WorldWideScience

Sample records for reality animated specimens

  1. Comparison of gross anatomy test scores using traditional specimens vs. QuickTime Virtual Reality animated specimens

    Science.gov (United States)

    Maza, Paul Sadiri

    In recent years, technological advances such as computers have been employed in teaching gross anatomy at all levels of education, even in professional schools such as medical and veterinary medical colleges. Benefits of computer based instructional tools for gross anatomy include the convenience of not having to physically view or dissect a cadaver. Anatomy educators debate over the advantages versus the disadvantages of computer based resources for gross anatomy instruction. Many studies, case reports, and editorials argue for the increased use of computer based anatomy educational tools, while others discuss the necessity of dissection for various reasons important in learning anatomy, such as a three-dimensional physical view of the specimen, physical handling of tissues, interactions with fellow students during dissection, and differences between specific specimens. While many articles deal with gross anatomy education using computers, there seems to be a lack of studies investigating the use of computer based resources as an assessment tool for gross anatomy, specifically using the Apple application QuickTime Virtual Reality (QTVR). This study investigated the use of QTVR movie modules to assess if using computer based QTVR movie module assessments were equal in quality to actual physical specimen examinations. A gross anatomy course in the College of Veterinary Medicine at Cornell University was used as a source of anatomy students and gross anatomy examinations. Two groups were compared, one group taking gross anatomy examinations in a traditional manner, by viewing actual physical specimens and answering questions based on those specimens. The other group took the same examinations using the same specimens, but the specimens were viewed as simulated three-dimensional objects in a QTVR movie module. Sample group means for the assessments were compared. A survey was also administered asking students' perceptions of quality and user-friendliness of the QTVR

  2. Georeferencing Animal Specimen Datasets

    NARCIS (Netherlands)

    van Erp, M.G.J.; Hensel, R.; Ceolin, D.; van der Meij, M.

    2014-01-01

    For biodiversity research, the field of study that is concerned with the richness of species of our planet, it is of the utmost importance that the location of an animal specimen find is known with high precision. Due to specimens often having been collected over the course of many years, their

  3. Sound For Animation And Virtual Reality

    Science.gov (United States)

    Hahn, James K.; Docter, Pete; Foster, Scott H.; Mangini, Mark; Myers, Tom; Wenzel, Elizabeth M.; Null, Cynthia (Technical Monitor)

    1995-01-01

    Sound is an integral part of the experience in computer animation and virtual reality. In this course, we will present some of the important technical issues in sound modeling, rendering, and synchronization as well as the "art" and business of sound that are being applied in animations, feature films, and virtual reality. The central theme is to bring leading researchers and practitioners from various disciplines to share their experiences in this interdisciplinary field. The course will give the participants an understanding of the problems and techniques involved in producing and synchronizing sounds, sound effects, dialogue, and music. The problem spans a number of domains including computer animation and virtual reality. Since sound has been an integral part of animations and films much longer than for computer-related domains, we have much to learn from traditional animation and film production. By bringing leading researchers and practitioners from a wide variety of disciplines, the course seeks to give the audience a rich mixture of experiences. It is expected that the audience will be able to apply what they have learned from this course in their research or production.

  4. Jacob - an animated instruction agent for virtual reality

    NARCIS (Netherlands)

    Evers, M.J.; Nijholt, Antinus; Tan, T.; Shi, Y.; Gao, W.

    2000-01-01

    This paper gives an overview of the Jacob project. This project in-volves the construction of a 3D virtual environment where an animated human-like agent called Jacob gives instruction to the user. The project investigates virtual reality techniques and focuses on three issues: the software

  5. Virtual reality for freely moving animals.

    Science.gov (United States)

    Stowers, John R; Hofbauer, Maximilian; Bastien, Renaud; Griessner, Johannes; Higgins, Peter; Farooqui, Sarfarazhussain; Fischer, Ruth M; Nowikovsky, Karin; Haubensak, Wulf; Couzin, Iain D; Tessmar-Raible, Kristin; Straw, Andrew D

    2017-10-01

    Standard animal behavior paradigms incompletely mimic nature and thus limit our understanding of behavior and brain function. Virtual reality (VR) can help, but it poses challenges. Typical VR systems require movement restrictions but disrupt sensorimotor experience, causing neuronal and behavioral alterations. We report the development of FreemoVR, a VR system for freely moving animals. We validate immersive VR for mice, flies, and zebrafish. FreemoVR allows instant, disruption-free environmental reconfigurations and interactions between real organisms and computer-controlled agents. Using the FreemoVR platform, we established a height-aversion assay in mice and studied visuomotor effects in Drosophila and zebrafish. Furthermore, by photorealistically mimicking zebrafish we discovered that effective social influence depends on a prospective leader balancing its internally preferred directional choice with social interaction. FreemoVR technology facilitates detailed investigations into neural function and behavior through the precise manipulation of sensorimotor feedback loops in unrestrained animals.

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

    Science.gov (United States)

    Chujitarom, Wannaporn; Piriyasurawong, Pallop

    2017-01-01

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

  7. Endovascular training with animals versus virtual reality systems: an economic analysis

    DEFF Research Database (Denmark)

    Berry, M.; Hellstrom, M.; Gothlin, J.

    2008-01-01

    Institutes of Health. The analysis compared the purchase or rental of a Procedicus Vascular Interventional System Trainer to the rental of an animal laboratory. RESULTS: The VR laboratory course cost $3,434 per trainee versus $4,634 in the animal laboratory according to the purchase-versus-rental analysis......PURPOSE: To assess the relative costs of a virtual reality (VR) laboratory and an animal laboratory for endovascular skills training. MATERIALS AND METHODS: Cost data extracted from a previous experiment was used to perform a financial analysis according to the guidelines published by the National....... The cost ratio was 0.74 in favor of the VR laboratory. Cost ratio sensitivity analysis ranged from 0.25 in favor of the VR laboratory to 2.22 in favor of the animal laboratory. The first-year potential savings were $62,410 assuming exclusive use of the VR laboratory. The 5-year training savings totaled...

  8. 3D animation model with augmented reality for natural science learning in elementary school

    Science.gov (United States)

    Hendajani, F.; Hakim, A.; Lusita, M. D.; Saputra, G. E.; Ramadhana, A. P.

    2018-05-01

    Many opinions from primary school students' on Natural Science are a difficult lesson. Many subjects are not easily understood by students, especially on materials that teach some theories about natural processes. Such as rain process, condensation and many other processes. The difficulty that students experience in understanding it is that students cannot imagine the things that have been taught in the material. Although there is material to practice some theories but is actually quite limited. There is also a video or simulation material in the form of 2D animated images. Understanding concepts in natural science lessons are also poorly understood by students. Natural Science learning media uses 3-dimensional animation models (3D) with augmented reality technology, which offers some visualization of science lessons. This application was created to visualize a process in Natural Science subject matter. The hope of making this application is to improve student's concept. This app is made to run on a personal computer that comes with a webcam with augmented reality. The app will display a 3D animation if the camera can recognize the marker.

  9. Operative and diagnostic hysteroscopy: A novel learning model combining new animal models and virtual reality simulation.

    Science.gov (United States)

    Bassil, Alfred; Rubod, Chrystèle; Borghesi, Yves; Kerbage, Yohan; Schreiber, Elie Servan; Azaïs, Henri; Garabedian, Charles

    2017-04-01

    Hysteroscopy is one of the most common gynaecological procedure. Training for diagnostic and operative hysteroscopy can be achieved through numerous previously described models like animal models or virtual reality simulation. We present our novel combined model associating virtual reality and bovine uteruses and bladders. End year residents in obstetrics and gynaecology attended a full day workshop. The workshop was divided in theoretical courses from senior surgeons and hands-on training in operative hysteroscopy and virtual reality Essure ® procedures using the EssureSim™ and Pelvicsim™ simulators with multiple scenarios. Theoretical and operative knowledge was evaluated before and after the workshop and General Points Averages (GPAs) were calculated and compared using a Student's T test. GPAs were significantly higher after the workshop was completed. The biggest difference was observed in operative knowledge (0,28 GPA before workshop versus 0,55 after workshop, pvirtual reality simulation is an efficient model not described before. Copyright © 2017 Elsevier B.V. All rights reserved.

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

    Science.gov (United States)

    Kartiko, Iwan; Kavakli, Manolya; Cheng, Ken

    2010-01-01

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

  11. Endovascular training with animals versus virtual reality systems: an economic analysis.

    Science.gov (United States)

    Berry, Max; Hellström, Mikael; Göthlin, Jan; Reznick, Richard; Lönn, Lars

    2008-02-01

    To assess the relative costs of a virtual reality (VR) laboratory and an animal laboratory for endovascular skills training. Cost data extracted from a previous experiment was used to perform a financial analysis according to the guidelines published by the National Institutes of Health. The analysis compared the purchase or rental of a Procedicus Vascular Interventional System Trainer to the rental of an animal laboratory. The VR laboratory course cost $3,434 per trainee versus $4,634 in the animal laboratory according to the purchase-versus-rental analysis. The cost ratio was 0.74 in favor of the VR laboratory. Cost ratio sensitivity analysis ranged from 0.25 in favor of the VR laboratory to 2.22 in favor of the animal laboratory. The first-year potential savings were $62,410 assuming exclusive use of the VR laboratory. The 5-year training savings totaled $390,376, excluding the $60,000 residual value of the simulator. Simulator rental reduced the course price to $1,076 per trainee and lowered the cost ratio to 0.23 in favor of the VR laboratory. Findings of sensitivity analysis ranged from 0.08 to 0.70 in favor of the VR laboratory. The first-year and 5-year potential national savings increased to $185,026 and $1,013,238, respectively. Although evidence remains sparse that the training of interventional skills in artificial environments translates to better performance in human procedures, there are good pedagogic grounds on which to believe that such training will become increasingly important. The present comparison of the direct costs of two such models suggests that VR training is less expensive than live animal training.

  12. Using game engines in mixed reality installations

    NARCIS (Netherlands)

    Nakevska, M.; Vos, E.C.; Juarez, Alex; Hu, J.; Langereis, G.R.; Rauterberg, G.W.M.; Anacleto, J.; Fels, S.; Graham, N.; et al., xx

    2011-01-01

    In a mixed reality installation, a variety of technologies is integrated such as virtual reality, augmented reality, and animated virtual agents and robotic agents. One of the main challenges is how to design and implement a mixed reality installation that integrates a heterogeneous array of sensors

  13. Aplikasi Augmented Reality Magic Book Pengenalan Binatang Untuk Siswa TK

    Directory of Open Access Journals (Sweden)

    I Dewa Gede Wahya Dhiyatmika

    2015-11-01

    Full Text Available Augmented Reality is a technology combining 2 or 3 dimensional virtual objects into a real 3 dimensional environment and projected real time. Children at 5 to 7 years old, are in their golden age where they are getting more sensitive to stimulus and easier on learning new things, that they are easier on receiving new and interesting things. So, it seems to be important for children at this age to learn about living creature around them, one of it is learning about animals. Media about animal introduction for kindergarten students, such as book with 2 dimensional animal form, seems like incapable yet to excite children on learning about animal species. This Augmented Reality Magic Book Animals Introduction Application for Kindergarten Students has been developed using Android base with marker that identified 3 dimensional animal objects, their voices, and the informations about the animals using Augmented Reality Technology. Augmented Reality technology makes animal introduction to children become easier and more interesting, this application shows 3 dimensional form of animals and their voices with more innovative interface using Smartphone.

  14. Augmented Reality: Daily Prayers for Preschooler Student

    Directory of Open Access Journals (Sweden)

    Hendra Pradibta

    2018-01-01

    Full Text Available Education is one of the aspects that many synthesized with technology. Yet, this is contrary to the fact that where most of the learning materials are still based on text. This research aims to develop an alternative learning media by implementing Augmented Reality Technology for Preschooler students. Augmented Reality (AR is an application that can combine the virtual object as text, pictures and animation into the real world. Development of Augmented Reality application uses Web Aurasma Based Studio, with learning materials of daily prayer for preschool student. The development of the characters and the animations were using Adobe Illustrator and Adobe After Effects. The results of the study showed that technology Augmented Reality can be used as an alternative learning media especially in the learning process in Preschool Al Furqon. This is because the content Augmented Reality in the form of animation can gives more understanding and attention for preschool student to follow the learning process

  15. Rare Animal Education Usingaugmented Reality

    Directory of Open Access Journals (Sweden)

    Hening Artdias

    2018-01-01

    They are extinction because destruction of forest habitats, a conflict between humans and animals, trade, hunting, the arrests beyond capacity. [1]. Is that the issue of the extinction of the animals is dominated by human behavior and nature of the wrath of them. For that, education game “Rare Animal” become formulations to raise awareness of endangered species.

  16. Mobile devices, Virtual Reality, Augmented Reality, and Digital Geoscience Education.

    Science.gov (United States)

    Crompton, H.; De Paor, D. G.; Whitmeyer, S. J.; Bentley, C.

    2016-12-01

    Mobile devices are playing an increasing role in geoscience education. Affordances include instructor-student communication and class management in large classrooms, virtual and augmented reality applications, digital mapping, and crowd-sourcing. Mobile technologies have spawned the sub field of mobile learning or m-learning, which is defined as learning across multiple contexts, through social and content interactions. Geoscientists have traditionally engaged in non-digital mobile learning via fieldwork, but digital devices are greatly extending the possibilities, especially for non-traditional students. Smartphones and tablets are the most common devices but smart glasses such as Pivothead enable live streaming of a first-person view (see for example, https://youtu.be/gWrDaYP5w58). Virtual reality headsets such as Google Cardboard create an immersive virtual field experience and digital imagery such as GigaPan and Structure from Motion enables instructors and/or students to create virtual specimens and outcrops that are sharable across the globe. Whereas virtual reality (VR) replaces the real world with a virtual representation, augmented reality (AR) overlays digital data on the live scene visible to the user in real time. We have previously reported on our use of the AR application called FreshAiR for geoscientific "egg hunts." The popularity of Pokémon Go demonstrates the potential of AR for mobile learning in the geosciences.

  17. Virtual embryology: a 3D library reconstructed from human embryo sections and animation of development process.

    Science.gov (United States)

    Komori, M; Miura, T; Shiota, K; Minato, K; Takahashi, T

    1995-01-01

    The volumetric shape of a human embryo and its development is hard to comprehend as they have been viewed as a 2D schemes in a textbook or microscopic sectional image. In this paper, a CAI and research support system for human embryology using multimedia presentation techniques is described. In this system, 3D data is acquired from a series of sliced specimens. Its 3D structure can be viewed interactively by rotating, extracting, and truncating its whole body or organ. Moreover, the development process of embryos can be animated using a morphing technique applied to the specimen in several stages. The system is intended to be used interactively, like a virtual reality system. Hence, the system is called Virtual Embryology.

  18. Wildlife specimen collection, preservation, and shipment

    Science.gov (United States)

    White, C. LeAnn; Dusek, Robert J.; Franson, J. Christian; Friend, Milton; Gibbs, Samantha E.J.; Wild, Margaret A.

    2015-01-01

    Specimens are used to provide supporting information leading to the determination of the cause of disease or death in wildlife and for disease monitoring or surveillance. Commonly used specimens for wildlife disease investigations include intact carcasses, tissues from carcasses, euthanized or moribund animals, parasites, ingested food, feces, or environmental samples. Samples from live animals or the environment (e.g., contaminated feed) in the same vicinity as a mortality event also may be helpful. The type of specimen collected is determined by availability of samples and biological objectives. Multiple fresh, intact carcasses from affected species are the most useful in establishing a cause for a mortality event. Submission of entire carcasses allows observation of gross lesions and abnormalities, as well as disease testing of multiple tissues. Samples from live animals may be more appropriate when sick animals cannot be euthanized (e.g., threatened or endangered species) or for research and monitoring projects examining disease or agents circulating in apparently healthy animals or those not exhibiting clinical signs. Samples from live animals may include collections of blood, hair, feathers, feces, or ectoparasites, or samples obtained by swabbing lesions or orifices. Photographs and videos are useful additions for recording field and clinical signs and conveying conditions at the site. Collection of environmental samples (e.g., feces, water, feed, or soil) may be appropriate when animals cannot be captured for sampling or the disease agent may persist in the environment. If lethal collection is considered necessary, biologists should refer to the policies, procedures, and permit requirements of their institution/facility and the agency responsible for species management (U.S. Fish and Wildlife Service or State natural resource agency) prior to use in the field. If threatened or endangered species are found dead, or there is evidence of illegal take, field

  19. Virtual and augmented reality for training on maintenance

    International Nuclear Information System (INIS)

    Gonzalez, F.

    2001-01-01

    This paper presents two projects focused to support training on maintenance using new technologies. Both projects aims at specifying. designing, developing, and demonstrating prototypes allowing computer guided maintenance of complex mechanical elements using Virtual Reality (VIRMAN) and Augmented Reality (STARMATE) techniques. VIRMAN project is dedicated to training course development on maintenance using Virtual Reality. It based in the animation of three dimension images for component assembly/de-assembly or equipment movements. STARMATE will rely on Augmented Reality techniques which is a growing area in virtual Reality research. The idea of Augmented Reality is to combine a real scene, viewed by the user, with a virtual scene generated by a computer augmenting the reality with additional information. (Author)

  20. Rehydration of forensically important larval Diptera specimens.

    Science.gov (United States)

    Sanford, Michelle R; Pechal, Jennifer L; Tomberlin, Jeffery K

    2011-01-01

    Established procedures for collecting and preserving evidence are essential for all forensic disciplines to be accepted in court and by the forensic community at large. Entomological evidence, such as Diptera larvae, are primarily preserved in ethanol, which can evaporate over time, resulting in the dehydration of specimens. In this study, methods used for rehydrating specimens were compared. The changes in larval specimens with respect to larval length and weight for three forensically important blow fly (Diptera: Calliphoridae) species in North America were quantified. Phormia regina (Meigen), Cochliomyia macellaria (F.), and Chrysomya rufifacies (Macquart) third-instar larvae were collected from various decomposing animals and preserved with three preservation methods (80% ethanol, 70% isopropyl alcohol, and hot-water kill then 80% ethanol). Preservative solutions were allowed to evaporate. Rehydration was attempted with either of the following: 80% ethanol, commercial trisodium phosphate substitute solution, or 0.5% trisodium phosphate solution. All three methods partially restored weight and length of specimens recorded before preservation. Analysis of variance results indicated that effects of preservation, rehydration treatment, and collection animal were different in each species. The interaction between preservative method and rehydration treatment had a significant effect on both P. regina and C. macellaria larval length and weight. In addition, there was a significant interaction effect of collection animal on larval C. macellaria measurements. No significant effect was observed in C. rufifacies larval length or weight among the preservatives or treatments. These methods could be used to establish a standard operating procedure for dealing with dehydrated larval specimens in forensic investigations.

  1. Augmented Reality: Daily Prayers for Preschooler Student

    OpenAIRE

    Hendra Pradibta

    2018-01-01

    Education is one of the aspects that many synthesized with technology. Yet, this is contrary to the fact that where most of the learning materials are still based on text. This research aims to develop an alternative learning media by implementing Augmented Reality Technology for Preschooler students. Augmented Reality (AR) is an application that can combine the virtual object as text, pictures and animation into the real world. Development of Augmented Reality application uses Web Aurasma Ba...

  2. Comparison of Gross Anatomy Test Scores Using Traditional Specimens vs. Quicktime Virtual Reality Animated Specimens

    Science.gov (United States)

    Maza, Paul Sadiri

    2010-01-01

    In recent years, technological advances such as computers have been employed in teaching gross anatomy at all levels of education, even in professional schools such as medical and veterinary medical colleges. Benefits of computer based instructional tools for gross anatomy include the convenience of not having to physically view or dissect a…

  3. Technology advancing the study of animal cognition: using virtual reality to present virtually simulated environments to investigate nonhuman primate spatial cognition.

    Science.gov (United States)

    Dolins, Francine L; Schweller, Kenneth; Milne, Scott

    2017-02-01

    Virtual simulated environments provide multiple ways of testing cognitive function and evaluating problem solving with humans (e.g., Woollett et al. 2009). The use of such interactive technology has increasingly become an essential part of modern life (e.g., autonomously driving vehicles, global positioning systems (GPS), and touchscreen computers; Chinn and Fairlie 2007; Brown 2011). While many nonhuman animals have their own forms of "technology", such as chimpanzees who create and use tools, in captive animal environments the opportunity to actively participate with interactive technology is not often made available. Exceptions can be found in some state-of-the-art zoos and laboratory facilities (e.g., Mallavarapu and Kuhar 2005). When interactive technology is available, captive animals often selectively choose to engage with it. This enhances the animal's sense of control over their immediate surroundings (e.g., Clay et al. 2011; Ackerman 2012). Such self-efficacy may help to fulfill basic requirements in a species' daily activities using problem solving that can involve foraging and other goal-oriented behaviors. It also assists in fulfilling the strong underlying motivation for contrafreeloading and exploration expressed behaviorally by many species in captivity (Young 1999). Moreover, being able to present nonhuman primates virtual reality environments under experimental conditions provides the opportunity to gain insight into their navigational abilities and spatial cognition. It allows for insight into the generation and application of internal mental representations of landmarks and environments under multiple conditions (e.g., small- and large-scale space) and subsequent spatial behavior. This paper reviews methods using virtual reality developed to investigate the spatial cognitive abilities of nonhuman primates, and great apes in particular, in comparison with that of humans of multiple age groups. We make recommendations about training, best

  4. Augmented reality tools and learning practice in mobile-learning

    OpenAIRE

    Figueiredo, Mauro; Gomes, José; Gomes, Cristina; Lopes, João

    2014-01-01

    There are many augmented reality (AR) applications available that can be used to create educational contents for these mobile devices. This paper surveys the most popular augmented reality applications and we select AR eco-systems to be used in daily teaching activities which are user friendly, do not require programming skills and are free. Different augmented reality technologies are explored in this paper to create teaching activities with animations, videos and other information to be sho...

  5. Technology advancing the study of animal cognition: using virtual reality to present virtually simulated environments to investigate nonhuman primate spatial cognition

    Science.gov (United States)

    Schweller, Kenneth; Milne, Scott

    2017-01-01

    Abstract Virtual simulated environments provide multiple ways of testing cognitive function and evaluating problem solving with humans (e.g., Woollett et al. 2009). The use of such interactive technology has increasingly become an essential part of modern life (e.g., autonomously driving vehicles, global positioning systems (GPS), and touchscreen computers; Chinn and Fairlie 2007; Brown 2011). While many nonhuman animals have their own forms of "technology", such as chimpanzees who create and use tools, in captive animal environments the opportunity to actively participate with interactive technology is not often made available. Exceptions can be found in some state-of-the-art zoos and laboratory facilities (e.g., Mallavarapu and Kuhar 2005). When interactive technology is available, captive animals often selectively choose to engage with it. This enhances the animal’s sense of control over their immediate surroundings (e.g., Clay et al. 2011; Ackerman 2012). Such self-efficacy may help to fulfill basic requirements in a species’ daily activities using problem solving that can involve foraging and other goal-oriented behaviors. It also assists in fulfilling the strong underlying motivation for contrafreeloading and exploration expressed behaviorally by many species in captivity (Young 1999). Moreover, being able to present nonhuman primates virtual reality environments under experimental conditions provides the opportunity to gain insight into their navigational abilities and spatial cognition. It allows for insight into the generation and application of internal mental representations of landmarks and environments under multiple conditions (e.g., small- and large-scale space) and subsequent spatial behavior. This paper reviews methods using virtual reality developed to investigate the spatial cognitive abilities of nonhuman primates, and great apes in particular, in comparison with that of humans of multiple age groups. We make recommendations about training

  6. Alternative realities : from augmented reality to mobile mixed reality

    OpenAIRE

    Claydon, Mark

    2015-01-01

    This thesis provides an overview of (mobile) augmented and mixed reality by clarifying the different concepts of reality, briefly covering the technology behind mobile augmented and mixed reality systems, conducting a concise survey of existing and emerging mobile augmented and mixed reality applications and devices. Based on the previous analysis and the survey, this work will next attempt to assess what mobile augmented and mixed reality could make possible, and what related applications an...

  7. Imaging of concrete specimens using inverse synthetic aperture radar

    International Nuclear Information System (INIS)

    Rhim, Hong C.; Buyukozturk, Oral

    2000-01-01

    Radar Measurement results of laboratory size concrete specimens are presented in this paper. The purpose of this research work is to study various aspects of the radar method in an effort to develop an improved radar system for nondestructive testing of concrete structures. The radar system used for the study is an Inverse Synthetic Aperture Radar (ISAR), which is capable of transmitting microwaves at three different frequency ranges of 2-3.4, 3.4-5.8, and 8-12 GHz. Radar measurement setup is such that the radar is locates 14.4 m away from a concrete target to satisfy a far-field criterion. The concrete target is rotated for 20 degrees during the measurements for the generation of two-dimensional (cross-range) imagery. Concrete targets used for the measurements have the dimensions of 305 mm (width)x305 mm (height)x92 mm (thickness) with different inside configurations. Comparisons are made for dry and wet specimens, specimens with and without inclusions. Each specimen is made to model various situations that a concrete structure can have in reality. Results show that center frequency, frequency bandwidth, and polarization of the incident wave have different effects on identifying the thickness or inclusions inside concrete specimens. Results also suggest that a certain combination of measurement parameters is suitable for a specific application area. Thus, measurement parameters can be optimized for a specific problem. The findings are presented and discussed in details in the paper. Signal processing schemes implemented for imaging of the specimens are also discussed

  8. Enhancing Cognitive Theory of Multimedia Leaning through 3D Animation

    Directory of Open Access Journals (Sweden)

    Zeeshan Bhatti

    2017-12-01

    Full Text Available Cognitive theory of Multimedia learning has been a widely used principle in education. However, with current technological advancements and usage, the teaching and learning trend of children’s have also changed with more dependability towards technology. This research work explores and implement the use of 3D Animation as tool for multimedia learning based on cognitive theory. This new dimension in cognitive learning, will foster the latest multimedia tools and application driven through 3D Animation, Virtual Reality and Augmented Reality. The three principles, that facilitate cognitive theory of multimedia learning using animation, addressed in this research are temporal contiguity principle (screening matching narration with animation simultaneously rather than successively, personalization principle (screening text or dialogs in casual form rather than formal style and finally the multimedia principle (screen animation and audio narration together instead of just narration. The result of this new model would yield a new technique of educating the young children through 3D animation and virtual reality. The adaptation of  cognitive theory through 3D animation as a source of multimedia learning with various key principles produces a reliable paradigm for educational enhancement.

  9. Virtual reality, augmented reality, and robotics applied to digestive operative procedures: from in vivo animal preclinical studies to clinical use

    Science.gov (United States)

    Soler, Luc; Marescaux, Jacques

    2006-04-01

    Technological innovations of the 20 th century provided medicine and surgery with new tools, among which virtual reality and robotics belong to the most revolutionary ones. Our work aims at setting up new techniques for detection, 3D delineation and 4D time follow-up of small abdominal lesions from standard mecial images (CT scsan, MRI). It also aims at developing innovative systems making tumor resection or treatment easier with the use of augmented reality and robotized systems, increasing gesture precision. It also permits a realtime great distance connection between practitioners so they can share a same 3D reconstructed patient and interact on a same patient, virtually before the intervention and for real during the surgical procedure thanks to a telesurgical robot. In preclinical studies, our first results obtained from a micro-CT scanner show that these technologies provide an efficient and precise 3D modeling of anatomical and pathological structures of rats and mice. In clinical studies, our first results show the possibility to improve the therapeutic choice thanks to a better detection and and representation of the patient before performing the surgical gesture. They also show the efficiency of augmented reality that provides virtual transparency of the patient in real time during the operative procedure. In the near future, through the exploitation of these systems, surgeons will program and check on the virtual patient clone an optimal procedure without errors, which will be replayed on the real patient by the robot under surgeon control. This medical dream is today about to become reality.

  10. Augmented Reality Technology Using Microsoft HoloLens in Anatomic Pathology.

    Science.gov (United States)

    Hanna, Matthew G; Ahmed, Ishtiaque; Nine, Jeffrey; Prajapati, Shyam; Pantanowitz, Liron

    2018-05-01

    Context Augmented reality (AR) devices such as the Microsoft HoloLens have not been well used in the medical field. Objective To test the HoloLens for clinical and nonclinical applications in pathology. Design A Microsoft HoloLens was tested for virtual annotation during autopsy, viewing 3D gross and microscopic pathology specimens, navigating whole slide images, telepathology, as well as real-time pathology-radiology correlation. Results Pathology residents performing an autopsy wearing the HoloLens were remotely instructed with real-time diagrams, annotations, and voice instruction. 3D-scanned gross pathology specimens could be viewed as holograms and easily manipulated. Telepathology was supported during gross examination and at the time of intraoperative consultation, allowing users to remotely access a pathologist for guidance and to virtually annotate areas of interest on specimens in real-time. The HoloLens permitted radiographs to be coregistered on gross specimens and thereby enhanced locating important pathologic findings. The HoloLens also allowed easy viewing and navigation of whole slide images, using an AR workstation, including multiple coregistered tissue sections facilitating volumetric pathology evaluation. Conclusions The HoloLens is a novel AR tool with multiple clinical and nonclinical applications in pathology. The device was comfortable to wear, easy to use, provided sufficient computing power, and supported high-resolution imaging. It was useful for autopsy, gross and microscopic examination, and ideally suited for digital pathology. Unique applications include remote supervision and annotation, 3D image viewing and manipulation, telepathology in a mixed-reality environment, and real-time pathology-radiology correlation.

  11. Applying Augmented Reality in practical classes for engineering students

    Science.gov (United States)

    Bazarov, S. E.; Kholodilin, I. Yu; Nesterov, A. S.; Sokhina, A. V.

    2017-10-01

    In this article the Augmented Reality application for teaching engineering students of electrical and technological specialties is introduced. In order to increase the motivation for learning and the independence of students, new practical guidelines on Augmented Reality were developed in the application to practical classes. During the application development, the authors used software such as Unity 3D and Vuforia. The Augmented Reality content consists of 3D-models, images and animations, which are superimposed on real objects, helping students to study specific tasks. A user who has a smartphone, a tablet PC, or Augmented Reality glasses can visualize on-screen virtual objects added to a real environment. Having analyzed the current situation in higher education: the learner’s interest in studying, their satisfaction with the educational process, and the impact of the Augmented Reality application on students, a questionnaire was developed and offered to students; the study involved 24 learners.

  12. Refining animal experiments: the first Brazilian regulation on animal experimentation.

    Science.gov (United States)

    de A e Tréz, Thales

    2010-06-01

    The very first law on animal experimentation has been approved recently in Brazil, and now is part of a set of the legal instruments that profile the Brazilian government's attitude toward the use of animals in experiments. Law 11794/08 establishes a new legal instrument that will guide new methods of conduct for ethics committees, researchers and representatives of animal protection societies. This comment aims to analyse critically the implications that this law brings to Brazilian reality. The link between it and the Russell and Burch's Three Rs concept is defined, and certain problems are identified. The conclusion is that the body of the law emphasises the refinement of animal experiments, but gives little importance to the principles of reduction and replacement.

  13. Two-photon calcium imaging in mice navigating a virtual reality environment.

    Science.gov (United States)

    Leinweber, Marcus; Zmarz, Pawel; Buchmann, Peter; Argast, Paul; Hübener, Mark; Bonhoeffer, Tobias; Keller, Georg B

    2014-02-20

    In recent years, two-photon imaging has become an invaluable tool in neuroscience, as it allows for chronic measurement of the activity of genetically identified cells during behavior(1-6). Here we describe methods to perform two-photon imaging in mouse cortex while the animal navigates a virtual reality environment. We focus on the aspects of the experimental procedures that are key to imaging in a behaving animal in a brightly lit virtual environment. The key problems that arise in this experimental setup that we here address are: minimizing brain motion related artifacts, minimizing light leak from the virtual reality projection system, and minimizing laser induced tissue damage. We also provide sample software to control the virtual reality environment and to do pupil tracking. With these procedures and resources it should be possible to convert a conventional two-photon microscope for use in behaving mice.

  14. Accuracy Verification of Magnetic Resonance Imaging (MRI) Technology for Lower-Limb Prosthetic Research: Utilising Animal Soft Tissue Specimen and Common Socket Casting Materials

    OpenAIRE

    Safari, Mohammad Reza; Rowe, Philip; Buis, Arjan

    2012-01-01

    Lower limb prosthetic socket shape and volume consistency can be quantified using MRI technology. Additionally, MRI images of the residual limb could be used as an input data for CAD-CAM technology and finite element studies. However, the accuracy of MRI when socket casting materials are used has to be defined. A number of six, 46 mm thick, cross-sections of an animal leg were used. Three specimens were wrapped with Plaster of Paris (POP) and the other three with commercially available silico...

  15. Virtual reality and 3D animation in forensic visualization.

    Science.gov (United States)

    Ma, Minhua; Zheng, Huiru; Lallie, Harjinder

    2010-09-01

    Computer-generated three-dimensional (3D) animation is an ideal media to accurately visualize crime or accident scenes to the viewers and in the courtrooms. Based upon factual data, forensic animations can reproduce the scene and demonstrate the activity at various points in time. The use of computer animation techniques to reconstruct crime scenes is beginning to replace the traditional illustrations, photographs, and verbal descriptions, and is becoming popular in today's forensics. This article integrates work in the areas of 3D graphics, computer vision, motion tracking, natural language processing, and forensic computing, to investigate the state-of-the-art in forensic visualization. It identifies and reviews areas where new applications of 3D digital technologies and artificial intelligence could be used to enhance particular phases of forensic visualization to create 3D models and animations automatically and quickly. Having discussed the relationships between major crime types and level-of-detail in corresponding forensic animations, we recognized that high level-of-detail animation involving human characters, which is appropriate for many major crime types but has had limited use in courtrooms, could be useful for crime investigation. © 2010 American Academy of Forensic Sciences.

  16. Alternate Reality Teaching: OurSpace

    Science.gov (United States)

    2012-06-08

    writing and directing all the film talent and creating original LOTR franchise offerings while generating over a half-billion dollars in revenue. In... franchise on multiple platforms, EA’s first CD and online development efforts, digital and animation processes and 3D pipelines for game rendering...live- broadcast motif for EA Sports . Michael also drove acclaimed Alternative Reality Gaming products and episodic and community content creation for

  17. Accelerating plant DNA barcode reference library construction using herbarium specimens: improved experimental techniques.

    Science.gov (United States)

    Xu, Chao; Dong, Wenpan; Shi, Shuo; Cheng, Tao; Li, Changhao; Liu, Yanlei; Wu, Ping; Wu, Hongkun; Gao, Peng; Zhou, Shiliang

    2015-11-01

    A well-covered reference library is crucial for successful identification of species by DNA barcoding. The biggest difficulty in building such a reference library is the lack of materials of organisms. Herbarium collections are potentially an enormous resource of materials. In this study, we demonstrate that it is likely to build such reference libraries using the reconstructed (self-primed PCR amplified) DNA from the herbarium specimens. We used 179 rosaceous specimens to test the effects of DNA reconstruction, 420 randomly sampled specimens to estimate the usable percentage and another 223 specimens of true cherries (Cerasus, Rosaceae) to test the coverage of usable specimens to the species. The barcode rbcLb (the central four-sevenths of rbcL gene) and matK was each amplified in two halves and sequenced on Roche GS 454 FLX+. DNA from the herbarium specimens was typically shorter than 300 bp. DNA reconstruction enabled amplification fragments of 400-500 bp without bringing or inducing any sequence errors. About one-third of specimens in the national herbarium of China (PE) were proven usable after DNA reconstruction. The specimens in PE cover all Chinese true cherry species and 91.5% of vascular species listed in Flora of China. It is very possible to build well-covered reference libraries for DNA barcoding of vascular species in China. As exemplified in this study, DNA reconstruction and DNA-labelled next-generation sequencing can accelerate the construction of local reference libraries. By putting the local reference libraries together, a global library for DNA barcoding becomes closer to reality. © 2015 John Wiley & Sons Ltd.

  18. Augmented reality social story for autism spectrum disorder

    Science.gov (United States)

    Syahputra, M. F.; Arisandi, D.; Lumbanbatu, A. F.; Kemit, L. F.; Nababan, E. B.; Sheta, O.

    2018-03-01

    Augmented Reality is a technique that can bring social story therapy into virtual world to increase intrinsic motivation of children with Autism Spectrum Disorder(ASD). By looking at the behaviour of ASD who will be difficult to get the focus, the lack of sensory and motor nerves in the use of loads on the hands or other organs will be very distressing children with ASD in doing the right activities, and interpret and understand the social situation in determining a response appropriately. Required method to be able to apply social story on therapy of children with ASD that is implemented with Augmented Reality. The output resulting from this method is 3D animation (three-dimensional animation) of social story by detecting marker located in special book and some simple game which done by using leap motion controller which is useful in reading hand movement in real-time.

  19. Moving from virtual reality exposure-based therapy to augmented reality exposure-based therapy: a review.

    Science.gov (United States)

    Baus, Oliver; Bouchard, Stéphane

    2014-01-01

    This paper reviews the move from virtual reality exposure-based therapy to augmented reality exposure-based therapy (ARET). Unlike virtual reality (VR), which entails a complete virtual environment (VE), augmented reality (AR) limits itself to producing certain virtual elements to then merge them into the view of the physical world. Although, the general public may only have become aware of AR in the last few years, AR type applications have been around since beginning of the twentieth century. Since, then, technological developments have enabled an ever increasing level of seamless integration of virtual and physical elements into one view. Like VR, AR allows the exposure to stimuli which, due to various reasons, may not be suitable for real-life scenarios. As such, AR has proven itself to be a medium through which individuals suffering from specific phobia can be exposed "safely" to the object(s) of their fear, without the costs associated with programing complete VEs. Thus, ARET can offer an efficacious alternative to some less advantageous exposure-based therapies. Above and beyond presenting what has been accomplished in ARET, this paper covers some less well-known aspects of the history of AR, raises some ARET related issues, and proposes potential avenues to be followed. These include the type of measures to be used to qualify the user's experience in an augmented reality environment, the exclusion of certain AR-type functionalities from the definition of AR, as well as the potential use of ARET to treat non-small animal phobias, such as social phobia.

  20. Moving from Virtual Reality Exposure-Based Therapy to Augmented Reality Exposure-Based Therapy: A Review

    Science.gov (United States)

    Baus, Oliver; Bouchard, Stéphane

    2014-01-01

    This paper reviews the move from virtual reality exposure-based therapy to augmented reality exposure-based therapy (ARET). Unlike virtual reality (VR), which entails a complete virtual environment (VE), augmented reality (AR) limits itself to producing certain virtual elements to then merge them into the view of the physical world. Although, the general public may only have become aware of AR in the last few years, AR type applications have been around since beginning of the twentieth century. Since, then, technological developments have enabled an ever increasing level of seamless integration of virtual and physical elements into one view. Like VR, AR allows the exposure to stimuli which, due to various reasons, may not be suitable for real-life scenarios. As such, AR has proven itself to be a medium through which individuals suffering from specific phobia can be exposed “safely” to the object(s) of their fear, without the costs associated with programing complete VEs. Thus, ARET can offer an efficacious alternative to some less advantageous exposure-based therapies. Above and beyond presenting what has been accomplished in ARET, this paper covers some less well-known aspects of the history of AR, raises some ARET related issues, and proposes potential avenues to be followed. These include the type of measures to be used to qualify the user’s experience in an augmented reality environment, the exclusion of certain AR-type functionalities from the definition of AR, as well as the potential use of ARET to treat non-small animal phobias, such as social phobia. PMID:24624073

  1. In Vivo versus Augmented Reality Exposure in the Treatment of Small Animal Phobia: A Randomized Controlled Trial.

    Directory of Open Access Journals (Sweden)

    Cristina Botella

    Full Text Available Although in vivo exposure is the treatment of choice for specific phobias, some acceptability problems have been associated with it. Virtual Reality exposure has been shown to be as effective as in vivo exposure, and it is widely accepted for the treatment of specific phobias, but only preliminary data are available in the literature about the efficacy of Augmented Reality. The purpose of the present study was to examine the efficacy and acceptance of two treatment conditions for specific phobias in which the exposure component was applied in different ways: In vivo exposure (N = 31 versus an Augmented Reality system (N = 32 in a randomized controlled trial. "One-session treatment" guidelines were followed. Participants in the Augmented Reality condition significantly improved on all the outcome measures at post-treatment and follow-ups. When the two treatment conditions were compared, some differences were found at post-treatment, favoring the participants who received in vivo exposure. However, these differences disappeared at the 3- and 6-month follow-ups. Regarding participants' expectations and satisfaction with the treatment, very positive ratings were reported in both conditions. In addition, participants from in vivo exposure condition considered the treatment more useful for their problem whereas participants from Augmented Reality exposure considered the treatment less aversive. Results obtained in this study indicate that Augmented Reality exposure is an effective treatment for specific phobias and well accepted by the participants.

  2. In Vivo versus Augmented Reality Exposure in the Treatment of Small Animal Phobia: A Randomized Controlled Trial.

    Science.gov (United States)

    Botella, Cristina; Pérez-Ara, M Ángeles; Bretón-López, Juana; Quero, Soledad; García-Palacios, Azucena; Baños, Rosa María

    2016-01-01

    Although in vivo exposure is the treatment of choice for specific phobias, some acceptability problems have been associated with it. Virtual Reality exposure has been shown to be as effective as in vivo exposure, and it is widely accepted for the treatment of specific phobias, but only preliminary data are available in the literature about the efficacy of Augmented Reality. The purpose of the present study was to examine the efficacy and acceptance of two treatment conditions for specific phobias in which the exposure component was applied in different ways: In vivo exposure (N = 31) versus an Augmented Reality system (N = 32) in a randomized controlled trial. "One-session treatment" guidelines were followed. Participants in the Augmented Reality condition significantly improved on all the outcome measures at post-treatment and follow-ups. When the two treatment conditions were compared, some differences were found at post-treatment, favoring the participants who received in vivo exposure. However, these differences disappeared at the 3- and 6-month follow-ups. Regarding participants' expectations and satisfaction with the treatment, very positive ratings were reported in both conditions. In addition, participants from in vivo exposure condition considered the treatment more useful for their problem whereas participants from Augmented Reality exposure considered the treatment less aversive. Results obtained in this study indicate that Augmented Reality exposure is an effective treatment for specific phobias and well accepted by the participants.

  3. Is animal experimentation fundamental?

    Science.gov (United States)

    d'Acampora, Armando José; Rossi, Lucas Félix; Ely, Jorge Bins; de Vasconcellos, Zulmar Acciolli

    2009-01-01

    The understanding about the utilization of experimental animals in scientific research and in teaching is many times a complex issue. Special attention needs to be paid to attain the understanding by the general public of the importance of animal experimentation in experimental research and in undergraduate medical teaching. Experimental teaching and research based on the availability of animals for experimentation is important and necessary for the personal and scientific development of the physician-to-be. The technological arsenal which intends to mimic experimentation animals and thus fully replace their use many times does not prove to be compatible with the reality of the living animal. The purpose of this paper is to discuss aspects concerning this topic, bringing up an issue which is complex and likely to arouse in-depth reflections.

  4. Virtual and augmented reality for training on maintenance; Realidad virutal y aumentada para la formacion en mantenimiento

    Energy Technology Data Exchange (ETDEWEB)

    Gonzalez, F.

    2001-07-01

    This paper presents two projects focused to support training on maintenance using new technologies. Both projects aims at specifying. designing, developing, and demonstrating prototypes allowing computer guided maintenance of complex mechanical elements using Virtual Reality (VIRMAN) and Augmented Reality (STARMATE) techniques. VIRMAN project is dedicated to training course development on maintenance using Virtual Reality. It based in the animation of three dimension images for component assembly/de-assembly or equipment movements. STARMATE will rely on Augmented Reality techniques which is a growing area in virtual Reality research. The idea of Augmented Reality is to combine a real scene, viewed by the user, with a virtual scene generated by a computer augmenting the reality with additional information. (Author)

  5. On specimen killing in the era of conservation crisis - A quantitative case for modernizing taxonomy and biodiversity inventories.

    Science.gov (United States)

    Waeber, Patrick O; Gardner, Charlie J; Lourenço, Wilson R; Wilmé, Lucienne

    2017-01-01

    For centuries taxonomy has relied on dead animal specimens, a practice that persists today despite the emergence of innovative biodiversity assessment methods. Taxonomists and conservationists are engaged in vigorous discussions over the necessity of killing animals for specimen sampling, but quantitative data on taxonomic trends and specimen sampling over time, which could inform these debates, are lacking. We interrogated a long-term research database documenting 2,723 land vertebrate and 419 invertebrate taxa from Madagascar, and their associated specimens conserved in the major natural history museums. We further compared specimen collection and species description rates for the birds, mammals and scorpions over the last two centuries, to identify trends and links to taxon descriptions. We located 15,364 specimens documenting endemic mammals and 11,666 specimens documenting endemic birds collected between 1820 and 2010. Most specimens were collected at the time of the Mission Zoologique Franco-Anglo-Américaine (MZFAA) in the 1930s and during the last two decades, with major differences according to the groups considered. The small mammal and bat collections date primarily from recent years, and are paralleled by the description of new species. Lemur specimens were collected during the MZFAA but the descriptions of new taxa are recent, with the type series limited to non-killed specimens. Bird specimens, particularly of non-passerines, are mainly from the time of the MZFAA. The passerines have also been intensely collected during the last two decades; the new material has been used to solve the phylogeny of the groups and only two new endemic taxa of passerine birds have been described over the last two decades. Our data show that specimen collection has been critical for advancing our understanding of the taxonomy of Madagascar's biodiversity at the onset of zoological work in Madagascar, but less so in recent decades. It is crucial to look for alternatives to

  6. Mixed Reality with HoloLens: Where Virtual Reality Meets Augmented Reality in the Operating Room.

    Science.gov (United States)

    Tepper, Oren M; Rudy, Hayeem L; Lefkowitz, Aaron; Weimer, Katie A; Marks, Shelby M; Stern, Carrie S; Garfein, Evan S

    2017-11-01

    Virtual reality and augmented reality devices have recently been described in the surgical literature. The authors have previously explored various iterations of these devices, and although they show promise, it has become clear that virtual reality and/or augmented reality devices alone do not adequately meet the demands of surgeons. The solution may lie in a hybrid technology known as mixed reality, which merges many virtual reality and augmented realty features. Microsoft's HoloLens, the first commercially available mixed reality device, provides surgeons intraoperative hands-free access to complex data, the real environment, and bidirectional communication. This report describes the use of HoloLens in the operating room to improve decision-making and surgical workflow. The pace of mixed reality-related technological development will undoubtedly be rapid in the coming years, and plastic surgeons are ideally suited to both lead and benefit from this advance.

  7. APLIKASI AUGMENTED REALITY BERBASIS AGEN CERDAS SEBAGAI MARKETING COMMUNICATION PADA PROGRAM STUDI TEKNIK INFORMATIKA FTIK UNIVERSITAS SEMARANG

    Directory of Open Access Journals (Sweden)

    Nur Wakhidah

    2017-09-01

    Full Text Available In this study, using Augmented Reality and Methods Markeless Video Animation, which is focused on Information Engineering Program Faculty of Information and Communication Technology at the University of Semarang. Communication in use for Media Marketing Communication at the Faculty of Information Technology and Communications there are several obstacles to the process of the communication campaign for new students to get the information they need to visit the information center part of the University of Semarang to request brochures, and other promotional media are on the website http: // ftik.usm.ac.id, banners, and newspaper media only limited information has not been a technology that combines state of reality or virtual engineering conditions. In order for the conditions created virtual become more real and displays overall excellence of the Information Engineering Program Faculty of Information and Communication Technology at the University of Semarang. By making use of augmented reality technology using the marker in the text Information Engineering Program of a model text, and video animation that can be displayed virtually using mobile phones both android, blackberry or iphone so that people will more easily attract and knowing full well what are the an advantage Informatics Engineering Program of the video display animation.Aplikasi It will be developed using the Unity 3D and Vuforia SDK.   Keywords : Augmented Reality, Markeless, Video, Animation, Marketing

  8. Animal Protection in the Lands of Pacha Mama: The Insufficiency of the Proposed Law Organic Animal Welfare in Ecuador

    Directory of Open Access Journals (Sweden)

    José Carlos Machado Júnior

    2016-12-01

    Full Text Available Considering that the Pacha Mama is subject of right in the Ecuadorian Constitution, this project analyzes the rights of animals in Ecuador according to its Civil Code and its proposal for the Animal Welfare Act. For comparison purposes the laws of other countries that recognize the sentience of animals are quoted. The conclusion is that despite the paradigm of the Andean constitutionalism, Equatorian animals are legally considered things, a reality that will not change if approved the Law of Animal Welfare. The deductive method is used with bibliographic research and analysis of foreign law.

  9. Understanding Motion Capture for Computer Animation

    CERN Document Server

    Menache, Alberto

    2010-01-01

    The power of today's motion capture technology has taken animated characters and special effects to amazing new levels of reality. And with the release of blockbusters like Avatar and Tin-Tin, audiences continually expect more from each new release. To live up to these expectations, film and game makers, particularly technical animators and directors, need to be at the forefront of motion capture technology. In this extensively updated edition of Understanding Motion Capture for Computer Animation and Video Games, an industry insider explains the latest research developments in digital design

  10. 9 CFR 93.204 - Import permits for poultry and for poultry test specimens for diagnostic purposes; and...

    Science.gov (United States)

    2010-01-01

    ... 9 Animals and Animal Products 1 2010-01-01 2010-01-01 false Import permits for poultry and for poultry test specimens for diagnostic purposes; and reservation fees for space at quarantine facilities... SERVICE, DEPARTMENT OF AGRICULTURE EXPORTATION AND IMPORTATION OF ANIMALS (INCLUDING POULTRY) AND ANIMAL...

  11. Jacob: a web-based learning environment using virtual reality

    NARCIS (Netherlands)

    Evers, M.J.; Heemskerk, S.; Nijholt, Antinus

    2001-01-01

    This paper gives an overview of the Jacob project. This project involves the construction of a 3D virtual environment where an animated human-like agent called Jacob gives instruction to the user. The project investigates virtual reality techniques and focuses on three issues: the software

  12. Markerless client-server augmented reality system with natural features

    Science.gov (United States)

    Ning, Shuangning; Sang, Xinzhu; Chen, Duo

    2017-10-01

    A markerless client-server augmented reality system is presented. In this research, the more extensive and mature virtual reality head-mounted display is adopted to assist the implementation of augmented reality. The viewer is provided an image in front of their eyes with the head-mounted display. The front-facing camera is used to capture video signals into the workstation. The generated virtual scene is merged with the outside world information received from the camera. The integrated video is sent to the helmet display system. The distinguishing feature and novelty is to realize the augmented reality with natural features instead of marker, which address the limitations of the marker, such as only black and white, the inapplicability of different environment conditions, and particularly cannot work when the marker is partially blocked. Further, 3D stereoscopic perception of virtual animation model is achieved. The high-speed and stable socket native communication method is adopted for transmission of the key video stream data, which can reduce the calculation burden of the system.

  13. Extraction of ultrashort DNA molecules from herbarium specimens.

    Science.gov (United States)

    Gutaker, Rafal M; Reiter, Ella; Furtwängler, Anja; Schuenemann, Verena J; Burbano, Hernán A

    2017-02-01

    DNA extracted from herbarium specimens is highly fragmented; therefore, it is crucial to use extraction protocols that retrieve short DNA molecules. Improvements in extraction and DNA library preparation protocols for animal remains have allowed efficient retrieval of molecules shorter than 50 bp. Here, we applied these improvements to DNA extraction protocols for herbarium specimens and evaluated extraction performance by shotgun sequencing, which allows an accurate estimation of the distribution of DNA fragment lengths. Extraction with N-phenacylthiazolium bromide (PTB) buffer decreased median fragment length by 35% when compared with cetyl-trimethyl ammonium bromide (CTAB); modifying the binding conditions of DNA to silica allowed for an additional decrease of 10%. We did not observe a further decrease in length for single-stranded DNA (ssDNA) versus double-stranded DNA (dsDNA) library preparation methods. Our protocol enables the retrieval of ultrashort molecules from herbarium specimens, which will help to unlock the genetic information stored in herbaria.

  14. 9 CFR 381.189 - Provisions inapplicable to specimens for laboratory examination, etc., or to naturally inedible...

    Science.gov (United States)

    2010-01-01

    ... 9 Animals and Animal Products 2 2010-01-01 2010-01-01 false Provisions inapplicable to specimens for laboratory examination, etc., or to naturally inedible articles. 381.189 Section 381.189 Animals... laboratory examination, exhibition purposes, or other official use; (b) To dead, dying, disabled or diseased...

