WorldWideScience

Sample records for rendered virtual viewpoint

  1. Multi-viewpoint Image Array Virtual Viewpoint Rapid Generation Algorithm Based on Image Layering

    Science.gov (United States)

    Jiang, Lu; Piao, Yan

    2018-04-01

    The use of multi-view image array combined with virtual viewpoint generation technology to record 3D scene information in large scenes has become one of the key technologies for the development of integrated imaging. This paper presents a virtual viewpoint rendering method based on image layering algorithm. Firstly, the depth information of reference viewpoint image is quickly obtained. During this process, SAD is chosen as the similarity measure function. Then layer the reference image and calculate the parallax based on the depth information. Through the relative distance between the virtual viewpoint and the reference viewpoint, the image layers are weighted and panned. Finally the virtual viewpoint image is rendered layer by layer according to the distance between the image layers and the viewer. This method avoids the disadvantages of the algorithm DIBR, such as high-precision requirements of depth map and complex mapping operations. Experiments show that, this algorithm can achieve the synthesis of virtual viewpoints in any position within 2×2 viewpoints range, and the rendering speed is also very impressive. The average result proved that this method can get satisfactory image quality. The average SSIM value of the results relative to real viewpoint images can reaches 0.9525, the PSNR value can reaches 38.353 and the image histogram similarity can reaches 93.77%.

  2. Free-viewpoint depth image based rendering

    NARCIS (Netherlands)

    Zinger, S.; Do, Q.L.; With, de P.H.N.

    2010-01-01

    In 3D TV research, one approach is to employ multiple cameras for creating a 3D multi-view signal with the aim to make interactive free-viewpoint selection possible in 3D TV media. This paper explores a new rendering algorithm that enables to compute a free-viewpoint between two reference views from

  3. 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....

  4. Hybrid rendering of the chest and virtual bronchoscopy [corrected].

    Science.gov (United States)

    Seemann, M D; Seemann, O; Luboldt, W; Gebicke, K; Prime, G; Claussen, C D

    2000-10-30

    Thin-section spiral computed tomography was used to acquire the volume data sets of the thorax. The tracheobronchial system and pathological changes of the chest were visualized using a color-coded surface rendering method. The structures of interest were then superimposed on a volume rendering of the other thoracic structures, thus producing a hybrid rendering. The hybrid rendering technique exploit the advantages of both rendering methods and enable virtual bronchoscopic examinations using different representation models. Virtual bronchoscopic examinations with a transparent color-coded shaded-surface model enables the simultaneous visualization of both the airways and the adjacent structures behind of the tracheobronchial wall and therefore, offers a practical alternative to fiberoptic bronchoscopy. Hybrid rendering and virtual endoscopy obviate the need for time consuming detailed analysis and presentation of axial source images.

  5. Reconstruction of Novel Viewpoint Image Using GRNN

    Institute of Scientific and Technical Information of China (English)

    李战委; 孙济洲; 张志强

    2003-01-01

    A neural-statistical approach to the reconstruction of novel viewpoint image using general regression neural networks(GRNN) is presented. Different color value will be obtained by watching the same surface point of an object from different viewpoints due to specular reflection, and the difference is related to the position of viewpoint. The relationship between the position of viewpoint and the color of image is non-linear, neural network is introduced to make curve fitting, where the inputs of neural network are only a few calibrated images with obvious specular reflection. By training the neural network, network model is obtained. By inputing an arbitrary virtual viewpoint to the model, the image of the virtual viewpoint can be computed. By using the method presented here, novel viewpoint image with photo-realistic property can be obtained, especially images with obvious specular reflection can accurately be generated. The method is an image-based rendering method, geometric model of the scene and position of lighting are not needed.

  6. Mucosal detail at CT virtual reality: surface versus volume rendering.

    Science.gov (United States)

    Hopper, K D; Iyriboz, A T; Wise, S W; Neuman, J D; Mauger, D T; Kasales, C J

    2000-02-01

    To evaluate computed tomographic virtual reality with volumetric versus surface rendering. Virtual reality images were reconstructed for 27 normal or pathologic colonic, gastric, or bronchial structures in four ways: the transition zone (a) reconstructed separately from the wall by using volume rendering; (b) with attenuation equal to air; (c) with attenuation equal to wall (soft tissue); (d) with attenuation halfway between air and wall. The four reconstructed images were randomized. Four experienced imagers blinded to the reconstruction graded them from best to worst with predetermined criteria. All readers rated images with the transition zone as a separate structure as overwhelmingly superior (P Virtual reality is best with volume rendering, with the transition zone (mucosa) between the wall and air reconstructed as a separate structure.

  7. Visuospatial viewpoint manipulation during full-body illusion modulates subjective first-person perspective.

    Science.gov (United States)

    Pfeiffer, Christian; Schmutz, Valentin; Blanke, Olaf

    2014-12-01

    Self-consciousness is based on multisensory signals from the body. In full-body illusion (FBI) experiments, multisensory conflict was used to induce changes in three key aspects of bodily self-consciousness (BSC): self-identification (which body 'I' identify with), self-location (where 'I' am located), and first-person perspective (from where 'I' experience the world; 1PP). Here, we adapted a previous FBI protocol in which visuotactile stroking was administered by a robotic device (tactile stroking) and simultaneously rendered on the back of a virtual body (visual stroking) that participants viewed on a head-mounted display as if filmed from a posterior viewpoint of a camera. We compared the effects of two different visuospatial viewpoints on the FBI and thereby on these key aspects of BSC. During control manipulations, participants saw a no-body object instead of a virtual body (first experiment) or received asynchronous versus synchronous visuotactile stroking (second experiment). Results showed that within-subjects visuospatial viewpoint manipulations affected the subjective 1PP ratings if a virtual body was seen but had no effect for viewing a non-body object. However, visuospatial viewpoint had no effect on self-identification, but depended on the viewed object and visuotactile synchrony. Self-location depended on visuospatial viewpoint (first experiment) and visuotactile synchrony (second experiment). Our results show that the visuospatial viewpoint from which the virtual body is seen during FBIs modulates the subjective 1PP and that such viewpoint manipulations contribute to spatial aspects of BSC. We compare the present data with recent data revealing vestibular contributions to the subjective 1PP and discuss the multisensory nature of BSC and the subjective 1PP.

  8. Development of a virtual speaking simulator using Image Based Rendering.

    Science.gov (United States)

    Lee, J M; Kim, H; Oh, M J; Ku, J H; Jang, D P; Kim, I Y; Kim, S I

    2002-01-01

    The fear of speaking is often cited as the world's most common social phobia. The rapid growth of computer technology has enabled the use of virtual reality (VR) for the treatment of the fear of public speaking. There are two techniques for building virtual environments for the treatment of this fear: a model-based and a movie-based method. Both methods have the weakness that they are unrealistic and not controllable individually. To understand these disadvantages, this paper presents a virtual environment produced with Image Based Rendering (IBR) and a chroma-key simultaneously. IBR enables the creation of realistic virtual environments where the images are stitched panoramically with the photos taken from a digital camera. And the use of chroma-keys puts virtual audience members under individual control in the environment. In addition, real time capture technique is used in constructing the virtual environments enabling spoken interaction between the subject and a therapist or another subject.

  9. Comparative analysis of video processing and 3D rendering for cloud video games using different virtualization technologies

    Science.gov (United States)

    Bada, Adedayo; Alcaraz-Calero, Jose M.; Wang, Qi; Grecos, Christos

    2014-05-01

    This paper describes a comprehensive empirical performance evaluation of 3D video processing employing the physical/virtual architecture implemented in a cloud environment. Different virtualization technologies, virtual video cards and various 3D benchmarks tools have been utilized in order to analyse the optimal performance in the context of 3D online gaming applications. This study highlights 3D video rendering performance under each type of hypervisors, and other factors including network I/O, disk I/O and memory usage. Comparisons of these factors under well-known virtual display technologies such as VNC, Spice and Virtual 3D adaptors reveal the strengths and weaknesses of the various hypervisors with respect to 3D video rendering and streaming.

  10. Joint Rendering and Segmentation of Free-Viewpoint Video

    Directory of Open Access Journals (Sweden)

    Ishii Masato

    2010-01-01

    Full Text Available Abstract This paper presents a method that jointly performs synthesis and object segmentation of free-viewpoint video using multiview video as the input. This method is designed to achieve robust segmentation from online video input without per-frame user interaction and precomputations. This method shares a calculation process between the synthesis and segmentation steps; the matching costs calculated through the synthesis step are adaptively fused with other cues depending on the reliability in the segmentation step. Since the segmentation is performed for arbitrary viewpoints directly, the extracted object can be superimposed onto another 3D scene with geometric consistency. We can observe that the object and new background move naturally along with the viewpoint change as if they existed together in the same space. In the experiments, our method can process online video input captured by a 25-camera array and show the result image at 4.55 fps.

  11. [Hybrid 3-D rendering of the thorax and surface-based virtual bronchoscopy in surgical and interventional therapy control].

    Science.gov (United States)

    Seemann, M D; Gebicke, K; Luboldt, W; Albes, J M; Vollmar, J; Schäfer, J F; Beinert, T; Englmeier, K H; Bitzer, M; Claussen, C D

    2001-07-01

    The aim of this study was to demonstrate the possibilities of a hybrid rendering method, the combination of a color-coded surface and volume rendering method, with the feasibility of performing surface-based virtual endoscopy with different representation models in the operative and interventional therapy control of the chest. In 6 consecutive patients with partial lung resection (n = 2) and lung transplantation (n = 4) a thin-section spiral computed tomography of the chest was performed. The tracheobronchial system and the introduced metallic stents were visualized using a color-coded surface rendering method. The remaining thoracic structures were visualized using a volume rendering method. For virtual bronchoscopy, the tracheobronchial system was visualized using a triangle surface model, a shaded-surface model and a transparent shaded-surface model. The hybrid 3D visualization uses the advantages of both the color-coded surface and volume rendering methods and facilitates a clear representation of the tracheobronchial system and the complex topographical relationship of morphological and pathological changes without loss of diagnostic information. Performing virtual bronchoscopy with the transparent shaded-surface model facilitates a reasonable to optimal, simultaneous visualization and assessment of the surface structure of the tracheobronchial system and the surrounding mediastinal structures and lesions. Hybrid rendering relieve the morphological assessment of anatomical and pathological changes without the need for time-consuming detailed analysis and presentation of source images. Performing virtual bronchoscopy with a transparent shaded-surface model offers a promising alternative to flexible fiberoptic bronchoscopy.

  12. Development of Allocentric Spatial Recall from New Viewpoints in Virtual Reality

    Science.gov (United States)

    Negen, James; Heywood-Everett, Edward; Roome, Hannah E.; Nardini, Marko

    2018-01-01

    Using landmarks and other scene features to recall locations from new viewpoints is a critical skill in spatial cognition. In an immersive virtual reality task, we asked children 3.5-4.5 years old to remember the location of a target using various cues. On some trials they could use information from their own self-motion. On some trials they could…

  13. Virtual Whipple: preoperative surgical planning with volume-rendered MDCT images to identify arterial variants relevant to the Whipple procedure.

    Science.gov (United States)

    Brennan, Darren D; Zamboni, Giulia; Sosna, Jacob; Callery, Mark P; Vollmer, Charles M V; Raptopoulos, Vassilios D; Kruskal, Jonathan B

    2007-05-01

    The purposes of this study were to combine a thorough understanding of the technical aspects of the Whipple procedure with advanced rendering techniques by introducing a virtual Whipple procedure and to evaluate the utility of this new rendering technique in prediction of the arterial variants that cross the anticipated surgical resection plane. The virtual Whipple is a novel technique that follows the complex surgical steps in a Whipple procedure. Three-dimensional reconstructed angiographic images are used to identify arterial variants for the surgeon as part of the preoperative radiologic assessment of pancreatic and ampullary tumors.

  14. Three dimensional volume rendering virtual endoscopy of the ossicles using a multi-row detector CT: applications and limitations

    International Nuclear Information System (INIS)

    Kim, Su Yeon; Choi, Sun Seob; Kang, Myung Jin; Shin, Tae Beom; Lee, Ki Nam; Kang, Myung Koo

    2005-01-01

    This study was conducted to know the applications and limitations of three dimensional volume rendering virtual endoscopy of the ossicles using a multi-row detector CT. This study examined 25 patients who underwent temporal bone CT using a 16-row detector CT as a result of hearing problems or trauma. The axial CT scan of the temporal bone was performed with a 0.6 mm collimation, and a reconstruction was carried out with a U70u sharp of kernel value, a 1 mm thickness and 0.5-1.0 mm increments. After observing the ossicles in the axial and coronal images, virtual endoscopy was performed using a three dimensional volume rendering technique with a threshold value of-500 HU. The intra-operative otoendoscopy was performed in 12 ears, and was compared with the virtual endoscopy findings. Virtual endoscopy of the 29 ears without hearing problems demonstrated hypoplastic or an incomplete depiction of the stapes superstructures in 25 ears and a normal depiction in 4 ears. Virtual endoscopy of 21 ears with hearing problems demonstrated no ossicles in 1 ears, no malleus in 3 ears, a malleoincudal subluxation in 6 ears, a dysplastic incus in 5 ears, an incudostapedial subluxation in 9 ears, dysplastic stapes in 2 ears, a hypoplastic or incomplete depiction of the stapes in 16 ears and no stapes in 1 ears. In contrast to the intra-operative otoendoscopy, 8 out of 12 ears showed a hypoplastic or deformed stapes in the virtual endoscopy. Volume rendering virtual endoscopy using a multi-row detector CT is an excellent method for evaluation the ossicles in three dimension, even thought the partial volume effect for the stapes superstructures needs to be considered

  15. A Virtual Reality System for PTCD Simulation Using Direct Visuo-Haptic Rendering of Partially Segmented Image Data.

    Science.gov (United States)

    Fortmeier, Dirk; Mastmeyer, Andre; Schröder, Julian; Handels, Heinz

    2016-01-01

    This study presents a new visuo-haptic virtual reality (VR) training and planning system for percutaneous transhepatic cholangio-drainage (PTCD) based on partially segmented virtual patient models. We only use partially segmented image data instead of a full segmentation and circumvent the necessity of surface or volume mesh models. Haptic interaction with the virtual patient during virtual palpation, ultrasound probing and needle insertion is provided. Furthermore, the VR simulator includes X-ray and ultrasound simulation for image-guided training. The visualization techniques are GPU-accelerated by implementation in Cuda and include real-time volume deformations computed on the grid of the image data. Computation on the image grid enables straightforward integration of the deformed image data into the visualization components. To provide shorter rendering times, the performance of the volume deformation algorithm is improved by a multigrid approach. To evaluate the VR training system, a user evaluation has been performed and deformation algorithms are analyzed in terms of convergence speed with respect to a fully converged solution. The user evaluation shows positive results with increased user confidence after a training session. It is shown that using partially segmented patient data and direct volume rendering is suitable for the simulation of needle insertion procedures such as PTCD.

  16. View compensated compression of volume rendered images for remote visualization.

    Science.gov (United States)

    Lalgudi, Hariharan G; Marcellin, Michael W; Bilgin, Ali; Oh, Han; Nadar, Mariappan S

    2009-07-01

    Remote visualization of volumetric images has gained importance over the past few years in medical and industrial applications. Volume visualization is a computationally intensive process, often requiring hardware acceleration to achieve a real time viewing experience. One remote visualization model that can accomplish this would transmit rendered images from a server, based on viewpoint requests from a client. For constrained server-client bandwidth, an efficient compression scheme is vital for transmitting high quality rendered images. In this paper, we present a new view compensation scheme that utilizes the geometric relationship between viewpoints to exploit the correlation between successive rendered images. The proposed method obviates motion estimation between rendered images, enabling significant reduction to the complexity of a compressor. Additionally, the view compensation scheme, in conjunction with JPEG2000 performs better than AVC, the state of the art video compression standard.

  17. Evaluating progressive-rendering algorithms in appearance design tasks.

    Science.gov (United States)

    Jiawei Ou; Karlik, Ondrej; Křivánek, Jaroslav; Pellacini, Fabio

    2013-01-01

    Progressive rendering is becoming a popular alternative to precomputational approaches to appearance design. However, progressive algorithms create images exhibiting visual artifacts at early stages. A user study investigated these artifacts' effects on user performance in appearance design tasks. Novice and expert subjects performed lighting and material editing tasks with four algorithms: random path tracing, quasirandom path tracing, progressive photon mapping, and virtual-point-light rendering. Both the novices and experts strongly preferred path tracing to progressive photon mapping and virtual-point-light rendering. None of the participants preferred random path tracing to quasirandom path tracing or vice versa; the same situation held between progressive photon mapping and virtual-point-light rendering. The user workflow didn’t differ significantly with the four algorithms. The Web Extras include a video showing how four progressive-rendering algorithms converged (at http://youtu.be/ck-Gevl1e9s), the source code used, and other supplementary materials.

  18. Realistic Real-Time Outdoor Rendering in Augmented Reality

    Science.gov (United States)

    Kolivand, Hoshang; Sunar, Mohd Shahrizal

    2014-01-01

    Realistic rendering techniques of outdoor Augmented Reality (AR) has been an attractive topic since the last two decades considering the sizeable amount of publications in computer graphics. Realistic virtual objects in outdoor rendering AR systems require sophisticated effects such as: shadows, daylight and interactions between sky colours and virtual as well as real objects. A few realistic rendering techniques have been designed to overcome this obstacle, most of which are related to non real-time rendering. However, the problem still remains, especially in outdoor rendering. This paper proposed a much newer, unique technique to achieve realistic real-time outdoor rendering, while taking into account the interaction between sky colours and objects in AR systems with respect to shadows in any specific location, date and time. This approach involves three main phases, which cover different outdoor AR rendering requirements. Firstly, sky colour was generated with respect to the position of the sun. Second step involves the shadow generation algorithm, Z-Partitioning: Gaussian and Fog Shadow Maps (Z-GaF Shadow Maps). Lastly, a technique to integrate sky colours and shadows through its effects on virtual objects in the AR system, is introduced. The experimental results reveal that the proposed technique has significantly improved the realism of real-time outdoor AR rendering, thus solving the problem of realistic AR systems. PMID:25268480

  19. Realistic real-time outdoor rendering in augmented reality.

    Directory of Open Access Journals (Sweden)

    Hoshang Kolivand

    Full Text Available Realistic rendering techniques of outdoor Augmented Reality (AR has been an attractive topic since the last two decades considering the sizeable amount of publications in computer graphics. Realistic virtual objects in outdoor rendering AR systems require sophisticated effects such as: shadows, daylight and interactions between sky colours and virtual as well as real objects. A few realistic rendering techniques have been designed to overcome this obstacle, most of which are related to non real-time rendering. However, the problem still remains, especially in outdoor rendering. This paper proposed a much newer, unique technique to achieve realistic real-time outdoor rendering, while taking into account the interaction between sky colours and objects in AR systems with respect to shadows in any specific location, date and time. This approach involves three main phases, which cover different outdoor AR rendering requirements. Firstly, sky colour was generated with respect to the position of the sun. Second step involves the shadow generation algorithm, Z-Partitioning: Gaussian and Fog Shadow Maps (Z-GaF Shadow Maps. Lastly, a technique to integrate sky colours and shadows through its effects on virtual objects in the AR system, is introduced. The experimental results reveal that the proposed technique has significantly improved the realism of real-time outdoor AR rendering, thus solving the problem of realistic AR systems.

  20. Viewpoint adaptive display of HDR images

    DEFF Research Database (Denmark)

    Forchhammer, Søren; Mantel, Claire

    2017-01-01

    In this paper viewpoint adaptive display of HDR images incorporating the effects of ambient light is presented and evaluated. LED backlight displays may render HDR images, but while at a global scale a high dynamic range may be achieved, locally the contrast is limited by the leakage of light...... through the LC elements of the display. To render high quality images, the display with backlight dimming can compute the values of the LED backlight and LC elements based on the input image, information about the viewpoint of the observer(s) and information of the ambient light. The goal is to achieve...... the best perceptual reproduction of the specified target image derived from the HDR input image in the specific viewing situation including multiple viewers, possibly having different preferences. An optimization based approach is presented. Some tests with reproduced images are also evaluated subjectively...

  1. Virtual reality system for treatment of the fear of public speaking using image-based rendering and moving pictures.

    Science.gov (United States)

    Lee, Jae M; Ku, Jeong H; Jang, Dong P; Kim, Dong H; Choi, Young H; Kim, In Y; Kim, Sun I

    2002-06-01

    The fear of speaking is often cited as the world's most common social phobia. The rapid growth of computer technology enabled us to use virtual reality (VR) for the treatment of the fear of public speaking. There have been two techniques used to construct a virtual environment for the treatment of the fear of public speaking: model-based and movie-based. Virtual audiences and virtual environments made by model-based technique are unrealistic and unnatural. The movie-based technique has a disadvantage in that each virtual audience cannot be controlled respectively, because all virtual audiences are included in one moving picture file. To address this disadvantage, this paper presents a virtual environment made by using image-based rendering (IBR) and chroma keying simultaneously. IBR enables us to make the virtual environment realistic because the images are stitched panoramically with the photos taken from a digital camera. And the use of chroma keying allows a virtual audience to be controlled individually. In addition, a real-time capture technique was applied in constructing the virtual environment to give the subjects more interaction, in that they can talk with a therapist or another subject.

  2. Building Virtual Mars

    Science.gov (United States)

    Abercrombie, S. P.; Menzies, A.; Goddard, C.

    2017-12-01

    Virtual and augmented reality enable scientists to visualize environments that are very difficult, or even impossible to visit, such as the surface of Mars. A useful immersive visualization begins with a high quality reconstruction of the environment under study. This presentation will discuss a photogrammetry pipeline developed at the Jet Propulsion Laboratory to reconstruct 3D models of the surface of Mars using stereo images sent back to Earth by the Curiosity Mars rover. The resulting models are used to support a virtual reality tool (OnSight) that allows scientists and engineers to visualize the surface of Mars as if they were standing on the red planet. Images of Mars present challenges to existing scene reconstruction solutions. Surface images of Mars are sparse with minimal overlap, and are often taken from extremely different viewpoints. In addition, the specialized cameras used by Mars rovers are significantly different than consumer cameras, and GPS localization data is not available on Mars. This presentation will discuss scene reconstruction with an emphasis on coping with limited input data, and on creating models suitable for rendering in virtual reality at high frame rate.

  3. Virtual Library: An essential component of virtual education

    Directory of Open Access Journals (Sweden)

    M zarghani

    2015-06-01

    Full Text Available Abstract Introduction: Library is one of the essential elements of universities which provide some important educational needs of students. Virtual education can not be exempted and virtual libraries are important support for virtual training programs. The purpose of this study is to evaluate the viewpoint of administrators and students in virtual education centers about the virtual library, its role and resources. Methods: This study was a descriptive survey. The research instrument was a researcher made questionnaire that its validity and reliability was confirmed. The study population consisted of 19 virtual training centers in Tehran city. Out of 19 centers, simple randomized sampling was done in five Centers. The sample size was 360 students. Data collection was conducted online and descriptive statistics using SPSS 18 and Excel software were used. Results: The results showed that viewpoints of administrators and students about the mission and services of virtual libraries in some cases were similar and in some cases were different. One of the administrators’ reasons for setting up a virtual learning system was lifelong learning, and lack of knowledge about virtual libraries was the reason for inadequate use of virtual libraries. The best format of virtual library from the administrators’ and students’ viewpoint, was portal document format (PDF. Conclusion: One of the most important function of a virtual library, is lifelong learning and empowering users to provide information and educational needs. The main reason for not setting up a virtual library is t lack of knowledge about it.

  4. Haptic rendering foundations, algorithms, and applications

    CERN Document Server

    Lin, Ming C

    2008-01-01

    For a long time, human beings have dreamed of a virtual world where it is possible to interact with synthetic entities as if they were real. It has been shown that the ability to touch virtual objects increases the sense of presence in virtual environments. This book provides an authoritative overview of state-of-theart haptic rendering algorithms and their applications. The authors examine various approaches and techniques for designing touch-enabled interfaces for a number of applications, including medical training, model design, and maintainability analysis for virtual prototyping, scienti

  5. Nursing Education Trial Using a Virtual Nightingale Ward.

    Science.gov (United States)

    Tsuji, Keiko; Iwata, Naomi; Kodama, Hiromi; Hagiwara, Tomoko; Takai, Kiyako; Sasaki, Yoko; Nagata, Yoshie; Matsumoto, Maki

    2017-01-01

    Nursing department students are expected to correctly grasp the entire concept of nursing through their education. The authors created a movie of a Nightingale ward (virtual ward, hereafter) with an architectural computer design software for education. The students' reaction to the virtual ward was categorized into three viewpoints: that of nurses, of patients, and of nurses and patients in common. Most of the reactions in each viewpoint were: "easy to observe patients" in the nurses' viewpoint; "no privacy" in the patients' viewpoint; and "wide room" in the common viewpoint, respectively. These reactions show the effectiveness of using a virtual ward in nursing education. Because these reactions are characteristics of a Nightingale ward, and even students, who have generally less experiences, recognized these characteristics from the both viewpoints of nurses and patients.

  6. An improved method of continuous LOD based on fractal theory in terrain rendering

    Science.gov (United States)

    Lin, Lan; Li, Lijun

    2007-11-01

    With the improvement of computer graphic hardware capability, the algorithm of 3D terrain rendering is going into the hot topic of real-time visualization. In order to solve conflict between the rendering speed and reality of rendering, this paper gives an improved method of terrain rendering which improves the traditional continuous level of detail technique based on fractal theory. This method proposes that the program needn't to operate the memory repeatedly to obtain different resolution terrain model, instead, obtains the fractal characteristic parameters of different region according to the movement of the viewpoint. Experimental results show that the method guarantees the authenticity of landscape, and increases the real-time 3D terrain rendering speed.

  7. Distributed rendering for multiview parallax displays

    Science.gov (United States)

    Annen, T.; Matusik, W.; Pfister, H.; Seidel, H.-P.; Zwicker, M.

    2006-02-01

    3D display technology holds great promise for the future of television, virtual reality, entertainment, and visualization. Multiview parallax displays deliver stereoscopic views without glasses to arbitrary positions within the viewing zone. These systems must include a high-performance and scalable 3D rendering subsystem in order to generate multiple views at real-time frame rates. This paper describes a distributed rendering system for large-scale multiview parallax displays built with a network of PCs, commodity graphics accelerators, multiple projectors, and multiview screens. The main challenge is to render various perspective views of the scene and assign rendering tasks effectively. In this paper we investigate two different approaches: Optical multiplexing for lenticular screens and software multiplexing for parallax-barrier displays. We describe the construction of large-scale multi-projector 3D display systems using lenticular and parallax-barrier technology. We have developed different distributed rendering algorithms using the Chromium stream-processing framework and evaluate the trade-offs and performance bottlenecks. Our results show that Chromium is well suited for interactive rendering on multiview parallax displays.

  8. Age, Health and Attractiveness Perception of Virtual (Rendered) Human Hair.

    Science.gov (United States)

    Fink, Bernhard; Hufschmidt, Carla; Hirn, Thomas; Will, Susanne; McKelvey, Graham; Lankhof, John

    2016-01-01

    The social significance of physical appearance and beauty has been documented in many studies. It is known that even subtle manipulations of facial morphology and skin condition can alter people's perception of a person's age, health and attractiveness. While the variation in facial morphology and skin condition cues has been studied quite extensively, comparably little is known on the effect of hair on social perception. This has been partly caused by the technical difficulty of creating appropriate stimuli for investigations of people's response to systematic variation of certain hair characteristics, such as color and style, while keeping other features constant. Here, we present a modeling approach to the investigation of human hair perception using computer-generated, virtual (rendered) human hair. In three experiments, we manipulated hair diameter (Experiment 1), hair density (Experiment 2), and hair style (Experiment 3) of human (female) head hair and studied perceptions of age, health and attractiveness. Our results show that even subtle changes in these features have an impact on hair perception. We discuss our findings with reference to previous studies on condition-dependent quality cues in women that influence human social perception, thereby suggesting that hair is a salient feature of human physical appearance, which contributes to the perception of beauty.

  9. Virtual-view PSNR prediction based on a depth distortion tolerance model and support vector machine.

    Science.gov (United States)

    Chen, Fen; Chen, Jiali; Peng, Zongju; Jiang, Gangyi; Yu, Mei; Chen, Hua; Jiao, Renzhi

    2017-10-20

    Quality prediction of virtual-views is important for free viewpoint video systems, and can be used as feedback to improve the performance of depth video coding and virtual-view rendering. In this paper, an efficient virtual-view peak signal to noise ratio (PSNR) prediction method is proposed. First, the effect of depth distortion on virtual-view quality is analyzed in detail, and a depth distortion tolerance (DDT) model that determines the DDT range is presented. Next, the DDT model is used to predict the virtual-view quality. Finally, a support vector machine (SVM) is utilized to train and obtain the virtual-view quality prediction model. Experimental results show that the Spearman's rank correlation coefficient and root mean square error between the actual PSNR and the predicted PSNR by DDT model are 0.8750 and 0.6137 on average, and by the SVM prediction model are 0.9109 and 0.5831. The computational complexity of the SVM method is lower than the DDT model and the state-of-the-art methods.

  10. Freely-available, true-color volume rendering software and cryohistology data sets for virtual exploration of the temporal bone anatomy.

    Science.gov (United States)

    Kahrs, Lüder Alexander; Labadie, Robert Frederick

    2013-01-01

    Cadaveric dissection of temporal bone anatomy is not always possible or feasible in certain educational environments. Volume rendering using CT and/or MRI helps understanding spatial relationships, but they suffer in nonrealistic depictions especially regarding color of anatomical structures. Freely available, nonstained histological data sets and software which are able to render such data sets in realistic color could overcome this limitation and be a very effective teaching tool. With recent availability of specialized public-domain software, volume rendering of true-color, histological data sets is now possible. We present both feasibility as well as step-by-step instructions to allow processing of publicly available data sets (Visible Female Human and Visible Ear) into easily navigable 3-dimensional models using free software. Example renderings are shown to demonstrate the utility of these free methods in virtual exploration of the complex anatomy of the temporal bone. After exploring the data sets, the Visible Ear appears more natural than the Visible Human. We provide directions for an easy-to-use, open-source software in conjunction with freely available histological data sets. This work facilitates self-education of spatial relationships of anatomical structures inside the human temporal bone as well as it allows exploration of surgical approaches prior to cadaveric testing and/or clinical implementation. Copyright © 2013 S. Karger AG, Basel.

  11. Construction and Evaluation of an Ultra Low Latency Frameless Renderer for VR.

    Science.gov (United States)

    Friston, Sebastian; Steed, Anthony; Tilbury, Simon; Gaydadjiev, Georgi

    2016-04-01

    Latency - the delay between a user's action and the response to this action - is known to be detrimental to virtual reality. Latency is typically considered to be a discrete value characterising a delay, constant in time and space - but this characterisation is incomplete. Latency changes across the display during scan-out, and how it does so is dependent on the rendering approach used. In this study, we present an ultra-low latency real-time ray-casting renderer for virtual reality, implemented on an FPGA. Our renderer has a latency of ~1 ms from 'tracker to pixel'. Its frameless nature means that the region of the display with the lowest latency immediately follows the scan-beam. This is in contrast to frame-based systems such as those using typical GPUs, for which the latency increases as scan-out proceeds. Using a series of high and low speed videos of our system in use, we confirm its latency of ~1 ms. We examine how the renderer performs when driving a traditional sequential scan-out display on a readily available HMO, the Oculus Rift OK2. We contrast this with an equivalent apparatus built using a GPU. Using captured human head motion and a set of image quality measures, we assess the ability of these systems to faithfully recreate the stimuli of an ideal virtual reality system - one with a zero latency tracker, renderer and display running at 1 kHz. Finally, we examine the results of these quality measures, and how each rendering approach is affected by velocity of movement and display persistence. We find that our system, with a lower average latency, can more faithfully draw what the ideal virtual reality system would. Further, we find that with low display persistence, the sensitivity to velocity of both systems is lowered, but that it is much lower for ours.

  12. Fast rendering of scanned room geometries

    DEFF Research Database (Denmark)

    Olesen, Søren Krarup; Markovic, Milos; Hammershøi, Dorte

    2014-01-01

    Room acoustics are rendered in Virtual Realities based on models of the real world. These are typically rather coarse representations of the true geometry resulting in room impulse responses with a lack of natural detail. This problem can be overcome by using data scanned by sensors, such as e...

  13. Real-time photorealistic stereoscopic rendering of fire

    Science.gov (United States)

    Rose, Benjamin M.; McAllister, David F.

    2007-02-01

    We propose a method for real-time photorealistic stereo rendering of the natural phenomenon of fire. Applications include the use of virtual reality in fire fighting, military training, and entertainment. Rendering fire in real-time presents a challenge because of the transparency and non-static fluid-like behavior of fire. It is well known that, in general, methods that are effective for monoscopic rendering are not necessarily easily extended to stereo rendering because monoscopic methods often do not provide the depth information necessary to produce the parallax required for binocular disparity in stereoscopic rendering. We investigate the existing techniques used for monoscopic rendering of fire and discuss their suitability for extension to real-time stereo rendering. Methods include the use of precomputed textures, dynamic generation of textures, and rendering models resulting from the approximation of solutions of fluid dynamics equations through the use of ray-tracing algorithms. We have found that in order to attain real-time frame rates, our method based on billboarding is effective. Slicing is used to simulate depth. Texture mapping or 2D images are mapped onto polygons and alpha blending is used to treat transparency. We can use video recordings or prerendered high-quality images of fire as textures to attain photorealistic stereo.

  14. Improving the visual realism of virtual surgery.

    Science.gov (United States)

    Jin, Wei; Lim, Yi-Je; Xu, Xie George; Singh, Tejinder P; De, Suvranu

    2005-01-01

    In this work we focus our attention on improving the visual realism of virtual surgery. A synthetic solution by innovative use of various image-based rendering methods is presented for realistic rendering of virtual surgery scenes. We have, for the first time, developed a methodology for generating virtual surgery scenes with realistic glistening effects by a combination of various image-based rendering techniques, including image mosaicing and view-dependent texture mapping. Realistic examples are presented to showcase the results.

  15. Tactile display for virtual 3D shape rendering

    CERN Document Server

    Mansutti, Alessandro; Bordegoni, Monica; Cugini, Umberto

    2017-01-01

    This book describes a novel system for the simultaneous visual and tactile rendering of product shapes which allows designers to simultaneously touch and see new product shapes during the conceptual phase of product development. This system offers important advantages, including potential cost and time savings, compared with the standard product design process in which digital 3D models and physical prototypes are often repeatedly modified until an optimal design is achieved. The system consists of a tactile display that is able to represent, within a real environment, the shape of a product. Designers can explore the rendered surface by touching curves lying on the product shape, selecting those curves that can be considered style features and evaluating their aesthetic quality. In order to physically represent these selected curves, a flexible surface is modeled by means of servo-actuated modules controlling a physical deforming strip. The tactile display is designed so as to be portable, low cost, modular,...

  16. Integration of the Shuttle RMS/CBM Positioning Virtual Environment Simulation

    Science.gov (United States)

    Dumas, Joseph D.

    1996-01-01

    more safely and conveniently with little additional cost. In order to render and view the RMS and CBMs in a virtual world, the position and orientation of the end effector in three-dimensional space must be known with a high degree of accuracy. A precision video alignment sensor has been developed which can determine the position and orientation of the controlled element relative to the target CBM within approximately one-sixteenth inch and 0.07 angular degrees. Such a sensor could replace or augment the boresighted camera mentioned above. The computer system used to render the virtual world and the position tracking systems which might be used to monitor the user's movements (in order to adjust the viewpoint in virtual space) are small enough to carry to orbit. Thus, such a system would be feasible for use in constructing structures in space.

  17. Virtual endoscopy and 3D volume rendering in the management of frontal sinus fractures.

    Science.gov (United States)

    Belina, Stanko; Cuk, Viseslav; Klapan, Ivica

    2009-12-01

    Frontal sinus fractures (FSF) are commonly caused by traffic accidents, assaults, industrial accidents and gunshot wounds. Classical roentgenography has high proportion of false negative findings in cases of FSF and is not particularly useful in examining the severity of damage to the frontal sinus posterior table and the nasofrontal duct region. High resolution computed tomography was inavoidable during the management of such patients but it may produce large quantity of 2D images. Postprocessing of datasets acquired by high resolution computer tomography from patients with severe head trauma may offer a valuable additional help in diagnostics and surgery planning. We performed virtual endoscopy (VE) and 3D volume rendering (3DVR) on high resolution CT data acquired from a 54-year-old man with with both anterior and posterior frontal sinus wall fracture in order to demonstrate advantages and disadvantages of these methods. Data acquisition was done by Siemens Somatom Emotion scanner and postprocessing was performed with Syngo 2006G software. VE and 3DVR were performed in a man who suffered blunt trauma to his forehead and nose in an traffic accident. Left frontal sinus anterior wall fracture without dislocation and fracture of tabula interna with dislocation were found. 3D position and orientation of fracture lines were shown in by 3D rendering software. We concluded that VE and 3DVR can clearly display the anatomic structure of the paranasal sinuses and nasopharyngeal cavity, revealing damage to the sinus wall caused by a fracture and its relationship to surrounding anatomical structures.

  18. Democratizing rendering for multiple viewers in surround VR systems

    KAUST Repository

    Schulze, Jü rgen P.; Acevedo-Feliz, Daniel; Mangan, John; Prudhomme, Andrew; Nguyen, Phi Khanh; Weber, Philip P.

    2012-01-01

    We present a new approach for how multiple users' views can be rendered in a surround virtual environment without using special multi-view hardware. It is based on the idea that different parts of the screen are often viewed by different users, so that they can be rendered from their own view point, or at least from a point closer to their view point than traditionally expected. The vast majority of 3D virtual reality systems are designed for one head-tracked user, and a number of passive viewers. Only the head tracked user gets to see the correct view of the scene, everybody else sees a distorted image. We reduce this problem by algorithmically democratizing the rendering view point among all tracked users. Researchers have proposed solutions for multiple tracked users, but most of them require major changes to the display hardware of the VR system, such as additional projectors or custom VR glasses. Our approach does not require additional hardware, except the ability to track each participating user. We propose three versions of our multi-viewer algorithm. Each of them balances image distortion and frame rate in different ways, making them more or less suitable for certain application scenarios. Our most sophisticated algorithm renders each pixel from its own, optimized camera perspective, which depends on all tracked users' head positions and orientations. © 2012 IEEE.

