatures ranging from 12 to 29 °C. Both never-immersed and experimentally immersed penguins were able to maintain their homeothermy in cold water, exhibiting similar thermogenic activity. In vivo, perfusion of lipid emulsion at thermoneutrality induced a twofold larger calorigenic response in experimentally immersed than in never-immersed birds. In vitro, the respiratory rates and the oxidative phosphorylation efficiency of isolated muscle mitochondria were not improved with cold-water immersions. The present study shows that acclimation to cold water only partially reproduced the fuel selection towards lipid oxidation that characterizes penguin acclimatization to marine life.