  15. Augmented reality

    Directory of Open Access Journals (Sweden)

    Patrik Pucer

    2011-08-01

    Full Text Available Today we can obtain in a simple and rapid way most of the information that we need. Devices, such as personal computers and mobile phones, enable access to information in different formats (written, pictorial, audio or video whenever and wherever. Daily we use and encounter information that can be seen as virtual objects or objects that are part of the virtual world of computers. Everyone, at least once, wanted to bring these virtual objects from the virtual world of computers into real environments and thus mix virtual and real worlds. In such a mixed reality, real and virtual objects coexist in the same environment. The reality, where users watch and use the real environment upgraded with virtual objects is called augmented reality. In this article we describe the main properties of augmented reality. In addition to the basic properties that define a reality as augmented reality, we present the various building elements (possible hardware and software that provide an insight into such a reality and practical applications of augmented reality. The applications are divided into three groups depending on the information and functions that augmented reality offers, such as help, guide and simulator.

  16. Invisible waves and hidden realms: augmented reality and experimental art

    Science.gov (United States)

    Ruzanka, Silvia

    2012-03-01

    Augmented reality is way of both altering the visible and revealing the invisible. It offers new opportunities for artistic exploration through virtual interventions in real space. In this paper, the author describes the implementation of two art installations using different AR technologies, one using optical marker tracking on mobile devices and one integrating stereoscopic projections into the physical environment. The first artwork, De Ondas y Abejas (The Waves and the Bees), is based on the widely publicized (but unproven) hypothesis of a link between cellphone radiation and the phenomenon of bee colony collapse disorder. Using an Android tablet, viewers search out small fiducial markers in the shape of electromagnetic waves hidden throughout the gallery, which reveal swarms of bees scattered on the floor. The piece also creates a generative soundscape based on electromagnetic fields. The second artwork, Urban Fauna, is a series of animations in which features of the urban landscape become plants and animals. Surveillance cameras become flocks of birds while miniature cellphone towers, lampposts, and telephone poles grow like small seedlings in time-lapse animation. The animations are presented as small stereoscopic projections, integrated into the physical space of the gallery. These two pieces explore the relationship between nature and technology through the visualization of invisible forces and hidden alternate realities.

  17. Virtual reality, augmented reality…I call it i-Reality.

    Science.gov (United States)

    Grossmann, Rafael J

    2015-01-01

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

  18. Towards Pervasive Augmented Reality: Context-Awareness in Augmented Reality.

    Science.gov (United States)

    Grubert, Jens; Langlotz, Tobias; Zollmann, Stefanie; Regenbrecht, Holger

    2017-06-01

    Augmented Reality is a technique that enables users to interact with their physical environment through the overlay of digital information. While being researched for decades, more recently, Augmented Reality moved out of the research labs and into the field. While most of the applications are used sporadically and for one particular task only, current and future scenarios will provide a continuous and multi-purpose user experience. Therefore, in this paper, we present the concept of Pervasive Augmented Reality, aiming to provide such an experience by sensing the user's current context and adapting the AR system based on the changing requirements and constraints. We present a taxonomy for Pervasive Augmented Reality and context-aware Augmented Reality, which classifies context sources and context targets relevant for implementing such a context-aware, continuous Augmented Reality experience. We further summarize existing approaches that contribute towards Pervasive Augmented Reality. Based our taxonomy and survey, we identify challenges for future research directions in Pervasive Augmented Reality.

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

    Science.gov (United States)

    Brigham, Tara J

    2017-01-01

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

  20. Virtual Reality

    Science.gov (United States)

    1993-04-01

    until exhausted. SECURITY CLASSIFICATION OF THIS PAGE All other editions are obsolete. UNCLASSIFIED " VIRTUAL REALITY JAMES F. DAILEY, LIEUTENANT COLONEL...US" This paper reviews the exciting field of virtual reality . The author describes the basic concepts of virtual reality and finds that its numerous...potential benefits to society could revolutionize everyday life. The various components that make up a virtual reality system are described in detail

  1. The Animal Sacrifice in Religious Rituals or Beliefs

    Directory of Open Access Journals (Sweden)

    Tereza Rodrigues Vieira

    2016-12-01

    Full Text Available Based on a bibliographical research, this article has the scope of the analysis of the sacrifice of nonhuman animals in religious rituals or beliefs practiced in Brazilian territory. By bringing moral, ethical and legal support, this national reality will be discussed in order to arrive at an answer of which good should be protected and guaranteed: religious freedom or the life of nonhuman animals?

  2. Using photographs to study animal social cognition and behaviour: Do capuchins' responses to photos reflect reality?

    Science.gov (United States)

    Morton, F Blake; Brosnan, Sarah F; Prétôt, Laurent; Buchanan-Smith, Hannah M; O'Sullivan, Eoin; Stocker, Martina; D'Mello, Daniel; Wilson, Vanessa A D

    2016-03-01

    Behavioural responses to photos are often used to infer what animals understand about their social environment, but are rarely validated against the same stimuli in real life. If subjects' responses to photos do not reflect responses to the same live stimuli, it is difficult to conclude what happens in reality based on photo responses alone. We compared capuchins' responses to photos versus live stimuli in an identical scenario within research cubicles. Subjects had the opportunity to approach food placed in front of an alpha group member and, in a separate condition, photos depicting the same individual. Subjects' latencies to approach food when placed in front of the real alpha negatively correlated with time subjects spent in close proximity to the alpha in their main enclosure. We therefore predicted subjects' latencies to approach food in the presence of photos would positively correlate with their latencies to approach food in the presence of the real alpha inside the cubicles, but negatively correlate with time they spent in proximity to the alpha in their enclosure. Neither prediction was supported. While not necessarily surprising, we explain why these results should be an important reminder that care is needed when interpreting results from photo studies. Copyright © 2015 Elsevier B.V. All rights reserved.

  3. Biology, Ordinary and Higher Grades, Syllabuses and Specimen Question Papers.

    Science.gov (United States)

    Scottish Certificate of Education Examination Board, Edinburgh.

    Included is the prescribed syllabus in biology for the Scottish Certificate of Education. In two separate sections, the syllabus topics and specimen questions for final examinations are explained. This syllabus is intended to present biology as knowledge about living organisms without making the conventional division between plants and animals.…

  4. On three specimens of Lagenorhynchus albirostris Gray, 1846 (Mammalia, Cetacea)

    NARCIS (Netherlands)

    Bree, van P.J.H.; Nijssen, H.

    1964-01-01

    Recently the Zoological Museum in Amsterdam came into possession of three specimens of the White-beaked Dolphin, Lagenorhynchus albirostris. As data on this species are rather scarce, it may be useful to publish a few notes on these animals. The first dolphin, a female, was caught in the North Sea

  5. Moving from Virtual Reality Exposure-Based Therapy (VRET to Augmented Reality Exposure-Based Therapy (ARET: A review.

    Directory of Open Access Journals (Sweden)

    Oliver eBaus

    2014-03-01

    Full Text Available This paper reviews the move from virtual reality exposure-based therapy (VRET to augmented reality exposure-based therapy (ARET. Unlike virtual reality (VR, which entails a complete virtual environment (VE, augmented reality (AR limits itself to producing certain virtual elements to then merge them into the view of the physical world. Although the general public may only have become aware of AR in the last few years, AR type applications have been around since beginning of the 20th century. Since, then, technological developments have enabled an ever increasing level of seamless integration of virtual and physical elements into one view. Like VR, AR allows the exposure to stimuli which, due to various reasons, may not be suitable for real-life scenarios. As such, AR has proven itself to be a medium through which individuals suffering from specific phobia can be exposed safely to the object(s of their fear, without the costs associated with programming complete virtual environments. Thus, ARET can offer an efficacious alternative to some less advantageous exposure-based therapies. Above and beyond presenting what has been accomplished in ARET, this paper also raises some ARET related issues, and proposes potential avenues to be followed. These include the definition of an AR related term, the type of measures to be used to qualify the user’s experience in an augmented reality environment (ARE, the development of alternative geospatial referencing systems, as well as the potential use of ARET to treat social phobia. Overall, it may be said that the use of ARET, although promising, is still in its infancy but that, given a continued cooperation between clinical and technical teams, ARET has the potential of going well beyond the treatment of small animal phobia.

  6. Interactive Scientific Visualization in 3D Virtual Reality Model

    Directory of Open Access Journals (Sweden)

    Filip Popovski

    2016-11-01

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

  7. Virtual reality in laparoscopic surgery.

    Science.gov (United States)

    Uranüs, Selman; Yanik, Mustafa; Bretthauer, Georg

    2004-01-01

    Although the many advantages of laparoscopic surgery have made it an established technique, training in laparoscopic surgery posed problems not encountered in conventional surgical training. Virtual reality simulators open up new perspectives for training in laparoscopic surgery. Under realistic conditions in real time, trainees can tailor their sessions with the VR simulator to suit their needs and goals, and can repeat exercises as often as they wish. VR simulators reduce the number of experimental animals needed for training purposes and are suited to the pursuit of research in laparoscopic surgery.

  8. Preliminary investigation of candidate specimens for the Egyptian environmental specimen bank

    International Nuclear Information System (INIS)

    Shawky, S.; Amer, H.; Schladot, J.D.; Ostapczuk, P.; Emons, H.; Abou El-Nour, F.

    2000-01-01

    In the frame of establishing an environmental monitoring program related to environmental specimen banking in egypt, some candidate specimens from the aquatic environment (Fish muscle, fish liver; mussels) were investigated. The selection of specimens and sampling sites is described. Specimens are chemically characterised with respect to some major and trace elements and the results are compared with data obtained from comparable specimens collected in aquatic ecosystems of germany

  9. The Reality of Virtual Reality Product Development

    Science.gov (United States)

    Dever, Clark

    Virtual Reality and Augmented Reality are emerging areas of research and product development in enterprise companies. This talk will discuss industry standard tools and current areas of application in the commercial market. Attendees will gain insights into how to research, design, and (most importantly) ship, world class products. The presentation will recount the lessons learned to date developing a Virtual Reality tool to solve physics problems resulting from trying to perform aircraft maintenance on ships at sea.

  10. Cytogenetic and molecular characterization of Speothos venaticus specimens - doi: 10.4025/actascibiolsci.v32i4.6775 Cytogenetic and molecular characterization of Speothos venaticus specimens - doi: 10.4025/actascibiolsci.v32i4.6775

    Directory of Open Access Journals (Sweden)

    Lígia Souza Lima Silveira da Mota

    2010-11-01

    Full Text Available The bush dog (Speothos venaticus is a South American canid, included in the IBAMA (Brazilian Institute of Environment and Renewable Natural Resources official list of animals threatened with extinction, in the vulnerable category. As a preservation and conservation strategy, specimens kept in captivity by Brazilian Institutions are monitored by a management plan. In order to characterize and analyze the genetic variability of bush dog specimens, a cytogenetic analysis was carried out, and microsatellite data were also obtained through the use of 15 primers, originally developed for the domestic dog (Canis familiaris. All tested primers showed transferability and amplified fragment sizes similar to those described for the canine genome. From the total number of primers, eight were tested, and presented two polymorphic regions. Regarding cytogenetic analysis, one of the animals had chromosomal mosaicism, disqualifying it as a reproducer to form stocks. Thus, we concluded that the genetic evaluation of wild animals kept in captivity provides data that can help with the practice of exchange between different institutions, avoiding problems in the reproductive capacity of the breeding stock.The bush dog (Speothos venaticus is a South American canid, included in the IBAMA (Brazilian Institute of Environment and Renewable Natural Resources official list of animals threatened with extinction, in the vulnerable category. As a preservation and conservation strategy, specimens kept in captivity by Brazilian Institutions are monitored by a management plan. In order to characterize and analyze the genetic variability of bush dog specimens, a cytogenetic analysis was carried out, and microsatellite data were also obtained through the use of 15 primers, originally developed for the domestic dog (Canis familiaris. All tested primers showed transferability and amplified fragment sizes similar to those described for the canine genome. From the total number of

  11. Virtual Reality Conferencing: Multi-user immersive VR experiences on the web

    NARCIS (Netherlands)

    Gunkel, S.N.B.; Stokking, H.M.; Prins, M.J.; Stap, N. van der; Haar, F.B. ter; Niamut, O.A.

    2018-01-01

    Virtual Reality (VR) and 360-degree video are set to become part of the future social environment, enriching and enhancing the way we share experiences and collaborate remotely. While Social VR applications are getting more momentum, most services regarding Social VR focus on animated avatars. In

  12. Facial Animations: Future Research Directions & Challenges

    Science.gov (United States)

    Alkawaz, Mohammed Hazim; Mohamad, Dzulkifli; Rehman, Amjad; Basori, Ahmad Hoirul

    2014-06-01

    Nowadays, computer facial animation is used in a significant multitude fields that brought human and social to study the computer games, films and interactive multimedia reality growth. Authoring the computer facial animation, complex and subtle expressions are challenging and fraught with problems. As a result, the current most authored using universal computer animation techniques often limit the production quality and quantity of facial animation. With the supplement of computer power, facial appreciative, software sophistication and new face-centric methods emerging are immature in nature. Therefore, this paper concentrates to define and managerially categorize current and emerged surveyed facial animation experts to define the recent state of the field, observed bottlenecks and developing techniques. This paper further presents a real-time simulation model of human worry and howling with detail discussion about their astonish, sorrow, annoyance and panic perception.

  13. What artifice can and cannot tell us about animal behavior.

    Science.gov (United States)

    Powell, Daniel L; Rosenthal, Gil G

    2017-02-01

    Artifice-the manipulation of social and environmental stimuli-is fundamental to research in animal behavior. State-of-the-art techniques have been developed to generate and present complex visual stimuli. These techniques have unique strengths and limitations. However, many of the issues with synthetic animation and virtual reality are common to playback experiments in general, including those using unmanipulated video or auditory stimuli. Playback experiments, in turn, fall into the broader category of experiments that artificially manipulate the array of stimuli experienced by a subject. We argue that the challenges of designing and interpreting experiments using virtual reality or synthetic animations are largely comparable to those of studies using older technologies or addressing other modalities, and that technology alone is unlikely to solve these challenges. We suggest that appropriate experimental designs are the key to validating behavioral responses to artificial stimuli and to interpreting all studies using artifice, including those that present complex visual displays.

  14. Quantum reality filters

    International Nuclear Information System (INIS)

    Gudder, Stan

    2010-01-01

    An anhomomorphic logic A* is the set of all possible realities for a quantum system. Our main goal is to find the 'actual reality' Φ a element of A* for the system. Reality filters are employed to eliminate unwanted potential realities until only φ a remains. In this paper, we consider three reality filters that are constructed by means of quantum integrals. A quantum measure μ can generate or actualize a Φ element of A* if μ(A) is a quantum integral with respect to φ for a density function f over events A. In this sense, μ is an 'average' of the truth values of φ with weights given by f. We mainly discuss relations between these filters and their existence and uniqueness properties. For example, we show that a quadratic reality generated by a quantum measure is unique. In this case we obtain the unique actual quadratic reality.

  15. Impact of specimen adequacy on the assessment of renal allograft biopsy specimens.

    Science.gov (United States)

    Cimen, S; Geldenhuys, L; Guler, S; Imamoglu, A; Molinari, M

    2016-01-01

    The Banff classification was introduced to achieve uniformity in the assessment of renal allograft biopsies. The primary aim of this study was to evaluate the impact of specimen adequacy on the Banff classification. All renal allograft biopsies obtained between July 2010 and June 2012 for suspicion of acute rejection were included. Pre-biopsy clinical data on suspected diagnosis and time from renal transplantation were provided to a nephropathologist who was blinded to the original pathological report. Second pathological readings were compared with the original to assess agreement stratified by specimen adequacy. Cohen's kappa test and Fisher's exact test were used for statistical analyses. Forty-nine specimens were reviewed. Among these specimens, 81.6% were classified as adequate, 6.12% as minimal, and 12.24% as unsatisfactory. The agreement analysis among the first and second readings revealed a kappa value of 0.97. Full agreement between readings was found in 75% of the adequate specimens, 66.7 and 50% for minimal and unsatisfactory specimens, respectively. There was no agreement between readings in 5% of the adequate specimens and 16.7% of the unsatisfactory specimens. For the entire sample full agreement was found in 71.4%, partial agreement in 20.4% and no agreement in 8.2% of the specimens. Statistical analysis using Fisher's exact test yielded a P value above 0.25 showing that - probably due to small sample size - the results were not statistically significant. Specimen adequacy may be a determinant of a diagnostic agreement in renal allograft specimen assessment. While additional studies including larger case numbers are required to further delineate the impact of specimen adequacy on the reliability of histopathological assessments, specimen quality must be considered during clinical decision making while dealing with biopsy reports based on minimal or unsatisfactory specimens.

  16. Animal Models in Forensic Science Research: Justified Use or Ethical Exploitation?

    Science.gov (United States)

    Mole, Calvin Gerald; Heyns, Marise

    2018-05-01

    A moral dilemma exists in biomedical research relating to the use of animal or human tissue when conducting scientific research. In human ethics, researchers need to justify why the use of humans is necessary should suitable models exist. Conversely, in animal ethics, a researcher must justify why research cannot be carried out on suitable alternatives. In the case of medical procedures or therapeutics testing, the use of animal models is often justified. However, in forensic research, the justification may be less evident, particularly when research involves the infliction of trauma on living animals. To determine how the forensic science community is dealing with this dilemma, a review of literature within major forensic science journals was conducted. The frequency and trends of the use of animals in forensic science research was investigated for the period 1 January 2012-31 December 2016. The review revealed 204 original articles utilizing 5050 animals in various forms as analogues for human tissue. The most common specimens utilized were various species of rats (35.3%), pigs (29.3%), mice (17.7%), and rabbits (8.2%) although different specimens were favored in different study themes. The majority of studies (58%) were conducted on post-mortem specimens. It is, however, evident that more needs to be done to uphold the basic ethical principles of reduction, refinement and replacement in the use of animals for research purposes.

  17. Globalizing animal care and use: making the dream a reality

    Science.gov (United States)

    Bielitzki, J. T.

    1999-01-01

    What will drive the globalization of animal care in the 21st century? Will targeted concerns from privately funded groups be the motivating factors? Will the threat of disease, and the concomitant hue and cry from a threatened public, be responsible for bringing nations together to collaborate on rules and regulations? The author, who is responsible for the animal use protocols on NASA's space station, explains why globalization on Planet Earth may be guided by what happens in outer space.

  18. Naturalness and Animal Welfare.

    Science.gov (United States)

    Yeates, James

    2018-04-05

    Naturalness is considered important for animals, and is one criterion for assessing how we care for them. However, it is a vague and ambiguous term, which needs definition and assessments suitable for scientific and ethical questions. This paper makes a start on that aim. This paper differentiates the term from other related concepts, such as species-typical behaviour and wellbeing. It identifies contingent ways in which naturalness might be used, as: (i) prompts for further welfare assessment; (ii) a plausible hypothesis for what safeguards wellbeing; (iii) a threshold for what is acceptable; (iv) constraints on what improvements are unacceptable; and (v) demarcating what is not morally wrong, because of a lack of human agency. It then suggests an approach to evaluating animals' behaviour that is quantitative, is based on reality, and which assesses naturalness by degrees. It proposes classing unaffected wild populations as natural by definition. Where animals might have been affected by humans, they should be compared to the closest population(s) of unaffected animals. This approach could allow us both to assess naturalness scientifically, and to make practical decisions about the behaviour of domestic animals.

  19. Substitutional Reality System: A Novel Experimental Platform for Experiencing Alternative Reality

    OpenAIRE

    Suzuki, Keisuke; Wakisaka, Sohei; Fujii, Naotaka

    2012-01-01

    We have developed a novel experimental platform, referred to as a substitutional reality (SR) system, for studying the conviction of the perception of live reality and related metacognitive functions. The SR system was designed to manipulate people's reality by allowing them to experience live scenes (in which they were physically present) and recorded scenes (which were recorded and edited in advance) in an alternating manner without noticing a reality gap. All of the naïve participants (n =...

  20. ISMCR 1994: Topical Workshop on Virtual Reality. Proceedings of the Fourth International Symposium on Measurement and Control in Robotics

    Science.gov (United States)

    1994-01-01

    This symposium on measurement and control in robotics included sessions on: (1) rendering, including tactile perception and applied virtual reality; (2) applications in simulated medical procedures and telerobotics; (3) tracking sensors in a virtual environment; (4) displays for virtual reality applications; (5) sensory feedback including a virtual environment application with partial gravity simulation; and (6) applications in education, entertainment, technical writing, and animation.

  1. Clinical evaluation of a mobile digital specimen radiography system for intraoperative specimen verification.

    Science.gov (United States)

    Wang, Yingbing; Ebuoma, Lilian; Saksena, Mansi; Liu, Bob; Specht, Michelle; Rafferty, Elizabeth

    2014-08-01

    Use of mobile digital specimen radiography systems expedites intraoperative verification of excised breast specimens. The purpose of this study was to evaluate the performance of a such a system for verifying targets. A retrospective review included 100 consecutive pairs of breast specimen radiographs. Specimens were imaged in the operating room with a mobile digital specimen radiography system and then with a conventional digital mammography system in the radiology department. Two expert reviewers independently scored each image for image quality on a 3-point scale and confidence in target visualization on a 5-point scale. A target was considered confidently verified only if both reviewers declared the target to be confidently detected. The 100 specimens contained a total of 174 targets, including 85 clips (49%), 53 calcifications (30%), 35 masses (20%), and one architectural distortion (1%). Although a significantly higher percentage of mobile digital specimen radiographs were considered poor quality by at least one reviewer (25%) compared with conventional digital mammograms (1%), 169 targets (97%), were confidently verified with mobile specimen radiography; 172 targets (98%) were verified with conventional digital mammography. Three faint masses were not confidently verified with mobile specimen radiography, and conventional digital mammography was needed for confirmation. One faint mass and one architectural distortion were not confidently verified with either method. Mobile digital specimen radiography allows high diagnostic confidence for verification of target excision in breast specimens across target types, despite lower image quality. Substituting this modality for conventional digital mammography can eliminate delays associated with specimen transport, potentially decreasing surgical duration and increasing operating room throughput.

  2. I'm Not a Real Doctor, but I Play One in Virtual Reality: Implications of Virtual Reality for Judgments about Reality.

    Science.gov (United States)

    Shapiro, Michael A.; McDonald, Daniel G.

    1992-01-01

    Shows that communication and social psychology research in the past 100 years have identified 2 different aspects of reality evaluation. Outlines the critical elements to form a theory of media reality effects. Extends that theory to include virtual reality, and shows how virtual reality will be an important tool for investigating these effects.…

  3. Instrument Motion Metrics for Laparoscopic Skills Assessment in Virtual Reality and Augmented Reality.

    Science.gov (United States)

    Fransson, Boel A; Chen, Chi-Ya; Noyes, Julie A; Ragle, Claude A

    2016-11-01

    To determine the construct and concurrent validity of instrument motion metrics for laparoscopic skills assessment in virtual reality and augmented reality simulators. Evaluation study. Veterinarian students (novice, n = 14) and veterinarians (experienced, n = 11) with no or variable laparoscopic experience. Participants' minimally invasive surgery (MIS) experience was determined by hospital records of MIS procedures performed in the Teaching Hospital. Basic laparoscopic skills were assessed by 5 tasks using a physical box trainer. Each participant completed 2 tasks for assessments in each type of simulator (virtual reality: bowel handling and cutting; augmented reality: object positioning and a pericardial window model). Motion metrics such as instrument path length, angle or drift, and economy of motion of each simulator were recorded. None of the motion metrics in a virtual reality simulator showed correlation with experience, or to the basic laparoscopic skills score. All metrics in augmented reality were significantly correlated with experience (time, instrument path, and economy of movement), except for the hand dominance metric. The basic laparoscopic skills score was correlated to all performance metrics in augmented reality. The augmented reality motion metrics differed between American College of Veterinary Surgeons diplomates and residents, whereas basic laparoscopic skills score and virtual reality metrics did not. Our results provide construct validity and concurrent validity for motion analysis metrics for an augmented reality system, whereas a virtual reality system was validated only for the time score. © Copyright 2016 by The American College of Veterinary Surgeons.

  4. Mixed Reality Systems

    Directory of Open Access Journals (Sweden)

    Dieter Müller

    2009-11-01

    Full Text Available Currently one of the most challenging aspects of human computer interaction design is the integration of physical and digital worlds in a single environment. This fusion involves the development of "Mixed Reality Systems”, including various technologies from the domains of augmented and virtual reality. In this paper I will present related concepts and discuss lessons learned from our own research and prototype development. Our recent work involves the use of mixed reality (as opposed to ‘pure’ virtual reality techniques to support seamless collaborative work between remote and hands-on laboratories.

  5. Augmented reality (AR and virtual reality (VR applied in dentistry

    Directory of Open Access Journals (Sweden)

    Ta-Ko Huang

    2018-04-01

    Full Text Available The OSCE is a reliable evaluation method to estimate the preclinical examination of dental students. The most ideal assessment for OSCE is used the augmented reality simulator to evaluate. This literature review investigated a recently developed in virtual reality (VR and augmented reality (AR starting of the dental history to the progress of the dental skill. As result of the lacking of technology, it needs to depend on other device increasing the success rate and decreasing the risk of the surgery. The development of tracking unit changed the surgical and educational way. Clinical surgery is based on mature education. VR and AR simultaneously affected the skill of the training lesson and navigation system. Widely, the VR and AR not only applied in the dental training lesson and surgery, but also improved all field in our life. Keywords: OSCE, Dental simulator, Augmented reality, Virtual reality, Dentistry

  6. Assessing suturing techniques using a virtual reality surgical simulator.

    Science.gov (United States)

    Kazemi, Hamed; Rappel, James K; Poston, Timothy; Hai Lim, Beng; Burdet, Etienne; Leong Teo, Chee

    2010-09-01

    Advantages of virtual-reality simulators surgical skill assessment and training include more training time, no risk to patient, repeatable difficulty level, reliable feedback, without the resource demands, and ethical issues of animal-based training. We tested this for a key subtask and showed a strong link between skill in the simulator and in reality. Suturing performance was assessed for four groups of participants, including experienced surgeons and naive subjects, on a custom-made virtual-reality simulator. Each subject tried the experiment 30 times using five different types of needles to perform a standardized suture placement task. Traditional metrics of performance as well as new metrics enabled by our system were proposed, and the data indicate difference between trained and untrained performance. In all traditional parameters such as time, number of attempts, and motion quantity, the medical surgeons outperformed the other three groups, though differences were not significant. However, motion smoothness, penetration and exit angles, tear size areas, and orientation change were statistically significant in the trained group when compared with untrained group. This suggests that these parameters can be used in virtual microsurgery training.

  7. Virtual reality therapy: an effective treatment for phobias.

    Science.gov (United States)

    North, M M; North, S M; Coble, J R

    1998-01-01

    Behavioral therapy techniques for treating phobias often includes graded exposure of the patient to anxiety-producing stimuli (Systematic Desensitization). However, in utilizing systematic desensitization, research reviews demonstrate that many patients appear to have difficulty in applying imaginative techniques. This chapter describes the Virtual Reality Therapy (VRT), a new therapeutical approach that can be used to overcome some of the difficulties inherent in the traditional treatment of phobias. VRT, like current imaginal and in vivo modalities, can generate stimuli that could be utilized in desensitization therapy. Like systematic desensitization therapy, VRT can provide stimuli for patients who have difficulty in imagining scenes and/or are too phobic to experience real situations. As far as we know, the idea of using virtual reality technology to combat psychological disorders was first conceived within the Human-Computer Interaction Group at Clark Atlanta University in November 1992. Since then, we have successfully conducted the first known pilot experiments in the use of virtual reality technologies in the treatment of specific phobias: fear of flying, fear of heights, fear of being in certain situations (such as a dark barn, an enclosed bridge over a river, and in the presence of an animal [a black cat] in a dark room), and fear of public speaking. The results of these experiments are described.

  8. Katalog Penjualan Rumah Berbasis Android Menggunakan Teknologi Augmented Reality dan Virtual Reality

    Directory of Open Access Journals (Sweden)

    Alders Paliling

    2017-02-01

    Full Text Available Penerapan teknologi augmented reality kian diminati oleh pihak produsen untuk memasarkan produk  yang dihasilkan. Teknologi augmented reality mampu meproyeksikan objek dua dimensi ataupun tiga dimensi kedalam lingkungan nyata. Teknologi virtual reality mampu membawa pengguna masuk kedalam lingkungan virtual sehingga pengguna merasa berada dalam lingkungan virtual. Penelitian ini menggunakan teknologi augmented reality yang mampu memproyeksikan objek tiga dimensi rumah sehingga katalog menjadi lebih nyata,  dan teknologi virtual reality yang membuat pengguna berinteraksi langsung dengan objek tiga dimensi rumah dan merasa berada di dalam rumah. Aplikasi yang dibangun memanfaatkan sensor accelerometer yang tertanam dalam perangkat mobile android yang memungkinkan pengguna melihat seisi ruangan dengan memiringkan perangkat mobile android kekiri dan kekanan. Jumlah kamera virtual yang digunakan berjumlah lima yang diletakkan di ruang tamu, ruang keluarga, ruang kamar utama, ruang kamar anak, dan ruang dapur. Aplikasi ini berjalan pada platform android dan menggunakan personal komputer sebagai server yang menyimpan data informasi rumah. Dengan adanya aplikasi ini pengguna dapat merasakan suasana berbeda dalam melihat sebuah katalog. . Kata kunci—Augmentd Reality, Virtual Reality, Katalog, Android

  9. Augmented reality: a review.

    Science.gov (United States)

    Berryman, Donna R

    2012-01-01

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

  10. Pengembangan Virtual Reality Pengenalan Binatang Buas Untuk Anak Usia Dini

    Directory of Open Access Journals (Sweden)

    I Made Ardwi Pradnyana

    2017-12-01

    Full Text Available Submission of learning materials with animal themes, especially wild animals to early childhood becomes a challenge for teachers. Two-dimensional displacement media in the form of a monotonous image has the potential to decrease interest in children's learning. Bringing wild animals directly or bringing the children to the zoo requires considerable cost and time and harm. Based on these problems, the authors develop android-based applications that contain fourteen species of wild animals in 3D format that is packed with Virtual Reality (VR technology. The authors develop applications using development research methods with the ADDIE model. The developed VR application is capable of displaying wild animal animations complete with the sounds and environment of the habitat, as well as the description narrative features and food that can be viewed in 3D and VR modes. The test results showed that the application received a positive response from users, especially children in TK Negeri Pembina Singaraja. The average percentage for the user response test is 88.50%, which means it is very good where children can know the types of wild animals, the movements of wild animals, the sounds of wild animals, the habitats of wild animals and can use them easily.

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

    Science.gov (United States)

    Suzuki, Keisuke; Wakisaka, Sohei; Fujii, Naotaka

    2012-01-01

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

  12. [Investigation of Cryptosporidium sp. in workers of the Van municipality slaughterhouse and in slaughtered animals].

    Science.gov (United States)

    Ciçek, Mutalip; Körkoca, Hanifi; Gül, Abdurrahman

    2008-01-01

    This study was carried out in order to investigate the prevalence of Cryptosporidium sp. in slaughtered animals and workers of the Van municipality slaughterhouse in Van. Animals slaughtered at different times and workers who had been working in different departments of the slaughter house were included in the study for three months. A total of 309 fecal specimens from animals including 167 sheep, 56 goats and 86 cattle and 87 fecal specimens from workers were examined for Cryptosporidium sp. oocysts. In slaughtered animals, the modified acid-fast staining method was used to determine the oocysts of Cryptosporidium sp. The fecal samples of slaughter workers were examined by using RIDA (R) Quick Cryptosporidium Strip Test (R-Biopharm, Germany) and the modified acid-fast staining method. Fecal samples found to be positive by stripe test were also confirmed with the ELISA method (R-Biopharm, Germany). Oocysts of Cryptosporidium sp. were found in fecal specimens of 22 sheep (13.17%), 6 goats (10.71%) and 7 cattle (8.13%). Intestinal parasites were observed in 34 fecal specimens of workers (39.08%). Cryptosporidium sp., Hymenolepis nana, Chilomastix mesnili, Endolimax nana, Iodamoeba bütschlii were found in the specimen of one worker (1.14%), Entamoeba coli in 4 workers (4.59%), Blastocystis hominis (9.19%) in 8 workers, and Giardia intestinalis (19.54%) in 17 workers.

  13. Animal vaccines key to poor farm families' health and prosperity in ...

    International Development Research Centre (IDRC) Digital Library (Canada)

    2013-10-29

    Oct 29, 2013 ... ... change, the grim reality is that today “about a billion people go to bed hungry every night. ... How new animal vaccines could keep more African farmers in business ... Building lasting solutions to reduce global hunger.

  14. Children's Interpretations of Computer-Animated Dinosaurs in Live Theatre: "Dinosaurus".

    Science.gov (United States)

    Klein, Jeanne M.

    To explore media theories of perceived reality regarding factuality, social, and physical realism, and "videocy" (or theatrical spectacle), 32 children in first, third, and fifth grades were individually interviewed after attending a production of "Dinosaurus" which included computer-animated dinosaurs. Contrary to beliefs that…

  15. Laboratory safe detection of nucleocapsid protein of Rift Valley fever virus in human and animal specimens by a sandwich ELISA.

    Science.gov (United States)

    Jansen van Vuren, P; Paweska, J T

    2009-04-01

    A safe laboratory procedure, based on a sandwich ELISA (sAg-ELISA), was developed and evaluated for the detection of nucleocapsid protein (NP) of Rift Valley fever virus (RVFV) in specimens inactivated at 56 degrees C for 1h in the presence of 0.5% Tween-20 (v/v) before testing. Polyclonal capture and detection immune sera were generated respectively in sheep and rabbits immunized with recombinant NP antigen. The assay was highly repeatable and specific; it detected strains of RVFV from the entire distributional range of the disease, isolated over a period of 53 years; no cross-reactivity with genetically related African phleboviruses or other members of the family Bunyaviridae was observed. In specimens spiked with RVFV, including human and animal sera, homogenates of liver and spleen tissues of domestic ruminants, and Anopheles mosquito homogenates, the sAg-ELISA detection limit ranged from log(10)10(2.2) to 10(3.2) TCID(50)/reaction volume. The ELISA detected NP antigen in spiked bovine and sheep liver homogenates up to at least 8 days of incubation at 37 degrees C whereas infectious virus could not be detected at 48h incubation in these adverse conditions. Compared to virus isolation from sera from RVF patients and sheep infected experimentally, the ELISA had 67.7% and 70% sensitivity, and 97.97% and 100% specificity, respectively. The assay was 100% accurate when testing tissues of various organs from mice infected experimentally and buffalo foetuses infected naturally. The assay was able to detect NP antigen in infective culture supernatants 16-24h before cytopathic effects were observed microscopically and as early as 8h after inoculation with 10(5.8) TCID(50)/ml of RVFV. This ability renders the assay for rapid identification of the virus when its primary isolation is attempted in vitro. As a highly specific, safe and simple assay format, the sAg-ELISA represents a valuable diagnostic tool for use in less equipped laboratories in Africa, and for routine

  16. Confronting an augmented reality

    Directory of Open Access Journals (Sweden)

    John Hedberg

    2012-08-01

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

  17. Understanding augmented reality concepts and applications

    CERN Document Server

    Craig, Alan B

    2013-01-01

    Augmented reality is not a technology. Augmented reality is a medium. Likewise, a book on augmented reality that only addresses the technology that is required to support the medium of augmented reality falls far short of providing the background that is needed to produce, or critically consume augmented reality applications. One reads a book. One watches a movie. One experiences augmented reality. Understanding Augmented Reality addresses the elements that are required to create compelling augmented reality experiences. The technology that supports

  18. Augmented reality (AR) and virtual reality (VR) applied in dentistry

    OpenAIRE

    Ta-Ko Huang; Chi-Hsun Yang; Yu-Hsin Hsieh; Jen-Chyan Wang; Chun-Cheng Hung

    2018-01-01

    The OSCE is a reliable evaluation method to estimate the preclinical examination of dental students. The most ideal assessment for OSCE is used the augmented reality simulator to evaluate. This literature review investigated a recently developed in virtual reality (VR) and augmented reality (AR) starting of the dental history to the progress of the dental skill. As result of the lacking of technology, it needs to depend on other device increasing the success rate and decreasing the risk of th...

  19. Accuracy verification of magnetic resonance imaging (MRI) technology for lower-limb prosthetic research: utilising animal soft tissue specimen and common socket casting materials.

    Science.gov (United States)

    Safari, Mohammad Reza; Rowe, Philip; Buis, Arjan

    2012-01-01

    Lower limb prosthetic socket shape and volume consistency can be quantified using MRI technology. Additionally, MRI images of the residual limb could be used as an input data for CAD-CAM technology and finite element studies. However, the accuracy of MRI when socket casting materials are used has to be defined. A number of six, 46 mm thick, cross-sections of an animal leg were used. Three specimens were wrapped with Plaster of Paris (POP) and the other three with commercially available silicone interface liner. Data was obtained by utilising MRI technology and then the segmented images compared to corresponding calliper measurement, photographic imaging, and water suspension techniques. The MRI measurement results were strongly correlated with actual diameter, surface area, and volume measurements. The results show that the selected scanning parameters and the semiautomatic segmentation method are adequate enough, considering the limit of clinical meaningful shape and volume fluctuation, for residual limb volume and the cross-sectional surface area measurements.

  20. Accuracy Verification of Magnetic Resonance Imaging (MRI Technology for Lower-Limb Prosthetic Research: Utilising Animal Soft Tissue Specimen and Common Socket Casting Materials

    Directory of Open Access Journals (Sweden)

    Mohammad Reza Safari

    2012-01-01

    Full Text Available Lower limb prosthetic socket shape and volume consistency can be quantified using MRI technology. Additionally, MRI images of the residual limb could be used as an input data for CAD-CAM technology and finite element studies. However, the accuracy of MRI when socket casting materials are used has to be defined. A number of six, 46 mm thick, cross-sections of an animal leg were used. Three specimens were wrapped with Plaster of Paris (POP and the other three with commercially available silicone interface liner. Data was obtained by utilising MRI technology and then the segmented images compared to corresponding calliper measurement, photographic imaging, and water suspension techniques. The MRI measurement results were strongly correlated with actual diameter, surface area, and volume measurements. The results show that the selected scanning parameters and the semiautomatic segmentation method are adequate enough, considering the limit of clinical meaningful shape and volume fluctuation, for residual limb volume and the cross-sectional surface area measurements.

  1. Design of laboratory and animal housing unit for radionuclide studies

    International Nuclear Information System (INIS)

    Anon.

    1975-01-01

    The design of a combined analytical laboratory and animal housing facility is discussed. By having sample processing facilities in close proximity to the experimental animals, the necessity for transporting biological specimens long distances has been curtailed. In addition, complete radionuclide counting equipment has been installed so that samples need not leave the animal housing site for analysis, a feature based on radiological health requirements. (U.S.)

  2. AUGMENTED REALITY

    DEFF Research Database (Denmark)

    Skov, Kirsten; Bahn, Anne Louise

    2017-01-01

    Projektets grundlæggende idé er udvikling af visuel, æstetisk læring med Augmented Reality, hvor intentionen er at bidrage med konkrete undersøgelser og udforskning af begrebet Augmented Reality – herunder koblingen mellem det analoge og digitale i forhold til læring, multimodalitet og it...

  3. 16 CFR Figure 3 to Part 1610 - Specimen Holder Supported in Specimen Rack

    Science.gov (United States)

    2010-01-01

    ... 16 Commercial Practices 2 2010-01-01 2010-01-01 false Specimen Holder Supported in Specimen Rack 3 Figure 3 to Part 1610 Commercial Practices CONSUMER PRODUCT SAFETY COMMISSION FLAMMABLE FABRICS ACT... Holder Supported in Specimen Rack ER25MR08.002 ...

  4. Investigating Learners' Attitudes toward Virtual Reality Learning Environments: Based on a Constructivist Approach

    Science.gov (United States)

    Huang, Hsiu-Mei; Rauch, Ulrich; Liaw, Shu-Sheng

    2010-01-01

    The use of animation and multimedia for learning is now further extended by the provision of entire Virtual Reality Learning Environments (VRLE). This highlights a shift in Web-based learning from a conventional multimedia to a more immersive, interactive, intuitive and exciting VR learning environment. VRLEs simulate the real world through the…

  5. 9 CFR 93.304 - Import permits for horses from regions affected with CEM and for horse specimens for diagnostic...

    Science.gov (United States)

    2010-01-01

    ... 9 Animals and Animal Products 1 2010-01-01 2010-01-01 false Import permits for horses from regions affected with CEM and for horse specimens for diagnostic purposes; reservation fees for space at quarantine... POULTRY PRODUCTS; REQUIREMENTS FOR MEANS OF CONVEYANCE AND SHIPPING CONTAINERS Horses § 93.304 Import...

  6. Mycotoxins in animal feedstuffs and tissues in Western Canada 1975 to 1979.

    Science.gov (United States)

    Prior, M G

    1981-01-01

    Results of analyses of specimens of plant or animal origin for various mycotoxins are presented. Analyses for aflatoxins, ochratoxins and zearalenone were most frequently requested. Aflatoxin B1 was found in one of 474 specimens at a level of 60 ppb in a sample of hay. Ochratoxin A was detected in four of 148 specimens of grains and two of 19 specimens of corn at levels up to 500 ppb. Trichothecenes were qualitatively found in two of 108 specimens of forage, three of 182 specimens of feeds and one of 148 specimens of grains. Ergot was detected qualitatively in three specimens of rye and one of forage. An overall detection rate of 3.8% of potent mycotoxins suggests that acute or chronic mycotoxicoses may occasionally occur in farm livestock or poultry. PMID:6455187

  7. Sequencing historical specimens: successful preparation of small specimens with low amounts of degraded DNA.

    Science.gov (United States)

    Sproul, John S; Maddison, David R

    2017-11-01

    Despite advances that allow DNA sequencing of old museum specimens, sequencing small-bodied, historical specimens can be challenging and unreliable as many contain only small amounts of fragmented DNA. Dependable methods to sequence such specimens are especially critical if the specimens are unique. We attempt to sequence small-bodied (3-6 mm) historical specimens (including nomenclatural types) of beetles that have been housed, dried, in museums for 58-159 years, and for which few or no suitable replacement specimens exist. To better understand ideal approaches of sample preparation and produce preparation guidelines, we compared different library preparation protocols using low amounts of input DNA (1-10 ng). We also explored low-cost optimizations designed to improve library preparation efficiency and sequencing success of historical specimens with minimal DNA, such as enzymatic repair of DNA. We report successful sample preparation and sequencing for all historical specimens despite our low-input DNA approach. We provide a list of guidelines related to DNA repair, bead handling, reducing adapter dimers and library amplification. We present these guidelines to facilitate more economical use of valuable DNA and enable more consistent results in projects that aim to sequence challenging, irreplaceable historical specimens. © 2017 John Wiley & Sons Ltd.

  8. Pig liver sectorization and segmentation and virtual reality depiction

    Directory of Open Access Journals (Sweden)

    Zanchet Dinamar José

    2002-01-01

    Full Text Available OBJECTIVE: To determine pig liver sectorization and segmentation through the representation of their correlation to portal and hepatic veins, and through the development of virtual reality (VR animation. METHODS: Twenty models were obtained by injection of portal and hepatic veins from Landrace pig livers with a methyl methacrylate solution, and by corrosion of the hepatic parenchyma with chloride acid 35%. VR animation of one of these models was conducted through graphic software (3D Studio Max 3.0. RESULTS: Constant presence of eight segments and six venous drainage sectors was observed. Pig portal vein bifurcation was not noticed. Hepatic veins were named according to their embryological origin. Correlation between venous system and hepatic parenchyma was established by means of VR animation. CONCLUSION: These models facilitated both the study of pig hepatic sectors and segments, and the proposal of hepatic veins nomenclature. These models have also been used for the development of VR animated models which show the correlation between the hepatic parenchyma and the pig liver venous system as well as the observation of them from several points of view.

  9. Mixed Reality Systems

    OpenAIRE

    Dieter Müller

    2009-01-01

    Currently one of the most challenging aspects of human computer interaction design is the integration of physical and digital worlds in a single environment. This fusion involves the development of "Mixed Reality Systems”, including various technologies from the domains of augmented and virtual reality. In this paper I will present related concepts and discuss lessons learned from our own research and prototype development. Our recent work involves the use of mixed reality (as opposed to ‘pur...

  10. The Perceptions of CEIT Postgraduate Students Regarding Reality Concepts: Augmented, Virtual, Mixed and Mirror Reality

    Science.gov (United States)

    Taçgin, Zeynep; Arslan, Ahmet

    2017-01-01

    The purpose of this study is to determine perception of postgraduate Computer Education and Instructional Technologies (CEIT) students regarding the concepts of Augmented Reality (AR), Virtual Reality (VR), Mixed Reality (MR), Augmented Virtuality (AV) and Mirror Reality; and to offer a table that includes differences and similarities between…

  11. Live LEGO House: a Mixed Reality Game for the Edutainment

    OpenAIRE

    Portalés Ricart, Cristina

    2007-01-01

    Gaming is a natural way of learning and multimedia technologies bring new possibilities in the field of edutainment. Live LEGO House in an interactive space to explore coexistence and multicultural factors through gaming based on the Mixed Reality(MXR)technology. The system consists basically on a physical/real house built with the LEGO blocks, which is enriched with different non-physical/virtual multimedia files, including sounds, videos and 3D animations with multicultural content. Childre...

  12. Teaching veterinary obstetrics using three-dimensional animation technology.

    Science.gov (United States)

    Scherzer, Jakob; Buchanan, M Flint; Moore, James N; White, Susan L

    2010-01-01

    In this three-year study, test scores for students taught veterinary obstetrics in a classroom setting with either traditional media (photographs, text, and two-dimensional graphical presentations) were compared with those for students taught by incorporating three-dimensional (3D) media (linear animations and interactive QuickTime Virtual Reality models) into the classroom lectures. Incorporation of the 3D animations and interactive models significantly increased students' scores on essay questions designed to assess their comprehension of the subject matter. This approach to education may help to better prepare students for dealing with obstetrical cases during their final clinical year and after graduation.

  13. Towards Integrating Realities

    DEFF Research Database (Denmark)

    Henriksen, Lars Bo

    2017-01-01

    The pragmatic constructivist approach provides us with a social science theory, the theory of reality, and its associated method, the conceptualising method. A key aspect in both the theory of reality and its associated conceptualising method is on the necessity of integratingfour dimensionsof...... conceptualisation of the process of integration is itself not analysed or conceptualised to the same substantive extent as are the other elements ofthe theory of reality.The key questionaddressed here thereforebecomes: how might we betteranalyse and describe this process of integration? To address this question......, Iidentify, albeit in skeletal outline,usefulsocial theoreticalcorrespondences between Arendt’s conceptualisation of action in The Human Condition(1958) and key attributes ofthe theory of reality, which, Iclaim, couldpossibly guide an entry into the ‘how’ of this elusive integration process....

  14. Hybrid Reality Lab Capabilities - Video 2

    Science.gov (United States)

    Delgado, Francisco J.; Noyes, Matthew

    2016-01-01

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

  15. Confronting an Augmented Reality

    Science.gov (United States)

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

    2012-01-01

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

  16. Interpretations of virtual reality.

    Science.gov (United States)

    Voiskounsky, Alexander

    2011-01-01

    University students were surveyed to learn what they know about virtual realities. The two studies were administered with a half-year interval in which the students (N=90, specializing either in mathematics and science, or in social science and humanities) were asked to name particular examples of virtual realities. The second, but not the first study, was administered after the participants had the chance to see the movie "Avatar" (no investigation was held into whether they really saw it). While the students in both studies widely believed that activities such as social networking and online gaming represent virtual realities, some other examples provided by the students in the two studies differ: in the second study the participants expressed a better understanding of the items related to virtual realities. At the same time, not a single participant reported particular psychological states (either regular or altered) as examples of virtual realities. Profound popularization efforts need to be done to acquaint the public, including college students, with virtual realities and let the public adequately understand how such systems work.

  17. Experiencing 3D interactions in virtual reality and augmented reality

    NARCIS (Netherlands)

    Martens, J.B.; Qi, W.; Aliakseyeu, D.; Kok, A.J.F.; Liere, van R.; Hoven, van den E.; Ijsselsteijn, W.; Kortuem, G.; Laerhoven, van K.; McClelland, I.; Perik, E.; Romero, N.; Ruyter, de B.

    2004-01-01

    We demonstrate basic 2D and 3D interactions in both a Virtual Reality (VR) system, called the Personal Space Station, and an Augmented Reality (AR) system, called the Visual Interaction Platform. Since both platforms use identical (optical) tracking hardware and software, and can run identical

  18. Specimen banking of marine organisms in the United States: Current status and long-term prospective

    Science.gov (United States)

    Becker, P.R.; Wise, S.A.; Thorsteinson, L.; Koster, B.J.; Rowles, T.

    1997-01-01

    A major part of the activities conducted over the last decade by the National Biomonitoring Specimen Bank (NBSB) has involved the archival of marine specimens collected by ongoing environmental monitoring programs. These archived specimens include bivalves, marine sediments, and fish tissues collected by the National Status and Trends and the Exxon Valdez Oil Spill Damage Assessment programs, and marine mammal tissues collected by the Marine Mammal Health and Stranding Response Program and the Alaska Marine Mammal Tissue Archival Project. In addition to supporting these programs, the specimens have been used to investigate circumpolar patterns of chlorinated hydrocarbon concentrations, genetic separation of marine animal stocks, baseline levels of essential and nonessential elements in marine mammals, and the potential risk to human consumers in the Arctic from anthropogenic contaminants found in local subsistence foods. The NBSB specimens represent a resource that has the potential for addressing future issues of marine environmental quality and ecosystem changes through retrospective analysis; however, an ecosystem-based food web approach would maximize this potential. The current status of the NBSB activities related to the banking of marine organisms is presented and discussed, the long-term prospective of these activities is presented, and the importance of an ecosystem-based food web monitoring approach to the value of specimen banking is discussed.

  19. Splitting tests on rock specimens

    Energy Technology Data Exchange (ETDEWEB)

    Davies, J D; Stagg, K G

    1970-01-01

    Splitting tests are described for a square-section sandstone specimens line loaded through steel or timber packings on the top face and supported on the bottom face either on similar packings (type A specimen) or directly on the lower platen plate of the testing machine (type B specimens). The stress distribution across the vertical central plane and the horizontal central plane were determined from a linear elastic finite element analysis for both types. Two solutions were obtained for the type B specimen: one assuming no friction between the base of the specimen and the platen plate and the other assuming no relative slip between the surfaces. Vertical and horizontal strains were measured at the center of the specimens for all loads up to failure.

  20. Contesting realities

    Directory of Open Access Journals (Sweden)

    Jessica Whyte

    2009-08-01

    Full Text Available In 2004, an unnamed Bush adviser accused a senior Wall Street Journal reporter of belonging to the “reality based community”—a community that believed solutions stem from the judicious study of reality. “We're history's actors, “ he told the journalist, “and you, all of you, will be left to just study what we do.” Overwhelmingly, the response of those on the left, and of US progressives to this comment was to smugly deride the irrationalism and the arrogance of the Bush Administration. This paper, in contrast, will examine what is missed in the rush to accept membership of the reality based community. It will suggest that that the advisor's comments express something that was once a central tenet of the left: the belief that political action is capable of transforming reality. Today, on the left, this belief has been all but abandoned in the face of a seemingly unstoppable onslaught of free market capitalism and increasingly repressive state power. This paper will ask what it would mean today, to begin to re-imagine political action as capable of remaking the world.

  1. Exploring Virtual Reality for Classroom Use: The Virtual Reality and Education Lab at East Carolina University.

    Science.gov (United States)

    Auld, Lawrence W. S.; Pantelidis, Veronica S.

    1994-01-01

    Describes the Virtual Reality and Education Lab (VREL) established at East Carolina University to study the implications of virtual reality for elementary and secondary education. Highlights include virtual reality software evaluation; hardware evaluation; computer-based curriculum objectives which could use virtual reality; and keeping current…

  2. Tracking for Outdoor Mobile Augmented Reality: Further development of the Zion Augmented Reality Application

    OpenAIRE

    Strand, Tor Egil Riegels

    2008-01-01

    This report deals with providing tracking to an outdoor mobile augmented reality system and the Zion Augmented Reality Application. ZionARA is meant to display a virtual recreation of a 13th century castle on the site it once stood through an augmented reality Head Mounted Display. Mobile outdoor augmented/mixed reality puts special demands on what kind of equipment is practical. After briefly evaluating the different existing tracking methods, a solution based on GPS and an augmented inertia...