  19. Democratizing rendering for multiple viewers in surround VR systems

    KAUST Repository

    Schulze, Jürgen P.

    2012-03-01

    We present a new approach for how multiple users\\' views can be rendered in a surround virtual environment without using special multi-view hardware. It is based on the idea that different parts of the screen are often viewed by different users, so that they can be rendered from their own view point, or at least from a point closer to their view point than traditionally expected. The vast majority of 3D virtual reality systems are designed for one head-tracked user, and a number of passive viewers. Only the head tracked user gets to see the correct view of the scene, everybody else sees a distorted image. We reduce this problem by algorithmically democratizing the rendering view point among all tracked users. Researchers have proposed solutions for multiple tracked users, but most of them require major changes to the display hardware of the VR system, such as additional projectors or custom VR glasses. Our approach does not require additional hardware, except the ability to track each participating user. We propose three versions of our multi-viewer algorithm. Each of them balances image distortion and frame rate in different ways, making them more or less suitable for certain application scenarios. Our most sophisticated algorithm renders each pixel from its own, optimized camera perspective, which depends on all tracked users\\' head positions and orientations. © 2012 IEEE.

  20. Virtual Acoustics: Evaluation of Psychoacoustic Parameters

    Science.gov (United States)

    Begault, Durand R.; Null, Cynthia H. (Technical Monitor)

    1997-01-01

    Current virtual acoustic displays for teleconferencing and virtual reality are usually limited to very simple or non-existent renderings of reverberation, a fundamental part of the acoustic environmental context that is encountered in day-to-day hearing. Several research efforts have produced results that suggest that environmental cues dramatically improve perceptual performance within virtual acoustic displays, and that is possible to manipulate signal processing parameters to effectively reproduce important aspects of virtual acoustic perception in real-time. However, the computational resources for rendering reverberation remain formidable. Our efforts at NASA Ames have been focused using a several perceptual threshold metrics, to determine how various "trade-offs" might be made in real-time acoustic rendering. This includes both original work and confirmation of existing data that was obtained in real rather than virtual environments. The talk will consider the importance of using individualized versus generalized pinnae cues (the "Head-Related Transfer Function"); the use of head movement cues; threshold data for early reflections and late reverberation; and consideration of the necessary accuracy for measuring and rendering octave-band absorption characteristics of various wall surfaces. In addition, a consideration of the analysis-synthesis of the reverberation within "everyday spaces" (offices, conference rooms) will be contrasted to the commonly used paradigm of concert hall spaces.

  1. The effect of depth compression on multiview rendering quality

    NARCIS (Netherlands)

    Merkle, P.; Morvan, Y.; Smolic, A.; Farin, D.S.; Mueller, K..; With, de P.H.N.; Wiegand, T.

    2010-01-01

    This paper presents a comparative study on different techniques for depth-image compression and its implications on the quality of multiview video plus depth virtual view rendering. A novel coding algorithm for depth images that concentrates on their special characteristics, namely smooth regions

  2. Continuous Surface Rendering, Passing from CAD to Physical Representation

    Directory of Open Access Journals (Sweden)

    Mario Covarrubias

    2013-06-01

    Full Text Available This paper describes a desktop-mechatronic interface that has been conceived to support designers in the evaluation of aesthetic virtual shapes. This device allows a continuous and smooth free hand contact interaction on a real and developable plastic tape actuated by a servo-controlled mechanism. The objective in designing this device is to reproduce a virtual surface with a consistent physical rendering well adapted to designers' needs. The desktop-mechatronic interface consists in a servo-actuated plastic strip that has been devised and implemented using seven interpolation points. In fact, by using the MEC (Minimal Energy Curve Spline approach, a developable real surface is rendered taking into account the CAD geometry of the virtual shapes. In this paper, we describe the working principles of the interface by using both absolute and relative approaches to control the position on each single control point on the MEC spline. Then, we describe the methodology that has been implemented, passing from the CAD geometry, linked to VisualNastran in order to maintain the parametric properties of the virtual shape. Then, we present the co-simulation between VisualNastran and MATLAB/Simulink used for achieving this goal and controlling the system and finally, we present the results of the subsequent testing session specifically carried out to evaluate the accuracy and the effectiveness of the mechatronic device.

  3. 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.

  4. Matching rendered and real world images by digital image processing

    Science.gov (United States)

    Mitjà, Carles; Bover, Toni; Bigas, Miquel; Escofet, Jaume

    2010-05-01

    Recent advances in computer-generated images (CGI) have been used in commercial and industrial photography providing a broad scope in product advertising. Mixing real world images with those rendered from virtual space software shows a more or less visible mismatching between corresponding image quality performance. Rendered images are produced by software which quality performance is only limited by the resolution output. Real world images are taken with cameras with some amount of image degradation factors as lens residual aberrations, diffraction, sensor low pass anti aliasing filters, color pattern demosaicing, etc. The effect of all those image quality degradation factors can be characterized by the system Point Spread Function (PSF). Because the image is the convolution of the object by the system PSF, its characterization shows the amount of image degradation added to any taken picture. This work explores the use of image processing to degrade the rendered images following the parameters indicated by the real system PSF, attempting to match both virtual and real world image qualities. The system MTF is determined by the slanted edge method both in laboratory conditions and in the real picture environment in order to compare the influence of the working conditions on the device performance; an approximation to the system PSF is derived from the two measurements. The rendered images are filtered through a Gaussian filter obtained from the taking system PSF. Results with and without filtering are shown and compared measuring the contrast achieved in different final image regions.

  5. Single minimum incision endoscopic radical nephrectomy for renal tumors with preoperative virtual navigation using 3D-CT volume-rendering

    Directory of Open Access Journals (Sweden)

    Shioyama Yasukazu

    2010-04-01

    Full Text Available Abstract Background Single minimum incision endoscopic surgery (MIES involves the use of a flexible high-definition laparoscope to facilitate open surgery. We reviewed our method of radical nephrectomy for renal tumors, which is single MIES combined with preoperative virtual surgery employing three-dimensional CT images reconstructed by the volume rendering method (3D-CT images in order to safely and appropriately approach the renal hilar vessels. We also assessed the usefulness of 3D-CT images. Methods Radical nephrectomy was done by single MIES via the translumbar approach in 80 consecutive patients. We performed the initial 20 MIES nephrectomies without preoperative 3D-CT images and the subsequent 60 MIES nephrectomies with preoperative 3D-CT images for evaluation of the renal hilar vessels and the relation of each tumor to the surrounding structures. On the basis of the 3D information, preoperative virtual surgery was performed with a computer. Results Single MIES nephrectomy was successful in all patients. In the 60 patients who underwent 3D-CT, the number of renal arteries and veins corresponded exactly with the preoperative 3D-CT data (100% sensitivity and 100% specificity. These 60 nephrectomies were completed with a shorter operating time and smaller blood loss than the initial 20 nephrectomies. Conclusions Single MIES radical nephrectomy combined with 3D-CT and virtual surgery achieved a shorter operating time and less blood loss, possibly due to safer and easier handling of the renal hilar vessels.

  6. High precision analysis of an embryonic extensional fault-related fold using 3D orthorectified virtual outcrops: The viewpoint importance in structural geology

    Science.gov (United States)

    Tavani, Stefano; Corradetti, Amerigo; Billi, Andrea

    2016-05-01

    Image-based 3D modeling has recently opened the way to the use of virtual outcrop models in geology. An intriguing application of this method involves the production of orthorectified images of outcrops using almost any user-defined point of view, so that photorealistic cross-sections suitable for numerous geological purposes and measurements can be easily generated. These purposes include the accurate quantitative analysis of fault-fold relationships starting from imperfectly oriented and partly inaccessible real outcrops. We applied the method of image-based 3D modeling and orthorectification to a case study from the northern Apennines, Italy, where an incipient extensional fault affecting well-layered limestones is exposed on a 10-m-high barely accessible cliff. Through a few simple steps, we constructed a high-quality image-based 3D model of the outcrop. In the model, we made a series of measurements including fault and bedding attitudes, which allowed us to derive the bedding-fault intersection direction. We then used this direction as viewpoint to obtain a distortion-free photorealistic cross-section, on which we measured bed dips and thicknesses as well as fault stratigraphic separations. These measurements allowed us to identify a slight difference (i.e. only 0.5°) between the hangingwall and footwall cutoff angles. We show that the hangingwall strain required to compensate the upward-decreasing displacement of the fault was accommodated by this 0.5° rotation (i.e. folding) and coeval 0.8% thickening of strata in the hangingwall relatively to footwall strata. This evidence is consistent with trishear fault-propagation folding. Our results emphasize the viewpoint importance in structural geology and therefore the potential of using orthorectified virtual outcrops.

  7. Virtual Relighting of a Virtualized Scene by Estimating Surface Reflectance Properties

    OpenAIRE

    福富, 弘敦; 町田, 貴史; 横矢, 直和

    2011-01-01

    In mixed reality that merges real and virtual worlds, it is required to interactively manipulate the illumination conditions in a virtualized space. In general, specular reflections in a scene make it difficult to interactively manipulate the illumination conditions. Our goal is to provide an opportunity to simulate the original scene, including diffuse and specular relfections, with novel viewpoints and illumination conditions. Thus, we propose a new method for estimating diffuse and specula...

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

    International Nuclear Information System (INIS)

    Dutta, Pramit

    2015-01-01

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

  9. Development of volume rendering module for real-time visualization system

    International Nuclear Information System (INIS)

    Otani, Takayuki; Muramatsu, Kazuhiro

    2000-03-01

    Volume rendering is a method to visualize the distribution of physical quantities in the three dimensional space from any viewpoint by tracing the ray direction on the ordinary two dimensional monitoring display. It enables to provide the interior information as well as the surfacial one by producing the translucent images. Therefore, it is regarded as a very useful means as well as an important one in the analysis of the computational results of the scientific calculations, although it has, unfortunately, disadvantage to need a large amount of computing time. This report describes algorithm and its performance of the volume rendering soft-ware which was developed as an important functional module in the real-time visualization system PATRAS. This module can directly visualize the computed results on BFC grid. Moreover, it has already realized the speed-up in some parts of the software by the use of a newly developed heuristic technique. This report includes the investigation on the speed-up of the software by parallel processing. (author)

  10. A point-based rendering approach for real-time interaction on mobile devices

    Institute of Scientific and Technical Information of China (English)

    LIANG XiaoHui; ZHAO QinPing; HE ZhiYing; XIE Ke; LIU YuBo

    2009-01-01

    Mobile device is an Important interactive platform. Due to the limitation of computation, memory, display area and energy, how to realize the efficient and real-time interaction of 3D models based on mobile devices is an important research topic. Considering features of mobile devices, this paper adopts remote rendering mode and point models, and then, proposes a transmission and rendering approach that could interact in real time. First, improved simplification algorithm based on MLS and display resolution of mobile devices is proposed. Then, a hierarchy selection of point models and a QoS transmission control strategy are given based on interest area of operator, interest degree of object in the virtual environment and rendering error. They can save the energy consumption. Finally, the rendering and interaction of point models are completed on mobile devices. The experiments show that our method is efficient.

  11. ViewpointS: When Social Ranking Meets the Semantic Web

    OpenAIRE

    Lemoisson , Philippe; Surroca , Guillaume; Jonquet , Clement; Cerri , Stefano A.

    2017-01-01

    International audience; Reconciling the ecosystem of semantic Web data with the ecosystem of social Web participation has been a major issue for the Web Science community. To answer this need, we propose an innovative approach called ViewpointS where the knowledge is topologically, rather than logically, explored and assessed. Both social contributions and linked data are represented by triples agent-resource-resource called " viewpoints ". A " viewpoint " is the subjective declaration by an ...

  12. Real-Time 3D Motion capture by monocular vision and virtual rendering

    OpenAIRE

    Gomez Jauregui , David Antonio; Horain , Patrick

    2012-01-01

    International audience; Avatars in networked 3D virtual environments allow users to interact over the Internet and to get some feeling of virtual telepresence. However, avatar control may be tedious. Motion capture systems based on 3D sensors have recently reached the consumer market, but webcams and camera-phones are more widespread and cheaper. The proposed demonstration aims at animating a user's avatar from real time 3D motion capture by monoscopic computer vision, thus allowing virtual t...

  13. Viewpoint A Viewpoint of Personal Aesthetic Preferences and ...

    African Journals Online (AJOL)

    Viewpoint A Viewpoint of Personal Aesthetic Preferences and Aesthetic Education, Landscape Theory and Survival in the Kalahari Region of South Africa: Implications for an Authentic Contemporary Curriculum.

  14. Visualizing dynamic geosciences phenomena using an octree-based view-dependent LOD strategy within virtual globes

    Science.gov (United States)

    Li, Jing; Wu, Huayi; Yang, Chaowei; Wong, David W.; Xie, Jibo

    2011-09-01

    Geoscientists build dynamic models to simulate various natural phenomena for a better understanding of our planet. Interactive visualizations of these geoscience models and their outputs through virtual globes on the Internet can help the public understand the dynamic phenomena related to the Earth more intuitively. However, challenges arise when the volume of four-dimensional data (4D), 3D in space plus time, is huge for rendering. Datasets loaded from geographically distributed data servers require synchronization between ingesting and rendering data. Also the visualization capability of display clients varies significantly in such an online visualization environment; some may not have high-end graphic cards. To enhance the efficiency of visualizing dynamic volumetric data in virtual globes, this paper proposes a systematic framework, in which an octree-based multiresolution data structure is implemented to organize time series 3D geospatial data to be used in virtual globe environments. This framework includes a view-dependent continuous level of detail (LOD) strategy formulated as a synchronized part of the virtual globe rendering process. Through the octree-based data retrieval process, the LOD strategy enables the rendering of the 4D simulation at a consistent and acceptable frame rate. To demonstrate the capabilities of this framework, data of a simulated dust storm event are rendered in World Wind, an open source virtual globe. The rendering performances with and without the octree-based LOD strategy are compared. The experimental results show that using the proposed data structure and processing strategy significantly enhances the visualization performance when rendering dynamic geospatial phenomena in virtual globes.

  15. Parallel rendering

    Science.gov (United States)

    Crockett, Thomas W.

    1995-01-01

    This article provides a broad introduction to the subject of parallel rendering, encompassing both hardware and software systems. The focus is on the underlying concepts and the issues which arise in the design of parallel rendering algorithms and systems. We examine the different types of parallelism and how they can be applied in rendering applications. Concepts from parallel computing, such as data decomposition, task granularity, scalability, and load balancing, are considered in relation to the rendering problem. We also explore concepts from computer graphics, such as coherence and projection, which have a significant impact on the structure of parallel rendering algorithms. Our survey covers a number of practical considerations as well, including the choice of architectural platform, communication and memory requirements, and the problem of image assembly and display. We illustrate the discussion with numerous examples from the parallel rendering literature, representing most of the principal rendering methods currently used in computer graphics.

  16. Three-dimensional rendering of segmented object using matlab - biomed 2010.

    Science.gov (United States)

    Anderson, Jeffrey R; Barrett, Steven F

    2010-01-01

    The three-dimensional rendering of microscopic objects is a difficult and challenging task that often requires specialized image processing techniques. Previous work has been described of a semi-automatic segmentation process of fluorescently stained neurons collected as a sequence of slice images with a confocal laser scanning microscope. Once properly segmented, each individual object can be rendered and studied as a three-dimensional virtual object. This paper describes the work associated with the design and development of Matlab files to create three-dimensional images from the segmented object data previously mentioned. Part of the motivation for this work is to integrate both the segmentation and rendering processes into one software application, providing a seamless transition from the segmentation tasks to the rendering and visualization tasks. Previously these tasks were accomplished on two different computer systems, windows and Linux. This transition basically limits the usefulness of the segmentation and rendering applications to those who have both computer systems readily available. The focus of this work is to create custom Matlab image processing algorithms for object rendering and visualization, and merge these capabilities to the Matlab files that were developed especially for the image segmentation task. The completed Matlab application will contain both the segmentation and rendering processes in a single graphical user interface, or GUI. This process for rendering three-dimensional images in Matlab requires that a sequence of two-dimensional binary images, representing a cross-sectional slice of the object, be reassembled in a 3D space, and covered with a surface. Additional segmented objects can be rendered in the same 3D space. The surface properties of each object can be varied by the user to aid in the study and analysis of the objects. This inter-active process becomes a powerful visual tool to study and understand microscopic objects.

  17. 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

  18. INCREASING SAVING BEHAVIOR THROUGH AGE-PROGRESSED RENDERINGS OF THE FUTURE SELF

    Science.gov (United States)

    HERSHFIELD, HAL E.; GOLDSTEIN, DANIEL G.; SHARPE, WILLIAM F.; FOX, JESSE; YEYKELIS, LEO; CARSTENSEN, LAURA L.; BAILENSON, JEREMY N.

    2014-01-01

    Many people fail to save what they need to for retirement (Munnell, Webb, and Golub-Sass 2009). Research on excessive discounting of the future suggests that removing the lure of immediate rewards by pre-committing to decisions, or elaborating the value of future rewards can both make decisions more future-oriented. In this article, we explore a third and complementary route, one that deals not with present and future rewards, but with present and future selves. In line with thinkers who have suggested that people may fail, through a lack of belief or imagination, to identify with their future selves (Parfit 1971; Schelling 1984), we propose that allowing people to interact with age-progressed renderings of themselves will cause them to allocate more resources toward the future. In four studies, participants interacted with realistic computer renderings of their future selves using immersive virtual reality hardware and interactive decision aids. In all cases, those who interacted with virtual future selves exhibited an increased tendency to accept later monetary rewards over immediate ones. PMID:24634544

  19. INCREASING SAVING BEHAVIOR THROUGH AGE-PROGRESSED RENDERINGS OF THE FUTURE SELF.

    Science.gov (United States)

    Hershfield, Hal E; Goldstein, Daniel G; Sharpe, William F; Fox, Jesse; Yeykelis, Leo; Carstensen, Laura L; Bailenson, Jeremy N

    2011-11-01

    Many people fail to save what they need to for retirement (Munnell, Webb, and Golub-Sass 2009). Research on excessive discounting of the future suggests that removing the lure of immediate rewards by pre-committing to decisions, or elaborating the value of future rewards can both make decisions more future-oriented. In this article, we explore a third and complementary route, one that deals not with present and future rewards, but with present and future selves. In line with thinkers who have suggested that people may fail, through a lack of belief or imagination, to identify with their future selves (Parfit 1971; Schelling 1984), we propose that allowing people to interact with age-progressed renderings of themselves will cause them to allocate more resources toward the future. In four studies, participants interacted with realistic computer renderings of their future selves using immersive virtual reality hardware and interactive decision aids. In all cases, those who interacted with virtual future selves exhibited an increased tendency to accept later monetary rewards over immediate ones.

  20. Empirical evaluation of mapping functions for navigation in virtual reality using phones with integrated sensors

    KAUST Repository

    Benzina, Amal

    2012-01-01

    Mobile phones provide an interesting all-in-one alternative for 3D input devices in virtual environments. Mobile phones are becoming touch sensitive and spatially aware, and they are now part of our daily activities. We present Phone-Based Motion Control, a novel one-handed travel technique for a virtual environment. The technique benefits from the touch capability offered by growing number of mobile phones to change viewpoint translation in virtual environments, while the orientation of the viewpoint is controlled by built-in sensors in the mobile phone. The travel interaction separates translation (touch based translation control) and rotation (steer based rotation control), putting each set of degrees of freedom (DOF) to a separate interaction technique (separability). This paper examines, how many DOF are needed to perform the travel task as easy and comfortable as possible. It also investigates different mapping functions between the user\\'s actions on the mobile phone and the viewpoint change in the virtual environment. Therefore, four techniques are implemented: rotate by heading, rotate by roll, rotate by roll with fixed horizon and a merged rotation. Each technique has either 4 or 5 DOF and different mappings between phone and viewpoint coordinates in the virtual environment. We perform an extensive user study to explore different aspects related to the travel techniques in terms of DOF and mapping functions. Results of the user evaluation show that 4 DOF techniques seem to perform better the travel task. Even though, the results were not statistically decisive in favor of the usage of the mobile roll to control the viewpoint heading in the virtual environment despite the good results, there is a clear tendency from the users to prefer the mobile roll as the desired mapping. Copyright 2012 ACM.

  1. Virtual MR endoscopy of the ventricles prior to neurosurgical interventional endoscopy - evaluation of different presentation techniques

    International Nuclear Information System (INIS)

    Lemke, A.J.; Schurig-Urbaniak, A.M.; Niehues, S.M.; Felix, R.; Liebig, T.

    2004-01-01

    Purpose: In the past, virtual endoscopies have been performed for planning of endoscopic interventions or for diagnostic purposes in various organ systems with increasing frequency. This study evaluates the ability of virtual ventricular endoscopy to depict anatomical structures and the use for planning of real endoscopy. Materials and Methods: In a prospective study, 4 volunteers and 8 patients were examined with MRI. In 3 of the patients endoscopy was performed by our neurosurgeons thereafter. The calculation of the virtual endoscopy was based on 1 mm sagittal T2-weighted images. Comparison of surface rendering and volume rendering was made by means of video sequencing of individual views, and these were compared with the intraoperative endoscopic videos concerning the depictability of anatomical landmarks. Results: The reconstructions using volume rendering were more significant and easier to calculate than those based on surface rendering. Virtual endoscopy in the transparent mode allowed visualization of hazardous structures outside the ventricular system such as the basilar artery tip. Transparent 3D images of the ventricles gave a good overview on the depicted structures and enabled a better orientation during the virtual camera flight than surface rendered views. Conclusion: MR-based virtual endoscopy of the ventricular system can be obtained on the basis of surface- and volume-rendered views of sagittal T2-weighted thin sections. Preoperative utilization of this method simplifies the planning of endoscopy by visualization of anatomical structures. (orig.)

  2. A Feasibility Study with Image-Based Rendered Virtual Reality in Patients with Mild Cognitive Impairment and Dementia.

    Directory of Open Access Journals (Sweden)

    Valeria Manera

    Full Text Available Virtual Reality (VR has emerged as a promising tool in many domains of therapy and rehabilitation, and has recently attracted the attention of researchers and clinicians working with elderly people with MCI, Alzheimer's disease and related disorders. Here we present a study testing the feasibility of using highly realistic image-based rendered VR with patients with MCI and dementia. We designed an attentional task to train selective and sustained attention, and we tested a VR and a paper version of this task in a single-session within-subjects design. Results showed that participants with MCI and dementia reported to be highly satisfied and interested in the task, and they reported high feelings of security, low discomfort, anxiety and fatigue. In addition, participants reported a preference for the VR condition compared to the paper condition, even if the task was more difficult. Interestingly, apathetic participants showed a preference for the VR condition stronger than that of non-apathetic participants. These findings suggest that VR-based training can be considered as an interesting tool to improve adherence to cognitive training in elderly people with cognitive impairment.

  3. 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...

  4. Virtual digital library

    Science.gov (United States)

    Thoma, George R.

    1996-03-01

    The virtual digital library, a concept that is quickly becoming a reality, offers rapid and geography-independent access to stores of text, images, graphics, motion video and other datatypes. Furthermore, a user may move from one information source to another through hypertext linkages. The projects described here further the notion of such an information paradigm from an end user viewpoint.

  5. Virtual Libraries: Meeting the Corporate Challenge.

    Science.gov (United States)

    DiMattia, Susan S.; Blumenstein, Lynn C.

    1999-01-01

    Discusses virtual libraries in corporate settings from the viewpoint of five special librarians. Highlights include competitive advantage, space and related collection issues, the use of technology, corporate culture, information overload, library vulnerability and downsizing, and the importance of service over format. (LRW)

  6. 3D-TV System with Depth-Image-Based Rendering Architectures, Techniques and Challenges

    CERN Document Server

    Zhao, Yin; Yu, Lu; Tanimoto, Masayuki

    2013-01-01

    Riding on the success of 3D cinema blockbusters and advances in stereoscopic display technology, 3D video applications have gathered momentum in recent years. 3D-TV System with Depth-Image-Based Rendering: Architectures, Techniques and Challenges surveys depth-image-based 3D-TV systems, which are expected to be put into applications in the near future. Depth-image-based rendering (DIBR) significantly enhances the 3D visual experience compared to stereoscopic systems currently in use. DIBR techniques make it possible to generate additional viewpoints using 3D warping techniques to adjust the perceived depth of stereoscopic videos and provide for auto-stereoscopic displays that do not require glasses for viewing the 3D image.   The material includes a technical review and literature survey of components and complete systems, solutions for technical issues, and implementation of prototypes. The book is organized into four sections: System Overview, Content Generation, Data Compression and Transmission, and 3D V...

  7. Big data and virtual communities: methodological issues

    OpenAIRE

    Martínez Torres, María del Rocío; Toral, S. L.; Fornara, Nicoletta

    2014-01-01

    Virtual communities represent today en emergent phenomenon through which users get together to create ideas, to obtain help from one another, or just to casually engage in discussions. Their increasing popularity as well as their utility as a source of business value and marketing strategies justify the necessity of defi ning some specifi c methodologies for analyzing them. The aim of this paper is providing new insights into virtual communities from a methodological viewpoint, hi...

  8. Interactive navigation and bronchial tube tracking in virtual bronchoscopy.

    Science.gov (United States)

    Heng, P A; Fung, P F; Wong, T T; Siu, Y H; Sun, H

    1999-01-01

    An interactive virtual environment for simulation of bronchoscopy is developed. Medical doctor can safely plan their surgical bronchoscopy using the virtual environment without any invasive diagnosis which may risk the patient's health. The 3D pen input device of the system allows the doctor to navigate and visualize the bronchial tree of the patient naturally and interactively. To navigate the patient's bronchial tree, a vessel tracking process is required. While manual tracking is tedious and labor-intensive, fully automatic tracking may not be reliable. We propose a semi-automatic tracking technique called Intelligent Path Tracker which provides automation and enough user control during the vessel tracking. To support an interactive frame rate, we also introduce a new volume rendering acceleration technique, named as IsoRegion Leaping. The volume rendering is further accelerated by distributed rendering on a TCP/IP-based network of low-cost PCs. With these approaches, a 256 x 256 x 256 volume data of human lung, can be navigated and visualized at a frame rate of over 10 Hz in our virtual bronchoscopy system.

  9. Virtual powers and virtual works in mechanics of micropolar continuous media

    International Nuclear Information System (INIS)

    Grossetie, J.C.

    1981-01-01

    The expression of virtual work and virtual powers of internal actions is established for a continuous medium where the actions are defined by fields of forces and moments. A basic formulation of the mechanical problem is thus obtained and can serve as the starting point for variational and quasi-variational formulations of these problems. This expression may be used in thermodynamic developments relating to research or constitutive laws of materials within the context of so-called hidden internal variable formulations. The principle of virtual works is given in general applied then to the classic case through a demonstration consistent with this principle and finally applied to the general case in which distributions of moments are included. The viewpoint adopted is that Euler-Cauchy. This expression will have to be accounted for in establishing thermodynamic relations regarding materials subjected to nuclear effects (irradiated materials)

  10. 3D virtual rendering in thoracoscopic treatment of congenital malformation of the lung

    Directory of Open Access Journals (Sweden)

    Destro F.

    2013-10-01

    Full Text Available Introduction: Congenital malformations of the lung (CML are rare but potentially dangerous congenital malformations. Their identification is important in order to define the most appropriate management. Materials and methods: We retrospectively reviewed data from 37 patients affected by CML treated in our Pediatric Surgery Unit in the last four years with minimally invasive surgery (MIS. Results: Prenatal diagnosis was possible in 26/37 patients. Surgery was performed in the first month of life in 3 symptomatic patients and between 6 and 12 months in the others. All patients underwent radiological evaluation prior to thoracoscopic surgery. Images collected were reconstructed using the VR render software. Discussion and conclusions: Volume rendering gives high anatomical resolution and it can be useful to guide the surgical procedure. Thoracoscopy should be the technique of choice because it is safe, effective and feasible. Furthermore it has the benefit of a minimal access technique and it can be easily performed in children.

  11. A workout for virtual bodybuilders (design issues for embodiment in multi-actor virtual environments)

    Science.gov (United States)

    Benford, Steve; Bowers, John; Fahlen, Lennart E.; Greenhalgh, Chris; Snowdon, Dave

    1994-01-01

    This paper explores the issue of user embodiment within collaborative virtual environments. By user embodiment we mean the provision of users with appropriate body images so as to represent them to others and also to themselves. By collaborative virtual environments we mean multi-user virtual reality systems which support cooperative work (although we argue that the results of our exploration may also be applied to other kinds of collaborative systems). The main part of the paper identifies a list of embodiment design issues including: presence, location, identity, activity, availability, history of activity, viewpoint, action point, gesture, facial expression, voluntary versus involuntary expression, degree of presence, reflecting capabilities, manipulating the user's view of others, representation across multiple media, autonomous and distributed body parts, truthfulness and efficiency. Following this, we show how these issues are reflected in our own DIVE and MASSIVE prototype collaborative virtual environments.

  12. Application of Virtual and Augmented reality to geoscientific teaching and research.

    Science.gov (United States)

    Hodgetts, David

    2017-04-01

    The geological sciences are the ideal candidate for the application of Virtual Reality (VR) and Augmented Reality (AR). Digital data collection techniques such as laser scanning, digital photogrammetry and the increasing use of Unmanned Aerial Vehicles (UAV) or Small Unmanned Aircraft (SUA) technology allow us to collect large datasets efficiently and evermore affordably. This linked with the recent resurgence in VR and AR technologies make these 3D digital datasets even more valuable. These advances in VR and AR have been further supported by rapid improvements in graphics card technologies, and by development of high performance software applications to support them. Visualising data in VR is more complex than normal 3D rendering, consideration needs to be given to latency, frame-rate and the comfort of the viewer to enable reasonably long immersion time. Each frame has to be rendered from 2 viewpoints (one for each eye) requiring twice the rendering than for normal monoscopic views. Any unnatural effects (e.g. incorrect lighting) can lead to an uncomfortable VR experience so these have to be minimised. With large digital outcrop datasets comprising 10's-100's of millions of triangles this is challenging but achievable. Apart from the obvious "wow factor" of VR there are some serious applications. It is often the case that users of digital outcrop data do not appreciate the size of features they are dealing with. This is not the case when using correctly scaled VR, and a true sense of scale can be achieved. In addition VR provides an excellent way of performing quality control on 3D models and interpretations and errors are much more easily visible. VR models can then be used to create content that can then be used in AR applications closing the loop and taking interpretations back into the field.

  13. RenderToolbox3: MATLAB tools that facilitate physically based stimulus rendering for vision research.

    Science.gov (United States)

    Heasly, Benjamin S; Cottaris, Nicolas P; Lichtman, Daniel P; Xiao, Bei; Brainard, David H

    2014-02-07

    RenderToolbox3 provides MATLAB utilities and prescribes a workflow that should be useful to researchers who want to employ graphics in the study of vision and perhaps in other endeavors as well. In particular, RenderToolbox3 facilitates rendering scene families in which various scene attributes and renderer behaviors are manipulated parametrically, enables spectral specification of object reflectance and illuminant spectra, enables the use of physically based material specifications, helps validate renderer output, and converts renderer output to physical units of radiance. This paper describes the design and functionality of the toolbox and discusses several examples that demonstrate its use. We have designed RenderToolbox3 to be portable across computer hardware and operating systems and to be free and open source (except for MATLAB itself). RenderToolbox3 is available at https://github.com/DavidBrainard/RenderToolbox3.

  14. An image-based approach to the rendering of crowds in real-time

    OpenAIRE

    Tecchia, Franco

    2007-01-01

    The wide use of computer graphics in games, entertainment, medical, architectural and cultural applications, has led it to becoming a prevalent area of research. Games and entertainment in general have become one of the driving forces of the real-time computer graphics industry, bringing reasonably realistic, complex and appealing virtual worlds to the mass-market. At the current stage of technology, an user can interactively navigate through complex, polygon-based scenes rendered with sophis...

  15. Cloud-based Virtual Organization Engineering

    Directory of Open Access Journals (Sweden)

    Liviu Gabriel CRETU

    2012-01-01

    Full Text Available Nowadays we may notice that SOA arrived to its maturity stage and Cloud Computing brings the next paradigm-shift regarding the software delivery business model. In such a context, we consider that there is a need for frameworks to guide the creation, execution and management of virtual organizations (VO based on services from different Clouds. This paper will introduce the main components of such a framework that will innovatively combine the principles of event-driven SOA, REST and ISO/IEC 42010:2007 multiple views and viewpoints in order to provide the required methodology for Cloud-based virtual organization (Cloud-VO engi-neering. The framework will consider the resource concept found in software architectures like REST or RDF as the basic building block of Cloud-VO. and will make use of resources’ URIs to create the Cloud-VO’s resource allocation matrix. While the matrix is used to declare activity-resources relationships, the resource catalogue concept will be introduced as a way to describe the resource in one place, using as many viewpoints as needed, and then to reuse that description for the creation or simulation of different VOs.

  16. Immersive volume rendering of blood vessels

    Science.gov (United States)

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

    2012-03-01

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

  17. A Viewpoint Approach to Structured Argumentation

    OpenAIRE

    Tamani, Nouredine; Croitoru, Madalina; Buche, Patrice

    2013-01-01

    We introduce in this paper a viewpoint-based argumentation approach in the context of the EcoBioCap project, which requirements are different actor arguments expressed over several criteria, describing the objects of a domain, to support/oppose contradictory goals. A viewpoint is an ASPIC+ argumentation system defined over a subset of rules corresponding to a single criterion. Concepts of conflict between viewpoints, independent viewpoints, and collection of independent viewpoints are the bas...

  18. Virtual environments simulation in research reactor

    Science.gov (United States)

    Muhamad, Shalina Bt. Sheik; Bahrin, Muhammad Hannan Bin

    2017-01-01

    Virtual reality based simulations are interactive and engaging. It has the useful potential in improving safety training. Virtual reality technology can be used to train workers who are unfamiliar with the physical layout of an area. In this study, a simulation program based on the virtual environment at research reactor was developed. The platform used for virtual simulation is 3DVia software for which it's rendering capabilities, physics for movement and collision and interactive navigation features have been taken advantage of. A real research reactor was virtually modelled and simulated with the model of avatars adopted to simulate walking. Collision detection algorithms were developed for various parts of the 3D building and avatars to restrain the avatars to certain regions of the virtual environment. A user can control the avatar to move around inside the virtual environment. Thus, this work can assist in the training of personnel, as in evaluating the radiological safety of the research reactor facility.

  19. Video-based rendering

    CERN Document Server

    Magnor, Marcus A

    2005-01-01

    Driven by consumer-market applications that enjoy steadily increasing economic importance, graphics hardware and rendering algorithms are a central focus of computer graphics research. Video-based rendering is an approach that aims to overcome the current bottleneck in the time-consuming modeling process and has applications in areas such as computer games, special effects, and interactive TV. This book offers an in-depth introduction to video-based rendering, a rapidly developing new interdisciplinary topic employing techniques from computer graphics, computer vision, and telecommunication en

  20. Optimization of Virtual Loudspeakers for Spatial Room Acoustics Reproduction with Headphones

    Directory of Open Access Journals (Sweden)

    Otto Puomio

    2017-12-01

    Full Text Available The use of headphones in reproducing spatial sound is becoming more and more popular. For instance, virtual reality applications often use head-tracking to keep the binaurally reproduced auditory environment stable and to improve externalization. Here, we study one spatial sound reproduction method over headphones, in particular the positioning of the virtual loudspeakers. The paper presents an algorithm that optimizes the positioning of virtual reproduction loudspeakers to reduce the computational cost in head-tracked real-time rendering. The listening test results suggest that listeners could discriminate the optimized loudspeaker arrays for renderings that reproduced a relatively simple acoustic conditions, but optimized array was not significantly different from equally spaced array for a reproduction of a more complex case. Moreover, the optimization seems to change the perceived openness and timbre, according to the verbal feedback of the test subjects.

  1. Hybrid 3D visualization of the chest and virtual endoscopy of the tracheobronchial system: possibilities and limitations of clinical application.

    Science.gov (United States)

    Seemann, M D; Claussen, C D

    2001-06-01

    A hybrid rendering method which combines a color-coded surface rendering method and a volume rendering method is described, which enables virtual endoscopic examinations using different representation models. 14 patients with malignancies of the lung and mediastinum (n=11) and lung transplantation (n=3) underwent thin-section spiral computed tomography. The tracheobronchial system and anatomical and pathological features of the chest were segmented using an interactive threshold interval volume-growing segmentation algorithm and visualized with a color-coded surface rendering method. The structures of interest were then superimposed on a volume rendering of the other thoracic structures. For the virtual endoscopy of the tracheobronchial system, a shaded-surface model without color coding, a transparent color-coded shaded-surface model and a triangle-surface model were tested and compared. The hybrid rendering technique exploit the advantages of both rendering methods, provides an excellent overview of the tracheobronchial system and allows a clear depiction of the complex spatial relationships of anatomical and pathological features. Virtual bronchoscopy with a transparent color-coded shaded-surface model allows both a simultaneous visualization of an airway, an airway lesion and mediastinal structures and a quantitative assessment of the spatial relationship between these structures, thus improving confidence in the diagnosis of endotracheal and endobronchial diseases. Hybrid rendering and virtual endoscopy obviate the need for time consuming detailed analysis and presentation of axial source images. Virtual bronchoscopy with a transparent color-coded shaded-surface model offers a practical alternative to fiberoptic bronchoscopy and is particularly promising for patients in whom fiberoptic bronchoscopy is not feasible, contraindicated or refused. Furthermore, it can be used as a complementary procedure to fiberoptic bronchoscopy in evaluating airway stenosis and

  2. Development and application of virtual reality for man/systems integration

    Science.gov (United States)

    Brown, Marcus

    1991-01-01

    While the graphical presentation of computer models signified a quantum leap over presentations limited to text and numbers, it still has the problem of presenting an interface barrier between the human user and the computer model. The user must learn a command language in order to orient themselves in the model. For example, to move left from the current viewpoint of the model, they might be required to type 'LEFT' at a keyboard. This command is fairly intuitive, but if the viewpoint moves far enough that there are no visual cues overlapping with the first view, the user does not know if the viewpoint has moved inches, feet, or miles to the left, or perhaps remained in the same position, but rotated to the left. Until the user becomes quite familiar with the interface language of the computer model presentation, they will be proned to lossing their bearings frequently. Even a highly skilled user will occasionally get lost in the model. A new approach to presenting type type of information is to directly interpret the user's body motions as the input language for determining what view to present. When the user's head turns 45 degrees to the left, the viewpoint should be rotated 45 degrees to the left. Since the head moves through several intermediate angles between the original view and the final one, several intermediate views should be presented, providing the user with a sense of continuity between the original view and the final one. Since the primary way a human physically interacts with their environment should monitor the movements of the user's hands and alter objects in the virtual model in a way consistent with the way an actual object would move when manipulated using the same hand movements. Since this approach to the man-computer interface closely models the same type of interface that humans have with the physical world, this type of interface is often called virtual reality, and the model is referred to as a virtual world. The task of this summer

  3. REDES SOCIALES VIRTUALES Y LA BIOÉTICA VIRTUAL SOCIAL NETWORKS AND BIOETHICS

    Directory of Open Access Journals (Sweden)

    Jorge Arturo Pérez Pérez

    2011-06-01

    Full Text Available RESUMEN:La investigación tiende a indagar por las condiciones psicológicas (obsesivas, socio – familiares, fisiológicas y emocionales de los estudiantes de la Universidad de San Buenaventura –Medellín de mes de agosto de 2010, que tienden a destinar parte de su tiempo a las Redes Sociales Virtuales y hacer una reflexión desde la Bioética frente al tema.Abstract:This piece of research tends to inquire into the (obsessive psychological, socio-family, physiological, and emotional conditions of the students at Saint Bonaventure University, Medellin Branch, back in the month of August 2010, who have the tendency to spend their free time in the Virtual Social Networks and then make an analysis of this issue, from the Bioethical viewpoint.

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

    African Journals Online (AJOL)

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

  5. Virtual reality in medicine-computer graphics and interaction techniques.

    Science.gov (United States)

    Haubner, M; Krapichler, C; Lösch, A; Englmeier, K H; van Eimeren, W

    1997-03-01

    This paper describes several new visualization and interaction techniques that enable the use of virtual environments for routine medical purposes. A new volume-rendering method supports shaded and transparent visualization of medical image sequences in real-time with an interactive threshold definition. Based on these rendering algorithms two complementary segmentation approaches offer an intuitive assistance for a wide range of requirements in diagnosis and therapy planning. In addition, a hierarchical data representation for geometric surface descriptions guarantees an optimal use of available hardware resources and prevents inaccurate visualization. The combination of the presented techniques empowers the improved human-machine interface of virtual reality to support every interactive task in medical three-dimensional (3-D) image processing, from visualization of unsegmented data volumes up to the simulation of surgical procedures.

  6. Consistency in multi-viewpoint architectural design

    NARCIS (Netherlands)

    Dijkman, R.M.; Dijkman, Remco Matthijs

    2006-01-01

    This thesis presents a framework that aids in preserving consistency in multi-viewpoint designs. In a multi-viewpoint design each stakeholder constructs his own design part. We call each stakeholder’s design part the view of that stakeholder. To construct his view, a stakeholder has a viewpoint.

  7. High-fidelity haptic and visual rendering for patient-specific simulation of temporal bone surgery.

    Science.gov (United States)

    Chan, Sonny; Li, Peter; Locketz, Garrett; Salisbury, Kenneth; Blevins, Nikolas H

    2016-12-01

    Medical imaging techniques provide a wealth of information for surgical preparation, but it is still often the case that surgeons are examining three-dimensional pre-operative image data as a series of two-dimensional images. With recent advances in visual computing and interactive technologies, there is much opportunity to provide surgeons an ability to actively manipulate and interpret digital image data in a surgically meaningful way. This article describes the design and initial evaluation of a virtual surgical environment that supports patient-specific simulation of temporal bone surgery using pre-operative medical image data. Computational methods are presented that enable six degree-of-freedom haptic feedback during manipulation, and that simulate virtual dissection according to the mechanical principles of orthogonal cutting and abrasive wear. A highly efficient direct volume renderer simultaneously provides high-fidelity visual feedback during surgical manipulation of the virtual anatomy. The resulting virtual surgical environment was assessed by evaluating its ability to replicate findings in the operating room, using pre-operative imaging of the same patient. Correspondences between surgical exposure, anatomical features, and the locations of pathology were readily observed when comparing intra-operative video with the simulation, indicating the predictive ability of the virtual surgical environment.

  8. Subliminal Cueing of Selection Behavior in a Virtual Environment

    OpenAIRE

    Aranyi, Gabor; Kouider, Sid; Lindsay, Alan; Prins, Hielke; Ahmed, Imtiaj; Jacucci, Giulio; Negri, Paolo; Gamberini, Luciano; Pizzi, David; Cavazza, Marc

    2014-01-01

    The performance of current graphics engines makes it possible to incorporate subliminal cues within virtual environments (VEs), providing an additional way of communication,\\ud fully integrated with the exploration of a virtual scene. In order to advance the application of subliminal information in this area, it is necessary to explore how techniques\\ud previously reported as rendering information subliminal in the psychological literature can be successfully implemented in VEs. Previous lite...

  9. Correlation between perception of color, shadows, and surface textures and the realism of a scene in virtual reality.

    Science.gov (United States)

    Pardo, Pedro J; Suero, María Isabel; Pérez, Ángel Luis

    2018-04-01

    Head-mounted displays allow us to go through immersive experiences in virtual reality and are expected to be present in more and more applications in both recreational and professional fields. In this context, recent years have witnessed significant advances in rendering techniques following physical models of lighting and shading. The aim of this paper is to check the fidelity of the visual appearance of real objects captured through a 3D scanner, rendered in a personal computer and displayed in a virtual reality device. We have compared forward versus deferred rendering in real-time computing using two different illuminations and five artwork replicas. The survey contains seven items for each artwork (color, shading, texture, definition, geometry, chromatic aberration, and pixelation) and an extra item related to the global realism. The results confirm recent advances in virtual reality, showing considerable visual fidelity of generated to real-world images, with a rate close to 4 in a 5-step perceptive scale. They also show a high correlation of the realism sensation with the fidelity of color reproduction, material texture, and definition of the artwork replicas. Moreover, statistically significant differences between two rendering modes are found, with a higher value of realism sensation in the deferred rendering mode.

  10. Virtual reality in advanced medical immersive imaging: a workflow for introducing virtual reality as a supporting tool in medical imaging

    KAUST Repository

    Knodel, Markus M.

    2018-02-27

    Radiologic evaluation of images from computed tomography (CT) or magnetic resonance imaging for diagnostic purposes is based on the analysis of single slices, occasionally supplementing this information with 3D reconstructions as well as surface or volume rendered images. However, due to the complexity of anatomical or pathological structures in biomedical imaging, innovative visualization techniques are required to display morphological characteristics three dimensionally. Virtual reality is a modern tool of representing visual data, The observer has the impression of being “inside” a virtual surrounding, which is referred to as immersive imaging. Such techniques are currently being used in technical applications, e.g. in the automobile industry. Our aim is to introduce a workflow realized within one simple program which processes common image stacks from CT, produces 3D volume and surface reconstruction and rendering, and finally includes the data into a virtual reality device equipped with a motion head tracking cave automatic virtual environment system. Such techniques have the potential to augment the possibilities in non-invasive medical imaging, e.g. for surgical planning or educational purposes to add another dimension for advanced understanding of complex anatomical and pathological structures. To this end, the reconstructions are based on advanced mathematical techniques and the corresponding grids which we can export are intended to form the basis for simulations of mathematical models of the pathogenesis of different diseases.

  11. Characterizing first and third person viewpoints and their alternation for embodied interaction in virtual reality.

    Science.gov (United States)

    Galvan Debarba, Henrique; Bovet, Sidney; Salomon, Roy; Blanke, Olaf; Herbelin, Bruno; Boulic, Ronan

    2017-01-01

    Empirical research on the bodily self has shown that the body representation is malleable, and prone to manipulation when conflicting sensory stimuli are presented. Using Virtual Reality (VR) we assessed the effects of manipulating multisensory feedback (full body control and visuo-tactile congruence) and visual perspective (first and third person perspective) on the sense of embodying a virtual body that was exposed to a virtual threat. We also investigated how subjects behave when the possibility of alternating between first and third person perspective at will was presented. Our results support that illusory ownership of a virtual body can be achieved in both first and third person perspectives under congruent visuo-motor-tactile condition. However, subjective body ownership and reaction to threat were generally stronger for first person perspective and alternating condition than for third person perspective. This suggests that the possibility of alternating perspective is compatible with a strong sense of embodiment, which is meaningful for the design of new embodied VR experiences.

  12. VIRTUAL ARCHAEOLOGICAL ENVIRONMENTS GENERATED IN AVAYALIVE ENGAGE

    Directory of Open Access Journals (Sweden)

    ANTHONY Rigby

    2014-09-01

    Full Text Available Realistically rendered and textured virtual spaces can be created in the AVAYALIVE ENGAGE platform by importing high polygon models and scaled accurately reproduced textures. In addition MellaniuM has successfully developed an application for utilizing all the archaeological virtual assets developed in 3D Studio Max or generated over the past several years using photogrammetry and laser scanning. It is possible therefore to create interactive environments of archaeological significance that can be accessed through the Internet and available to up to 40 participants. 

  13. A Discussion of Virtual Reality As a New Tool for Training Healthcare Professionals

    Directory of Open Access Journals (Sweden)

    Caroline Fertleman

    2018-02-01

    Full Text Available BackgroundVirtual reality technology is an exciting and emerging field with vast applications. Our study sets out the viewpoint that virtual reality software could be a new focus of direction in the development of training tools in medical education. We carried out a panel discussion at the Center for Behavior Change 3rd Annual Conference, prompted by the study, “The Responses of Medical General Practitioners to Unreasonable Patient Demand for Antibiotics––A Study of Medical Ethics Using Immersive Virtual Reality” (1.MethodsIn Pan et al.’s study, 21 general practitioners (GPs and GP trainees took part in a videoed, 15-min virtual reality scenario involving unnecessary patient demands for antibiotics. This paper was discussed in-depth at the Center for Behavior Change 3rd Annual Conference; the content of this paper is a culmination of findings and feedback from the panel discussion. The experts involved have backgrounds in virtual reality, general practice, medicines management, medical education and training, ethics, and philosophy.ViewpointVirtual reality is an unexplored methodology to instigate positive behavioral change among clinicians where other methods have been unsuccessful, such as antimicrobial stewardship. There are several arguments in favor of use of virtual reality in medical education: it can be used for “difficult to simulate” scenarios and to standardize a scenario, for example, for use in exams. However, there are limitations to its usefulness because of the cost implications and the lack of evidence that it results in demonstrable behavior change.

  14. Conservation of old renderings - the consolidation of rendering with loss of cohesion

    Directory of Open Access Journals (Sweden)

    Martha Tavares

    2008-01-01

    Full Text Available The study of external renderings in the scope of conservation and restoration has acquired in the last years great methodological, scientific and technical advances. These renderings are important elements of the built structure, for besides possessing a protection function, they possess often a decorative function of great relevance for the image of the monument. The maintenance of these renderings implies the conservation of traditional constructive techniques and the use of compatible materials, as similar to the originals as possible. The main objective of this study is to define a methodology of conservative restoration using strategies of maintenance of renderings and traditional constructive techniques. The minimum intervention principle is maintained as well as the use of materials compatible with the original ones. This paper describes the technique and products used for the consolidation of the loss of cohesion. The testing campaign was developed under controlled conditions, in laboratory, and in situ in order to evaluate their efficacy for the consolidation of old renders. A set of tests is presented to evaluate the effectiveness of the process. The results are analysed and a reflection is added referring to the applicability of these techniques. Finally the paper presents a proposal for further research.

  15. Simulation and training of lumbar punctures using haptic volume rendering and a 6DOF haptic device

    Science.gov (United States)

    Färber, Matthias; Heller, Julika; Handels, Heinz

    2007-03-01

    The lumbar puncture is performed by inserting a needle into the spinal chord of the patient to inject medicaments or to extract liquor. The training of this procedure is usually done on the patient guided by experienced supervisors. A virtual reality lumbar puncture simulator has been developed in order to minimize the training costs and the patient's risk. We use a haptic device with six degrees of freedom (6DOF) to feedback forces that resist needle insertion and rotation. An improved haptic volume rendering approach is used to calculate the forces. This approach makes use of label data of relevant structures like skin, bone, muscles or fat and original CT data that contributes information about image structures that can not be segmented. A real-time 3D visualization with optional stereo view shows the punctured region. 2D visualizations of orthogonal slices enable a detailed impression of the anatomical context. The input data consisting of CT and label data and surface models of relevant structures is defined in an XML file together with haptic rendering and visualization parameters. In a first evaluation the visible human male data has been used to generate a virtual training body. Several users with different medical experience tested the lumbar puncture trainer. The simulator gives a good haptic and visual impression of the needle insertion and the haptic volume rendering technique enables the feeling of unsegmented structures. Especially, the restriction of transversal needle movement together with rotation constraints enabled by the 6DOF device facilitate a realistic puncture simulation.

  16. A Study of Power and Individualism in Virtual Teams: Trends, Challenges, and Solutions

    Science.gov (United States)

    Jablonski, Deirdre

    2013-01-01

    This study investigated the relationship between cultural values and effectiveness of virtual team processes. In order to render an acceptable degree of comparison, four specific team outcomes of virtual team effectiveness were aligned on Hofstede's cultural dimensions of power distance and individualism. The lack of awareness of how power and…

  17. Enhancing Tele-robotics with Immersive Virtual Reality

    Science.gov (United States)

    2017-11-03

    The spheres displayed in the virtual environment represent the real-world readings from the robot in real-time from its LRF and sonar sensors. In...Inc., is comprised of an advanced graphics rendering engine, sound engine, and physics and animation engines. This game engine is capable of delivering

  18. Walking in a Virtual Town using Nintendo Wiimote and Balance Board

    Directory of Open Access Journals (Sweden)

    Lucio Tommaso De Paolis

    2011-12-01

    Full Text Available EnThe main goal of the Human-Computer Interaction technology is to improve the interactions between users and computers by making computers more usable and receptive to the user's needs. The end point in the interface design would then lead to a paradigm in which the interaction with computers becomes similar to the one between human beings. This paper focuses on an application of navigation and interaction in a virtual environment using the Nintendo Wiimote and the Balance Board. The idea is to have a system of navigation control in a virtual environment based on a locomotion interface in order to make the interaction easier for users without any experience of navigation in a virtual world and more efficient for trained users. The application has been developed for the navigation and interaction in the virtual town. We chose Otranto as an example town; Otranto is located in the easternmost tip of the Italian peninsula and, due to its geographical position, the town was like a bridge between East and West. The virtual environment is a loyal representation of the town of Otranto in the Middle Ages.ItL'obiettivo principale della Human-Computer Interaction technology è il miglioramento delle interazioni tra utenti e computer al fine di rendere tali sistemi più usabili e più adatti a soddisfare le diverse esigenze degli utenti. Il punto di arrivo nella progettazione di un’interfaccia sarebbe, quindi, quello rendere l'interazione con i computer simile quanto più possibile a quella tra esseri umani. Questo paper presenta un'applicazione che permette la navigazione e l’interazione in un ambiente virtuale facendo uso del Wiimote e della Balance Board della Nintendo. L'idea è di disporre di un sistema di controllo della navigazione in un ambiente virtuale basato su una semplice interfaccia di locomozione in grado di rendere più semplice l'interazione per gli utenti senza alcuna esperienza di navigazione in un mondo virtuale e più efficiente

  19. It is all me: the effect of viewpoint on visual-vestibular recalibration.

    Science.gov (United States)

    Schomaker, Judith; Tesch, Joachim; Bülthoff, Heinrich H; Bresciani, Jean-Pierre

    2011-09-01

    Participants performed a visual-vestibular motor recalibration task in virtual reality. The task consisted of keeping the extended arm and hand stable in space during a whole-body rotation induced by a robotic wheelchair. Performance was first quantified in a pre-test in which no visual feedback was available during the rotation. During the subsequent adaptation phase, optical flow resulting from body rotation was provided. This visual feedback was manipulated to create the illusion of a smaller rotational movement than actually occurred, hereby altering the visual-vestibular mapping. The effects of the adaptation phase on hand stabilization performance were measured during a post-test that was identical to the pre-test. Three different groups of subjects were exposed to different perspectives on the visual scene, i.e., first-person, top view, or mirror view. Sensorimotor adaptation occurred for all three viewpoint conditions, performance in the post-test session showing a marked under-compensation relative to the pre-test performance. In other words, all viewpoints gave rise to a remapping between vestibular input and the motor output required to stabilize the arm. Furthermore, the first-person and mirror view adaptation induced a significant decrease in variability of the stabilization performance. Such variability reduction was not observed for the top view adaptation. These results suggest that even if all three viewpoints can evoke substantial adaptation aftereffects, the more naturalistic first-person view and the richer mirror view should be preferred when reducing motor variability constitutes an important issue.

  20. The Effect of Realistic Appearance of Virtual Characters in Immersive Environments - Does the Character's Personality Play a Role?

    Science.gov (United States)

    Zibrek, Katja; Kokkinara, Elena; Mcdonnell, Rachel

    2018-04-01

    Virtual characters that appear almost photo-realistic have been shown to induce negative responses from viewers in traditional media, such as film and video games. This effect, described as the uncanny valley, is the reason why realism is often avoided when the aim is to create an appealing virtual character. In Virtual Reality, there have been few attempts to investigate this phenomenon and the implications of rendering virtual characters with high levels of realism on user enjoyment. In this paper, we conducted a large-scale experiment on over one thousand members of the public in order to gather information on how virtual characters are perceived in interactive virtual reality games. We were particularly interested in whether different render styles (realistic, cartoon, etc.) would directly influence appeal, or if a character's personality was the most important indicator of appeal. We used a number of perceptual metrics such as subjective ratings, proximity, and attribution bias in order to test our hypothesis. Our main result shows that affinity towards virtual characters is a complex interaction between the character's appearance and personality, and that realism is in fact a positive choice for virtual characters in virtual reality.

  1. Man, mind, and machine: the past and future of virtual reality simulation in neurologic surgery.

    Science.gov (United States)

    Robison, R Aaron; Liu, Charles Y; Apuzzo, Michael L J

    2011-11-01

    To review virtual reality in neurosurgery, including the history of simulation and virtual reality and some of the current implementations; to examine some of the technical challenges involved; and to propose a potential paradigm for the development of virtual reality in neurosurgery going forward. A search was made on PubMed using key words surgical simulation, virtual reality, haptics, collision detection, and volumetric modeling to assess the current status of virtual reality in neurosurgery. Based on previous results, investigators extrapolated the possible integration of existing efforts and potential future directions. Simulation has a rich history in surgical training, and there are numerous currently existing applications and systems that involve virtual reality. All existing applications are limited to specific task-oriented functions and typically sacrifice visual realism for real-time interactivity or vice versa, owing to numerous technical challenges in rendering a virtual space in real time, including graphic and tissue modeling, collision detection, and direction of the haptic interface. With ongoing technical advancements in computer hardware and graphic and physical rendering, incremental or modular development of a fully immersive, multipurpose virtual reality neurosurgical simulator is feasible. The use of virtual reality in neurosurgery is predicted to change the nature of neurosurgical education, and to play an increased role in surgical rehearsal and the continuing education and credentialing of surgical practitioners. Copyright © 2011 Elsevier Inc. All rights reserved.

  2. Viewpoint Manifolds for Action Recognition

    Directory of Open Access Journals (Sweden)

    Souvenir Richard

    2009-01-01

    Full Text Available Abstract Action recognition from video is a problem that has many important applications to human motion analysis. In real-world settings, the viewpoint of the camera cannot always be fixed relative to the subject, so view-invariant action recognition methods are needed. Previous view-invariant methods use multiple cameras in both the training and testing phases of action recognition or require storing many examples of a single action from multiple viewpoints. In this paper, we present a framework for learning a compact representation of primitive actions (e.g., walk, punch, kick, sit that can be used for video obtained from a single camera for simultaneous action recognition and viewpoint estimation. Using our method, which models the low-dimensional structure of these actions relative to viewpoint, we show recognition rates on a publicly available dataset previously only achieved using multiple simultaneous views.

  3. Through Teachers’ Eyes: The Use of Virtual Classrooms in ELT

    Directory of Open Access Journals (Sweden)

    Jairo Enrique Castañeda

    2012-12-01

    Full Text Available The use of virtual environments to support as well as to complement language teaching and learning processes is becoming a recurrent practice and sometimes policy in several educational institutions. This paper reports the results of an inquiry carried out at the language center of a private university in Bogotá. Those results intended to describe EFL teachers’ viewpoints regarding the promotion of autonomous, collaborative, and meaningful learning through the use of virtual classrooms in the teaching of English as a foreign language. Findings show that the promotion of these three types of learning through the use of virtual classrooms still represents challenges in the context in which this study was carried out.

  4. Rendering of Gemstones

    OpenAIRE

    Krtek, Lukáš

    2012-01-01

    The distinctive appearance of gemstones is caused by the way light reflects and refracts multiple times inside of them. The goal of this thesis is to design and implement an application for photorealistic rendering of gems. The most important effects we aim for are realistic dispersion of light and refractive caustics. For rendering we use well-known algorithm of path tracing with an experimental modification for faster computation of caustic effects. In this thesis we also design and impleme...

  5. 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.

  6. Latency in Distributed Acquisition and Rendering for Telepresence Systems.

    Science.gov (United States)

    Ohl, Stephan; Willert, Malte; Staadt, Oliver

    2015-12-01

    Telepresence systems use 3D techniques to create a more natural human-centered communication over long distances. This work concentrates on the analysis of latency in telepresence systems where acquisition and rendering are distributed. Keeping latency low is important to immerse users in the virtual environment. To better understand latency problems and to identify the source of such latency, we focus on the decomposition of system latency into sub-latencies. We contribute a model of latency and show how it can be used to estimate latencies in a complex telepresence dataflow network. To compare the estimates with real latencies in our prototype, we modify two common latency measurement methods. This presented methodology enables the developer to optimize the design, find implementation issues and gain deeper knowledge about specific sources of latency.

  7. Transformative Rendering of Internet Resources

    Science.gov (United States)

    2012-10-01

    using either the Firefox or Google Chrome rendering engine. The rendering server then captures a screen shot of the page and creates code that positions...be compromised at web pages the hackers had built for that hacking competition to exploit that particular OS /browser configuration. During...of risk with no benefit. They include: - The rendering server is hosted on a Linux-based operating system ( OS ). The OS is much more secure than the

  8. Implementation of a virtual laryngoscope system using efficient reconstruction algorithms.

    Science.gov (United States)

    Luo, Shouhua; Yan, Yuling

    2009-08-01

    Conventional fiberoptic laryngoscope may cause discomfort to the patient and in some cases it can lead to side effects that include perforation, infection and hemorrhage. Virtual laryngoscopy (VL) can overcome this problem and further it may lower the risk of operation failures. Very few virtual endoscope (VE) based investigations of the larynx have been described in the literature. CT data sets from a healthy subject were used for the VL studies. An algorithm of preprocessing and region-growing for 3-D image segmentation is developed. An octree based approach is applied in our VL system which facilitates a rapid construction of iso-surfaces. Some locating techniques are used for fast rendering and navigation (fly-through). Our VL visualization system provides for real time and efficient 'fly-through' navigation. The virtual camera can be arranged so that it moves along the airway in either direction. Snap shots were taken during fly-throughs. The system can automatically adjust the direction of the virtual camera and prevent collisions of the camera and the wall of the airway. A virtual laryngoscope (VL) system using OpenGL (Open Graphics Library) platform for interactive rendering and 3D visualization of the laryngeal framework and upper airway is established. OpenGL is supported on major operating systems and works with every major windowing system. The VL system runs on regular PC workstations and was successfully tested and evaluated using CT data from a normal subject.

  9. Examining the role of the temporo-parietal network in memory, imagery, and viewpoint transformations.

    Science.gov (United States)

    Dhindsa, Kiret; Drobinin, Vladislav; King, John; Hall, Geoffrey B; Burgess, Neil; Becker, Suzanna

    2014-01-01

    The traditional view of the medial temporal lobe (MTL) focuses on its role in episodic memory. However, some of the underlying functions of the MTL can be ascertained from its wider role in supporting spatial cognition in concert with parietal and prefrontal regions. The MTL is strongly implicated in the formation of enduring allocentric representations (e.g., O'Keefe, 1976; King et al., 2002; Ekstrom et al., 2003). According to our BBB model (Byrne et al., 2007), these representations must interact with head-centered and body-centered representations in posterior parietal cortex via a transformation circuit involving retrosplenial areas. Egocentric sensory representations in parietal areas can then cue the recall of allocentric spatial representations in long-term memory and, conversely, the products of retrieval in MTL can generate mental imagery within a parietal "window." Such imagery is necessarily egocentric and forms part of visuospatial working memory, in which it can be manipulated for the purpose of planning/imagining the future. Recent fMRI evidence (Lambrey et al., 2012; Zhang et al., 2012) supports the BBB model. To further test the model, we had participants learn the locations of objects in a virtual scene and tested their spatial memory under conditions that impose varying demands on the transformation circuit. We analyzed how brain activity correlated with accuracy in judging the direction of an object (1) from visuospatial working memory (we assume transient working memory due to the order of tasks and the absence of change in viewpoint, but long-term memory retrieval is also possible), (2) after a rotation of viewpoint, or (3) after a rotation and translation of viewpoint (judgment of relative direction). We found performance-related activity in both tasks requiring viewpoint rotation (ROT and JRD, i.e., conditions 2 and 3) in the core medial temporal to medial parietal circuit identified by the BBB model. These results are consistent with the

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

    Science.gov (United States)

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

    2017-12-01

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

  11. A Discussion of Virtual Reality As a New Tool for Training Healthcare Professionals

    OpenAIRE

    Caroline Fertleman; Caroline Fertleman; Phoebe Aubugeau-Williams; Carmel Sher; Carmel Sher; Ai-Nee Lim; Sophie Lumley; Sylvie Delacroix; Xueni Pan

    2018-01-01

    BackgroundVirtual reality technology is an exciting and emerging field with vast applications. Our study sets out the viewpoint that virtual reality software could be a new focus of direction in the development of training tools in medical education. We carried out a panel discussion at the Center for Behavior Change 3rd Annual Conference, prompted by the study, “The Responses of Medical General Practitioners to Unreasonable Patient Demand for Antibiotics––A Study of Medical Ethics Using Imme...

  12. A Discussion of Virtual Reality As a New Tool for Training Healthcare Professionals

    OpenAIRE

    Fertleman, Caroline; Aubugeau-Williams, Phoebe; Sher, Carmel; Lim, Ai-Nee; Lumley, Sophie; Delacroix, Sylvie; Pan, Xueni

    2018-01-01

    Background: Virtual reality technology is an exciting and emerging field with vast applications. Our study sets out the viewpoint that virtual reality software could be a new focus of direction in the development of training tools in medical education. We carried out a panel discussion at the Center for Behavior Change 3rd Annual Conference, prompted by the study, “The Responses of Medical General Practitioners to Unreasonable Patient Demand for Antibiotics––A Study of Medical Ethics Using Im...

  13. Sketchy Rendering for Information Visualization

    NARCIS (Netherlands)

    Wood, Jo; Isenberg, Petra; Isenberg, Tobias; Dykes, Jason; Boukhelifa, Nadia; Slingsby, Aidan

    2012-01-01

    We present and evaluate a framework for constructing sketchy style information visualizations that mimic data graphics drawn by hand. We provide an alternative renderer for the Processing graphics environment that redefines core drawing primitives including line, polygon and ellipse rendering. These

  14. Examining the role of the temporo-parietal network in memory, imagery and viewpoint transformations

    Directory of Open Access Journals (Sweden)

    Kiret eDhindsa

    2014-09-01

    Full Text Available The traditional view of the medial temporal lobe (MTL focuses on its role in episodic memory. However, some of the underlying functions of the MTL can be ascertained from its wider role in supporting spatial cognition in concert with parietal and prefrontal regions. The MTL is strongly implicated in the formation of enduring allocentric representations (e.g. O’Keefe (1976; Ekstrom et al. (2003; King et al. (2002. According to our BBB model (Byrne et al. (2007, these representations must interact with head-centered and body-centered representations in posterior parietal cortex via a transformation circuit involving retrosplenial areas. Egocentric sensory representations in parietal areas can then cue the recall of allocentric spatial representations in long-term memory and, conversely, the products of retrieval in MTL can generate mental imagery within a parietal ’window’. Such imagery is necessarily egocentric and forms part of visuospatial working memory, where it can be manipulated for the purpose of planning/imagining the future. Recent fMRI evidence (Lambrey et al. (2012; Zhang et al. (2012 supports the BBB model. To further test the model, we had participants learn the locations of objects in a virtual scene and tested their spatial memory under conditions that impose varying demands on the transformation circuit. We analyzed how brain activity correlated with accuracy in judging the direction of an object 1 from visuospatial working memory (we assume working memory due to the order of tasks and the consistency viewpoint, but long-term memory is also possible, 2 after a rotation of viewpoint, or 3 after a rotation and translation (judgement of relative direction. We found performance-related activity in both tasks requiring viewpoint rotation in the core medial temporal to medial parietal. These results are consistent with the BBB model and shed further light on the mechanisms underlying spatial memory, mental imagery and viewpoint

  15. Do technical parameters affect the diagnostic accuracy of virtual bronchoscopy in patients with suspected airways stenosis?

    International Nuclear Information System (INIS)

    Jones, Catherine M.; Athanasiou, Thanos; Nair, Sujit; Aziz, Omer; Purkayastha, Sanjay; Konstantinos, Vlachos; Paraskeva, Paraskevas; Casula, Roberto; Glenville, Brian; Darzi, Ara

    2005-01-01

    Purpose: Virtual bronchoscopy has gained popularity over the past decade as an alternative investigation to conventional bronchoscopy in the diagnosis, grading and monitoring of airway disease. The effect of technical parameters on diagnostic outcome from virtual bronchoscopy has not been determined. This meta-analysis aims to estimate accuracy of virtual compared to conventional bronchoscopy in patients with suspected airway stenosis, and evaluate the influence of technical parameters. Materials and methods: A MEDLINE search was used to identify relevant published studies. The primary endpoint was the 'correct diagnosis' of stenotic lesions on virtual compared to conventional bronchoscopy. Secondary endpoints included the effects of the technical parameters (pitch, collimation, reconstruction interval, rendering method, and scanner type), and date of publication on the diagnostic accuracy of virtual bronchoscopy. Results: Thirteen studies containing 454 patients were identified. Meta-analysis showed good overall diagnostic performance with 85% calculated pooled sensitivity (95% CI 77-91%), 87% specificity (95% CI 81-92%) and area under the curve (AUC) of 0.947. Subgroups included collimation of 3 mm or more (AUC 0.948), pitch of 1 (AUC 0.955), surface rendering technique (AUC 0.935), and reconstruction interval of more than 1.25 mm (AUC 0.914). There was no significant difference in accuracy accounting for publication date, scanner type or any of the above variables. Weighted regression analysis confirmed none of these variables could significantly account for study heterogeneity. Conclusion: Virtual bronchoscopy performs well in the investigation of patients with suspected airway stenosis. Overall sensitivity and specificity and diagnostic odds ratio for diagnosis of airway stenosis were high. The effects of pitch, collimation, reconstruction interval, rendering technique, scanner type, and publication date on diagnostic accuracy were not significant

  16. 3D Flow visualization in virtual reality

    Science.gov (United States)

    Pietraszewski, Noah; Dhillon, Ranbir; Green, Melissa

    2017-11-01

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

  17. Mental vision: a computer graphics platform for virtual reality, science and education

    OpenAIRE

    Peternier, Achille

    2009-01-01

    Despite the wide amount of computer graphics frameworks and solutions available for virtual reality, it is still difficult to find a perfect one fitting at the same time the many constraints of research and educational contexts. Advanced functionalities and user-friendliness, rendering speed and portability, or scalability and image quality are opposite characteristics rarely found into a same approach. Furthermore, fruition of virtual reality specific devices like CAVEs or wearable systems i...

  18. Virtual environments for scene of crime reconstruction and analysis

    Science.gov (United States)

    Howard, Toby L. J.; Murta, Alan D.; Gibson, Simon

    2000-02-01

    This paper describes research conducted in collaboration with Greater Manchester Police (UK), to evalute the utility of Virtual Environments for scene of crime analysis, forensic investigation, and law enforcement briefing and training. We present an illustrated case study of the construction of a high-fidelity virtual environment, intended to match a particular real-life crime scene as closely as possible. We describe and evaluate the combination of several approaches including: the use of the Manchester Scene Description Language for constructing complex geometrical models; the application of a radiosity rendering algorithm with several novel features based on human perceptual consideration; texture extraction from forensic photography; and experiments with interactive walkthroughs and large-screen stereoscopic display of the virtual environment implemented using the MAVERIK system. We also discuss the potential applications of Virtual Environment techniques in the Law Enforcement and Forensic communities.

  19. Data Content Protection for Virtual Libraries Heritage

    Directory of Open Access Journals (Sweden)

    Mihai DOINEA

    2016-01-01

    Full Text Available This paper presents aspects of digital content protection in virtual library systems. The legislation aspects are presented to better emphasize the need of new security mechanisms. Integrated library systems architecture is presented with focus on their main purpose, manipulating and rendering digital content to end-users. The cultural heritage stored in such systems is an important asset that needs to be protected against malicious manipulation. The characteristics of a smart virtual library, supported by an integrated library system, are analyzed and a security model is proposed for implementation, based on its particularities. The model aims to be an interface between the interactions of anonymous users with the Online Public Access Catalog of a virtual library that assures the protection of digital content. Conclusions are drawn to better support the idea of cultural persistence by the use of Information Systems.

  20. An Optimization Method for Virtual Globe Ocean Surface Dynamic Visualization

    Directory of Open Access Journals (Sweden)

    HUANG Wumeng

    2016-12-01

    Full Text Available The existing visualization method in the virtual globe mainly uses the projection grid to organize the ocean grid. This special grid organization has the defects in reflecting the difference characteristics of different ocean areas. The method of global ocean visualization based on global discrete grid can make up the defect of the projection grid method by matching with the discrete space of the virtual globe, so it is more suitable for the virtual ocean surface simulation application.But the available global discrete grids method has many problems which limiting its application such as the low efficiency of rendering and loading, the need of repairing grid crevices. To this point, we propose an optimization for the global discrete grids method. At first, a GPU-oriented multi-scale grid model of ocean surface which develops on the foundation of global discrete grids was designed to organize and manage the ocean surface grids. Then, in order to achieve the wind-drive wave dynamic rendering, this paper proposes a dynamic wave rendering method based on the multi-scale ocean surface grid model to support real-time wind field updating. At the same time, considering the effect of repairing grid crevices on the system efficiency, this paper presents an efficient method for repairing ocean surface grid crevices based on the characteristics of ocean grid and GPU technology. At last, the feasibility and validity of the method are verified by the comparison experiment. The experimental results show that the proposed method is efficient, stable and fast, and can compensate for the lack of function of the existing methods, so the application range is more extensive.

  1. Transform coding for hardware-accelerated volume rendering.

    Science.gov (United States)

    Fout, Nathaniel; Ma, Kwan-Liu

    2007-01-01

    Hardware-accelerated volume rendering using the GPU is now the standard approach for real-time volume rendering, although limited graphics memory can present a problem when rendering large volume data sets. Volumetric compression in which the decompression is coupled to rendering has been shown to be an effective solution to this problem; however, most existing techniques were developed in the context of software volume rendering, and all but the simplest approaches are prohibitive in a real-time hardware-accelerated volume rendering context. In this paper we present a novel block-based transform coding scheme designed specifically with real-time volume rendering in mind, such that the decompression is fast without sacrificing compression quality. This is made possible by consolidating the inverse transform with dequantization in such a way as to allow most of the reprojection to be precomputed. Furthermore, we take advantage of the freedom afforded by off-line compression in order to optimize the encoding as much as possible while hiding this complexity from the decoder. In this context we develop a new block classification scheme which allows us to preserve perceptually important features in the compression. The result of this work is an asymmetric transform coding scheme that allows very large volumes to be compressed and then decompressed in real-time while rendering on the GPU.

  2. Binaural Rendering in MPEG Surround

    Directory of Open Access Journals (Sweden)

    Kristofer Kjörling

    2008-04-01

    Full Text Available This paper describes novel methods for evoking a multichannel audio experience over stereo headphones. In contrast to the conventional convolution-based approach where, for example, five input channels are filtered using ten head-related transfer functions, the current approach is based on a parametric representation of the multichannel signal, along with either a parametric representation of the head-related transfer functions or a reduced set of head-related transfer functions. An audio scene with multiple virtual sound sources is represented by a mono or a stereo downmix signal of all sound source signals, accompanied by certain statistical (spatial properties. These statistical properties of the sound sources are either combined with statistical properties of head-related transfer functions to estimate “binaural parameters” that represent the perceptually relevant aspects of the auditory scene or used to create a limited set of combined head-related transfer functions that can be applied directly on the downmix signal. Subsequently, a binaural rendering stage reinstates the statistical properties of the sound sources by applying the estimated binaural parameters or the reduced set of combined head-related transfer functions directly on the downmix. If combined with parametric multichannel audio coders such as MPEG Surround, the proposed methods are advantageous over conventional methods in terms of perceived quality and computational complexity.