  3. Artificial cloning of domestic animals.

    Science.gov (United States)

    Keefer, Carol L

    2015-07-21

    Domestic animals can be cloned using techniques such as embryo splitting and nuclear transfer to produce genetically identical individuals. Although embryo splitting is limited to the production of only a few identical individuals, nuclear transfer of donor nuclei into recipient oocytes, whose own nuclear DNA has been removed, can result in large numbers of identical individuals. Moreover, clones can be produced using donor cells from sterile animals, such as steers and geldings, and, unlike their genetic source, these clones are fertile. In reality, due to low efficiencies and the high costs of cloning domestic species, only a limited number of identical individuals are generally produced, and these clones are primarily used as breed stock. In addition to providing a means of rescuing and propagating valuable genetics, somatic cell nuclear transfer (SCNT) research has contributed knowledge that has led to the direct reprogramming of cells (e.g., to induce pluripotent stem cells) and a better understanding of epigenetic regulation during embryonic development. In this review, I provide a broad overview of the historical development of cloning in domestic animals, of its application to the propagation of livestock and transgenic animal production, and of its scientific promise for advancing basic research.

  4. The Visual Web User Interface Design in Augmented Reality Technology

    OpenAIRE

    Chouyin Hsu; Haui-Chih Shiau

    2013-01-01

    Upon the popularity of 3C devices, the visual creatures are all around us, such the online game, touch pad, video and animation. Therefore, the text-based web page will no longer satisfy users. With the popularity of webcam, digital camera, stereoscopic glasses, or head-mounted display, the user interface becomes more visual and multi-dimensional. For the consideration of 3D and visual display in the research of web user interface design, Augmented Reality technology providing the convenient ...

  5. Laparoscopic specimen retrieval bags.

    Science.gov (United States)

    Smorgick, Noam

    2014-10-01

    Specimen retrieval bags have long been used in laparoscopic gynecologic surgery for contained removal of adnexal cysts and masses. More recently, the concerns regarding spread of malignant cells during mechanical morcellation of myoma have led to an additional use of specimen retrieval bags for contained "in-bag" morcellation. This review will discuss the indications for use retrieval bags in gynecologic endoscopy, and describe the different specimen bags available to date.

  6. Use of globally unique identifiers (GUIDs) to link herbarium specimen records to physical specimens.

    Science.gov (United States)

    Nelson, Gil; Sweeney, Patrick; Gilbert, Edward

    2018-02-01

    With the advent of the U.S. National Science Foundation's Advancing Digitization of Biodiversity Collections program and related worldwide digitization initiatives, the rate of herbarium specimen digitization in the United States has expanded exponentially. As the number of electronic herbarium records proliferates, the importance of linking these records to the physical specimens they represent as well as to related records from other sources will intensify. Although a rich and diverse literature has developed over the past decade that addresses the use of specimen identifiers for facilitating linking across the internet, few implementable guidelines or recommended practices for herbaria have been advanced. Here we review this literature with the express purpose of distilling a specific set of recommendations especially tailored to herbarium specimen digitization, curation, and management. We argue that associating globally unique identifiers (GUIDs) with physical herbarium specimens and including these identifiers in all electronic records about those specimens is essential to effective digital data curation. We also address practical applications for ensuring these associations.

  7. Biologically inspired information theory: Adaptation through construction of external reality models by living systems.

    Science.gov (United States)

    Nakajima, Toshiyuki

    2015-12-01

    Higher animals act in the world using their external reality models to cope with the uncertain environment. Organisms that have not developed such information-processing organs may also have external reality models built in the form of their biochemical, physiological, and behavioral structures, acquired by natural selection through successful models constructed internally. Organisms subject to illusions would fail to survive in the material universe. How can organisms, or living systems in general, determine the external reality from within? This paper starts with a phenomenological model, in which the self constitutes a reality model developed through the mental processing of phenomena. Then, the it-from-bit concept is formalized using a simple mathematical model. For this formalization, my previous work on an algorithmic process is employed to constitute symbols referring to the external reality, called the inverse causality, with additional improvements to the previous work. Finally, as an extension of this model, the cognizers system model is employed to describe the self as one of many material entities in a world, each of which acts as a subject by responding to the surrounding entities. This model is used to propose a conceptual framework of information theory that can deal with both the qualitative (semantic) and quantitative aspects of the information involved in biological processes. Copyright © 2015 Elsevier Ltd. All rights reserved.

  8. Virtual reality for employability skills

    OpenAIRE

    Minocha, Shailey; Tudor, Ana-Despina

    2017-01-01

    We showed a variety of virtual reality technologies, and through examples, we discussed how virtual reality technology is transforming work styles and workplaces. Virtual reality is becoming pervasive in almost all domains starting from arts, environmental causes to medical education and disaster management training, and to supporting patients with Dementia. Thus, an awareness of the virtual reality technology and its integration in curriculum design will provide and enhance employability ski...

  9. From potential to reality. Yeasts derived from ethanol production for animal nutrition

    International Nuclear Information System (INIS)

    Fernandes, E.A.N.; Trevizam, A.B.; Nepomuceno, N.; Amorim, H.V.

    1998-01-01

    The high costs of cereals and vegetable protein supplements used for animal nutrition have directed much attention toward non-conventional alternative protein sources. Brazil has a significant potential to provide such material, since it is the world's largest producer of ethanol (13 billion liters per year) derived from fermentation by yeasts (sugar cane being the basic raw material). Distilleries are recovering surplus yeast to produce dry yeast for use in animal food formulations. With regard to the yeast biomass elemental composition, INAA analyses performed on a pool of samples from various different fermentations have shown the presence of various trace elements, e.g. As, Br, Ca, Ce, Co, Cr, Cs, Eu, Fe, Hf, K, La, Na, Rb, Sc, Sm, Th, and Zn. This reinforces the need for additional studies concerning the suitability of yeast in terms of maximum tolerable levels of these elements in formulations for domestic animals. (author)

  10. Urine culture - catheterized specimen

    Science.gov (United States)

    Culture - urine - catheterized specimen; Urine culture - catheterization; Catheterized urine specimen culture ... urinary tract infections may be found in the culture. This is called a contaminant. You may not ...

  11. Real-time 3D human capture system for mixed-reality art and entertainment.

    Science.gov (United States)

    Nguyen, Ta Huynh Duy; Qui, Tran Cong Thien; Xu, Ke; Cheok, Adrian David; Teo, Sze Lee; Zhou, ZhiYing; Mallawaarachchi, Asitha; Lee, Shang Ping; Liu, Wei; Teo, Hui Siang; Thang, Le Nam; Li, Yu; Kato, Hirokazu

    2005-01-01

    A real-time system for capturing humans in 3D and placing them into a mixed reality environment is presented in this paper. The subject is captured by nine cameras surrounding her. Looking through a head-mounted-display with a camera in front pointing at a marker, the user can see the 3D image of this subject overlaid onto a mixed reality scene. The 3D images of the subject viewed from this viewpoint are constructed using a robust and fast shape-from-silhouette algorithm. The paper also presents several techniques to produce good quality and speed up the whole system. The frame rate of our system is around 25 fps using only standard Intel processor-based personal computers. Besides a remote live 3D conferencing and collaborating system, we also describe an application of the system in art and entertainment, named Magic Land, which is a mixed reality environment where captured avatars of human and 3D computer generated virtual animations can form an interactive story and play with each other. This system demonstrates many technologies in human computer interaction: mixed reality, tangible interaction, and 3D communication. The result of the user study not only emphasizes the benefits, but also addresses some issues of these technologies.

  12. "Strange Things Happen to Non-Christian People": Human-Animal Transformation among the Inupiat of Arctic Alaska

    Science.gov (United States)

    Cassady, Joslyn

    2008-01-01

    Inuit myths, folklore, and material culture are filled with examples of people who turn into animals. Margaret Lantis, a well-known Eskimologist of the mid-twentieth century, once commented that human-animal transformation in Inuit mythology had an "immediacy and a reality" that was unknown in other parts of the world. It is hard to…

  13. Emotional Expression in Reality TV

    DEFF Research Database (Denmark)

    Rasmussen, Tove Arendt

    Reality TV has been disputed and discussed along many lines for the last 20 years; the media themselves always with a twist of concern about reality programs crossing moral borderlines while research has put more interest in questions of genre and representation of more or less useful and maybe...... empowering social identities. In the latest generation of reality TV which Misha Kava has described as the “celebrity generation”, it seems that reality creates new standards for mixing facts and fiction and even different “realities” as participants become media stars while more traditional celebrities...... are being treated as ordinary people. My article will discuss different presentations of selves and especially the emotional verbal and nonverbal expressions in reality TV communication. Aspects of the intimate self and its emotional expressions seem to be strategically managed in reality TV and even...

  14. HMSRP Hawaiian Monk Seal Specimen Data (includes physical specimens, collection information, status, storage locations, and laboratory results associated with individual specimens)

    Data.gov (United States)

    National Oceanic and Atmospheric Administration, Department of Commerce — This data set includes physical specimens, paper logs and Freezerworks database of all logged information on specimens collected from Hawaiian monk seals since 1975....

  15. Plea Bargaining: A Recreation of George Orwell's Animal Farm in ...

    African Journals Online (AJOL)

    Animal Farm is an allegorical novel by George Orwell in which he depicted social injustice precipitated by the insincerity of leadership and the betrayal of the people by their leaders which has made the novel relevant as the experience depicted therein “seamlessly steps into the realities of everyday life” (Achebe 2012) in ...

  16. Virtual reality exposure therapy

    OpenAIRE

    Rothbaum, BO; Hodges, L; Kooper, R

    1997-01-01

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

  17. Mobile Augmented Reality Applications

    OpenAIRE

    Prochazka, David; Stencl, Michael; Popelka, Ondrej; Stastny, Jiri

    2011-01-01

    Augmented reality have undergone considerable improvement in past years. Many special techniques and hardware devices were developed, but the crucial breakthrough came with the spread of intelligent mobile phones. This enabled mass spread of augmented reality applications. However mobile devices have limited hardware capabilities, which narrows down the methods usable for scene analysis. In this article we propose an augmented reality application which is using cloud computing to enable using...

  18. HoloR: Interactive Mixed-Reality Rooms

    OpenAIRE

    Schwede, Carsten; Hermann, Thomas

    2015-01-01

    Existing virtual reality technologies only cover certain areas of the mixed-reality spectrum: Augmented reality goggles are unable to provide immersion while head-mounted displays make it difficult to interact with the real world. In this paper we introduce HoloR - short for Holographic Room: A stereoscopic, multi-person, multi-viewer, spatial projected augmented reality system, which enables applications to fade between different parts of the mixed-reality spectrum. By using web-technologies...

  19. Capillary Refill using Augmented Reality

    OpenAIRE

    Clausen, Christoffer

    2017-01-01

    Master's thesis in Computer science The opportunities within augmented reality is growing. Augmented reality is a combination of the real and the virtual world in real time, and large companies like Microsoft and Google is now investing heavily in the technology. This thesis presents a solution for simulating a medical test called capillary refill, by using augmented reality. The simulation is performed with an augmented reality headset called HoloLens. The HoloLens will recognise a mark...

  20. Animated movies and cartoons in teaching science topics

    OpenAIRE

    Jeraj, Tina; Susman, Katarina

    2016-01-01

    Children meet cartoons in their early childhood in their home environment and afterwards also in their school environment. Cartoons and animated movies in teaching process strongly motivates and evoke good learning processes through watching, discussing and active participation in accompanying classroom activities. In this contribution, the survey about the presence of science topics and science sli-ups (errors, in contrary with reality) in selected cartoons is presented. In the research, ten...

  1. Moving from Virtual Reality Exposure-Based Therapy to Augmented Reality Exposure-Based Therapy: A Review

    OpenAIRE

    Baus, Oliver; Bouchard, Stéphane

    2014-01-01

    This paper reviews the move from virtual reality exposure-based therapy to augmented reality exposure-based therapy (ARET). Unlike virtual reality (VR), which entails a complete virtual environment (VE), augmented reality (AR) limits itself to producing certain virtual elements to then merge them into the view of the physical world. Although, the general public may only have become aware of AR in the last few years, AR type applications have been around since beginning of the twentieth centur...

  2. 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.

  3. Can that really happen? Children's knowledge about the reality status of fantastical events in television.

    Science.gov (United States)

    Li, Hui; Boguszewski, Katherine; Lillard, Angeline S

    2015-11-01

    Although popular children's cartoons are replete with fantastical events, we know little about whether children understand that these events are fantastical rather than real. In Study 1, 54 children ages 4 to 6 years and 18 adults were shown 10 real and 10 fantastical events portrayed in 4s video clips from a popular cartoon. After viewing each clip, participants were asked to judge the reality status of the event and to explain their judgments. Results indicated that even 4-year-olds have a fairly good understanding of fantastical events in animated cartoons but that they underestimate the reality status of real events in such cartoons. In Study 2, 35 4- to 6-year-olds and 18 adults watched video clips of 10 real and 10 fantastical events performed by real people from a Chinese television show. Once again, 4-year-olds underestimated the reality status of real events shown on television. However, against the "real" backdrop in this study, 4-year-olds also judged nearly half of the fantastical events to be real. The implications for children's reality-fantasy discrimination and their media viewing are discussed. Copyright © 2015 Elsevier Inc. All rights reserved.

  4. Virtual Reality in the Classroom.

    Science.gov (United States)

    Pantelidis, Veronica S.

    1993-01-01

    Considers the concept of virtual reality; reviews its history; describes general uses of virtual reality, including entertainment, medicine, and design applications; discusses classroom uses of virtual reality, including a software program called Virtus WalkThrough for use with a computer monitor; and suggests future possibilities. (34 references)…

  5. AR DOC: Augmented reality documentaries

    DEFF Research Database (Denmark)

    Vistisen, Peter

    2014-01-01

    Augmented Reality Documentaries (AR DOC) er et ’lille’ Shareplay projekt (ansøgte midler augmented reality cross media løsninger, til at skabe engagerende publikumsformidling...... indenfor oplevelsesindustrien. Projektet har genereret ny viden omkring, hvordan fysisk og digital formidling kan understøttes via Augmented Reality som formidlingsformat....

  6. Augmented reality in neurosurgery.

    Science.gov (United States)

    Tagaytayan, Raniel; Kelemen, Arpad; Sik-Lanyi, Cecilia

    2018-04-01

    Neurosurgery is a medical specialty that relies heavily on imaging. The use of computed tomography and magnetic resonance images during preoperative planning and intraoperative surgical navigation is vital to the success of the surgery and positive patient outcome. Augmented reality application in neurosurgery has the potential to revolutionize and change the way neurosurgeons plan and perform surgical procedures in the future. Augmented reality technology is currently commercially available for neurosurgery for simulation and training. However, the use of augmented reality in the clinical setting is still in its infancy. Researchers are now testing augmented reality system prototypes to determine and address the barriers and limitations of the technology before it can be widely accepted and used in the clinical setting.

  7. Screen-film specimen radiography

    International Nuclear Information System (INIS)

    Shepard, S.J.; Hogan, J.; Schreck, B.

    1990-01-01

    This paper reports on the reproducibility and quality of biopsy specimen radiographs, a unique phototimed cabinet x-ray system is being developed. The system utilizes specially modified Kodal Min-R cassettes and will be compatible with current mammographic films. Tube voltages are in the 14-20-kVp range with 0.1-1.0-second exposure times. A top-hat type compression device is used (1) to compress the specimen to uniform thickness, (2) to measure the specimen thickness and determine optimum kVp, and (3) to superimpose a grid over the specimen for identification of objects of radiographic interest. The phototiming circuit developed specifically for this purpose will be described along with the modified Min-R cassette. Characteristics of the generator and cabinet will also be described. Tests will be performed on phantoms to evaluate the system limitations

  8. An animated depiction of major depression epidemiology

    Directory of Open Access Journals (Sweden)

    Patten Scott B

    2007-06-01

    Full Text Available Abstract Background Epidemiologic estimates are now available for a variety of parameters related to major depression epidemiology (incidence, prevalence, etc.. These estimates are potentially useful for policy and planning purposes, but it is first necessary that they be synthesized into a coherent picture of the epidemiology of the condition. Several attempts to do so have been made using mathematical modeling procedures. However, this information is not easy to communicate to users of epidemiological data (clinicians, administrators, policy makers. Methods In this study, up-to-date data on major depression epidemiology were integrated using a discrete event simulation model. The mathematical model was animated in Virtual Reality Modeling Language (VRML to create a visual, rather than mathematical, depiction of the epidemiology. Results Consistent with existing literature, the model highlights potential advantages of population health strategies that emphasize access to effective long-term treatment. The paper contains a web-link to the animation. Conclusion Visual animation of epidemiological results may be an effective knowledge translation tool. In clinical practice, such animations could potentially assist with patient education and enhanced long-term compliance.

  9. An animated depiction of major depression epidemiology.

    Science.gov (United States)

    Patten, Scott B

    2007-06-08

    Epidemiologic estimates are now available for a variety of parameters related to major depression epidemiology (incidence, prevalence, etc.). These estimates are potentially useful for policy and planning purposes, but it is first necessary that they be synthesized into a coherent picture of the epidemiology of the condition. Several attempts to do so have been made using mathematical modeling procedures. However, this information is not easy to communicate to users of epidemiological data (clinicians, administrators, policy makers). In this study, up-to-date data on major depression epidemiology were integrated using a discrete event simulation model. The mathematical model was animated in Virtual Reality Modeling Language (VRML) to create a visual, rather than mathematical, depiction of the epidemiology. Consistent with existing literature, the model highlights potential advantages of population health strategies that emphasize access to effective long-term treatment. The paper contains a web-link to the animation. Visual animation of epidemiological results may be an effective knowledge translation tool. In clinical practice, such animations could potentially assist with patient education and enhanced long-term compliance.

  10. Virtual reality - aesthetic consequences

    OpenAIRE

    Benda, Lubor

    2014-01-01

    In the present work we study aesthetic consequences of virtual reality. Exploring the fringe between fictional and virtual is one of the key goals, that will be achieved through etymologic and technologic definition of both fiction and virtual reality, fictional and virtual worlds. Both fiction and virtual reality will be then studied from aesthetic distance and aesthetic pleasure point of view. At the end, we will see the main difference as well as an common grounds between fiction and virtu...

  11. Nonculture molecular techniques for diagnosis of bacterial disease in animals: a diagnostic laboratory perspective.

    Science.gov (United States)

    Cai, H Y; Caswell, J L; Prescott, J F

    2014-03-01

    The past decade has seen remarkable technical advances in infectious disease diagnosis, and the pace of innovation is likely to continue. Many of these techniques are well suited to pathogen identification directly from pathologic or clinical samples, which is the focus of this review. Polymerase chain reaction (PCR) and gene sequencing are now routinely performed on frozen or fixed tissues for diagnosis of bacterial infections of animals. These assays are most useful for pathogens that are difficult to culture or identify phenotypically, when propagation poses a biosafety hazard, or when suitable fresh tissue is not available. Multiplex PCR assays, DNA microarrays, in situ hybridization, massive parallel DNA sequencing, microbiome profiling, molecular typing of pathogens, identification of antimicrobial resistance genes, and mass spectrometry are additional emerging technologies for the diagnosis of bacterial infections from pathologic and clinical samples in animals. These technical advances come, however, with 2 caveats. First, in the age of molecular diagnosis, quality control has become more important than ever to identify and control for the presence of inhibitors, cross-contamination, inadequate templates from diagnostic specimens, and other causes of erroneous microbial identifications. Second, the attraction of these technologic advances can obscure the reality that medical diagnoses cannot be made on the basis of molecular testing alone but instead through integrated consideration of clinical, pathologic, and laboratory findings. Proper validation of the method is required. It is critical that veterinary diagnosticians understand not only the value but also the limitations of these technical advances for routine diagnosis of infectious disease.

  12. Production of accurate skeletal models of domestic animals using three-dimensional scanning and printing technology.

    Science.gov (United States)

    Li, Fangzheng; Liu, Chunying; Song, Xuexiong; Huan, Yanjun; Gao, Shansong; Jiang, Zhongling

    2018-01-01

    Access to adequate anatomical specimens can be an important aspect in learning the anatomy of domestic animals. In this study, the authors utilized a structured light scanner and fused deposition modeling (FDM) printer to produce highly accurate animal skeletal models. First, various components of the bovine skeleton, including the femur, the fifth rib, and the sixth cervical (C6) vertebra were used to produce digital models. These were then used to produce 1:1 scale physical models with the FDM printer. The anatomical features of the digital models and three-dimensional (3D) printed models were then compared with those of the original skeletal specimens. The results of this study demonstrated that both digital and physical scale models of animal skeletal components could be rapidly produced using 3D printing technology. In terms of accuracy between models and original specimens, the standard deviations of the femur and the fifth rib measurements were 0.0351 and 0.0572, respectively. All of the features except the nutrient foramina on the original bone specimens could be identified in the digital and 3D printed models. Moreover, the 3D printed models could serve as a viable alternative to original bone specimens when used in anatomy education, as determined from student surveys. This study demonstrated an important example of reproducing bone models to be used in anatomy education and veterinary clinical training. Anat Sci Educ 11: 73-80. © 2017 American Association of Anatomists. © 2017 American Association of Anatomists.

  13. Virtual realities and education

    Directory of Open Access Journals (Sweden)

    Curcio Igor D.D.

    2016-12-01

    Full Text Available The purpose of this article is to highlight the state of the art of virtual reality, augmented reality, mixed reality technologies and their applications in formal education. We also present a selected list of case studies that prove the utility of these technologies in the context of formal education. Furthermore, as byproduct, the mentioned case studies show also that, although the industry is able to develop very advanced virtual environment technologies, their pedagogical implications are strongly related to a well-designed theoretical framework.

  14. Detection of the anatomic structure and pathology in animal lung specimens: comparison of micro CT and multi-detector row CT

    International Nuclear Information System (INIS)

    Lim, Kun Young; Lee, Hyun Ju; Lee, Chang Hyun; Son, Kyu Ri; Goo, Jin Mo; Im, Jung Gi; Seo, Joon Beom

    2006-01-01

    We wanted to compare the capability of micro CT and the clinically available thin-slice multi-detector row CT (MDCT) for demonstrating fine anatomic structures and pathological lesions in formalin-fixed lung specimens. The porcine lung with shark liver oil-induced lipoid pneumonia and the canine lung with pulmonary paragonimiasis were fixed by ventilating them with formalin vapor, and they were then sliced into one-centimeter thick sections. Micro CT (section thickness, 18 micrometer) and MDCT (section thickness, 0.75 mm) images were acquired in four of the lung slices of the lipoid pneumonia specimen and in five of the lung slices of the paragonimiasis specimen. On 62 pairs of micro CT and MDCT images, 169 pairs of rectangular ROIs were manually drawn in the corresponding locations. Two chest radiologists recorded the detectability of three kinds of anatomic structures (lobular core structure, interlobular septum and small bronchiolar lumen) and two kinds of pathological lesions (ground-glass opacity and consolidation) with using a five-point scale. The statistical comparison was performed by using the Wilcoxon signed rank test. Interobserver agreement was evaluated with kappa statistics. For all observers, all the kinds of anatomic structures and pathological lesions were detected better on the micro CT images than on the MDCT images (ρ < 0.01). Agreement was fair between two observers (κ = 0.38, ρ < 0.001). The fine anatomic structures and pathological lesions of the lung were more accurately demonstrated on micro CT than on thin-slice MDCT in the inflated and fixed lung specimens

  15. Detection of the anatomic structure and pathology in animal lung specimens: comparison of micro CT and multi-detector row CT

    Energy Technology Data Exchange (ETDEWEB)

    Lim, Kun Young [National Cancer Center, Goyang (Korea, Republic of); Lee, Hyun Ju; Lee, Chang Hyun; Son, Kyu Ri; Goo, Jin Mo; Im, Jung Gi [Seoul National University Hospital and the Institute of Radiation Medicine, Seoul (Korea, Republic of); Seo, Joon Beom [Asan Medical Center, University of Ulsan College of Medicine, Seoul (Korea, Republic of)

    2006-05-15

    We wanted to compare the capability of micro CT and the clinically available thin-slice multi-detector row CT (MDCT) for demonstrating fine anatomic structures and pathological lesions in formalin-fixed lung specimens. The porcine lung with shark liver oil-induced lipoid pneumonia and the canine lung with pulmonary paragonimiasis were fixed by ventilating them with formalin vapor, and they were then sliced into one-centimeter thick sections. Micro CT (section thickness, 18 micrometer) and MDCT (section thickness, 0.75 mm) images were acquired in four of the lung slices of the lipoid pneumonia specimen and in five of the lung slices of the paragonimiasis specimen. On 62 pairs of micro CT and MDCT images, 169 pairs of rectangular ROIs were manually drawn in the corresponding locations. Two chest radiologists recorded the detectability of three kinds of anatomic structures (lobular core structure, interlobular septum and small bronchiolar lumen) and two kinds of pathological lesions (ground-glass opacity and consolidation) with using a five-point scale. The statistical comparison was performed by using the Wilcoxon signed rank test. Interobserver agreement was evaluated with kappa statistics. For all observers, all the kinds of anatomic structures and pathological lesions were detected better on the micro CT images than on the MDCT images ({rho} < 0.01). Agreement was fair between two observers ({kappa} = 0.38, {rho} < 0.001). The fine anatomic structures and pathological lesions of the lung were more accurately demonstrated on micro CT than on thin-slice MDCT in the inflated and fixed lung specimens.

  16. A hitchhiker's guide to virtual reality

    CERN Document Server

    McMenemy , Karen

    2007-01-01

    A Hitchhiker's Guide to Virtual Reality brings together under one cover all the aspects of graphics, video, audio, and haptics that have to work together to make virtual reality a reality. Like any good guide, it reveals the practical things you need to know, from the viewpoint of authors who have been there. This two-part guide covers the science, technology, and mathematics of virtual reality and then details its practical implementation. The first part looks at how the interface between human senses and technology works to create virtual reality, with a focus on vision, the most important s

  17. Art in virtual reality 2010

    Science.gov (United States)

    Chang, Ben

    2010-01-01

    For decades, virtual reality artwork has existed in a small but highly influential niche in the world of electronic and new media art. Since the early 1990's, virtual reality installations have come to define an extreme boundary point of both aesthetic experience and technological sophistication. Classic virtual reality artworks have an almost mythological stature - powerful, exotic, and often rarely exhibited. Today, art in virtual environments continues to evolve and mature, encompassing everything from fully immersive CAVE experiences to performance art in Second Life to the use of augmented and mixed reality in public space. Art in Virtual Reality 2010 is a public exhibition of new artwork that showcases the diverse ways that contemporary artists use virtual environments to explore new aesthetic ground and investigate the continually evolving relationship between our selves and our virtual worlds.

  18. Use of Augmented Reality in Education

    OpenAIRE

    Jeřábek, Tomáš

    2014-01-01

    This thesis deals with phenomena of augmented reality in context of didactics. The thesis aims to define augmented reality in conceptual and content area and focuses on augmented reality in the structure of educational tools and identification of its functions and use from the didactical standpoint. The thesis characterizes augmented reality as a specific technological-perceptual concept and establishes a system of perceptual, technological and resulting aspects that reflect important paramet...

  19. Thermodynamics in 'Manifest Reality'

    International Nuclear Information System (INIS)

    Hankey, Alex

    2010-01-01

    D'Espagnat's proof that the universe is not a 'strongly objective reality' demands that all physical processes are reconsidered in that light. D'Espagnat suggests a 'Veiled Reality' as a suitable alternative. The most economical way to achieve that is to demand that 'information production' at a quantum level creates the basis for self-consistent perception of a world of macroscopic, 'manifest' entities, as opposed to self-existent objects. Such a 'manifest reality' fulfils both Wheeler's attempt at an 'IT-from-BIT' programme, and Zeilinger's suggestion that 'information is primary'.

  20. DNA damage in preserved specimens and tissue samples: a molecular assessment

    Directory of Open Access Journals (Sweden)

    Cantin Elizabeth

    2008-10-01

    Full Text Available Abstract The extraction of genetic information from preserved tissue samples or museum specimens is a fundamental component of many fields of research, including the Barcode of Life initiative, forensic investigations, biological studies using scat sample analysis, and cancer research utilizing formaldehyde-fixed, paraffin-embedded tissue. Efforts to obtain genetic information from these sources are often hampered by an inability to amplify the desired DNA as a consequence of DNA damage. Previous studies have described techniques for improved DNA extraction from such samples or focused on the effect of damaging agents – such as light, oxygen or formaldehyde – on free nucleotides. We present ongoing work to characterize lesions in DNA samples extracted from preserved specimens. The extracted DNA is digested to single nucleosides with a combination of DNase I, Snake Venom Phosphodiesterase, and Antarctic Phosphatase and then analyzed by HPLC-ESI-TOF-MS. We present data for moth specimens that were preserved dried and pinned with no additional preservative and for frog tissue samples that were preserved in either ethanol, or formaldehyde, or fixed in formaldehyde and then preserved in ethanol. These preservation methods represent the most common methods of preserving animal specimens in museum collections. We observe changes in the nucleoside content of these samples over time, especially a loss of deoxyguanosine. We characterize the fragmentation state of the DNA and aim to identify abundant nucleoside lesions. Finally, simple models are introduced to describe the DNA fragmentation based on nicks and double-strand breaks.

  1. Janka hardness using nonstandard specimens

    Science.gov (United States)

    David W. Green; Marshall Begel; William Nelson

    2006-01-01

    Janka hardness determined on 1.5- by 3.5-in. specimens (2×4s) was found to be equivalent to that determined using the 2- by 2-in. specimen specified in ASTM D 143. Data are presented on the relationship between Janka hardness and the strength of clear wood. Analysis of historical data determined using standard specimens indicated no difference between side hardness...

  2. Reality Check: How Reality Television Can Affect Youth and How a Media Literacy Curriculum Can Help.

    Science.gov (United States)

    Peek, Holly S; Beresin, Eugene

    2016-02-01

    For the past decade, reality television programming has dominated the television market while inherently giving the impression that what occurs on the screen is in fact reality. Although mature audiences may be savvy about the differences between reality and reality television, for children and adolescents, these differences can be less clear. It is important to know what values youth are ascertaining from reality television, as studies have suggested that these media images may have a negative impact on adolescent values. Fortunately, media literacy education has shown promising results in counteracting the negative impact of some television programming. The goals of this paper are to show the potential benefits for the development of a media literacy curriculum for psychiatry residents, including critical media literacy skills, media history taking, and counseling concepts. Our hopes are that trained residents may learn to effectively teach these literacy skills to their patients, patients' families, educators, and other health professionals as a preventive measure against potential negative mental health effects of reality television.

  3. MPEG-4-based 2D facial animation for mobile devices

    Science.gov (United States)

    Riegel, Thomas B.

    2005-03-01

    The enormous spread of mobile computing devices (e.g. PDA, cellular phone, palmtop, etc.) emphasizes scalable applications, since users like to run their favorite programs on the terminal they operate at that moment. Therefore appliances are of interest, which can be adapted to the hardware realities without loosing a lot of their functionalities. A good example for this is "Facial Animation," which offers an interesting way to achieve such "scalability." By employing MPEG-4, which provides an own profile for facial animation, a solution for low power terminals including mobile phones is demonstrated. From the generic 3D MPEG-4 face a specific 2D head model is derived, which consists primarily of a portrait image superposed by a suited warping mesh and adapted 2D animation rules. Thus the animation process of MPEG-4 need not be changed and standard compliant facial animation parameters can be used to displace the vertices of the mesh and warp the underlying image accordingly.

  4. Student Interns' Socially Constructed Work Realities: Narrowing the Work Expectation-Reality Gap

    Science.gov (United States)

    Barnett, Kathy

    2012-01-01

    New employees, including college students, often experience expectation-reality gaps about work, making the assimilation process more difficult for all. This qualitative study explores the role of the internship in narrowing the work expectation-reality gap. This article addresses two research questions: (a) What do students learn about work…

  5. [Virtual + 1] * Reality

    Science.gov (United States)

    Beckhaus, Steffi

    Virtual Reality aims at creating an artificial environment that can be perceived as a substitute to a real setting. Much effort in research and development goes into the creation of virtual environments that in their majority are perceivable only by eyes and hands. The multisensory nature of our perception, however, allows and, arguably, also expects more than that. As long as we are not able to simulate and deliver a fully sensory believable virtual environment to a user, we could make use of the fully sensory, multi-modal nature of real objects to fill in for this deficiency. The idea is to purposefully integrate real artifacts into the application and interaction, instead of dismissing anything real as hindering the virtual experience. The term virtual reality - denoting the goal, not the technology - shifts from a core virtual reality to an “enriched” reality, technologically encompassing both the computer generated and the real, physical artifacts. Together, either simultaneously or in a hybrid way, real and virtual jointly provide stimuli that are perceived by users through their senses and are later formed into an experience by the user's mind.

  6. LPTR irradiation of LLL vanadium tensile specimens and LLL Nb--1Zr tensile specimens

    International Nuclear Information System (INIS)

    MacLean, S.C.; Rowe, C.L.

    1977-01-01

    The LPTR irradiation of 14 LLL vanadium tensile specimens and 14 LLL Nb-1Zr tensile specimens is described. Sample packaging, the irradiation schedule and neutron fluences for three energy ranges are given

  7. Valorisation of Cultural Heritage Through Virtual Visit and Augmented Reality: the Case of the Abbey of Epau (france)

    Science.gov (United States)

    Simonetto, E.; Froment, C.; Labergerie, E.; Ferré, G.; Séchet, B.; Chédorge, H.; Cali, J.; Polidori, L.

    2013-07-01

    Terrestrial Laser Scanning (TLS), 3-D modeling and its Web visualization are the three key steps needed to perform storage and grant-free and wide access to cultural heritage, as highlighted in many recent examples. The goal of this study is to set up 3-D Web resources for "virtually" visiting the exterior of the Abbaye de l'Epau, an old French abbey which has both a rich history and delicate architecture. The virtuality is considered in two ways: the flowing navigation in a virtual reality environment around the abbey and a game activity using augmented reality. First of all, the data acquisition consists in GPS and tacheometry survey, terrestrial laser scanning and photography acquisition. After data pre-processing, the meshed and textured 3-D model is generated using 3-D Reshaper commercial software. The virtual reality visit and augmented reality animation are then created using Unity software. This work shows the interest of such tools in bringing out the regional cultural heritage and making it attractive to the public.

  8. Virtual reality for dermatologic surgery: virtually a reality in the 21st century.

    Science.gov (United States)

    Gladstone, H B; Raugi, G J; Berg, D; Berkley, J; Weghorst, S; Ganter, M

    2000-01-01

    In the 20th century, virtual reality has predominantly played a role in training pilots and in the entertainment industry. Despite much publicity, virtual reality did not live up to its perceived potential. During the past decade, it has also been applied for medical uses, particularly as training simulators, for minimally invasive surgery. Because of advances in computer technology, virtual reality is on the cusp of becoming an effective medical educational tool. At the University of Washington, we are developing a virtual reality soft tissue surgery simulator. Based on fast finite element modeling and using a personal computer, this device can simulate three-dimensional human skin deformations with real-time tactile feedback. Although there are many cutaneous biomechanical challenges to solve, it will eventually provide more realistic dermatologic surgery training for medical students and residents than the currently used models.

  9. How to design compelling Virtual Reality or Augmented Reality experience?

    OpenAIRE

    Richir , Simon; Fuchs , Philippe; Lourdeaux , Domitile; Millet , Dominique; BUCHE , Cédric; Querrec , Ronan

    2015-01-01

    International audience; The convergence of technologies currently observed in the field of Virtual Reality, Augmented Reality, robotics and consumer electronic reinforces the trend of new applications appearing every day. But when transferring knowledge acquired from research to businesses, research laboratories are often at a loss because of a lack of knowledge of the design and integration processes in creating an industrial scale product. In fact, the innovation approaches that take a good...

  10. Virtual Reality: An Overview.

    Science.gov (United States)

    Franchi, Jorge

    1994-01-01

    Highlights of this overview of virtual reality include optics; interface devices; virtual worlds; potential applications, including medicine and archaeology; problems, including costs; current research and development; future possibilities; and a listing of vendors and suppliers of virtual reality products. (Contains 11 references.) (LRW)

  11. Dreams, reality and memory: confabulations in lucid dreamers implicate reality-monitoring dysfunction in dream consciousness.

    Science.gov (United States)

    Corlett, P R; Canavan, S V; Nahum, L; Appah, F; Morgan, P T

    2014-01-01

    Dreams might represent a window on altered states of consciousness with relevance to psychotic experiences, where reality monitoring is impaired. We examined reality monitoring in healthy, non-psychotic individuals with varying degrees of dream awareness using a task designed to assess confabulatory memory errors - a confusion regarding reality whereby information from the past feels falsely familiar and does not constrain current perception appropriately. Confabulatory errors are common following damage to the ventromedial prefrontal cortex (vmPFC). Ventromedial function has previously been implicated in dreaming and dream awareness. In a hospital research setting, physically and mentally healthy individuals with high (n = 18) and low (n = 13) self-reported dream awareness completed a computerised cognitive task that involved reality monitoring based on familiarity across a series of task runs. Signal detection theory analysis revealed a more liberal acceptance bias in those with high dream awareness, consistent with the notion of overlap in the perception of dreams, imagination and reality. We discuss the implications of these results for models of reality monitoring and psychosis with a particular focus on the role of vmPFC in default-mode brain function, model-based reinforcement learning and the phenomenology of dreaming and waking consciousness.

  12. DNA extraction from herbarium specimens.

    Science.gov (United States)

    Drábková, Lenka Záveská

    2014-01-01

    With the expansion of molecular techniques, the historical collections have become widely used. Studying plant DNA using modern molecular techniques such as DNA sequencing plays an important role in understanding evolutionary relationships, identification through DNA barcoding, conservation status, and many other aspects of plant biology. Enormous herbarium collections are an important source of material especially for specimens from areas difficult to access or from taxa that are now extinct. The ability to utilize these specimens greatly enhances the research. However, the process of extracting DNA from herbarium specimens is often fraught with difficulty related to such variables as plant chemistry, drying method of the specimen, and chemical treatment of the specimen. Although many methods have been developed for extraction of DNA from herbarium specimens, the most frequently used are modified CTAB and DNeasy Plant Mini Kit protocols. Nine selected protocols in this chapter have been successfully used for high-quality DNA extraction from different kinds of plant herbarium tissues. These methods differ primarily with respect to their requirements for input material (from algae to vascular plants), type of the plant tissue (leaves with incrustations, sclerenchyma strands, mucilaginous tissues, needles, seeds), and further possible applications (PCR-based methods or microsatellites, AFLP).

  13. Virtual Reality for Anxiety Disorders

    Directory of Open Access Journals (Sweden)

    Elif Uzumcu

    2018-03-01

    Full Text Available Virtual reality is a relatively new exposure tool that uses three-dimensional computer-graphics-based technologies which allow the individual to feel as if they are physically inside the virtual environment by misleading their senses. As virtual reality studies have become popular in the field of clinical psychology in recent years, it has been observed that virtual-reality-based therapies have a wide range of application areas, especially on anxiety disorders. Studies indicate that virtual reality can be more realistic than mental imagery and can create a stronger feeling of ԰resenceԻ that it is a safer starting point compared to in vivo exposure; and that it can be applied in a more practical and controlled manner. The aim of this review is to investigate exposure studies based on virtual reality in anxiety disorders (specific phobias, panic disorder and agoraphobias, generalized anxiety disorder, social phobia, posttraumatic stress disorder and obsessive compulsive disorder.

  14. Augmented reality (AR) and virtual reality (VR) applied in dentistry.

    Science.gov (United States)

    Huang, Ta-Ko; Yang, Chi-Hsun; Hsieh, Yu-Hsin; Wang, Jen-Chyan; Hung, Chun-Cheng

    2018-04-01

    The OSCE is a reliable evaluation method to estimate the preclinical examination of dental students. The most ideal assessment for OSCE is used the augmented reality simulator to evaluate. This literature review investigated a recently developed in virtual reality (VR) and augmented reality (AR) starting of the dental history to the progress of the dental skill. As result of the lacking of technology, it needs to depend on other device increasing the success rate and decreasing the risk of the surgery. The development of tracking unit changed the surgical and educational way. Clinical surgery is based on mature education. VR and AR simultaneously affected the skill of the training lesson and navigation system. Widely, the VR and AR not only applied in the dental training lesson and surgery, but also improved all field in our life. Copyright © 2018. Published by Elsevier Taiwan.

  15. Specimen size effects in Charpy impact testing

    International Nuclear Information System (INIS)

    Alexander, D.J.; Klueh, R.L.

    1989-01-01

    Full-size , half-size, and third-size specimens from several different steels have been tested as part of an ongoing alloy development program. The smaller specimens permit more specimens to be made from small trail heats and are much more efficient for irradiation experiments. The results of several comparisons between the different specimen sizes have shown that the smaller specimens show qualitatively similar behavior to large specimens, although the upper-shelf energy level and ductile-to-ductile transition temperature are reduced. The upper-shelf energy levels from different specimen sizes can be compared by using a simple volume normalization method. The effect of specimen size and geometry on the ductile-to-ductile transition temperature is more difficult to predict, although the available data suggest a simple shift in the transition temperature due to specimen size changes.The relatively shallower notch used in smaller specimens alters the deformation pattern, and permits yielding to spread back to the notched surface as well as through to the back. This reduces the constraint and the peak stresses, and thus the initiation of cleavage is more difficult. A better understanding of the stress and strain distributions is needed. 19 refs., 3 figs., 3 tabs

  16. Bell's inequalities and physical reality

    International Nuclear Information System (INIS)

    Chylinski, Z.

    1985-01-01

    Bell's theory proves the nonlocal character of quantum mechanics alien to the theory of relativity, which shows how essential were the objections of Einstein against quantum mechanics. Since the experiment on Bell's inequalities favours quantum mechanics, this forces one to revise the notion of physical reality. According to Heisenberg one should distinguish between the quantum-potential reality of relations and the classical-actual reality of events. The hypothesis of internal space-time put forward in previous papers supplies the geometrical framework of such a philosophy. Consequently, relations between the constituents of isolated systems precede the space-time events, which fact essentially modifies the meaning of quantum nonlocality and the physical reality itself. 19 refs. (author)

  17. Production and use of plastinated anatomical specimens as teaching and learning tools in veterinary gross anatomy in the Caribbean

    Directory of Open Access Journals (Sweden)

    Reda Mohamed

    2018-03-01

    Full Text Available Objective: Veterinary Anatomy is considered as the backbone subject in the veterinary medicine program. Formalized specimens were not very much accepted by the veterinary students due to their wetness, bad smell and potential harmful effects. Plastination has evolved as a new technique for prolonged preservation of specimens by replacing the water and fat by a curable plastic polymer. Material and methods: The process of plastination involved fixation, dehydration, impregnation and curing. The plastinated specimens were used for teaching and learning of veterinary gross anatomy courses for veterinary students. Results: Plastinated specimens were appreciated by the staff and students as they were odorless, non-toxic and durable, needed less space for storage and they were used in teaching the veterinary anatomy courses. Plastinated specimens were used for studying not only in the dissection hall but also in the lecture room, both individually and in groups. Conclusion: The plastinated specimens were excellent for demonstration but they could not completely replace the traditional dissection because students learn best by exploratory and hands-on dissection. Moreover, the wet specimens provided a more accurate visual representation of the body parts and skills to aid in dealing with actual clinical cases in the future. Therefore, the plastinated and wet specimens were used simultaneously depending on the topic being taught at the time. [J Adv Vet Anim Res 2018; 5(1.000: 44-52

  18. Virtual reality musical instruments

    DEFF Research Database (Denmark)

    Serafin, Stefania; Erkut, Cumhur; Kojs, Juraj

    2016-01-01

    The rapid development and availability of low cost technologies has created a wide interest in virtual reality (VR), but how to design and evaluate multisensory interactions in VR remains as a challenge. In this paper, we focus on virtual reality musical instruments, present an overview of our...

  19. Virtual Reality and the Virtual Library.

    Science.gov (United States)

    Oppenheim, Charles

    1993-01-01

    Explains virtual reality, including proper and improper uses of the term, and suggests ways that libraries might be affected by it. Highlights include elements of virtual reality systems; possible virtual reality applications, including architecture, the chemical industry, transport planning, armed forces, and entertainment; and the virtual…

  20. Augmented Reality for Multi-disciplinary Collaboration

    OpenAIRE

    Wang, Xiangyu; Rui,

    2010-01-01

    This chapter presents a framework for multi-disciplinary collaboration. Tangible Augmented Reality has been raised as one of suitable systems for design collaboration. Furthermore, it emphasizes the advantages of Tangible Augmented Reality to illustrate the needs for integrating the Tangible User Interfaces and Augmented Reality Systems.

  1. [Virtual reality in neurosurgery].

    Science.gov (United States)

    Tronnier, V M; Staubert, A; Bonsanto, M M; Wirtz, C R; Kunze, S

    2000-03-01

    Virtual reality enables users to immerse themselves in a virtual three-dimensional world and to interact in this world. The simulation is different from the kind in computer games, in which the viewer is active but acts in a nonrealistic world, or on the TV screen, where we are passively driven in an active world. In virtual reality elements look realistic, they change their characteristics and have almost real-world unpredictability. Virtual reality is not only implemented in gambling dens and the entertainment industry but also in manufacturing processes (cars, furniture etc.), military applications and medicine. Especially the last two areas are strongly correlated, because telemedicine or telesurgery was originated for military reasons to operate on war victims from a secure distance or to perform surgery on astronauts in an orbiting space station. In medicine and especially neurosurgery virtual-reality methods are used for education, surgical planning and simulation on a virtual patient.

  2. Augmented Reality

    DEFF Research Database (Denmark)

    Kjærgaard, Hanne Wacher; Kjeldsen, Lars Peter Bech; Rahn, Annette

    2015-01-01

    This chapter describes the use of iPad-facilitated application of augmented reality in the teaching of highly complex anatomical and physiological subjects in the training of nurses at undergraduate level. The general aim of the project is to investigate the potentials of this application in terms...... of making the complex content and context of these subjects more approachable to the students through the visualization made possible through the use of this technology. A case study is described in this chapter. Issues and factors required for the sustainable use of the mobile-facilitated application...... of augmented reality are discussed....

  3. Augmented Reality Using JavaScript

    OpenAIRE

    Hailemichael, Aida

    2013-01-01

    The project goal was to provide a mobile application, for a venue called Kulturhuset Karelia which is located in Tammisaari Finland. In this paper, the concept of Augmented Reality technology is briefly discussed along with the mobile application for the venue. The utilisation of JavaScript for creating Augmented reality content for mobile Augmented reality browser is also demonstrated. The application was created by using Architecht API which is Jacvascript library based on the Wikitude...

  4. Cloned animal products in the human food chain: FDA should protect American consumers.

    Science.gov (United States)

    Butler, Jennifer E F

    2009-01-01

    Animal cloning is "complex process that lets one exactly copy the genetic, or inherited, traits of an animal." In 1997, Dolly the sheep was the first animal cloned and since then "scientists have used animal cloning to breed dairy cows, beef cattle, poultry, hogs and other species of livestock." Cloned animals are highly attractive to livestock breeders because "cloning essentially produces an identical copy of an animal with superior traits." The main purpose of cloning livestock is "more focused on efficiency and economic benefits of the producer rather than the overall effect of cloning on an animal's physical and mental welfare." The focus of this article is threefold. First, the science behind animal cloning is explained and some potential uses and risks of this technology are explored. Second, FDA's historical evolution, current regulatory authority, and limitations of that authority, is described. Lastly, a new regulatory vision recognizes the realities of 21st century global markets and the dynamic evolution of scientific discovery and technology.

  5. Implementation of Markerless Augmented Reality Technology Based on Android to Introduction Lontara in Marine Society

    Science.gov (United States)

    Jumarlis, Mila; Mirfan, Mirfan

    2018-05-01

    Local language learning had been leaving by people especially young people had affected technology advances so that involved lack of interest to learn culture especially local language. So required interactive and interest learning media for introduction Lontara. This research aims to design and implement augmented reality on introduction Lontara on mobile device especially android. Application of introduction Lontara based on Android was designed by Vuforia and Unity. Data collection method were observation, interview, and literature review. That data was analysed for being information. The system was designed by Unified Modeling Language (UML). The method used is a marker. The test result found that application of Augmented Reality on introduction Lontara based on Android could improve public interest for introducing local language particularly young people in learning about Lontara because of using technology. Application of introduction of Lontara based on Android used augmented reality occurred sound and how to write Lontara with animation. This application could be running without an internet connection, so that its used more efficient and could maximize from user.

  6. Virtual Reality and Education.

    Science.gov (United States)

    Helsel, Sandra

    1992-01-01

    Intended to provide a basic understanding of virtual reality (VR) from an educational perspective, this article describes the debate between conceptual and technological orientations to VR; the conceptual orientation to VR; technological definitions of VR, artificial reality, and cyberspace; dimensions of VR; and VR's impact on education. (11…

  7. Virtual reality in surgery and medicine.

    Science.gov (United States)

    Chinnock, C

    1994-01-01

    This report documents the state of development of enhanced and virtual reality-based systems in medicine. Virtual reality systems seek to simulate a surgical procedure in a computer-generated world in order to improve training. Enhanced reality systems seek to augment or enhance reality by providing improved imaging alternatives for specific patient data. Virtual reality represents a paradigm shift in the way we teach and evaluate the skills of medical personnel. Driving the development of virtual reality-based simulators is laparoscopic abdominal surgery, where there is a perceived need for better training techniques; within a year, systems will be fielded for second-year residency students. Further refinements over perhaps the next five years should allow surgeons to evaluate and practice new techniques in a simulator before using them on patients. Technical developments are rapidly improving the realism of these machines to an amazing degree, as well as bringing the price down to affordable levels. In the next five years, many new anatomical models, procedures, and skills are likely to become available on simulators. Enhanced reality systems are generally being developed to improve visualization of specific patient data. Three-dimensional (3-D) stereovision systems for endoscopic applications, head-mounted displays, and stereotactic image navigation systems are being fielded now, with neurosurgery and laparoscopic surgery being major driving influences. Over perhaps the next five years, enhanced and virtual reality systems are likely to merge. This will permit patient-specific images to be used on virtual reality simulators or computer-generated landscapes to be input into surgical visualization instruments. Percolating all around these activities are developments in robotics and telesurgery. An advanced information infrastructure eventually will permit remote physicians to share video, audio, medical records, and imaging data with local physicians in real time

  8. Engaging With Reality

    DEFF Research Database (Denmark)

    Bondebjerg, Ib

    to engage us with reality. Engaging with Reality investigates some of the major global themes as they are reflected in documentaries from the USA, UK and Denmark. Engaging with Reality is a contribution to comparative, transnational studies of documentary in contemporary media culture. By comparing......Documentaries play an important role in the increasingly global media culture that has been developing over the last few decades. Despite its many different forms and genres, all documentaries claim a special relation to the way things are in the world, and they each attempt in their own way...... documentaries in three different countries dealing with the same global themes, the book contributes to a broader and deeper understanding of our global media culture. The book deals with documentaries as part of a new form of cosmopolitan narratives, as part of new, global forms of social imagination...

  9. Potential perils of peri-Pokémon perambulation: the dark reality of augmented reality?

    Science.gov (United States)

    Joseph, Bellal; Armstrong, David G

    2016-10-01

    Recently, the layering of augmented reality information on top of smartphone applications has created unprecedented user engagement and popularity. One augmented reality-based entertainment application, Pokémon Go (Pokémon Company, Tokyo, Japan) has become the most rapidly downloaded in history. This technology holds tremendous promise to promote ambulatory activity. However, there exists the obvious potential for distraction-related morbidity. We report two cases, presenting simultaneously to our trauma center, with injuries sustained secondary to gameplay with this augmented reality-based application.

  10. Laparoscopic skill improvement after virtual reality simulator training in medical students as assessed by augmented reality simulator.

    Science.gov (United States)

    Nomura, Tsutomu; Mamada, Yasuhiro; Nakamura, Yoshiharu; Matsutani, Takeshi; Hagiwara, Nobutoshi; Fujita, Isturo; Mizuguchi, Yoshiaki; Fujikura, Terumichi; Miyashita, Masao; Uchida, Eiji

    2015-11-01

    Definitive assessment of laparoscopic skill improvement after virtual reality simulator training is best obtained during an actual operation. However, this is impossible in medical students. Therefore, we developed an alternative assessment technique using an augmented reality simulator. Nineteen medical students completed a 6-week training program using a virtual reality simulator (LapSim). The pretest and post-test were performed using an object-positioning module and cholecystectomy on an augmented reality simulator(ProMIS). The mean performance measures between pre- and post-training on the LapSim were compared with a paired t-test. In the object-positioning module, the execution time of the task (P virtual reality simulator improved the operative skills of medical students as objectively evaluated by assessment using an augmented reality simulator instead of an actual operation. We hope that these findings help to establish an effective training program for medical students. © 2015 Japan Society for Endoscopic Surgery, Asia Endosurgery Task Force and Wiley Publishing Asia Pty Ltd.