  3. Temperature feedback in virtual environments

    Science.gov (United States)

    Dionisio, Jose

    1997-02-01

    Virtual reality (VR) is known as one of the most exciting computer-related technologies. Although its definition is still vague among experts, it is expected that a VR system should give the user an experience of being 'immersed' in a synthesized environment. Aims of this deeper level of user immersion range from the look-like of the scenes where realistic rendering is one of the goals (vision stimulus), to interaction paradigms through the use of, e.g., dataglove peripherals type, to acoustics (earring stimulus) trying to merge as much as possible the human senses towards the desired immersion. Attempting to increase the previously mentioned realism, an extra sensorial perception is recalled and the user is exposed to the feeling of 'virtual comfort' by means of a new parameter: the temperature. The obtained results concentrate on interaction paradigms and couple input/output feedback, emphasizing the factor 'presence.' The prototype, although conceptually simple, brings together within a couple of virtual scenarios, a software/hardware solution, so far original in this field.

  4. New light field camera based on physical based rendering tracing

    Science.gov (United States)

    Chung, Ming-Han; Chang, Shan-Ching; Lee, Chih-Kung

    2014-03-01

    Even though light field technology was first invented more than 50 years ago, it did not gain popularity due to the limitation imposed by the computation technology. With the rapid advancement of computer technology over the last decade, the limitation has been uplifted and the light field technology quickly returns to the spotlight of the research stage. In this paper, PBRT (Physical Based Rendering Tracing) was introduced to overcome the limitation of using traditional optical simulation approach to study the light field camera technology. More specifically, traditional optical simulation approach can only present light energy distribution but typically lack the capability to present the pictures in realistic scenes. By using PBRT, which was developed to create virtual scenes, 4D light field information was obtained to conduct initial data analysis and calculation. This PBRT approach was also used to explore the light field data calculation potential in creating realistic photos. Furthermore, we integrated the optical experimental measurement results with PBRT in order to place the real measurement results into the virtually created scenes. In other words, our approach provided us with a way to establish a link of virtual scene with the real measurement results. Several images developed based on the above-mentioned approaches were analyzed and discussed to verify the pros and cons of the newly developed PBRT based light field camera technology. It will be shown that this newly developed light field camera approach can circumvent the loss of spatial resolution associated with adopting a micro-lens array in front of the image sensors. Detailed operational constraint, performance metrics, computation resources needed, etc. associated with this newly developed light field camera technique were presented in detail.

  5. Viewpoint-Driven Simplification of Plant and Tree Foliage

    Directory of Open Access Journals (Sweden)

    Cristina Gasch

    2018-03-01

    Full Text Available Plants and trees are an essential part of outdoor scenes. They are represented by such a vast number of polygons that performing real-time visualization is still a problem in spite of the advantages of the hardware. Some methods have appeared to solve this drawback based on point- or image-based rendering. However, geometry representation is required in some interactive applications. This work presents a simplification method that deals with the geometry of the foliage, reducing the number of primitives that represent these objects and making their interactive visualization possible. It is based on an image-based simplification that establishes an order of leaf pruning and reduces the complexity of the canopies of trees and plants. The proposed simplification method is viewpoint-driven and uses the mutual information in order to choose the leaf to prune. Moreover, this simplification method avoids the pruned appearance of the tree that is usually produced when a foliage representation is formed by a reduced number of leaves. The error introduced every time a leaf is pruned is compensated for if the size of the nearest leaf is altered to preserve the leafy appearance of the foliage. Results demonstrate the good quality and time performance of the presented work.

  6. RenderGAN: Generating Realistic Labeled Data

    Directory of Open Access Journals (Sweden)

    Leon Sixt

    2018-06-01

    Full Text Available Deep Convolutional Neuronal Networks (DCNNs are showing remarkable performance on many computer vision tasks. Due to their large parameter space, they require many labeled samples when trained in a supervised setting. The costs of annotating data manually can render the use of DCNNs infeasible. We present a novel framework called RenderGAN that can generate large amounts of realistic, labeled images by combining a 3D model and the Generative Adversarial Network framework. In our approach, image augmentations (e.g., lighting, background, and detail are learned from unlabeled data such that the generated images are strikingly realistic while preserving the labels known from the 3D model. We apply the RenderGAN framework to generate images of barcode-like markers that are attached to honeybees. Training a DCNN on data generated by the RenderGAN yields considerably better performance than training it on various baselines.

  7. Physically based rendering from theory to implementation

    CERN Document Server

    Pharr, Matt

    2010-01-01

    "Physically Based Rendering, 2nd Edition" describes both the mathematical theory behind a modern photorealistic rendering system as well as its practical implementation. A method - known as 'literate programming'- combines human-readable documentation and source code into a single reference that is specifically designed to aid comprehension. The result is a stunning achievement in graphics education. Through the ideas and software in this book, you will learn to design and employ a full-featured rendering system for creating stunning imagery. This book features new sections on subsurface scattering, Metropolis light transport, precomputed light transport, multispectral rendering, and much more. It includes a companion site complete with source code for the rendering system described in the book, with support for Windows, OS X, and Linux. Code and text are tightly woven together through a unique indexing feature that lists each function, variable, and method on the page that they are first described.

  8. Virtual Reality and its Implementation in Transport Ergonomics

    Directory of Open Access Journals (Sweden)

    Jasna Jurum-Kipke

    2007-03-01

    Full Text Available The experience of our environment is based on the informationthat reach us by means of our sensory organs, andwhich are subsequently processed in our brains. Digital interpretationimplemented to mathematical models of the studiedsubjects brings us to the so-called virtual reality that allows us toreplace some natural human senses, in this case the visualones, by computer-generated infonnation. The procedure is expandedto three-dimensional (3D scanning i. e. searching ofthe special form of the obse1ved subject/object, then digital recordingof the space point cloud (pixels which correspond tothe item, then vectorisation of the fonn, rendering and finallyanimation. In this way, by watching the display, the impressionof the virtual environment can be generated in the human perception.Moreover, in this way the human model can be realizedin a characteristic way in such a virtual space. The implementationof this virtual reality, in accordance with the possibilitiesthat it provides, has been the subject of very intensive researchin the world, and in Croatia as well. The work presentssome possibilities of applying virtual reality in the field of ergonomicanalysis of the collision process of two vehicles.

  9. Viewpoint-independent contextual cueing effect

    Directory of Open Access Journals (Sweden)

    taiga etsuchiai

    2012-06-01

    Full Text Available We usually perceive things in our surroundings as unchanged despite viewpoint changes caused by self-motion. The visual system therefore must have a function to process objects independently of viewpoint. In this study, we examined whether viewpoint-independent spatial layout can be obtained implicitly. For this purpose, we used a contextual cueing effect, a learning effect of spatial layout in visual search displays known to be an implicit effect. We compared the transfer of the contextual cueing effect between cases with and without self-motion by using visual search displays for 3D objects, which changed according to the participant’s assumed location for viewing the stimuli. The contextual cueing effect was obtained with self-motion but disappeared when the display changed without self-motion. This indicates that there is an implicit learning effect in spatial coordinates and suggests that the spatial representation of object layouts or scenes can be obtained and updated implicitly. We also showed that binocular disparity play an important role in the layout representations.

  10. Advanced Material Rendering in Blender

    Czech Academy of Sciences Publication Activity Database

    Hatka, Martin; Haindl, Michal

    2012-01-01

    Roč. 11, č. 2 (2012), s. 15-23 ISSN 1081-1451 R&D Projects: GA ČR GAP103/11/0335; GA ČR GA102/08/0593 Grant - others:CESNET(CZ) 387/2010; CESNET(CZ) 409/2011 Institutional support: RVO:67985556 Keywords : realistic material rendering * bidirectional texture function * Blender Subject RIV: BD - Theory of Information http://library.utia.cas.cz/separaty/2013/RO/haindl-advanced material rendering in blender.pdf

  11. RenderSelect: a Cloud Broker Framework for Cloud Renderfarm Services

    OpenAIRE

    Ruby, Annette J; Aisha, Banu W; Subash, Chandran P

    2016-01-01

    In the 3D studios the animation scene files undergo a process called as rendering, where the 3D wire frame models are converted into 3D photorealistic images. As the rendering process is both a computationally intensive and a time consuming task, the cloud services based rendering in cloud render farms is gaining popularity among the animators. Though cloud render farms offer many benefits, the animators hesitate to move from their traditional offline rendering to cloud services based render ...

  12. LivePhantom: Retrieving Virtual World Light Data to Real Environments.

    Directory of Open Access Journals (Sweden)

    Hoshang Kolivand

    Full Text Available To achieve realistic Augmented Reality (AR, shadows play an important role in creating a 3D impression of a scene. Casting virtual shadows on real and virtual objects is one of the topics of research being conducted in this area. In this paper, we propose a new method for creating complex AR indoor scenes using real time depth detection to exert virtual shadows on virtual and real environments. A Kinect camera was used to produce a depth map for the physical scene mixing into a single real-time transparent tacit surface. Once this is created, the camera's position can be tracked from the reconstructed 3D scene. Real objects are represented by virtual object phantoms in the AR scene enabling users holding a webcam and a standard Kinect camera to capture and reconstruct environments simultaneously. The tracking capability of the algorithm is shown and the findings are assessed drawing upon qualitative and quantitative methods making comparisons with previous AR phantom generation applications. The results demonstrate the robustness of the technique for realistic indoor rendering in AR systems.

  13. VIRTUAL REALITY FOR MANAGEMENT OF SITUATIONAL AWARENESS DURING GLOBAL MASS GATHERINGS

    Directory of Open Access Journals (Sweden)

    A. S. Karsakov

    2017-01-01

    Full Text Available This paper presents a training technology for staff of mass events for development of action skills in large gatherings of people, including crowd dynamic management and actions in extreme situations caused by the panic. The technology is based on the multi-agent model of crowd dynamic with dynamically re-computable navigation fields. We implemented the software system that provides a collaborative and distributed process of training activities in the virtual reality environment. The following characteristics of the developed software system available from experimental studies were analyzed: computational intensity of simulations, scalability of rendering system and reactivity of the final system when rendering computationally intensive scenes. The proposed models and infrastructure for training through collaborative immersion in the virtual reality can improve situational awareness of events staff prior to the event. The developed technology is a unique tool for improving the quality and safety of disposable and unique events involving the broad masses of people, including unfunded by retrospective experience mass gatherings. Developed technology was tested within the Kumbh Mela festival in Ujjain, India.

  14. Earth mortars and earth-lime renders

    Directory of Open Access Journals (Sweden)

    Maria Fernandes

    2008-01-01

    Full Text Available Earth surface coatings play a decorative architectural role, apart from their function as wall protection. In Portuguese vernacular architecture, earth mortars were usually applied on stone masonry, while earth renders and plasters were used on indoors surface coatings. Limestone exists only in certain areas of the country and consequently lime was not easily available everywhere, especially on granite and schist regions where stone masonry was a current building technique. In the central west coast of Portugal, the lime slaking procedure entailed slaking the quicklime mixed with earth (sandy soil, in a pit; the resulting mixture would then be combined in a mortar or plaster. This was also the procedure for manufactured adobes stabilized with lime. Adobe buildings with earth-lime renderings and plasters were also traditional in the same region, using lime putty and lime wash for final coat and decoration. Classic decoration on earth architecture from the 18th-19th century was in many countries a consequence of the François Cointeraux (1740-1830 manuals - Les Cahiers d'Architecture Rurale" (1793 - a French guide for earth architecture and building construction. This manual arrived to Portugal in the beginning of XIX century, but was never translated to Portuguese. References about decoration for earth houses were explained on this manual, as well as procedures about earth-lime renders and ornamentation of earth walls; in fact, these procedures are exactly the same as the ones used in adobe buildings in this Portuguese region. The specific purpose of the present paper is to show some cases of earth mortars, renders and plasters on stone buildings in Portugal and to explain the methods of producing earth-lime renders, and also to show some examples of rendering and coating with earth-lime in Portuguese adobe vernacular architecture.

  15. A Smart Assistant for Shooting Virtual Cinematography with Motion-Tracked Cameras

    OpenAIRE

    Lino , Christophe; Christie , Marc; Ranon , Roberto; Bares , William

    2011-01-01

    International audience; This demonstration shows how an automated assistant encoded with knowledge of cinematography practice can off er suggested viewpoints to a fi lmmaker operating a hand-held motion-tracked virtual camera device. Our system, called Director's Lens, uses an intelligent cinematography engine to compute, at the request of the lmmaker, a set of suitable camera placements for starting a shot that represent semantically and cinematically distinct choices for visualizing the cur...

  16. Time-aware multi-viewpoint summarization of multilingual social text streams

    NARCIS (Netherlands)

    Ren, Zhaochun; Inel, Oana; Aroyo, Lora; De Rijke, Maarten

    2016-01-01

    A viewpoint is a triple consisting of an entity, a topic related to this entity and sentiment towards this topic. In time-aware multi-viewpoint summarization one monitors viewpoints for a running topic and selects a small set of informative documents. In this paper, we focus on time-aware

  17. Using Technology to Improve Student Learning. NCREL Viewpoints, Volume 12

    Science.gov (United States)

    Gahala, Jan, Ed.

    2004-01-01

    "Viewpoints" is a multimedia package containing two audio CDs and a short, informative booklet. This volume of "Viewpoints" focuses on how technology can help improve student learning. The audio CDs provide the voices, or viewpoints, of various leaders from the education field who work closely with technology issues. Their…

  18. Virtual CT-colonoscopy. Examination technique, limitations, and prospects

    International Nuclear Information System (INIS)

    Springer, P.; Dessl, A.; Giacomuzzi, S.M.; Stoehr, B.; Stoeger, A.; Bodner, G.; Buchberger, W.

    1997-01-01

    Virtual CT-colonoscopy is a post-processing method which allows for reconstruction of inner bowel surface structures from helical CT datasets. The reconstructed images simulate the views which are known from fiberoptic endoscopy. Since colorectal cancer is the second main cause of death in USA and Europe today and since recent screening recommendations are often ignored by the public, a non-invasive or minimal-invasive procedure for colonic evaluation would offer some benefits. Virtual CT-colonoscopy generally involves three essential steps: patient preparation with cleansing of the bowel and administration of an air enema, helical CT-examination by using appropriate scan parameters, and interactive 3D rendering of the volume dataset. Although recent studies have demonstrated that polypoid lesions of about 5 mm size are well detectable and although virtual colonoscopy offers many advantages over fiberoptic endoscopy, some technical and clinical limitations must still be noted. Thus, the current inability of virtual colonoscopy to provide texture and color leads to problems in identifying flat lesions; the presence of retained or adherent fecal matter may result to false positive diagnosis and collapsed segments of bowel may cause problems as they cannot subsequently be evaluated during image reconstruction. Virtual endoscopy is still in its infancy and further technical and clinical development are necessary. (orig./AJ) [de

  19. Analysis of Reconfigured Control Loop with a Virtual Actuator

    Directory of Open Access Journals (Sweden)

    Anna Filasova

    2011-01-01

    Full Text Available Control reconfiguration changes the control structure in response to a fault detected in the plant. This becomes necessary, because a major fault like loss of an actuator breaks the corresponding control loop and therefore renders the whole system inoperable.  An important aim of control reconfiguration is to change the control structure as little as possible, since every change bears the potential of practical problems. The proposed solution is to keep the original controller in the loop and to add an extension called virtual actuator that implements the necessary changes of the control structure. The virtual actuator translates between the signals of the nominal controller and the signal of the faulty plants. This paper is concerned with the analysis of reconfigured loop with a virtual actuator for the system with the faulty actuator. The proposed analysis is illustrated on numerical example.

  20. Virtualization of work in global supply chains

    Directory of Open Access Journals (Sweden)

    Sabina Wyrwich-Płotka

    2016-12-01

    Full Text Available Background: The paper is devoted to the notion and benefits of implementing virtual work in global supply chains. Virtual work must be understood as an intentional activity of a human being, aimed at rendering services (tangible and intangible, by means of ITC tools, performed in a distance from the traditional place of work, in a mobile manner. The empirical research were conducted on the basis of 4 case studies of global leaders of supply chains, which in accordance with M. Fisher's classification, represent two types. The case studies confirmed the positive influence of virtual work both in effective and flexible supply chains. Favourable market and technological conditions and increasing awareness of benefits of virtual work will make it more and more widespread in companies comprising global supply chains. The aim of the study is to demonstrate the cause and effect relationships between virtual work and competitiveness of efficient and flexible supply chain. Methods: The paper is based on the available recent scientific-theoretical research and publication.  The authors analyzed 4 enterprises in Poland. The enterprises representing a flexible or an effective supply chain, either using or not a virtual work. The study carried out the authors had the form of individual interviews. The authors used case studies to show that virtual work brings notable benefits in an effective and flexible supply chain.  Results: Based on these case studies, the authors demonstrated reasons to implement virtual work in selected enterprises. The reasons to implement virtual work are determinants of possible achieve economies in effective and flexible supply chain Conclusions: The examined case studies show that virtual work brings different benefits. In the effective supply chain, virtual workers enable to increase effectiveness and financial results for example. In the flexible supply chain the virtual work can be a way to maintain and build long

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

    KAUST Repository

    Knoblauch, Daniel

    2010-03-01

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

  2. The ViewPoint radioprotection supervision workstation; Poste de supervision radioprotection viewpoint

    Energy Technology Data Exchange (ETDEWEB)

    Gaultier, E. [APVL Ingenierie- 6, bd Nobel - Equatop La Rabelais - 37540 Saint Cyr sur Loire (France)

    2009-07-01

    The author briefly presents the ViewPoint supervision global solution which incorporates audio and video advanced technologies to manage radioprotection operational measurements. Data can be transmitted by-wire or wireless. It can integrate a large number of radioprotection measurement instruments, such as a belt for the monitoring of physiological parameters (body temperature, breathing rhythm, body posture)

  3. Grids, Clouds, and Virtualization

    Science.gov (United States)

    Cafaro, Massimo; Aloisio, Giovanni

    This chapter introduces and puts in context Grids, Clouds, and Virtualization. Grids promised to deliver computing power on demand. However, despite a decade of active research, no viable commercial grid computing provider has emerged. On the other hand, it is widely believed - especially in the Business World - that HPC will eventually become a commodity. Just as some commercial consumers of electricity have mission requirements that necessitate they generate their own power, some consumers of computational resources will continue to need to provision their own supercomputers. Clouds are a recent business-oriented development with the potential to render this eventually as rare as organizations that generate their own electricity today, even among institutions who currently consider themselves the unassailable elite of the HPC business. Finally, Virtualization is one of the key technologies enabling many different Clouds. We begin with a brief history in order to put them in context, and recall the basic principles and concepts underlying and clearly differentiating them. A thorough overview and survey of existing technologies provides the basis to delve into details as the reader progresses through the book.

  4. IGLANCE: interactive free viewpoint for 3D TV

    NARCIS (Netherlands)

    Zinger, S.; Do, Q.L.; Ruijters, D.; With, de P.H.N.

    2010-01-01

    The iGLANCE project aims at making interactive free viewpoint selection possible in 3D TV broadcasted media. This means that the viewer can select and interactively change the viewpoint of a stereoscopic streamed video. The interactivity is enabled by broad-casting a number of video streams from

  5. Heterogeneous Deformable Modeling of Bio-Tissues and Haptic Force Rendering for Bio-Object Modeling

    Science.gov (United States)

    Lin, Shiyong; Lee, Yuan-Shin; Narayan, Roger J.

    This paper presents a novel technique for modeling soft biological tissues as well as the development of an innovative interface for bio-manufacturing and medical applications. Heterogeneous deformable models may be used to represent the actual internal structures of deformable biological objects, which possess multiple components and nonuniform material properties. Both heterogeneous deformable object modeling and accurate haptic rendering can greatly enhance the realism and fidelity of virtual reality environments. In this paper, a tri-ray node snapping algorithm is proposed to generate a volumetric heterogeneous deformable model from a set of object interface surfaces between different materials. A constrained local static integration method is presented for simulating deformation and accurate force feedback based on the material properties of a heterogeneous structure. Biological soft tissue modeling is used as an example to demonstrate the proposed techniques. By integrating the heterogeneous deformable model into a virtual environment, users can both observe different materials inside a deformable object as well as interact with it by touching the deformable object using a haptic device. The presented techniques can be used for surgical simulation, bio-product design, bio-manufacturing, and medical applications.

  6. Rendering the Topological Spines

    Energy Technology Data Exchange (ETDEWEB)

    Nieves-Rivera, D. [Lawrence Livermore National Lab. (LLNL), Livermore, CA (United States)

    2015-05-05

    Many tools to analyze and represent high dimensional data already exits yet most of them are not flexible, informative and intuitive enough to help the scientists make the corresponding analysis and predictions, understand the structure and complexity of scientific data, get a complete picture of it and explore a greater number of hypotheses. With this in mind, N-Dimensional Data Analysis and Visualization (ND²AV) is being developed to serve as an interactive visual analysis platform with the purpose of coupling together a number of these existing tools that range from statistics, machine learning, and data mining, with new techniques, in particular with new visualization approaches. My task is to create the rendering and implementation of a new concept called topological spines in order to extend ND²AV's scope. Other existing visualization tools create a representation preserving either the topological properties or the structural (geometric) ones because it is challenging to preserve them both simultaneously. Overcoming such challenge by creating a balance in between them, the topological spines are introduced as a new approach that aims to preserve them both. Its render using OpenGL and C++ and is currently being tested to further on be implemented on ND²AV. In this paper I will present what are the Topological Spines and how they are rendered.

  7. Should laptops be allowed in the classroom? Two viewpoints: viewpoint 1: laptops in classrooms facilitate curricular advancement and promote student learning and viewpoint 2: deconstructing and rethinking the use of laptops in the classroom.

    Science.gov (United States)

    Spallek, Heiko; von Bergmann, HsingChi

    2014-12-01

    This Point/Counterpoint article discusses the pros and cons of deploying one aspect of instructional technology in dental education: the use of laptops in the classroom. Two opposing viewpoints, written by different authors, evaluate the arguments. Viewpoint 1 argues that laptops in classrooms can be a catalyst for rapid curricular advancement and prepare dental graduates for the digital age of dentistry. As dental education is not limited to textual information, but includes skill development in spatial relationships and hands-on training, technology can play a transformative role in students' learning. Carefully implemented instructional technology can enhance student motivation when it transforms students from being the objects of teaching to the subjects of learning. Ubiquitous access to educational material allows for just-in-time learning and can overcome organizational barriers when, for instance, introducing interprofessional education. Viewpoint 2 argues that, in spite of widespread agreement that instructional technology leads to curricular innovation, the notion of the use of laptops in classrooms needs to be deconstructed and rethought when effective learning outcomes are sought. Analyzing the purpose, pedagogy, and learning product while applying lessons learned from K-12 implementation leads to a more complex picture of laptop integration in dental classrooms and forms the basis for questioning the value of such usage. For laptop use to contribute to student learning, rather than simply providing opportunity for students to take notes and access the Internet during class, this viewpoint emphasizes that dental educators need to think carefully about the purpose of this technology and to develop appropriate pedagogical strategies to achieve their objectives. The two viewpoints agree that significant faculty development efforts should precede any introduction of technology into the educational process and that technology alone cannot change education

  8. Virtual MR arthroscopy of the wrist joint: a new intraarticular perspective

    International Nuclear Information System (INIS)

    Sahin, Guelden; Dogan, Basak Erguvan; Demirtas, Mehmet

    2004-01-01

    The aim of this study is to investigate whether virtual MR arthroscopy could be used to visualize the internal architecture of the radiocarpal compartment of the wrist joint in comparison to surgical arthroscopy. Diluted paramagnetic contrast material was injected into the radiocarpal compartment prior to MR examination in all patients. A fat-suppressed T1-weighted three-dimensional fast spoiled gradient echo sequence was acquired in addition to our standard MR imaging protocol in each patient. Three-dimensional data sets were then transferred to an independent workstation and were postprocessed using navigator software to generate surface rendered virtual MR arthroscopic images. Nineteen patients referred for chronic ulnar-sided wrist pain were evaluated with conventional MR arthrography prospectively. Virtual MR arthroscopic images demonstrating the triangular fibrocartilage complex (TFCC) in an intraarticular perspective were achieved in 12 out of 19 patients. Our preliminary investigation suggests that although it has several limitations, virtual MR arthroscopy shows promise in visualizing the TFCC from an intraarticular perspective. (orig.)

  9. 3-D Sound for Virtual Reality and Multimedia

    Science.gov (United States)

    Begault, Durand R.; Trejo, Leonard J. (Technical Monitor)

    2000-01-01

    Technology and applications for the rendering of virtual acoustic spaces are reviewed. Chapter 1 deals with acoustics and psychoacoustics. Chapters 2 and 3 cover cues to spatial hearing and review psychoacoustic literature. Chapter 4 covers signal processing and systems overviews of 3-D sound systems. Chapter 5 covers applications to computer workstations, communication systems, aeronautics and space, and sonic arts. Chapter 6 lists resources. This TM is a reprint of the 1994 book from Academic Press.

  10. The Occipital Face Area Is Causally Involved in Facial Viewpoint Perception.

    Science.gov (United States)

    Kietzmann, Tim C; Poltoratski, Sonia; König, Peter; Blake, Randolph; Tong, Frank; Ling, Sam

    2015-12-16

    Humans reliably recognize faces across a range of viewpoints, but the neural substrates supporting this ability remain unclear. Recent work suggests that neural selectivity to mirror-symmetric viewpoints of faces, found across a large network of visual areas, may constitute a key computational step in achieving full viewpoint invariance. In this study, we used repetitive transcranial magnetic stimulation (rTMS) to test the hypothesis that the occipital face area (OFA), putatively a key node in the face network, plays a causal role in face viewpoint symmetry perception. Each participant underwent both offline rTMS to the right OFA and sham stimulation, preceding blocks of behavioral trials. After each stimulation period, the participant performed one of two behavioral tasks involving presentation of faces in the peripheral visual field: (1) judging the viewpoint symmetry; or (2) judging the angular rotation. rTMS applied to the right OFA significantly impaired performance in both tasks when stimuli were presented in the contralateral, left visual field. Interestingly, however, rTMS had a differential effect on the two tasks performed ipsilaterally. Although viewpoint symmetry judgments were significantly disrupted, we observed no effect on the angle judgment task. This interaction, caused by ipsilateral rTMS, provides support for models emphasizing the role of interhemispheric crosstalk in the formation of viewpoint-invariant face perception. Faces are among the most salient objects we encounter during our everyday activities. Moreover, we are remarkably adept at identifying people at a glance, despite the diversity of viewpoints during our social encounters. Here, we investigate the cortical mechanisms underlying this ability by focusing on effects of viewpoint symmetry, i.e., the invariance of neural responses to mirror-symmetric facial viewpoints. We did this by temporarily disrupting neural processing in the occipital face area (OFA) using transcranial magnetic

  11. 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.

  12. Design and implementation of a 3D ocean virtual reality and visualization engine

    Science.gov (United States)

    Chen, Ge; Li, Bo; Tian, Fenglin; Ji, Pengbo; Li, Wenqing

    2012-12-01

    In this study, a 3D virtual reality and visualization engine for rendering the ocean, named VV-Ocean, is designed for marine applications. The design goals of VV-Ocean aim at high fidelity simulation of ocean environment, visualization of massive and multidimensional marine data, and imitation of marine lives. VV-Ocean is composed of five modules, i.e. memory management module, resources management module, scene management module, rendering process management module and interaction management module. There are three core functions in VV-Ocean: reconstructing vivid virtual ocean scenes, visualizing real data dynamically in real time, imitating and simulating marine lives intuitively. Based on VV-Ocean, we establish a sea-land integration platform which can reproduce drifting and diffusion processes of oil spilling from sea bottom to surface. Environment factors such as ocean current and wind field have been considered in this simulation. On this platform oil spilling process can be abstracted as movements of abundant oil particles. The result shows that oil particles blend with water well and the platform meets the requirement for real-time and interactive rendering. VV-Ocean can be widely used in ocean applications such as demonstrating marine operations, facilitating maritime communications, developing ocean games, reducing marine hazards, forecasting the weather over oceans, serving marine tourism, and so on. Finally, further technological improvements of VV-Ocean are discussed.

  13. Gestational surrogacy: Viewpoint of Iranian infertile women.

    Science.gov (United States)

    Rahmani, Azad; Sattarzadeh, Nilofar; Gholizadeh, Leila; Sheikhalipour, Zahra; Allahbakhshian, Atefeh; Hassankhani, Hadi

    2011-09-01

    Surrogacy is a popular form of assisted reproductive technology of which only gestational form is approved by most of the religious scholars in Iran. Little evidence exists about the Iranian infertile women's viewpoint regarding gestational surrogacy. To assess the viewpoint of Iranian infertile women toward gestational surrogacy. This descriptive study was conducted at the infertility clinic of Tabriz University of Medical Sciences, Iran. The study sample consisted of 238 infertile women who were selected using the eligible sampling method. Data were collected by using a researcher developed questionnaire that included 25 items based on a five-point Likert scale. Data analysis was conducted by SPSS statistical software using descriptive statistics. Viewpoint of 214 women (89.9%) was positive. 36 (15.1%) women considered gestational surrogacy against their religious beliefs; 170 women (71.4%) did not assume the commissioning couple as owners of the baby; 160 women (67.2%) said that children who were born through surrogacy would better not know about it; and 174 women (73.1%) believed that children born through surrogacy will face mental problems. Iranian infertile women have positive viewpoint regarding the surrogacy. However, to increase the acceptability of surrogacy among infertile women, further efforts are needed.

  14. Using a virtual world for robot planning

    Science.gov (United States)

    Benjamin, D. Paul; Monaco, John V.; Lin, Yixia; Funk, Christopher; Lyons, Damian

    2012-06-01

    We are building a robot cognitive architecture that constructs a real-time virtual copy of itself and its environment, including people, and uses the model to process perceptual information and to plan its movements. This paper describes the structure of this architecture. The software components of this architecture include PhysX for the virtual world, OpenCV and the Point Cloud Library for visual processing, and the Soar cognitive architecture that controls the perceptual processing and task planning. The RS (Robot Schemas) language is implemented in Soar, providing the ability to reason about concurrency and time. This Soar/RS component controls visual processing, deciding which objects and dynamics to render into PhysX, and the degree of detail required for the task. As the robot runs, its virtual model diverges from physical reality, and errors grow. The Match-Mediated Difference component monitors these errors by comparing the visual data with corresponding data from virtual cameras, and notifies Soar/RS of significant differences, e.g. a new object that appears, or an object that changes direction unexpectedly. Soar/RS can then run PhysX much faster than real-time and search among possible future world paths to plan the robot's actions. We report experimental results in indoor environments.

  15. Wearable Vibrotactile Haptic Device for Stiffness Discrimination during Virtual Interactions

    Directory of Open Access Journals (Sweden)

    Andualem Tadesse Maereg

    2017-09-01

    Full Text Available In this paper, we discuss the development of cost effective, wireless, and wearable vibrotactile haptic device for stiffness perception during an interaction with virtual objects. Our experimental setup consists of haptic device with five vibrotactile actuators, virtual reality environment tailored in Unity 3D integrating the Oculus Rift Head Mounted Display (HMD and the Leap Motion controller. The virtual environment is able to capture touch inputs from users. Interaction forces are then rendered at 500 Hz and fed back to the wearable setup stimulating fingertips with ERM vibrotactile actuators. Amplitude and frequency of vibrations are modulated proportionally to the interaction force to simulate the stiffness of a virtual object. A quantitative and qualitative study is done to compare the discrimination of stiffness on virtual linear spring in three sensory modalities: visual only feedback, tactile only feedback, and their combination. A common psychophysics method called the Two Alternative Forced Choice (2AFC approach is used for quantitative analysis using Just Noticeable Difference (JND and Weber Fractions (WF. According to the psychometric experiment result, average Weber fraction values of 0.39 for visual only feedback was improved to 0.25 by adding the tactile feedback.

  16. Force Rendering and its Evaluation of a Friction-Based Walking Sensation Display for a Seated User.

    Science.gov (United States)

    Kato, Ginga; Kuroda, Yoshihiro; Kiyokawa, Kiyoshi; Takemura, Haruo

    2018-04-01

    Most existing locomotion devices that represent the sensation of walking target a user who is actually performing a walking motion. Here, we attempted to represent the walking sensation, especially a kinesthetic sensation and advancing feeling (the sense of moving forward) while the user remains seated. To represent the walking sensation using a relatively simple device, we focused on the force rendering and its evaluation of the longitudinal friction force applied on the sole during walking. Based on the measurement of the friction force applied on the sole during actual walking, we developed a novel friction force display that can present the friction force without the influence of body weight. Using performance evaluation testing, we found that the proposed method can stably and rapidly display friction force. Also, we developed a virtual reality (VR) walk-through system that is able to present the friction force through the proposed device according to the avatar's walking motion in a virtual world. By evaluating the realism, we found that the proposed device can represent a more realistic advancing feeling than vibration feedback.

  17. Real-time virtual EAST physical experiment system

    Energy Technology Data Exchange (ETDEWEB)

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

    2014-05-15

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

  18. Real-time virtual EAST physical experiment system

    International Nuclear Information System (INIS)

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

    2014-01-01

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

  19. Moisture movements in render on brick wall

    DEFF Research Database (Denmark)

    Hansen, Kurt Kielsgaard; Munch, Thomas Astrup; Thorsen, Peter Schjørmann

    2003-01-01

    A three-layer render on brick wall used for building facades is studied in the laboratory. The vertical render surface is held in contact with water for 24 hours simulating driving rain while it is measured with non-destructive X-ray equipment every hour in order to follow the moisture front...

  20. Real-Time View Correction for Mobile Devices.

    Science.gov (United States)

    Schops, Thomas; Oswald, Martin R; Speciale, Pablo; Yang, Shuoran; Pollefeys, Marc

    2017-11-01

    We present a real-time method for rendering novel virtual camera views from given RGB-D (color and depth) data of a different viewpoint. Missing color and depth information due to incomplete input or disocclusions is efficiently inpainted in a temporally consistent way. The inpainting takes the location of strong image gradients into account as likely depth discontinuities. We present our method in the context of a view correction system for mobile devices, and discuss how to obtain a screen-camera calibration and options for acquiring depth input. Our method has use cases in both augmented and virtual reality applications. We demonstrate the speed of our system and the visual quality of its results in multiple experiments in the paper as well as in the supplementary video.

  1. How to avoid simulation sickness in virtual environments during user displacement

    Science.gov (United States)

    Kemeny, A.; Colombet, F.; Denoual, T.

    2015-03-01

    Driving simulation (DS) and Virtual Reality (VR) share the same technologies for visualization and 3D vision and may use the same technics for head movement tracking. They experience also similar difficulties when rendering the displacements of the observer in virtual environments, especially when these displacements are carried out using driver commands, including steering wheels, joysticks and nomad devices. High values for transport delay, the time lag between the action and the corresponding rendering cues and/or visual-vestibular conflict, due to the discrepancies perceived by the human visual and vestibular systems when driving or displacing using a control device, induces the so-called simulation sickness. While the visual transport delay can be efficiently reduced using high frequency frame rate, the visual-vestibular conflict is inherent to VR, when not using motion platforms. In order to study the impact of displacements on simulation sickness, we have tested various driving scenarios in Renault's 5-sided ultra-high resolution CAVE. First results indicate that low speed displacements with longitudinal and lateral accelerations under a given perception thresholds are well accepted by a large number of users and relatively high values are only accepted by experienced users and induce VR induced symptoms and effects (VRISE) for novice users, with a worst case scenario corresponding to rotational displacements. These results will be used for optimization technics at Arts et Métiers ParisTech for motion sickness reduction in virtual environments for industrial, research, educational or gaming applications.

  2. Sketchy Rendering for Information Visualization.

    Science.gov (United States)

    Wood, J; Isenberg, P; Isenberg, T; Dykes, J; Boukhelifa, N; Slingsby, A

    2012-12-01

    We present and evaluate a framework for constructing sketchy style information visualizations that mimic data graphics drawn by hand. We provide an alternative renderer for the Processing graphics environment that redefines core drawing primitives including line, polygon and ellipse rendering. These primitives allow higher-level graphical features such as bar charts, line charts, treemaps and node-link diagrams to be drawn in a sketchy style with a specified degree of sketchiness. The framework is designed to be easily integrated into existing visualization implementations with minimal programming modification or design effort. We show examples of use for statistical graphics, conveying spatial imprecision and for enhancing aesthetic and narrative qualities of visualization. We evaluate user perception of sketchiness of areal features through a series of stimulus-response tests in order to assess users' ability to place sketchiness on a ratio scale, and to estimate area. Results suggest relative area judgment is compromised by sketchy rendering and that its influence is dependent on the shape being rendered. They show that degree of sketchiness may be judged on an ordinal scale but that its judgement varies strongly between individuals. We evaluate higher-level impacts of sketchiness through user testing of scenarios that encourage user engagement with data visualization and willingness to critique visualization design. Results suggest that where a visualization is clearly sketchy, engagement may be increased and that attitudes to participating in visualization annotation are more positive. The results of our work have implications for effective information visualization design that go beyond the traditional role of sketching as a tool for prototyping or its use for an indication of general uncertainty.

  3. Local and Global Illumination in the Volume Rendering Integral

    Energy Technology Data Exchange (ETDEWEB)

    Max, N; Chen, M

    2005-10-21

    This article is intended as an update of the major survey by Max [1] on optical models for direct volume rendering. It provides a brief overview of the subject scope covered by [1], and brings recent developments, such as new shadow algorithms and refraction rendering, into the perspective. In particular, we examine three fundamentals aspects of direct volume rendering, namely the volume rendering integral, local illumination models and global illumination models, in a wavelength-independent manner. We review the developments on spectral volume rendering, in which visible light are considered as a form of electromagnetic radiation, optical models are implemented in conjunction with representations of spectral power distribution. This survey can provide a basis for, and encourage, new efforts for developing and using complex illumination models to achieve better realism and perception through optical correctness.

  4. 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

  5. Gestational surrogacy: Viewpoint of Iranian infertile women

    Directory of Open Access Journals (Sweden)

    Azad Rahmani

    2011-01-01

    Full Text Available Background: Surrogacy is a popular form of assisted reproductive technology of which only gestational form is approved by most of the religious scholars in Iran. Little evidence exists about the Iranian infertile women′s viewpoint regarding gestational surrogacy. Aim: To assess the viewpoint of Iranian infertile women toward gestational surrogacy. Setting and Design: This descriptive study was conducted at the infertility clinic of Tabriz University of Medical Sciences, Iran. Materials and Methods: The study sample consisted of 238 infertile women who were selected using the eligible sampling method. Data were collected by using a researcher developed questionnaire that included 25 items based on a five-point Likert scale. 0 Statistical Analysis: Data analysis was conducted by SPSS statistical software using descriptive statistics. 0 Results: Viewpoint of 214 women (89.9% was positive. 36 (15.1% women considered gestational surrogacy against their religious beliefs; 170 women (71.4% did not assume the commissioning couple as owners of the baby; 160 women (67.2% said that children who were born through surrogacy would better not know about it; and 174 women (73.1% believed that children born through surrogacy will face mental problems. Conclusion: Iranian infertile women have positive viewpoint regarding the surrogacy. However, to increase the acceptability of surrogacy among infertile women, further efforts are needed.