  11. Animal models of Alzheimer disease: historical pitfalls and a path forward.

    Science.gov (United States)

    Cavanaugh, Sarah E; Pippin, John J; Barnard, Neal D

    2014-01-01

    Alzheimer disease (AD) is a medically and financially overwhelming condition, and incidence rates are expected to triple by 2050.Despite decades of research in animal models of AD, the disease remains incompletely understood, with few treatment options. This review summarizes historical and current AD research efforts, with emphasis on the disparity between preclinical animal studies and the reality of human disease and how this has impacted clinical trials. Ultimately, we provide a mechanism for shifting the focus of AD research away from animal models to focus primarily on human biology as a means to improve the applicability of research findings to human disease. Implementation of these alternatives may hasten development of improved strategies to prevent, detect, ameliorate, and possibly cure this devastating disease.

  12. Virtual reality in surgical training.

    Science.gov (United States)

    Lange, T; Indelicato, D J; Rosen, J M

    2000-01-01

    Virtual reality in surgery and, more specifically, in surgical training, faces a number of challenges in the future. These challenges are building realistic models of the human body, creating interface tools to view, hear, touch, feel, and manipulate these human body models, and integrating virtual reality systems into medical education and treatment. A final system would encompass simulators specifically for surgery, performance machines, telemedicine, and telesurgery. Each of these areas will need significant improvement for virtual reality to impact medicine successfully in the next century. This article gives an overview of, and the challenges faced by, current systems in the fast-changing field of virtual reality technology, and provides a set of specific milestones for a truly realistic virtual human body.

  13. New Realities and the Implications for Problem Based Learning

    DEFF Research Database (Denmark)

    Sørensen, Olav Jull

    2004-01-01

    -based learning model with the new realities of today. Three new realities are discussed, the new global realities, the new business realities, and the new realities at the individual level. The new realities challenge the problem-based learning model. Adjustments are needed in terms of closer co...

  14. Development of Reconstitution Technology for Surveillance Specimens

    International Nuclear Information System (INIS)

    Yasushi Atago; Shunichi Hatano; Eiichiro Otsuka

    2002-01-01

    The Japan Power Engineering and Inspection Corporation (JAPEIC) has been carrying out the project titled 'Nuclear Power Plant Integrated Management Technology (PLIM)' consigned by Japanese Ministry of Economy, Trade and Industry (METI) since 1996FY as a 10-years project. As one of the project themes, development of reconstitution technology for reactor pressure vessel (RPV/RV) surveillance specimens, which are installed in RPVs to monitor the neutron irradiation embrittlement on RPV/RV materials, is now on being carried out to deal with the long-term operation of nuclear power plants. The target of this theme is to establish the technical standard for applicability of reconstituted surveillance specimens including the reconstitution of the Charpy specimens and Compact Tension (CT) specimens. With the Charpy specimen reconstitution, application of 10 mm length inserts is used, which enables the conversion of tests from the LT-direction to the TL-direction. This paper presents the basic data from Charpy and CT specimens of RPV materials using the surveillance specimens obtained for un-irradiated materials including the following. 1) Reconstitution Technology of Charpy Specimens. a) The interaction between plastic zone and Heat Affected Zone (HAZ). b) The effects of the possible deviations from the standard specimens for the reconstituted specimens. 2) Reconstitution Technology of CT specimens. a) The correlation between fracture toughness and plastic zone width. Because the project is now in progress, this paper describes the outline of the results obtained as of the end of 2000 FY. (authors)

  15. Reasons to Use Virtual Reality in Education and Training Courses and a Model to Determine When to Use Virtual Reality

    OpenAIRE

    Veronica S. Pantelidis

    2009-01-01

    Many studies have been conducted on the use of virtual reality in education and training. Thisarticle lists examples of such research. Reasons to use virtual reality are discussed.Advantages and disadvantages of using virtual reality are presented, as well as suggestions onwhen to use and when not to use virtual reality. A model that can be used to determine whento use virtual reality in an education or training course is presented.

  16. Military use of Virtual Reality

    OpenAIRE

    Gullaksen, Rasmus; Nielsen, Kristoffer Merrild; Siegel, Viktor; Labuz, Patrick Ravn

    2017-01-01

    This project is sparked by the contemporary evolvement that has been happening with consumer Virtual Reality technology and an interest for looking into the military industrial complex. The paper describes how Virtual Reality as a concept has evolved historically since the 19th century and how it has since entered the military and consumer market. The implementation of Virtual Reality is described in order to analyse it by using Technology-Oriented Scenario Analysis, as described by Francesco...

  17. Live-action Virtual Reality Games

    OpenAIRE

    Valente, Luis; Clua, Esteban; Silva, Alexandre Ribeiro; Feijó, Bruno

    2016-01-01

    This paper proposes the concept of "live-action virtual reality games" as a new genre of digital games based on an innovative combination of live-action, mixed-reality, context-awareness, and interaction paradigms that comprise tangible objects, context-aware input devices, and embedded/embodied interactions. Live-action virtual reality games are "live-action games" because a player physically acts out (using his/her real body and senses) his/her "avatar" (his/her virtual representation) in t...

  18. Virtual Reality: Principles and Applications

    OpenAIRE

    MÉRIENNE , Frédéric

    2017-01-01

    Virtual reality aims at immersing a user in a virtual environment. Dedicated virtual reality technologies of human–computer interaction enable to make the link between the user and a virtual environment in capturing the user’s motion, acting on his senses as well as computing the virtual experience in real-time. The immersion in virtual environment is evaluated through the user’s perception and reaction. Virtual reality is used in a large variety of application domains which need multisensory...

  19. Virtuality and Reality in Science

    International Nuclear Information System (INIS)

    Cohen-Tannoudji, G.

    1995-01-01

    This book compiles eight contributions devoted to the topical question about the relation between virtuality and reality. In the theoretical frame of quantum and relativistic particle physics, the concept of virtuality is used according to its strict and precise meaning. In this context, particles are generally invented before their discovery. Some famous historical experiments which led to the postulation and then the discovery of new particles are mentioned. These examples are used to illustrate and to discuss the concept of virtuality as well as the physical reality of virtual processes. But, how can the concept of virtuality in other scientific fields be applied ? In order to answer this question, the concepts of virtuality and reality are discussed in other branches of physics as well as in other fields such as geophysics, cosmology and biology. Philosophical and sociological implications of virtual realities are also considered. Moreover, in relation to virtuality and reality, the connections between modeling, simulation and experimentation, their respective roles, the advantages and risks of their use are discussed (in relation to nuclear sciences and geophysical problems) (N.T.)

  20. [Virtual reality in medical education].

    Science.gov (United States)

    Edvardsen, O; Steensrud, T

    1998-02-28

    Virtual reality technology has found new applications in industry over the last few years. Medical literature has for several years predicted a break-through in this technology for medical education. Although there is a great potential for this technology in medical education, there seems to be a wide gap between expectations and actual possibilities at present. State of the technology was explored by participation at the conference "Medicine meets virtual reality V" (San Diego Jan. 22-25 1997) and a visit to one of the leading laboratories on virtual reality in medical education. In this paper we introduce some of the basic terminology and technology, review some of the topics covered by the conference, and describe projects running in one of the leading laboratories on virtual reality technology for medical education. With this information in mind, we discuss potential applications of the current technology in medical education. Current virtual reality systems are judged to be too costly and their usefulness in education too limited for routine use in medical education.

  1. Quantitative X-ray microanalysis of biological specimens

    International Nuclear Information System (INIS)

    Roomans, G.M.

    1988-01-01

    Qualitative X-ray microanalysis of biological specimens requires an approach that is somewhat different from that used in the materials sciences. The first step is deconvolution and background subtraction on the obtained spectrum. The further treatment depends on the type of specimen: thin, thick, or semithick. For thin sections, the continuum method of quantitation is most often used, but it should be combined with an accurate correction for extraneous background. However, alternative methods to determine local mass should also be considered. In the analysis of biological bulk specimens, the ZAF-correction method appears to be less useful, primarily because of the uneven surface of biological specimens. The peak-to-local background model may be a more adequate method for thick specimens that are not mounted on a thick substrate. Quantitative X-ray microanalysis of biological specimens generally requires the use of standards that preferably should resemble the specimen in chemical and physical properties. Special problems in biological microanalysis include low count rates, specimen instability and mass loss, extraneous contributions to the spectrum, and preparative artifacts affecting quantitation. A relatively recent development in X-ray microanalysis of biological specimens is the quantitative determination of local water content

  2. Integral Biomathics Tracing the Road to Reality

    CERN Document Server

    Smith, Leslie; Ehresmann, Andrée

    2012-01-01

    Perhaps the most distinct question in science throughout the ages has been the one of perceivable reality, treated both in physics and philosophy. Reality is acting upon us, and we, and life in general, are acting upon reality. Potentiality, found both in quantum reality and in the activity of life, plays a key role.  In quantum reality observation turns potentiality into reality. Again, life computes possibilities in various ways based on past actions, and acts on the basis of these computations.   This book is about a new approach to biology (and physics, of course!). Its subtitle suggests a perpetual movement and interplay between two elusive aspects of modern science — reality/matter and potentiality/mind, between physics and biology — both captured and triggered by mathematics — to understand and explain emergence, development and life all the way up to consciousness.   But what is the real/potential difference between living and non-living matter? How does time in potentiality differ from time...

  3. MEMS Accelerometers Sensors: an Application in Virtual Reality

    Directory of Open Access Journals (Sweden)

    Daniel CORRÊA

    2010-09-01

    Full Text Available The measurement of a particular human body member position is extremely important in many applications. The human behavior understanding typically involves the body posture analysis or estimation, as well as the generated corresponding gestures. This behavior characterization allows analyzing, interpreting, and animating human actions and therefore enables us the use of experimental methodologies. Using the virtual reality devices to facilitate people’s lives, they can help to train and improve the actions of an Olympic athlete, for example and imitation of human actions by robotic systems. The systems development to monitor human body members’ movements is a growing interesting area, both in entertainment and in systems to help physically disabled people, as that developing assistive technology. To contribute to this area, this paper presents the experimental development of an instrumented glove prototype of low cost for the recognition of hand inclination movements, using a Micro-Electro-Mechanical Systems (MEMS accelerometer, by virtual reality concepts for demonstration in real time. We present the hardware that was developed, the calibration procedures, the achieved results with their statistical corresponding validation. The results allowed to state that the system is suitable for the inclination measurement in a 2D plan, thus allowing its use in entertainment systems and as an auxiliary device for assistive technology system.

  4. Virtual reality training improves balance function.

    Science.gov (United States)

    Mao, Yurong; Chen, Peiming; Li, Le; Huang, Dongfeng

    2014-09-01

    Virtual reality is a new technology that simulates a three-dimensional virtual world on a computer and enables the generation of visual, audio, and haptic feedback for the full immersion of users. Users can interact with and observe objects in three-dimensional visual space without limitation. At present, virtual reality training has been widely used in rehabilitation therapy for balance dysfunction. This paper summarizes related articles and other articles suggesting that virtual reality training can improve balance dysfunction in patients after neurological diseases. When patients perform virtual reality training, the prefrontal, parietal cortical areas and other motor cortical networks are activated. These activations may be involved in the reconstruction of neurons in the cerebral cortex. Growing evidence from clinical studies reveals that virtual reality training improves the neurological function of patients with spinal cord injury, cerebral palsy and other neurological impairments. These findings suggest that virtual reality training can activate the cerebral cortex and improve the spatial orientation capacity of patients, thus facilitating the cortex to control balance and increase motion function.

  5. Virtual reality training improves balance function

    Science.gov (United States)

    Mao, Yurong; Chen, Peiming; Li, Le; Huang, Dongfeng

    2014-01-01

    Virtual reality is a new technology that simulates a three-dimensional virtual world on a computer and enables the generation of visual, audio, and haptic feedback for the full immersion of users. Users can interact with and observe objects in three-dimensional visual space without limitation. At present, virtual reality training has been widely used in rehabilitation therapy for balance dysfunction. This paper summarizes related articles and other articles suggesting that virtual reality training can improve balance dysfunction in patients after neurological diseases. When patients perform virtual reality training, the prefrontal, parietal cortical areas and other motor cortical networks are activated. These activations may be involved in the reconstruction of neurons in the cerebral cortex. Growing evidence from clinical studies reveals that virtual reality training improves the neurological function of patients with spinal cord injury, cerebral palsy and other neurological impairments. These findings suggest that virtual reality training can activate the cerebral cortex and improve the spatial orientation capacity of patients, thus facilitating the cortex to control balance and increase motion function. PMID:25368651

  6. Augmented Reality for Science Education

    DEFF Research Database (Denmark)

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

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

  7. Development of a virtual reality training system. An application to emergency response in radioactive materials transport

    International Nuclear Information System (INIS)

    Watabe, Naohito

    2003-01-01

    A virtual reality (VR) training system was developed for the purpose of confirming the applicability of virtual reality on training systems for emergency response of radioactive materials transport. This system has following features; 1) Accident scenarios were derived from an event tree analysis. 2) Instructors can edit the training scenario. 3) Three VR scenes were prepared: vehicle and equipment checks, vehicle travel on an expressway, and emergency response in a tunnel fire accident. 4) every action by users is recorded automatically. 5) Instructors and users hold briefing session after the training, and they can review and confirm the results with VR animation. 6) A support database is provided for the convenience of users. The applicability of the system was validated through some trial applications and demonstrations. (author)

  8. Controlled Environment Specimen Transfer

    DEFF Research Database (Denmark)

    Damsgaard, Christian Danvad; Zandbergen, Henny W.; Hansen, Thomas Willum

    2014-01-01

    an environmental transmission electron microscope to an in situ X-ray diffractometer through a dedicated transmission electron microscope specimen transfer holder, capable of sealing the specimen in a gaseous environment at elevated temperatures. Two catalyst material systems have been investigated; Cu/ZnO/Al2O3...... transferred in a reactive environment to the environmental transmission electron microscope where further analysis on the local scale were conducted. The Co/Al2O3 catalyst was reduced in the environmental microscope and successfully kept reduced outside the microscope in a reactive environment. The in situ......Specimen transfer under controlled environment conditions, such as temperature, pressure, and gas composition, is necessary to conduct successive complementary in situ characterization of materials sensitive to ambient conditions. The in situ transfer concept is introduced by linking...

  9. Evaluating Virtual Reality and Augmented Reality Training for Industrial Maintenance and Assembly Tasks

    Science.gov (United States)

    Gavish, Nirit; Gutiérrez, Teresa; Webel, Sabine; Rodríguez, Jorge; Peveri, Matteo; Bockholt, Uli; Tecchia, Franco

    2015-01-01

    The current study evaluated the use of virtual reality (VR) and augmented reality (AR) platforms, developed within the scope of the SKILLS Integrated Project, for industrial maintenance and assembly (IMA) tasks training. VR and AR systems are now widely regarded as promising training platforms for complex and highly demanding IMA tasks. However,…

  10. ARLearn and StreetLearn software for virtual reality and augmented reality multi user learning games

    NARCIS (Netherlands)

    Ternier, Stefaan; Klemke, Roland

    2012-01-01

    Ternier, S., & Klemke, R. (2011). ARLearn and StreetLearn software for virtual reality and augmented reality multi user learning games (Version 1.0) [Software Documentation]. Heerlen, The Netherlands: Open Universiteit in the Netherlands.

  11. ARLearn and StreetLearn software for virtual reality and augmented reality multi user learning games

    NARCIS (Netherlands)

    Ternier, Stefaan; Klemke, Roland

    2012-01-01

    Ternier, S., & Klemke, R. (2011). ARLearn and StreetLearn software for virtual reality and augmented reality multi user learning games (Version 1.0) [Computer software]. Heerlen, The Netherlands: Open Universiteit in the Netherlands.

  12. A Review on Virtual Reality

    OpenAIRE

    Pallavi Halarnkar; Sahil Shah; Harsh Shah; Hardik Shah; Anuj Shah

    2012-01-01

    Virtual Reality is a major asset and aspect of our future. It is the key to experiencing, feeling and touching the past, present and the future. It is the medium of creating our own world, our own customized reality. It could range from creating a video game to having a virtual stroll around the universe, from walking through our own dream house to experiencing a walk on an alien planet. With virtual reality, we can experience the most intimidating and gruelling situations by playing safe and...

  13. Merged reality for everyone

    OpenAIRE

    Carvalho, Fausto de; Morgado, Leonel

    2017-01-01

    This article addresses some interesting challenges and business opportunities within the promising merged reality ecosystem, which offers the vision of bringing together virtual, augmented and physical realities, seamlessly. The article also links the current status of this field with exploratory research and development work carried out by Altice Labs. Altice Labs info:eu-repo/semantics/publishedVersion

  14. Data, model, and reality

    DEFF Research Database (Denmark)

    Galle, Per

    2000-01-01

    What does it mean for a database (or any other computer representation) to ‘model’ reality as it is, was, or might be? If the database ‘models’ reality in some way, is the same true of its schema or the underlying data model; and if not, what do they express? These questions, though more philosop...

  15. Augmented Reality on Android

    OpenAIRE

    Chunghan Li; Chang-Shyh Peng; Daisy F. Sang

    2013-01-01

    Augmented Reality is an application which combines a live view of real-world environment and computer-generated images. This paper studies and demonstrates an efficient Augmented Reality development in the mobile Android environment with the native Java language and Android SDK. Major components include Barcode Reader, File Loader, Marker Detector, Transform Matrix Generator, and a cloud database.

  16. Augmented Reality-Guided Lumbar Facet Joint Injections.

    Science.gov (United States)

    Agten, Christoph A; Dennler, Cyrill; Rosskopf, Andrea B; Jaberg, Laurenz; Pfirrmann, Christian W A; Farshad, Mazda

    2018-05-08

    The aim of this study was to assess feasibility and accuracy of augmented reality-guided lumbar facet joint injections. A spine phantom completely embedded in hardened opaque agar with 3 ring markers was built. A 3-dimensional model of the phantom was uploaded to an augmented reality headset (Microsoft HoloLens). Two radiologists independently performed 20 augmented reality-guided and 20 computed tomography (CT)-guided facet joint injections each: for each augmented reality-guided injection, the hologram was manually aligned with the phantom container using the ring markers. The radiologists targeted the virtual facet joint and tried to place the needle tip in the holographic joint space. Computed tomography was performed after each needle placement to document final needle tip position. Time needed from grabbing the needle to final needle placement was measured for each simulated injection. An independent radiologist rated images of all needle placements in a randomized order blinded to modality (augmented reality vs CT) and performer as perfect, acceptable, incorrect, or unsafe. Accuracy and time to place needles were compared between augmented reality-guided and CT-guided facet joint injections. In total, 39/40 (97.5%) of augmented reality-guided needle placements were either perfect or acceptable compared with 40/40 (100%) CT-guided needle placements (P = 0.5). One augmented reality-guided injection missed the facet joint space by 2 mm. No unsafe needle placements occurred. Time to final needle placement was substantially faster with augmented reality guidance (mean 14 ± 6 seconds vs 39 ± 15 seconds, P Augmented reality-guided facet joint injections are feasible and accurate without potentially harmful needle placement in an experimental setting.

  17. Virtual reality and hallucination: a technoetic perspective

    Science.gov (United States)

    Slattery, Diana R.

    2008-02-01

    Virtual Reality (VR), especially in a technologically focused discourse, is defined by a class of hardware and software, among them head-mounted displays (HMDs), navigation and pointing devices; and stereoscopic imaging. This presentation examines the experiential aspect of VR. Putting "virtual" in front of "reality" modifies the ontological status of a class of experience-that of "reality." Reality has also been modified [by artists, new media theorists, technologists and philosophers] as augmented, mixed, simulated, artificial, layered, and enhanced. Modifications of reality are closely tied to modifications of perception. Media theorist Roy Ascott creates a model of three "VR's": Verifiable Reality, Virtual Reality, and Vegetal (entheogenically induced) Reality. The ways in which we shift our perceptual assumptions, create and verify illusions, and enter "the willing suspension of disbelief" that allows us entry into imaginal worlds is central to the experience of VR worlds, whether those worlds are explicitly representational (robotic manipulations by VR) or explicitly imaginal (VR artistic creations). The early rhetoric surrounding VR was interwoven with psychedelics, a perception amplified by Timothy Leary's presence on the historic SIGGRAPH panel, and the Wall Street Journal's tag of VR as "electronic LSD." This paper discusses the connections-philosophical, social-historical, and psychological-perceptual between these two domains.

  18. The 'mad scientists': psychoanalysis, dream and virtual reality.

    Science.gov (United States)

    Leclaire, Marie

    2003-04-01

    The author explores the concept of reality-testing as a means of assessing the relationship with reality that prevails in dream and in virtual reality. Based on a model developed by Jean Laplanche, she compares these activities in detail in order to determine their respective independence from the function of reality-testing. By carefully examining the concept of hallucination in the writings of Freud and Daniel Dennett, the author seeks to pinpoint the specific modalities of interaction between perceptions, ideas, wishes and actions that converge in the 'belief' and in the 'sense of reality'. The paper's main thesis consists of the distinction that it draws between immediacy-testing and reality-testing, with the further argument that this distinction not only dissipates the conceptual vagueness that generally surrounds the latter of the two concepts but also that it promotes a more precise analysis of the function of reality in dream and in virtual reality.

  19. Reasons to Use Virtual Reality in Education and Training Courses and a Model to Determine When to Use Virtual Reality

    Science.gov (United States)

    Pantelidis, Veronica S.

    2009-01-01

    Many studies have been conducted on the use of virtual reality in education and training. This article lists examples of such research. Reasons to use virtual reality are discussed. Advantages and disadvantages of using virtual reality are presented, as well as suggestions on when to use and when not to use virtual reality. A model that can be…

  20. Production of Accurate Skeletal Models of Domestic Animals Using Three-Dimensional Scanning and Printing Technology

    Science.gov (United States)

    Li, Fangzheng; Liu, Chunying; Song, Xuexiong; Huan, Yanjun; Gao, Shansong; Jiang, Zhongling

    2018-01-01

    Access to adequate anatomical specimens can be an important aspect in learning the anatomy of domestic animals. In this study, the authors utilized a structured light scanner and fused deposition modeling (FDM) printer to produce highly accurate animal skeletal models. First, various components of the bovine skeleton, including the femur, the…

  1. ARSC: Augmented Reality Student Card--An Augmented Reality Solution for the Education Field

    Science.gov (United States)

    El Sayed, Neven A. M.; Zayed, Hala H.; Sharawy, Mohamed I.

    2011-01-01

    Augmented Reality (AR) is the technology of adding virtual objects to real scenes through enabling the addition of missing information in real life. As the lack of resources is a problem that can be solved through AR, this paper presents and explains the usage of AR technology we introduce Augmented Reality Student Card (ARSC) as an application of…

  2. Crime Scenes as Augmented Reality

    DEFF Research Database (Denmark)

    Sandvik, Kjetil

    2010-01-01

    Using the concept of augmented reality, this article will investigate how places in various ways have become augmented by means of different mediatization strategies. Augmentation of reality implies an enhancement of the places' emotional character: a certain mood, atmosphere or narrative surplus......, physical damage: they are all readable and interpretable signs. As augmented reality the crime scene carries a narrative which at first is hidden and must be revealed. Due to the process of investigation and the detective's ability to reason and deduce, the crime scene as place is reconstructed as virtual...

  3. Development of fatigue life evaluation method using small specimen

    International Nuclear Information System (INIS)

    Nogami, Shuhei; Nishimura, Arata; Wakai, Eichi; Tanigawa, Hiroyasu; Itoh, Takamoto; Hasegawa, Akira

    2013-01-01

    For developing the fatigue life evaluation method using small specimen, the effect of specimen size and shape on the fatigue life of the reduced activation ferritic/martensitic steels (F82H-IEA, F82H-BA07 and JLF-1) was investigated by the fatigue test at room temperature in air using round-bar and hourglass specimens with various specimen sizes (test section diameter: 0.85–10 mm). The round-bar specimen showed no specimen size and no specimen shape effects on the fatigue life, whereas the hourglass specimen showed no specimen size effect and obvious specimen shape effect on it. The shorter fatigue life of the hourglass specimen observed under low strain ranges could be attributed to the shorter micro-crack initiation life induced by the stress concentration dependent on the specimen shape. On the basis of this study, the small round-bar specimen was an acceptable candidate for evaluating the fatigue life using small specimen

  4. Applied virtual reality

    International Nuclear Information System (INIS)

    Yule, I.Y.; Lee, D.J.

    1996-01-01

    To reduce plant down time during irradiated fuel cell dismantling at Torness Power Station, a new visualisation technique has been used for the manipulator. Complex computer graphics packages were used to provide a ''Virtual Reality'' environment which allowed the Irradiated Fuel Dismantling Cell to be simulated. Significant cost savings have been achieved due to reductions in lost output. The virtual reality environment is at present being extended to the design and deployment of a new manipulator for in-vessel inspection of the boiler. (UK)

  5. A Virtual Tomb for Kelvingrove: Virtual Reality, Archaeology and Education

    Directory of Open Access Journals (Sweden)

    Melissa M. Terras

    1999-11-01

    Full Text Available The use of computers as an educational resource in museums is becoming increasingly popular as more and more institutions realise that multimedia displays are very successful in imparting a broad variety of information. Although three-dimensional reconstructions of sites and structures have been used in archaeology for many years, the majority of museum computer installations have dealt with two-dimensional media because of the costs, equipment and labour involved in producing interactive 3D scenes. The birth of VRML (Virtual Reality Modeling Language has changed the way virtual reality is implemented and viewed. As an internet protocol, VRML can be used on most major platforms and implemented by anyone with a word-processing package, an internet browser, and the relevant plug-in. There is no reason why this new technology cannot be adopted by archaeologists and museums to produce virtual reality models of structures, sites and objects to aid the research of specialists and the education of the public. This project (undertaken at the Humanities Advanced Technology and Information Institute, University of Glasgow, Scotland, between May and October 1998 investigated the practicalities involved in using VRML to create a virtual reality model for use in a public space. A model of the Egyptian tomb of Sen-nedjem was developed for installation in the Egyptian Gallery of the Kelvingrove Museum and Art Gallery, Glasgow, in the hope that the introduction of this computer display would encourage the museum visitor's interest in the gallery's existing artefacts. Creation of the model would also investigate the possibility of using VRML to build accurate archaeological reconstructions cheaply and efficiently using publicly available software and existing archaeological resources. A fully functioning virtual reality model of the tomb of Sen-nedjem has been created, incorporating interactive elements, photorealistic representation, and animation, and this

  6. STUDY PAPER ON EDUCATION USING VIRTUAL REALITY.

    OpenAIRE

    Anamika Modi*; Ayush Jaiswal; Princy Jain

    2016-01-01

    This report provides a short study of the field of virtual reality, highlighting application domains, technological requirements, and currently available solutions. In today’s market, virtual reality is playing an crucial role for the humans. If we consider the foreign countries than using virtual reality they try to create the same feelings not only for the school children’s as well as for the upper education. In this paper, we have study the technologies used in virtual reality.

  7. Media and the ethics of 'reality' construction

    OpenAIRE

    Nick Couldry

    2006-01-01

    This article argues that we have neglected the ethical implications of the recent explosion in reality TV, and indeed that some writing about reality TV has diverted our attention from those issues through excessive attention to the myth that reality TV is socially compulsive. In contrast this article moves towards a framework for thinking about reality TV as a social process, that draws on ethical thought (originally derived from Aristotle) rather than the deontological tradition of moral ph...

  8. Virtual reality simulators and training in laparoscopic surgery.

    Science.gov (United States)

    Yiannakopoulou, Eugenia; Nikiteas, Nikolaos; Perrea, Despina; Tsigris, Christos

    2015-01-01

    Virtual reality simulators provide basic skills training without supervision in a controlled environment, free of pressure of operating on patients. Skills obtained through virtual reality simulation training can be transferred on the operating room. However, relative evidence is limited with data available only for basic surgical skills and for laparoscopic cholecystectomy. No data exist on the effect of virtual reality simulation on performance on advanced surgical procedures. Evidence suggests that performance on virtual reality simulators reliably distinguishes experienced from novice surgeons Limited available data suggest that independent approach on virtual reality simulation training is not different from proctored approach. The effect of virtual reality simulators training on acquisition of basic surgical skills does not seem to be different from the effect the physical simulators. Limited data exist on the effect of virtual reality simulation training on the acquisition of visual spatial perception and stress coping skills. Undoubtedly, virtual reality simulation training provides an alternative means of improving performance in laparoscopic surgery. However, future research efforts should focus on the effect of virtual reality simulation on performance in the context of advanced surgical procedure, on standardization of training, on the possibility of synergistic effect of virtual reality simulation training combined with mental training, on personalized training. Copyright © 2014 Surgical Associates Ltd. Published by Elsevier Ltd. All rights reserved.

  9. Specimen holder for an electron microscope and device and method for mounting a specimen in an electron microscope

    NARCIS (Netherlands)

    Zandbergen, H.W.; Latenstein van Voorst, A.; Westra, C.; Hoveling, G.H.

    1996-01-01

    A specimen holder for an electron microscope, comprising a bar-shaped body provided adjacent one end with means for receiving a specimen, with means being present for screening the specimen from the environment at least temporarily in airtight and moisture-proof manner in a first position, which

  10. A general mixed mode fracture mechanics test specimen: The DCB-specimen loaded with uneven bending moments

    Energy Technology Data Exchange (ETDEWEB)

    Soerensen, B.F.; Joergensen, K.; Oestergaard, R.C. [Risoe National Lab., Materials Dept., Roskilde (Denmark); Jacobsen, T.K. [LM Glasfiber A/S, Lunderskov (Denmark)

    2004-03-01

    A mixed mode specimen is proposed for fracture mechanics characterisation of adhesive joints, laminates and multilayers. The specimen is a double cantilever beam specimen loaded with uneven bending moments at the two free beams. By varying the ratio between the two applied moments, the full mode mixity range from pure mode I to pure mode II can be generated for the same specimen geometry. The specimen allows stable crack growth. In case of large scale crack bridging, mixed mode cohesive laws can be obtained by a J integral based approach. As a preliminary example, fracture of adhesive joints between two glass-fibre laminates was studied. The mixed mode fracture resistance increased with increasing crack length due to fibre cross over bridging, eventually reaching a steady-state level (R-curve behaviour). The steady-state fracture toughness level increased with increasing tangential crack opening displacement. Cohesive stresses were determined by a J integral approach. The deducted shear stress was found to be relative high ({approx} = 20 MPa) in comparison with the normal stress ({approx} = 1 MPa). (au)

  11. Utilization of virtual reality for reading the superheated emulsion detector

    International Nuclear Information System (INIS)

    Santos Sobrinho, Jose C.; Santo, Andre C.E.; Pereira, Claudio M.N.A.; Mol, Antonio C.A.

    2013-01-01

    This paper presents a method based on Virtual Reality for reading the Superheated Emulsion Detector (Bubble Detector). The proposed method is an alternative to: automatic counters offered by the manufacturers of detectors, since they have a relatively high cost (acquisition, maintenance and periodic calibration), and visual counting of detectors, since it only has an advantage when there are a small number of bubbles. The method starts with the collection of detector's digital images in order to obtain a sequence of images to create an animation that is displayed with the help of Virtual Reality. To this end, it is modeled, using OpenGL graphics library, a virtual environment for visualizing and manipulating virtual detector. It is made, then a calibration of this virtual environment thus ensuring the correspondence of the model with reality. The reading of the detector (bubbles count) is made visually by the user with the assistance of stereo vision and a 3D cursor to navigation, marking and counting the bubbles. The user views a further auxiliary display that shows the three-dimensional cursor position, the labeled amount of bubbles and the measured dose. After testing, the following results were achieved: better precision in counting the bubbles compared with the 10% reported by the manufacturer of the automatic reader; achieving a low cost tool that requires no calibration constant in the process of maintenance and/or lifetime; minimizing the problem of manual counting for large number of bubbles and ease of use, because can be operated by a common user. (author)

  12. Utilization of virtual reality for reading the superheated emulsion detector

    Energy Technology Data Exchange (ETDEWEB)

    Santos Sobrinho, Jose C.; Santo, Andre C.E.; Pereira, Claudio M.N.A.; Mol, Antonio C.A., E-mail: volksparati@hotmail.com, E-mail: cotelli.andre@gmail.com, E-mail: cmnap@ien.gov.br, E-mail: mol@ien.gov.br [Instituto de Engenharia Nuclear (IEN/CNEN-RJ), Rio de Janeiro, RJ (Brazil)

    2013-07-01

    This paper presents a method based on Virtual Reality for reading the Superheated Emulsion Detector (Bubble Detector). The proposed method is an alternative to: automatic counters offered by the manufacturers of detectors, since they have a relatively high cost (acquisition, maintenance and periodic calibration), and visual counting of detectors, since it only has an advantage when there are a small number of bubbles. The method starts with the collection of detector's digital images in order to obtain a sequence of images to create an animation that is displayed with the help of Virtual Reality. To this end, it is modeled, using OpenGL graphics library, a virtual environment for visualizing and manipulating virtual detector. It is made, then a calibration of this virtual environment thus ensuring the correspondence of the model with reality. The reading of the detector (bubbles count) is made visually by the user with the assistance of stereo vision and a 3D cursor to navigation, marking and counting the bubbles. The user views a further auxiliary display that shows the three-dimensional cursor position, the labeled amount of bubbles and the measured dose. After testing, the following results were achieved: better precision in counting the bubbles compared with the 10% reported by the manufacturer of the automatic reader; achieving a low cost tool that requires no calibration constant in the process of maintenance and/or lifetime; minimizing the problem of manual counting for large number of bubbles and ease of use, because can be operated by a common user. (author)

  13. Virtual Reality as a Problem of the Electronic Economy.

    OpenAIRE

    Peter Koslowski

    2004-01-01

    Two concepts of virtual reality are competing in the cyber world, virtual reality as total adaptability and virtual reality as the simulation of possible worlds. Virtuality as adaptability in industrial production leads to a closer consideration of individual con-sumer demand and to de-massified production. It implies a stronger reference of pro-duction to the reality of consumer needs. The aesthetic concept of virtual reality as pos-sible words and fictional realities can imply a loss of rea...

  14. Application of Virtual Reality to Radiation Protection

    International Nuclear Information System (INIS)

    Lamela, B.; Felipe, A.; Sanchez-Mayoral, M. L.; Mreino, A.; Sarti, F.

    2004-01-01

    In order to optimize the operations and procedures in several aspects of a Nuclear Power Plants, Iberdrola Ingenieria y Consultoria (Iberinco) has been developed some projects with Virtual Reality: CIPRES, ACEWO, TILOS and SICOMORO. With the experience acquired in these projects, Iberinco has checked the utility and advantageous of Virtual Reality applications that could have a direct application to Radiation Protection. With Virtual Reality it is possible to optimize the procedures involved in several critical aspects of the Plant Management. A training program bases on Virtual Reality systems could be one of the most important application. In Emergency situations the time of reaction is very important and in order to reduce it and dose, Virtual Reality is a very important tool, that could be used for training and to guide response team actions. Finally, the reduction of dose to workers, in a NPP, and patients, in hospital, is one of the most important application of Virtual Reality. (Author) 5 refs

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

    Science.gov (United States)

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

    2012-01-01

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

  16. Personalized medicine: reality and reality checks.

    Science.gov (United States)

    Leeder, J Steven; Spielberg, Stephen P

    2009-05-01

    The evolving era of pharmacogenomics and personalized medicine is greeted with optimism by many, but this sentiment is not universally shared. The existence of diametrically opposed opinions concerning the potential benefits and obstacles facing the widespread implementation of genomic medicine should stimulate discussion and guide the design of studies to establish the value of interventions targeted at the level of individual patients. One of the more controversial aspects of personalized medicine is whether the anticipated benefits will be realized at an acceptable cost. Recently released analyses suggest that the returns on investment depend on the particular scenario and are different for different stakeholders. On the other hand, cost is only one of the challenges regarding implementation of personalized medicine. Among these are the development of universal standards for managing genomic information in electronic medical records, improvement in the collection and interpretation of clinical phenotype data, and new strategies to educate practitioners and patients/consumers. The reality is that personalized medicine is upon us; open discourse and periodic reality checks will be necessary as we confront it.

  17. Virtual reality for spherical images

    Science.gov (United States)

    Pilarczyk, Rafal; Skarbek, Władysław

    2017-08-01

    Paper presents virtual reality application framework and application concept for mobile devices. Framework uses Google Cardboard library for Android operating system. Framework allows to create virtual reality 360 video player using standard OpenGL ES rendering methods. Framework provides network methods in order to connect to web server as application resource provider. Resources are delivered using JSON response as result of HTTP requests. Web server also uses Socket.IO library for synchronous communication between application and server. Framework implements methods to create event driven process of rendering additional content based on video timestamp and virtual reality head point of view.

  18. Beyond the Constraints of Reality

    DEFF Research Database (Denmark)

    Hansen, Kim Toft

    Lucio Fulci’s classic The Beyond (1981) contributes to an understanding of abstract horror and an original poetics of the undead in its focus on breaking down the representation of reality. Understanding reality as a naturalistic comprehension of time and space the film slowly crumbles the founda......Lucio Fulci’s classic The Beyond (1981) contributes to an understanding of abstract horror and an original poetics of the undead in its focus on breaking down the representation of reality. Understanding reality as a naturalistic comprehension of time and space the film slowly crumbles...... the foundation of reality with special attention to religious metaphors and suspension of disbelief. On the one hand the film applies a common type of hesitation, which means that the film in itself deals with the basic poetics of horror, but on the other hand the film’s center of attention is horizontal time...... of the horror genre as such, while it also heralds an inspection of the religious and metaphysic appreciation of horror. Consequently, there seems to be – drawing on Noël Carroll’s conceptualizations – a relationship between the emotion of art-horror (“the idea that the undead exists”), the emotion of real...

  19. Simulators and virtual reality in surgical education.

    Science.gov (United States)

    Chou, Betty; Handa, Victoria L

    2006-06-01

    This article explores the pros and cons of virtual reality simulators, their abilities to train and assess surgical skills, and their potential future applications. Computer-based virtual reality simulators and more conventional box trainers are compared and contrasted. The virtual reality simulator provides objective assessment of surgical skills and immediate feedback further to enhance training. With this ability to provide standardized, unbiased assessment of surgical skills, the virtual reality trainer has the potential to be a tool for selecting, instructing, certifying, and recertifying gynecologists.

  20. A general mixed mode fracture mechanics test specimen: The DCB-specimen loaded with uneven bending moments

    DEFF Research Database (Denmark)

    Sørensen, Bent F.; Jørgensen, K.; Jacobsen, T.K.

    2004-01-01

    A mixed mode specimen is proposed for fracture mechanics characterisation of adhesive joints, laminates and multilayers. The specimen is a double cantilever beam specimen loaded with uneven bending moments at the two free beams. By varying the ratiobetween the two applied moments, the full mode...... glass-fibre laminates was studied. The mixed mode fracture resistance increased with increasing crack length due to fibre bridging, eventually reaching asteady-state level (R-curve behaviour). The steady-state fracture toughness level increased with increasing tangential crack opening displacement....

  1. The Next Wave: Humans, Computers, and Redefining Reality

    Science.gov (United States)

    Little, William

    2018-01-01

    The Augmented/Virtual Reality (AVR) Lab at KSC is dedicated to " exploration into the growing computer fields of Extended Reality and the Natural User Interface (it is) a proving ground for new technologies that can be integrated into future NASA projects and programs." The topics of Human Computer Interface, Human Computer Interaction, Augmented Reality, Virtual Reality, and Mixed Reality are defined; examples of work being done in these fields in the AVR Lab are given. Current new and future work in Computer Vision, Speech Recognition, and Artificial Intelligence are also outlined.

  2. Affordances in Mobile Augmented Reality Applications

    OpenAIRE

    Gjøsæter, Tor

    2014-01-01

    This paper explores the affordances of augmented reality content in a mobile augmented reality application. A user study was conducted by performing a multi-camera video recording of seven think aloud sessions. The think aloud sessions consisted of individual users performing tasks, exploring and experiencing a mobile augmented reality (MAR) application we developed for the iOS platform named ARad. We discuss the instrumental affordances we observed when users interacted with augmented realit...

  3. Virtual Reality Model of the Three-Dimensional Anatomy of the Cavernous Sinus Based on a Cadaveric Image and Dissection.

    Science.gov (United States)

    Qian, Zeng-Hui; Feng, Xu; Li, Yang; Tang, Ke

    2018-01-01

    Studying the three-dimensional (3D) anatomy of the cavernous sinus is essential for treating lesions in this region with skull base surgeries. Cadaver dissection is a conventional method that has insurmountable flaws with regard to understanding spatial anatomy. The authors' research aimed to build an image model of the cavernous sinus region in a virtual reality system to precisely, individually and objectively elucidate the complete and local stereo-anatomy. Computed tomography and magnetic resonance imaging scans were performed on 5 adult cadaver heads. Latex mixed with contrast agent was injected into the arterial system and then into the venous system. Computed tomography scans were performed again following the 2 injections. Magnetic resonance imaging scans were performed again after the cranial nerves were exposed. Image data were input into a virtual reality system to establish a model of the cavernous sinus. Observation results of the image models were compared with those of the cadaver heads. Visualization of the cavernous sinus region models built using the virtual reality system was good for all the cadavers. High resolutions were achieved for the images of different tissues. The observed results were consistent with those of the cadaver head. The spatial architecture and modality of the cavernous sinus were clearly displayed in the 3D model by rotating the model and conveniently changing its transparency. A 3D virtual reality model of the cavernous sinus region is helpful for globally and objectively understanding anatomy. The observation procedure was accurate, convenient, noninvasive, and time and specimen saving.

  4. Virtual reality and planetary exploration

    Science.gov (United States)

    McGreevy, Michael W.

    Exploring planetary environments is central to NASA's missions and goals. A new computing technology called Virtual Reality has much to offer in support of planetary exploration. This technology augments and extends human presence within computer-generated and remote spatial environments. Historically, NASA has been a leader in many of the fundamental concepts and technologies that comprise Virtual Reality. Indeed, Ames Research Center has a central role in the development of this rapidly emerging approach to using computers. This ground breaking work has inspired researchers in academia, industry, and the military. Further, NASA's leadership in this technology has spun off new businesses, has caught the attention of the international business community, and has generated several years of positive international media coverage. In the future, Virtual Reality technology will enable greatly improved human-machine interactions for more productive planetary surface exploration. Perhaps more importantly, Virtual Reality technology will democratize the experience of planetary exploration and thereby broaden understanding of, and support for, this historic enterprise.

  5. Virtual Reality and Public Administration

    Directory of Open Access Journals (Sweden)

    István TÓZSA

    2013-02-01

    Full Text Available This study serves as an introduction to how virtual reality systems could be applied in public administration and what research tasks would be necessary to accomplish a project. E-government solutions began to emerge in public administration approximately a decade ago all over the developed world. Administration service facilities via the Internet did not attract many customers, because of the digital divide. E-government solutions were extended to mobile devices as well, but the expected breakthrough of usage has not ensued. The virtual reality form of public administration services recommended in this study has the most attractive outlay and the simplest navigation tools if compared to ‘traditional’ Internet based e-government. Thus, in accordance with the worldwide amazingly quick spread of the virtual reality systems of Second Life and 3 D types of entertainment, virtual reality applications in public administration could rely on a wide range of acceptance as well.

  6. Surgery applications of virtual reality

    Science.gov (United States)

    Rosen, Joseph

    1994-01-01

    Virtual reality is a computer-generated technology which allows information to be displayed in a simulated, bus lifelike, environment. In this simulated 'world', users can move and interact as if they were actually a part of that world. This new technology will be useful in many different fields, including the field of surgery. Virtual reality systems can be used to teach surgical anatomy, diagnose surgical problems, plan operations, simulate and perform surgical procedures (telesurgery), and predict the outcomes of surgery. The authors of this paper describe the basic components of a virtual reality surgical system. These components include: the virtual world, the virtual tools, the anatomical model, the software platform, the host computer, the interface, and the head-coupled display. In the chapter they also review the progress towards using virtual reality for surgical training, planning, telesurgery, and predicting outcomes. Finally, the authors present a training system being developed for the practice of new procedures in abdominal surgery.

  7. Reality of auditory verbal hallucinations.

    Science.gov (United States)

    Raij, Tuukka T; Valkonen-Korhonen, Minna; Holi, Matti; Therman, Sebastian; Lehtonen, Johannes; Hari, Riitta

    2009-11-01

    Distortion of the sense of reality, actualized in delusions and hallucinations, is the key feature of psychosis but the underlying neuronal correlates remain largely unknown. We studied 11 highly functioning subjects with schizophrenia or schizoaffective disorder while they rated the reality of auditory verbal hallucinations (AVH) during functional magnetic resonance imaging (fMRI). The subjective reality of AVH correlated strongly and specifically with the hallucination-related activation strength of the inferior frontal gyri (IFG), including the Broca's language region. Furthermore, how real the hallucination that subjects experienced was depended on the hallucination-related coupling between the IFG, the ventral striatum, the auditory cortex, the right posterior temporal lobe, and the cingulate cortex. Our findings suggest that the subjective reality of AVH is related to motor mechanisms of speech comprehension, with contributions from sensory and salience-detection-related brain regions as well as circuitries related to self-monitoring and the experience of agency.

  8. Virtual reality and planetary exploration

    Science.gov (United States)

    Mcgreevy, Michael W.

    1992-01-01

    Exploring planetary environments is central to NASA's missions and goals. A new computing technology called Virtual Reality has much to offer in support of planetary exploration. This technology augments and extends human presence within computer-generated and remote spatial environments. Historically, NASA has been a leader in many of the fundamental concepts and technologies that comprise Virtual Reality. Indeed, Ames Research Center has a central role in the development of this rapidly emerging approach to using computers. This ground breaking work has inspired researchers in academia, industry, and the military. Further, NASA's leadership in this technology has spun off new businesses, has caught the attention of the international business community, and has generated several years of positive international media coverage. In the future, Virtual Reality technology will enable greatly improved human-machine interactions for more productive planetary surface exploration. Perhaps more importantly, Virtual Reality technology will democratize the experience of planetary exploration and thereby broaden understanding of, and support for, this historic enterprise.

  9. Recent advances in FIB-TEM specimen preparation techniques

    International Nuclear Information System (INIS)

    Li Jian; Malis, T.; Dionne, S.

    2006-01-01

    Preparing high-quality transmission electron microscopy (TEM) specimens is of paramount importance in TEM studies. The development of the focused ion beam (FIB) microscope has greatly enhanced TEM specimen preparation capabilities. In recent years, various FIB-TEM foil preparation techniques have been developed. However, the currently available techniques fail to produce TEM specimens from fragile and ultra-fine specimens such as fine fibers. In this paper, the conventional FIB-TEM specimen preparation techniques are reviewed, and their advantages and shortcomings are compared. In addition, a new technique suitable to prepare TEM samples from ultra-fine specimens is demonstrated

  10. Reliability of 46,XX results on miscarriage specimens: a review of 1,222 first-trimester miscarriage specimens.

    Science.gov (United States)

    Lathi, Ruth B; Gustin, Stephanie L F; Keller, Jennifer; Maisenbacher, Melissa K; Sigurjonsson, Styrmir; Tao, Rosina; Demko, Zach

    2014-01-01

    To examine the rate of maternal contamination in miscarriage specimens. Retrospective review of 1,222 miscarriage specimens submitted for chromosome testing with detection of maternal cell contamination (MCC). Referral centers requesting genetic testing of miscarriage specimens at a single reference laboratory. Women with pregnancy loss who desire complete chromosome analysis of the pregnancy tissue. Analysis of miscarriage specimens using single-nucleotide polymorphism (SNP) microarray technology with bioinformatics program to detect maternal cell contamination. Chromosome content of miscarriages and incidence of 46,XX results due to MCC. Of the 1,222 samples analyzed, 592 had numeric chromosomal abnormalities, and 630 were normal 46,XX or 46,XY (456 and 187, respectively). In 269 of the 46,XX specimens, MCC with no embryonic component was found. With the exclusion of maternal 46,XX results, the chromosomal abnormality rate increased from 48% to 62%, and the ratio for XX to XY results dropped from 2.6 to 1.0. Over half of the normal 46,XX results in miscarriage specimens were due to MCC. The use of SNPs in MCC testing allows for precise identification of chromosomal abnormalities in miscarriage as well as MCC, improving the accuracy of products of conception testing. Copyright © 2014 American Society for Reproductive Medicine. Published by Elsevier Inc. All rights reserved.

  11. Development of fatigue life evaluation technique using miniature specimen

    International Nuclear Information System (INIS)

    Nogami, Shuhei; Nishimura, Arata; Fujiwara, Masaharu; Hisaka, Tomoaki

    2012-01-01

    To develop the fatigue life evaluation technique using miniature specimen, the investigation of the effect of specimen size and specimen shape on the fatigue life and the development of the fatigue testing machine, especially the extensometer, were carried out. The effect of specimen size on the fatigue life was almost negligible for the round-bar specimens. The shorter fatigue life at relatively low strain range conditions for the hourglass specimen that the standard specimen were observed. Therefore the miniature round-bar specimen was considered to be adequate for the fatigue life evaluation using small specimen. Several types of the extensometer system using a strain gauge and a laser has been developed for realizing the fatigue test of the miniature round-bar specimen at high temperature in vacuum. (author)

  12. Realistic Modeling and Animation of Human Body Based on Scanned Data

    Institute of Scientific and Technical Information of China (English)

    Yong-You Ma; Hui Zhang; Shou-Wei Jiang

    2004-01-01

    In this paper we propose a novel method for building animation model of real human body from surface scanned data.The human model is represented by a triangular mesh and described as a layered geometric model.The model consists of two layers: the control skeleton generating body animation from motion capture data,and the simplified surface model providing an efficient representation of the skin surface shape.The skeleton is generated automatically from surface scanned data using the feature extraction,and thena point-to-line mapping is used to map the surface model onto the underlying skeleton.The resulting model enables real-time and smooth animation by manipulation of the skeleton while maintaining the surface detail.Compared with earlier approach,the principal advantages of our approach are the automated generation of body control skeletons from the scanned data for real-time animation,and the automatic mapping and animation of the captured human surface shape.The human model constructed in this work can be used for applications of ergonomic design,garment CAD,real-time simulating humans in virtual reality environment and so on.

  13. Augmented reality som wearable technology

    DEFF Research Database (Denmark)

    Rahn, Annette

    “How Augmented reality can facilitate learning in visualizing human anatomy “ At this station I demonstrate how Augmented reality can be used to visualize the human lungs in situ and as a wearable technology which establish connection between body, image and technology in education. I will show...

  14. Virtual Reality and Augmented Reality in Plastic Surgery: A Review.

    Science.gov (United States)

    Kim, Youngjun; Kim, Hannah; Kim, Yong Oock

    2017-05-01

    Recently, virtual reality (VR) and augmented reality (AR) have received increasing attention, with the development of VR/AR devices such as head-mounted displays, haptic devices, and AR glasses. Medicine is considered to be one of the most effective applications of VR/AR. In this article, we describe a systematic literature review conducted to investigate the state-of-the-art VR/AR technology relevant to plastic surgery. The 35 studies that were ultimately selected were categorized into 3 representative topics: VR/AR-based preoperative planning, navigation, and training. In addition, future trends of VR/AR technology associated with plastic surgery and related fields are discussed.

  15. Virtual Reality and Augmented Reality in Plastic Surgery: A Review

    Directory of Open Access Journals (Sweden)

    Youngjun Kim

    2017-05-01

    Full Text Available Recently, virtual reality (VR and augmented reality (AR have received increasing attention, with the development of VR/AR devices such as head-mounted displays, haptic devices, and AR glasses. Medicine is considered to be one of the most effective applications of VR/AR. In this article, we describe a systematic literature review conducted to investigate the state-of-the-art VR/AR technology relevant to plastic surgery. The 35 studies that were ultimately selected were categorized into 3 representative topics: VR/AR-based preoperative planning, navigation, and training. In addition, future trends of VR/AR technology associated with plastic surgery and related fields are discussed.

  16. AUGMENTED REALITY - STATE OF KNOWLEDGE, USE AND EXPERIMENTATION

    Directory of Open Access Journals (Sweden)

    Mihaela Filofteia TUTUNEA

    2013-12-01

    Full Text Available Technologies for augmenting reality have been consolidated during the last decades, extending their applicability to more and more socio-economic areas. The rapid evolution of mobile technologies and virtualization of the digital environment have created auspicious conditions for massive extension and implementation of solutions for augmenting reality at global level. Experience has already shown that augmented reality, alongside virtual reality can offer very important support solutions in modeling the real world with the aim of extending the human capabilities of perception, allowing the opening of a new phase in the world’s socio-economic development. Starting from the evident tendencies that have manifested at global level in the development and implementation of augmented reality technologies, the paper begins with the presentation of the most important aspects related to augmented reality technologies, highlighting their main areas of application, and presents the study realized for identifying the level of knowledge, use and effective experimentation of augmented reality applications by mobile device users. The results of this study could be very useful to the socio-economic environment, starting with the field of research, continuing with developers and providers of augmented reality solutions, manufacturers and providers of hardware infrastructure support for augmented reality solutions and systems, final users of these solutions, both individuals and businesses, and experimenting digital communities.

  17. Design of specimen for weld residual stress simulation

    International Nuclear Information System (INIS)

    Kim, Jin Weon; Park, Jong Sun; Lee, Kyung Soo

    2008-01-01

    The objective of this study is to design a laboratory specimen for simulating residual stress of circumferential butt welding of pipe. Specimen type and method for residual stress generation were proposed based on the review of prior studies and parametric finite element simulation. To prove the proposed specimen type and loading method, the residual stress was generated using the designed specimen by applying proposed method and was measured. The measured residual stress using X-ray diffraction reasonably agreed with the results of finite element simulation considered in the specimen design. Comparison of residual strains measured at several locations of specimen and given by finite element simulation also showed good agreement. Therefore, it is indicated that the designed specimen can reasonably simulate the residual stress of circumferential butt welding of pipe

  18. Aspects of User Experience in Augmented Reality

    DEFF Research Database (Denmark)

    Madsen, Jacob Boesen

    in human factors related to Augmented Reality. This is investigated partly as how Augmented Reality applications are used in unsupervised settings, and partly in specific evaluations related to user performance in supervised settings. The thesis starts by introducing Augmented Reality to the reader......, followed by a presentation of the technical areas related to the field, and different human factor areas. As a contribution to the research area, this thesis presents five separate, but sequential, papers within the area of Augmented Reality.......In Augmented Reality applications, the real environment is annotated or enhanced with computer-generated graphics. This is a topic that has been researched in the recent decades, but for many people this is a brand new and never heard of topic. The main focus of this thesis is investigations...

  19. Virtual Reality Compared with Bench-Top Simulation in the Acquisition of Arthroscopic Skill: A Randomized Controlled Trial.

    Science.gov (United States)

    Banaszek, Daniel; You, Daniel; Chang, Justues; Pickell, Michael; Hesse, Daniel; Hopman, Wilma M; Borschneck, Daniel; Bardana, Davide

    2017-04-05

    Work-hour restrictions as set forth by the Accreditation Council for Graduate Medical Education (ACGME) and other governing bodies have forced training programs to seek out new learning tools to accelerate acquisition of both medical skills and knowledge. As a result, competency-based training has become an important part of residency training. The purpose of this study was to directly compare arthroscopic skill acquisition in both high-fidelity and low-fidelity simulator models and to assess skill transfer from either modality to a cadaveric specimen, simulating intraoperative conditions. Forty surgical novices (pre-clerkship-level medical students) voluntarily participated in this trial. Baseline demographic data, as well as data on arthroscopic knowledge and skill, were collected prior to training. Subjects were randomized to 5-week independent training sessions on a high-fidelity virtual reality arthroscopic simulator or on a bench-top arthroscopic setup, or to an untrained control group. Post-training, subjects were asked to perform a diagnostic arthroscopy on both simulators and in a simulated intraoperative environment on a cadaveric knee. A more difficult surprise task was also incorporated to evaluate skill transfer. Subjects were evaluated using the Global Rating Scale (GRS), the 14-point arthroscopic checklist, and a timer to determine procedural efficiency (time per task). Secondary outcomes focused on objective measures of virtual reality simulator motion analysis. Trainees on both simulators demonstrated a significant improvement (p virtual reality simulation group consistently outperformed the bench-top model group in the diagnostic arthroscopy crossover tests and in the simulated cadaveric setup. Furthermore, the virtual reality group demonstrated superior skill transfer in the surprise skill transfer task. Both high-fidelity and low-fidelity simulation trainings were effective in arthroscopic skill acquisition. High-fidelity virtual reality

  20. TEM specimen preparation of semiconductor-PMMA-metal interfaces

    International Nuclear Information System (INIS)

    Thangadurai, P.; Lumelsky, Yulia; Silverstein, Michael S.; Kaplan, Wayne D.

    2008-01-01

    Transmission electron microscopy (TEM) cross-section specimens of PMMA in contact with gold and Si were prepared by focused ion beam (FIB) and compared with plan-view PMMA specimens prepared by a dip-coating technique. The specimens were characterized by TEM and electron energy loss spectroscopy (EELS). In the cross-section specimens, the thin films of PMMA were located in a Si-PMMA-Au multilayer. Different thicknesses of PMMA films were spin-coated on the Si substrates. The thickness of the TEM specimens prepared by FIB was estimated using EELS to be 0.65 of the plasmon mean-free-path. Along the PMMA-Au interface, Au particle diffusion into the PMMA was observed, and the size of the Au particles was in the range of 2-4 nm. Dip-coating of PMMA directly on Cu TEM grids resulted in thin specimens with a granular morphology, with a thickness of 0.58 of the plasmon mean-free-path. The dip-coated specimens were free from ion milling induced artifacts, and thus serve as control specimens for comparison with the cross-sectioned specimens prepared by FIB

  1. Magical Realities in Interaction Design

    DEFF Research Database (Denmark)

    Rasmussen, Majken

    2013-01-01

    The field of interaction design is littered with examples of artefacts, which seemingly do not adhere to well-known physical causalities and our innate expectations of how artefacts should behave in the world, thereby creating the impression of a magic reality; where things can float in mid-air, ...... to reflect upon the magical realities constructed by technological artefacts......The field of interaction design is littered with examples of artefacts, which seemingly do not adhere to well-known physical causalities and our innate expectations of how artefacts should behave in the world, thereby creating the impression of a magic reality; where things can float in mid...

  2. Virtual Reality, Combat, and Communication.

    Science.gov (United States)

    Thrush, Emily Austin; Bodary, Michael

    2000-01-01

    Presents a brief examination of the evolution of virtual reality devices that illustrates how the development of this new medium is influenced by emerging technologies and by marketing pressures. Notes that understanding these influences may help prepare for the role of technical communicators in building virtual reality applications for education…

  3. Orbitofrontal reality filtering

    Directory of Open Access Journals (Sweden)

    Armin eSchnider

    2013-06-01

    Full Text Available Decades of research have deepened our understanding of how the brain forms memories and uses them to build our mental past and future. But how does it determine whether an evoked memory refers to the present and can be acted upon? The study of patients who confuse reality, as evident from confabulation and disorientation, has opened ways to explore this vital capacity. Results indicate that the brain recurs to a phylogenetically old faculty of the orbitofrontal cortex –extinction– and structures of the reward system to keep thought and behavior in phase with reality.

  4. Prototyping Augmented Reality

    CERN Document Server

    Mullen, Tony

    2011-01-01

    Learn to create augmented reality apps using Processing open-source programming language Augmented reality (AR) is used all over, and you may not even realize it. Smartphones overlay data onto live camera views to show homes for sale, restaurants, or historical sites. American football broadcasts use AR to show the invisible first-down line on the field to TV viewers. Nike and Budweiser, among others, have used AR in ads. Now, you can learn to create AR prototypes using 3D data, Processing open-source programming language, and other languages. This unique book is an easy-to-follow guide on how

  5. Evaluation of irradiated coating material specimens

    International Nuclear Information System (INIS)

    Lee, Yong Jin; Nam, Seok Woo; Cho, Lee Moon

    2007-12-01

    Evaluation result of irradiated coating material specimens - Coating material specimens radiated Gamma Energy(Co 60) in air condition. - Evaluation conditions was above 1 X 10 4 Gy/hr, and radiated TID 2.0 X 10 6 Gy. - The radiated coating material specimens, No Checking, Cracking, Flaking, Delamination, Peeling and Blistering. - Coating system at the Kori no. 1 and APR 1400 Nuclear power plant, evaluation of irradiated coating materials is in accordance with owner's requirement(2.0 X 10 6 Gy)

  6. Development of in-vivo micro CT system for small animals

    Energy Technology Data Exchange (ETDEWEB)

    Nam, Ki Yong; Lim, Jong Hyeok; Jeong, Young Jo; Park, Jeong Gwon [Institute for Radiological Imaging Science, Iksan (Korea, Republic of); Park, Jung Bung [DRGEM Corp., Seoul (Korea, Republic of); Yoon, Kwon Ha [Institute for Radiological Imaging Science and Medical School of Radiology, Iksan (Korea, Republic of)

    2005-07-01

    Computed tomography system with the spatial resolution of {approx}25 {mu}m has been developed for the application to small animals. This system is designed by gantry-rotation type for minimizing animal movement. To get image with micro-spatial resolution, system characteristic such as geometry between main components of source, specimen and detector, field of view, etc., is described in this paper. The requirements of x-ray spot size and CCD pixel size to approach the resolution are discussed. In-vivo imaging test for mouse is also presented as a result.

  7. Development of in-vivo micro CT system for small animals

    International Nuclear Information System (INIS)

    Nam, Ki Yong; Lim, Jong Hyeok; Jeong, Young Jo; Park, Jeong Gwon; Park, Jung Bung; Yoon, Kwon Ha

    2005-01-01

    Computed tomography system with the spatial resolution of ∼25 μm has been developed for the application to small animals. This system is designed by gantry-rotation type for minimizing animal movement. To get image with micro-spatial resolution, system characteristic such as geometry between main components of source, specimen and detector, field of view, etc., is described in this paper. The requirements of x-ray spot size and CCD pixel size to approach the resolution are discussed. In-vivo imaging test for mouse is also presented as a result

  8. Accuracy of spiral CT and 3D reconstruction in the detection of acute pulmonary embolism - development of an animal model using porcine lungs and technical specimens. Development of an animal model using porcine lungs and technical specimens

    International Nuclear Information System (INIS)

    Ries, B.G.; Kauczor, H.U.; Thelen, M.; Konerding, M.A.

    2001-01-01

    Purpose: To develop a model for simulation the CT morphologic situation of acute pulmonary embolism, to evaluate the accuracy of spiral CT and 3D reconstruction in the detection of artificial emboli and to investigate the influence of the orientation of emboli depending on z-axis orientation. Materials and Methods: Standardized artificial emboli made of wax and of defined size and shape were positioned into the pulmonary arteries of porcine lungs. Castings of the embolized pulmonary arterial trees were made by injection of a special opaque resin. After performance of spiral CT the data sets of the emboli and the pulmonary arteries were post-processed. The 3D segmentations were compared with the anatomic preparation to evaluate the accuracy of spiral CT/3D reconstruction-technique. Technical specimens simulating CT-morphology of acute embolized vessels underwent spiral CT in six different positions with respect to the z-axis. The CT data were reconstructed using a standardized and a contrastadapted method with interactive correction. The 3D emboli were analysed under qualitative aspects, and measurements of their extent were done. Results: In nearly 91%, there was complete agreement between CT and the corresponding findings at the anatomical preparation. Measurements of the 3D reconstructed technical specimens showed discrepancies of shape and size in dependence of the size of the original preparation, orientation and reconstruction technique. Overestimation up to 4 mm and underestimation to 2,2 mm were observed. Measurements of preparations with heights from 14 to 26 mm showed variances of ±1,5 mm (∝6-11%). Conclusion: The presented models are suitable to simulate CT morphology of acute pulmonary embolism under ex-vivo conditions. Accuracy in the detection of artificial emboli using spiral CT/3D reconstruction is affected by localization, size and orientation of the emboli and the reconstruction technique. (orig.) [de

  9. Measurements and Counts for Notacanthidae Specimens

    Data.gov (United States)

    National Oceanic and Atmospheric Administration, Department of Commerce — Taxonomic data were collected for specimens of deep-sea spiny eels (Notacanthidae) from the Hawaiian Ridge by Bruce C. Mundy. Specimens were collected off the north...

  10. When Rural Reality Goes Virtual.

    Science.gov (United States)

    Husain, Dilshad D.

    1998-01-01

    In rural towns where sparse population and few business are barriers, virtual reality may be the only way to bring work-based learning to students. A partnership between a small-town high school, the Ohio Supercomputer Center, and a high-tech business will enable students to explore the workplace using virtual reality. (JOW)

  11. Augmented reality and its practical application

    OpenAIRE

    ZÍTKOVÁ, Helena

    2011-01-01

    This thesis combines topic of augmented reality with tourism. For analyzing the state of the use of augmented reality was composed case studies. It was created product, which is called Guide to mobile phone.

  12. [Virtual reality therapy in anxiety disorders].

    Science.gov (United States)

    Mitrousia, V; Giotakos, O

    2016-01-01

    During the last decade a number of studies have been conducted in order to examine if virtual reality exposure therapy can be an alternative form of therapy for the treatment of mental disorders and particularly for the treatment of anxiety disorders. Imaginal exposure therapy, which is one of the components of Cognitive Behavioral Therapy, cannot be easily applied to all patients and in cases like those virtual reality can be used as an alternative or a supportive psychotherapeutic technique. Most studies using virtual reality have focused on anxiety disorders, mainly in specific phobias, but some extend to other disorders such as eating disorders, drug dependence, pain control and palliative care and rehabilitation. Main characteristics of virtual reality therapy are: "interaction", "immersion", and "presence". High levels of "immersion" and "presence" are associated with increased response to exposure therapy in virtual environments, as well as better therapeutic outcomes and sustained therapeutic gains. Typical devices that are used in order patient's immersion to be achieved are the Head-Mounted Displays (HMD), which are only for individual use, and the computer automatic virtual environment (CAVE), which is a multiuser. Virtual reality therapy's disadvantages lie in the difficulties that arise due to the demanded specialized technology skills, devices' cost and side effects. Therapists' training is necessary in order for them to be able to manipulate the software and the hardware and to adjust it to each case's needs. Devices' cost is high but as technology continuously improves it constantly decreases. Immersion during virtual reality therapy can induce mild and temporary side effects such as nausea, dizziness or headache. Until today, however, experience shows that virtual reality offers several advantages. Patient's avoidance to be exposed in phobic stimuli is reduced via the use of virtual reality since the patient is exposed to them as many times as he

  13. Genome edited animals: Learning from GM crops?

    Science.gov (United States)

    Bruce, Ann

    2017-06-01

    Genome editing of livestock is poised to become commercial reality, yet questions remain as to appropriate regulation, potential impact on the industry sector and public acceptability of products. This paper looks at how genome editing of livestock has attempted to learn some of the lessons from commercialisation of GM crops, and takes a systemic approach to explore some of the complexity and ambiguity in incorporating genome edited animals in a food production system. Current applications of genome editing are considered, viewed from the perspective of past technological applications. The question of what is genome editing, and can it be considered natural is examined. The implications of regulation on development of different sectors of livestock production systems are studied, with a particular focus on the veterinary sector. From an EU perspective, regulation of genome edited animals, although not necessarily the same as for GM crops, is advocated from a number of different perspectives. This paper aims to open up new avenues of research on genome edited animals, extending from the current primary focus on science and regulation, to engage with a wider-range of food system actors.

  14. Notch effects in uniaxial tension specimens

    International Nuclear Information System (INIS)

    Delph, T.J.

    1979-03-01

    Results of a literature survey on the effect of notches on the time-dependent failure of uniaxial tension specimens at elevated temperatures are presented. Particular attention is paid to the failure of notched specimens containing weldments

  15. How shared reality is created in interpersonal communication.

    Science.gov (United States)

    Echterhoff, Gerald; Schmalbach, Bjarne

    2017-12-29

    Communication is a key arena and means for shared-reality creation. Most studies explicitly devoted to shared reality have focused on the opening part of a conversation, that is, a speaker's initial message to an audience. The aspect of communication examined by this research is the evaluative adaptation (tuning) of the messages to the audience's attitude or judgment. The speaker's shared-reality creation is typically assessed by the extent to which the speaker's evaluative representation of the topic matches the audience-tuned view expressed in the message. We first review research on such audience-tuning effects, with a focus on shared-reality goals and conditions facilitating the generalization of shared reality. We then review studies using other paradigms that illustrate factors of shared-reality creation in communication, including mere message production, grounding, validation responses, and communication about commonly known information (including stereotypes) in intragroup communication. The different lines of research reveal the potency, but also boundary conditions, of communication effects on shared reality. Copyright © 2017. Published by Elsevier Ltd.

  16. A multi-criteria approach to camera motion design for volume data animation.

    Science.gov (United States)

    Hsu, Wei-Hsien; Zhang, Yubo; Ma, Kwan-Liu

    2013-12-01

    We present an integrated camera motion design and path generation system for building volume data animations. Creating animations is an essential task in presenting complex scientific visualizations. Existing visualization systems use an established animation function based on keyframes selected by the user. This approach is limited in providing the optimal in-between views of the data. Alternatively, computer graphics and virtual reality camera motion planning is frequently focused on collision free movement in a virtual walkthrough. For semi-transparent, fuzzy, or blobby volume data the collision free objective becomes insufficient. Here, we provide a set of essential criteria focused on computing camera paths to establish effective animations of volume data. Our dynamic multi-criteria solver coupled with a force-directed routing algorithm enables rapid generation of camera paths. Once users review the resulting animation and evaluate the camera motion, they are able to determine how each criterion impacts path generation. In this paper, we demonstrate how incorporating this animation approach with an interactive volume visualization system reduces the effort in creating context-aware and coherent animations. This frees the user to focus on visualization tasks with the objective of gaining additional insight from the volume data.

  17. Role of virtual reality simulation in endoscopy training

    OpenAIRE

    Harpham-Lockyer, Louis; Laskaratos, Faidon-Marios; Berlingieri, Pasquale; Epstein, Owen

    2015-01-01

    Recent advancements in virtual reality graphics and models have allowed virtual reality simulators to be incorporated into a variety of endoscopic training programmes. Use of virtual reality simulators in training programmes is thought to improve skill acquisition amongst trainees which is reflected in improved patient comfort and safety. Several studies have already been carried out to ascertain the impact that usage of virtual reality simulators may have upon trainee learning curves and how...

  18. Technique of manufacturing specimen of irradiated fuel rods

    International Nuclear Information System (INIS)

    Min, Duck Seok; Seo, Hang Seok; Min, Duck Kee; Koo, Dae Seo; Lee, Eun Pyo; Yang, Song Yeol

    1999-04-01

    Technique of manufacturing specimen of irradiated fuel rods to perform efficient PIE is developed by analyzing the relation between requiring time of manufacturing specimen and manufacturing method in irradiated fuel rods. It takes within an hour to grind 1 mm of specimen thickness under 150 rpm in speed of grinding, 600 g gravity in force using no.120, no.240, no.320 of grinding paper. In case of no.400 of grinding paper, it takes more an hour to grind the same thickness as above. It takes up to a quarter to grind 80-130 μm in specimen thickness using no.400 of grinding paper. When grinding time goes beyond 15 minutes, the grinding thickness of specimen does not exist. The polishing of specimen with 150 Rpms in speed of grinding machine, 600 g gravity in force, 10 minutes in polishing time using diamond paste 15 μm on polishing cloths amounts to 50 μm in specimen thickness. In case of diamond paste 9 μm on polishing cloth, the polishing of specimen amounts to 20 μm. The polishing thickness of specimen with 15 minutes in polishing time using 6 μm, 3 μm, 1 μm, 1/4 μm does not exist. Technique of manufacturing specimen of irradiated fuel rods will have application to the destructive examination of PIE. (author). 6 refs., 1 tab., 10 figs

  19. 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.

  20. Research of Simulation in Character Animation Based on Physics Engine

    Directory of Open Access Journals (Sweden)

    Yang Yu

    2017-01-01

    Full Text Available Computer 3D character animation essentially is a product, which is combined with computer graphics and robotics, physics, mathematics, and the arts. It is based on computer hardware and graphics algorithms and related sciences rapidly developed new technologies. At present, the mainstream character animation technology is based on the artificial production of key technologies and capture frames based on the motion capture device technology. 3D character animation is widely used not only in the production of film, animation, and other commercial areas but also in virtual reality, computer-aided education, flight simulation, engineering simulation, military simulation, and other fields. In this paper, we try to study physics based character animation to solve these problems such as poor real-time interaction that appears in the character, low utilization rate, and complex production. The paper deeply studied the kinematics, dynamics technology, and production technology based on the motion data. At the same time, it analyzed ODE, PhysX, Bullet, and other variety of mainstream physics engines and studied OBB hierarchy bounding box tree, AABB hierarchical tree, and other collision detection algorithms. Finally, character animation based on ODE is implemented, which is simulation of the motion and collision process of a tricycle.

  1. Virtual reality and stereoscopic telepresence

    International Nuclear Information System (INIS)

    Mertens, E.P.

    1994-12-01

    Virtual reality technology is commonly thought to have few, if any, applications beyond the national research laboratories, the aerospace industry, and the entertainment world. A team at Westinghouse Hanford Company (WHC) is developing applications for virtual reality technology that make it a practical, viable, portable, and cost-effective business and training tool. The technology transfer is particularly applicable to the waste management industry and has become a tool that can serve the entire work force spectrum, from industrial sites to business offices. For three and a half years, a small team of WHC personnel has been developing an effective and practical method of bringing virtual reality technology to the job site. The applications are practical, the results are repeatable, and the equipment costs are within the range of present-day office machines. That combination can evolve into a competitive advantage for commercial business interests. The WHC team has contained system costs by using commercially available equipment and personal computers to create effective virtual reality work stations for less than $20,000

  2. Aplikasi Web Augmented Reality Villa

    Directory of Open Access Journals (Sweden)

    Gede Yudha Prema Pangestu

    2017-07-01

    Full Text Available Bali is one of the highly developed tourist destination in Indonesia. The arrival of tourists having holiday in Bali led to increase residential needs with complete amenities. The occupancy rate of hotel and villa in Bali is increase significantlly during the long vacation. The emergence of new villa and hotel occupancy raises the level of competition in business, so it needs a correct use good marketing communication strategy in marketing the product in order to attract the attention of consumers. Web Application Augmented Reality Villa can help visualize the residential villa in three-dimensional shapes that look more attractive and practical. The use of brochures as written information and the application of augmented reality technology on the Web Application Augmented Reality Villa aims to develop an application that can provide information about the villa to visitors. Web Application uses Augmented Reality Villa designed by FlarToolkit library. Based on the test results show the application can display 3-dimensional objects by scanning marker villa in a brochure which already contain marker.

  3. Augmented versus virtual reality laparoscopic simulation: what is the difference? A comparison of the ProMIS augmented reality laparoscopic simulator versus LapSim virtual reality laparoscopic simulator

    NARCIS (Netherlands)

    Botden, Sanne M. B. I.; Buzink, Sonja N.; Schijven, Marlies P.; Jakimowicz, Jack J.

    2007-01-01

    BACKGROUND: Virtual reality (VR) is an emerging new modality for laparoscopic skills training; however, most simulators lack realistic haptic feedback. Augmented reality (AR) is a new laparoscopic simulation system offering a combination of physical objects and VR simulation. Laparoscopic

  4. Virtual Reality Lab Assistant

    Science.gov (United States)

    Saha, Hrishikesh; Palmer, Timothy A.

    1996-01-01

    Virtual Reality Lab Assistant (VRLA) demonstration model is aligned for engineering and material science experiments to be performed by undergraduate and graduate students in the course as a pre-lab simulation experience. This will help students to get a preview of how to use the lab equipment and run experiments without using the lab hardware/software equipment. The quality of the time available for laboratory experiments can be significantly improved through the use of virtual reality technology.

  5. Virtual reality in education

    OpenAIRE

    Minocha, Shailey; Tudor, Ana-Despina

    2017-01-01

    In this workshop-presentation, we described the evolution of virtual reality technologies and our research from 3D virtual worlds, 3D virtual environments built in gaming environments such as Unity 3D, 360-degree videos, and mobile virtual reality via Google Expeditions. For each of these four technologies, we discussed the affordances of the technologies and how they contribute towards learning and teaching. We outlined the significance of students being aware of the different virtual realit...

  6. Marketing and Augmented Reality

    OpenAIRE

    Zelený, Martin

    2010-01-01

    The main goal of this diploma thesis is to identify the usage of augmented reality in contemporary marketing practice and the expectations of marketers for the future use. This will be achieved by conducting a quantitative and qualitative research among existing creative and advertising companies. Secondary goal is introducing the concept of augmented reality from the theoretical point of view and also description of potential utilization based on known examples. The tools for the practical p...

  7. An introduction to virtual reality technology

    International Nuclear Information System (INIS)

    Louka, Michael N.

    1999-02-01

    This paper is a brief introduction to virtual reality technology. It discusses the meaning of the term 'Virtual Reality', introduces common hardware and software technology, and provides a brief overview of applications and research areas (author) (ml)

  8. Specimen loading list for the varying temperature experiment

    International Nuclear Information System (INIS)

    Qualls, A.L.; Sitterson, R.G.

    1998-01-01

    The varying temperature experiment HFIR-RB-13J has been assembled and inserted in the reactor. Approximately 5300 specimens were cleaned, inspected, matched, and loaded into four specimen holders. A listing of each specimen loaded into the steady temperature holder, its position in the capsule, and the identification of the corresponding specimen loaded into the varying temperature holder is presented in this report

  9. Simulating Social Situations in Immersive Virtual Reality - A Study of Bystander Responses to Violent Emergencies

    OpenAIRE

    Rovira i Pérez, A.

    2016-01-01

    The goal of this research is to show how immersive virtual reality (IVR) can be used to study human responses to extreme emergencies in social situations. Participants interact realistically with animated virtual humans. We show this through experimental studies of bystander responses to a violent confrontation, and find that there are conditions under which people intervene to help virtual characters that are threatened. We go on to show that a reinforcement learning (RL) method can capture ...

  10. Augmented reality implementation methods in mainstream applications

    Directory of Open Access Journals (Sweden)

    David Procházka

    2011-01-01

    Full Text Available Augmented reality has became an useful tool in many areas from space exploration to military applications. Although used theoretical principles are well known for almost a decade, the augmented reality is almost exclusively used in high budget solutions with a special hardware. However, in last few years we could see rising popularity of many projects focused on deployment of the augmented reality on dif­ferent mobile devices. Our article is aimed on developers who consider development of an augmented reality application for the mainstream market. Such developers will be forced to keep the application price, therefore also the development price, at reasonable level. Usage of existing image processing software library could bring a significant cut-down of the development costs. In the theoretical part of the article is presented an overview of the augmented reality application structure. Further, an approach for selection appropriate library as well as the review of the existing software libraries focused in this area is described. The last part of the article out­lines our implementation of key parts of the augmented reality application using the OpenCV library.

  11. Virtual Reality Hysteroscopy

    Science.gov (United States)

    Levy

    1996-08-01

    New interactive computer technologies are having a significant influence on medical education, training, and practice. The newest innovation in computer technology, virtual reality, allows an individual to be immersed in a dynamic computer-generated, three-dimensional environment and can provide realistic simulations of surgical procedures. A new virtual reality hysteroscope passes through a sensing device that synchronizes movements with a three-dimensional model of a uterus. Force feedback is incorporated into this model, so the user actually experiences the collision of an instrument against the uterine wall or the sensation of the resistance or drag of a resectoscope as it cuts through a myoma in a virtual environment. A variety of intrauterine pathologies and procedures are simulated, including hyperplasia, cancer, resection of a uterine septum, polyp, or myoma, and endometrial ablation. This technology will be incorporated into comprehensive training programs that will objectively assess hand-eye coordination and procedural skills. It is possible that by incorporating virtual reality into hysteroscopic training programs, a decrease in the learning curve and the number of complications presently associated with the procedures may be realized. Prospective studies are required to assess these potential benefits.

  12. Locality and reality

    International Nuclear Information System (INIS)

    Stapp, H.P.

    1980-01-01

    Einstein's principle that no signal travels faster than light suggests that observations in one spacetime region should not depend on whether or not a radioactive decay is detected in a spacelike-separated region. This locality property is incompatible with the predictions of quantum theory, and this incompatibility holds independently of the questions of realism, objective reality, and hidden variables. It holds both in the pragmatic quantum theory of Bohr and in realistic frameworks. It is shown here to hold in a completed realistic quantum theory that reconciles Einstein's demand for a description of reality itself with Bohr's contention that quantum theory is complete. This completed realistic quantum theory has no hidden variables, and no objective reality in which observable attributes can become definite independently of observers. The theory is described in some detail, with particular attention to those aspects related to the question of locality. This completed realistic quantum theory is in principle more comprehensive than Bohn's pragmatic quantum theory because it is not limited in principle by the requirement that the observed system be physically separated from the observing one. Applications are discussed

  13. Recent advances on Charpy specimen reconstitution techniques

    Energy Technology Data Exchange (ETDEWEB)

    Andrade, Arnaldo H.P.; Lobo, Raquel M.; Miranda, Carlos Alexandre J., E-mail: aandrade@ipen.br [Instituto de Pesquisas Energeticas e Nucleares (IPEN/CNEN-SP), Sao Paulo, SP (Brazil)

    2017-07-01

    Charpy specimen reconstitution is widely used around the world as a tool to enhance or supplement surveillance programs of nuclear reactor pressure vessels. The reconstitution technique consists in the incorporation of a small piece from a previously tested specimen into a compound specimen, allowing to increase the number of tests. This is especially important if the available materials is restricted and fracture mechanics parameter have to be determined. The reconstitution technique must fulfill some demands, among them tests results like the original standard specimens and the loaded material of the insert must not be influenced by the welding and machining procedure. It is known that reconstitution of Charpy specimens may affect the impact energy in a consequence of the constraint of plastic deformation by the hardened weldment and HAZ. This paper reviews some recent advances of the reconstitution technique and its applications. (author)

  14. Recent advances on Charpy specimen reconstitution techniques

    International Nuclear Information System (INIS)

    Andrade, Arnaldo H.P.; Lobo, Raquel M.; Miranda, Carlos Alexandre J.

    2017-01-01

    Charpy specimen reconstitution is widely used around the world as a tool to enhance or supplement surveillance programs of nuclear reactor pressure vessels. The reconstitution technique consists in the incorporation of a small piece from a previously tested specimen into a compound specimen, allowing to increase the number of tests. This is especially important if the available materials is restricted and fracture mechanics parameter have to be determined. The reconstitution technique must fulfill some demands, among them tests results like the original standard specimens and the loaded material of the insert must not be influenced by the welding and machining procedure. It is known that reconstitution of Charpy specimens may affect the impact energy in a consequence of the constraint of plastic deformation by the hardened weldment and HAZ. This paper reviews some recent advances of the reconstitution technique and its applications. (author)

  15. Learning Rationales and Virtual Reality Technology in Education.

    Science.gov (United States)

    Chiou, Guey-Fa

    1995-01-01

    Defines and describes virtual reality technology and differentiates between virtual learning environment, learning material, and learning tools. Links learning rationales to virtual reality technology to pave conceptual foundations for application of virtual reality technology education. Constructivism, case-based learning, problem-based learning,…

  16. Virtual Reality: A Definition History - A Personal Essay

    OpenAIRE

    Bryson, Steve

    2013-01-01

    This essay, written in 1998 by an active participant in both virtual reality development and the virtual reality definition debate, discusses the definition of the phrase "Virtual Reality" (VR). I start with history from a personal perspective, concentrating on the debate between the "Virtual Reality" and "Virtual Environment" labels in the late 1980's and early 1990's. Definitions of VR based on specific technologies are shown to be unsatisfactory. I propose the following definition of VR, b...

  17. An augmented reality system validation for the treatment of cockroach phobia.

    Science.gov (United States)

    Bretón-López, Juani; Quero, Soledad; Botella, Cristina; García-Palacios, Azucena; Baños, Rosa Maria; Alcañiz, Mariano

    2010-12-01

    Augmented reality (AR) is a new technology in which various virtual elements are incorporated into the user's perception of the real world. The most significant aspect of AR is that the virtual elements add relevant and helpful information to the real scene. AR shares some important characteristics with virtual reality as applied in clinical psychology. However, AR offers additional features that might be crucial for treating certain problems. An AR system designed to treat insect phobia has been used for treating phobia of small animals, and positive preliminary data about the global efficacy of the system have been obtained. However, it is necessary to determine the capacity of similar AR systems and their elements that are designed to evoke anxiety in participants; this is achieved by testing the correspondence between the inclusion of feared stimuli and the induction of anxiety. The objective of the present work is to validate whether the stimuli included in the AR-Insect Phobia system are capable of inducing anxiety in six participants diagnosed with cockroach phobia. Results support the adequacy of each element of the system in inducing anxiety in all participants.

  18. Herbarium specimens show patterns of fruiting phenology in native and invasive plant species across New England.

    Science.gov (United States)

    Gallinat, Amanda S; Russo, Luca; Melaas, Eli K; Willis, Charles G; Primack, Richard B

    2018-01-01

    Patterns of fruiting phenology in temperate ecosystems are poorly understood, despite the ecological importance of fruiting for animal nutrition and seed dispersal. Herbarium specimens represent an under-utilized resource for investigating geographical and climatic factors affecting fruiting times within species, patterns in fruiting times among species, and differences between native and non-native invasive species. We examined over 15,000 herbarium specimens, collected and housed across New England, and found 3159 specimens with ripe fruits, collected from 1849-2013. We examined patterns in fruiting phenology among 37 native and 18 invasive woody plant species common to New England. We compared fruiting dates between native and invasive species, and analyzed how fruiting phenology varies with temperature, space, and time. Spring temperature and year explained a small but significant amount of the variation in fruiting dates. Accounting for the moderate phylogenetic signal in fruiting phenology, invasive species fruited 26 days later on average than native species, with significantly greater standard deviations. Herbarium specimens can be used to detect patterns in fruiting times among species. However, the amount of intraspecific variation in fruiting times explained by temporal, geographic, and climatic predictors is small, due to a combination of low temporal resolution of fruiting specimens and the protracted nature of fruiting. Later fruiting times in invasive species, combined with delays in autumn bird migrations in New England, may increase the likelihood that migratory birds will consume and disperse invasive seeds in New England later into the year. © 2018 Botanical Society of America.

  19. Virtual reality representations in contemporary media

    CERN Document Server

    Chan, Melanie

    2014-01-01

    The idea of virtual realities has a long and complex historical trajectory, spanning from Plato's concept of the cave and the simulacrum, to artistic styles such as Trompe L'oeil, and more recently developments in 3D film, television and gaming. However, this book will pay particular attention to the time between the 1980s to the 1990s when virtual reality and cyberspace were represented, particularly in fiction, as a wondrous technology that enabled transcendence from the limitations of physical embodiment. The purpose of this critical historical analysis of representations of virtual reality

  20. Animations, games, and virtual reality for the Jing-Hang Grand Canal.

    Science.gov (United States)

    Chen, Wenzhi; Zhang, Mingmin; Pan, Zhigeng; Liu, Gengdai; Shen, Huaqing; Chen, Shengnan; Liu, Yong

    2010-01-01

    Digital heritage, an effective method to preserve and present natural and cultural heritage, is engaging many heritage preservation specialists and computer scientists. In particular, computer graphics researchers have become involved, and digital heritage has employed many CG techniques. For example, Daniel Pletinckx and his colleagues employed VR in a real museum at Ename, Belgium, and Zhigeng Pan and his colleagues applied it to construct a virtual Olympics museum. Soo-Chang Pei and his colleagues focused on restoring ancient Chinese paintings. Here, we describe how we've applied animations, computer games, and VR to China's famous Jing-Hang Grand Canal.

  1. Spatial augmented reality merging real and virtual worlds

    CERN Document Server

    Bimber, Oliver

    2005-01-01

    Like virtual reality, augmented reality is becoming an emerging platform in new application areas for museums, edutainment, home entertainment, research, industry, and the art communities using novel approaches which have taken augmented reality beyond traditional eye-worn or hand-held displays. In this book, the authors discuss spatial augmented reality approaches that exploit optical elements, video projectors, holograms, radio frequency tags, and tracking technology, as well as interactive rendering algorithms and calibration techniques in order to embed synthetic supplements into the real

  2. Emerging technologies in education and training: applications for the laboratory animal science community.

    Science.gov (United States)

    Ketelhut, Diane Jass; Niemi, Steven M

    2007-01-01

    This article examines several new and exciting communication technologies. Many of the technologies were developed by the entertainment industry; however, other industries are adopting and modifying them for their own needs. These new technologies allow people to collaborate across distance and time and to learn in simulated work contexts. The article explores the potential utility of these technologies for advancing laboratory animal care and use through better education and training. Descriptions include emerging technologies such as augmented reality and multi-user virtual environments, which offer new approaches with different capabilities. Augmented reality interfaces, characterized by the use of handheld computers to infuse the virtual world into the real one, result in deeply immersive simulations. In these simulations, users can access virtual resources and communicate with real and virtual participants. Multi-user virtual environments enable multiple participants to simultaneously access computer-based three-dimensional virtual spaces, called "worlds," and to interact with digital tools. They allow for authentic experiences that promote collaboration, mentoring, and communication. Because individuals may learn or train differently, it is advantageous to combine the capabilities of these technologies and applications with more traditional methods to increase the number of students who are served by using current methods alone. The use of these technologies in animal care and use programs can create detailed training and education environments that allow students to learn the procedures more effectively, teachers to assess their progress more objectively, and researchers to gain insights into animal care.

  3. Applying virtual reality to remote control of mobile robot

    Directory of Open Access Journals (Sweden)

    Chen Chin-Shan

    2017-01-01

    Full Text Available The purpose of this research is based on virtual reality to assisted pick and place tasks. Virtual reality can be utilized to control remote robot for pick and place element. The operator monitored and controlled the situation information of working site by Human Machine Interface. Therefore, we worked in harsh or dangerous environments that thing can be avoided. The procedure to operate mobile robot in virtual reality describes as follow: An experiment site with really experimental equipment is first established. Then, the experimental equipment and scene modeling are input to virtual reality for establishing a environment similar to the reality. Finally, the remote mobile robot is controlled to operate pick and place tasks through wireless communication by the object operation in virtual reality. The robot consists of a movable robot platform and robotic arm. The virtual reality is constructed by EON software; the Human Machine Interface is established by Visual Basic. The wireless connection is equipped the wireless Bluetooth, which is set the PC and PLC controller. With experimental tests to verify the robot in virtual reality and the wireless remote control, the robot could be operated and controlled to successfully complete pick and place tasks in reality by Human Machine Interface.

  4. Film, Parable, Reciprocity. Frederick Wiseman’s “Reality Fictions” and Social Change

    Directory of Open Access Journals (Sweden)

    Alyda Faber

    2016-11-01

    Full Text Available This essay argues that social criticism may be an effect of Frederick Wiseman’s “re¬ality fiction” films only if that effect is understood as analogous to that of parable, an awakened responsiveness to the unknown and the unresolved. The irresolution witnessed repeatedly in his films is the reality of “radical inequality” within institu¬tions in democracy, with domination ranging from explicit exploitative relations to subtle aural and bodily cues. Within those relations, Wiseman opens up the space of parable as a vision and practice of reciprocity and more-than-reciprocity through, among others, filmic strategies of “lyric portraiture” and expressive “democratic noise”. Furthermore, Wiseman’s camera extends more-than-reciprocity to animals in a filmic style that shows human and animal relations as visceral markers of what otherwise might remain unseen in human-to-human relations.

  5. Virtual Reality in Schools: The Ultimate Educational Technology.

    Science.gov (United States)

    Reid, Robert D.; Sykes, Wylmarie

    1999-01-01

    Discusses the use of virtual reality as an educational tool. Highlights include examples of virtual reality in public schools that lead to a more active learning process, simulated environments, integrating virtual reality into any curriculum, benefits to teachers and students, and overcoming barriers to implementation. (LRW)

  6. Virtual reality in pediatric psychology

    OpenAIRE

    Parsons, T. D.; Riva, G.; Parsons, S. J.; Mantovani, F.; Newbutt, N.; Lin, L.; Venturini, E.; Hall, T.

    2017-01-01

    Virtual reality technologies allow for controlled simulations of affectively engaging background narratives. These virtual environments offer promise for enhancing emotionally relevant experiences and social interactions. Within this context virtual reality can allow instructors, therapists, neuropsychologists, and service providers to offer safe, repeatable, and diversifiable interventions that can benefit assessments and learning in both typically developing children and children with disab...

  7. The Influences of the 2D Image-Based Augmented Reality and Virtual Reality on Student Learning

    Science.gov (United States)

    Liou, Hsin-Hun; Yang, Stephen J. H.; Chen, Sherry Y.; Tarng, Wernhuar

    2017-01-01

    Virtual reality (VR) learning environments can provide students with concepts of the simulated phenomena, but users are not allowed to interact with real elements. Conversely, augmented reality (AR) learning environments blend real-world environments so AR could enhance the effects of computer simulation and promote students' realistic experience.…

  8. Virtual Reality in education and for employability

    OpenAIRE

    Minocha, Shailey; Tudor, Ana-Despina

    2017-01-01

    Virtual reality is becoming pervasive in several domains - in arts and film-making, for environmental causes, in medical education, in disaster management training, in sports broadcasting, in entertainment, and in supporting patients with dementia. An awareness of virtual reality technology and its integration in curriculum design will provide and enhance employability skills for current and future workplaces.\\ud \\ud In this webinar, we will describe the evolution of virtual reality technolog...

  9. VIRTUAL REALITY AS A SPHERE OF FICTIONS

    OpenAIRE

    V. A. Abramova

    2017-01-01

    In post-nonclassical science in studying of spontaneous systems it is important to consider a narrow orientation of perception in the solution of specific objectives, in this context, perception of symbolical transformations at various levels – subjective and objective. The virtual reality widespread now thanks to enhancement of information and communication technologies consists of hypertrophied effects of virtualization of reality where the virtual image has nothing in common with reality, ...

  10. Virtual reality for stroke rehabilitation.

    Science.gov (United States)

    Laver, Kate E; Lange, Belinda; George, Stacey; Deutsch, Judith E; Saposnik, Gustavo; Crotty, Maria

    2017-11-20

    Virtual reality and interactive video gaming have emerged as recent treatment approaches in stroke rehabilitation with commercial gaming consoles in particular, being rapidly adopted in clinical settings. This is an update of a Cochrane Review published first in 2011 and then again in 2015. Primary objective: to determine the efficacy of virtual reality compared with an alternative intervention or no intervention on upper limb function and activity.Secondary objectives: to determine the efficacy of virtual reality compared with an alternative intervention or no intervention on: gait and balance, global motor function, cognitive function, activity limitation, participation restriction, quality of life, and adverse events. We searched the Cochrane Stroke Group Trials Register (April 2017), CENTRAL, MEDLINE, Embase, and seven additional databases. We also searched trials registries and reference lists. Randomised and quasi-randomised trials of virtual reality ("an advanced form of human-computer interface that allows the user to 'interact' with and become 'immersed' in a computer-generated environment in a naturalistic fashion") in adults after stroke. The primary outcome of interest was upper limb function and activity. Secondary outcomes included gait and balance and global motor function. Two review authors independently selected trials based on pre-defined inclusion criteria, extracted data, and assessed risk of bias. A third review author moderated disagreements when required. The review authors contacted investigators to obtain missing information. We included 72 trials that involved 2470 participants. This review includes 35 new studies in addition to the studies included in the previous version of this review. Study sample sizes were generally small and interventions varied in terms of both the goals of treatment and the virtual reality devices used. The risk of bias present in many studies was unclear due to poor reporting. Thus, while there are a large

  11. Forensic Entomology in Animal Cruelty Cases.

    Science.gov (United States)

    Brundage, A; Byrd, J H

    2016-09-01

    Forensic entomology can be useful to the veterinary professional in cases of animal cruelty. A main application of forensic entomology is to determine the minimum postmortem interval by estimating the time of insect colonization, based on knowledge of the rate of development of pioneer colonizers and on insect species succession during decomposition of animal remains. Since insect development is temperature dependent, these estimates require documentation of the environmental conditions, including ambient temperature. It can also aid in the detection and recognition of wounds, as well as estimate the timing of periods of neglect. Knowledge of the geographic distribution of insects that colonize animal remains may suggest that there has been movement or concealment of the carcass or can create associations between a suspect, a victim, and a crime scene. In some instances, it can aid in the detection of drugs or toxins within decomposed or skeletonized remains. During animal cruelty investigations, it may become the responsibility of the veterinary professional to document and collect entomological evidence from live animals or during the necropsy. The applications of forensic entomology are discussed. A protocol is described for documenting and collecting entomological evidence at the scene and during the necropsy, with additional emphasis on recording geographic location, meteorological data, and collection and preservation of insect specimens. © The Author(s) 2016.

  12. Augmented reality in dentistry: a current perspective.

    Science.gov (United States)

    Kwon, Ho-Beom; Park, Young-Seok; Han, Jung-Suk

    2018-02-21

    Augmentation reality technology offers virtual information in addition to that of the real environment and thus opens new possibilities in various fields. The medical applications of augmentation reality are generally concentrated on surgery types, including neurosurgery, laparoscopic surgery and plastic surgery. Augmentation reality technology is also widely used in medical education and training. In dentistry, oral and maxillofacial surgery is the primary area of use, where dental implant placement and orthognathic surgery are the most frequent applications. Recent technological advancements are enabling new applications of restorative dentistry, orthodontics and endodontics. This review briefly summarizes the history, definitions, features, and components of augmented reality technology and discusses its applications and future perspectives in dentistry.

  13. Fracture toughness measurements with subsize disk compact specimens

    International Nuclear Information System (INIS)

    Alexander, D.J.

    1992-01-01

    Special fixtures and test methods are necessary to facilitate the fracture toughness testing of small disk compact specimens of irradiated candidate materials for first-wall fusion applications. New methods have been developed for both the unloading compliance and potential drop techniques of monitoring crack growth. Provisions have been made to allow the necessary probes and instrumentation to be installed remotely using manipulators for testing of irradiated specimens in a hot cell. Laboratory trials showed that both unloading compliance and potential drop gave useful results. Both techniques gave similar data, and predicted the final crack extension within allowable limits. The results from the small disk compact specimens were similar to results from conventional compact specimen 12.7 mm thick. However, the slopes of the J-R curves from the larger specimens were lower, suggesting that the smaller disk compact specimens may have lost some constraint due to their size. The testing shows that it should be possible to generate useful J-R curve fracture toughness data from the small disk compact specimens

  14. Fracture toughness measurements with subsize disk compact specimens

    International Nuclear Information System (INIS)

    Alexander, D.J.

    1992-01-01

    Special fixtures and test methods have been developed for testing small disk compact specimens (12.5 mm diam by 4.6 mm thick). Both unloading compliance and potential drop methods have been used to monitor crack extension during the J-integral resistance (J-R) curve testing. Provisions have been made to allow the necessary probes and instrumentation to be installed remotely using manipulators for testing of irradiated specimens in a hat cell. Laboratory trials showed that both unloading compliance and potential drop gave useful results. Both techniques gave similar data, and predicted the final crack extension within allowable limits. The results from the small disk compact specimens were similar to results from conventional compact specimens 12.7-mm thick. However, the slopes of the J-R curves from the larger specimens were lower, suggesting that the smaller disk compact specimens may have lost some constraint due to their size. The testing shows that it should be possible to generate useful J-R curve fracture toughness data from the small disk compact specimens

  15. 3D printing from microfocus computed tomography (micro-CT) in human specimens: education and future implications.

    Science.gov (United States)

    Shelmerdine, Susan C; Simcock, Ian C; Hutchinson, John Ciaran; Aughwane, Rosalind; Melbourne, Andrew; Nikitichev, Daniil I; Ong, Ju-Ling; Borghi, Alessandro; Cole, Garrard; Kingham, Emilia; Calder, Alistair D; Capelli, Claudio; Akhtar, Aadam; Cook, Andrew C; Schievano, Silvia; David, Anna; Ourselin, Sebastian; Sebire, Neil J; Arthurs, Owen J

    2018-06-14

    Microfocus CT (micro-CT) is an imaging method that provides three-dimensional digital data sets with comparable resolution to light microscopy. Although it has traditionally been used for non-destructive testing in engineering, aerospace industries and in preclinical animal studies, new applications are rapidly becoming available in the clinical setting including post-mortem fetal imaging and pathological specimen analysis. Printing three-dimensional models from imaging data sets for educational purposes is well established in the medical literature, but typically using low resolution (0.7 mm voxel size) data acquired from CT or MR examinations. With higher resolution imaging (voxel sizes below 1 micron, printing of micro-CT imaged specimens can provide insight into craniofacial surgical applications, developmental cardiac anatomy, placental imaging, archaeological remains and high-resolution bone imaging. We conclude with other potential future usages of this emerging technique.

  16. Augmented reality som wearable

    DEFF Research Database (Denmark)

    Buhl, Mie; Rahn, Annette

    2015-01-01

    Artiklen omhandler design og implementering af Augmented Reality (AR) i form af en wearable i sygeplejerskeuddannelsens anatomiundervisning, mere specifikt undervisning i lungeanatomi og respiration, med fokus på potentialer for visuel læring. Projektet undersøger, hvordan en udviklet AR-applikat......Artiklen omhandler design og implementering af Augmented Reality (AR) i form af en wearable i sygeplejerskeuddannelsens anatomiundervisning, mere specifikt undervisning i lungeanatomi og respiration, med fokus på potentialer for visuel læring. Projektet undersøger, hvordan en udviklet AR...

  17. 7 CFR 97.8 - Specimen requirements.

    Science.gov (United States)

    2010-01-01

    ... 7 Agriculture 3 2010-01-01 2010-01-01 false Specimen requirements. 97.8 Section 97.8 Agriculture Regulations of the Department of Agriculture (Continued) AGRICULTURAL MARKETING SERVICE (Standards... required by the examiner to furnish representative specimens of the variety, or its flower, fruit, or seeds...

  18. Live texturing of augmented reality characters from colored drawings.

    Science.gov (United States)

    Magnenat, Stéphane; Ngo, Dat Tien; Zünd, Fabio; Ryffel, Mattia; Noris, Gioacchino; Rothlin, Gerhard; Marra, Alessia; Nitti, Maurizio; Fua, Pascal; Gross, Markus; Sumner, Robert W

    2015-11-01

    Coloring books capture the imagination of children and provide them with one of their earliest opportunities for creative expression. However, given the proliferation and popularity of digital devices, real-world activities like coloring can seem unexciting, and children become less engaged in them. Augmented reality holds unique potential to impact this situation by providing a bridge between real-world activities and digital enhancements. In this paper, we present an augmented reality coloring book App in which children color characters in a printed coloring book and inspect their work using a mobile device. The drawing is detected and tracked, and the video stream is augmented with an animated 3-D version of the character that is textured according to the child's coloring. This is possible thanks to several novel technical contributions. We present a texturing process that applies the captured texture from a 2-D colored drawing to both the visible and occluded regions of a 3-D character in real time. We develop a deformable surface tracking method designed for colored drawings that uses a new outlier rejection algorithm for real-time tracking and surface deformation recovery. We present a content creation pipeline to efficiently create the 2-D and 3-D content. And, finally, we validate our work with two user studies that examine the quality of our texturing algorithm and the overall App experience.

  19. Virtual Reality Laboratory

    Data.gov (United States)

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

  20. HER2 testing on core needle biopsy specimens from primary breast cancers: interobserver reproducibility and concordance with surgically resected specimens

    International Nuclear Information System (INIS)

    Tsuda, Hitoshi; Kurosumi, Masafumi; Umemura, Shinobu; Yamamoto, Sohei; Kobayashi, Takayuki; Osamura, Robert Yoshiyuki

    2010-01-01

    Accurate evaluation of human epidermal growth factor receptor type-2 (HER2) status based on core needle biopsy (CNB) specimens is mandatory for identification of patients with primary breast cancer who will benefit from primary systemic therapy with trastuzumab. The aim of the present study was to validate the application of HER2 testing with CNB specimens from primary breast cancers in terms of interobserver reproducibility and comparison with surgically resected specimens. A total of 100 pairs of archival formalin-fixed paraffin-embedded CNB and surgically resected specimens of invasive breast carcinomas were cut into sections. All 100 paired sections were subjected to HER2 testing by immunohistochemistry (IHC) and 27 paired sections were subjected to that by fluorescence in situ hybridization (FISH), the results being evaluated by three and two observers, respectively. Interobserver agreement levels in terms of judgment and the concordance of consensus scores between CNB samples and the corresponding surgically resected specimens were estimated as the percentage agreement and κ statistic. In CNB specimens, the percentage interobserver agreement of HER2 scoring by IHC was 76% (κ = 0.71) for 3 × 3 categories (0-1+ versus 2+ versus 3+) and 90% (κ = 0.80) for 2 × 2 categories (0-2+ versus 3+). These levels were close to the corresponding ones for the surgically resected specimens: 80% (κ = 0.77) for 3 × 3 categories and 92% (κ = 0.88) for 2 × 2 categories. Concordance of consensus for HER2 scores determined by IHC between CNB and the corresponding surgical specimens was 87% (κ = 0.77) for 3 × 3 categories, and 94% (κ = 0.83) for 2 × 2 categories. Among the 13 tumors showing discordance in the mean IHC scores between the CNB and surgical specimens, the results of consensus for FISH results were concordant in 11. The rate of successful FISH analysis and the FISH positivity rate in cases with a HER2 IHC score of 2+ differed among specimens processed at

  1. HER2 testing on core needle biopsy specimens from primary breast cancers: interobserver reproducibility and concordance with surgically resected specimens

    Directory of Open Access Journals (Sweden)

    Yamamoto Sohei

    2010-10-01

    Full Text Available Abstract Background Accurate evaluation of human epidermal growth factor receptor type-2 (HER2 status based on core needle biopsy (CNB specimens is mandatory for identification of patients with primary breast cancer who will benefit from primary systemic therapy with trastuzumab. The aim of the present study was to validate the application of HER2 testing with CNB specimens from primary breast cancers in terms of interobserver reproducibility and comparison with surgically resected specimens. Methods A total of 100 pairs of archival formalin-fixed paraffin-embedded CNB and surgically resected specimens of invasive breast carcinomas were cut into sections. All 100 paired sections were subjected to HER2 testing by immunohistochemistry (IHC and 27 paired sections were subjected to that by fluorescence in situ hybridization (FISH, the results being evaluated by three and two observers, respectively. Interobserver agreement levels in terms of judgment and the concordance of consensus scores between CNB samples and the corresponding surgically resected specimens were estimated as the percentage agreement and κ statistic. Results In CNB specimens, the percentage interobserver agreement of HER2 scoring by IHC was 76% (κ = 0.71 for 3 × 3 categories (0-1+ versus 2+ versus 3+ and 90% (κ = 0.80 for 2 × 2 categories (0-2+ versus 3+. These levels were close to the corresponding ones for the surgically resected specimens: 80% (κ = 0.77 for 3 × 3 categories and 92% (κ = 0.88 for 2 × 2 categories. Concordance of consensus for HER2 scores determined by IHC between CNB and the corresponding surgical specimens was 87% (κ = 0.77 for 3 × 3 categories, and 94% (κ = 0.83 for 2 × 2 categories. Among the 13 tumors showing discordance in the mean IHC scores between the CNB and surgical specimens, the results of consensus for FISH results were concordant in 11. The rate of successful FISH analysis and the FISH positivity rate in cases with a HER2 IHC score of

  2. Agreement for HPV genotyping detection between self-collected specimens on a FTA cartridge and clinician-collected specimens

    Science.gov (United States)

    Guan, YaoYao; Gravitt, Patti E.; Howard, Roslyn; Eby, Yolanda J.; Wang, Shaoming; Li, Belinda; Feng, Changyan; Qiao, You-Lin; Castle, Philip E.