  6. Standardized rendering from IR surveillance motion imagery

    Science.gov (United States)

    Prokoski, F. J.

    2014-06-01

    Government agencies, including defense and law enforcement, increasingly make use of video from surveillance systems and camera phones owned by non-government entities.Making advanced and standardized motion imaging technology available to private and commercial users at cost-effective prices would benefit all parties. In particular, incorporating thermal infrared into commercial surveillance systems offers substantial benefits beyond night vision capability. Face rendering is a process to facilitate exploitation of thermal infrared surveillance imagery from the general area of a crime scene, to assist investigations with and without cooperating eyewitnesses. Face rendering automatically generates greyscale representations similar to police artist sketches for faces in surveillance imagery collected from proximate locations and times to a crime under investigation. Near-realtime generation of face renderings can provide law enforcement with an investigation tool to assess witness memory and credibility, and integrate reports from multiple eyewitnesses, Renderings can be quickly disseminated through social media to warn of a person who may pose an immediate threat, and to solicit the public's help in identifying possible suspects and witnesses. Renderings are pose-standardized so as to not divulge the presence and location of eyewitnesses and surveillance cameras. Incorporation of thermal infrared imaging into commercial surveillance systems will significantly improve system performance, and reduce manual review times, at an incremental cost that will continue to decrease. Benefits to criminal justice would include improved reliability of eyewitness testimony and improved accuracy of distinguishing among minority groups in eyewitness and surveillance identifications.

  7. Animation company "Fast Forwards" production with HP Utility Data Center; film built using Adaptive Enterprise framework enabled by shared, virtual resource

    CERN Multimedia

    2003-01-01

    Hewlett Packard have produced a commercial-quality animated film using an experimental rendering service from HP Labs and running on an HP Utility Data Center (UDC). The project demonstrates how computing resources can be managed virtually and illustrates the value of utility computing, in which an end-user taps into a large pool of virtual resources, but pays only for what is used (1 page).

  8. Remote volume rendering pipeline for mHealth applications

    Science.gov (United States)

    Gutenko, Ievgeniia; Petkov, Kaloian; Papadopoulos, Charilaos; Zhao, Xin; Park, Ji Hwan; Kaufman, Arie; Cha, Ronald

    2014-03-01

    We introduce a novel remote volume rendering pipeline for medical visualization targeted for mHealth (mobile health) applications. The necessity of such a pipeline stems from the large size of the medical imaging data produced by current CT and MRI scanners with respect to the complexity of the volumetric rendering algorithms. For example, the resolution of typical CT Angiography (CTA) data easily reaches 512^3 voxels and can exceed 6 gigabytes in size by spanning over the time domain while capturing a beating heart. This explosion in data size makes data transfers to mobile devices challenging, and even when the transfer problem is resolved the rendering performance of the device still remains a bottleneck. To deal with this issue, we propose a thin-client architecture, where the entirety of the data resides on a remote server where the image is rendered and then streamed to the client mobile device. We utilize the display and interaction capabilities of the mobile device, while performing interactive volume rendering on a server capable of handling large datasets. Specifically, upon user interaction the volume is rendered on the server and encoded into an H.264 video stream. H.264 is ubiquitously hardware accelerated, resulting in faster compression and lower power requirements. The choice of low-latency CPU- and GPU-based encoders is particularly important in enabling the interactive nature of our system. We demonstrate a prototype of our framework using various medical datasets on commodity tablet devices.

  9. A Planetarium Inside Your Office: Virtual Reality in the Dome Production Pipeline

    Science.gov (United States)

    Summers, Frank

    2018-01-01

    Producing astronomy visualization sequences for a planetarium without ready access to a dome is a distorted geometric challenge. Fortunately, one can now use virtual reality (VR) to simulate a dome environment without ever leaving one's office chair. The VR dome experience has proven to be a more than suitable pre-visualization method that requires only modest amounts of processing beyond the standard production pipeline. It also provides a crucial testbed for identifying, testing, and fixing the visual constraints and artifacts that arise in a spherical presentation environment. Topics adreesed here will include rendering, geometric projection, movie encoding, software playback, and hardware setup for a virtual dome using VR headsets.

  10. Missing depth cues in virtual reality limit performance and quality of three dimensional reaching movements.

    Science.gov (United States)

    Gerig, Nicolas; Mayo, Johnathan; Baur, Kilian; Wittmann, Frieder; Riener, Robert; Wolf, Peter

    2018-01-01

    Goal-directed reaching for real-world objects by humans is enabled through visual depth cues. In virtual environments, the number and quality of available visual depth cues is limited, which may affect reaching performance and quality of reaching movements. We assessed three-dimensional reaching movements in five experimental groups each with ten healthy volunteers. Three groups used a two-dimensional computer screen and two groups used a head-mounted display. The first screen group received the typically recreated visual depth cues, such as aerial and linear perspective, occlusion, shadows, and texture gradients. The second screen group received an abstract minimal rendering lacking those. The third screen group received the cues of the first screen group and absolute depth cues enabled by retinal image size of a known object, which realized with visual renderings of the handheld device and a ghost handheld at the target location. The two head-mounted display groups received the same virtually recreated visual depth cues as the second or the third screen group respectively. Additionally, they could rely on stereopsis and motion parallax due to head-movements. All groups using the screen performed significantly worse than both groups using the head-mounted display in terms of completion time normalized by the straight-line distance to the target. Both groups using the head-mounted display achieved the optimal minimum in number of speed peaks and in hand path ratio, indicating that our subjects performed natural movements when using a head-mounted display. Virtually recreated visual depth cues had a minor impact on reaching performance. Only the screen group with rendered handhelds could outperform the other screen groups. Thus, if reaching performance in virtual environments is in the main scope of a study, we suggest applying a head-mounted display. Otherwise, when two-dimensional screens are used, achievable performance is likely limited by the reduced depth

  11. A Sort-Last Rendering System over an Optical Backplane

    Directory of Open Access Journals (Sweden)

    Yasuhiro Kirihata

    2005-06-01

    Full Text Available Sort-Last is a computer graphics technique for rendering extremely large data sets on clusters of computers. Sort-Last works by dividing the data set into even-sized chunks for parallel rendering and then composing the images to form the final result. Since sort-last rendering requires the movement of large amounts of image data among cluster nodes, the network interconnecting the nodes becomes a major bottleneck. In this paper, we describe a sort-last rendering system implemented on a cluster of computers whose nodes are connected by an all-optical switch. The rendering system introduces the notion of the Photonic Computing Engine, a computing system built dynamically by using the optical switch to create dedicated network connections among cluster nodes. The sort-last volume rendering algorithm was implemented on the Photonic Computing Engine, and its performance is evaluated. Prelimi- nary experiments show that performance is affected by the image composition time and average payload size. In an attempt to stabilize the performance of the system, we have designed a flow control mechanism that uses feedback messages to dynamically adjust the data flow rate within the computing engine.

  12. Virtual haptic system for intuitive planning of bone fixation plate placement

    Directory of Open Access Journals (Sweden)

    Kup-Sze Choi

    2017-01-01

    Full Text Available Placement of pre-contoured fixation plate is a common treatment for bone fracture. Fitting of fixation plates on fractured bone can be preoperatively planned and evaluated in 3D virtual environment using virtual reality technology. However, conventional systems usually employ 2D mouse and virtual trackball as the user interface, which makes the process inconvenient and inefficient. In the paper, a preoperative planning system equipped with 3D haptic user interface is proposed to allow users to manipulate the virtual fixation plate intuitively to determine the optimal position for placement on distal medial tibia. The system provides interactive feedback forces and visual guidance based on the geometric requirements. Creation of 3D models from medical imaging data, collision detection, dynamics simulation and haptic rendering are discussed. The system was evaluated by 22 subjects. Results show that the time to achieve optimal placement using the proposed system was shorter than that by using 2D mouse and virtual trackball, and the satisfaction rating was also higher. The system shows potential to facilitate the process of fitting fixation plates on fractured bones as well as interactive fixation plate design.

  13. GPU Pro 5 advanced rendering techniques

    CERN Document Server

    Engel, Wolfgang

    2014-01-01

    In GPU Pro5: Advanced Rendering Techniques, section editors Wolfgang Engel, Christopher Oat, Carsten Dachsbacher, Michal Valient, Wessam Bahnassi, and Marius Bjorge have once again assembled a high-quality collection of cutting-edge techniques for advanced graphics processing unit (GPU) programming. Divided into six sections, the book covers rendering, lighting, effects in image space, mobile devices, 3D engine design, and compute. It explores rasterization of liquids, ray tracing of art assets that would otherwise be used in a rasterized engine, physically based area lights, volumetric light

  14. Plant introduction system applying virtual reality

    International Nuclear Information System (INIS)

    Kasai, Yasusuke; Tanaka, Kazuo; Kimura, Katsumi; Nakakosi, Tetsuhiro

    1995-01-01

    We developed the prototype of the introduction system for nuclear power plant applying 3D-CAD data and the virtual reality (V.R) technologies. For the purpose of the public acceptance (PA), the use of the V.R technologies, such as CG stereographic, will be interesting for the public. Also, it is very important to introduce the components of the plant in detail, which will become easy by using the 3D-CAD data of the nuclear plant. We made a prototype system for introducing the main portion of the nuclear power plant, such as main control room, containment vessel or turbine building, applying CG stereographic by plant 3D data and artificial voice guidance for the explanations. We have exhibited this system in two local festivals at the plant sites. It has been efficient for creating plant scene by using 3D-CAD from the viewpoint of cost, and stereographic has been much attractive to the resident. The detail scenario must be investigated from the viewpoint of PA effect. Also the performance of the graphics workstation should be increased to promote the quality of the CG movie. But we think that this system will have much effective by its novelty and flexibility. (author)

  15. Fast algorithm for the rendering of three-dimensional surfaces

    Science.gov (United States)

    Pritt, Mark D.

    1994-02-01

    It is often desirable to draw a detailed and realistic representation of surface data on a computer graphics display. One such representation is a 3D shaded surface. Conventional techniques for rendering shaded surfaces are slow, however, and require substantial computational power. Furthermore, many techniques suffer from aliasing effects, which appear as jagged lines and edges. This paper describes an algorithm for the fast rendering of shaded surfaces without aliasing effects. It is much faster than conventional ray tracing and polygon-based rendering techniques and is suitable for interactive use. On an IBM RISC System/6000TM workstation it renders a 1000 X 1000 surface in about 7 seconds.

  16. Innovative Lime Pozzolana Renders for Reconstruction of Historical Buildings

    International Nuclear Information System (INIS)

    Vejmelkova, E.; Maca, P.; Konvalinka, P.; Cerny, R.

    2011-01-01

    Bulk density, matrix density, open porosity, compressive strength, bending strength, water sorptivity, moisture diffusivity, water vapor diffusion coefficient, thermal conductivity, specific heat capacity and thermal diffusivity of two innovative renovation renders on limepozzolana basis are analyzed. The obtained results are compared with reference lime plaster and two commercial renovation renders, and conclusions on the applicability of the particular renders in practical reconstruction works are drawn. (author)

  17. NEDE: an open-source scripting suite for developing experiments in 3D virtual environments.

    Science.gov (United States)

    Jangraw, David C; Johri, Ansh; Gribetz, Meron; Sajda, Paul

    2014-09-30

    As neuroscientists endeavor to understand the brain's response to ecologically valid scenarios, many are leaving behind hyper-controlled paradigms in favor of more realistic ones. This movement has made the use of 3D rendering software an increasingly compelling option. However, mastering such software and scripting rigorous experiments requires a daunting amount of time and effort. To reduce these startup costs and make virtual environment studies more accessible to researchers, we demonstrate a naturalistic experimental design environment (NEDE) that allows experimenters to present realistic virtual stimuli while still providing tight control over the subject's experience. NEDE is a suite of open-source scripts built on the widely used Unity3D game development software, giving experimenters access to powerful rendering tools while interfacing with eye tracking and EEG, randomizing stimuli, and providing custom task prompts. Researchers using NEDE can present a dynamic 3D virtual environment in which randomized stimulus objects can be placed, allowing subjects to explore in search of these objects. NEDE interfaces with a research-grade eye tracker in real-time to maintain precise timing records and sync with EEG or other recording modalities. Python offers an alternative for experienced programmers who feel comfortable mastering and integrating the various toolboxes available. NEDE combines many of these capabilities with an easy-to-use interface and, through Unity's extensive user base, a much more substantial body of assets and tutorials. Our flexible, open-source experimental design system lowers the barrier to entry for neuroscientists interested in developing experiments in realistic virtual environments. Copyright © 2014 Elsevier B.V. All rights reserved.

  18. Design and Testing of the Fusion Virtual Assembly System FVAS1.0

    International Nuclear Information System (INIS)

    Pengcheng Long; Songlin Liu; Yican Wu

    2006-01-01

    Virtual assembly (VA), utilizing virtual reality (VR) technologies to plan and evaluate assembly process, retains the benefits (time-saving, inexpensive and no hazardous) of VR technologies and conquers the shortcoming of physical prototypes, such as long circle, high cost, low precision, and so on. Presented in this paper is the Fusion Virtual Assembly System FVAS 1.0 that makes possible engineering application for assemblies of large-scale complex nuclear facilities. FVAS 1.0 is designed to support the planning, evaluation and demonstration of assembly process, and training assemblers, and to work on PC (personal computer) platform. In this paper, architecture and main features of FVAS are introduced firstly. Then, design of the key sections (such as collision detection, virtual roaming) are described in detail. Finally, some successful application cases are presented. To enhance the real-time performance for large-scale nuclear facilities simulation, a policy based on separation of display scene and collision detection scene has been adopted. The display scene can be predigested to reduce the time of scene refreshment, and the collision detection performance is greatly improved by using the mature interference check ability of commercial CAD systems. Convenient observation mechanism brings more practicability. So a multi-viewpoints roaming scheme has been utilized to facilitate users' assembly operation. Users can obtain much optical information from multiple angles by switching between multi-viewpoints. The ESAT superconducting tokamak is characterized by large volume, complicated constitution and high assembly precision, e.g. the strict precision requirement in the assembly for the three tori (the tori of vacuum vessel, thermal shield, and toroidal coil). FVAS 1.0 has succeeded in demonstrating the assembly process of ESAT components. Furthermore, FVAS 1.0 has been applied to evaluate FDS-I (Fusion-Driven Sub-critical system) concept from assembly point of

  19. A practical implementation of free viewpoint video system for soccer games

    Science.gov (United States)

    Suenaga, Ryo; Suzuki, Kazuyoshi; Tezuka, Tomoyuki; Panahpour Tehrani, Mehrdad; Takahashi, Keita; Fujii, Toshiaki

    2015-03-01

    In this paper, we present a free viewpoint video generation system with billboard representation for soccer games. Free viewpoint video generation is a technology that enables users to watch 3-D objects from their desired viewpoints. Practical implementation of free viewpoint video for sports events is highly demanded. However, a commercially acceptable system has not yet been developed. The main obstacles are insufficient user-end quality of the synthesized images and highly complex procedures that sometimes require manual operations. In this work, we aim to develop a commercially acceptable free viewpoint video system with a billboard representation. A supposed scenario is that soccer games during the day can be broadcasted in 3-D, even in the evening of the same day. Our work is still ongoing. However, we have already developed several techniques to support our goal. First, we captured an actual soccer game at an official stadium where we used 20 full-HD professional cameras. Second, we have implemented several tools for free viewpoint video generation as follow. In order to facilitate free viewpoint video generation, all cameras should be calibrated. We calibrated all cameras using checker board images and feature points on the field (cross points of the soccer field lines). We extract each player region from captured images manually. The background region is estimated by observing chrominance changes of each pixel in temporal domain (automatically). Additionally, we have developed a user interface for visualizing free viewpoint video generation using a graphic library (OpenGL), which is suitable for not only commercialized TV sets but also devices such as smartphones. However, practical system has not yet been completed and our study is still ongoing.

  20. Perspectives on High School Reform. NCREL Viewpoints, Volume 13

    Science.gov (United States)

    Learning Point Associates / North Central Regional Educational Laboratory (NCREL), 2005

    2005-01-01

    Viewpoints is a multimedia package containing two audio CDs and a brief, informative booklet. This volume of Viewpoints focuses on issues related to high school reform. This booklet offers background information explaining the issues surrounding high school reform with perspectives from research, policy, and practice. It also provides a list of…

  1. The Viewpoint Paradigm: a semiotic based approach for the intelligibility of a cooperative designing process

    Directory of Open Access Journals (Sweden)

    Pierre-Jean Charrel

    2002-11-01

    Full Text Available The concept of viewpoint is studied in the field of the modelling and the knowledge management concerned in the upstream phases of a designing process. The concept is approached by semiotics, i.e. in dealing with the requirements so that an actor gives sense to an object. This gives means to transform the intuitive concepts of viewpoint and relation between viewpoints into the Viewpoint Paradigm: the sense of an object is the integration of the viewpoints which exert on it. The elements of this paradigm are integrated in a general model, which defines two concepts formally: Viewpoint and Correlation of viewpoints. The Viewpoint Paradigm is then implemented in operational concerns which are related with the intelligibility of the designing process. Two models of viewpoint and correlation are proposed. They raise of viewpoints management such as one can identify them in the written documents of a project.

  2. Validation of a colour rendering index based on memory colours

    OpenAIRE

    Smet, Kevin; Jost-Boissard, Sophie; Ryckaert, Wouter; Deconinck, Geert; Hanselaer, Peter

    2010-01-01

    In this paper the performance of a colour rendering index based on memory colours is investigated in comparison with the current CIE Colour Rendering Index, the NIST Colour Quality Scale and visual appreciation results obtained at CNRS at Lyon University for a set of 3000K and 4000K LED light sources. The Pearson and Spearman correlation coefficients between each colour rendering metric and the two sets of visual results were calculated. It was found that the memory colour based colour render...

  3. Media Presentation Synchronisation for Non-monolithic Rendering Architectures

    NARCIS (Netherlands)

    I. Vaishnavi (Ishan); D.C.A. Bulterman (Dick); P.S. Cesar Garcia (Pablo Santiago); B. Gao (Bo)

    2007-01-01

    htmlabstractNon-monolithic renderers are physically distributed media playback engines. Non-monolithic renderers may use a number of different underlying network connection types to transmit media items belonging to a presentation. There is therefore a need for a media based and inter-network- type

  4. Immersive Virtual Reality for Visualization of Abdominal CT.

    Science.gov (United States)

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

    2013-03-28

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

  5. Immersive virtual reality for visualization of abdominal CT

    Science.gov (United States)

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

    2013-03-01

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

  6. Extreme simplification and rendering of point sets using algebraic multigrid

    NARCIS (Netherlands)

    Reniers, D.; Telea, A.C.

    2009-01-01

    We present a novel approach for extreme simplification of point set models, in the context of real-time rendering. Point sets are often rendered using simple point primitives, such as oriented discs. However, this requires using many primitives to render even moderately simple shapes. Often, one

  7. Volume rendering in treatment planning for moving targets

    Energy Technology Data Exchange (ETDEWEB)

    Gemmel, Alexander [GSI-Biophysics, Darmstadt (Germany); Massachusetts General Hospital, Boston (United States); Wolfgang, John A.; Chen, George T.Y. [Massachusetts General Hospital, Boston (United States)

    2009-07-01

    Advances in computer technologies have facilitated the development of tools for 3-dimensional visualization of CT-data sets with volume rendering. The company Fovia has introduced a high definition volume rendering engine (HDVR trademark by Fovia Inc., Palo Alto, USA) that is capable of representing large CT data sets with high user interactivity even on standard PCs. Fovia provides a software development kit (SDK) that offers control of all the features of the rendering engine. We extended the SDK by functionalities specific to the task of treatment planning for moving tumors. This included navigation of the patient's anatomy in beam's eye view, fast point-and-click measurement of lung tumor trajectories as well as estimation of range perturbations due to motion by calculation of (differential) water equivalent path lengths for protons and carbon ions on 4D-CT data sets. We present patient examples to demonstrate the advantages and disadvantages of volume rendered images as compared to standard 2-dimensional axial plane images. Furthermore, we show an example of a range perturbation analysis. We conclude that volume rendering is a powerful technique for the representation and analysis of large time resolved data sets in treatment planning.

  8. The impact of virtual reality on implicit racial bias and mock legal decisions.

    Science.gov (United States)

    Salmanowitz, Natalie

    2018-05-01

    Implicit racial biases are one of the most vexing problems facing current society. These split-second judgments are not only widely prevalent, but also are notoriously difficult to overcome. Perhaps most concerning, implicit racial biases can have consequential impacts on decisions in the courtroom, where scholars have been unable to provide a viable mitigation strategy. This article examines the influence of a short virtual reality paradigm on implicit racial biases and evaluations of legal scenarios. After embodying a black avatar in the virtual world, participants produced significantly lower implicit racial bias scores than those who experienced a sham version of the virtual reality paradigm. Additionally, these participants more conservatively evaluated an ambiguous legal case, rating vague evidence as less indicative of guilt and rendering more Not Guilty verdicts. As the first experiment of its kind, this study demonstrates the potential of virtual reality to address implicit racial bias in the courtroom setting.

  9. The impact of virtual reality on implicit racial bias and mock legal decisions

    Science.gov (United States)

    Salmanowitz, Natalie

    2018-01-01

    Abstract Implicit racial biases are one of the most vexing problems facing current society. These split-second judgments are not only widely prevalent, but also are notoriously difficult to overcome. Perhaps most concerning, implicit racial biases can have consequential impacts on decisions in the courtroom, where scholars have been unable to provide a viable mitigation strategy. This article examines the influence of a short virtual reality paradigm on implicit racial biases and evaluations of legal scenarios. After embodying a black avatar in the virtual world, participants produced significantly lower implicit racial bias scores than those who experienced a sham version of the virtual reality paradigm. Additionally, these participants more conservatively evaluated an ambiguous legal case, rating vague evidence as less indicative of guilt and rendering more Not Guilty verdicts. As the first experiment of its kind, this study demonstrates the potential of virtual reality to address implicit racial bias in the courtroom setting. PMID:29707220

  10. Fast DRR splat rendering using common consumer graphics hardware

    International Nuclear Information System (INIS)

    Spoerk, Jakob; Bergmann, Helmar; Wanschitz, Felix; Dong, Shuo; Birkfellner, Wolfgang

    2007-01-01

    Digitally rendered radiographs (DRR) are a vital part of various medical image processing applications such as 2D/3D registration for patient pose determination in image-guided radiotherapy procedures. This paper presents a technique to accelerate DRR creation by using conventional graphics hardware for the rendering process. DRR computation itself is done by an efficient volume rendering method named wobbled splatting. For programming the graphics hardware, NVIDIAs C for Graphics (Cg) is used. The description of an algorithm used for rendering DRRs on the graphics hardware is presented, together with a benchmark comparing this technique to a CPU-based wobbled splatting program. Results show a reduction of rendering time by about 70%-90% depending on the amount of data. For instance, rendering a volume of 2x10 6 voxels is feasible at an update rate of 38 Hz compared to 6 Hz on a common Intel-based PC using the graphics processing unit (GPU) of a conventional graphics adapter. In addition, wobbled splatting using graphics hardware for DRR computation provides higher resolution DRRs with comparable image quality due to special processing characteristics of the GPU. We conclude that DRR generation on common graphics hardware using the freely available Cg environment is a major step toward 2D/3D registration in clinical routine

  11. Virtuous and vicious virtual water trade with application to Italy.

    Directory of Open Access Journals (Sweden)

    Julia Anna Winter

    Full Text Available The current trade of agricultural goods, with connections involving all continents, entails for global exchanges of "virtual" water, i.e. water used in the production process of alimentary products, but not contained within. Each trade link translates into a corresponding virtual water trade, allowing quantification of import and export fluxes of virtual water. The assessment of the virtual water import for a given nation, compared to the national consumption, could give an approximate idea of the country's reliance on external resources from the food and the water resources point of view. A descriptive approach to the understanding of a nation's degree of dependency from overseas food and water resources is first proposed, and indices of water trade virtuosity, as opposed to inefficiency, are devised. Such indices are based on the concepts of self-sufficiency and relative export, computed systematically on all products from the FAOSTAT database, taking Italy as the first case study. Analysis of time series of the self-sufficiency and relative export can demonstrate effects of market tendencies and influence water-related policies at the international level. The goal of this approach is highlighting incongruent terms in the virtual water balances by the viewpoint of single products. Specific products, which are here referred to as "swap products", are in fact identified as those that lead to inefficiencies in the virtual water balance due to their contemporaneously high import and export. The inefficiencies due to the exchanges of the same products between two nations are calculated in terms of virtual water volumes. Furthermore, the cases of swap products are investigated by computing two further indexes denoting the ratio of virtual water exchanged in the swap and the ratio of the economic values of the swapped products. The analysis of these figures can help examine the reasons behind the swap phenomenon in trade.

  12. Virtuous and vicious virtual water trade with application to Italy.

    Science.gov (United States)

    Winter, Julia Anna; Allamano, Paola; Claps, Pierluigi

    2014-01-01

    The current trade of agricultural goods, with connections involving all continents, entails for global exchanges of "virtual" water, i.e. water used in the production process of alimentary products, but not contained within. Each trade link translates into a corresponding virtual water trade, allowing quantification of import and export fluxes of virtual water. The assessment of the virtual water import for a given nation, compared to the national consumption, could give an approximate idea of the country's reliance on external resources from the food and the water resources point of view. A descriptive approach to the understanding of a nation's degree of dependency from overseas food and water resources is first proposed, and indices of water trade virtuosity, as opposed to inefficiency, are devised. Such indices are based on the concepts of self-sufficiency and relative export, computed systematically on all products from the FAOSTAT database, taking Italy as the first case study. Analysis of time series of the self-sufficiency and relative export can demonstrate effects of market tendencies and influence water-related policies at the international level. The goal of this approach is highlighting incongruent terms in the virtual water balances by the viewpoint of single products. Specific products, which are here referred to as "swap products", are in fact identified as those that lead to inefficiencies in the virtual water balance due to their contemporaneously high import and export. The inefficiencies due to the exchanges of the same products between two nations are calculated in terms of virtual water volumes. Furthermore, the cases of swap products are investigated by computing two further indexes denoting the ratio of virtual water exchanged in the swap and the ratio of the economic values of the swapped products. The analysis of these figures can help examine the reasons behind the swap phenomenon in trade.

  13. Virtual-optical information security system based on public key infrastructure

    Science.gov (United States)

    Peng, Xiang; Zhang, Peng; Cai, Lilong; Niu, Hanben

    2005-01-01

    A virtual-optical based encryption model with the aid of public key infrastructure (PKI) is presented in this paper. The proposed model employs a hybrid architecture in which our previously published encryption method based on virtual-optics scheme (VOS) can be used to encipher and decipher data while an asymmetric algorithm, for example RSA, is applied for enciphering and deciphering the session key(s). The whole information security model is run under the framework of international standard ITU-T X.509 PKI, which is on basis of public-key cryptography and digital signatures. This PKI-based VOS security approach has additional features like confidentiality, authentication, and integrity for the purpose of data encryption under the environment of network. Numerical experiments prove the effectiveness of the method. The security of proposed model is briefly analyzed by examining some possible attacks from the viewpoint of a cryptanalysis.

  14. Virtual power plant mid-term dispatch optimization

    International Nuclear Information System (INIS)

    Pandžić, Hrvoje; Kuzle, Igor; Capuder, Tomislav

    2013-01-01

    Highlights: ► Mid-term virtual power plant dispatching. ► Linear modeling. ► Mixed-integer linear programming applied to mid-term dispatch scheduling. ► Operation profit maximization combining bilateral contracts and the day-ahead market. -- Abstract: Wind power plants incur practically zero marginal costs during their operation. However, variable and uncertain nature of wind results in significant problems when trying to satisfy the contracted quantities of delivered electricity. For this reason, wind power plants and other non-dispatchable power sources are combined with dispatchable power sources forming a virtual power plant. This paper considers a weekly self-scheduling of a virtual power plant composed of intermittent renewable sources, storage system and a conventional power plant. On the one hand, the virtual power plant needs to fulfill its long-term bilateral contracts, while, on the other hand, it acts in the market trying to maximize its overall profit. The optimal dispatch problem is formulated as a mixed-integer linear programming model which maximizes the weekly virtual power plant profit subject to the long-term bilateral contracts and technical constraints. The self-scheduling procedure is based on stochastic programming. The uncertainty of the wind power and solar power generation is settled by using pumped hydro storage in order to provide flexible operation, as well as by having a conventional power plant as a backup. The efficiency of the proposed model is rendered through a realistic case study and analysis of the results is provided. Additionally, the impact of different storage capacities and turbine/pump capacities of pumped storage are analyzed.

  15. Using Virtual Reality For Outreach Purposes in Planetology

    Science.gov (United States)

    Civet, François; Le Mouélic, Stéphane; Le Menn, Erwan; Beaunay, Stéphanie

    2016-10-01

    2016 has been a year marked by a technological breakthrough : the availability for the first time to the general public of technologically mature virtual reality devices. Virtual Reality consists in visually immerging a user in a 3D environment reproduced either from real and/or imaginary data, with the possibility to move and eventually interact with the different elements. In planetology, most of the places will remain inaccessible to the public for a while, but a fleet of dedicated spacecraft's such as orbiters, landers and rovers allow the possibility to virtually reconstruct the environments, using image processing, cartography and photogrammetry. Virtual reality can then bridge the gap to virtually "send" any user into the place and enjoy the exploration.We are investigating several type of devices to render orbital or ground based data of planetological interest, mostly from Mars. The most simple system consists of a "cardboard" headset, on which the user can simply use his cellphone as the screen. A more comfortable experience is obtained with more complex systems such as the HTC vive or Oculus Rift headsets, which include a tracking system important to minimize motion sickness. The third environment that we have developed is based on the CAVE concept, were four 3D video projectors are used to project on three 2x3m walls plus the ground. These systems can be used for scientific data analysis, but also prove to be perfectly suited for outreach and education purposes.

  16. Human-scale interaction for virtual model displays: a clear case for real tools

    Science.gov (United States)

    Williams, George C.; McDowall, Ian E.; Bolas, Mark T.

    1998-04-01

    We describe a hand-held user interface for interacting with virtual environments displayed on a Virtual Model Display. The tool, constructed entirely of transparent materials, is see-through. We render a graphical counterpart of the tool on the display and map it one-to-one with the real tool. This feature, combined with a capability for touch- sensitive, discrete input, results in a useful spatial input device that is visually versatile. We discuss the tool's design and interaction techniques it supports. Briefly, we look at the human factors issues and engineering challenges presented by this tool and, in general, by the class of hand-held user interfaces that are see-through.

  17. 3D rendering and interactive visualization technology in large industry CT

    International Nuclear Information System (INIS)

    Xiao Yongshun; Zhang Li; Chen Zhiqiang; Kang Kejun

    2002-01-01

    The author introduces the applications of interactive 3D rendering technology in the large ICT. It summarizes and comments on the iso-surfaces rendering and the direct volume rendering methods used in ICT. The author emphasizes on the technical analysis of the 3D rendering process of ICT volume data sets, and summarizes the difficulties of the inspection subsystem design in large ICT

  18. 3D rendering and interactive visualization technology in large industry CT

    International Nuclear Information System (INIS)

    Xiao Yongshun; Zhang Li; Chen Zhiqiang; Kang Kejun

    2001-01-01

    This paper introduces the applications of interactive 3D rendering technology in the large ICT. It summarizes and comments on the iso-surfaces rendering and the direct volume rendering methods used in ICT. The paper emphasizes on the technical analysis of the 3D rendering process of ICT volume data sets, and summarizes the difficulties of the inspection subsystem design in large ICT

  19. Virtual interactive presence and augmented reality (VIPAR) for remote surgical assistance.

    Science.gov (United States)

    Shenai, Mahesh B; Dillavou, Marcus; Shum, Corey; Ross, Douglas; Tubbs, Richard S; Shih, Alan; Guthrie, Barton L

    2011-03-01

    Surgery is a highly technical field that combines continuous decision-making with the coordination of spatiovisual tasks. We designed a virtual interactive presence and augmented reality (VIPAR) platform that allows a remote surgeon to deliver real-time virtual assistance to a local surgeon, over a standard Internet connection. The VIPAR system consisted of a "local" and a "remote" station, each situated over a surgical field and a blue screen, respectively. Each station was equipped with a digital viewpiece, composed of 2 cameras for stereoscopic capture, and a high-definition viewer displaying a virtual field. The virtual field was created by digitally compositing selected elements within the remote field into the local field. The viewpieces were controlled by workstations mutually connected by the Internet, allowing virtual remote interaction in real time. Digital renderings derived from volumetric MRI were added to the virtual field to augment the surgeon's reality. For demonstration, a fixed-formalin cadaver head and neck were obtained, and a carotid endarterectomy (CEA) and pterional craniotomy were performed under the VIPAR system. The VIPAR system allowed for real-time, virtual interaction between a local (resident) and remote (attending) surgeon. In both carotid and pterional dissections, major anatomic structures were visualized and identified. Virtual interaction permitted remote instruction for the local surgeon, and MRI augmentation provided spatial guidance to both surgeons. Camera resolution, color contrast, time lag, and depth perception were identified as technical issues requiring further optimization. Virtual interactive presence and augmented reality provide a novel platform for remote surgical assistance, with multiple applications in surgical training and remote expert assistance.

  20. Sonic Interactions in Virtual Reality: State of the Art, Current Challenges, and Future Directions.

    Science.gov (United States)

    Serafin, Stefania; Geronazzo, Michele; Erkut, Cumhur; Nilsson, Niels C; Nordahl, Rolf

    2018-03-01

    A high-fidelity but efficient sound simulation is an essential element of any VR experience. Many of the techniques used in virtual acoustics are graphical rendering techniques suitably modified to account for sound generation and propagation. In recent years, several advances in hardware and software technologies have been facilitating the development of immersive interactive sound-rendering experiences. In this article, we present a review of the state of the art of such simulations, with a focus on the different elements that, combined, provide a complete interactive sonic experience. This includes physics-based simulation of sound effects and their propagation in space together with binaural rendering to simulate the position of sound sources. We present how these different elements of the sound design pipeline have been addressed in the literature, trying to find the trade-off between accuracy and plausibility. Recent applications and current challenges are also presented.

  1. A Real-Time Sound Field Rendering Processor

    Directory of Open Access Journals (Sweden)

    Tan Yiyu

    2017-12-01

    Full Text Available Real-time sound field renderings are computationally intensive and memory-intensive. Traditional rendering systems based on computer simulations suffer from memory bandwidth and arithmetic units. The computation is time-consuming, and the sample rate of the output sound is low because of the long computation time at each time step. In this work, a processor with a hybrid architecture is proposed to speed up computation and improve the sample rate of the output sound, and an interface is developed for system scalability through simply cascading many chips to enlarge the simulated area. To render a three-minute Beethoven wave sound in a small shoe-box room with dimensions of 1.28 m × 1.28 m × 0.64 m, the field programming gate array (FPGA-based prototype machine with the proposed architecture carries out the sound rendering at run-time while the software simulation with the OpenMP parallelization takes about 12.70 min on a personal computer (PC with 32 GB random access memory (RAM and an Intel i7-6800K six-core processor running at 3.4 GHz. The throughput in the software simulation is about 194 M grids/s while it is 51.2 G grids/s in the prototype machine even if the clock frequency of the prototype machine is much lower than that of the PC. The rendering processor with a processing element (PE and interfaces consumes about 238,515 gates after fabricated by the 0.18 µm processing technology from the ROHM semiconductor Co., Ltd. (Kyoto Japan, and the power consumption is about 143.8 mW.

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

    Science.gov (United States)

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

    2017-09-01

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

  3. Blender cycles lighting and rendering cookbook

    CERN Document Server

    Iraci, Bernardo

    2013-01-01

    An in-depth guide full of step-by-step recipes to explore the concepts behind the usage of Cycles. Packed with illustrations, and lots of tips and tricks; the easy-to-understand nature of the book will help the reader understand even the most complex concepts with ease.If you are a digital artist who already knows your way around Blender, and you want to learn about the new Cycles' rendering engine, this is the book for you. Even experts will be able to pick up new tips and tricks to make the most of the rendering capabilities of Cycles.

  4. A Discussion of Virtual Reality As a New Tool for Training Healthcare Professionals.

    Science.gov (United States)

    Fertleman, Caroline; Aubugeau-Williams, Phoebe; Sher, Carmel; Lim, Ai-Nee; Lumley, Sophie; Delacroix, Sylvie; Pan, Xueni

    2018-01-01

    Virtual reality technology is an exciting and emerging field with vast applications. Our study sets out the viewpoint that virtual reality software could be a new focus of direction in the development of training tools in medical education. We carried out a panel discussion at the Center for Behavior Change 3rd Annual Conference, prompted by the study, "The Responses of Medical General Practitioners to Unreasonable Patient Demand for Antibiotics--A Study of Medical Ethics Using Immersive Virtual Reality" (1). In Pan et al.'s study, 21 general practitioners (GPs) and GP trainees took part in a videoed, 15-min virtual reality scenario involving unnecessary patient demands for antibiotics. This paper was discussed in-depth at the Center for Behavior Change 3rd Annual Conference; the content of this paper is a culmination of findings and feedback from the panel discussion. The experts involved have backgrounds in virtual reality, general practice, medicines management, medical education and training, ethics, and philosophy. Virtual reality is an unexplored methodology to instigate positive behavioral change among clinicians where other methods have been unsuccessful, such as antimicrobial stewardship. There are several arguments in favor of use of virtual reality in medical education: it can be used for "difficult to simulate" scenarios and to standardize a scenario, for example, for use in exams. However, there are limitations to its usefulness because of the cost implications and the lack of evidence that it results in demonstrable behavior change.