    2016-01-01

    The current method of transporting self-collected cervicovaginal specimen for HPV DNA testing relies on liquid based medium, which is challenging and expensive to transport. A novel, dry storage and transportation device, Whatman indicating FTA™ Elute Cartridge, avoids some of the pitfalls of liquid-based medium. This method has been shown to be comparable to liquid-based collection medium, but relative performance of self-collected (SC) and clinician-collected (CC) samples onto FTA cards has not been reported. The objective of this study is to compare the analytic performance of self- and clinician-collected samples onto FTA cartridges for the detection of carcinogenic HPV using Linear Array. There was a 91% agreement, 69% positive agreement, and kappa of 0.75 between the clinician-collected and self-collected specimens for detection of any carcinogenic HPV genotype. When the HPV results were categorized hierarchically according to cervical cancer risk, there was no difference in the distribution of the HPV results for the clinician- and self-collected specimens (p = 0.7). This study concludes that FTA elute cartridge is a promising method of specimen transport for cervical cancer screening programs considering using self-collected specimen and HPV testing. Larger studies with clinical endpoints are now needed to assess the clinical performance. PMID:23370404

  3. Molecular Auditing: An Evaluation of Unsuspected Tissue Specimen Misidentification.

    Science.gov (United States)

    Demetrick, Douglas J

    2018-06-18

    Context Specimen misidentification is the most significant error in laboratory medicine, potentially accounting for hundreds of millions of dollars in extra health care expenses and significant morbidity in patient populations in the United States alone. New technology allows the unequivocal documentation of specimen misidentification or contamination; however, the value of this technology currently depends on suspicion of the specimen integrity by a pathologist or other health care worker. Objective To test the hypothesis that there is a detectable incidence of unsuspected tissue specimen misidentification among cases submitted for routine surgical pathology examination. Design To test this hypothesis, we selected specimen pairs that were obtained at different times and/or different hospitals from the same patient, and compared their genotypes using standardized microsatellite markers used commonly for forensic human DNA comparison in order to identify unsuspected mismatches between the specimen pairs as a trial of "molecular auditing." We preferentially selected gastrointestinal, prostate, and skin biopsies because we estimated that these types of specimens had the greatest potential for misidentification. Results Of 972 specimen pairs, 1 showed an unexpected discordant genotype profile, indicating that 1 of the 2 specimens was misidentified. To date, we are unable to identify the etiology of the discordance. Conclusions These results demonstrate that, indeed, there is a low level of unsuspected tissue specimen misidentification, even in an environment with careful adherence to stringent quality assurance practices. This study demonstrates that molecular auditing of random, routine biopsy specimens can identify occult misidentified specimens, and may function as a useful quality indicator.

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

    International Nuclear Information System (INIS)

    Yim, Ho Bin; Seong, Poong Hyun

    2008-01-01

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

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

    Energy Technology Data Exchange (ETDEWEB)

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

    2008-10-15

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

  6. Possible Application of Virtual Reality in Geography Teaching

    Directory of Open Access Journals (Sweden)

    Ivan Stojšić

    2017-03-01

    Full Text Available Virtual reality represents simulated three-dimensional environment created by hardware and software, which providing realistic experience and possibility of interaction to the end-user. Benefits provided by immersive virtual reality in educational setting were recognised in the past decades, however mass application was left out due to the lack of development and high price. Intensive development of new platforms and virtual reality devices in the last few years started up with Oculus Rift, and subsequently accelerated in the year 2014 by occurrence of Google Cardboard. Nowadays, for the first time in history, immersive virtual reality is available to millions of people. In the mid 2015 Google commenced developing Expeditions Pioneer Program aiming to massively utilise the Google Cardboard platform in education. Expeditions and other VR apps can enhance geography teaching and learning. Realistic experience acquired by utilisation of virtual reality in teaching process significantly overcome possibilities provided by images and illustrations in the textbook. Besides literature review on usage of virtual reality in education this paper presents suggestion of VR mobile apps that can be used together with the Google Cardboard head mounted displays (HMDs in geography classes, thereby emphasising advantages and disadvantages as well as possible obstacles which may occur in introducing the immersive virtual reality in the educational process.

  7. Thermal property testing technique on micro specimen

    International Nuclear Information System (INIS)

    Baba, Tetsuya; Kishimoto, Isao; Taketoshi, Naoyuki

    2000-01-01

    This study aims at establishment of further development on some testing techniques on the nuclear advanced basic research accumulated by the National Research Laboratory of Metrology for ten years. For this purpose, a technology to test heat diffusion ratio and specific heat capacity of less than 3 mm in diameter and 1 mm in thickness of micro specimen and technology to test heat diffusion ratio at micro area of less than 1 mm in area along cross section of less than 10 mm in diameter of column specimen were developed to contribute to common basic technology supporting the nuclear power field. As a result, as an element technology to test heat diffusion ratio and specific heat capacity of the micro specimen, a specimen holding technique stably to hold a micro specimen with 3 mm in diameter could be developed. And, for testing the specific heat capacity by using the laser flush differential calorimetry, a technique to hold two specimen of 5 mm in diameter at their proximities was also developed. In addition, by promoting development of thermal property data base capable of storing thermal property data obtained in this study and with excellent workability in this 1998 fiscal year a data in/out-put program with graphical user interface could be prepared. (G.K.)

  8. Comparative study on Charpy specimen reconstitution techniques

    International Nuclear Information System (INIS)

    Bourdiliau, B.; Decroix, G.-M.; Averty, X.; Wident, P.; Bienvenu, Y.

    2011-01-01

    Highlights: → Welding processes are used to reconstitute previously tested Charpy specimens. → Stud welding is preferred for a quick installation, almost immediately operational. → Friction welding produces better quality welds, but requires a development effort. - Abstract: Reconstitution techniques are often used to allow material from previously fractured Charpy-V specimens to be reused for additional experiments. This paper presents a comparative experimental study of various reconstitution techniques and evaluates the feasibility of these methods for future use in shielded cells. The following techniques were investigated: arc stud welding, 6.0 kW CO 2 continuous wave laser welding, 4.5 kW YAG continuous wave laser welding and friction welding. Subsize Charpy specimens were reconstituted using a 400 W YAG pulsed wave laser. The best result was obtained with arc stud welding; the resilience of the reconstituted specimens and the load-displacement curves agreed well with the reference specimens, and the temperature elevation caused by the welding process was limited to the vicinity of the weld. Good results were also obtained with friction welding; this process led to the best quality welds. Laser welding seems to have affected the central part of the specimens, thus leading to different resilience values and load-displacement curves.

  9. Enzymatic detection of formalin-fixed museum specimens for DNA analysis and enzymatic maceration of formalin-fixed specimens

    DEFF Research Database (Denmark)

    Sørensen, Margrethe; Redsted Rasmussen, Arne; Simonsen, Kim Pilkjær

    2016-01-01

    % ethanol. The method was subsequently tested on wild-living preserved specimens and an archived specimen. The protease enzyme used was SavinaseH 16 L, Type EX from Novozymes A/S. The enzymatic screening test demands only simple laboratory equipment. The method is useful for natural history collections...

  10. Defining Virtual Reality: Dimensions Determining Telepresence.

    Science.gov (United States)

    Steuer, Jonathan

    1992-01-01

    Defines virtual reality as a particular type of experience (in terms of "presence" and "telepresence") rather than as a collection of hardware. Maintains that media technologies can be classified and studied in terms of vividness and interactivity, two attributes on which virtual reality ranks very high. (SR)

  11. A retrospective longitudinal study of animal and human rabies in Botswana 1989-2006

    OpenAIRE

    K.T. Moagabo; K.B. Monyame; E.K. Baipoledi; M. Letshwenyo; N. Mapitse; J.M.K. Hyera

    2009-01-01

    A longitudinal study of animal and human rabies covering 18 years from 1989 to 2006 was retrospectively conducted in order to highlight the epidemiological features and trends of the disease in Botswana. Over the 18-year period, a total of 4 306 brain specimens collected from various species of animals including human beings with clinical signs consistent with rabies were submitted to the National Veterinary Laboratory in Gaborone for confirmatory diagnosis. Of the samples submitted, 2 ...

  12. Role of virtual reality simulation in endoscopy training.

    Science.gov (United States)

    Harpham-Lockyer, Louis; Laskaratos, Faidon-Marios; Berlingieri, Pasquale; Epstein, Owen

    2015-12-10

    Recent advancements in virtual reality graphics and models have allowed virtual reality simulators to be incorporated into a variety of endoscopic training programmes. Use of virtual reality simulators in training programmes is thought to improve skill acquisition amongst trainees which is reflected in improved patient comfort and safety. Several studies have already been carried out to ascertain the impact that usage of virtual reality simulators may have upon trainee learning curves and how this may translate to patient comfort. This article reviews the available literature in this area of medical education which is particularly relevant to all parties involved in endoscopy training and curriculum development. Assessment of the available evidence for an optimal exposure time with virtual reality simulators and the long-term benefits of their use are also discussed.

  13. Affordances in Mobile Augmented Reality Applications

    Directory of Open Access Journals (Sweden)

    Tor Gjøsæter

    2014-10-01

    Full Text Available This paper explores the affordances of augmented reality content in a mobile augmented reality application. A user study was conducted by performing a multi-camera video recording of seven think aloud sessions. The think aloud sessions consisted of individual users performing tasks, exploring and experiencing a mobile augmented reality (MAR application we developed for the iOS platform named ARad. We discuss the instrumental affordances we observed when users interacted with augmented reality content, as well as more complex affordances rising from conventions from media content, AR and the traditional WIMP paradigm. We find that remediation of traditional newspaper content through the MAR medium can provide engaging, pleasing and exciting user experiences. However, the some of the content still suffers from being shoveled onto the MAR platform without adapting it properly. Finally, we discuss what content was most successfully mediated to the user and how the content impacts the user experience.

  14. Augmented Reality Tower Technology Assessment

    Science.gov (United States)

    Reisman, Ronald J.; Brown, David M.

    2009-01-01

    Augmented Reality technology may help improve Air Traffic Control Tower efficiency and safety during low-visibility conditions. This paper presents the assessments of five off-duty controllers who shadow-controlled' with an augmented reality prototype in their own facility. Initial studies indicated unanimous agreement that this technology is potentially beneficial, though the prototype used in the study was not adequate for operational use. Some controllers agreed that augmented reality technology improved situational awareness, had potential to benefit clearance, control, and coordination tasks and duties and could be very useful for acquiring aircraft and weather information, particularly aircraft location, heading, and identification. The strongest objections to the prototype used in this study were directed at aircraft registration errors, unacceptable optical transparency, insufficient display performance in sunlight, inadequate representation of the static environment and insufficient symbology.

  15. RealityConvert: a tool for preparing 3D models of biochemical structures for augmented and virtual reality.

    Science.gov (United States)

    Borrel, Alexandre; Fourches, Denis

    2017-12-01

    There is a growing interest for the broad use of Augmented Reality (AR) and Virtual Reality (VR) in the fields of bioinformatics and cheminformatics to visualize complex biological and chemical structures. AR and VR technologies allow for stunning and immersive experiences, offering untapped opportunities for both research and education purposes. However, preparing 3D models ready to use for AR and VR is time-consuming and requires a technical expertise that severely limits the development of new contents of potential interest for structural biologists, medicinal chemists, molecular modellers and teachers. Herein we present the RealityConvert software tool and associated website, which allow users to easily convert molecular objects to high quality 3D models directly compatible for AR and VR applications. For chemical structures, in addition to the 3D model generation, RealityConvert also generates image trackers, useful to universally call and anchor that particular 3D model when used in AR applications. The ultimate goal of RealityConvert is to facilitate and boost the development and accessibility of AR and VR contents for bioinformatics and cheminformatics applications. http://www.realityconvert.com. dfourch@ncsu.edu. Supplementary data are available at Bioinformatics online. © The Author 2017. Published by Oxford University Press. All rights reserved. For Permissions, please e-mail: journals.permissions@oup.com

  16. Virtual Reality Musical Instruments

    DEFF Research Database (Denmark)

    Serafin, Stefania; Erkut, Cumhur; Kojs, Juraj

    2016-01-01

    The rapid development and availability of low-cost technologies have created a wide interest in virtual reality. In the field of computer music, the term “virtual musical instruments” has been used for a long time to describe software simulations, extensions of existing musical instruments......, and ways to control them with new interfaces for musical expression. Virtual reality musical instruments (VRMIs) that include a simulated visual component delivered via a head-mounted display or other forms of immersive visualization have not yet received much attention. In this article, we present a field...

  17. Physics imagination and reality

    CERN Document Server

    Wallace, Philip Russell

    1991-01-01

    Physics: Imagination and Reality introduces the reader to major ideas and the conceptual structure of modern physics, by tracing its development from the introduction of fields into physics by Faraday and Maxwell in the last century. Because the approach is historical, the book provides a comprehensive overview of the subjects. It should appeal to anyone interested in a basic understanding of the contemporary physicists view of the physical world. It avoids all but the simplest mathematics and presents ideas and concepts in everyday language.Physics: Imagination and Reality attempts to provide

  18. Feasibility of a pre-implantation fitting test for an implantable hearing aid using a VR (virtual reality) software

    International Nuclear Information System (INIS)

    Dammann, F.; Bode, A.; Heuschmid, M.; Schwaderer, E.; Schaich, M.; Seemann, M.; Claussen, C.D.; Maassen, M.; Zenner, H.P.

    2001-01-01

    Purpose: To prove the feasibility of a preoperative fitting test for an implantable hearing aid using a VR environment. Methods: A high-resolution spiral CT was performed after mastoidectomy in 10 temporal bone specimens. The bony structures were segmented and merged with the computer-aided design (CAD) data of the hearing aid in a VR environment. For each specimen a three-dimensional fitting test was carried out by three examiners determining the implantability of the hearing aid. The implantation simulation was compared with the real implantation procedure performed by an experienced ENT surgeon. Results: The used VR system enabled real-time 3D-visualisation and manipulation of CT- and CAD-data. All objects could be independently moved in all three dimensions. The VR fitting test corresponded closely with the real implantation. The implantability of the hearing aid was properly predicted by all three examiners. Conclusion: Merging CT and CAD data in a virtual reality environment bears high potential for the presurgical determination of the fit and mountability of medical implants in complex anatomical regions. (orig.) [de

  19. Closeout of JOYO-1 Specimen Fabrication Efforts

    International Nuclear Information System (INIS)

    ME Petrichek; JL Bump; RF Luther

    2005-01-01

    Fabrication was well under way for the JOYO biaxial creep and tensile specimens when the NR Space program was canceled. Tubes of FS-85, ASTAR-811C, and T-111 for biaxial creep specimens had been drawn at True Tube (Paso Robles, CA), while tubes of Mo-47.5 Re were being drawn at Rhenium Alloys (Cleveland, OH). The Mo-47.5 Re tubes are now approximately 95% complete. Their fabrication and the quantities produced will be documented at a later date. End cap material for FS-85, ASTAR-811C, and T-111 had been swaged at Pittsburgh Materials Technology, Inc. (PMTI) (Large, PA) and machined at Vangura (Clairton, PA). Cutting of tubes, pickling, annealing, and laser engraving were in process at PMTI. Several biaxial creep specimen sets of FS-85, ASTAR-811C, and T-111 had already been sent to Pacific Northwest National Laboratory (PNNL) for weld development. In addition, tensile specimens of FS-85, ASTAR-811C, T-111, and Mo-47.5 Re had been machined at Kin-Tech (North Huntington, PA). Actual machining of the other specimen types had not been initiated. Flowcharts 1-3 detail the major processing steps each piece of material has experienced. A more detailed description of processing will be provided in a separate document [B-MT(SRME)-51]. Table 1 lists the in-process materials and finished specimens. Also included are current metallurgical condition of these materials and specimens. The available chemical analyses for these alloys at various points in the process are provided in Table 2

  20. Virtual reality exposure therapy for social phobia

    OpenAIRE

    Herbelin, Bruno

    2005-01-01

    This thesis presents researches and experiments performed in collaboration with a psychiatrist in order to validate and improve the use of virtual reality in social phobia psychotherapy. Cognitive and behavioral therapies are strongly based on the exposure to anxiety provoking stimuli. Virtual reality seems to be appropriate for such exposures as it allows for on-demand reproduction of reality. The idea has been validated for the treatment of various phobias but is more delicate in the case o...

  1. Breaking the Barriers to True Augmented Reality

    OpenAIRE

    Sandor, Christian; Fuchs, Martin; Cassinelli, Alvaro; Li, Hao; Newcombe, Richard; Yamamoto, Goshiro; Feiner, Steven

    2015-01-01

    In recent years, Augmented Reality (AR) and Virtual Reality (VR) have gained considerable commercial traction, with Facebook acquiring Oculus VR for \\$2 billion, Magic Leap attracting more than \\$500 million of funding, and Microsoft announcing their HoloLens head-worn computer. Where is humanity headed: a brave new dystopia-or a paradise come true? In this article, we present discussions, which started at the symposium "Making Augmented Reality Real", held at Nara Institute of Science and Te...

  2. Enhancing tourism with augmented and virtual reality

    OpenAIRE

    Jenny, Sandra

    2017-01-01

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

  3. Environmental Reality Check.

    Science.gov (United States)

    Manicone, Santo

    2001-01-01

    Discusses the importance of educational facilities conducting "reality check" self-audits to uncover the real truth behind underlying environmental problems. An environmental compliance multimedia checklist is included. (GR)

  4. The Virtual Reality Roving Vehicle Project.

    Science.gov (United States)

    Winn, William

    1995-01-01

    Describes the Virtual Reality Roving Vehicle project developed at the University of Washington to teach students in grades 4 through 12 about virtual reality. Topics include teacher workshops; virtual worlds created by students; learning outcomes compared with traditional instruction; and the effect of student characteristics, including gender, on…

  5. Location-Based Learning through Augmented Reality

    Science.gov (United States)

    Chou, Te-Lien; Chanlin, Lih-Juan

    2014-01-01

    A context-aware and mixed-reality exploring tool cannot only effectively provide an information-rich environment to users, but also allows them to quickly utilize useful resources and enhance environment awareness. This study integrates Augmented Reality (AR) technology into smartphones to create a stimulating learning experience at a university…

  6. How Synthetic Experience Shapes Social Reality.

    Science.gov (United States)

    Funkhouser, G. Ray; Shaw, Eugene F.

    1990-01-01

    Explores how motion pictures, television, and computers manipulate and rearrange the content and processes of communicated experience, thereby shaping how the audience perceives and interprets the physical and social reality depicted. Suggests that these media are fourth removed from reality (behind the Platonic Ideal, the actual, and art and…

  7. Multiple Realities and Hybrid Objects: A Creative Approach of Schizophrenic Delusion

    Directory of Open Access Journals (Sweden)

    Michel Cermolacce

    2018-02-01

    Full Text Available Delusion is usually considered in DSM 5 as a false belief based on incorrect inference about external reality, but the issue of delusion raises crucial concerns, especially that of a possible (or absent continuity between delusional and normal experiences, and the understanding of delusional experience. In the present study, we first aim to consider delusion from a perspectivist angle, according to the Multiple Reality Theory (MRT. In this model inherited from Alfred Schütz and recently addressed by Gallagher, we are not confronting one reality only, but several (such as the reality of everyday life, of imaginary life, of work, of delusion, etc.. In other terms, the MRT states that our own experience is not drawing its meaning from one reality identified as the outer reality but rather from a multiplicity of realities, each with their own logic and style. Two clinical cases illustrate how the Multiple Realities Theory (MRT may help address the reality of delusion. Everyday reality and the reality of delusion may be articulated under a few conditions, such as compossibility [i.e., Double Book-Keeping (DBK, in Bleulerian terms] or flexibility. There are indeed possible bridges between them. Possible links with neuroscience or psychoanalysis are evoked. As the subject is confronting different realities, so do the objects among and toward which a subject is evolving. We call such objects Hybrid Objects (HO due to their multiple belonging. They can operate as shifters, i.e., as some functional operators letting one switch from one reality to another. In the final section, we will emphasize how delusion flexibility, as a dynamic interaction between Multiple Realities, may offer psychotherapeutic possibilities within some reality shared with others, entailing relocation of the present subjects in regained access to some flexibility via Multiple Realities and perspectivism.

  8. Virtual reality boosts performance at AREVA Projects

    International Nuclear Information System (INIS)

    Bernasconi, F.

    2017-01-01

    AREVA Projects is one of the 6 business units of New AREVA and it is dedicated to engineering works in a vast fan of activities from mining to waste management via uranium chemistry and nuclear fuel recycling. AREVA projects has opted for innovation to improve performance. Since 2012 virtual reality has been used through the creation of a room equipped with a high-definition screen and stereoscopic goggles. At the beginning virtual reality was used to test and validate procedures for handling equipment thanks to a dynamical digital simulation of this equipment. Now virtual reality is massively used to validate the design phase of projects without having to fabricate a physical mock-up which saves time. The next step in the use of virtual reality is the implementation of a new version of devices like helmets, gloves... that will allow a better interaction with the virtual world. The continuously increasing of computer power is always pushing back the limits of what is possible in virtual reality. (A.C.)

  9. Simultaneous specimen and stage cleaning device for analytical electron microscope

    Science.gov (United States)

    Zaluzec, Nestor J.

    1996-01-01

    An improved method and apparatus are provided for cleaning both a specimen stage, a specimen and an interior of an analytical electron microscope (AEM). The apparatus for cleaning a specimen stage and specimen comprising a plasma chamber for containing a gas plasma and an air lock coupled to the plasma chamber for permitting passage of the specimen stage and specimen into the plasma chamber and maintaining an airtight chamber. The specimen stage and specimen are subjected to a reactive plasma gas that is either DC or RF excited. The apparatus can be mounted on the analytical electron microscope (AEM) for cleaning the interior of the microscope.

  10. Laser-assisted cartilage reshaping: in vitro and in vivo animal studies

    Science.gov (United States)

    Wang, Zhi; Pankratov, Michail M.; Perrault, Donald F., Jr.; Shapshay, Stanley M.

    1995-05-01

    Correction of cartilaginous defects in the head and neck area remains a challenge for the surgeon. This study investigated a new technique for laser-assisted cartilage reshaping. The pulsed 1.44 micrometers Nd:YAG laser was used in vitro and in vivo experiments to irradiate cartilage to change it's shape without carbonization or vaporization of tissue. Two watts of average power in non contact manner was used to irradiate and reshape the cartilage. The extracted reshaped cartilage specimens underwent testing of elastic force with a computer assisted measurement system that recorded the changes in elastic force in the specimens from 1 hr to 11 days post-irradiation. An animal model of defective tracheal cartilage (collapsed tracheal wall) was created, allowed to heal for 6 weeks and then corrected endoscopically with the laser-assisted technique. The results of the in vitro and in vivo investigations demonstrated that it was possible to alter the cartilage and that cartilage would retain its new shape. The clinical significance of the technique is evident and warrants further animal studies and clinical trials.

  11. Regarding Reality: Some Consequences of Two Incapacities

    Science.gov (United States)

    Edelman, Shimon

    2011-01-01

    By what empirical means can a person determine whether he or she is presently awake or dreaming? Any conceivable test addressing this question, which is a special case of the classical metaphysical doubting of reality, must be statistical (for the same reason that empirical science is, as noted by Hume). Subjecting the experienced reality to any kind of statistical test (for instance, a test for bizarreness) requires, however, that a set of baseline measurements be available. In a dream, or in a simulation, any such baseline data would be vulnerable to tampering by the same processes that give rise to the experienced reality, making the outcome of a reality test impossible to trust. Moreover, standard cryptographic defenses against such tampering cannot be relied upon, because of the potentially unlimited reach of reality modification within a dream, which may range from the integrity of the verification keys to the declared outcome of the entire process. In the face of this double predicament, the rational course of action is to take reality at face value. The predicament also has some intriguing corollaries. In particular, even the most revealing insight that a person may gain into the ultimate nature of reality (for instance, by attaining enlightenment in the Buddhist sense) is ultimately unreliable, for the reasons just mentioned. At the same time, to adhere to this principle, one has to be aware of it, which may not be possible in various states of reduced or altered cognitive function such as dreaming or religious experience. Thus, a subjectively enlightened person may still lack the one truly important piece of the puzzle concerning his or her existence. PMID:21716920

  12. V-Man Generation for 3-D Real Time Animation. Chapter 5

    Science.gov (United States)

    Nebel, Jean-Christophe; Sibiryakov, Alexander; Ju, Xiangyang

    2007-01-01

    The V-Man project has developed an intuitive authoring and intelligent system to create, animate, control and interact in real-time with a new generation of 3D virtual characters: The V-Men. It combines several innovative algorithms coming from Virtual Reality, Physical Simulation, Computer Vision, Robotics and Artificial Intelligence. Given a high-level task like "walk to that spot" or "get that object", a V-Man generates the complete animation required to accomplish the task. V-Men synthesise motion at runtime according to their environment, their task and their physical parameters, drawing upon its unique set of skills manufactured during the character creation. The key to the system is the automated creation of realistic V-Men, not requiring the expertise of an animator. It is based on real human data captured by 3D static and dynamic body scanners, which is then processed to generate firstly animatable body meshes, secondly 3D garments and finally skinned body meshes.

  13. Agreement for HPV genotyping detection between self-collected specimens on a FTA cartridge and clinician-collected specimens.

    Science.gov (United States)

    Guan, Yaoyao; Gravitt, Patti E; Howard, Roslyn; Eby, Yolanda J; Wang, Shaoming; Li, Belinda; Feng, Changyan; Qiao, You-Lin; Castle, Philip E

    2013-04-01

    The current method of transporting self-collected cervicovaginal specimen for HPV DNA testing relies on liquid based medium, which is challenging and expensive to transport. A novel, dry storage and transportation device, Whatman indicating FTA™ Elute Cartridge, avoids some of the pitfalls of liquid-based medium. This method has been shown to be comparable to liquid-based collection medium, but relative performance of self-collected (SC) and clinician-collected (CC) samples onto FTA cards has not been reported. The objective of this study is to compare the analytic performance of self- and clinician-collected samples onto FTA cartridges for the detection of carcinogenic HPV using Linear Array. There was a 91% agreement, 69% positive agreement, and kappa of 0.75 between the clinician-collected and self-collected specimens for detection of any carcinogenic HPV genotype. When the HPV results were categorized hierarchically according to cervical cancer risk, there was no difference in the distribution of the HPV results for the clinician- and self-collected specimens (p=0.7). This study concludes that FTA elute cartridge is a promising method of specimen transport for cervical cancer screening programs considering using self-collected specimen and HPV testing. Larger studies with clinical endpoints are now needed to assess the clinical performance. Copyright © 2012 Elsevier B.V. All rights reserved.

  14. Virtual Reality.

    Science.gov (United States)

    Newby, Gregory B.

    1993-01-01

    Discusses the current state of the art in virtual reality (VR), its historical background, and future possibilities. Highlights include applications in medicine, art and entertainment, science, business, and telerobotics; and VR for information science, including graphical display of bibliographic data, libraries and books, and cyberspace.…

  15. Augmented Reality

    DEFF Research Database (Denmark)

    Nielsen, Birgitte Lund; Brandt, Harald; Radmer, Ole

    2017-01-01

    Artiklen præsenterer resultater fra pilotafprøvning i 7.-klasses fysik/kemi og biologi af to Augmented Reality (AR)-apps til naturfagsundervisning. Muligheder og udfordringer ved lærerens stilladsering af elevernes undersøgende samtale og modelleringskompetence er undersøgt med interview...

  16. Engembangan Virtual Class Untuk Pembelajaran Augmented Reality Berbasis Android

    OpenAIRE

    Arief, Rifiana; Umniati, Naeli

    2012-01-01

    Augmanted Reality for android handphone has been a trend among collage students of computer department who join New Media course. To develop this application, the knowladge about visual presentation theory and case study of Augmanted Reality on android phoneneed to be conducted. Learning media through virtual class can facilitate the students' needs in learning and developing Augmanted Reality. The method of this study in developing virtual class for Augmented Reality learning were: a) having...

  17. ENGEMBANGAN VIRTUAL CLASS UNTUK PEMBELAJARAN AUGMENTED REALITY BERBASIS ANDROID

    OpenAIRE

    Rifiana Arief; Naeli Umniati

    2015-01-01

    ABSTRACT Augmanted Reality for android handphone has been a trend among collage students of computer department who join New Media course. To develop this application, the knowladge about visual presentation theory and case study of Augmanted Reality on android phoneneed to be conducted. Learning media through virtual class can facilitate the students’ needs in learning and developing Augmanted Reality. The method of this study in developing virtual class for Augmented Reality learning we...

  18. Augmented reality in surgery.

    Science.gov (United States)

    Shuhaiber, Jeffrey H

    2004-02-01

    To evaluate the history and current knowledge of computer-augmented reality in the field of surgery and its potential goals in education, surgeon training, and patient treatment. National Library of Medicine's database and additional library searches. Only articles suited to surgical sciences with a well-defined aim of study, methodology, and precise description of outcome were included. Augmented reality is an effective tool in executing surgical procedures requiring low-performance surgical dexterity; it remains a science determined mainly by stereotactic registration and ergonomics. Strong evidence was found that it is an effective teaching tool for training residents. Weaker evidence was found to suggest a significant influence on surgical outcome, both morbidity and mortality. No evidence of cost-effectiveness was found. Augmented reality is a new approach in executing detailed surgical operations. Although its application is in a preliminary stage, further research is needed to evaluate its long-term clinical impact on patients, surgeons, and hospital administrators. Its widespread use and the universal transfer of such technology remains limited until there is a better understanding of registration and ergonomics.

  19. A cylindrical specimen holder for electron cryo-tomography

    International Nuclear Information System (INIS)

    Palmer, Colin M.; Löwe, Jan

    2014-01-01

    The use of slab-like flat specimens for electron cryo-tomography restricts the range of viewing angles that can be used. This leads to the “missing wedge” problem, which causes artefacts and anisotropic resolution in reconstructed tomograms. Cylindrical specimens provide a way to eliminate the problem, since they allow imaging from a full range of viewing angles around the tilt axis. Such specimens have been used before for tomography of radiation-insensitive samples at room temperature, but never for frozen-hydrated specimens. Here, we demonstrate the use of thin-walled carbon tubes as specimen holders, allowing the preparation of cylindrical frozen-hydrated samples of ribosomes, liposomes and whole bacterial cells. Images acquired from these cylinders have equal quality at all viewing angles, and the accessible tilt range is restricted only by the physical limits of the microscope. Tomographic reconstructions of these specimens demonstrate that the effects of the missing wedge are substantially reduced, and could be completely eliminated if a full tilt range was used. The overall quality of these tomograms is still lower than that obtained by existing methods, but improvements are likely in future. - Highlights: • The missing wedge is a serious problem for electron cryo-tomography. • Cylindrical specimens allow the missing wedge to be eliminated. • Carbon nanopipettes can be used as cylindrical holders for tomography of frozen-hydrated specimens. • Cryo-tomography of cylindrical biological samples demonstrates a reduction of deleterious effects associated with the missing wedge

  20. Applied Augmented Reality for High Precision Maintenance

    Science.gov (United States)

    Dever, Clark

    Augmented Reality had a major consumer breakthrough this year with Pokemon Go. The underlying technologies that made that app a success with gamers can be applied to improve the efficiency and efficacy of workers. This session will explore some of the use cases for augmented reality in an industrial environment. In doing so, the environmental impacts and human factors that must be considered will be explored. Additionally, the sensors, algorithms, and visualization techniques used to realize augmented reality will be discussed. The benefits of augmented reality solutions in industrial environments include automated data recording, improved quality assurance, reduction in training costs and improved mean-time-to-resolution. As technology continues to follow Moore's law, more applications will become feasible as performance-per-dollar increases across all system components.

  1. The Application of Augmented Reality Technology in Food Professional Education

    OpenAIRE

    Wei Shan

    2015-01-01

    This study presents the application of augmented reality technology in food professional education, combining with the current situation of applying virtual reality education, analyzes the problems existing in the virtual reality application in food professional education, puts forward some suggestions and finally prospects the developing trend of the technology of virtual reality now.

  2. Image Based Rendering and Virtual Reality

    DEFF Research Database (Denmark)

    Livatino, Salvatore

    The Presentation concerns with an overview of Image Based Rendering approaches and their use on Virtual Reality, including Virtual Photography and Cinematography, and Mobile Robot Navigation.......The Presentation concerns with an overview of Image Based Rendering approaches and their use on Virtual Reality, including Virtual Photography and Cinematography, and Mobile Robot Navigation....

  3. The therapeutic lamp: treating small-animal phobias.

    Science.gov (United States)

    Wrzesien, Maja; Alcañiz, Mariano; Botella, Cristina; Burkhardt, Jean-Marie; Bretón-López, Juana; Ortega, Mario; Brotons, Daniel Beneito

    2013-01-01

    We all have an irrational fear or two. Some of us get scared by an unexpected visit from a spider in our house; others get nervous when they look down from a high building. Fear is an evolutionary and adaptive function that can promote self-preservation and help us deal with the feared object or situation. However, when this state becomes excessive, it might develop into psychological disorders such as phobias, producing high anxiety and affecting everyday life. The Therapeutic Lamp is an interactive projection-based augmented-reality system for treating small-animal phobias. It aims to increase patient-therapist communication, promote more natural interaction, and improve the patient's engagement in the therapy.

  4. Replacement/Refurbishment of JSC/NASA POD Specimens

    Science.gov (United States)

    Castner, Willard L.

    2010-01-01

    The NASA Special NDE certification process requires demonstration of NDE capability by test per NASA-STD-5009. This test is performed with fatigue cracked specimens containing very small cracks. The certification test results are usually based on binomial statistics and must meet a 90/95 Probability of Detection (POD). The assumption is that fatigue cracks are tightly closed, difficult to detect, and inspectors and processes passing such a test are well qualified for inspecting NASA fracture critical hardware. The JSC NDE laboratory has what may be the largest inventory that exists of such fatigue cracked NDE demonstration specimens. These specimens were produced by the hundreds in the late 1980s and early 1990s. None have been produced since that time and the condition and usability of the specimens are questionable.

  5. The Augmented REality Sandtable (ARES)

    Science.gov (United States)

    2015-10-01

    Introduction The US Army Research Laboratory (ARL) Human Sciences Campaign calls out the topic of Virtual /Mixed and Augmented Reality as one of the...type of virtual environment. In virtual reality (VR), the totality of the environment is computer generated. In AR, the real world is augmented by...tangible user interfaces; and the effectiveness of virtual sand tables and similar systems. A market survey was also done to discover the state of

  6. The influence of specimen size on creep crack growth rate in cross-weld CT specimens cut out from a welded component

    International Nuclear Information System (INIS)

    Andersson, Peder; Segle, Peter; Samuelson, Lars Aa.

    1999-04-01

    A 3D finite element study of creep crack growth in cross-weld CT specimens with material properties of 2.25Cr1Mo at 550 deg C is carried out, where large strain and displacement theory is used. The creep crack growth rate is calculated using a creep ductility based damage model, in which the creep strain rate perpendicular to the crack plane ahead of the crack tip is integrated, considering the multiaxial stress state. The influence of specimen size on creep crack growth rate under constant load is given special attention, but the possibility to transfer results from cross-weld CT specimens to welded high temperature components is also investigated. The creep crack growth rate of a crack in a circumferentially welded pipe is compared with the creep crack growth rate of cross-weld CT specimens of three different sizes, cut out from the pipe. Although the constraint ahead of the crack tip is higher for a larger CT specimen, the creep crack growth rate is higher for a smaller specimen than for a larger one if they are loaded to attain the same stress intensity factor. If the specimens are loaded to the same C* value, however, a more complicated pattern occurs; depending on the material properties of the weldment constituents, the CT specimen with the intermediate size will either yield the highest or the lowest creep crack growth rate

  7. Augmented Reality for Maintenance and Repair (ARMAR)

    Science.gov (United States)

    2007-08-01

    implementations by leveraging more robust vision algorithms or by using fiducials. 57 Fi gu re 2 3. A ug m en te d co nt ro ls st at e di ag ra m 58...34 Proceedings of the IEEE Conference on Virtual Reality (VR 󈧇), Washington, DC, 2003, p. 199. [18] W. Friedrich , "ARVIKA-Augmented Reality for...and ACM International Symposium on Mixed and Augmented Reality (ISMAR 󈧊), Santa Barbara , CA, 2006, pp. 105-108. [33] S. G. Rao, S. J. Schmugge

  8. Augmented Reality as a Countermeasure for Sleep Deprivation.

    Science.gov (United States)

    Baumeister, James; Dorrlan, Jillian; Banks, Siobhan; Chatburn, Alex; Smith, Ross T; Carskadon, Mary A; Lushington, Kurt; Thomas, Bruce H

    2016-04-01

    Sleep deprivation is known to have serious deleterious effects on executive functioning and job performance. Augmented reality has an ability to place pertinent information at the fore, guiding visual focus and reducing instructional complexity. This paper presents a study to explore how spatial augmented reality instructions impact procedural task performance on sleep deprived users. The user study was conducted to examine performance on a procedural task at six time points over the course of a night of total sleep deprivation. Tasks were provided either by spatial augmented reality-based projections or on an adjacent monitor. The results indicate that participant errors significantly increased with the monitor condition when sleep deprived. The augmented reality condition exhibited a positive influence with participant errors and completion time having no significant increase when sleep deprived. The results of our study show that spatial augmented reality is an effective sleep deprivation countermeasure under laboratory conditions.

  9. Virtual, augmented reality and serious games for healthcare

    CERN Document Server

    Jain, Lakhmi; Anderson, Paul

    2014-01-01

    There is a tremendous interest among researchers for the development of virtual, augmented reality and games technologies due to their widespread applications in medicine and healthcare. To date the major applications of these technologies include medical simulation, telemedicine, medical and healthcare training, pain control, visualisation aid for surgery, rehabilitation in cases such as stroke, phobia, and trauma therapies. Many recent studies have identified the benefits of using Virtual Reality, Augmented Reality, or serious games in a variety of medical applications.   This research volume on Virtual, Augmented Reality and Serious Games for Healthcare 1 offers an insightful introduction to the theories, development and applications of virtual, augmented reality and digital games technologies in medical and clinical settings and healthcare in general. It is divided into six sections: section one presents a selection of applications in medical education and healthcare management; Section two relates to th...

  10. Virtual Realities and the Future of Text.

    Science.gov (United States)

    Marcus, Stephen

    1992-01-01

    Discusses issues surrounding virtual reality and "virtual books." Suggests that those who are exploring the territory of virtual realities are already helping to expand and enrich expectations and visions for integrating technology into reading and writing. (RS)

  11. 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

  12. Visualizing Compound Rotations with Virtual Reality

    Science.gov (United States)

    Flanders, Megan; Kavanagh, Richard C.

    2013-01-01

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

  13. Augmented reality: dé nieuwe dimensie in de sport?

    NARCIS (Netherlands)

    Slender, Hans

    2010-01-01

    Volgens trendwatcher Justien Marseille de trend van 2010: augmented reality. Augmented reality is een techniek om met de computer gemaakte beelden toe te voegen aan de realiteit. Het Nederlandse Layar (layar.com) presenteerde zich vorig jaar vol trots als een unieke augmented reality browser, met

  14. Virtual reality as a social phenomenon

    Directory of Open Access Journals (Sweden)

    Markova T. V.

    2018-05-01

    Full Text Available the article is devoted to the study of virtual reality as a social phenomenon. Through an appeal to the past, its genesis is analyzed, as well as its significance in modern realities. The latter is viewed from both a social and a personal point of view. Comparing the number of supporters of virtual communication with the number of people of conservative views, conclusions are drawn about the tendency to depart from the usual communication. It allows to assert that the problem of the termination of live communication is relevant to this day. Inferences allow us to assert that the problem of replacing real communication is different. After looking at the positive consequences, the introduction of the mind into virtual reality, it is affirmed that there are good sides to this action. Through analysis, the causes of entering the World Wide Web are generated. In conclusion, the question is raised about the need for virtual reality in everyday life, its problems, as well as the prospects for development.

  15. Models of Reality.

    Energy Technology Data Exchange (ETDEWEB)

    Brown-VanHoozer, S. A.

    1999-06-02

    Conscious awareness of our environment is based on a feedback loop comprised of sensory input transmitted to the central nervous system leading to construction of our ''model of the world,'' (Lewis et al, 1982). We then assimilate the neurological model at the unconscious level into information we can later consciously consider useful in identifying belief systems and behaviors for designing diverse systems. Thus, we can avoid potential problems based on our open-to-error perceived reality of the world. By understanding how our model of reality is organized, we allow ourselves to transcend content and develop insight into how effective choices and belief systems are generated through sensory derived processes. These are the processes which provide the designer the ability to meta model (build a model of a model) the user; consequently, matching the mental model of the user with that of the designer's and, coincidentally, forming rapport between the two participants. The information shared between the participants is neither assumed nor generalized, it is closer to equivocal; thus minimizing error through a sharing of each other's model of reality. How to identify individual mental mechanisms or processes, how to organize the individual strategies of these mechanisms into useful patterns, and to formulate these into models for success and knowledge based outcomes is the subject of the discussion that follows.

  16. Water management requirements for animal and plant maintenance on the Space Station

    Science.gov (United States)

    Johnson, C. C.; Rasmussen, D.; Curran, G.

    1987-01-01

    Long-duration Space Station experiments that use animals and plants as test specimens will require increased automation and advanced technologies for water management in order to free scientist-astronauts from routine but time-consuming housekeeping tasks. The three areas that have been identified as requiring water management and that are discusseed are: (1) drinking water and humidity condensate of the animals, (2) nutrient solution and transpired water of the plants, and (3) habitat cleaning methods. Automation potential, technology assessment, crew time savings, and resupply penalties are also discussed.

  17. Cochrane review: virtual reality for stroke rehabilitation.

    Science.gov (United States)

    Laver, K; George, S; Thomas, S; Deutsch, J E; Crotty, M

    2012-09-01

    Virtual reality and interactive video gaming are innovative therapy approaches in the field of stroke rehabilitation. The primary objective of this review was to determine the effectiveness of virtual reality on motor function after stroke. The impact on secondary outcomes including activities of daily living was also assessed. Randomised and quasi-randomised controlled trials that compared virtual reality with an alternative or no intervention were included in the review. The authors searched the Cochrane Stroke Group Trials Register, the Cochrane Central Register of Controlled Trials, electronic databases, trial registers, reference lists, Dissertation Abstracts, conference proceedings and contacted key researchers and virtual reality manufacturers. Search results were independently examined by two review authors to identify studies meeting the inclusion criteria. Nineteen studies with a total of 565 participants were included in the review. Variation in intervention approaches and outcome data collected limited the extent to which studies could be compared. Virtual reality was found to be significantly more effective than conventional therapy in improving upper limb function (standardised mean difference, SMD) 0.53, 95% confidence intervals [CI] 0.25 to 0.81)) based on seven studies, and activities of daily living (ADL) function (SMD 0.81, 95% CI 0.39 to 1.22) based on three studies. No statistically significant effects were found for grip strength (based on two studies) or gait speed (based on three studies). Virtual reality appears to be a promising approach however, further studies are required to confirm these findings.

  18. There's an app for that shirt! Evaluation of augmented reality tracking methods on deformable surfaces for fashion design

    Science.gov (United States)

    Ruzanka, Silvia; Chang, Ben; Behar, Katherine

    2013-03-01

    In this paper we present appARel, a creative research project at the intersection of augmented reality, fashion, and performance art. appARel is a mobile augmented reality application that transforms otherwise ordinary garments with 3D animations and modifications. With appARel, entire fashion collections can be uploaded in a smartphone application, and "new looks" can be downloaded in a software update. The project will culminate in a performance art fashion show, scheduled for March 2013. appARel includes textile designs incorporating fiducial markers, garment designs that incorporate multiple markers with the human body, and iOS and Android apps that apply different augments, or "looks", to a garment. We discuss our philosophy for combining computer-generated and physical objects; and share the challenges we encountered in applying fiduciary markers to the 3D curvatures of the human body.

  19. Augmented reality-assisted skull base surgery.

    Science.gov (United States)

    Cabrilo, I; Sarrafzadeh, A; Bijlenga, P; Landis, B N; Schaller, K

    2014-12-01

    Neuronavigation is widely considered as a valuable tool during skull base surgery. Advances in neuronavigation technology, with the integration of augmented reality, present advantages over traditional point-based neuronavigation. However, this development has not yet made its way into routine surgical practice, possibly due to a lack of acquaintance with these systems. In this report, we illustrate the usefulness and easy application of augmented reality-based neuronavigation through a case example of a patient with a clivus chordoma. We also demonstrate how augmented reality can help throughout all phases of a skull base procedure, from the verification of neuronavigation accuracy to intraoperative image-guidance. Copyright © 2014 Elsevier Masson SAS. All rights reserved.

  20. Social stereotypes in realities of modern society

    Directory of Open Access Journals (Sweden)

    O. K. Kolisnyk

    2015-05-01

    Full Text Available In the article the author analyzes the social stereotypes as a stable emotional image of the nowadays social reality. It is a kind of the common and effective ways to use the manipulation technology to impact on society. This kind of interaction could made a transformation of social identities, spreading different forms of intolerance, creating phantom world. Making the analysis of this phenomenon of social reality is a real way to reduce social risks and unforeseen conflicts in society. It is noted that stereotypical thinking making perception of reality in some special way, offering of tern an illusion of reality, instead of an objective information. Subjects of social interactions should recognize and consciously abandon them in favor of perception of reality in its undistorted not limited form of social stereotypes that goes beyond the usual concepts or contradict them. However, this phenomenon is ambivalent  and not only has a negative side. The positive expression of stereotypical thinking is that it simplifies the processes of learning and creativity, allowing extensive use of existing knowledge, which is actually a complex set of stereotypes.

  1. Legal reality of Russia: constants and variables

    Directory of Open Access Journals (Sweden)

    Andrey Valeryevich Skorobogatov

    2015-06-01

    Full Text Available Objective to develop the sciencebased knowledge about essential and substantial aspects of the current legal reality of Russia in the context of postclassical paradigm. Methods the methodological basis of this research is the synthesis of classical and postclassical paradigms that determine the choice of specific methods of research formallegal comparative legal modeling method hermeneutic discursive methods. Results basing on the postclassical methodology it is proved that the legal reality of Russia consists of three levels legislation law enforcement and legal behavior. The determinant level of legal reality is legal behavior that is aimed at observing the unwritten rules. The legal reality of Russia is characterized by a transgressive state of the modern Russian society expressed in broad application of nonlegislative nonlegal practices low level of legal culture legal nihilism and legal infantilism. Scientific novelty the article for the first time analyzes the ontological and phenomenological essence of the legal reality in Russia and determines its transgressive nature at the present stage of development. Practical value the main provisions and conclusions of the article can be used in scientific and pedagogical activity when considering questions about the nature and content of legal development. nbsp

  2. On impact testing of subsize Charpy V-notch type specimens

    International Nuclear Information System (INIS)

    Mikhail, A.S.; Nanstad, R.K.

    1994-01-01

    The potential for using subsize specimens to determine the actual properties of reactor pressure vessel steels is receiving increasing attention for improved vessel condition monitoring that could be beneficial for light-water reactor plant-life extension. This potential is made conditional upon, on the one hand, by the possibility of cutting samples of small volume from the internal surface of the pressure vessel for determination of actual properties of the operating pressure vessel. The plant-life extension will require supplemental surveillance data that cannot be provided by the existing surveillance programs. Testing of subsize specimens manufactured from broken halves of previously tested surveillance Charpy V-notch (CVN) specimens offers an attractive means of extending existing surveillance programs. Using subsize CVN type specimens requires the establishment of a specimen geometry that is adequate to obtain a ductile-to-brittle transition curve similar to that obtained from full-size specimens. This requires the development of a correlation of transition temperature and upper-shelf toughness between subsize and full-size specimens. The present study was conducted under the Heavy-Section Steel Irradiation Program. Different published approaches to the use of subsize specimens were analyzed and five different geometries of subsize specimens were selected for testing and evaluation. The specimens were made from several types of pressure vessel steels with a wide range of yield strengths, transition temperatures, and upper-shelf energies (USEs). Effects of specimen dimensions, including depth, angle, and radius of notch have been studied. The correlation of transition temperature determined from different types of subsize specimens and the full-size specimen is presented. A new procedure for transforming data from subsize specimens was developed and is presented

  3. Forensic DNA barcoding and bio-response studies of animal horn products used in traditional medicine.

    Directory of Open Access Journals (Sweden)

    Dan Yan

    Full Text Available BACKGROUND: Animal horns (AHs have been applied to traditional medicine for more than thousands of years, of which clinical effects have been confirmed by the history. But now parts of AHs have been listed in the items of wildlife conservation, which limits the use for traditional medicine. The contradiction between the development of traditional medicine and the protection of wild resources has already become the common concern of zoophilists, traditional medical professionals, economists, sociologists. We believe that to strengthen the identification for threatened animals, to prevent the circulation of them, and to seek fertile animals of corresponding bioactivities as substitutes are effective strategies to solve this problem. METHODOLOGY/PRINCIPAL FINDINGS: A powerful technique of DNA barcoding based on the mitochondrial gene cytochrome c oxidase I (COI was used to identify threatened animals of Bovidae and Cervidae, as well as their illegal adulterants (including 10 species and 47 specimens. Meanwhile, the microcalorimetric technique was used to characterize the differences of bio-responses when those animal specimens acted on model organism (Escherichia coli. We found that the COI gene could be used as a universal primer to identify threatened animals and illegal adulterants mentioned above. By analyzing 223 mitochondrial COI sequences, a 100% identification success rate was achieved. We further found that the horns of Mongolian Gazelle and Red Deer could be exploited as a substitute for some functions of endangered Saiga Antelope and Sika Deer in traditional medicine, respectively. CONCLUSION/SIGNIFICANCE: Although it needs a more comprehensive evaluation of bioequivalence in order to completely solve the problem of substitutes for threatened animals, we believe that the identification (DNA barcoding of threatened animals combined with seeking substitutions (bio-response can yet be regarded as a valid strategy for establishing a balance

  4. Reality

    Science.gov (United States)

    Harteveld, Casper

    The first of the three worlds to be discussed is Reality. This whole level is devoted to this world consisting of consultants, subject-matter experts, and disciplines related to the domain and subject of the game. After a short introduction where I show—amongst many other things—a virtual reproduction and game interpretation of Magritte's famous painting of a pipe, I explain by using my experiences from Levee Patroller and drawing upon other examples, four relevant aspects from this world that designers need to consider. The first concerns defining the problem. This is quite hard, especially because at many times, different problem definitions can be conceived. When a problem is finally defined, the second aspect, the factors which are involved with the problem, need to be found and elaborated on. If designers start to relate the factors to each other, they are preoccupied with the third aspect, the relationships. To picture this well, it helps to draw a diagram. Mostly, games are not static and that is why the process needs to be taken into account as well. After considering this fourth aspect, the “model of reality” can be said to be complete. To judge this model and the eventual game, Reality has its own criteria of which I discuss flexibility, fidelity, and validity.