  5. Recent advances in head-mounted light field displays for virtual and augmented reality (Conference Presentation)

    Science.gov (United States)

    Hua, Hong

    2017-02-01

    Head-mounted light field displays render a true 3D scene by sampling either the projections of the 3D scene at different depths or the directions of the light rays apparently emitted by the 3D scene and viewed from different eye positions. They are capable of rendering correct or nearly correct focus cues and addressing the very well-known vergence-accommodation mismatch problem in conventional virtual and augmented reality displays. In this talk, I will focus on reviewing recent advancements of head-mounted light field displays for VR and AR applications. I will demonstrate examples of HMD systems developed in my group.

  6. Real-Time Location-Based Rendering of Urban Underground Pipelines

    Directory of Open Access Journals (Sweden)

    Wei Li

    2018-01-01

    Full Text Available The concealment and complex spatial relationships of urban underground pipelines present challenges in managing them. Recently, augmented reality (AR has been a hot topic around the world, because it can enhance our perception of reality by overlaying information about the environment and its objects onto the real world. Using AR, underground pipelines can be displayed accurately, intuitively, and in real time. We analyzed the characteristics of AR and their application in underground pipeline management. We mainly focused on the AR pipeline rendering procedure based on the BeiDou Navigation Satellite System (BDS and simultaneous localization and mapping (SLAM technology. First, in aiming to improve the spatial accuracy of pipeline rendering, we used differential corrections received from the Ground-Based Augmentation System to compute the precise coordinates of users in real time, which helped us accurately retrieve and draw pipelines near the users, and by scene recognition the accuracy can be further improved. Second, in terms of pipeline rendering, we used Visual-Inertial Odometry (VIO to track the rendered objects and made some improvements to visual effects, which can provide steady dynamic tracking of pipelines even in relatively markerless environments and outdoors. Finally, we used the occlusion method based on real-time 3D reconstruction to realistically express the immersion effect of underground pipelines. We compared our methods to the existing methods and concluded that the method proposed in this research improves the spatial accuracy of pipeline rendering and the portability of the equipment. Moreover, the updating of our rendering procedure corresponded with the moving of the user’s location, thus we achieved a dynamic rendering of pipelines in the real environment.

  7. Evaluating Environmental Sounds from a Presence Perspective for Virtual Reality Applications

    DEFF Research Database (Denmark)

    Nordahl, Rolf

    2010-01-01

    We propose a methodology to design and evaluate environmental sounds for virtual environments. We propose to combine physically modeled sound events with recorded soundscapes. Physical models are used to provide feedback to users’ actions, while soundscapes reproduce the characteristic soundmarks...... as well as self-induced interactive sounds simulated using physical models. Results show that subjects’ motion in the environment is significantly enhanced when dynamic sound sources and sound of egomotion are rendered in the environment....

  8. A synchronous distributed cloud-based virtual reality meeting system for architectural and urban design

    Directory of Open Access Journals (Sweden)

    Lei Sun

    2014-12-01

    Full Text Available In the spatial design fields such as architectural design and urban design, a consensus-building process among a variety of stakeholders like project executors, architects, residents, users, and general citizens is required. New technological developments such as cloud computing and Virtual Design Studios (VDS enable the creation of virtual meeting systems. This paper proposes an approach towards a synchronous distributed design meeting system. In this paper, in addition to sharing a 3D virtual space for a synchronous distributed type design meeting, we developed a prototype system that enables participants to sketch or make annotations and have discussions as well as add viewpoints to them. We applied these functions to evaluate an architectural design and urban landscape examination. In conclusion, the proposed method was evaluated as being effective and feasible. Yet, it shows a few shortcomings including the fact that simultaneous operation is limited to one client, and more arbitrary shapes should be supported in future versions of the application.

  9. Virtual rough samples to test 3D nanometer-scale scanning electron microscopy stereo photogrammetry.

    Science.gov (United States)

    Villarrubia, J S; Tondare, V N; Vladár, A E

    2016-01-01

    The combination of scanning electron microscopy for high spatial resolution, images from multiple angles to provide 3D information, and commercially available stereo photogrammetry software for 3D reconstruction offers promise for nanometer-scale dimensional metrology in 3D. A method is described to test 3D photogrammetry software by the use of virtual samples-mathematical samples from which simulated images are made for use as inputs to the software under test. The virtual sample is constructed by wrapping a rough skin with any desired power spectral density around a smooth near-trapezoidal line with rounded top corners. Reconstruction is performed with images simulated from different angular viewpoints. The software's reconstructed 3D model is then compared to the known geometry of the virtual sample. Three commercial photogrammetry software packages were tested. Two of them produced results for line height and width that were within close to 1 nm of the correct values. All of the packages exhibited some difficulty in reconstructing details of the surface roughness.

  10. SU-F-P-18: Development of the Technical Training System for Patient Set-Up Considering Rotational Correction in the Virtual Environment Using Three-Dimensional Computer Graphic Engine

    Energy Technology Data Exchange (ETDEWEB)

    Imura, K [Division of Quantum Radiation Science, Department of Health Science, Graduate School of Medical Science, Kyushu University, Fukuoka (Japan); Fujibuchi, T; Hirata, H [Department of Health Science, Graduate School of Medical Science, Kyushu University, Fukuoka (Japan); Kaneko, K [Innovation Center for Educational Resource, Kyushu University, Fukuoka (Japan); Hamada, E [Cancer Treatment Center, Tobata Kyoritsu Hospital, Kitakyushu (Japan)

    2016-06-15

    Purpose: Patient set-up skills in radiotherapy treatment room have a great influence on treatment effect for image guided radiotherapy. In this study, we have developed the training system for improving practical set-up skills considering rotational correction in the virtual environment away from the pressure of actual treatment room by using three-dimensional computer graphic (3DCG) engine. Methods: The treatment room for external beam radiotherapy was reproduced in the virtual environment by using 3DCG engine (Unity). The viewpoints to perform patient set-up in the virtual treatment room were arranged in both sides of the virtual operable treatment couch to assume actual performance by two clinical staffs. The position errors to mechanical isocenter considering alignment between skin marker and laser on the virtual patient model were displayed by utilizing numerical values expressed in SI units and the directions of arrow marks. The rotational errors calculated with a point on the virtual body axis as the center of each rotation axis for the virtual environment were corrected by adjusting rotational position of the body phantom wound the belt with gyroscope preparing on table in a real space. These rotational errors were evaluated by describing vector outer product operations and trigonometric functions in the script for patient set-up technique. Results: The viewpoints in the virtual environment allowed individual user to visually recognize the position discrepancy to mechanical isocenter until eliminating the positional errors of several millimeters. The rotational errors between the two points calculated with the center point could be efficiently corrected to display the minimum technique mathematically by utilizing the script. Conclusion: By utilizing the script to correct the rotational errors as well as accurate positional recognition for patient set-up technique, the training system developed for improving patient set-up skills enabled individual user to

  11. SU-F-P-18: Development of the Technical Training System for Patient Set-Up Considering Rotational Correction in the Virtual Environment Using Three-Dimensional Computer Graphic Engine

    International Nuclear Information System (INIS)

    Imura, K; Fujibuchi, T; Hirata, H; Kaneko, K; Hamada, E

    2016-01-01

    Purpose: Patient set-up skills in radiotherapy treatment room have a great influence on treatment effect for image guided radiotherapy. In this study, we have developed the training system for improving practical set-up skills considering rotational correction in the virtual environment away from the pressure of actual treatment room by using three-dimensional computer graphic (3DCG) engine. Methods: The treatment room for external beam radiotherapy was reproduced in the virtual environment by using 3DCG engine (Unity). The viewpoints to perform patient set-up in the virtual treatment room were arranged in both sides of the virtual operable treatment couch to assume actual performance by two clinical staffs. The position errors to mechanical isocenter considering alignment between skin marker and laser on the virtual patient model were displayed by utilizing numerical values expressed in SI units and the directions of arrow marks. The rotational errors calculated with a point on the virtual body axis as the center of each rotation axis for the virtual environment were corrected by adjusting rotational position of the body phantom wound the belt with gyroscope preparing on table in a real space. These rotational errors were evaluated by describing vector outer product operations and trigonometric functions in the script for patient set-up technique. Results: The viewpoints in the virtual environment allowed individual user to visually recognize the position discrepancy to mechanical isocenter until eliminating the positional errors of several millimeters. The rotational errors between the two points calculated with the center point could be efficiently corrected to display the minimum technique mathematically by utilizing the script. Conclusion: By utilizing the script to correct the rotational errors as well as accurate positional recognition for patient set-up technique, the training system developed for improving patient set-up skills enabled individual user to

  12. Distributed continuous energy scheduling for dynamic virtual power plants

    International Nuclear Information System (INIS)

    Niesse, Astrid

    2015-01-01

    This thesis presents DynaSCOPE as distributed control method for continuous energy scheduling for dynamic virtual power plants (DVPP). DVPPs aggregate the flexibility of distributed energy units to address current energy markets. As an extension of the Virtual Power Plant concept they show high dynamics in aggregation and operation of energy units. Whereas operation schedules are set up for all energy units in a day-ahead planning procedure, incidents may render these schedules infeasible during execution, like deviation from prognoses or outages. Thus, a continuous scheduling process is needed to ensure product fulfillment. With DynaSCOPE, software agents representing single energy units solve this problem in a completely distributed heuristic approach. Using a stepped concept, several damping mechanisms are applied to allow minimum disturbance while continuously trying to fulfill the product as contracted at the market.

  13. Interactive 3D visualization for theoretical virtual observatories

    Science.gov (United States)

    Dykes, T.; Hassan, A.; Gheller, C.; Croton, D.; Krokos, M.

    2018-06-01

    Virtual observatories (VOs) are online hubs of scientific knowledge. They encompass a collection of platforms dedicated to the storage and dissemination of astronomical data, from simple data archives to e-research platforms offering advanced tools for data exploration and analysis. Whilst the more mature platforms within VOs primarily serve the observational community, there are also services fulfilling a similar role for theoretical data. Scientific visualization can be an effective tool for analysis and exploration of data sets made accessible through web platforms for theoretical data, which often contain spatial dimensions and properties inherently suitable for visualization via e.g. mock imaging in 2D or volume rendering in 3D. We analyse the current state of 3D visualization for big theoretical astronomical data sets through scientific web portals and virtual observatory services. We discuss some of the challenges for interactive 3D visualization and how it can augment the workflow of users in a virtual observatory context. Finally we showcase a lightweight client-server visualization tool for particle-based data sets, allowing quantitative visualization via data filtering, highlighting two example use cases within the Theoretical Astrophysical Observatory.

  14. Interactive 3D Visualization for Theoretical Virtual Observatories

    Science.gov (United States)

    Dykes, Tim; Hassan, A.; Gheller, C.; Croton, D.; Krokos, M.

    2018-04-01

    Virtual Observatories (VOs) are online hubs of scientific knowledge. They encompass a collection of platforms dedicated to the storage and dissemination of astronomical data, from simple data archives to e-research platforms offering advanced tools for data exploration and analysis. Whilst the more mature platforms within VOs primarily serve the observational community, there are also services fulfilling a similar role for theoretical data. Scientific visualization can be an effective tool for analysis and exploration of datasets made accessible through web platforms for theoretical data, which often contain spatial dimensions and properties inherently suitable for visualization via e.g. mock imaging in 2d or volume rendering in 3d. We analyze the current state of 3d visualization for big theoretical astronomical datasets through scientific web portals and virtual observatory services. We discuss some of the challenges for interactive 3d visualization and how it can augment the workflow of users in a virtual observatory context. Finally we showcase a lightweight client-server visualization tool for particle-based datasets allowing quantitative visualization via data filtering, highlighting two example use cases within the Theoretical Astrophysical Observatory.

  15. Use of the Remote Access Virtual Environment Network (RAVEN) for coordinated IVA-EVA astronaut training and evaluation.

    Science.gov (United States)

    Cater, J P; Huffman, S D

    1995-01-01

    This paper presents a unique virtual reality training and assessment tool developed under a NASA grant, "Research in Human Factors Aspects of Enhanced Virtual Environments for Extravehicular Activity (EVA) Training and Simulation." The Remote Access Virtual Environment Network (RAVEN) was created to train and evaluate the verbal, mental and physical coordination required between the intravehicular (IVA) astronaut operating the Remote Manipulator System (RMS) arm and the EVA astronaut standing in foot restraints on the end of the RMS. The RAVEN system currently allows the EVA astronaut to approach the Hubble Space Telescope (HST) under control of the IVA astronaut and grasp, remove, and replace the Wide Field Planetary Camera drawer from its location in the HST. Two viewpoints, one stereoscopic and one monoscopic, were created all linked by Ethernet, that provided the two trainees with the appropriate training environments.

  16. Virtual Reality as an Educational and Training Tool for Medicine.

    Science.gov (United States)

    Izard, Santiago González; Juanes, Juan A; García Peñalvo, Francisco J; Estella, Jesús Mª Gonçalvez; Ledesma, Mª José Sánchez; Ruisoto, Pablo

    2018-02-01

    Until very recently, we considered Virtual Reality as something that was very close, but it was still science fiction. However, today Virtual Reality is being integrated into many different areas of our lives, from videogames to different industrial use cases and, of course, it is starting to be used in medicine. There are two great general classifications for Virtual Reality. Firstly, we find a Virtual Reality in which we visualize a world completely created by computer, three-dimensional and where we can appreciate that the world we are visualizing is not real, at least for the moment as rendered images are improving very fast. Secondly, there is a Virtual Reality that basically consists of a reflection of our reality. This type of Virtual Reality is created using spherical or 360 images and videos, so we lose three-dimensional visualization capacity (until the 3D cameras are more developed), but on the other hand we gain in terms of realism in the images. We could also mention a third classification that merges the previous two, where virtual elements created by computer coexist with 360 images and videos. In this article we will show two systems that we have developed where each of them can be framed within one of the previous classifications, identifying the technologies used for their implementation as well as the advantages of each one. We will also analize how these systems can improve the current methodologies used for medical training. The implications of these developments as tools for teaching, learning and training are discussed.

  17. Viewpoints, Formalisms, Languages, and Tools for Cyber-Physical Systems

    Science.gov (United States)

    2014-05-16

    ACM, Inc., fax +1 (212) 869-0481. Formalisms Languages and ToolsViewpoints supported by implemented by based on Figure 1: Framework for Viewpoints...Description Languages Examples: VHDL , Verilog, and AMS extensions Reactive languages Examples: SCADE/Lustre and Giotto Model Checkers Examples: Spin, NuSMV...syntax and a formal semantics. Languages are con- crete implementations of formalisms. A language has a con- crete syntax, may deviate slightly from

  18. The perception of spatial layout in real and virtual worlds.

    Science.gov (United States)

    Arthur, E J; Hancock, P A; Chrysler, S T

    1997-01-01

    As human-machine interfaces grow more immersive and graphically-oriented, virtual environment systems become more prominent as the medium for human-machine communication. Often, virtual environments (VE) are built to provide exact metrical representations of existing or proposed physical spaces. However, it is not known how individuals develop representational models of these spaces in which they are immersed and how those models may be distorted with respect to both the virtual and real-world equivalents. To evaluate the process of model development, the present experiment examined participant's ability to reproduce a complex spatial layout of objects having experienced them previously under different viewing conditions. The layout consisted of nine common objects arranged on a flat plane. These objects could be viewed in a free binocular virtual condition, a free binocular real-world condition, and in a static monocular view of the real world. The first two allowed active exploration of the environment while the latter condition allowed the participant only a passive opportunity to observe from a single viewpoint. Viewing conditions were a between-subject variable with 10 participants randomly assigned to each condition. Performance was assessed using mapping accuracy and triadic comparisons of relative inter-object distances. Mapping results showed a significant effect of viewing condition where, interestingly, the static monocular condition was superior to both the active virtual and real binocular conditions. Results for the triadic comparisons showed a significant interaction for gender by viewing condition in which males were more accurate than females. These results suggest that the situation model resulting from interaction with a virtual environment was indistinguishable from interaction with real objects at least within the constraints of the present procedure.

  19. Emission of VOC's from modified rendering process

    International Nuclear Information System (INIS)

    Bhatti, Z.A.; Raja, I.A.; Saddique, M.; Langenhove, H.V.

    2005-01-01

    Rendering technique for processing of dead animal and slaughterhouse wastes into valuable products. It involves cooking of raw material and later Sterilization was added to reduce the Bovine Spongiform Encephalopathy (BSE). Studies have been carried out on rendering emission, with the normal cooking process. Our study shows, that the sterilization step in rendering process increases the emission of volatile organic compounds (VOC's). Gas samples, containing VOC's, were analyzed by the GC/MS (Gas Chromatograph and Mass Spectrometry). The most important groups of compounds- alcohols and cyclic hydrocarbons were identified. In the group of alcohol; 1-butanol, l-pentanol and l-hexanol compounds were found while in the group of cyclic hydrocarbon; methyl cyclopentane and cyclohexane compounds were detected. Other groups like aldehyde, sulphur containing compounds, ketone and furan were also found. Some compounds, like l-pentanol, 2-methyl propanal, dimethyl disulfide and dimethyl trisulfide, which belong to these groups, cause malodor. It is important to know these compounds to treat odorous gasses. (author)

  20. A kinesthetic washout filter for force-feedback rendering.

    Science.gov (United States)

    Danieau, Fabien; Lecuyer, Anatole; Guillotel, Philippe; Fleureau, Julien; Mollet, Nicolas; Christie, Marc

    2015-01-01

    Today haptic feedback can be designed and associated to audiovisual content (haptic-audiovisuals or HAV). Although there are multiple means to create individual haptic effects, the issue of how to properly adapt such effects on force-feedback devices has not been addressed and is mostly a manual endeavor. We propose a new approach for the haptic rendering of HAV, based on a washout filter for force-feedback devices. A body model and an inverse kinematics algorithm simulate the user's kinesthetic perception. Then, the haptic rendering is adapted in order to handle transitions between haptic effects and to optimize the amplitude of effects regarding the device capabilities. Results of a user study show that this new haptic rendering can successfully improve the HAV experience.

  1. Construction and Optimization of Three-Dimensional Disaster Scenes within Mobile Virtual Reality

    Directory of Open Access Journals (Sweden)

    Ya Hu

    2018-06-01

    Full Text Available Because mobile virtual reality (VR is both mobile and immersive, three-dimensional (3D visualizations of disaster scenes based in mobile VR enable users to perceive and recognize disaster environments faster and better than is possible with other methods. To achieve immersion and prevent users from feeling dizzy, such visualizations require a high scene-rendering frame rate. However, the existing related visualization work cannot provide a sufficient solution for this purpose. This study focuses on the construction and optimization of a 3D disaster scene in order to satisfy the high frame-rate requirements for the rendering of 3D disaster scenes in mobile VR. First, the design of a plugin-free browser/server (B/S architecture for 3D disaster scene construction and visualization based in mobile VR is presented. Second, certain key technologies for scene optimization are discussed, including diverse modes of scene data representation, representation optimization of mobile scenes, and adaptive scheduling of mobile scenes. By means of these technologies, smartphones with various performance levels can achieve higher scene-rendering frame rates and improved visual quality. Finally, using a flood disaster as an example, a plugin-free prototype system was developed, and experiments were conducted. The experimental results demonstrate that a 3D disaster scene constructed via the methods addressed in this study has a sufficiently high scene-rendering frame rate to satisfy the requirements for rendering a 3D disaster scene in mobile VR.

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

    Energy Technology Data Exchange (ETDEWEB)

    Wong, S.T.C. [Univ. of California, San Francisco, CA (United States)

    1997-02-01

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

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

    International Nuclear Information System (INIS)

    Wong, S.T.C.

    1997-01-01

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

  4. Conservatism is not the missing viewpoint for true diversity.

    Science.gov (United States)

    Seibt, Beate; Waldzus, Sven; Schubert, Thomas W; Brito, Rodrigo

    2015-01-01

    The target article diagnoses a dominance of liberal viewpoints with little evidence, promotes a conservative viewpoint without defining it, and wrongly projects the U.S. liberal-conservative spectrum to the whole field of social psychology. Instead, we propose to anticipate and reduce mixing of theorizing and ideology by using definitions that acknowledge divergence in perspective, and promote representative sampling and observation of the field, as well as dialogical publication.

  5. Processing-in-Memory Enabled Graphics Processors for 3D Rendering

    Energy Technology Data Exchange (ETDEWEB)

    Xie, Chenhao; Song, Shuaiwen; Wang, Jing; Zhang, Weigong; Fu, Xin

    2017-02-06

    The performance of 3D rendering of Graphics Processing Unit that convents 3D vector stream into 2D frame with 3D image effects significantly impact users’ gaming experience on modern computer systems. Due to the high texture throughput in 3D rendering, main memory bandwidth becomes a critical obstacle for improving the overall rendering performance. 3D stacked memory systems such as Hybrid Memory Cube (HMC) provide opportunities to significantly overcome the memory wall by directly connecting logic controllers to DRAM dies. Based on the observation that texel fetches significantly impact off-chip memory traffic, we propose two architectural designs to enable Processing-In-Memory based GPU for efficient 3D rendering.

  6. Model-Based Referenceless Quality Metric of 3D Synthesized Images Using Local Image Description.

    Science.gov (United States)

    Gu, Ke; Jakhetiya, Vinit; Qiao, Jun-Fei; Li, Xiaoli; Lin, Weisi; Thalmann, Daniel

    2017-07-28

    New challenges have been brought out along with the emerging of 3D-related technologies such as virtual reality (VR), augmented reality (AR), and mixed reality (MR). Free viewpoint video (FVV), due to its applications in remote surveillance, remote education, etc, based on the flexible selection of direction and viewpoint, has been perceived as the development direction of next-generation video technologies and has drawn a wide range of researchers' attention. Since FVV images are synthesized via a depth image-based rendering (DIBR) procedure in the "blind" environment (without reference images), a reliable real-time blind quality evaluation and monitoring system is urgently required. But existing assessment metrics do not render human judgments faithfully mainly because geometric distortions are generated by DIBR. To this end, this paper proposes a novel referenceless quality metric of DIBR-synthesized images using the autoregression (AR)-based local image description. It was found that, after the AR prediction, the reconstructed error between a DIBR-synthesized image and its AR-predicted image can accurately capture the geometry distortion. The visual saliency is then leveraged to modify the proposed blind quality metric to a sizable margin. Experiments validate the superiority of our no-reference quality method as compared with prevailing full-, reduced- and no-reference models.

  7. RAY TRACING RENDER MENGGUNAKAN FRAGMENT ANTI ALIASING

    Directory of Open Access Journals (Sweden)

    Febriliyan Samopa

    2008-07-01

    Full Text Available Normal 0 false false false IN X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin-top:0cm; mso-para-margin-right:0cm; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0cm; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} Rendering is generating surface and three-dimensional effects on an object displayed on a monitor screen. Ray tracing as a rendering method that traces ray for each image pixel has a drawback, that is, aliasing (jaggies effect. There are some methods for executing anti aliasing. One of those methods is OGSS (Ordered Grid Super Sampling. OGSS is able to perform aliasing well. However, this method requires more computation time since sampling of all pixels in the image will be increased. Fragment Anti Aliasing (FAA is a new alternative method that can cope with the drawback. FAA will check the image when performing rendering to a scene. Jaggies effect is only happened at curve and gradient object. Therefore, only this part of object that will experience sampling magnification. After this sampling magnification and the pixel values are computed, then downsample is performed to retrieve the original pixel values. Experimental results show that the software can implement ray tracing well in order to form images, and it can implement FAA and OGSS technique to perform anti aliasing. In general, rendering using FAA is faster than using OGSS

  8. Usefulness of virtual endoscopy for evaluating the relationship between the neck of intracranial aneurysm and surrounding vessels

    International Nuclear Information System (INIS)

    Ikeda, Jota; Horie, Hitoshi; Ishikura, Reiichi; Ando, Kumiko; Morikawa, Tsutomu; Tominaga, Satoru; Nakao, Norio

    2000-01-01

    Application of three-dimensional CT virtual endoscopy for evaluation of the neck and surrounding vessels of intracranial aneurysms. 3D-CT virtual endoscopy (VE) is a reconstructed image using computer processing of 3D-CT images. We evaluated the usefulness of a virtual endoscopy to analyze the relationship between the neck of an intracranial aneurysm and the surrounding vessels. Eight cases with intracranial aneurysms underwent digital subtraction angiography (DSA) and enhanced CT with transarterial infusion of contrast media. 3D-CT angiogram (3D-CTA) and virtual endoscopic images were obtained from the CT image data sets using surface rendering method. The relationship between the neck of an intracranial aneurysm and the surrounding vessels was confirmed by operation or IVR. VE clearly visualized the neck and surrounding vessels in all cases. Operation/IVR findings agreed with the virtual endoscopic findings in all cases, but not with the DSA or 3D-CTA findings in 4 and 2 cases, respectively. 3D-CTA and virtual endoscopy clearly visualizes the relationship between cerebral aneurysms and surrounding vessels, which is useful for determining IVR procedures. (author)

  9. A VIRTUAL GLOBE-BASED MULTI-RESOLUTION TIN SURFACE MODELING AND VISUALIZETION METHOD

    Directory of Open Access Journals (Sweden)

    X. Zheng

    2016-06-01

    Full Text Available The integration and visualization of geospatial data on a virtual globe play an significant role in understanding and analysis of the Earth surface processes. However, the current virtual globes always sacrifice the accuracy to ensure the efficiency for global data processing and visualization, which devalue their functionality for scientific applications. In this article, we propose a high-accuracy multi-resolution TIN pyramid construction and visualization method for virtual globe. Firstly, we introduce the cartographic principles to formulize the level of detail (LOD generation so that the TIN model in each layer is controlled with a data quality standard. A maximum z-tolerance algorithm is then used to iteratively construct the multi-resolution TIN pyramid. Moreover, the extracted landscape features are incorporated into each-layer TIN, thus preserving the topological structure of terrain surface at different levels. In the proposed framework, a virtual node (VN-based approach is developed to seamlessly partition and discretize each triangulation layer into tiles, which can be organized and stored with a global quad-tree index. Finally, the real time out-of-core spherical terrain rendering is realized on a virtual globe system VirtualWorld1.0. The experimental results showed that the proposed method can achieve an high-fidelity terrain representation, while produce a high quality underlying data that satisfies the demand for scientific analysis.

  10. Digital color acquisition, perception, coding and rendering

    CERN Document Server

    Fernandez-Maloigne, Christine; Macaire, Ludovic

    2013-01-01

    In this book the authors identify the basic concepts and recent advances in the acquisition, perception, coding and rendering of color. The fundamental aspects related to the science of colorimetry in relation to physiology (the human visual system) are addressed, as are constancy and color appearance. It also addresses the more technical aspects related to sensors and the color management screen. Particular attention is paid to the notion of color rendering in computer graphics. Beyond color, the authors also look at coding, compression, protection and quality of color images and videos.

  11. Challenges to the development of complex virtual reality surgical simulations.

    Science.gov (United States)

    Seymour, N E; Røtnes, J S

    2006-11-01

    Virtual reality simulation in surgical training has become more widely used and intensely investigated in an effort to develop safer, more efficient, measurable training processes. The development of virtual reality simulation of surgical procedures has begun, but well-described technical obstacles must be overcome to permit varied training in a clinically realistic computer-generated environment. These challenges include development of realistic surgical interfaces and physical objects within the computer-generated environment, modeling of realistic interactions between objects, rendering of the surgical field, and development of signal processing for complex events associated with surgery. Of these, the realistic modeling of tissue objects that are fully responsive to surgical manipulations is the most challenging. Threats to early success include relatively limited resources for development and procurement, as well as smaller potential for return on investment than in other simulation industries that face similar problems. Despite these difficulties, steady progress continues to be made in these areas. If executed properly, virtual reality offers inherent advantages over other training systems in creating a realistic surgical environment and facilitating measurement of surgeon performance. Once developed, complex new virtual reality training devices must be validated for their usefulness in formative training and assessment of skill to be established.

  12. Interracial America. Opposing Viewpoints Series.

    Science.gov (United States)

    Szumski, Bonnie, Ed.

    Books in the Opposing Viewpoints Series present debates about current issues that can be used to teach critical reading and thinking skills. The varied opinions in each book examine different aspects of a single issue. The topics covered in this volume explore the racial and ethnic tensions that concern many Americans today. The racial divide…

  13. Three-dimensional spiral CT during arterial portography: comparison of three rendering techniques.

    Science.gov (United States)

    Heath, D G; Soyer, P A; Kuszyk, B S; Bliss, D F; Calhoun, P S; Bluemke, D A; Choti, M A; Fishman, E K

    1995-07-01

    The three most common techniques for three-dimensional reconstruction are surface rendering, maximum-intensity projection (MIP), and volume rendering. Surface-rendering algorithms model objects as collections of geometric primitives that are displayed with surface shading. The MIP algorithm renders an image by selecting the voxel with the maximum intensity signal along a line extended from the viewer's eye through the data volume. Volume-rendering algorithms sum the weighted contributions of all voxels along the line. Each technique has advantages and shortcomings that must be considered during selection of one for a specific clinical problem and during interpretation of the resulting images. With surface rendering, sharp-edged, clear three-dimensional reconstruction can be completed on modest computer systems; however, overlapping structures cannot be visualized and artifacts are a problem. MIP is computationally a fast technique, but it does not allow depiction of overlapping structures, and its images are three-dimensionally ambiguous unless depth cues are provided. Both surface rendering and MIP use less than 10% of the image data. In contrast, volume rendering uses nearly all of the data, allows demonstration of overlapping structures, and engenders few artifacts, but it requires substantially more computer power than the other techniques.

  14. Should Lecture Recordings Be Mandated in Dental Schools? Two Viewpoints: Viewpoint 1: Lecture Recordings Should Be Mandatory in U.S. Dental Schools and Viewpoint 2: Lecture Recordings Should Not Be Mandatory in U.S. Dental Schools.

    Science.gov (United States)

    Zandona, Andrea Ferreira; Kinney, Janet; Seong, WookJin; Kumar, Vandana; Bendayan, Alexander; Hewlett, Edmond

    2016-12-01

    Transcription or recording of lectures has been in use for many years, and with the availability of high-fidelity recording, the practice is now ubiquitous in higher education. Since technology has permeated education and today's tech-savvy students have expectations for on-demand learning, dental schools are motivated to record lectures, albeit with positive and negative implications. This Point/Counterpoint article addresses the question of whether lecture recording should be mandatory in U.S. dental schools. Viewpoint 1 supports the statement that lecture recording should be mandatory. Proponents of this viewpoint argue that the benefits-notably, student satisfaction and potential for improvement in student performance-outweigh concerns. Viewpoint 2 takes the opposite position, arguing that lecture recording decreases students' classroom attendance and adversely affects the morale of educators. Additional arguments against mandatory lecture recordings involve the expense of incorporating technology that requires ongoing support.

  15. Constraint, Intelligence, and Control Hierarchy in Virtual Environments. Chapter 1

    Science.gov (United States)

    Sheridan, Thomas B.

    2007-01-01

    This paper seeks to deal directly with the question of what makes virtual actors and objects that are experienced in virtual environments seem real. (The term virtual reality, while more common in public usage, is an oxymoron; therefore virtual environment is the preferred term in this paper). Reality is difficult topic, treated for centuries in those sub-fields of philosophy called ontology- "of or relating to being or existence" and epistemology- "the study of the method and grounds of knowledge, especially with reference to its limits and validity" (both from Webster s, 1965). Advances in recent decades in the technologies of computers, sensors and graphics software have permitted human users to feel present or experience immersion in computer-generated virtual environments. This has motivated a keen interest in probing this phenomenon of presence and immersion not only philosophically but also psychologically and physiologically in terms of the parameters of the senses and sensory stimulation that correlate with the experience (Ellis, 1991). The pages of the journal Presence: Teleoperators and Virtual Environments have seen much discussion of what makes virtual environments seem real (see, e.g., Slater, 1999; Slater et al. 1994; Sheridan, 1992, 2000). Stephen Ellis, when organizing the meeting that motivated this paper, suggested to invited authors that "We may adopt as an organizing principle for the meeting that the genesis of apparently intelligent interaction arises from an upwelling of constraints determined by a hierarchy of lower levels of behavioral interaction. "My first reaction was "huh?" and my second was "yeah, that seems to make sense." Accordingly the paper seeks to explain from the author s viewpoint, why Ellis s hypothesis makes sense. What is the connection of "presence" or "immersion" of an observer in a virtual environment, to "constraints" and what types of constraints. What of "intelligent interaction," and is it the intelligence of the

  16. Virtual reality and interactive 3D as effective tools for medical training.

    Science.gov (United States)

    Webb, George; Norcliffe, Alex; Cannings, Peter; Sharkey, Paul; Roberts, Dave

    2003-01-01

    CAVE-like displays allow a user to walk in to a virtual environment, and use natural movement to change the viewpoint of virtual objects which they can manipulate with a hand held device. This maps well to many surgical procedures offering strong potential for training and planning. These devices may be networked together allowing geographically remote users to share the interactive experience. This maps to the strong need for distance training and planning of surgeons. Our paper shows how the properties of a CAVE-Like facility can be maximised in order to provide an ideal environment for medical training. The implementation of a large 3D-eye is described. The resulting application is that of an eye that can be manipulated and examined by trainee medics under the guidance of a medical expert. The progression and effects of different ailments can be illustrated and corrective procedures, demonstrated.

  17. An unconventional depiction of viewpoint in rock art.

    Science.gov (United States)

    Pettigrew, Jack; Scott-Virtue, Lee

    2015-01-01

    Rock art in Africa sometimes takes advantage of three-dimensional features of the rock wall, such as fissures or protuberances, that can be incorporated into the artistic composition (Lewis-Williams, 2002). More commonly, rock artists choose uniform walls on which two-dimensional depictions may represent three-dimensional figures or objects. In this report we present such a two-dimensional depiction in rock art that we think reveals an intention by the artist to represent an unusual three-dimensional viewpoint, namely, with the two human figures facing into the rock wall, instead of the accustomed Western viewpoint facing out!

  18. WE-AB-BRA-12: Virtual Endoscope Tracking for Endoscopy-CT Image Registration

    International Nuclear Information System (INIS)

    Ingram, W; Rao, A; Wendt, R; Court, L; Yang, J; Beadle, B

    2015-01-01

    Purpose: The use of endoscopy in radiotherapy will remain limited until we can register endoscopic video to CT using standard clinical equipment. In this phantom study we tested a registration method using virtual endoscopy to measure CT-space positions from endoscopic video. Methods: Our phantom is a contorted clay cylinder with 2-mm-diameter markers in the luminal surface. These markers are visible on both CT and endoscopic video. Virtual endoscope images were rendered from a polygonal mesh created by segmenting the phantom’s luminal surface on CT. We tested registration accuracy by tracking the endoscope’s 6-degree-of-freedom coordinates frame-to-frame in a video recorded as it moved through the phantom, and using these coordinates to measure CT-space positions of markers visible in the final frame. To track the endoscope we used the Nelder-Mead method to search for coordinates that render the virtual frame most similar to the next recorded frame. We measured the endoscope’s initial-frame coordinates using a set of visible markers, and for image similarity we used a combination of mutual information and gradient alignment. CT-space marker positions were measured by projecting their final-frame pixel addresses through the virtual endoscope to intersect with the mesh. Registration error was quantified as the distance between this intersection and the marker’s manually-selected CT-space position. Results: Tracking succeeded for 6 of 8 videos, for which the mean registration error was 4.8±3.5mm (24 measurements total). The mean error in the axial direction (3.1±3.3mm) was larger than in the sagittal or coronal directions (2.0±2.3mm, 1.7±1.6mm). In the other 2 videos, the virtual endoscope got stuck in a false minimum. Conclusion: Our method can successfully track the position and orientation of an endoscope, and it provides accurate spatial mapping from endoscopic video to CT. This method will serve as a foundation for an endoscopy-CT registration

  19. WE-AB-BRA-12: Virtual Endoscope Tracking for Endoscopy-CT Image Registration

    Energy Technology Data Exchange (ETDEWEB)

    Ingram, W; Rao, A; Wendt, R; Court, L [The University of Texas MD Anderson Cancer Center, Houston, TX (United States); The University of Texas Graduate School of Biomedical Sciences, Houston, TX (United States); Yang, J; Beadle, B [The University of Texas MD Anderson Cancer Center, Houston, TX (United States)

    2015-06-15

    Purpose: The use of endoscopy in radiotherapy will remain limited until we can register endoscopic video to CT using standard clinical equipment. In this phantom study we tested a registration method using virtual endoscopy to measure CT-space positions from endoscopic video. Methods: Our phantom is a contorted clay cylinder with 2-mm-diameter markers in the luminal surface. These markers are visible on both CT and endoscopic video. Virtual endoscope images were rendered from a polygonal mesh created by segmenting the phantom’s luminal surface on CT. We tested registration accuracy by tracking the endoscope’s 6-degree-of-freedom coordinates frame-to-frame in a video recorded as it moved through the phantom, and using these coordinates to measure CT-space positions of markers visible in the final frame. To track the endoscope we used the Nelder-Mead method to search for coordinates that render the virtual frame most similar to the next recorded frame. We measured the endoscope’s initial-frame coordinates using a set of visible markers, and for image similarity we used a combination of mutual information and gradient alignment. CT-space marker positions were measured by projecting their final-frame pixel addresses through the virtual endoscope to intersect with the mesh. Registration error was quantified as the distance between this intersection and the marker’s manually-selected CT-space position. Results: Tracking succeeded for 6 of 8 videos, for which the mean registration error was 4.8±3.5mm (24 measurements total). The mean error in the axial direction (3.1±3.3mm) was larger than in the sagittal or coronal directions (2.0±2.3mm, 1.7±1.6mm). In the other 2 videos, the virtual endoscope got stuck in a false minimum. Conclusion: Our method can successfully track the position and orientation of an endoscope, and it provides accurate spatial mapping from endoscopic video to CT. This method will serve as a foundation for an endoscopy-CT registration

  20. Design and Implementation of High-Performance GIS Dynamic Objects Rendering Engine

    Science.gov (United States)

    Zhong, Y.; Wang, S.; Li, R.; Yun, W.; Song, G.

    2017-12-01

    Spatio-temporal dynamic visualization is more vivid than static visualization. It important to use dynamic visualization techniques to reveal the variation process and trend vividly and comprehensively for the geographical phenomenon. To deal with challenges caused by dynamic visualization of both 2D and 3D spatial dynamic targets, especially for different spatial data types require high-performance GIS dynamic objects rendering engine. The main approach for improving the rendering engine with vast dynamic targets relies on key technologies of high-performance GIS, including memory computing, parallel computing, GPU computing and high-performance algorisms. In this study, high-performance GIS dynamic objects rendering engine is designed and implemented for solving the problem based on hybrid accelerative techniques. The high-performance GIS rendering engine contains GPU computing, OpenGL technology, and high-performance algorism with the advantage of 64-bit memory computing. It processes 2D, 3D dynamic target data efficiently and runs smoothly with vast dynamic target data. The prototype system of high-performance GIS dynamic objects rendering engine is developed based SuperMap GIS iObjects. The experiments are designed for large-scale spatial data visualization, the results showed that the high-performance GIS dynamic objects rendering engine have the advantage of high performance. Rendering two-dimensional and three-dimensional dynamic objects achieve 20 times faster on GPU than on CPU.

  1. Detecting early egocentric and allocentric impairments deficits in Alzheimer's disease: an experimental study with virtual reality.

    Science.gov (United States)

    Serino, Silvia; Morganti, Francesca; Di Stefano, Fabio; Riva, Giuseppe

    2015-01-01

    Several studies have pointed out that egocentric and allocentric spatial impairments are one of the earliest manifestations of Alzheimer's Disease (AD). It is less clear how a break in the continuous interaction between these two representations may be a crucial marker to detect patients who are at risk to develop dementia. The main objective of this study is to compare the performances of participants suffering from amnestic mild cognitive impairment (aMCI group), patients with AD (AD group) and a control group (CG), using a virtual reality (VR)-based procedure for assessing the abilities in encoding, storing and syncing different spatial representations. In the first task, participants were required to indicate on a real map the position of the object they had memorized, while in the second task they were invited to retrieve its position from an empty version of the same virtual room, starting from a different position. The entire procedure was repeated across three different trials, depending on the object location in the encoding phase. Our finding showed that aMCI patients performed significantly more poorly in the third trial of the first task, showing a deficit in the ability to encode and store an allocentric viewpoint independent representation. On the other hand, AD patients performed significantly more poorly when compared to the CG in the second task, indicating a specific impairment in storing an allocentric viewpoint independent representation and then syncing it with the allocentric viewpoint dependent representation. Furthermore, data suggested that these impairments are not a product of generalized cognitive decline or of general decay in spatial abilities, but instead may reflect a selective deficit in the spatial organization Overall, these findings provide an initial insight into the cognitive underpinnings of amnestic impairment in aMCI and AD patient exploiting the potentiality of VR.

  2. Haptic rendering for simulation of fine manipulation

    CERN Document Server

    Wang, Dangxiao; Zhang, Yuru

    2014-01-01

    This book introduces the latest progress in six degrees of freedom (6-DoF) haptic rendering with the focus on a new approach for simulating force/torque feedback in performing tasks that require dexterous manipulation skills. One of the major challenges in 6-DoF haptic rendering is to resolve the conflict between high speed and high fidelity requirements, especially in simulating a tool interacting with both rigid and deformable objects in a narrow space and with fine features. The book presents a configuration-based optimization approach to tackle this challenge. Addressing a key issue in man

  3. Viewpoint Reading Conference Recommendations in a Wider ...

    African Journals Online (AJOL)

    Viewpoint Reading Conference Recommendations in a Wider Context of Social Change. ... Southern African Journal of Environmental Education. Journal Home · ABOUT THIS JOURNAL ... AJOL African Journals Online. HOW TO USE AJOL.

  4. GRAPHICS-IMAGE MIXED METHOD FOR LARGE-SCALE BUILDINGS RENDERING

    Directory of Open Access Journals (Sweden)

    Y. Zhou

    2018-05-01

    Full Text Available Urban 3D model data is huge and unstructured, LOD and Out-of-core algorithm are usually used to reduce the amount of data that drawn in each frame to improve the rendering efficiency. When the scene is large enough, even the complex optimization algorithm is difficult to achieve better results. Based on the traditional study, a novel idea was developed. We propose a graphics and image mixed method for large-scale buildings rendering. Firstly, the view field is divided into several regions, the graphics-image mixed method used to render the scene on both screen and FBO, then blending the FBO with scree. The algorithm is tested on the huge CityGML model data in the urban areas of New York which contained 188195 public building models, and compared with the Cesium platform. The experiment result shows the system was running smoothly. The experimental results confirm that the algorithm can achieve more massive building scene roaming under the same hardware conditions, and can rendering the scene without vision loss.

  5. Enhancement method for rendered images of home decoration based on SLIC superpixels

    Science.gov (United States)

    Dai, Yutong; Jiang, Xiaotong

    2018-04-01

    Rendering technology has been widely used in the home decoration industry in recent years for images of home decoration design. However, due to the fact that rendered images of home decoration design rely heavily on the parameters of renderer and the lights of scenes, most rendered images in this industry require further optimization afterwards. To reduce workload and enhance rendered images automatically, an algorithm utilizing neural networks is proposed in this manuscript. In addition, considering few extreme conditions such as strong sunlight and lights, SLIC superpixels based segmentation is used to choose out these bright areas of an image and enhance them independently. Finally, these chosen areas are merged with the entire image. Experimental results show that the proposed method effectively enhances the rendered images when compared with some existing algorithms. Besides, the proposed strategy is proven to be adaptable especially to those images with obvious bright parts.

  6. 75 FR 27119 - ViewPoint Financial Group, Inc., Plano, Texas; Approval of Conversion Application

    Science.gov (United States)

    2010-05-13

    ..., 2010, the Office of Thrift Supervision approved the application of ViewPoint MHC and ViewPoint Bank... DEPARTMENT OF THE TREASURY Office of Thrift Supervision [AC-37: OTS No. H-47111] ViewPoint... Carpenter Freeway, Suite 500, Irving, Texas 75062-2326. Dated: May 7, 2010. By the Office of Thrift...

  7. Improving Student Achievement and Teacher Effectiveness through Scientifically Based Practices. NCREL Viewpoints, Number 11

    Science.gov (United States)

    Schuch, Linda, Ed.

    2004-01-01

    "Viewpoints" is a multimedia package containing two audio CDs and a short, informative booklet. This volume of "Viewpoints" focuses on using scientifically based practices to improve student achievement and teacher effectiveness. The audio CDs provide the voices, or viewpoints, of various leaders from the education field who have worked closely…

  8. Real-time volume rendering of digital medical images on an iOS device

    Science.gov (United States)

    Noon, Christian; Holub, Joseph; Winer, Eliot

    2013-03-01

    Performing high quality 3D visualizations on mobile devices, while tantalizingly close in many areas, is still a quite difficult task. This is especially true for 3D volume rendering of digital medical images. Allowing this would empower medical personnel a powerful tool to diagnose and treat patients and train the next generation of physicians. This research focuses on performing real time volume rendering of digital medical images on iOS devices using custom developed GPU shaders for orthogonal texture slicing. An interactive volume renderer was designed and developed with several new features including dynamic modification of render resolutions, an incremental render loop, a shader-based clipping algorithm to support OpenGL ES 2.0, and an internal backface culling algorithm for properly sorting rendered geometry with alpha blending. The application was developed using several application programming interfaces (APIs) such as OpenSceneGraph (OSG) as the primary graphics renderer coupled with iOS Cocoa Touch for user interaction, and DCMTK for DICOM I/O. The developed application rendered volume datasets over 450 slices up to 50-60 frames per second, depending on the specific model of the iOS device. All rendering is done locally on the device so no Internet connection is required.

  9. Anesthesiology training using 3D imaging and virtual reality

    Science.gov (United States)

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

    1996-04-01

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

  10. Virtual Reality System with Integrated Sound Field Simulation and Reproduction

    Directory of Open Access Journals (Sweden)

    Ingo Assenmacher

    2007-01-01

    Full Text Available A real-time audio rendering system is introduced which combines a full room-specific simulation, dynamic crosstalk cancellation, and multitrack binaural synthesis for virtual acoustical imaging. The system is applicable for any room shape (normal, long, flat, coupled, independent of the a priori assumption of a diffuse sound field. This provides the possibility of simulating indoor or outdoor spatially distributed, freely movable sources and a moving listener in virtual environments. In addition to that, near-to-head sources can be simulated by using measured near-field HRTFs. The reproduction component consists of a headphone-free reproduction by dynamic crosstalk cancellation. The focus of the project is mainly on the integration and interaction of all involved subsystems. It is demonstrated that the system is capable of real-time room simulation and reproduction and, thus, can be used as a reliable platform for further research on VR applications.

  11. Toward real-time virtual biopsy of oral lesions using confocal laser endomicroscopy interfaced with embedded computing.

    Science.gov (United States)

    Thong, Patricia S P; Tandjung, Stephanus S; Movania, Muhammad Mobeen; Chiew, Wei-Ming; Olivo, Malini; Bhuvaneswari, Ramaswamy; Seah, Hock-Soon; Lin, Feng; Qian, Kemao; Soo, Khee-Chee

    2012-05-01

    Oral lesions are conventionally diagnosed using white light endoscopy and histopathology. This can pose a challenge because the lesions may be difficult to visualise under white light illumination. Confocal laser endomicroscopy can be used for confocal fluorescence imaging of surface and subsurface cellular and tissue structures. To move toward real-time "virtual" biopsy of oral lesions, we interfaced an embedded computing system to a confocal laser endomicroscope to achieve a prototype three-dimensional (3-D) fluorescence imaging system. A field-programmable gated array computing platform was programmed to enable synchronization of cross-sectional image grabbing and Z-depth scanning, automate the acquisition of confocal image stacks and perform volume rendering. Fluorescence imaging of the human and murine oral cavities was carried out using the fluorescent dyes fluorescein sodium and hypericin. Volume rendering of cellular and tissue structures from the oral cavity demonstrate the potential of the system for 3-D fluorescence visualization of the oral cavity in real-time. We aim toward achieving a real-time virtual biopsy technique that can complement current diagnostic techniques and aid in targeted biopsy for better clinical outcomes.

  12. Method and system for rendering and interacting with an adaptable computing environment

    Science.gov (United States)

    Osbourn, Gordon Cecil [Albuquerque, NM; Bouchard, Ann Marie [Albuquerque, NM

    2012-06-12

    An adaptable computing environment is implemented with software entities termed "s-machines", which self-assemble into hierarchical data structures capable of rendering and interacting with the computing environment. A hierarchical data structure includes a first hierarchical s-machine bound to a second hierarchical s-machine. The first hierarchical s-machine is associated with a first layer of a rendering region on a display screen and the second hierarchical s-machine is associated with a second layer of the rendering region overlaying at least a portion of the first layer. A screen element s-machine is linked to the first hierarchical s-machine. The screen element s-machine manages data associated with a screen element rendered to the display screen within the rendering region at the first layer.

  13. Chaining of the musculoskeletal disorders from various viewpoints in physiotherapy

    OpenAIRE

    Hák, Jaroslav

    2016-01-01

    Title of diploma thesis: Chaining of the musculoskeletal disorders from various viewpoints in physiotherapy Objective: The purpouse of this thesis is to research available literary sources describing the possible mechanisms of chaining of musculoskeletal disorders from various viewpoints in physiotherapy. Methods: This diploma thesis has descriptively-analytical character. It is structured in the form of literary research. Results: On the basis of the researched literary sources, the thesis s...

  14. Integral image rendering procedure for aberration correction and size measurement.

    Science.gov (United States)

    Sommer, Holger; Ihrig, Andreas; Ebenau, Melanie; Flühs, Dirk; Spaan, Bernhard; Eichmann, Marion

    2014-05-20

    The challenge in rendering integral images is to use as much information preserved by the light field as possible to reconstruct a captured scene in a three-dimensional way. We propose a rendering algorithm based on the projection of rays through a detailed simulation of the optical path, considering all the physical properties and locations of the optical elements. The rendered images contain information about the correct size of imaged objects without the need to calibrate the imaging device. Additionally, aberrations of the optical system may be corrected, depending on the setup of the integral imaging device. We show simulation data that illustrates the aberration correction ability and experimental data from our plenoptic camera, which illustrates the capability of our proposed algorithm to measure size and distance. We believe this rendering procedure will be useful in the future for three-dimensional ophthalmic imaging of the human retina.

  15. Group tele-immersion:enabling natural interactions between groups at distant sites.

    Energy Technology Data Exchange (ETDEWEB)

    Yang, Christine L. (Sandia National Laboratories, Livermore, CA); Stewart, Corbin (Sandia National Laboratories, Livermore, CA); Nashel, Andrew (University of North Carolina at Chapel Hill, Chapel Hill, NC)

    2005-08-01

    We present techniques and a system for synthesizing views for video teleconferencing between small groups. In place of replicating one-to-one systems for each pair of users, we create a single unified display of the remote group. Instead of performing dense 3D scene computation, we use more cameras and trade-off storage and hardware for computation. While it is expensive to directly capture a scene from all possible viewpoints, we have observed that the participants viewpoints usually remain at a constant height (eye level) during video teleconferencing. Therefore, we can restrict the possible viewpoint to be within a virtual plane without sacrificing much of the realism, and in cloning so we significantly reduce the number of required cameras. Based on this observation, we have developed a technique that uses light-field style rendering to guarantee the quality of the synthesized views, using a linear array of cameras with a life-sized, projected display. Our full-duplex prototype system between Sandia National Laboratories, California and the University of North Carolina at Chapel Hill has been able to synthesize photo-realistic views at interactive rates, and has been used to video conference during regular meetings between the sites.

  16. Light Field Rendering for Head Mounted Displays using Pixel Reprojection

    DEFF Research Database (Denmark)

    Hansen, Anne Juhler; Klein, Jákup; Kraus, Martin

    2017-01-01

    Light field displays have advantages over traditional stereoscopic head mounted displays, for example, because they can overcome the vergence-accommodation conflict. However, rendering light fields can be a heavy task for computers due to the number of images that have to be rendered. Since much ...

  17. Light Field Rendering for Head Mounted Displays using Pixel Reprojection

    DEFF Research Database (Denmark)

    Hansen, Anne Juhler; Klein, Jákup; Kraus, Martin

    2017-01-01

    of the information of the different images is redundant, we use pixel reprojection from the corner cameras to compute the remaining images in the light field. We compare the reprojected images with directly rendered images in a user test. In most cases, the users were unable to distinguish the images. In extreme...... cases, the reprojection approach is not capable of creating the light field. We conclude that pixel reprojection is a feasible method for rendering light fields as far as quality of perspective and diffuse shading is concerned, but render time needs to be reduced to make the method practical....

  18. Repetition blindness for natural images of objects with viewpoint changes

    Directory of Open Access Journals (Sweden)

    Stephane eBuffat

    2013-01-01

    Full Text Available When stimuli are repeated in a rapid serial visual presentation (RSVP, observers sometimes fail to report the second occurrence of a target. This phenomenon is referred to as repetition blindness (RB. We report an RSVP experiment with photographs in which we manipulated object viewpoints between the first and second occurrences of a target (0-, 45-, or 90-degree changes, and spatial frequency content. Natural images were spatially filtered to produce low, medium, or high spatial-frequency stimuli. RB was observed for all filtering conditions. Surprisingly, for full-spectrum images, RB increased significantly as the viewpoint reached 90 degrees. For filtered images, a similar pattern of results was found for all conditions except for medium spatial-frequency stimuli. These findings suggest that object recognition in RSVP are subtended by viewpoint-specific representations for all spatial frequencies except medium ones.

  19. Nuclear plant's virtual simulation for on-line radioactive environment monitoring and dose assessment for personnel

    International Nuclear Information System (INIS)

    Mol, Antonio Carlos A.; Jorge, Carlos Alexandre F.; Lapa, Celso Marcelo F.

    2009-01-01

    This paper reports the use of nuclear plant's simulation for online dose rate monitoring and dose assessment for personnel, using virtual reality technology. The platform used for virtual simulation was adapted from a low cost game engine, taking advantage of all its image rendering capabilities, as well as the physics for movement and collision, and networking capabilities for multi-user interactive navigation. A real nuclear plant was virtually modeled and simulated, so that a number of users can navigate simultaneously in this virtual environment in first or third person view, each one receiving visual information about both the radiation dose rate in each actual position, and the radiation dose received. Currently, this research and development activity has been extended to consider also on-line measurements collected from radiation monitors installed in the real plant that feed the simulation platform with dose rate data, through a TCP/IP network. Results are shown and commented, and other improvements are discussed, as the execution of a more detailed dose rate mapping campaign.

  20. Architecture for high performance stereoscopic game rendering on Android

    Science.gov (United States)

    Flack, Julien; Sanderson, Hugh; Shetty, Sampath

    2014-03-01

    Stereoscopic gaming is a popular source of content for consumer 3D display systems. There has been a significant shift in the gaming industry towards casual games for mobile devices running on the Android™ Operating System and driven by ARM™ and other low power processors. Such systems are now being integrated directly into the next generation of 3D TVs potentially removing the requirement for an external games console. Although native stereo support has been integrated into some high profile titles on established platforms like Windows PC and PS3 there is a lack of GPU independent 3D support for the emerging Android platform. We describe a framework for enabling stereoscopic 3D gaming on Android for applications on mobile devices, set top boxes and TVs. A core component of the architecture is a 3D game driver, which is integrated into the Android OpenGL™ ES graphics stack to convert existing 2D graphics applications into stereoscopic 3D in real-time. The architecture includes a method of analyzing 2D games and using rule based Artificial Intelligence (AI) to position separate objects in 3D space. We describe an innovative stereo 3D rendering technique to separate the views in the depth domain and render directly into the display buffer. The advantages of the stereo renderer are demonstrated by characterizing the performance in comparison to more traditional render techniques, including depth based image rendering, both in terms of frame rates and impact on battery consumption.

  1. Extreme Simplification and Rendering of Point Sets using Algebraic Multigrid

    NARCIS (Netherlands)

    Reniers, Dennie; Telea, Alexandru

    2005-01-01

    We present a novel approach for extreme simplification of point set models in the context of real-time rendering. Point sets are often rendered using simple point primitives, such as oriented discs. However efficient, simple primitives are less effective in approximating large surface areas. A large

  2. Testing the reliability of hands and ears as biometrics: the importance of viewpoint.

    Science.gov (United States)

    Stevenage, Sarah V; Walpole, Catherine; Neil, Greg J; Black, Sue M

    2015-11-01

    Two experiments are presented to explore the limits when matching a sample to a suspect utilising the hand as a novel biometric. The results of Experiment 1 revealed that novice participants were able to match hands at above-chance levels as viewpoint changed. Notably, a moderate change in viewpoint had no notable effect, but a more substantial change in viewpoint affected performance significantly. Importantly, the impact of viewpoint when matching hands was smaller than that when matching ears in a control condition. This was consistent with the suggestion that the flexibility of the hand may have minimised the negative impact of a sub-optimal view. The results of Experiment 2 confirmed that training via a 10-min expert video was sufficient to reduce the impact of viewpoint in the most difficult case but not to remove it entirely. The implications of these results were discussed in terms of the theoretical importance of function when considering the canonical view and in terms of the applied value of the hand as a reliable biometric across viewing conditions.

  3. Interactive virtual simulation using a 3D computer graphics model for microvascular decompression surgery.

    Science.gov (United States)

    Oishi, Makoto; Fukuda, Masafumi; Hiraishi, Tetsuya; Yajima, Naoki; Sato, Yosuke; Fujii, Yukihiko

    2012-09-01

    The purpose of this paper is to report on the authors' advanced presurgical interactive virtual simulation technique using a 3D computer graphics model for microvascular decompression (MVD) surgery. The authors performed interactive virtual simulation prior to surgery in 26 patients with trigeminal neuralgia or hemifacial spasm. The 3D computer graphics models for interactive virtual simulation were composed of the brainstem, cerebellum, cranial nerves, vessels, and skull individually created by the image analysis, including segmentation, surface rendering, and data fusion for data collected by 3-T MRI and 64-row multidetector CT systems. Interactive virtual simulation was performed by employing novel computer-aided design software with manipulation of a haptic device to imitate the surgical procedures of bone drilling and retraction of the cerebellum. The findings were compared with intraoperative findings. In all patients, interactive virtual simulation provided detailed and realistic surgical perspectives, of sufficient quality, representing the lateral suboccipital route. The causes of trigeminal neuralgia or hemifacial spasm determined by observing 3D computer graphics models were concordant with those identified intraoperatively in 25 (96%) of 26 patients, which was a significantly higher rate than the 73% concordance rate (concordance in 19 of 26 patients) obtained by review of 2D images only (p computer graphics model provided a realistic environment for performing virtual simulations prior to MVD surgery and enabled us to ascertain complex microsurgical anatomy.

  4. A software system for evaluation and training of spatial reasoning and neuroanatomical knowledge in a virtual environment.

    Science.gov (United States)

    Armstrong, Ryan; de Ribaupierre, Sandrine; Eagleson, Roy

    2014-04-01

    This paper describes the design and development of a software tool for the evaluation and training of surgical residents using an interactive, immersive, virtual environment. Our objective was to develop a tool to evaluate user spatial reasoning skills and knowledge in a neuroanatomical context, as well as to augment their performance through interactivity. In the visualization, manually segmented anatomical surface images of MRI scans of the brain were rendered using a stereo display to improve depth cues. A magnetically tracked wand was used as a 3D input device for localization tasks within the brain. The movement of the wand was made to correspond to movement of a spherical cursor within the rendered scene, providing a reference for localization. Users can be tested on their ability to localize structures within the 3D scene, and their ability to place anatomical features at the appropriate locations within the rendering. Copyright © 2014 Elsevier Ireland Ltd. All rights reserved.

  5. Radiation emission as a virtually exact realization of Heisenbergs microscope

    Energy Technology Data Exchange (ETDEWEB)

    Andersen, K.K., E-mail: kka@phys.au.dk [Department of Physics and Astronomy, Aarhus University, Ny Munkegade 120, 8000 Aarhus C (Denmark); Brock, S. [Department of Culture and Society, Aarhus University, Jens Chr. Skous Vej 5, 8000 Aarhus C (Denmark); Esberg, J.; Thomsen, H.D.; Uggerhøj, U.I. [Department of Physics and Astronomy, Aarhus University, Ny Munkegade 120, 8000 Aarhus C (Denmark)

    2013-11-15

    Through the concept of ‘formation length’, recently observed directly in the radiation emission from ultrarelativistic electrons and an essential component in the interpretation of strong field radiation from electrons penetrating single crystals, we discuss the indeterminacy in the location of radiation emission. The analogy with the indeterminacy in the Heisenberg microscope Gedanken experiment is demonstrated from a number of viewpoints to be almost exact. The positive attitude regarding photon emission as a process that is somehow located in space and time is emphasized. We therefore interpret the measurements of formation lengths in radiation emission as a practically realizable version – using virtual incident photons instead of real – of the Heisenberg microscope Gedanken experiment.

  6. SPATIOTEMPORAL VISUALIZATION OF TIME-SERIES SATELLITE-DERIVED CO2 FLUX DATA USING VOLUME RENDERING AND GPU-BASED INTERPOLATION ON A CLOUD-DRIVEN DIGITAL EARTH

    Directory of Open Access Journals (Sweden)

    S. Wu

    2017-10-01

    Full Text Available The ocean carbon cycle has a significant influence on global climate, and is commonly evaluated using time-series satellite-derived CO2 flux data. Location-aware and globe-based visualization is an important technique for analyzing and presenting the evolution of climate change. To achieve realistic simulation of the spatiotemporal dynamics of ocean carbon, a cloud-driven digital earth platform is developed to support the interactive analysis and display of multi-geospatial data, and an original visualization method based on our digital earth is proposed to demonstrate the spatiotemporal variations of carbon sinks and sources using time-series satellite data. Specifically, a volume rendering technique using half-angle slicing and particle system is implemented to dynamically display the released or absorbed CO2 gas. To enable location-aware visualization within the virtual globe, we present a 3D particlemapping algorithm to render particle-slicing textures onto geospace. In addition, a GPU-based interpolation framework using CUDA during real-time rendering is designed to obtain smooth effects in both spatial and temporal dimensions. To demonstrate the capabilities of the proposed method, a series of satellite data is applied to simulate the air-sea carbon cycle in the China Sea. The results show that the suggested strategies provide realistic simulation effects and acceptable interactive performance on the digital earth.

  7. Move to learn: Integrating spatial information from multiple viewpoints.

    Science.gov (United States)

    Holmes, Corinne A; Newcombe, Nora S; Shipley, Thomas F

    2018-05-11

    Recalling a spatial layout from multiple orientations - spatial flexibility - is challenging, even when the global configuration can be viewed from a single vantage point, but more so when it must be viewed piecemeal. In the current study, we examined whether experiencing the transition between multiple viewpoints enhances spatial memory and flexible recall for a spatial configuration viewed simultaneously (Exp. 1) and sequentially (Exp. 2), whether the type of transition matters, and whether action provides an additional advantage over passive experience. In Experiment 1, participants viewed an array of dollhouse furniture from four viewpoints, but with all furniture simultaneously visible. In Experiment 2, participants viewed the same array piecemeal, from four partitioned viewpoints that allowed for viewing only a segment at a time. The transition between viewpoints involved rotation of the array or participant movement around it. Rotation and participant movement were passively experienced or actively generated. The control condition presented the dollhouse as a series of static views. Across both experiments, participant movement significantly enhanced spatial memory relative to array rotation or static views. However, in Exp. 2, there was a further advantage for actively walking around the array compared to being passively pushed. These findings suggest that movement around a stable environment is key to spatial memory and flexible recall, with action providing an additional boost to the integration of temporally segmented spatial events. Thus, spatial memory may be more flexible than prior data indicate, when studied under more natural acquisition conditions. Copyright © 2018 Elsevier B.V. All rights reserved.

  8. Color-coded volume rendering for three-dimensional reconstructions of CT data

    International Nuclear Information System (INIS)

    Rieker, O.; Mildenberger, P.; Thelen, M.

    1999-01-01

    Purpose: To evaluate a technique of colored three-dimensional reconstructions without segmentation. Material and methods: Color-coded volume rendered images were reconstructed from the volume data of 25 thoracic, abdominal, musculoskeletal, and vascular helical CT scans using commercial software. The CT volume rendered voxels were encoded with color in the following manner. Opacity, hue, lightness, and chroma were assigned to each of four classes defined by CT number. Color-coded reconstructions were compared to the corresponding grey-scale coded reconstructions. Results: Color-coded volume rendering enabled realistic visualization of pathologic findings when there was sufficient difference in CT density. Segmentation was necessary in some cases to demonstrate small details in a complex volume. Conclusion: Color-coded volume rendering allowed lifelike visualisation of CT volumes without the need of segmentation in most cases. (orig.) [de

  9. Physically-Based Rendering of Particle-Based Fluids with Light Transport Effects

    Science.gov (United States)

    Beddiaf, Ali; Babahenini, Mohamed Chaouki

    2018-03-01

    Recent interactive rendering approaches aim to efficiently produce images. However, time constraints deeply affect their output accuracy and realism (many light phenomena are poorly or not supported at all). To remedy this issue, in this paper, we propose a physically-based fluid rendering approach. First, while state-of-the-art methods focus on isosurface rendering with only two refractions, our proposal (1) considers the fluid as a heterogeneous participating medium with refractive boundaries, and (2) supports both multiple refractions and scattering. Second, the proposed solution is fully particle-based in the sense that no particles transformation into a grid is required. This interesting feature makes it able to handle many particle types (water, bubble, foam, and sand). On top of that, a medium with different fluids (color, phase function, etc.) can also be rendered.

  10. Welfare Impact of Virtual Trading on Wholesale Electricity Markets

    Science.gov (United States)

    Giraldo, Juan S.

    Virtual bidding has become a standard feature of multi-settlement wholesale electricity markets in the United States. Virtual bids are financial instruments that allow market participants to take financial positions in the Day-Ahead (DA) market that are automatically reversed/closed in the Real-Time (RT) market. Most U.S. wholesale electricity markets only have two types of virtual bids: a decrement bid (DEC), which is virtual load, and an increment offer (INC), which is virtual generation. In theory, financial participants create benefits by seeking out profitable bidding opportunities through arbitrage or speculation. Benefits have been argued to take the form of increased competition, price convergence, increased market liquidity, and a more efficient dispatch of generation resources. Studies have found that price convergence between the DA and RT markets improved following the introduction of virtual bidding into wholesale electricity markets. The improvement in price convergence was taken as evidence that market efficiency had increased and many of the theoretical benefits realized. Persistent price differences between the DA and RT markets have led to calls to further expand virtual bidding as a means to address remaining market inefficiencies. However, the argument that price convergence is beneficial is extrapolated from the study of commodity and financial markets and the role of futures for increasing market efficiency in that context. This viewpoint largely ignores details that differentiate wholesale electricity markets from other commodity markets. This dissertation advances the understanding of virtual bidding by evaluating the impact of virtual bidding based on the standard definition of economic efficiency which is social welfare. In addition, an examination of the impacts of another type of virtual bid, up-to-congestion (UTC) transactions is presented. This virtual product significantly increased virtual bidding activity in the PJM interconnection

  11. GyroVR: Simulating Inertia in Virtual Reality using Head Worn Flywheels

    DEFF Research Database (Denmark)

    Gugenheimer, Jan; Wolf, Dennis; Eiríksson, Eyþór Rúnar

    2016-01-01

    We present GyroVR, head worn flywheels designed to render inertia in Virtual Reality (VR. Motions such as flying, diving or floating in outer space generate kinesthetic forces onto our body which impede movement and are currently not represented in VR. We simulate those kinesthetic forces...... by attaching flywheels to the users head, leveraging the gyroscopic effect of resistance when changing the spinning axis of rotation. GyroVR is an ungrounded, wireless and self contained device allowing the user to freely move inside the virtual environment. The generic shape allows to attach it to different...... positions on the users body. We evaluated the impact of GyroVR onto different mounting positions on the head (back and front) in terms of immersion, enjoyment and simulator sickness. Our results show, that attaching GyroVR onto the users head (front of the Head Mounted Display (HMD)) resulted in the highest...

  12. Neurofeedback training with virtual reality for inattention and impulsiveness.

    Science.gov (United States)

    Cho, Baek-Hwan; Kim, Saebyul; Shin, Dong Ik; Lee, Jang Han; Lee, Sang Min; Kim, In Young; Kim, Sun I

    2004-10-01

    In this research, the effectiveness of neurofeedback, along with virtual reality (VR), in reducing the level of inattention and impulsiveness was investigated. Twenty-eight male participants, aged 14-18, with social problems, took part in this study. They were separated into three groups: a control group, a VR group, and a non-VR group. The VR and non-VR groups underwent eight sessions of neurofeedback training over 2 weeks, while the control group just waited during the same period. The VR group used a head-mounted display (HMD) and a head tracker, which let them look around the virtual world. Conversely, the non-VR group used only a computer monitor with a fixed viewpoint. All participants performed a continuous performance task (CPT) before and after the complete training session. The results showed that both the VR and non-VR groups achieved better scores in the CPT after the training session, while the control group showed no significant difference. Compared with the other groups, the VR group presented a tendency to get better results, suggesting that immersive VR is applicable to neurofeedback for the rehabilitation of inattention and impulsiveness.

  13. Should Attendance Be Required in Lecture Classrooms in Dental Education? Two Viewpoints: Viewpoint 1: Attendance in the Lecture Classroom Should Be Required and Viewpoint 2: Attendance Should Not Be Required in the Lecture Classroom.

    Science.gov (United States)

    Cutler, Christopher W; Parise, Mary; Seminario, Ana Lucia; Mendez, Maria Jose Cervantes; Piskorowski, Wilhelm; Silva, Renato

    2016-12-01

    This Point/Counterpoint discusses the long-argued debate over whether lecture attendance in dental school at the predoctoral level should be required. Current educational practice relies heavily on the delivery of content in a traditional lecture style. Viewpoint 1 asserts that attendance should be required for many reasons, including the positive impact that direct contact of students with faculty members and with each other has on learning outcomes. In lectures, students can more easily focus on subject matter that is often difficult to understand. A counter viewpoint argues that required attendance is not necessary and that student engagement is more important than physical classroom attendance. This viewpoint notes that recent technologies support active learning strategies that better engage student participation, fostering independent learning that is not supported in the traditional large lecture classroom and argues that dental education requires assimilation of complex concepts and applying them to patient care, which passing a test does not ensure. The two positions agree that attendance does not guarantee learning and that, with the surge of information technologies, it is more important than ever to teach students how to learn. At this time, research does not show conclusively if attendance in any type of setting equals improved learning or ability to apply knowledge.

  14. High Fidelity Haptic Rendering

    CERN Document Server

    Otaduy, Miguel A

    2006-01-01

    The human haptic system, among all senses, provides unique and bidirectional communication between humans and their physical environment. Yet, to date, most human-computer interactive systems have focused primarily on the graphical rendering of visual information and, to a lesser extent, on the display of auditory information. Extending the frontier of visual computing, haptic interfaces, or force feedback devices, have the potential to increase the quality of human-computer interaction by accommodating the sense of touch. They provide an attractive augmentation to visual display and enhance t

  15. On the design of a real-time volume rendering engine

    NARCIS (Netherlands)

    Smit, Jaap; Wessels, H.L.F.; van der Horst, A.; Bentum, Marinus Jan

    1992-01-01

    An architecture for a Real-Time Volume Rendering Engine (RT-VRE) is given, capable of computing 750 × 750 × 512 samples from a 3D dataset at a rate of 25 images per second. The RT-VRE uses for this purpose 64 dedicated rendering chips, cooperating with 16 RISC-processors. A plane interpolator

  16. On the design of a real-time volume rendering engine

    NARCIS (Netherlands)

    Smit, Jaap; Wessels, H.J.; van der Horst, A.; Bentum, Marinus Jan

    1995-01-01

    An architecture for a Real-Time Volume Rendering Engine (RT-VRE) is given, capable of computing 750 × 750 × 512 samples from a 3D dataset at a rate of 25 images per second. The RT-VRE uses for this purpose 64 dedicated rendering chips, cooperating with 16 RISC-processors. A plane interpolator

  17. First- and Third-Person Perspectives in Immersive Virtual Environments: Presence and Performance Analysis of Embodied Users

    Directory of Open Access Journals (Sweden)

    Geoffrey Gorisse

    2017-07-01

    Full Text Available Current design of virtual reality (VR applications relies essentially on the transposition of users’ viewpoint in first-person perspective (1PP. Within this context, our research aims to compare the impact and the potentialities enabled via the integration of the third-person perspective (3PP in immersive virtual environments (IVE. Our empirical study is conducted in order to assess the sense of presence, the sense of embodiment, and performance of users confronted with a series of tasks presenting a case of potential use for the video game industry. Our results do not reveal significant differences concerning the sense of spatial presence with either point of view. Nonetheless, they provide evidence confirming the relevance of using the first-person perspective to induce a sense of embodiment toward a virtual body, especially in terms of self-location and ownership. However, no significant differences were observed concerning the sense of agency. Concerning users’ performance, our results demonstrate that the first-person perspective enables more accurate interactions, while the third-person perspective provides better space awareness.

  18. The ViewPoint radioprotection supervision workstation

    International Nuclear Information System (INIS)

    Gaultier, E.

    2009-01-01

    The author briefly presents the ViewPoint supervision global solution which incorporates audio and video advanced technologies to manage radioprotection operational measurements. Data can be transmitted by-wire or wireless. It can integrate a large number of radioprotection measurement instruments, such as a belt for the monitoring of physiological parameters (body temperature, breathing rhythm, body posture)

  19. Forces on Architecture Decisions – A Viewpoint

    NARCIS (Netherlands)

    Heesch, Uwe van; Avgeriou, Paris; Hilliard, Rich

    2012-01-01

    In this paper, the notion of forces as influences upon architecture decisions is introduced. To facilitate the documentation of forces as a part of architecture descriptions, we specify a decision forces viewpoint, which extends our existing framework for architecture decisions, following the

  20. Functionality and Performance Visualization of the Distributed High Quality Volume Renderer (HVR)

    KAUST Repository

    Shaheen, Sara

    2012-07-01

    Volume rendering systems are designed to provide means to enable scientists and a variety of experts to interactively explore volume data through 3D views of the volume. However, volume rendering techniques are computationally intensive tasks. Moreover, parallel distributed volume rendering systems and multi-threading architectures were suggested as natural solutions to provide an acceptable volume rendering performance for very large volume data sizes, such as Electron Microscopy data (EM). This in turn adds another level of complexity when developing and manipulating volume rendering systems. Given that distributed parallel volume rendering systems are among the most complex systems to develop, trace and debug, it is obvious that traditional debugging tools do not provide enough support. As a consequence, there is a great demand to provide tools that are able to facilitate the manipulation of such systems. This can be achieved by utilizing the power of compute graphics in designing visual representations that reflect how the system works and that visualize the current performance state of the system.The work presented is categorized within the field of software Visualization, where Visualization is used to serve visualizing and understanding various software. In this thesis, a number of visual representations that reflect a number of functionality and performance aspects of the distributed HVR, a high quality volume renderer system that uses various techniques to visualize large volume sizes interactively. This work is provided to visualize different stages of the parallel volume rendering pipeline of HVR. This is along with means of performance analysis through a number of flexible and dynamic visualizations that reflect the current state of the system and enables manipulation of them at runtime. Those visualization are aimed to facilitate debugging, understanding and analyzing the distributed HVR.

  1. Traditional microscopy instruction versus process-oriented virtual microscopy instruction: a naturalistic experiment with control group.