  5. Enhancing Education through Mobile Augmented Reality

    Science.gov (United States)

    Joan, D. R. Robert

    2015-01-01

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

  6. Application of subsize specimens in nuclear plant life extension

    International Nuclear Information System (INIS)

    Rosinski, S.T.; Kumar, A.S.; Cannon, N.S.; Hamilton, M.L.

    1993-01-01

    The US Department of Energy is sponsoring a research effort through Sandia National Laboratories and the University of Missouri-Rolla to test a correlation for the upper shelf energy (USE) values obtained from the impact testing of subsize Charpy V-notch specimens to those obtained from the testing of full-size samples. The program involves the impact testing of unirradiated and irradiated full-, half-, and third-size Charpy V-notch specimens. To verify the applicability of the correlation on LWR materials, unirradiated and irradiated full-, half-, and third-size Charpy V-notch specimens of a commercial pressure vessel steel (ASTM A533 Grade B) will be tested. The correlation methodology is based on the partitioning of the USE into crack initiation and crack propagation energies. To accomplish this partition, both precracked and notched-only specimens will be used. Whereas the USE of notched-only specimens is the sum of both crack initiation and crack propagation energies, the USE of precracked specimens reflects only the crack propagation component. The difference in the USE of the two types of specimens represents a measure of the crack initiation energy. Normalizing the values of the crack initiation energy to the fracture volume of the sample produces similar values for the full-, half-, and third-size specimens. In addition, the ratios of the USE and the crack propagation energy are also in agreement for full-, half-, and third-size specimens. These two observations will be used to predict the USE of full-size specimens based on subsize USE data. This paper provides details of the program and presents results obtained from the application of the developed correlation methodology to the impact testing of the unirradiated full-, half-, and third-size A533 Grade B Charpy V-notch specimens

  7. Reality television predicts both positive and negative outcomes for adolescent girls.

    Science.gov (United States)

    Ferguson, Christopher J; Salmond, Kimberlee; Modi, Kamla

    2013-06-01

    To assess the influence of media, specifically reality television, on adolescent behavior. A total of 1141 preteen and adolescent girls (age range 11-17) answered questions related to their reality television viewing, personality, self-esteem, relational aggression, appearance focus, and desire for fame. Our results indicated that the influence of reality television on adolescent behavior is complex and potentially related to the adolescents' intended uses and gratifications for using reality television. Reality television viewing was positively related to increased self-esteem and expectations of respect in dating relationships. However, watching reality television also was related to an increased focus on appearance and willingness to compromise other values for fame. Reality television viewing did not predict relational aggression. The potential influences of reality television use on adolescent girls are both positive and negative, defying easy categorization. Copyright © 2013 Mosby, Inc. All rights reserved.

  8. Virtual Reality: Real Promises and False Expectations.

    Science.gov (United States)

    Homan, Willem J.

    1994-01-01

    Examines virtual reality (VR), and discusses the dilemma of defining VR, the limitations of the current technology, and the implications of VR for education. Highlights include a VR experience; human factors and the interface; and altered reality versus VR. (Author/AEF)

  9. What is reality and what is pleasure

    DEFF Research Database (Denmark)

    Zeuthen, Katrine Egede; Køppe, Simo

    2009-01-01

    The article comments on Zygmund Bauman's article: Freudian civilization revisited and is a discussion of the relation between the reality principle and the pleasure principle in Freud's psychoanalytical theory and of the reation between pleasure and reality in society as such....

  10. Yet Unborn Realities

    DEFF Research Database (Denmark)

    Johannessen, Runa

    2016-01-01

    The scope of this paper is to inquire into a moment of friction between reality and possibility; the present and the future; the actual and the fictional, in a context pertaining to the Israel-Palestine conflict. The point of departure is an artwork by the Palestinian artist Khaled Jarrar. My enc...... encounter with his work evoked an aesthetic experience of hesitant uncertainty parallel to particular encounters with a mechanism invoking such uncertainties in real life, namely the passport control......The scope of this paper is to inquire into a moment of friction between reality and possibility; the present and the future; the actual and the fictional, in a context pertaining to the Israel-Palestine conflict. The point of departure is an artwork by the Palestinian artist Khaled Jarrar. My...

  11. Augmented reality system

    Science.gov (United States)

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

    2010-08-01

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

  12. Implementation of Augmented Reality Technology in Sangiran Museum with Vuforia

    Science.gov (United States)

    Purnomo, F. A.; Santosa, P. I.; Hartanto, R.; Pratisto, E. H.; Purbayu, A.

    2018-03-01

    Archaeological object is an evidence of life on ancient relics which has a lifespan of millions years ago. The discovery of this ancient object by the Museum Sangiran then is preserved and protected from potential damage. This research will develop Augmented Reality application for the museum that display a virtual information from ancient object on display. The content includes information as text, audio, and animation of 3D model as a representation of the ancient object. This study emphasizes the 3D Markerless recognition process by using Vuforia Augmented Reality (AR) system so that visitor can access the exhibition objects through different viewpoints. Based on the test result, by registering image target with 25o angle interval, 3D markerless keypoint feature can be detected with different viewpoint. The device must meet minimal specifications of Dual Core 1.2 GHz processor, GPU Power VR SG5X, 8 MP auto focus camera and 1 GB of memory to run the application. The average success of the AR application detects object in museum exhibition to 3D Markerless with a single view by 40%, Markerless multiview by 86% (for angle 0° - 180°) and 100% (for angle 0° - 360°). Application detection distance is between 23 cm and up to 540 cm with the response time to detect 3D Markerless has 12 seconds in average.

  13. PHENOMENOLOGICAL INTERPRETATION OF BIOETHICAL REALITY (THE SOCIOLOGICAL ANALYSIS)

    OpenAIRE

    Nikulina Marina Alekseevna

    2012-01-01

    The interpretation of social reality is a classical problem of sociology, which solution helps perception and understanding of social phenomena. In the article phenomenological interpretation of bioethical reality is shown. Phenomenological sociology, being one of the perspective directions of development of social knowledge, it is characterized by aspiration to show «artificial», that is designed, nature of bioethical reality, its semantic structure, and thus, to «humanize» bioethical realit...

  14. Toxicology in the 21st century--working our way towards a visionary reality.

    Science.gov (United States)

    Berg, Ninna; De Wever, Bart; Fuchs, Horst W; Gaca, Marianna; Krul, Cyrille; Roggen, Erwin L

    2011-06-01

    In November 2009 the In Vitro Testing Industrial Platform (IVTIP) organized a meeting entitled 'Toxicology in the 21st century--working our way towards a visionary reality'. Participating delegates included scientists, key opinion leaders, developers and users of 3Rs-related tests and testing strategies. This paper summarizes the discussions with respect to the conditions required to move the vision towards an applicable reality. It should not be considered as a comprehensive review of technologies that could be relevant for moving the in vitro testing and risk assessment field forward. Overall, the U.S. National Research Council (NRC) vision and strategy for toxicity testing in the 21st century was unanimously considered as the right approach to enable future toxicity testing without animal experimentation. Many elements of this vision were identified in the European initiatives aimed at the development of non-animal based methods. However, the need for concerted actions moving the current state-of-the-art towards a thorough, reliable and systematic approach to future toxicity testing was made evident by the discussions. Among the difficulties and hurdles on the way forward, the lack of physiologically relevant, metabolic competent and robust in vivo, ex vivo and in vitro models of both healthy and diseased people was frequently mentioned. In addition, there was a call for immediate implementation of emerging technologies and paradigms considered to be essential for transferring the vision into the reality of a toxicity-testing system assessing biologically significant perturbations in key pathways which are relevant for human biology. While the unique strengths of each of the available and emerging technologies was recognized, integration of available data and emerging technologies to integrated testing strategies (ITS) was highlighted as the preferred way forward. Method harmonization and standardization, as well as procedures and guidelines for putting together

  15. A non-destructive DNA sampling technique for herbarium specimens.

    Science.gov (United States)

    Shepherd, Lara D

    2017-01-01

    Herbarium specimens are an important source of DNA for plant research but current sampling methods require the removal of material for DNA extraction. This is undesirable for irreplaceable specimens such as rare species or type material. Here I present the first non-destructive sampling method for extracting DNA from herbarium specimens. DNA was successfully retrieved from robust leaves and/or stems of herbarium specimens up to 73 years old.

  16. Miniature tensile test specimens for fusion reactor irradiation studies

    International Nuclear Information System (INIS)

    Klueh, R.L.

    1985-01-01

    Three miniature sheet-type tensile specimens and a miniature rod-type specimen are being used to determine irradiated tensile properties for alloy development for fusion reactors. The tensile properties of type 316 stainless steel were determined with these different specimens, and the results were compared. Reasonably good agreement was observed. However, there were differences that led to recommendations on which specimens are preferred. 4 references, 9 figures, 6 tables

  17. Virtual reality training for surgical trainees in laparoscopic surgery.

    Science.gov (United States)

    Nagendran, Myura; Gurusamy, Kurinchi Selvan; Aggarwal, Rajesh; Loizidou, Marilena; Davidson, Brian R

    2013-08-27

    Standard surgical training has traditionally been one of apprenticeship, where the surgical trainee learns to perform surgery under the supervision of a trained surgeon. This is time-consuming, costly, and of variable effectiveness. Training using a virtual reality simulator is an option to supplement standard training. Virtual reality training improves the technical skills of surgical trainees such as decreased time for suturing and improved accuracy. The clinical impact of virtual reality training is not known. To assess the benefits (increased surgical proficiency and improved patient outcomes) and harms (potentially worse patient outcomes) of supplementary virtual reality training of surgical trainees with limited laparoscopic experience. We searched the Cochrane Central Register of Controlled Trials (CENTRAL) in The Cochrane Library, MEDLINE, EMBASE and Science Citation Index Expanded until July 2012. We included all randomised clinical trials comparing virtual reality training versus other forms of training including box-trainer training, no training, or standard laparoscopic training in surgical trainees with little laparoscopic experience. We also planned to include trials comparing different methods of virtual reality training. We included only trials that assessed the outcomes in people undergoing laparoscopic surgery. Two authors independently identified trials and collected data. We analysed the data with both the fixed-effect and the random-effects models using Review Manager 5 analysis. For each outcome we calculated the mean difference (MD) or standardised mean difference (SMD) with 95% confidence intervals based on intention-to-treat analysis. We included eight trials covering 109 surgical trainees with limited laparoscopic experience. Of the eight trials, six compared virtual reality versus no supplementary training. One trial compared virtual reality training versus box-trainer training and versus no supplementary training, and one trial compared

  18. Augmented REality Sandtables (ARESs) Impact on Learning

    Science.gov (United States)

    2016-07-01

    ARL-CR-0803 ● JULY 2016 US Army Research Laboratory Augmented REality Sandtable’s (ARES’s) Impact on Learning by Tarah N......The use of augmented reality (AR) to supplement training tools, specifically sand tables, can produce highly effective systems at relatively low

  19. 10 CFR 26.165 - Testing split specimens and retesting single specimens.

    Science.gov (United States)

    2010-01-01

    ... (c), as applicable. If the specimen in Bottle A is free of any evidence of drugs or drug metabolites... suitable inquiry conducted under the provisions of § 26.63 or to any other inquiry or investigation... records must be provided to personnel conducting reviews, inquiries into allegations, or audits under the...

  20. Virtual Reality: Is It Real Or Not?

    Directory of Open Access Journals (Sweden)

    S. Serap Kurbanoğlu

    1996-01-01

    Full Text Available In this paper virtual reality technology and how libraries might be affected by this technology are examined. Virtual reality sets out to address a problem. The problem is that of user-friendliness of computer systems. Needless to say, the current generation of computers still involves a barrier between human and machine. This is keyboard or mouse on the human side, and the screen on the computer side. If computers are really going to become a part of everyone’s normal day to day experiences, they, must allow users to visualise information in a way familiar to them, not the way the computers forces them to. Virtual reality provides such a way. With the increasing amounts of information available in electronic form, it is clear that virtual reality technology will have a profound impact on libraries.

  1. ARVIKA - Augmented Reality in Entwicklung, Produktion und Service: Anbindung eines mobilen Augmented Reality Systems an eine stationäre Infrastruktur. Schlussbericht

    OpenAIRE

    Wichert, R.; Balfanz, D.

    2003-01-01

    ARVIKA uses augmented reality (AR) technologies to research and create a user-oriented and system-driven support of operation procedures. It focuses on the development, production, and service of complex technical products and systems. Augmented-reality technologies improve working environments by merging real objects with computer-generated virtual objects to allow for detailed engineering and processing instructions. Augmented reality is a novel approach to the interaction between human and...

  2. Technological Recursivity and the Contested Subject on Reality TV

    Directory of Open Access Journals (Sweden)

    Aaron Duplantier

    2013-12-01

    Full Text Available In after show interviews, reality television stars often cite the camera and producorial manipulation, like editing, when trying to explain away their conceivably indefensible behavior. And much academic criticism of reality shows hinges on these very same “negative” features of the format: technological mediation, truthiness, their “lack” of reality. However, given the pervasiveness of 21st Century digital communication technology, and our decades worth of exposure to the regulating gaze of CCTV cameras, this rhetorical position is increasingly losing merit, despite its continued deployment—at the start of 2013, A&E’s Storage Wars was met by denouncements of a similar flavor. This paper attempts to draw on technology’s current place in the cultural milieu to challenge, at the very least, the theoretical position that might find reality TV external to our lived reality. Some specific reality TV personalities, ones who have denounced or commented on their on-screen selves, are examined in order to open up a conversation worried less about the contrivance of reality TV and more about the contrivance of contemporary living. MTV’s Jersey Shore, Teen Mom, The Hills, and ABC’s The Bachelor are some of the televisual texts sampled for the content of this paper.

  3. Fast mental states decoding in mixed reality.

    Directory of Open Access Journals (Sweden)

    Daniele eDe Massari

    2014-11-01

    Full Text Available The combination of Brain-Computer Interface technology, allowing online monitoring and decoding of brain activity, with virtual and mixed reality systems may help to shape and guide implicit and explicit learning using ecological scenarios. Real-time information of ongoing brain states acquired through BCI might be exploited for controlling data presentation in virtual environments. In this context, assessing to what extent brain states can be discriminated during mixed reality experience is critical for adapting specific data features to contingent brain activity. In this study we recorded EEG data while participants experienced a mixed reality scenario implemented through the eXperience Induction Machine (XIM. The XIM is a novel framework modeling the integration of a sensing system that evaluates and measures physiological and psychological states with a number of actuators and effectors that coherently reacts to the user's actions. We then assessed continuous EEG-based discrimination of spatial navigation, reading and calculation performed in mixed reality, using LDA and SVM classifiers. Dynamic single trial classification showed high accuracy of LDA and SVM classifiers in detecting multiple brain states as well as in differentiating between high and low mental workload, using a 5 s time-window shifting every 200 ms. Our results indicate overall better performance of LDA with respect to SVM and suggest applicability of our approach in a BCI-controlled mixed reality scenario. Ultimately, successful prediction of brain states might be used to drive adaptation of data representation in order to boost information processing in mixed reality.

  4. Guidelines for user interactions in mobile augmented reality

    OpenAIRE

    Ortman, Erik; Swedlund, Kenneth

    2012-01-01

    Over the last couple of years the field of Augmented Reality has transformed from something mainly seen in academic researchinto several examples of big commercially successful products, and the widespread use of highly capable mobile devices has greatly helped accelerate this trend. The powerful sensors in modern handsets enable designers to bring Augmented Reality implementations to the hands ofthe users.This thesis examines how Augmented Reality can be implemented onmobile platforms, mainl...

  5. Review of virtual reality treatment for mental health.

    Science.gov (United States)

    Gourlay, D; Lun, K C; Liya, G

    2001-01-01

    This paper describes recent research that proposes virtual reality techniques as a therapy for patients with cognitive and psychological problems. Specifically this applies to victims of conditions such as traumatic brain injury, Alzheimers and Parkinsons. Additionally virtual reality therapy offers an alternative to current desensitization techniques for the treatment of phobias Some important issues are examined including means of user interaction, skills transfer to the real world, and side-effects of virtual reality exposure.

  6. Possible Application of Virtual Reality in Geography Teaching

    OpenAIRE

    Ivan Stojšić; Anđelija Ivkov Džigurski; Olja Maričić; Ljubica Ivanović Bibić; Smiljana Đukičin Vučković

    2017-01-01

    Abstract Virtual reality represents simulated three-dimensional environment created by hardware and software, which providing realistic experience and possibility of interaction to the end-user. Benefits provided by immersive virtual reality in educational setting were recognised in the past decades, however mass application was left out due to the lack of development and high price. Intensive development of new platforms and virtual reality devices in the last few years started up with Oc...

  7. Thick Concrete Specimen Construction, Testing, and Preliminary Analysis

    Energy Technology Data Exchange (ETDEWEB)

    Clayton, Dwight A. [Oak Ridge National Lab. (ORNL), Oak Ridge, TN (United States); Hoegh, Kyle [Univ. of Minnesota, Minneapolis, MN (United States); Khazanovich, Lev [Univ. of Minnesota, Minneapolis, MN (United States)

    2015-03-01

    The purpose of the U.S. Department of Energy Office of Nuclear Energy’s Light Water Reactor Sustainability (LWRS) Program is to develop technologies and other solutions that can improve the reliability, sustain the safety, and extend the operating lifetimes of nuclear power plants (NPPs) beyond 60 years. Since many important safety structures in an NPP are constructed of concrete, inspection techniques must be developed and tested to evaluate the internal condition. In-service containment structures generally do not allow for the destructive measures necessary to validate the accuracy of these inspection techniques. This creates a need for comparative testing of the various nondestructive evaluation (NDE) measurement techniques on concrete specimens with known material properties, voids, internal microstructure flaws, and reinforcement locations. A preliminary report detailed some of the challenges associated with thick reinforced concrete sections and prioritized conceptual designs of specimens that could be fabricated to represent NPP concrete structures for using in NDE evaluation comparisons. This led to the construction of the concrete specimen presented in this report, which has sufficient reinforcement density and cross-sectional size to represent an NPP containment wall. Details on how a suitably thick concrete specimen was constructed are presented, including the construction materials, final nominal design schematic, as well as formwork and rigging required to safely meet the desired dimensions of the concrete structure. The report also details the type and methods of forming the concrete specimen as well as information on how the rebar and simulated defects were embedded. Details on how the resulting specimen was transported, safely anchored, and marked to allow access for systematic comparative NDE testing of defects in a representative NPP containment wall concrete specimen are also given. Data collection using the MIRA Ultrasonic NDE equipment and

  8. Rationalizing virtual reality based on manufacturing paradigms

    NARCIS (Netherlands)

    Damgrave, Roy Gerhardus Johannes; Lutters, Diederick; Drukker, J. W.

    2014-01-01

    Comparing the evolvement of the manufacturing industry of the last century to the way virtual reality is used nowadays some remarkable similarities come to light. Current virtual reality equipment requires a high level of craftsmanship to achieve the maximum results, and often equipment is specially

  9. Using virtual reality environment to improve joint attention associated with pervasive developmental disorder.

    Science.gov (United States)

    Cheng, Yufang; Huang, Ruowen

    2012-01-01

    The focus of this study is using data glove to practice Joint attention skill in virtual reality environment for people with pervasive developmental disorder (PDD). The virtual reality environment provides a safe environment for PDD people. Especially, when they made errors during practice in virtual reality environment, there is no suffering or dangerous consequences to deal with. Joint attention is a critical skill in the disorder characteristics of children with PDD. The absence of joint attention is a deficit frequently affects their social relationship in daily life. Therefore, this study designed the Joint Attention Skills Learning (JASL) systems with data glove tool to help children with PDD to practice joint attention behavior skills. The JASL specifically focus the skills of pointing, showing, sharing things and behavior interaction with other children with PDD. The system is designed in playroom-scene and presented in the first-person perspectives for users. The functions contain pointing and showing, moving virtual objects, 3D animation, text, speaking sounds, and feedback. The method was employed single subject multiple-probe design across subjects' designs, and analysis of visual inspection in this study. It took 3 months to finish the experimental section. Surprisingly, the experiment results reveal that the participants have further extension in improving the joint attention skills in their daily life after using the JASL system. The significant potential in this particular treatment of joint attention for each participant will be discussed in details in this paper. Copyright © 2012 Elsevier Ltd. All rights reserved.

  10. The ethnography of virtual reality

    Directory of Open Access Journals (Sweden)

    Gavrilović Ljiljana 1

    2004-01-01

    Full Text Available This paper discusses possible application of ethnographic research in the realm of virtual reality, especially in the relationship between cultures in virtual communities. This represents an entirely new area of ethnographic research and therefore many adjustments in the research design are needed for example, a development of a specific method of data gathering and tools for their verification. A virtual, cyber space is a version of social space more or less synchronous with it, but without the, "real", that is, physical presence of the people who create it. This virtual reality, defined and bounded by virtual space, is in fact real - and though we are not able to observe real, physical parameters of its existence, we can perceive its consequences. In sum, an innovative ethnographic research method is fully applicable for exploring the realm of virtual reality; in order to do so we need to expand, in addition to the new research design and methods, the field of science itself.

  11. Sound field simulation and acoustic animation in urban squares

    Science.gov (United States)

    Kang, Jian; Meng, Yan

    2005-04-01

    Urban squares are important components of cities, and the acoustic environment is important for their usability. While models and formulae for predicting the sound field in urban squares are important for their soundscape design and improvement, acoustic animation tools would be of great importance for designers as well as for public participation process, given that below a certain sound level, the soundscape evaluation depends mainly on the type of sounds rather than the loudness. This paper first briefly introduces acoustic simulation models developed for urban squares, as well as empirical formulae derived from a series of simulation. It then presents an acoustic animation tool currently being developed. In urban squares there are multiple dynamic sound sources, so that the computation time becomes a main concern. Nevertheless, the requirements for acoustic animation in urban squares are relatively low compared to auditoria. As a result, it is important to simplify the simulation process and algorithms. Based on a series of subjective tests in a virtual reality environment with various simulation parameters, a fast simulation method with acceptable accuracy has been explored. [Work supported by the European Commission.

  12. Virtual reality excursions with programs in C

    CERN Document Server

    Watkins, Christopher D

    1994-01-01

    Virtual Reality Excursions with Programs in C provides the history, theory, principles and an account of the milestones in the development of virtual reality technology.The book is organized into five chapters. The first chapter explores the applications in the vast field of virtual reality. The second chapter presents a brief history of the field and its founders. Chapter 3 discusses human perception and how it works. Some interesting notes and much of the hot debate in the field are covered in Chapter 4. The fifth chapter describes many of the complexities involved in implementing virtual en

  13. Handling of biological specimens for electron microscopy

    International Nuclear Information System (INIS)

    Bullock, G.

    1987-01-01

    There are many different aspects of specimen preparation procedure which need to be considered in order to achieve good results. Whether using the scanning or transmission microscope, the initial handling procedures are very similar and are selected for the information required. Handling procedures and techniques described are: structural preservation; immuno-and histo-chemistry; x-ray microanalysis and autoradiography; dehydration and embedding; mounting and coating specimens for scanning electron microscopy; and sectioning of resin embedded material. With attention to detail and careful choice of the best available technique, excellent results should be obtainable whatever the specimen. 6 refs

  14. Assessing the effectiveness of 30% sodium chloride aqueous solution for the preservation of fixed anatomical specimens: a 5-year follow-up study.

    Science.gov (United States)

    de Oliveira, Fabrício Singaretti

    2014-07-01

    Anatomical specimens used in human or veterinary anatomy laboratories are usually prepared with formaldehyde (a cancerous and teratogenic substance), glycerin (an expensive and viscous fluid), or ethanol (which is flammable). This research aimed to verify the viability of an aqueous 30% sodium chloride solution for preservation of anatomical specimens previously fixed with formaldehyde. Anatomical specimens of ruminant, carnivorous, equine, swine and birds were used. All were previously fixed with an aqueous 20% formaldehyde solution and held for 7 days in a 10% aqueous solution of the same active ingredient. During the first phase of the experiment, small specimens of animal tissue previously fixed in formaldehyde were distributed in vials with different concentrations of formaldehyde, with or without 30% sodium chloride solution, a group containing only 30% sodium chloride, and a control group containing only water. During this phase, no contamination was observed in any specimen containing 30% sodium chloride solution, whether alone or in combination with different concentrations of formaldehyde. In the second phase of the experiment, the 30% sodium chloride solution, found to be optimal in the first phase of the experiment, was tested for its long-term preservation properties. For a period of 5 years, the preserved specimens were evaluated three times a week for visual contamination, odors, and changes in color and texture. There was no visual contamination or decay found in any specimen. Furthermore, no strange odors, or changes in color or softness were noted. The 30% sodium chloride solution was determined to be effective in the preservation of anatomic specimens previously fixed in formaldehyde. © 2014 Anatomical Society.

  15. Virtual Reality and Its Potential Application in Education and Training.

    Science.gov (United States)

    Milheim, William D.

    1995-01-01

    An overview is provided of current trends in virtual reality research and development, including discussion of hardware, types of virtual reality, and potential problems with virtual reality. Implications for education and training are explored. (Author/JKP)

  16. Elastic-plastic analysis of the SS-3 tensile specimen

    International Nuclear Information System (INIS)

    Majumdar, S.

    1998-01-01

    Tensile tests of most irradiated specimens of vanadium alloys are conducted using the miniature SS-3 specimen which is not ASTM approved. Detailed elastic-plastic finite element analysis of the specimen was conducted to show that, as long as the ultimate to yield strength ratio is less than or equal to 1.25 (which is satisfied by many irradiated materials), the stress-plastic strain curve obtained by using such a specimen is representative of the true material behavior

  17. Augmented reality services

    Directory of Open Access Journals (Sweden)

    Tomáš Koubek

    2013-01-01

    Full Text Available We assume that one of the key reasons is in the difference between a standalone application and a web service. Both architectures have some advantages and disadvantages. The Standalone application (e.g. Nokia/OVI Maps provides the required functionality. From the user point of view, main asset of this “offline” approach is network connectivity independence. However, this kind of applications must be upgraded manually. Moreover, it is hard to get any data about the application usage because it requires additional actions from the user – data are usually acquired through conventional ways, such as email or web forms.The online service such as Google Maps (including its mobile application can offer the same functionality as the offline application. Nevertheless, a permanent connection to provider servers is necessary. This can be taken as a drawback. On the other hand, usage data collection is easier and can be done without the user intervention. The data collection provides a valuable analysis basis of the user habits and needs. This analysis is necessary for design of a complex “user” based solutions such as Google Now.Augmented reality applications are usually based on the first mentioned approach. In this article, we describe our model of augmented reality as a service and compare its features with standalone solutions. Further, other important key aspects for large emergence of augmented reality services in a mainstream market are discussed.

  18. Progress Report on Alloy 617 Notched Specimen Testing

    Energy Technology Data Exchange (ETDEWEB)

    McMurtrey, Michael David [Idaho National Lab. (INL), Idaho Falls, ID (United States); Wright, Richard Neil [Idaho National Lab. (INL), Idaho Falls, ID (United States); Lillo, Thomas Martin [Idaho National Lab. (INL), Idaho Falls, ID (United States)

    2016-08-01

    Creep behavior of Alloy 617 has been extensively characterized to support the development of a draft Code Case to qualify Alloy 617 in Section III division 5 of the ASME Boiler and Pressure Vessel Code. This will allow use of Alloy 617 in construction of nuclear reactor components at elevated temperatures and longer periods of time (up to 950°C and 100,000 hours). Prior to actual use, additional concerns not considered in the ASME code need to be addressed. Code Cases are based largely on uniaxial testing of smooth gage specimens. In service conditions, components will generally be under multi axial loading. There is also the concern of the behavior at discontinuities, such as threaded components. To address the concerns of multi axial creep behavior and at geometric discontinuities, notched specimens have been designed to create conditions representative of the states that service components experience. Two general notch geometries have been used for these series of tests: U notch and V notch specimens. The notches produce a tri axial stress state, though not uniform across the specimen. Characterization of the creep behavior of the U notch specimens and the creep rupture behavior of the V notch specimens provides a good approximation of the behavior expected of actual components. Preliminary testing and analysis have been completed and are reported in this document. This includes results from V notch specimens tested at 900°C and 800°C. Failure occurred in the smooth gage section of the specimen rather than at the root of the notch, though some damage was present at the root of the notch, where initial stress was highest. This indicates notch strengthening behavior in this material at these temperatures.

  19. Scanning transmission ion micro-tomography (STIM-T) of biological specimens

    International Nuclear Information System (INIS)

    Schwertner, Michael; Sakellariou, Arthur; Reinert, Tilo; Butz, Tilman

    2006-01-01

    Computed tomography (CT) was applied to sets of Scanning Transmission Ion Microscopy (STIM) projections recorded at the LIPSION ion beam laboratory (Leipzig) in order to visualize the 3D-mass distribution in several specimens. Examples for a test structure (copper grid) and for biological specimens (cartilage cells, cygospore) are shown. Scanning Transmission Micro-Tomography (STIM-T) at a resolution of 260 nm was demonstrated for the first time. Sub-micron features of the Cu-grid specimen were verified by scanning electron microscopy. The ion energy loss measured during a STIM-T experiment is related to the mass density of the specimen. Typically, biological specimens can be analysed without staining. Only shock freezing and freeze-drying is required to preserve the ultra-structure of the specimen. The radiation damage to the specimen during the experiment can be neglected. This is an advantage compared to other techniques like X-ray micro-tomography. At present, the spatial resolution is limited by beam position fluctuations and specimen vibrations

  20. Final Report: Posttest Analysis of Omega II Optical Specimens

    International Nuclear Information System (INIS)

    Newlander, C D; Fisher, J H

    2007-01-01

    Preliminary posttest analyses have been completed on optical specimens exposed during the Omega II test series conducted on 14 July 2006. The Omega Facility, located at the Laboratory for Laser Energetics (LLE) at the University of Rochester was used to produce X-ray environments through the interaction of intense pulsed laser radiation upon germanium-loaded silica aerogels. The optical specimen testing was supported by GH Systems through experiment design, pre- and post-test analyses, specimen acquisition, and overall technical experience. The test specimens were fabricated and characterized by Surface Optics Corporation (SOC), San Diego, CA and were simple protected gold coatings on silica substrates. Six test specimens were exposed, five filtered with thin beryllium foil filters, and one unfiltered which was exposed directly to the raw environment. The experimental objectives were: (1) demonstrate that tests of optical specimens could be performed at the Omega facility; (2) evaluate the use and survivability of beryllium foil filters as a function of thickness; (3) obtain damage data on optical specimens which ranged from no damage to damage; (4) correlate existing thermal response models with the damage data; (5) evaluate the use of the direct raw environment upon the specimen response and the ability/desirability to conduct sensitive optical specimen tests using the raw environment; and (6) initiate the development of a protocol for performing optical coatings/mirror tests. This report documents the activities performed by GH Systems in evaluating and using the environments provided by LLNL, the PUFFTFT analyses performed using those environments, and the calculated results compared to the observed and measured posttest data

  1. Applied virtual reality

    International Nuclear Information System (INIS)

    Yule, I.Y.; Lee, D.J.

    1996-01-01

    An early experience in deploying a manipulator to the Irradiated Fuel Dismantling Cell at Torness Power Station, quickly highlighted that special visualisation techniques were required to achieve a successful deployment and reduce plant system down time. This visualisation was later realised through the IGRIP software pakcage operating on a Silicon Graphics computing engine, which provides a 'Non-Immersive' Virtual Reality environment. Within this environment, models of the Irradiated Fuel Dismantling cell were generated along with a model of the manipulator, allowing manipulator deployment to the Irradiated Fuel Dismantling Cell be modelled. It is estimated that the first use of this new environment provided a significant saving to Scottish Nuclear in potential lost output. The use of this virtual reality environment is currently being extended into the design and deployment of a new manipulator for Torness in vessel inspection, the Boiler Inspection Manipulator. (author)

  2. A virtual reality task based on animal research – spatial learning and memory in patients after the first episode of schizophrenia

    Czech Academy of Sciences Publication Activity Database

    Fajnerová, Iveta; Rodriguez, M.; Levčík, David; Konrádová, L.; Mikoláš, P.; Brom, C.; Stuchlík, Aleš; Vlček, Kamil; Horáček, J.

    2014-01-01

    Roč. 8, May 27 (2014), s. 157 ISSN 1662-5153 R&D Projects: GA MZd(CZ) NT13386 Grant - others:GA MZd(CZ) NT14291; GA MZd(CZ) NT13843 Institutional support: RVO:67985823 Keywords : schizophrenia * spatial navigation * learning and memory * virtual reality environment * cognitive deficit * Morris Water Maze (MWM) * psychotic disorders * spatial behavior Subject RIV: FH - Neurology Impact factor: 3.270, year: 2014

  3. Towards an interactive medical system by augmented reality

    OpenAIRE

    Khawla Ben Abderrahim; Mohamed Kallel; M.S. Bouhlel

    2013-01-01

    Augmented reality is a computer field that progresses rapidly. Its principle is to mix the real world and the virtual world. Many applications already use augmented reality, particularly the medical field. Medical image allows doctors to make diagnosis of the patient. This diagnosis allows him to make the best decision without committing professional mistakes that can cause problems. Hence the idea of integrating augmented reality with medical image analysis to help the doctor to make the bes...

  4. The concept of strong and weak virtual reality

    OpenAIRE

    Lisewski, A. M.

    2003-01-01

    We approach the virtual reality phenomenon by studying its relationship to set theory, and we investigate the case where this is done using the wellfoundedness property of sets. Our hypothesis is that non-wellfounded sets (hypersets) give rise to a different quality of virtual reality than do familiar wellfounded sets. We initially provide an alternative approach to virtual reality based on Sommerhoff's idea of first and second order self-awareness; both categories of self-awareness are consi...

  5. Some recent innovations in small specimen testing

    International Nuclear Information System (INIS)

    Odette, G.R.; He, M.; Gragg, D.; Klingensmith, D.; Lucas, G.E.

    2002-01-01

    New innovative small specimen test techniques are described. Finite element simulations show that combinations of cone indentation pile-up geometry and load-penetration depth relations can be used to determine both the yield stress and strain-hardening behavior of a material. Techniques for pre-cracking and testing sub-miniaturized fracture toughness bend bars, with dimensions of 1.65x1.65x9 mm 3 , or less, are described. The corresponding toughness-temperature curves have a very steep transition slope, primarily due to rapid loss of constraint, which has advantages in some experiments to characterize the effects of specified irradiation variables. As one example of using composite specimens, an approach to evaluating helium effects is proposed, involving diffusion bonding small wires of a 54 Fe-based ferritic-martensitic alloy to a surrounding fracture specimen composed of an elemental Fe-based alloy. Finally, we briefly outline some potential approaches to multipurpose specimens and test automation

  6. Virtual reality measures in neuropsychological assessment: a meta-analytic review.

    Science.gov (United States)

    Neguț, Alexandra; Matu, Silviu-Andrei; Sava, Florin Alin; David, Daniel

    2016-02-01

    Virtual reality-based assessment is a new paradigm for neuropsychological evaluation, that might provide an ecological assessment, compared to paper-and-pencil or computerized neuropsychological assessment. Previous research has focused on the use of virtual reality in neuropsychological assessment, but no meta-analysis focused on the sensitivity of virtual reality-based measures of cognitive processes in measuring cognitive processes in various populations. We found eighteen studies that compared the cognitive performance between clinical and healthy controls on virtual reality measures. Based on a random effects model, the results indicated a large effect size in favor of healthy controls (g = .95). For executive functions, memory and visuospatial analysis, subgroup analysis revealed moderate to large effect sizes, with superior performance in the case of healthy controls. Participants' mean age, type of clinical condition, type of exploration within virtual reality environments, and the presence of distractors were significant moderators. Our findings support the sensitivity of virtual reality-based measures in detecting cognitive impairment. They highlight the possibility of using virtual reality measures for neuropsychological assessment in research applications, as well as in clinical practice.

  7. ESSE: Engineering Super Simulation Emulation for Virtual Reality Systems Environment

    International Nuclear Information System (INIS)

    Suh, Kune Y.; Yeon, Choul W.

    2008-01-01

    Construction Emulation (VENICE) is aimed at developing leading-edge digital process management solution for NPP systems optimal design and construction resorting to the Neo systemic Optimization Technical Unit Soft Power (NOTUS) in 4 + D Technology TM , Digital Information Operating NPP Integrated Safety (DIONIS) employs a physics system that substantiates a 3D visualization of major events in NPPs. The network system that substantiates a 3D visualization of major events in NPPs. The network system makes available online exchange of the safety information in the ubiquitous environment. Navigator Artificial Reality Campus Interactive Simulation (NARCIS) is a environment. Navigator Artificial Reality Campus Interactive Simulation in the ubiquitous environment. Navigator Artificial Reality Campus Interactive Simulation (NARCIS) is a real-time on-line VR simulator. NARCIS creates a 3D cyber college environment providing visibility of VR campus. The 3D information delivery system allows providing visibility of VR campus. The 3D information delivery system allows exchange and share of information between faculty and the student. Multi physics Aqueous Navigation Intra peninsular Labyrinth Animation (MANILA) is an advanced 3D CG visualization project that includes CG animation of physical phenomena and interactions of fluids with structures by the Informative Neo graphic Utilities Unit Soft Power (INUUS), Junctional Analysis Neo dynamic Unit Soft Power (JANUS) and Engineering Utilities Research Unit Soft Power (EURUS), VENUS, INUUS, NOTUS, JANUS and EURUS empower VENICE, DIONIS, NARCIS and MANILA

  8. Nuclear public acceptance and 'imaginary and reality

    International Nuclear Information System (INIS)

    Seki, Yoshinobu

    2000-01-01

    Recently, anti-nuclear movement is going down, and couple reactor construction has been seemed to be accepted. Even Uranium production will be coming down, Plutonium, fast reactor and nuclear fusion reactor will coming in future. An unfortunate reactivity accident in a nuclear fuel factory in Tokai village has occurred by lack of the very essential nuclear technology which is not believable. This comes the reality has been included in an imaginary region in the brain. So picking up the reality from the imaginary region in brain is due to knowing the separation of the reality from the imaginary region by knowledge on the very essential nuclear technology. A man knowing the very essential nuclear technology can avoid this kind of accident. For the most people does not like to meet with the problems of atomic bomb and hi-radiation level waste. There two problems will be understood by knowing the reality point the imaginary area. It is easily understandable, if it is the essential nuclear technology. (author)

  9. Virtual Reality in Engineering Education: The Future of Creative Learning

    Directory of Open Access Journals (Sweden)

    Abdul-Hadi Ghazi Abulrub

    2011-12-01

    Full Text Available Virtual reality has achieved an adequate level of development for it to be considered in innovative applications such as education, training, and research in higher education. Virtual reality offers both opportunities and challenges for the educational sector. One of the challenges of virtual reality technology is the costs associated which have been unaffordable for educational institutes. However, in recent years, computer hardware and software development has made it more feasible to incorporate virtual reality technology into future teaching strategies. Despite the cost challenges, educational benefits of implementing virtual reality remain compelling. This paper explains virtual reality principle and describes the interactive educational environment developed at WMG, the University of Warwick. It also discusses the benefits of using state-of-the-art 3D photorealistic interactive and immersive virtual environment for engineering undergraduates and postgraduate teaching, learning and training.

  10. Blood specimen labelling errors: Implications for nephrology nursing practice.

    Science.gov (United States)

    Duteau, Jennifer

    2014-01-01

    Patient safety is the foundation of high-quality health care, as recognized both nationally and worldwide. Patient blood specimen identification is critical in ensuring the delivery of safe and appropriate care. The practice of nephrology nursing involves frequent patient blood specimen withdrawals to treat and monitor kidney disease. A critical review of the literature reveals that incorrect patient identification is one of the major causes of blood specimen labelling errors. Misidentified samples create a serious risk to patient safety leading to multiple specimen withdrawals, delay in diagnosis, misdiagnosis, incorrect treatment, transfusion reactions, increased length of stay and other negative patient outcomes. Barcode technology has been identified as a preferred method for positive patient identification leading to a definitive decrease in blood specimen labelling errors by as much as 83% (Askeland, et al., 2008). The use of a root cause analysis followed by an action plan is one approach to decreasing the occurrence of blood specimen labelling errors. This article will present a review of the evidence-based literature surrounding blood specimen labelling errors, followed by author recommendations for completing a root cause analysis and action plan. A failure modes and effects analysis (FMEA) will be presented as one method to determine root cause, followed by the Ottawa Model of Research Use (OMRU) as a framework for implementation of strategies to reduce blood specimen labelling errors.

  11. [Display technologies for augmented reality in medical applications].

    Science.gov (United States)

    Eck, Ulrich; Winkler, Alexander

    2018-04-01

    One of the main challenges for modern surgery is the effective use of the many available imaging modalities and diagnostic methods. Augmented reality systems can be used in the future to blend patient and planning information into the view of surgeons, which can improve the efficiency and safety of interventions. In this article we present five visualization methods to integrate augmented reality displays into medical procedures and the advantages and disadvantages are explained. Based on an extensive literature review the various existing approaches for integration of augmented reality displays into medical procedures are divided into five categories and the most important research results for each approach are presented. A large number of mixed and augmented reality solutions for medical interventions have been developed as research prototypes; however, only very few systems have been tested on patients. In order to integrate mixed and augmented reality displays into medical practice, highly specialized solutions need to be developed. Such systems must comply with the requirements with respect to accuracy, fidelity, ergonomics and seamless integration into the surgical workflow.

  12. Augmented Reality and Virtual Reality in Physical and Online Retailing:A Review, Synthesis and Research Agenda

    OpenAIRE

    Bonetti, Francesca; Wamaby, Gary; Quinn, Lee

    2017-01-01

    Augmented reality (AR) and virtual reality (VR) have emerged as rapidly developing technologies used in both physical and online retailing to enhance the selling environment and shopping experience. However, academic research on, and practical applications of, AR and VR in retail are still fragmented, and this state of affairs is arguably attributable to the interdisciplinary origins of the topic. Undertaking a comparative chronological analysis of AR and VR research and applications in a ret...

  13. Augmented reality for industrial robot programmers: Workload analysis for task-based, augmented reality-supported robot control

    OpenAIRE

    Stadler, S.; Kain, K.; Giuliani, M.; Mirnig, N.; Stollnberger, G.; Tscheligi, M. ed

    2016-01-01

    Augmented reality (AR) can serve as a tool to provide helpful information in a direct way to industrial robot programmers throughout the teaching process. It seems obvious that AR support eases the programming process and increases the programmer's productivity and programming accuracy. However, additional information can also potentially increase the programmer's perceived workload. To explore the impact of augmented reality on robot teaching, as a first step we have chosen a Sphero robot co...

  14. Political realities and economic realities towards a Kyoto protocol

    International Nuclear Information System (INIS)

    Bourdaire, J.M.

    1997-01-01

    The current climate change commitments and the negotiating positions of Annex I countries were discussed. It was pointed out that the energy sector is not homogeneous and therefore, climate change should focus on the areas all over the world which are most sensitive to a carbon value. It was also noted that while the present time is ripe for action on climate change, actions should not take place at any cost. A scenario based on the three principal functions of energy, i.e. to supply mobility, electricity and heat was proposed. It was claimed that this proposal had the potential to bridge the gap between the political reality of Kyoto and the economic realities of the energy sector. The essence of the proposal centred around the concept of 'carbon value'. The effect of establishing carbon values for each of the different energy services worldwide, was discussed. Various mechanisms for establishing carbon values, such as emission trading, joint implementation with non-Annex I parties, penalties for non-compliance, mitigation efforts in least-cost options, were also reviewed

  15. Spatial interpretation of NASA's Marshall Space Flight Center Payload Operations Control Center using virtual reality technology

    Science.gov (United States)

    Lindsey, Patricia F.

    1993-01-01

    In its search for higher level computer interfaces and more realistic electronic simulations for measurement and spatial analysis in human factors design, NASA at MSFC is evaluating the functionality of virtual reality (VR) technology. Virtual reality simulation generates a three dimensional environment in which the participant appears to be enveloped. It is a type of interactive simulation in which humans are not only involved, but included. Virtual reality technology is still in the experimental phase, but it appears to be the next logical step after computer aided three-dimensional animation in transferring the viewer from a passive to an active role in experiencing and evaluating an environment. There is great potential for using this new technology when designing environments for more successful interaction, both with the environment and with another participant in a remote location. At the University of North Carolina, a VR simulation of a the planned Sitterson Hall, revealed a flaw in the building's design that had not been observed during examination of the more traditional building plan simulation methods on paper and on computer aided design (CAD) work station. The virtual environment enables multiple participants in remote locations to come together and interact with one another and with the environment. Each participant is capable of seeing herself and the other participants and of interacting with them within the simulated environment.

  16. Virtual Reality: Emerging Applications and Future Directions

    Science.gov (United States)

    Ludlow, Barbara L.

    2015-01-01

    Virtual reality is an emerging technology that has resulted in rapid expansion in the development of virtual immersive environments for use as educational simulations in schools, colleges and universities. This article presents an overview of virtual reality, describes a number of applications currently being used by special educators for…

  17. Mobile Augmented Reality Supporting Marketing Strategies : using mobile's augmented reality-based marketing applications to promote products and services to end customers

    OpenAIRE

    Kengne, Paul

    2014-01-01

    Imagine a technology with which you could see more than others see, hear more than others hear and perhaps even touch, smell and taste things that others cannot. Augmented Reality (AR) is this technology to create a “next generation, reality-based interface”. This thesis explores the augmented reality technology as a whole while presenting its potentials to SMEs for an adoption to support their marketing strategies. The research was conducted qualitatively, and it is solution centric in ...

  18. Tension test system for irradiated small specimens operated by remote control

    International Nuclear Information System (INIS)

    Okada, Akira

    1993-01-01

    A robot-based tension test system has been developed to aid in the mechanical testing of highly radioactive specimens. This system reduces radiation hazards from specimens and allows for the uniform precision of testing results independent of experimenters' skills. The robot system is designed to accommodate a miniaturized tension specimen with a gage section 5.5 by 1.2 mm, with a total length and width of 12.5 and 2.3 mm, respectively, and thickness of about 0.2 mm. The system is composed of a manipulating robot, a vibrational-type specimen feeder, a rotating-type specimen tray, a specimen observation system, a simulated tension text fixture, and a microcomputer for controlling the system. This system accomplishes specimen arrangement in the specimen tray, specimen transportation and loading to the test fixture and testing, and removal of the broken specimen from the fixture. These procedures are performed quickly, safely, and with uniform testing precision by computer control remotely by an unskilled experimenter

  19. Selections of Reality

    DEFF Research Database (Denmark)

    Järvinen, Margaretha; Miller, Gale

    2014-01-01

    substitution (methadone) treatment to users. Burke's dramatistic perspective calls attention to the recurring relationships among rhetorical elements within accounts of social reality. The elements form a pentad: scene, purpose, agent, agency and acts. Our analysis examines how the ideal of governmentality...

  20. ENGEMBANGAN VIRTUAL CLASS UNTUK PEMBELAJARAN AUGMENTED REALITY BERBASIS ANDROID

    Directory of Open Access Journals (Sweden)

    Rifiana Arief

    2015-02-01

    Full Text Available ABSTRACT Augmanted Reality for android handphone has been a trend among collage students of computer department who join New Media course. To develop this application, the knowladge about visual presentation theory and case study of Augmanted Reality on android phoneneed to be conducted. Learning media through virtual class can facilitate the students’ needs in learning and developing Augmanted Reality. The method of this study in developing virtual class for Augmented Reality learning were: a having preparation to arrange learning unit, b analyzing and developing the content of learning materials, c designing storyboard or scenario of the virtual class, d making website of virtual class, e implementing the website as facility of online learning for Augmanted Reality. The available facilities in virtual class were to check learning units, to choose and download the material in the forms of e-book and presentation slides, to open the relevant website link for material enrichment as well as students’ practice with pre-test and post-test for measuring students’ understanding. By implementing virtual class for Augmanted Reality learning based Android, it is expected to provide alternative learning strategies for students that are interesting and easy to understand. The students are expected to be able to utilize this facility optimally in order to achieve the purposes of learning process and graduates’ competence. Keywords: VirtualClass, Augmented Reality (AR

  1. Deformed Reality: Proof of concept and preliminary results

    OpenAIRE

    Haouchine , Nazim; Petit , Antoine; Roy , Frederick; Cotin , Stéphane

    2017-01-01

    International audience; We introduce " Deformed Reality " , a new paradigm to interactively manipulate objects in a scene in a deformable manner. Using the core principle of augmented reality to estimate rigid pose over time, our method enables the user to deform the targeted object while it is being rendered with its natural texture, giving the sense of a real-time object editing in user environment. The presented results show that our method can open new ways of using augmented reality by n...

  2. Tensile-Creep Test Specimen Preparation Practices of Surface Support Liners

    Science.gov (United States)

    Guner, Dogukan; Ozturk, Hasan

    2017-12-01

    Ground support has always been considered as a challenging issue in all underground operations. Many forms of support systems and supporting techniques are available in the mining/tunnelling industry. In the last two decades, a new polymer based material, Thin Spray-on Liner (TSL), has attained a place in the market as an alternative to the current areal ground support systems. Although TSL provides numerous merits and has different application purposes, the knowledge on mechanical properties and performance of this material is still limited. In laboratory studies, since tensile rupture is the most commonly observed failure mechanism in field applications, researchers have generally studied the tensile testing of TSLs with modification of American Society for Testing and Materials (ASTM) D-638 standards. For tensile creep testing, specimen preparation process also follows the ASTM standards. Two different specimen dimension types (Type I, Type IV) are widely preferred in TSL tensile testing that conform to the related standards. Moreover, molding and die cutting are commonly used specimen preparation techniques. In literature, there is a great variability of test results due to the difference in specimen preparation techniques and practices. In this study, a ductile TSL product was tested in order to investigate the effect of both specimen preparation techniques and specimen dimensions under 7-day curing time. As a result, ultimate tensile strength, tensile yield strength, tensile modulus, and elongation at break values were obtained for 4 different test series. It is concluded that Type IV specimens have higher strength values compared to Type I specimens and moulded specimens have lower results than that of prepared by using die cutter. Moreover, specimens prepared by molding techniques have scattered test results. Type IV specimens prepared by die cutter technique are suggested for preparation of tensile test and Type I specimens prepared by die cutter technique

  3. Video capture virtual reality as a flexible and effective rehabilitation tool

    Directory of Open Access Journals (Sweden)

    Katz Noomi

    2004-12-01

    Full Text Available Abstract Video capture virtual reality (VR uses a video camera and software to track movement in a single plane without the need to place markers on specific bodily locations. The user's image is thereby embedded within a simulated environment such that it is possible to interact with animated graphics in a completely natural manner. Although this technology first became available more than 25 years ago, it is only within the past five years that it has been applied in rehabilitation. The objective of this article is to describe the way this technology works, to review its assets relative to other VR platforms, and to provide an overview of some of the major studies that have evaluated the use of video capture technologies for rehabilitation.

  4. Determination of student opinions in augmented reality

    Directory of Open Access Journals (Sweden)

    Huseyin Bicen

    2016-11-01

    Full Text Available The rapid development of the new technology has changed classroom teaching methods and tools in a positive way. This study investigated the classroom learning with augmented reality and the impact of student opinions. 97 volunteer undergraduate students took part in this study. Results included data in the form of frequencies, percentages and descriptive statistics. The results show that, with gamification methods, augmented reality content affected students’ opinions in a positive way. When QR codes are used in the classroom, students feel independent from classroom materials and can access various resources. Moreover, students think that, when augmented reality in the classroom is used, education is more enjoyable.

  5. AGC-2 Specimen Post Irradiation Data Package Report

    Energy Technology Data Exchange (ETDEWEB)

    Windes, William Enoch [Idaho National Lab. (INL), Idaho Falls, ID (United States); Swank, W. David [Idaho National Lab. (INL), Idaho Falls, ID (United States); Rohrbaugh, David T. [Idaho National Lab. (INL), Idaho Falls, ID (United States); Cottle, David L. [Idaho National Lab. (INL), Idaho Falls, ID (United States)

    2015-08-01

    This report documents results of the post-irradiation examination material property testing of the creep, control, and piggyback specimens from the irradiation creep capsule Advanced Graphite Creep (AGC)-2 are reported. This is the second of a series of six irradiation test trains planned as part of the AGC experiment to fully characterize the neutron irradiation effects and radiation creep behavior of current nuclear graphite grades. The AGC-2 capsule was irradiated in the Idaho National Laboratory Advanced Test Reactor at a nominal temperature of 600°C and to a peak dose of 5 dpa (displacements per atom). One-half of the creep specimens were subjected to mechanical stresses (an applied stress of either 13.8, 17.2, or 20.7 MPa) to induce irradiation creep. All post-irradiation testing and measurement results are reported with the exception of the irradiation mechanical strength testing, which is the last destructive testing stage of the irradiation testing program. Material property tests were conducted on specimens from 15 nuclear graphite grades using a similar loading configuration as the first AGC capsule (AGC-1) to provide easy comparison between the two capsules. However, AGC-2 contained an increased number of specimens (i.e., 487 total specimens irradiated) and replaced specimens of the minor grade 2020 with the newer grade 2114. The data reported include specimen dimensions for both stressed and unstressed specimens to establish the irradiation creep rates, mass and volume data necessary to derive density, elastic constants (Young’s modulus, shear modulus, and Poisson’s ratio) from ultrasonic time-of-flight velocity measurements, Young’s modulus from the fundamental frequency of vibration, electrical resistivity, and thermal diffusivity and thermal expansion data from 100–500°C. No data outliers were determined after all measurements were completed. A brief statistical analysis was performed on the irradiated data and a limited comparison between

  6. The Internet and medical collaboration using virtual reality.

    Science.gov (United States)

    Liang, Wen Yau; O'Grady, Peter

    2003-01-01

    Computed Tomography (CT) provides a large amount of data but the presentation of the data to a physician can be less than satisfactory. Ideally, the image data should be available to physicians in interactive 3D to allow for improved visualization, planning and diagnosis. A virtual reality representation that not only allows for the manipulation of the image but also allows for the user to, in effect, move inside the image remotely would be ideal. In this paper the research associated with virtual reality is discussed. A formalism is then presented to create, from the CT data, the virtual reality world in the Virtual Reality Modeling Language. An implementation is described of this formalism that uses the Internet to allow for users in remote locations to view and manipulate the virtual worlds.

  7. Conjoint analysis and virtual reality : a review

    NARCIS (Netherlands)

    Dijkstra, J.; Timmermans, H.J.P.

    1998-01-01

    This paper describes a review of an ongoing research project which aims to develop a conjoint analysis and virtual reality (CA&VR) system as part of a design information system in virtual reality. The research project aims to develop a design system that can be used for interactive design and

  8. Towards augmented reality: The dialectics of physical and virtual space

    Directory of Open Access Journals (Sweden)

    Guga Jelena

    2015-01-01

    Full Text Available Spaces generated by new media technologies, no matter how abstract they may be, represent a qualitatively new form of the media environment. Moreover, they are integrated into everyday life in a way that they have become the constituents of social reality. Based on dualistic Cartesian understanding of real and virtual space, virtuality still carries a connotation of 'other' world, which is ontologically and phenomenologically different from 'reality'. However, virtuality as a characteristic of new media technologies should neither be equated with illusion, deception or fiction nor set in opposition to reality, given that it embodies real interactions. Instead, we could say that there are different types or levels of reality and that the virtual exists as reality qualitatively different from that of physical reality. Today, when every place on the planet, as well as social, political, and cultural activities, have their digital manifestations, can we still talk about virtual space as an isolated phenomenon? The ubiquitous use of new media technologies such as smartphones or wearables has profoundly transformed the experience of modern man. It is more and more determined by technologically mediated reality, i.e. augmented reality. In this regard, the key issues that will be addressed in this article are the ways technologically mediated spaces redefine not only the social relationships, but also the notions of identity, embodiment, and the self.

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

    Science.gov (United States)

    Vávra, P.; Zonča, P.; Ihnát, P.; El-Gendi, A.

    2017-01-01

    Introduction The development augmented reality devices allow physicians to incorporate data visualization into diagnostic and treatment procedures to improve work efficiency, safety, and cost and to enhance surgical training. However, the awareness of possibilities of augmented reality is generally low. This review evaluates whether augmented reality can presently improve the results of surgical procedures. Methods We performed a review of available literature dating from 2010 to November 2016 by searching PubMed and Scopus using the terms “augmented reality” and “surgery.” Results. The initial search yielded 808 studies. After removing duplicates and including only journal articles, a total of 417 studies were identified. By reading of abstracts, 91 relevant studies were chosen to be included. 11 references were gathered by cross-referencing. A total of 102 studies were included in this review. Conclusions The present literature suggest an increasing interest of surgeons regarding employing augmented reality into surgery leading to improved safety and efficacy of surgical procedures. Many studies showed that the performance of newly devised augmented reality systems is comparable to traditional techniques. However, several problems need to be addressed before augmented reality is implemented into the routine practice. PMID:29065604

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

    Directory of Open Access Journals (Sweden)

    P. Vávra

    2017-01-01

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

  11. A Debonded Sandwich Specimen Under Mixed Mode Bending (MMB)

    DEFF Research Database (Denmark)

    Quispitupa, Amilcar; Berggreen, Christian; Carlsson, Leif A.

    2008-01-01

    Face/core interface crack propagation in sandwich specimens is analyzed. A thorough analysis of the typical failure modes in sandwich composites was performed in order to design the MMB specimen to promote face/core debond fracture. Displacement, compliance and energy release rate expressions...... for the MMB specimen were derived from a superposition analysis. An experimental verification of the methodology proposed was performed using MMB sandwich specimens with H100 PVC foam core and E-glass/polyester non-crimp quadro-axial [0/45/90/-45]s DBLT-850 faces. Different mixed mode loadings were applied...

  12. Virtual Reality as Innovative Approach to the Interior Designing

    Science.gov (United States)

    Kaleja, Pavol; Kozlovská, Mária

    2017-06-01

    We can observe significant potential of information and communication technologies (ICT) in interior designing field, by development of software and hardware virtual reality tools. Using ICT tools offer realistic perception of proposal in its initial idea (the study). A group of real-time visualization, supported by hardware tools like Oculus Rift HTC Vive, provides free walkthrough and movement in virtual interior with the possibility of virtual designing. By improving of ICT software tools for designing in virtual reality we can achieve still more realistic virtual environment. The contribution presented proposal of an innovative approach of interior designing in virtual reality, using the latest software and hardware ICT virtual reality technologies

  13. Reversal of liver fibrosis: From fiction to reality.

    Science.gov (United States)

    Zoubek, Miguel Eugenio; Trautwein, Christian; Strnad, Pavel

    2017-04-01

    In chronic liver diseases, an ongoing hepatocellular injury together with inflammatory reaction results in activation of hepatic stellate cells (HSCs) and increased deposition of extracellular matrix (ECM) termed as liver fibrosis. It can progress to cirrhosis that is characterized by parenchymal and vascular architectural changes together with the presence of regenerative nodules. Even at late stage, liver fibrosis is reversible and the underlying mechanisms include a switch in the inflammatory environment, elimination or regression of activated HSCs and degradation of ECM. While animal models have been indispensable for our understanding of liver fibrosis, they possess several important limitations and need to be further refined. A better insight into the liver fibrogenesis resulted in a large number of clinical trials aiming at reversing liver fibrosis, particularly in patients with non-alcoholic steatohepatitis. Collectively, the current developments demonstrate that reversal of liver fibrosis is turning from fiction to reality. Copyright © 2017. Published by Elsevier Ltd.

  14. SHOULD EVERY APPENDECECTOMY SPECIMEN BE SUBJECTED TO HISTOPATHOLOGICAL EXAMINATION? A RETROSPECTIVE STUDY OF HISTOLOGICAL FINDINGS IN APPENDICECTOMY SPECIMENS

    Directory of Open Access Journals (Sweden)

    Shahanuma Shaik

    2017-12-01

    Full Text Available BACKGROUND Appendicitis is one of the commonest surgical emergencies with a lifetime risk of 7-8%. The appendicectomy specimens operated upon clinically-suspected appendicitis often appear normal on gross examination, but histopathological evaluation may reveal a diverse underlying pathology. Therefore, for accurate diagnosis, histopathological examination of all appendicectomy specimens is mandatory. MATERIALS AND METHODS A retrospective study of 175 appendicectomy cases operated over a period of two years. The clinical data and histopathological reports were reviewed and various histopathological findings are categorised. RESULTS Out of the total 175 appendicectomies, 155 emergency appendicectomy cases were included in the study, while 20 cases of incidental appendicectomy were excluded. The peak incidence was found in the 2nd and 3rd decades with male predominance. Among the 155 specimens, 96.8% had histological features of appendicitis and 1.9% were normal appendix. The unusual histopathological findings were Carcinoid tumour and Enterobius vermicularis. CONCLUSION The definitive diagnoses of appendicitis as well as the unusual incidental findings that were missed intraoperatively are established by histopathological examination. The study supports the histological examination of all resected appendicectomy specimens.

  15. An indoor augmented reality mobile application for simulation of building evacuation

    Science.gov (United States)

    Sharma, Sharad; Jerripothula, Shanmukha

    2015-03-01

    Augmented Reality enables people to remain connected with the physical environment they are in, and invites them to look at the world from new and alternative perspectives. There has been an increasing interest in emergency evacuation applications for mobile devices. Nearly all the smart phones these days are Wi-Fi and GPS enabled. In this paper, we propose a novel emergency evacuation system that will help people to safely evacuate a building in case of an emergency situation. It will further enhance knowledge and understanding of where the exits are in the building and safety evacuation procedures. We have applied mobile augmented reality (mobile AR) to create an application with Unity 3D gaming engine. We show how the mobile AR application is able to display a 3D model of the building and animation of people evacuation using markers and web camera. The system gives a visual representation of a building in 3D space, allowing people to see where exits are in the building through the use of a smart phone or tablets. Pilot studies were conducted with the system showing its partial success and demonstrated the effectiveness of the application in emergency evacuation. Our computer vision methods give good results when the markers are closer to the camera, but accuracy decreases when the markers are far away from the camera.

  16. Perform light and optic experiments in Augmented Reality

    Science.gov (United States)

    Wozniak, Peter; Vauderwange, Oliver; Curticapean, Dan; Javahiraly, Nicolas; Israel, Kai

    2015-10-01

    In many scientific studies lens experiments are part of the curriculum. The conducted experiments are meant to give the students a basic understanding for the laws of optics and its applications. Most of the experiments need special hardware like e.g. an optical bench, light sources, apertures and different lens types. Therefore it is not possible for the students to conduct any of the experiments outside of the university's laboratory. Simple optical software simulators enabling the students to virtually perform lens experiments already exist, but are mostly desktop or web browser based. Augmented Reality (AR) is a special case of mediated and mixed reality concepts, where computers are used to add, subtract or modify one's perception of reality. As a result of the success and widespread availability of handheld mobile devices, like e.g. tablet computers and smartphones, mobile augmented reality applications are easy to use. Augmented reality can be easily used to visualize a simulated optical bench. The students can interactively modify properties like e.g. lens type, lens curvature, lens diameter, lens refractive index and the positions of the instruments in space. Light rays can be visualized and promote an additional understanding of the laws of optics. An AR application like this is ideally suited to prepare the actual laboratory sessions and/or recap the teaching content. The authors will present their experience with handheld augmented reality applications and their possibilities for light and optic experiments without the needs for specialized optical hardware.

  17. Design and use of nonstandard tensile specimens for irradiated materials testing

    International Nuclear Information System (INIS)

    Panayotou, N.F.

    1984-10-01

    Miniature, nonstandard, tensile-type specimens have been developed for use in radiation effects experiments at high energy neutron sources where the useful radiation volume is as small as a few cubic centimeters. The end result of our development is a sheet-type specimen, 12.7 mm long with a 5.1 mm long, 1.0 mm wide gage section, which is typically fabricated from 0.25 mm thick sheet stock by a punching technique. Despite this miniature geometry, it has been determined that the data obtained using these miniature specimens are in good agreement with data obtained using much larger specimens. This finding indicates that miniature tensile specimen data may by used for engineering design purposes. Furthermore, it is clear that miniature tensile specimen technology is applicable to fields other than the study of radiation effects. This paper describes the miniature specimen technology which was developed and compares the data obtained from these miniature specimens to data obtained from much larger specimens. 9 figures

  18. Molecular prevalence of putative virulence-associated genes in Brucella melitensis and Brucella abortus isolates from human and livestock specimens in Iran.

    Science.gov (United States)

    Hashemifar, Iman; Yadegar, Abbas; Jazi, Faramarz Masjedian; Amirmozafari, Nour

    2017-04-01

    Molecular prevalence of nine putative virulence factors in two more prevalent Brucella species in Iranian patients and livestock was investigated. During five years (2010-2015), 120 human and animal specimens were collected from three geographical areas of Iran. All samples were cultured in blood culture media and subcultured into Brucella agar medium. Nine primer pairs were designed for detection of VirB2, VirB5, VceC, BtpA, BtpB, PrpA, BetB, BPE275 and BSPB virulence factors using PCR and sequence analysis. Totally, 68 Brucella isolates including 60 B. melitensis and 8 B. abortus were isolated from the human and animal specimens examined. Approximately, all B. melitensis and B. abortus strains were positive (100%) regarding btpA, btpB, virB5, vceC, bpe275, bspB, and virB2 genes except for prpA and betB that were detected in 86% and 97% of the strains, respectively. Significant relationships were found between the presence of prpA and human B. melitensis isolates (P = 0.04), and also between the presence of betB and human isolates of B. abortus (P = 0.03). In conclusion, our results revealed that Iranian Brucella strains, regardless of human or animal sources, are extremely virulent due to high prevalence of virulence attributes in almost all strains studied. Copyright © 2017 Elsevier Ltd. All rights reserved.

  19. Development of Virtual Reality Cycling Simulator

    OpenAIRE

    Schramka, Filip; Arisona, Stefan; Joos, Michael; Erath, Alexander

    2017-01-01

    This paper presents a cycling simulator implemented using consumer virtual reality hardware and additional off-the-shelf sensors. Challenges like real time motion tracking within the performance requirements of state of the art virtual reality are successfully mastered. Retrieved data from digital motion processors is sent over Bluetooth to a render machine running Unity3D. By processing this data a bicycle is mapped into virtual space. Physically correct behaviour is simulated and high quali...

  20. International workshop on multimodal virtual and augmented reality (workshop summary)

    NARCIS (Netherlands)

    Hürst, W.O.; Iwai, Daisuke; Balakrishnan, Prabhakaran

    2016-01-01

    Virtual reality (VR) and augmented reality (AR) are expected by many to become the next wave of computing with significant impacts on our daily lives. Motivated by this, we organized a workshop on “Multimodal Virtual and Augmented Reality (MVAR)” at the 18th ACM International Conference on

  1. Epistemic companions: shared reality development in close relationships.

    Science.gov (United States)

    Rossignac-Milon, Maya; Higgins, E Tory

    2018-01-11

    We propose a framework outlining the development of shared reality in close relationships. In this framework, we attempt to integrate disparate close relationship phenomena under the conceptual umbrella of shared reality. We argue that jointly satisfying epistemic needs-making sense of the world together-plays an important but under-appreciated role in establishing and maintaining close relationships. Specifically, we propose that dyads progress through four cumulative phases in which new forms of shared reality emerge. Relationships are often initiated when people discover Shared Feelings, which then facilitate the co-construction of dyad-specific Shared Practices. Partners then form an interdependent web of Shared Coordination and ultimately develop a Shared Identity. Each emergent form of shared reality continues to evolve throughout subsequent phases, and, if neglected, can engender relationship dissolution. Copyright © 2018 Elsevier Ltd. All rights reserved.

  2. Evaluation of the Behavior of Technova Corporation Rod-Stiffened Stitched Compression Specimens

    Science.gov (United States)

    Jegley, Dawn C.

    2013-01-01

    Under Space Act Agreement 1347 between NASA and Technova Corporation, Technova designed and fabricated two carbon-epoxy crippling specimens and NASA loaded them to failure in axial compression. Each specimen contained a pultruded rod stiffener which was held to the specimen skin with through-the-thickness stitches. One of these specimens was designed to be nominally the same as pultruded rod stitched specimens fabricated by Boeing under previous programs. In the other specimen, the rod was prestressed in a Technova manufacturing process to increase its ability to carrying compressive loading. Experimental results demonstrated that the specimen without prestressing carried approximately the same load as the similar Boeing specimens and that the specimen with prestressing carried significantly more load than the specimen without prestressing.

  3. Learning Application of Astronomy Based Augmented Reality using Android Platform

    Science.gov (United States)

    Maleke, B.; Paseru, D.; Padang, R.

    2018-02-01

    Astronomy is a branch of science involving observations of celestial bodies such as stars, planets, nebular comets, star clusters, and galaxies as well as natural phenomena occurring outside the Earth’s atmosphere. The way of learning of Astronomy is quite varied, such as by using a book or observe directly with a telescope. But both ways of learning have shortcomings, for example learning through books is only presented in the form of interesting 2D drawings. While learning with a telescope requires a fairly expensive cost to buy the equipment. This study will present a more interesting way of learning from the previous one, namely through Augmented Reality (AR) application using Android platform. Augmented Reality is a combination of virtual world (virtual) and real world (real) made by computer. Virtual objects can be text, animation, 3D models or videos that are combined with the actual environment so that the user feels the virtual object is in his environment. With the use of the Android platform, this application makes the learning method more interesting because it can be used on various Android smartphones so that learning can be done anytime and anywhere. The methodology used in making applications is Multimedia Lifecycle, along with C # language for AR programming and flowchart as a modelling tool. The results of research on some users stated that this application can run well and can be used as an alternative way of learning Astronomy with more interesting.

  4. Virtual reality therapy: an effective treatment for psychological disorders.

    Science.gov (United States)

    North, M M; North, S M; Coble, J R

    1997-01-01

    Behavioral therapy techniques for treating phobias often includes graded exposure of the patient to anxiety-producing stimuli (Systematic Desensitization). However, in utilizing systematic desensitization, research reviews demonstrate that many patients appear to have difficulty imaging the prescribed anxiety-evoking scene. They also express strong aversion to experiencing real situations. This chapter describes the Virtual Reality Therapy (VRT), a new therapeutical approach that can be used to overcome some of the difficulties inherent in the traditional treatment of phobias. VRT, like current imaginal and in vivo modalities, can generate stimuli that could be utilized in desensitization therapy. Like systematic desensitization therapy, VRT can provide stimuli for patients who have difficulty in imagining scenes and/or are too phobic to experience real situations. Unlike in vivo systematic desensitization, VRT can be performed within the privacy of a room, thus avoiding public embarrassment and violation of patient confidentiality. VRT can generate stimuli of much greater magnitude than standard in vivo techniques. Since VRT is under patient control, it appears safer than in vivo desensitization and at the same time more realistic than imaginal desensitization. Finally, VRT adds the advantage of greater efficiency and economy in delivering the equivalent of in vivo systematic desensitization within the therapist's office. The chapter also describes how to use virtual reality in the treatment of specific phobias: fear of flying, fear of heights, fear of being in certain situations (such as a dark barn, an enclosed bridge over a river, and in the presence of an animal [a black cat] in a dark room), and fear of public speaking.

  5. Spacecraft 3D Augmented Reality Mobile App

    Science.gov (United States)

    Hussey, Kevin J.; Doronila, Paul R.; Kumanchik, Brian E.; Chan, Evan G.; Ellison, Douglas J.; Boeck, Andrea; Moore, Justin M.

    2013-01-01

    The Spacecraft 3D application allows users to learn about and interact with iconic NASA missions in a new and immersive way using common mobile devices. Using Augmented Reality (AR) techniques to project 3D renditions of the mission spacecraft into real-world surroundings, users can interact with and learn about Curiosity, GRAIL, Cassini, and Voyager. Additional updates on future missions, animations, and information will be ongoing. Using a printed AR Target and camera on a mobile device, users can get up close with these robotic explorers, see how some move, and learn about these engineering feats, which are used to expand knowledge and understanding about space. The software receives input from the mobile device's camera to recognize the presence of an AR marker in the camera's field of view. It then displays a 3D rendition of the selected spacecraft in the user's physical surroundings, on the mobile device's screen, while it tracks the device's movement in relation to the physical position of the spacecraft's 3D image on the AR marker.

  6. Virtual Reality Exploration and Planning for Precision Colorectal Surgery.

    Science.gov (United States)

    Guerriero, Ludovica; Quero, Giuseppe; Diana, Michele; Soler, Luc; Agnus, Vincent; Marescaux, Jacques; Corcione, Francesco

    2018-06-01

    Medical software can build a digital clone of the patient with 3-dimensional reconstruction of Digital Imaging and Communication in Medicine images. The virtual clone can be manipulated (rotations, zooms, etc), and the various organs can be selectively displayed or hidden to facilitate a virtual reality preoperative surgical exploration and planning. We present preliminary cases showing the potential interest of virtual reality in colorectal surgery for both cases of diverticular disease and colonic neoplasms. This was a single-center feasibility study. The study was conducted at a tertiary care institution. Two patients underwent a laparoscopic left hemicolectomy for diverticular disease, and 1 patient underwent a laparoscopic right hemicolectomy for cancer. The 3-dimensional virtual models were obtained from preoperative CT scans. The virtual model was used to perform preoperative exploration and planning. Intraoperatively, one of the surgeons was manipulating the virtual reality model, using the touch screen of a tablet, which was interactively displayed to the surgical team. The main outcome was evaluation of the precision of virtual reality in colorectal surgery planning and exploration. In 1 patient undergoing laparoscopic left hemicolectomy, an abnormal origin of the left colic artery beginning as an extremely short common trunk from the inferior mesenteric artery was clearly seen in the virtual reality model. This finding was missed by the radiologist on CT scan. The precise identification of this vascular variant granted a safe and adequate surgery. In the remaining cases, the virtual reality model helped to precisely estimate the vascular anatomy, providing key landmarks for a safer dissection. A larger sample size would be necessary to definitively assess the efficacy of virtual reality in colorectal surgery. Virtual reality can provide an enhanced understanding of crucial anatomical details, both preoperatively and intraoperatively, which could

  7. Human factors consideration in clinical applications of virtual reality.

    Science.gov (United States)

    Lewis, C H; Griffin, M J

    1997-01-01

    Virtual reality environments have many potential applications in medicine, including surgical training, tele-operated robotic surgery, assessment and rehabilitation of behavioural and neurological disorders and diagnosis, therapy and rehabilitation of physical disabilities. Although there is much potential for the use of immersive virtual reality environments in clinical applications, there are problems which could limit their ultimate usability. Some users have experienced side-effects during and after exposure to virtual reality environments. The symptoms include ocular problems, disorientation and balance disturbances, and nausea. Susceptibility to side-effects can be affected by age, ethnicity, experience, gender and physical fitness, as well as the characteristics of the display, the virtual environment and the tasks. The characteristics of the virtual reality system have also been shown to affect the ability of users to perform tasks in a virtual environment. Many of these effects can be attributed to delays between the sampling of head and limb positions and the presentation of an appropriate image on the display. The introduction of patients to virtual reality environments, for assessment, therapy or rehabilitation, raises particular safety and ethical issues. Patients exposed to virtual reality environments for assessment and rehabilitation may have disabilities which increase their susceptibility to certain side-effects. Special precautions therefore need to be taken to ensure the safety and effectiveness of such virtual reality applications. These precautions include minimisation of possible side-effects at the design stage. Factors are identified which are likely to affect the incidence of side-effects during and after exposures, and which need to be understood in order to minimise undesirable consequences. There is also a need for the establishment of protocols for monitoring and controlling exposures of patients to virtual reality environments. Issues

  8. Allow prosumers to produce reality; they are gifted at that: the successful life of a non-human Wikipedian.

    OpenAIRE

    Joud , Erwan; JULLIEN , Nicolas; Le Gall-Ely , Marine

    2016-01-01

    International audience; This research focuses on the abilities that prosumption can give an actor in terms of animating a community and tackling the relations that the actor maintains with the organisation benefiting from their activity. The Actor-Network Theory allows us to understand the links that unite or divide humans and nonhumans acting within Wikipedia's francophone community of editors. These prosumers fabricate their reality, even down to the peer-to-peer treatment accorded to the p...

  9. Technology Acceptance of Augmented Reality and Wearable Technologies

    NARCIS (Netherlands)

    Wild, Fridolin; Klemke, Roland; Lefrere, Paul; Fominykh, Mikhail; Kuula, Timo

    2017-01-01

    Augmented Reality and Wearables are the recent media and computing technologies, similar, but different from established technologies, even mobile computing and virtual reality. Numerous proposals for measuring technology acceptance exist, but have not been applied, nor fine-tuned to such

  10. Gravbox - The First Augmented Reality Sandbox for Gravitational Dynamics

    Science.gov (United States)

    Isbell, Jacob; Deam, Sophie; Reed, Mason; Bettis, Wyatt; Lu, Jianbo; Luppen, Zachary; Maier, Erin; McCurdy, Ross; Moore, Sadie; Fu, Hai

    2018-01-01

    Gravitational effects are an overarching theme in astronomy education, yet existing classroom demonstrations are insufficient in elucidating complex gravitational interactions. Inspired by the augmented reality (AR) sandbox developed by geologists, we have developed Gravbox, the first AR sandbox to demonstrate gravitational dynamics. The arbitrary topography of the sand surface represents the mass distribution of a two-dimensional universe. The computer reads the topography with a Kinect camera, calculates the orbit of a test particle with user-defined position and velocity, and projects the topography contour map and orbit animation with an overhead projector, all within a duty cycle of one second. This creates an interactive and intuitive tool to help students at all levels understand gravitational effects. In this contribution, we will describe the development of the Gravbox prototype and show its current capabilities. The Gravbox software will be publicly available along with a building tutorial.

  11. 3D computer visualization and animation of CANDU reactor core

    International Nuclear Information System (INIS)

    Qian, T.; Echlin, M.; Tonner, P.; Sur, B.

    1999-01-01

    Three-dimensional (3D) computer visualization and animation models of typical CANDU reactor cores (Darlington, Point Lepreau) have been developed using world-wide-web (WWW) browser based tools: JavaScript, hyper-text-markup language (HTML) and virtual reality modeling language (VRML). The 3D models provide three-dimensional views of internal control and monitoring structures in the reactor core, such as fuel channels, flux detectors, liquid zone controllers, zone boundaries, shutoff rods, poison injection tubes, ion chambers. Animations have been developed based on real in-core flux detector responses and rod position data from reactor shutdown. The animations show flux changing inside the reactor core with the drop of shutoff rods and/or the injection of liquid poison. The 3D models also provide hypertext links to documents giving specifications and historical data for particular components. Data in HTML format (or other format such as PDF, etc.) can be shown in text, tables, plots, drawings, etc., and further links to other sources of data can also be embedded. This paper summarizes the use of these WWW browser based tools, and describes the resulting 3D reactor core static and dynamic models. Potential applications of the models are discussed. (author)

  12. Synchrotron radiation microprobe quantitative analysis method for biomedical specimens

    International Nuclear Information System (INIS)

    Xu Qing; Shao Hanru

    1994-01-01

    Relative changes of trace elemental content in biomedical specimens are obtained easily by means of synchrotron radiation X-ray fluorescence microprobe analysis (SXRFM). However, the accurate assignment of concentration on a g/g basis is difficult. Because it is necessary to know both the trace elemental content and the specimen mass in the irradiated volume simultaneously. the specimen mass is a function of the spatial position and can not be weighed. It is possible to measure the specimen mass indirectly by measuring the intensity of Compton scattered peak for normal XRF analysis using a X-ray tube with Mo anode, if the matrix was consisted of light elements and the specimen was a thin sample. The Compton peak is not presented in fluorescence spectrum for white light SXRFM analysis. The continuous background in the spectrum was resulted from the Compton scattering with a linear polarization X-ray source. Biomedical specimens for SXRFM analysis, for example biological section and human hair, are always a thin sample for high energy X-ray, and they consist of H,C,N and O etc. light elements, which implies a linear relationship between the specimen mass and the Compton scattering background in the high energy region of spectrum. By this way , it is possible to carry out measurement of concentration for SXRFM analysis

  13. Preserve specimens for reproducibility

    Czech Academy of Sciences Publication Activity Database

    Krell, F.-T.; Klimeš, Petr; Rocha, L. A.; Fikáček, M.; Miller, S. E.

    2016-01-01

    Roč. 539, č. 7628 (2016), s. 168 ISSN 0028-0836 Institutional support: RVO:60077344 Keywords : reproducibility * specimen * biodiversity Subject RIV: EH - Ecology, Behaviour Impact factor: 40.137, year: 2016 http://www.nature.com/nature/journal/v539/n7628/full/539168b.html

  14. Adaptive multimodal interaction in mobile augmented reality: A conceptual framework

    Science.gov (United States)

    Abidin, Rimaniza Zainal; Arshad, Haslina; Shukri, Saidatul A'isyah Ahmad

    2017-10-01

    Recently, Augmented Reality (AR) is an emerging technology in many mobile applications. Mobile AR was defined as a medium for displaying information merged with the real world environment mapped with augmented reality surrounding in a single view. There are four main types of mobile augmented reality interfaces and one of them are multimodal interfaces. Multimodal interface processes two or more combined user input modes (such as speech, pen, touch, manual gesture, gaze, and head and body movements) in a coordinated manner with multimedia system output. In multimodal interface, many frameworks have been proposed to guide the designer to develop a multimodal applications including in augmented reality environment but there has been little work reviewing the framework of adaptive multimodal interface in mobile augmented reality. The main goal of this study is to propose a conceptual framework to illustrate the adaptive multimodal interface in mobile augmented reality. We reviewed several frameworks that have been proposed in the field of multimodal interfaces, adaptive interface and augmented reality. We analyzed the components in the previous frameworks and measure which can be applied in mobile devices. Our framework can be used as a guide for designers and developer to develop a mobile AR application with an adaptive multimodal interfaces.

  15. Meta-Reality, hype or major innovation

    OpenAIRE

    Bäckström, Daniel

    2017-01-01

    Instruments for 3D computing have been market tested and manufactured at scale only recently. This thesis will cover the Augmented Reality market and explain how the tech- nology work and looks like. The motive is to with these instruments design and develop a fashionable set of meta- reality glasses that pairs with a mobile phone (computational device). This device will use tracking sensors to receive gesture commands from the user to the computer, which leaves the user...

  16. Extending Science lessons with Virtual Reality

    OpenAIRE

    Minocha, Shailey; Tudor, Ana-Despina; Tilling, Steve; Needham, Richard

    2016-01-01

    The Open University, Field Studies Council and Association for Science Education are conducting research into the use of Google Expeditions and other virtual reality tools to a) augment and extend field work experiences; and b) as an additional tool in the classrooms along with resources such as videos, photographs. \\ud \\ud The following aspects were discussed in this workshop:\\ud \\ud Does the virtual reality technology improve student engagement, and what are the implications for teachers?\\u...

  17. Virtual Reality in the Medical Field

    OpenAIRE

    Motomatsu, Haruka

    2014-01-01

    The objective is to analyze the use of the emerging 3D computer technology of VirtualReality in the use of relieving pain in physically impaired conditions such as burn victims,amputees, and phantom limb patients, during therapy and medical procedures. Virtualtechnology generates a three dimensional visual virtual world in which enables interaction.Comparison will be made between the emerging technology of the Virtual Reality and methodsusually used, which are the use of medicine. Medicine ha...

  18. Pemanfaatan Augmented Reality Pada Permainan Othello

    Directory of Open Access Journals (Sweden)

    Rendy Layman Aguston

    2016-11-01

    Full Text Available Perkembangan teknologi telah mengubah cara pengerjaan suatu pekerjaan dari cara konvensional menjadi cara yang lebih praktis. Dengan hadirnya teknologi Augmented Reality, cara bermain yang menggunakan pion dan membalikkan pion musuh secara manual menjadi lebih mudah dalam memainkan permainan selain juga dapat berinteraksi langsung. Pembuatan permainan Othello menggunakan program Unity dengan framework Vuforia untuk mewujudkan Augmented Reality pada permainan Othello. Untuk menerapkan Augmented Reality dengan baik, dibutuhkan papan permainan sebagai image target yang sesuai dengan kriteria, jenis kamera yang digunakan, jarak kamera terhadap papan permainan, intensitas cahaya yang ditangkap kamera, serta tingkat sensitivitas tombol virtual. Pada permainan Othello ini tersedia fitur komputer yang menggunakan algoritma Alpha Beta Pruning dengan 3 level kedalaman yang menggunakan perhitungan fungsi evaluasi berupa mobility, potential mobility dan penguasaan corner yang menghasilkan kemenangan mencapai 73,33% dari 15 kali uji coba terhadap aplikasi Othello serupa dan 78,34% dari 37 kali uji coba terhadap user.

  19. Thermal expansion of epoxy-fiberglass composite specimens

    International Nuclear Information System (INIS)

    McElroy, D.L.; Weaver, F.J.; Bridgman, C.

    1986-01-01

    The thermal expansion behavior of three epoxy-fiberglass composite specimens was measured from 20 to 120 0 C (70 to 250 0 F) using a fused quartz push-rod dilatometer. Billets produced by vacuum impregnating layers of two types of fiberglass cloth with an epoxy resin were core-drilled to produce cylindrical specimens. These were used to study expansion perpendicular and parallel to the fiberglass layers. The dilatometer is held at a preselected temperature until steady-state is indicated by stable length and temperature data. Before testing the composite specimens, a reliability check of the dilatometer was performed using a copper secondary standard. This indicated thermal expansion coefficient (α) values within +-2% of expected values from 20 to 200 0 C

  20. An Interactive Virtual Reality System for On-Orbit Servicing

    OpenAIRE

    Sagardia, Mikel; Hertkorn, Katharina; Hulin, Thomas; Wolff, Robin; Hummel, Johannes; Dodiya, Janki; Gerndt, Andreas

    2013-01-01

    The growth of space debris is becoming a serious problem. There is an urgent need for mitigation measures based on maintenance, repair and de-orbiting technologies. Our video presents a virtual reality framework in which robotic maintenance tasks of satellites can be simulated interactively. The two key components of this framework are a realistic virtual reality simulation and an immersive interaction device. The peculiarity of the virtual reality simulation is the combi...

  1. Augmented Reality, Phase I

    Data.gov (United States)

    National Aeronautics and Space Administration — Augmented Reality systems come with many benefits derived by co-locating information with a user's environment through the use of one or more output modalities such...

  2. Virtual reality simulation training for health professions trainees in gastrointestinal endoscopy.

    Science.gov (United States)

    Walsh, Catharine M; Sherlock, Mary E; Ling, Simon C; Carnahan, Heather

    2012-06-13

    another method of virtual reality training (e.g. comparison of two different virtual reality simulators) were also included. Only trials measuring outcomes on humans in the clinical setting (as opposed to animals or simulators) were included. Two authors (CMS, MES) independently assessed the eligibility and methodological quality of trials, and extracted data on the trial characteristics and outcomes. Due to significant clinical and methodological heterogeneity it was not possible to pool study data in order to perform a meta-analysis. Where data were available for each continuous outcome we calculated standardized mean difference with 95% confidence intervals based on intention-to-treat analysis. Where data were available for dichotomous outcomes we calculated relative risk with 95% confidence intervals based on intention-to-treat-analysis. Thirteen trials, with 278 participants, met the inclusion criteria. Four trials compared simulation-based training with conventional patient-based endoscopy training (apprenticeship model) whereas nine trials compared simulation-based training with no training. Only three trials were at low risk of bias. Simulation-based training, as compared with no training, generally appears to provide participants with some advantage over their untrained peers as measured by composite score of competency, independent procedure completion, performance time, independent insertion depth, overall rating of performance or competency error rate and mucosal visualization. Alternatively, there was no conclusive evidence that simulation-based training was superior to conventional patient-based training, although data were limited. The results of this systematic review indicate that virtual reality endoscopy training can be used to effectively supplement early conventional endoscopy training (apprenticeship model) in diagnostic oesophagogastroduodenoscopy, colonoscopy and/or sigmoidoscopy for health professions trainees with limited or no prior endoscopic

  3. Biaxial Creep Specimen Fabrication

    Energy Technology Data Exchange (ETDEWEB)

    JL Bump; RF Luther

    2006-02-09

    This report documents the results of the weld development and abbreviated weld qualification efforts performed by Pacific Northwest National Laboratory (PNNL) for refractory metal and superalloy biaxial creep specimens. Biaxial creep specimens were to be assembled, electron beam welded, laser-seal welded, and pressurized at PNNL for both in-pile (JOYO reactor, O-arai, Japan) and out-of-pile creep testing. The objective of this test campaign was to evaluate the creep behavior of primary cladding and structural alloys under consideration for the Prometheus space reactor. PNNL successfully developed electron beam weld parameters for six of these materials prior to the termination of the Naval Reactors program effort to deliver a space reactor for Project Prometheus. These materials were FS-85, ASTAR-811C, T-111, Alloy 617, Haynes 230, and Nirnonic PE16. Early termination of the NR space program precluded the development of laser welding parameters for post-pressurization seal weldments.

  4. Biaxial Creep Specimen Fabrication

    International Nuclear Information System (INIS)

    JL Bump; RF Luther

    2006-01-01

    This report documents the results of the weld development and abbreviated weld qualification efforts performed by Pacific Northwest National Laboratory (PNNL) for refractory metal and superalloy biaxial creep specimens. Biaxial creep specimens were to be assembled, electron beam welded, laser-seal welded, and pressurized at PNNL for both in-pile (JOYO reactor, O-arai, Japan) and out-of-pile creep testing. The objective of this test campaign was to evaluate the creep behavior of primary cladding and structural alloys under consideration for the Prometheus space reactor. PNNL successfully developed electron beam weld parameters for six of these materials prior to the termination of the Naval Reactors program effort to deliver a space reactor for Project Prometheus. These materials were FS-85, ASTAR-811C, T-111, Alloy 617, Haynes 230, and Nirnonic PE16. Early termination of the NR space program precluded the development of laser welding parameters for post-pressurization seal weldments

  5. Personalized augmented reality for anatomy education.

    Science.gov (United States)

    Ma, Meng; Fallavollita, Pascal; Seelbach, Ina; Von Der Heide, Anna Maria; Euler, Ekkehard; Waschke, Jens; Navab, Nassir

    2016-05-01

    Anatomy education is a challenging but vital element in forming future medical professionals. In this work, a personalized and interactive augmented reality system is developed to facilitate education. This system behaves as a "magic mirror" which allows personalized in-situ visualization of anatomy on the user's body. Real-time volume visualization of a CT dataset creates the illusion that the user can look inside their body. The system comprises a RGB-D sensor as a real-time tracking device to detect the user moving in front of a display. In addition, the magic mirror system shows text information, medical images, and 3D models of organs that the user can interact with. Through the participation of 7 clinicians and 72 students, two user studies were designed to respectively assess the precision and acceptability of the magic mirror system for education. The results of the first study demonstrated that the average precision of the augmented reality overlay on the user body was 0.96 cm, while the results of the second study indicate 86.1% approval for the educational value of the magic mirror, and 91.7% approval for the augmented reality capability of displaying organs in three dimensions. The usefulness of this unique type of personalized augmented reality technology has been demonstrated in this paper. © 2015 Wiley Periodicals, Inc.

  6. Cognitive Cost of Using Augmented Reality Displays.

    Science.gov (United States)

    Baumeister, James; Ssin, Seung Youb; ElSayed, Neven A M; Dorrian, Jillian; Webb, David P; Walsh, James A; Simon, Timothy M; Irlitti, Andrew; Smith, Ross T; Kohler, Mark; Thomas, Bruce H

    2017-11-01

    This paper presents the results of two cognitive load studies comparing three augmented reality display technologies: spatial augmented reality, the optical see-through Microsoft HoloLens, and the video see-through Samsung Gear VR. In particular, the two experiments focused on isolating the cognitive load cost of receiving instructions for a button-pressing procedural task. The studies employed a self-assessment cognitive load methodology, as well as an additional dual-task cognitive load methodology. The results showed that spatial augmented reality led to increased performance and reduced cognitive load. Additionally, it was discovered that a limited field of view can introduce increased cognitive load requirements. The findings suggest that some of the inherent restrictions of head-mounted displays materialize as increased user cognitive load.

  7. The need for virtual reality simulators in dental education: A review

    OpenAIRE

    Roy, Elby; Bakr, Mahmoud M.; George, Roy

    2017-01-01

    Virtual reality simulators are becoming an essential part of modern education. The benefits of Virtual reality in dentistry is constantly being assessed as a method or an adjunct to improve fine motor skills, hand-eye coordination in pre-clinical settings and overcome the monetary and intellectual challenges involved with such training. This article, while providing an overview of the virtual reality dental simulators, also looks at the link between virtual reality simulation and current peda...

  8. Anatomy-Specific Virtual Reality Simulation in Temporal Bone Dissection: Perceived Utility and Impact on Surgeon Confidence.

    Science.gov (United States)

    Locketz, Garrett D; Lui, Justin T; Chan, Sonny; Salisbury, Kenneth; Dort, Joseph C; Youngblood, Patricia; Blevins, Nikolas H

    2017-06-01

    Objective To evaluate the effect of anatomy-specific virtual reality (VR) surgical rehearsal on surgeon confidence and temporal bone dissection performance. Study Design Prospective pre- and poststudy of a novel virtual surgical rehearsal platform. Setting Academic otolaryngology-head and neck surgery residency training programs. Subjects and Methods Sixteen otolaryngology-head and neck surgery residents from 2 North American training institutions were recruited. Surveys were administered to assess subjects' baseline confidence in performing 12 subtasks of cortical mastoidectomy with facial recess. A cadaver temporal bone was randomly assigned to each subject. Cadaver specimens were scanned with a clinical computed tomography protocol, allowing the creation of anatomy-specific models for use in a VR surgical rehearsal platform. Subjects then rehearsed a virtual mastoidectomy on data sets derived from their specimens. Surgical confidence surveys were administered again. Subjects then dissected assigned cadaver specimens, which were blindly graded with a modified Welling scale. A final survey assessed the perceived utility of rehearsal on dissection performance. Results Of 16 subjects, 14 (87.5%) reported a significant increase in overall confidence after conducting an anatomy-specific VR rehearsal. A significant correlation existed between perceived utility of rehearsal and confidence improvement. The effect of rehearsal on confidence was dependent on trainee experience and the inherent difficulty of the surgical subtask. Postrehearsal confidence correlated strongly with graded dissection performance. Subjects rated anatomy-specific rehearsal as having a moderate to high contribution to their dissection performance. Conclusion Anatomy-specific virtual rehearsal improves surgeon confidence in performing mastoid dissection, dependent on surgeon experience and task difficulty. The subjective confidence gained through rehearsal correlates positively with subsequent

  9. Effect of virtual reality training on laparoscopic surgery

    DEFF Research Database (Denmark)

    Larsen, Christian R; Soerensen, Jette L; Grantcharov, Teodor P

    2009-01-01

    OBJECTIVE: To assess the effect of virtual reality training on an actual laparoscopic operation. DESIGN: Prospective randomised controlled and blinded trial. SETTING: Seven gynaecological departments in the Zeeland region of Denmark. PARTICIPANTS: 24 first and second year registrars specialising...... in gynaecology and obstetrics. INTERVENTIONS: Proficiency based virtual reality simulator training in laparoscopic salpingectomy and standard clinical education (controls). MAIN OUTCOME MEASURE: The main outcome measure was technical performance assessed by two independent observers blinded to trainee......-14 minutes) and in the control group was 24 (20-29) minutes (Pvirtual reality simulator training. The performance level of novices...

  10. Introduction to Mobile Augmented Reality Development in Unity

    Directory of Open Access Journals (Sweden)

    Jacob W. Greene

    2016-07-01

    Full Text Available This lesson serves as an introduction to creating mobile augmented reality applications. Augmented reality (AR can be defined as the overlaying of digital content (images, video, text, sound, etc. onto physical objects or locations, and it is typically experienced by looking through the camera lens of an electronic device such as a smartphone, tablet, or optical head-mounted display (e.g. Microsoft Hololens. Although AR is a cutting-edge, complex technology, there are a number of user-friendly platforms that allow people with no previous coding experience to create compelling augmented reality experiences.

  11. Gunner Goggles: Implementing Augmented Reality into Medical Education.

    Science.gov (United States)

    Wang, Leo L; Wu, Hao-Hua; Bilici, Nadir; Tenney-Soeiro, Rebecca

    2016-01-01

    There is evidence that both smartphone and tablet integration into medical education has been lacking. At the same time, there is a niche for augmented reality (AR) to improve this process through the enhancement of textbook learning. Gunner Goggles is an attempt to enhance textbook learning in shelf exam preparatory review with augmented reality. Here we describe our initial prototype and detail the process by which augmented reality was implemented into our textbook through Layar. We describe the unique functionalities of our textbook pages upon augmented reality implementation, which includes links, videos and 3D figures, and surveyed 24 third year medical students for their impression of the technology. Upon demonstrating an initial prototype textbook chapter, 100% (24/24) of students felt that augmented reality improved the quality of our textbook chapter as a learning tool. Of these students, 92% (22/24) agreed that their shelf exam review was inadequate and 19/24 (79%) felt that a completed Gunner Goggles product would have been a viable alternative to their shelf exam review. Thus, while students report interest in the integration of AR into medical education test prep, future investigation into how the use of AR can improve performance on exams is warranted.

  12. Augmented reality mobile application for overlaying images on textiles

    OpenAIRE

    Brinza, Veronica

    2016-01-01

    Augmented reality is one the relatively new and fast growing branches in modern informatics. It incorporates in simple people lives on a lot of different levels. It can be used everywhere starting from the simple checking of your email and ending up with a complex augmented reality video games or augmented reality learning. From the ancient times actors tried to immerse the spectators in world of the performance using decoration and costumed. In XVIII – XIX centuries pictures w...

  13. Effect of Virtual Reality on Cognition in Stroke Patients

    OpenAIRE

    Kim, Bo Ryun; Chun, Min Ho; Kim, Lee Suk; Park, Ji Young

    2011-01-01

    Objective To investigate the effect of virtual reality on the recovery of cognitive impairment in stroke patients. Method Twenty-eight patients (11 males and 17 females, mean age 64.2) with cognitive impairment following stroke were recruited for this study. All patients were randomly assigned to one of two groups, the virtual reality (VR) group (n=15) or the control group (n=13). The VR group received both virtual reality training and computer-based cognitive rehabilitation, whereas the cont...

  14. Medical imaging and augmented reality. Proceedings

    International Nuclear Information System (INIS)

    Dohi, Takeyoshi; Sakuma, Ichiro; Liao, Hongen

    2008-01-01

    This book constitutes the refereed proceedings of the 4th International Workshop on Medical Imaging and Augmented Reality, MIAR 2008, held in Tokyo, Japan, in August 2008. The 44 revised full papers presented together with 3 invited papers were carefully reviewed and selected from 90 submissions. The papers are organized in topical sections on surgical planning and simulation, medical image computing, image analysis, shape modeling and morphometry, image-guided robotics, image-guided intervention, interventional imaging, image registration, augmented reality, and image segmentation. (orig.)

  15. Medical imaging and augmented reality. Proceedings

    Energy Technology Data Exchange (ETDEWEB)

    Dohi, Takeyoshi [Tokyo Univ. (Japan). Dept. of Mechano-Informatics; Sakuma, Ichiro [Tokyo Univ. (Japan). Dept. of Precision Engineering; Liao, Hongen (eds.) [Tokyo Univ. (Japan). Dept. of Bioengineering

    2008-07-01

    This book constitutes the refereed proceedings of the 4th International Workshop on Medical Imaging and Augmented Reality, MIAR 2008, held in Tokyo, Japan, in August 2008. The 44 revised full papers presented together with 3 invited papers were carefully reviewed and selected from 90 submissions. The papers are organized in topical sections on surgical planning and simulation, medical image computing, image analysis, shape modeling and morphometry, image-guided robotics, image-guided intervention, interventional imaging, image registration, augmented reality, and image segmentation. (orig.)

  16. Virtual reality for stroke rehabilitation.

    Science.gov (United States)

    Laver, Kate E; George, Stacey; Thomas, Susie; Deutsch, Judith E; Crotty, Maria

    2011-09-07

    Virtual reality and interactive video gaming have emerged as new treatment approaches in stroke rehabilitation. In particular, commercial gaming consoles are being rapidly adopted in clinical settings; however, there is currently little information about their effectiveness. To evaluate the effects of virtual reality and interactive video gaming on upper limb, lower limb and global motor function after stroke. We searched the Cochrane Stroke Group Trials Register (March 2010), the Cochrane Central Register of Controlled Trials (The Cochrane Library 2010, Issue 1), MEDLINE (1950 to March 2010), EMBASE (1980 to March 2010) and seven additional databases. We also searched trials registries, conference proceedings, reference lists and contacted key researchers in the area and virtual reality equipment manufacturers. Randomised and quasi-randomised trials of virtual reality ('an advanced form of human-computer interface that allows the user to 'interact' with and become 'immersed' in a computer-generated environment in a naturalistic fashion') in adults after stroke. The primary outcomes of interest were: upper limb function and activity, gait and balance function and activity and global motor function. Two review authors independently selected trials based on pre-defined inclusion criteria, extracted data and assessed risk of bias. A third review author moderated disagreements when required. The authors contacted all investigators to obtain missing information. We included 19 trials which involved 565 participants. Study sample sizes were generally small and interventions and outcome measures varied, limiting the ability to which studies could be compared. Intervention approaches in the included studies were predominantly designed to improve motor function rather than cognitive function or activity performance. The majority of participants were relatively young and more than one year post stroke. results were statistically significant for arm function (standardised

  17. The epidemiology of animal bite, scratch, and other potential rabies exposures, Louisiana.

    Science.gov (United States)

    Balsamo, Gary A; Ratard, Raoult; Claudet, Amanda

    2009-01-01

    The authors conducted a review of 318 investigative reports of animal exposures recorded from November 2004 through April 2008. These reports were gathered as components of the rabies surveillance program in Louisiana. The reports were recorded by employees of the Louisiana Office of Public Health. Results were summarized and analyzed using the Centers for Disease Control and Prevention's (CDC) EpiInfo statistical software. The most common victims were children, most often exposed to a pet that was familiar. In children victimized by pets, males were much more likely to be involved. Children most often suffered injuries to the head and upper torso. Exposures to bats and skunks characterized the greatest risks for rabies transmission, but potential for exposure to rabies from pet species remained a reality. Pit bull type dogs were most frequently involved in dog bite exposures. Requests for animal rabies testing peak in the summer months. The increased risk to children demonstrates a need for public education, animal control programs, and evaluation of risk from certain breeds. Promotion of rabies vaccine compliance is of utmost importance to public health.

  18. Talk to the virtual hands: self-animated avatars improve communication in head-mounted display virtual environments.

    Directory of Open Access Journals (Sweden)

    Trevor J Dodds

    Full Text Available BACKGROUND: When we talk to one another face-to-face, body gestures accompany our speech. Motion tracking technology enables us to include body gestures in avatar-mediated communication, by mapping one's movements onto one's own 3D avatar in real time, so the avatar is self-animated. We conducted two experiments to investigate (a whether head-mounted display virtual reality is useful for researching the influence of body gestures in communication; and (b whether body gestures are used to help in communicating the meaning of a word. Participants worked in pairs and played a communication game, where one person had to describe the meanings of words to the other. PRINCIPAL FINDINGS: In experiment 1, participants used significantly more hand gestures and successfully described significantly more words when nonverbal communication was available to both participants (i.e. both describing and guessing avatars were self-animated, compared with both avatars in a static neutral pose. Participants 'passed' (gave up describing significantly more words when they were talking to a static avatar (no nonverbal feedback available. In experiment 2, participants' performance was significantly worse when they were talking to an avatar with a prerecorded listening animation, compared with an avatar animated by their partners' real movements. In both experiments participants used significantly more hand gestures when they played the game in the real world. CONCLUSIONS: Taken together, the studies show how (a virtual reality can be used to systematically study the influence of body gestures; (b it is important that nonverbal communication is bidirectional (real nonverbal feedback in addition to nonverbal communication from the describing participant; and (c there are differences in the amount of body gestures that participants use with and without the head-mounted display, and we discuss possible explanations for this and ideas for future investigation.

  19. Augmented Reality 2.0

    Science.gov (United States)

    Schmalstieg, Dieter; Langlotz, Tobias; Billinghurst, Mark

    Augmented Reality (AR) was first demonstrated in the 1960s, but only recently have technologies emerged that can be used to easily deploy AR applications to many users. Camera-equipped cell phones with significant processing power and graphics abilities provide an inexpensive and versatile platform for AR applications, while the social networking technology of Web 2.0 provides a large-scale infrastructure for collaboratively producing and distributing geo-referenced AR content. This combination of widely used mobile hardware and Web 2.0 software allows the development of a new type of AR platform that can be used on a global scale. In this paper we describe the Augmented Reality 2.0 concept and present existing work on mobile AR and web technologies that could be used to create AR 2.0 applications.

  20. Facing reality: the growth of virtual reality and health sciences libraries

    Directory of Open Access Journals (Sweden)

    Susan Lessick

    2017-10-01

    Full Text Available Virtual reality (VR is an increasingly hot tech topic. Because VR may be the ultimate virtual project as defined by this column, replacing the real world with a simulated one, it is worthwhile to pause and reflect on its potential and practicality for health sciences libraries.