    Science.gov (United States)

    Helle, Laura; Nivala, Markus; Kronqvist, Pauliina; Gegenfurtner, Andreas; Björk, Pasi; Säljö, Roger

    2011-03-30

    Virtual microscopy is being introduced in medical education as an approach for learning how to interpret information in microscopic specimens. It is, however, far from evident how to incorporate its use into existing teaching practice. The aim of the study was to explore the consequences of introducing virtual microscopy tasks into an undergraduate pathology course in an attempt to render the instruction more process-oriented. The research questions were: 1) How is virtual microscopy perceived by students? 2) Does work on virtual microscopy tasks contribute to improvement in performance in microscopic pathology in comparison with attending assistant-led demonstrations only? During a one-week period, an experimental group completed three sets of virtual microscopy homework assignments in addition to attending demonstrations. A control group attended the demonstrations only. Performance in microscopic pathology was measured by a pre-test and a post-test. Student perceptions of regular instruction and virtual microscopy were collected one month later by administering the Inventory of Intrinsic Motivation and open-ended questions. The students voiced an appreciation for virtual microscopy for the purposes of the course and for self-study. As for learning gains, the results indicated that learning was speeded up in a subgroup of students consisting of conscientious high achievers. The enriched instruction model may be suited as such for elective courses following the basic course. However, the instructional model needs further development to be suited for basic courses.

  2. The effect of the virtual mass term on the stability of the two-fluid model against perturbations

    International Nuclear Information System (INIS)

    Watanabe, Tadashi; Kutika, Yutaka

    1992-01-01

    The effect of the virtual mass term on the stability of the two-fluid model against perturbations is studied. Three types of virtual mass term in the momentum equation are discussed: two types of objective form and a simplified form. The differential equation system with no virtual mass term is ill-posed and the solution is unstable against perturbations. By introducing an objective form of the virtual mass term derived by Drew et al., it is shown that the equation system is rendered to be well-posed. The equation system is shown to be ill-posed, however, when a more recent definition of virtual mass acceleration of Drew and Lahey is applied. With a simplified form of the virtual mass term, which is composed only of temporal acceleration terms, the equation system is well-posed or ill-posed depending on velocities. A linear stability analysis is also performed for the implicit upwind finite difference scheme. A hypothetical accelerated flow problem is then numerically simulated by solving the discretized equation systems. It is shown that the solution can be numerically unstable even for the cases when the differential equation system is well-posed. The numerical stability of the solution must therefore be judged based on the spectral radius of the discretized equation system. (orig.)

  3. On-the-fly generation and rendering of infinite cities on the GPU

    KAUST Repository

    Steinberger, Markus

    2014-05-01

    In this paper, we present a new approach for shape-grammar-based generation and rendering of huge cities in real-time on the graphics processing unit (GPU). Traditional approaches rely on evaluating a shape grammar and storing the geometry produced as a preprocessing step. During rendering, the pregenerated data is then streamed to the GPU. By interweaving generation and rendering, we overcome the problems and limitations of streaming pregenerated data. Using our methods of visibility pruning and adaptive level of detail, we are able to dynamically generate only the geometry needed to render the current view in real-time directly on the GPU. We also present a robust and efficient way to dynamically update a scene\\'s derivation tree and geometry, enabling us to exploit frame-to-frame coherence. Our combined generation and rendering is significantly faster than all previous work. For detailed scenes, we are capable of generating geometry more rapidly than even just copying pregenerated data from main memory, enabling us to render cities with thousands of buildings at up to 100 frames per second, even with the camera moving at supersonic speed. © 2014 The Author(s) Computer Graphics Forum © 2014 The Eurographics Association and John Wiley & Sons Ltd. Published by John Wiley & Sons Ltd.

  4. On-the-fly generation and rendering of infinite cities on the GPU

    KAUST Repository

    Steinberger, Markus; Kenzel, Michael; Kainz, Bernhard K.; Wonka, Peter; Schmalstieg, Dieter

    2014-01-01

    In this paper, we present a new approach for shape-grammar-based generation and rendering of huge cities in real-time on the graphics processing unit (GPU). Traditional approaches rely on evaluating a shape grammar and storing the geometry produced as a preprocessing step. During rendering, the pregenerated data is then streamed to the GPU. By interweaving generation and rendering, we overcome the problems and limitations of streaming pregenerated data. Using our methods of visibility pruning and adaptive level of detail, we are able to dynamically generate only the geometry needed to render the current view in real-time directly on the GPU. We also present a robust and efficient way to dynamically update a scene's derivation tree and geometry, enabling us to exploit frame-to-frame coherence. Our combined generation and rendering is significantly faster than all previous work. For detailed scenes, we are capable of generating geometry more rapidly than even just copying pregenerated data from main memory, enabling us to render cities with thousands of buildings at up to 100 frames per second, even with the camera moving at supersonic speed. © 2014 The Author(s) Computer Graphics Forum © 2014 The Eurographics Association and John Wiley & Sons Ltd. Published by John Wiley & Sons Ltd.

  5. Virtually teaching virtual leadership

    DEFF Research Database (Denmark)

    Henriksen, Thomas Duus; Nielsen, Rikke Kristine; Børgesen, Kenneth

    2017-01-01

    This paper seeks to investigate the challenges to virtual collaboration and leadership on basis of findings from a virtual course on collaboration and leadership. The course used for this experiment was designed as a practical approach, which allowed participants to experience curriculum phenomena....... This experimental course provided insights into the challenges involved in virtual processes, and those experiences where used for addressing the challenges that virtual leadership is confronted with. Emphasis was placed on the reduction of undesired virtual distance and its consequences through affinity building....... We found that student scepticism appeared when a breakdown resulted in increasing virtual distance, and raises questions on how leaders might translate or upgrade their understandings of leadership to handling such increased distance through affinity building....

  6. Use of volume-rendered images in registration of nuclear medicine studies

    International Nuclear Information System (INIS)

    Wallis, J.W.; Miller, T.R.; Hsu, S.S.

    1995-01-01

    A simple operator-guided alignment technique based on volume-rendered images was developed to register tomographic nuclear medicine studies. For each of 2 three-dimensional data sets to be registered, volume-rendered images were generated in 3 orthogonal projections (x,y,z) using the method of maximum-activity projection. Registration was achieved as follows: (a) One of the rendering orientations (e.g. x) was chosen for manipulation; (b) The two dimensional rendering was translated and rotated under operator control to achieve the best alignment as determined by visual assessment; (c) This rotation and translation was then applied to the underlying three-dimensional data set, with updating of the rendered images in each of the orthogonal projections; (d) Another orientation was chosen, and the process repeated. Since manipulation was performed on the small two-dimensional rendered image, feedback was instantaneous. To aid in the visual alignment, difference images and flicker images (toggling between the two data sets) were displayed. Accuracy was assessed by analysis of separate clinical data sets acquired without patient movement. After arbitrary rotation and translation of one of the two data sets, the 2 data sets were registered. Mean registration error was 0.36 pixels, corresponding to a 2.44 mm registration error. Thus, accurate registration can be achieved in under 10 minutes using this simple technique. The accuracy of registration was assessed with use of duplicate SPECT studies originating from separate reconstructions of the data from each of the detectors of a triple-head gamma camera

  7. Viewpoint Working with Environmental Education Pedagogies in ...

    African Journals Online (AJOL)

    The aim of this viewpoint paper is to generate interest in working with environmental education pedagogies in order to enhance the quality imperative of social and environmental responsibility for South African learners through the fundamental subject, Life Orientation. Drawing on our own experiences as Life Orientation ...

  8. Mathematical Processes: A Viewpoint-oriented Manipulation Perspective

    DEFF Research Database (Denmark)

    Badie, Farshad

    2008-01-01

    View-point oriented manipulation of concepts can be helpful for generating new ideas in basic sciences and in the meantime, justifying the processes that are principally meaningful to the related disciplines. Mathematics, as a major ground for basic sciences, seems to be an appropriate exemplar t...

  9. Integration of virtual and real scenes within an integral 3D imaging environment

    Science.gov (United States)

    Ren, Jinsong; Aggoun, Amar; McCormick, Malcolm

    2002-11-01

    The Imaging Technologies group at De Montfort University has developed an integral 3D imaging system, which is seen as the most likely vehicle for 3D television avoiding psychological effects. To create real fascinating three-dimensional television programs, a virtual studio that performs the task of generating, editing and integrating the 3D contents involving virtual and real scenes is required. The paper presents, for the first time, the procedures, factors and methods of integrating computer-generated virtual scenes with real objects captured using the 3D integral imaging camera system. The method of computer generation of 3D integral images, where the lens array is modelled instead of the physical camera is described. In the model each micro-lens that captures different elemental images of the virtual scene is treated as an extended pinhole camera. An integration process named integrated rendering is illustrated. Detailed discussion and deep investigation are focused on depth extraction from captured integral 3D images. The depth calculation method from the disparity and the multiple baseline method that is used to improve the precision of depth estimation are also presented. The concept of colour SSD and its further improvement in the precision is proposed and verified.

  10. The Design and Implementation of Virtual Roaming in Yunnan Diqing Tibetan traditional Villages

    Directory of Open Access Journals (Sweden)

    Cao Lucheng

    2018-01-01

    Full Text Available Traditional residence is the continuation of intangible cultural heritage and the primitive soil for development. At present, the protection and inheritance of traditional villages have been impacted by the process of modernization, and the phenomenon of assimilation is very serious. This article takes the above questions as the breakthrough point, and then analyzes why and how to use virtual reality technology to better solve the above problems, and take the Yunnan Diqing Tibetan traditional dwellings as the specific example to explore. First, using VR technology, with real images and sound, the paper simulate a near real virtual world. Secondly, we collect a large amount of real image information, and make the visualization model of building by using 3DMAX software platform, UV Mapping and Rendering optimization. Finally, the Vizard virtual reality development platform was used to establish the roaming system and realize the virtual interaction. The roaming system was posted online so that overcome the disadvantages of not intuitive and low capability of interaction, and these new ideas can give a whole new meaning in the protection projects of the cultural relic buildings. At the same time, visitors could enjoy the "Dian-style" architectural style and cultural connotation of dwelling house in Diqing Yunnan.

  11. The diachronic path: the virtual restoration of the Spanish walls of Ortigia

    Directory of Open Access Journals (Sweden)

    Rita Valenti

    2015-01-01

    Full Text Available There are architectural works whose mark on the area is no longer impressed by matter and for which interventions cannot be defined in a material restoration. There are important buildings which having being in fact destroyed by the will of community decision-making, with complex processes and often controversies, have literally cancelled out pieces ofhistory. In the absence of matter, the representation conducted using the latest digital technology, which has made a significant contribution to the documentation of these works for which a virtual restoration helps tokeep the record alive. The study focuses on the impressive work of the Spanish walls that for more than three centuries have marked the city of Syracuse and which the political events of the late nineteenth century have largely destroyed. The goal is to render this cultural heritage available, in the same way as a material restoration would, through virtual reality.

  12. HapTip: Displaying Haptic Shear Forces at the Fingertips for Multi-Finger Interaction in Virtual Environments

    Directory of Open Access Journals (Sweden)

    Adrien eGirard

    2016-04-01

    Full Text Available The fingertips are one of the most important and sensitive parts of our body.They are the first stimulated areas of the hand when we interact with our environment.Providing haptic feedback to the fingertips in virtual reality could thus drastically improve perception and interaction with virtual environments.In this paper, we present a modular approach called HapTip to display such haptic sensations at the level of the fingertips.This approach relies on a wearable and compact haptic device able to simulate 2 Degree of Freedom (DoF shear forces on the fingertip with a displacement range of +/- 2 mm. Several modules can be added and used jointly in order to address multi-finger and/or bimanual scenarios in virtual environments.For that purpose, we introduce several haptic rendering techniques to cover different cases of 3D interaction such as touching a rough virtual surface, or feeling the inertia or weight of a virtual object.In order to illustrate the possibilities offered by HapTip, we provide four use cases focused on touching or grasping virtual objects.To validate the efficiency of our approach, we also conducted experiments to assess the tactile perception obtained with HapTip.Our results show that participants can successfully discriminate the directions of the 2 DoF stimulation of our haptic device.We found also that participants could well perceive different weights of virtual objects simulated using two HapTip devices. We believe that HapTip could be used in numerous applications in virtual reality for which 3D manipulation and tactile sensations are often crucial, such as in virtual prototyping or virtual training.

  13. Viewpoints to labour mobility development

    OpenAIRE

    Kalmár, András

    2015-01-01

    The goal of the paper is to provide viewpoints to labour mobility development in the Western Balkans and in Macedonia in particular, since it would be one of the advantages of joining the European Union. The EU integration process of the Western Balkans opens up new dimensions for labour mobility in the long run in two aspects. One is the possibility of revitalization of the earlier notion of 'intra mobility' of Yugoslavia, especially since there are small language barriers among the successo...

  14. Method of producing hydrogen, and rendering a contaminated biomass inert

    Science.gov (United States)

    Bingham, Dennis N [Idaho Falls, ID; Klingler, Kerry M [Idaho Falls, ID; Wilding, Bruce M [Idaho Falls, ID

    2010-02-23

    A method for rendering a contaminated biomass inert includes providing a first composition, providing a second composition, reacting the first and second compositions together to form an alkaline hydroxide, providing a contaminated biomass feedstock and reacting the alkaline hydroxide with the contaminated biomass feedstock to render the contaminated biomass feedstock inert and further producing hydrogen gas, and a byproduct that includes the first composition.

  15. Social Gaming and Learning Applications: A Driving Force for the Future of Virtual and Augmented Reality?

    Science.gov (United States)

    Dörner, Ralf; Lok, Benjamin; Broll, Wolfgang

    Backed by a large consumer market, entertainment and education applications have spurred developments in the fields of real-time rendering and interactive computer graphics. Relying on Computer Graphics methodologies, Virtual Reality and Augmented Reality benefited indirectly from this; however, there is no large scale demand for VR and AR in gaming and learning. What are the shortcomings of current VR/AR technology that prevent a widespread use in these application areas? What advances in VR/AR will be necessary? And what might future “VR-enhanced” gaming and learning look like? Which role can and will Virtual Humans play? Concerning these questions, this article analyzes the current situation and provides an outlook on future developments. The focus is on social gaming and learning.

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

    Science.gov (United States)

    Weger, Ulrich W; Loughnan, Stephen

    2014-04-01

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

  17. Image-based path planning for automated virtual colonoscopy navigation

    Science.gov (United States)

    Hong, Wei

    2008-03-01

    Virtual colonoscopy (VC) is a noninvasive method for colonic polyp screening, by reconstructing three-dimensional models of the colon using computerized tomography (CT). In virtual colonoscopy fly-through navigation, it is crucial to generate an optimal camera path for efficient clinical examination. In conventional methods, the centerline of the colon lumen is usually used as the camera path. In order to extract colon centerline, some time consuming pre-processing algorithms must be performed before the fly-through navigation, such as colon segmentation, distance transformation, or topological thinning. In this paper, we present an efficient image-based path planning algorithm for automated virtual colonoscopy fly-through navigation without the requirement of any pre-processing. Our algorithm only needs the physician to provide a seed point as the starting camera position using 2D axial CT images. A wide angle fisheye camera model is used to generate a depth image from the current camera position. Two types of navigational landmarks, safe regions and target regions are extracted from the depth images. Camera position and its corresponding view direction are then determined using these landmarks. The experimental results show that the generated paths are accurate and increase the user comfort during the fly-through navigation. Moreover, because of the efficiency of our path planning algorithm and rendering algorithm, our VC fly-through navigation system can still guarantee 30 FPS.

  18. Defining Execution Viewpoints for a Large and Complex Software-Intensive System

    OpenAIRE

    Callo Arias, Trosky B.; America, Pierre; Avgeriou, Paris

    2009-01-01

    An execution view is an important asset for developing large and complex systems. An execution view helps practitioners to describe, analyze, and communicate what a software system does at runtime and how it does it. In this paper, we present an approach to define execution viewpoints for an existing large and complex software-intensive system. This definition approach enables the customization and extension of a set of predefined viewpoints to address the requirements of a specific developme...

  19. Rendering Visible: Painting and Sexuate Subjectivity

    Science.gov (United States)

    Daley, Linda

    2015-01-01

    In this essay, I examine Luce Irigaray's aesthetic of sexual difference, which she develops by extrapolating from Paul Klee's idea that the role of painting is to render the non-visible rather than represent the visible. This idea is the premise of her analyses of phenomenology and psychoanalysis and their respective contributions to understanding…

  20. Influence of rendering methods on yield and quality of chicken fat recovered from broiler skin

    Directory of Open Access Journals (Sweden)

    Liang-Kun Lin

    2017-06-01

    Full Text Available Objective In order to utilize fat from broiler byproducts efficiently, it is necessary to develop an appropriate rendering procedure and establish quality information for the rendered fat. A study was therefore undertaken to evaluate the influence of rendering methods on the amounts and general properties of the fat recovered from broiler skin. Methods The yield and quality of the broiler skin fat rendered through high and lower energy microwave rendering (3.6 W/g for 10 min and 2.4 W/g for 10 min for high power microwave rendering (HPMR and high power microwave rendering (LPMR, respectively, oven baking (OB, at 180°C for 40 min, and water cooking (WC, boiling for 40 min were compared. Results Microwave-rendered skin exhibited the highest yields and fat recovery rates, followed by OB, and WC fats (p<0.05. HPMR fat had the highest L*, a*, and b* values, whereas WC fat had the highest moisture content, acid values, and thiobarbituric acid (TBA values (p<0.05. There was no significant difference in the acid value, peroxide value, and TBA values between HPMR and LPMR fats. Conclusion Microwave rendering at a power level of 3.6 W/g for 10 min is suggested base on the yield and quality of chicken fat.

  1. Virtual processes and superradiance in spin-boson modes

    International Nuclear Information System (INIS)

    Alcalde, M. Aparicio; Kullock, R.; Svaiter, N.F.

    2008-01-01

    We consider spin-boson models composed by a single bosonic mode and an ensemble of N identical two-level atoms. The situation where the coupling between the bosonic mode and the atoms generates real and virtual processes is studied, where the whole system is in thermal equilibrium with a reservoir at temperature β -1 . Phase transitions from ordinary fluorescence to super radiant phase in three different models is investigated. First a model where the coupling between the bosonic mode and the j - th atom is via the pseudo-spin operator σ (j) z is studied. Second, we investigate the generalized Dicke model, introducing different coupling constants between the single mode bosonic field and the environment, g 1 and g 2 for rotating and counter-rotating terms, respectively. Finally it is considered a modified version of the generalized Dicke model with intensity-dependent coupling in the rotating terms. In the first model the zero mode contributes to render the canonical entropy a negative quantity for low temperatures. The last two models presents phase transitions, even when only Hamiltonian terms which generates virtual processes are considered. (author)

  2. Beaming teaching application: recording techniques for spatial xylophone sound rendering

    DEFF Research Database (Denmark)

    Markovic, Milos; Madsen, Esben; Olesen, Søren Krarup

    2012-01-01

    BEAMING is a telepresence research project aiming at providing a multimodal interaction between two or more participants located at distant locations. One of the BEAMING applications allows a distant teacher to give a xylophone playing lecture to the students. Therefore, rendering of the xylophon...... to spatial improvements mainly in terms of the Apparent Source Width (ASW). Rendered examples are subjectively evaluated in listening tests by comparing them with binaural recording....

  3. Chromium Renderserver: Scalable and Open Source Remote RenderingInfrastructure

    Energy Technology Data Exchange (ETDEWEB)

    Paul, Brian; Ahern, Sean; Bethel, E. Wes; Brugger, Eric; Cook,Rich; Daniel, Jamison; Lewis, Ken; Owen, Jens; Southard, Dale

    2007-12-01

    Chromium Renderserver (CRRS) is software infrastructure thatprovides the ability for one or more users to run and view image outputfrom unmodified, interactive OpenGL and X11 applications on a remote,parallel computational platform equipped with graphics hardwareaccelerators via industry-standard Layer 7 network protocolsand clientviewers. The new contributions of this work include a solution to theproblem of synchronizing X11 and OpenGL command streams, remote deliveryof parallel hardware-accelerated rendering, and a performance analysis ofseveral different optimizations that are generally applicable to avariety of rendering architectures. CRRSis fully operational, Open Sourcesoftware.

  4. An Efficient, Hierarchical Viewpoint Planning Strategy for Terrestrial Laser Scanner Networks

    Science.gov (United States)

    Jia, F.; Lichti, D. D.

    2018-05-01

    Terrestrial laser scanner (TLS) techniques have been widely adopted in a variety of applications. However, unlike in geodesy or photogrammetry, insufficient attention has been paid to the optimal TLS network design. It is valuable to develop a complete design system that can automatically provide an optimal plan, especially for high-accuracy, large-volume scanning networks. To achieve this goal, one should look at the "optimality" of the solution as well as the computational complexity in reaching it. In this paper, a hierarchical TLS viewpoint planning strategy is developed to solve the optimal scanner placement problems. If one targeted object to be scanned is simplified as discretized wall segments, any possible viewpoint can be evaluated by a score table representing its visible segments under certain scanning geometry constraints. Thus, the design goal is to find a minimum number of viewpoints that achieves complete coverage of all wall segments. The efficiency is improved by densifying viewpoints hierarchically, instead of a "brute force" search within the entire workspace. The experiment environments in this paper were simulated from two buildings located on University of Calgary campus. Compared with the "brute force" strategy in terms of the quality of the solutions and the runtime, it is shown that the proposed strategy can provide a scanning network with a compatible quality but with more than a 70 % time saving.

  5. Culture-bound syndrome and a culturally sensitive approach: from a viewpoint of medical anthropology.

    Science.gov (United States)

    Shimoji, A; Miyakawa, T

    2000-08-01

    Some aspects of the culture-bound syndrome are presented for discussion. From the psychiatric and medical anthropological viewpoints, kamidaari is described as an initiatory illness for seeing a shaman, and focus on clinical realities developing between different therapeutic subcultures in the same culture and the complementary practices of two epistemological ones, namely, the shamanistic and modern psychiatric system in the shamanistic climate. It is suggested that the culture-bound syndrome that reflects cultural influences on disease patterns and renders them difficult to place in a universal classificatory system should be seen as a vernacular bricolage or as tactics used by people within the web of their own local culture of origin. Therapists who treat patients in a cross-epistemological milieu should be aware of the subcultural-epistemological issues that may affect the clinical process. It should be recognized that, depending on the nature of a particular psychiatric crisis, the clinical encounter is straddling the boundaries of multiple clinical realities. At every stage in the clinical field, there is an intersection, consonance, or interruption of rejoinders in the open dialog by all those engaged in the clinical time. Aspects of climatic, culturally sensitive psychotherapy will be described, and the concept of the culture-bound syndrome will be reconsidered. Our approach could be seen as 'situation- and fudo-bound'.

  6. Virtual goods recommendations in virtual worlds.

    Science.gov (United States)

    Chen, Kuan-Yu; Liao, Hsiu-Yu; Chen, Jyun-Hung; Liu, Duen-Ren

    2015-01-01

    Virtual worlds (VWs) are computer-simulated environments which allow users to create their own virtual character as an avatar. With the rapidly growing user volume in VWs, platform providers launch virtual goods in haste and stampede users to increase sales revenue. However, the rapidity of development incurs virtual unrelated items which will be difficult to remarket. It not only wastes virtual global companies' intelligence resources, but also makes it difficult for users to find suitable virtual goods fit for their virtual home in daily virtual life. In the VWs, users decorate their houses, visit others' homes, create families, host parties, and so forth. Users establish their social life circles through these activities. This research proposes a novel virtual goods recommendation method based on these social interactions. The contact strength and contact influence result from interactions with social neighbors and influence users' buying intention. Our research highlights the importance of social interactions in virtual goods recommendation. The experiment's data were retrieved from an online VW platform, and the results show that the proposed method, considering social interactions and social life circle, has better performance than existing recommendation methods.

  7. Depth of Field Effects for Interactive Direct Volume Rendering

    KAUST Repository

    Schott, Mathias; Pascal Grosset, A.V.; Martin, Tobias; Pegoraro, Vincent; Smith, Sean T.; Hansen, Charles D.

    2011-01-01

    In this paper, a method for interactive direct volume rendering is proposed for computing depth of field effects, which previously were shown to aid observers in depth and size perception of synthetically generated images. The presented technique extends those benefits to volume rendering visualizations of 3D scalar fields from CT/MRI scanners or numerical simulations. It is based on incremental filtering and as such does not depend on any precomputation, thus allowing interactive explorations of volumetric data sets via on-the-fly editing of the shading model parameters or (multi-dimensional) transfer functions. © 2011 The Author(s).

  8. Depth of Field Effects for Interactive Direct Volume Rendering

    KAUST Repository

    Schott, Mathias

    2011-06-01

    In this paper, a method for interactive direct volume rendering is proposed for computing depth of field effects, which previously were shown to aid observers in depth and size perception of synthetically generated images. The presented technique extends those benefits to volume rendering visualizations of 3D scalar fields from CT/MRI scanners or numerical simulations. It is based on incremental filtering and as such does not depend on any precomputation, thus allowing interactive explorations of volumetric data sets via on-the-fly editing of the shading model parameters or (multi-dimensional) transfer functions. © 2011 The Author(s).

  9. Anisotropic 3D texture synthesis with application to volume rendering

    DEFF Research Database (Denmark)

    Laursen, Lasse Farnung; Ersbøll, Bjarne Kjær; Bærentzen, Jakob Andreas

    2011-01-01

    images using a 12.1 megapixel camera. Next, we extend the volume rendering pipeline by creating a transfer function which yields not only color and opacity from the input intensity, but also texture coordinates for our synthesized 3D texture. Thus, we add texture to the volume rendered images....... This method is applied to a high quality visualization of a pig carcass, where samples of meat, bone, and fat have been used to produce the anisotropic 3D textures....

  10. Graphical User Interfaces for Volume Rendering Applications in Medical Imaging

    OpenAIRE

    Lindfors, Lisa; Lindmark, Hanna

    2002-01-01

    Volume rendering applications are used in medical imaging in order to facilitate the analysis of three-dimensional image data. This study focuses on how to improve the usability of graphical user interfaces of these systems, by gathering user requirements. This is achieved by evaluations of existing systems, together with interviews and observations at clinics in Sweden that use volume rendering to some extent. The usability of the applications of today is not sufficient, according to the use...

  11. Clustered deep shadow maps for integrated polyhedral and volume rendering

    KAUST Repository

    Bornik, Alexander

    2012-01-01

    This paper presents a hardware-accelerated approach for shadow computation in scenes containing both complex volumetric objects and polyhedral models. Our system is the first hardware accelerated complete implementation of deep shadow maps, which unifies the computation of volumetric and geometric shadows. Up to now such unified computation was limited to software-only rendering . Previous hardware accelerated techniques can handle only geometric or only volumetric scenes - both resulting in the loss of important properties of the original concept. Our approach supports interactive rendering of polyhedrally bounded volumetric objects on the GPU based on ray casting. The ray casting can be conveniently used for both the shadow map computation and the rendering. We show how anti-aliased high-quality shadows are feasible in scenes composed of multiple overlapping translucent objects, and how sparse scenes can be handled efficiently using clustered deep shadow maps. © 2012 Springer-Verlag.

  12. Pictorial communication in virtual and real environments

    Science.gov (United States)

    Ellis, Stephen R. (Editor)

    1991-01-01

    Papers about the communication between human users and machines in real and synthetic environments are presented. Individual topics addressed include: pictorial communication, distortions in memory for visual displays, cartography and map displays, efficiency of graphical perception, volumetric visualization of 3D data, spatial displays to increase pilot situational awareness, teleoperation of land vehicles, computer graphics system for visualizing spacecraft in orbit, visual display aid for orbital maneuvering, multiaxis control in telemanipulation and vehicle guidance, visual enhancements in pick-and-place tasks, target axis effects under transformed visual-motor mappings, adapting to variable prismatic displacement. Also discussed are: spatial vision within egocentric and exocentric frames of reference, sensory conflict in motion sickness, interactions of form and orientation, perception of geometrical structure from congruence, prediction of three-dimensionality across continuous surfaces, effects of viewpoint in the virtual space of pictures, visual slant underestimation, spatial constraints of stereopsis in video displays, stereoscopic stance perception, paradoxical monocular stereopsis and perspective vergence. (No individual items are abstracted in this volume)

  13. Viewpoints of fertile women on gestational surrogacy in East Azerbaijan Province, Iran.

    Science.gov (United States)

    Rahmani, Azad; Howard, Fuchsia; Sattarzadeh, Nilofar; Ferguson, Caleb; Asgari, Afsaneh; Ebrahimi, Hossein

    2014-01-01

    The aim of this descriptive, cross-sectional study was to investigate the viewpoint of fertile Iranian women on gestational surrogacy. A convenience sample of 230 fertile women was invited to participate in the study and 185 consented. Data were collected via a 22-item scale that assessed the viewpoints of the participants in five domains related to gestational surrogacy. The viewpoints reported by the women were positive. However, a significant percentage of them believed that commissioning couples are not the biological owners of the baby, religious barriers need to be overcome prior to legal barriers, children born through surrogacy may face emotional issues, and the adoption of children may be a better option than surrogacy. The negative views of the women on some key aspects make it clear that public education is needed to increase the acceptability of gestational surrogacy.

  14. Mental Health Promotion in School: Schoolchildren’s and Families’ Viewpoint

    Directory of Open Access Journals (Sweden)

    Kristiina Puolakka

    2014-01-01

    Full Text Available While developing mental health work in schools, it is very important to consider the viewpoint of pupils. Parents can also give remarkable information on their children’s viewpoint. The purpose of this study was to produce a description of the concepts used by schoolchildren aged 12–16 years and their families associated with promoting mental health in schools. The research material comprised interviews with schoolchildren and mothers, and verbal answers from the school well-being profile survey (n=426. The analysis was conducted by applying the grounded theory method as introduced by Strauss. The study was conducted in a Finnish comprehensive school.

  15. Virtual marketing in virtual enterprises

    OpenAIRE

    Ale Ebrahim, Nader; Fattahi, Hamaid Ali; Golnam, Arash

    2008-01-01

    Virtualization caused tremendous evolution in the economics of marketing channels, patterns of physical distribution and the structure of distributors and developed a new concept that is known as virtual marketing (VM). VM combines the powerful technologies of interactive marketing and virtual reality. Virtual enterprise (VE) refers to an organization not having a clear physical locus. In other words, VE is an organization distributed geographically and whose work is coordinated through e...

  16. Evaluation and Improvement of the CIE Metameric and Colour Rendering Index

    Directory of Open Access Journals (Sweden)

    Radovan Slavuj

    2015-12-01

    Full Text Available All artificial light sources are intended to simulate daylight and its properties of color rendering or ability of colour discrimination. Two indices, defined by the CIE, are used to quantify quality of the artificial light sources. First is Color Rendering Index which quantifies ability of light sources to render colours and other is the Metemerism Index which describes metamerism potential of given light source. Calculation of both indices are defined by CIE and has been a subject of discussion and change in past. In this work particularly, the problem of sample number and type used in calculation is addressed here and evaluated. It is noticed that both indices depends on the choice and sample number and that they should be determined based on application.

  17. Virtual Presenters: Towards Interactive Virtual Presentations

    NARCIS (Netherlands)

    Nijholt, Antinus; Cappellini, V.; Hemsley, J.

    2005-01-01

    We discuss having virtual presenters in virtual environments that present information to visitors of these environments. Some current research is surveyed and we will look in particular to our research in the context of a virtual meeting room where a virtual presenter uses speech, gestures, pointing

  18. Virtual Reality simulator for dental anesthesia training in the inferior alveolar nerve block

    Directory of Open Access Journals (Sweden)

    Cléber Gimenez CORRÊA

    Full Text Available Abstract Objectives This study shows the development and validation of a dental anesthesia-training simulator, specifically for the inferior alveolar nerve block (IANB. The system developed provides the tactile sensation of inserting a real needle in a human patient, using Virtual Reality (VR techniques and a haptic device that can provide a perceived force feedback in the needle insertion task during the anesthesia procedure. Material and Methods To simulate a realistic anesthesia procedure, a Carpule syringe was coupled to a haptic device. The Volere method was used to elicit requirements from users in the Dentistry area; Repeated Measures Two-Way ANOVA (Analysis of Variance, Tukey post-hoc test and averages for the results’ analysis. A questionnaire-based subjective evaluation method was applied to collect information about the simulator, and 26 people participated in the experiments (12 beginners, 12 at intermediate level, and 2 experts. The questionnaire included profile, preferences (number of viewpoints, texture of the objects, and haptic device handler, as well as visual (appearance, scale, and position of objects and haptic aspects (motion space, tactile sensation, and motion reproduction. Results The visual aspect was considered appropriate and the haptic feedback must be improved, which the users can do by calibrating the virtual tissues’ resistance. The evaluation of visual aspects was influenced by the participants’ experience, according to ANOVA test (F=15.6, p=0.0002, with p<0.01. The user preferences were the simulator with two viewpoints, objects with texture based on images and the device with a syringe coupled to it. Conclusion The simulation was considered thoroughly satisfactory for the anesthesia training, considering the needle insertion task, which includes the correct insertion point and depth, as well as the perception of tissues resistances during the insertion.

  19. Virtual Reality simulator for dental anesthesia training in the inferior alveolar nerve block.

    Science.gov (United States)

    Corrêa, Cléber Gimenez; Machado, Maria Aparecida de Andrade Moreira; Ranzini, Edith; Tori, Romero; Nunes, Fátima de Lourdes Santos

    2017-01-01

    This study shows the development and validation of a dental anesthesia-training simulator, specifically for the inferior alveolar nerve block (IANB). The system developed provides the tactile sensation of inserting a real needle in a human patient, using Virtual Reality (VR) techniques and a haptic device that can provide a perceived force feedback in the needle insertion task during the anesthesia procedure. To simulate a realistic anesthesia procedure, a Carpule syringe was coupled to a haptic device. The Volere method was used to elicit requirements from users in the Dentistry area; Repeated Measures Two-Way ANOVA (Analysis of Variance), Tukey post-hoc test and averages for the results' analysis. A questionnaire-based subjective evaluation method was applied to collect information about the simulator, and 26 people participated in the experiments (12 beginners, 12 at intermediate level, and 2 experts). The questionnaire included profile, preferences (number of viewpoints, texture of the objects, and haptic device handler), as well as visual (appearance, scale, and position of objects) and haptic aspects (motion space, tactile sensation, and motion reproduction). The visual aspect was considered appropriate and the haptic feedback must be improved, which the users can do by calibrating the virtual tissues' resistance. The evaluation of visual aspects was influenced by the participants' experience, according to ANOVA test (F=15.6, p=0.0002, with p<0.01). The user preferences were the simulator with two viewpoints, objects with texture based on images and the device with a syringe coupled to it. The simulation was considered thoroughly satisfactory for the anesthesia training, considering the needle insertion task, which includes the correct insertion point and depth, as well as the perception of tissues resistances during the insertion.

  20. Virtual Worlds for Virtual Organizing

    Science.gov (United States)

    Rhoten, Diana; Lutters, Wayne

    The members and resources of a virtual organization are dispersed across time and space, yet they function as a coherent entity through the use of technologies, networks, and alliances. As virtual organizations proliferate and become increasingly important in society, many may exploit the technical architecture s of virtual worlds, which are the confluence of computer-mediated communication, telepresence, and virtual reality originally created for gaming. A brief socio-technical history describes their early origins and the waves of progress followed by stasis that brought us to the current period of renewed enthusiasm. Examination of contemporary examples demonstrates how three genres of virtual worlds have enabled new arenas for virtual organizing: developer-defined closed worlds, user-modifiable quasi-open worlds, and user-generated open worlds. Among expected future trends are an increase in collaboration born virtually rather than imported from existing organizations, a tension between high-fidelity recreations of the physical world and hyper-stylized imaginations of fantasy worlds, and the growth of specialized worlds optimized for particular sectors, companies, or cultures.

  1. Exploring 4D Flow Data in an Immersive Virtual Environment

    Science.gov (United States)

    Stevens, A. H.; Butkiewicz, T.

    2017-12-01

    Ocean models help us to understand and predict a wide range of intricate physical processes which comprise the atmospheric and oceanic systems of the Earth. Because these models output an abundance of complex time-varying three-dimensional (i.e., 4D) data, effectively conveying the myriad information from a given model poses a significant visualization challenge. The majority of the research effort into this problem has concentrated around synthesizing and examining methods for representing the data itself; by comparison, relatively few studies have looked into the potential merits of various viewing conditions and virtual environments. We seek to improve our understanding of the benefits offered by current consumer-grade virtual reality (VR) systems through an immersive, interactive 4D flow visualization system. Our dataset is a Regional Ocean Modeling System (ROMS) model representing a 12-hour tidal cycle of the currents within New Hampshire's Great Bay estuary. The model data was loaded into a custom VR particle system application using the OpenVR software library and the HTC Vive hardware, which tracks a headset and two six-degree-of-freedom (6DOF) controllers within a 5m-by-5m area. The resulting visualization system allows the user to coexist in the same virtual space as the data, enabling rapid and intuitive analysis of the flow model through natural interactions with the dataset and within the virtual environment. Whereas a traditional computer screen typically requires the user to reposition a virtual camera in the scene to obtain the desired view of the data, in virtual reality the user can simply move their head to the desired viewpoint, completely eliminating the mental context switches from data exploration/analysis to view adjustment and back. The tracked controllers become tools to quickly manipulate (reposition, reorient, and rescale) the dataset and to interrogate it by, e.g., releasing dye particles into the flow field, probing scalar velocities

  2. Dynamic Resolution in GPU-Accelerated Volume Rendering to Autostereoscopic Multiview Lenticular Displays

    Directory of Open Access Journals (Sweden)

    Daniel Ruijters

    2008-09-01

    Full Text Available The generation of multiview stereoscopic images of large volume rendered data demands an enormous amount of calculations. We propose a method for hardware accelerated volume rendering of medical data sets to multiview lenticular displays, offering interactive manipulation throughout. The method is based on buffering GPU-accelerated direct volume rendered visualizations of the individual views from their respective focal spot positions, and composing the output signal for the multiview lenticular screen in a second pass. This compositing phase is facilitated by the fact that the view assignment per subpixel is static, and therefore can be precomputed. We decoupled the resolution of the individual views from the resolution of the composited signal, and adjust the resolution on-the-fly, depending on the available processing resources, in order to maintain interactive refresh rates. The optimal resolution for the volume rendered views is determined by means of an analysis of the lattice of the output signal for the lenticular screen in the Fourier domain.

  3. Experiencing "Macbeth": From Text Rendering to Multicultural Performance.

    Science.gov (United States)

    Reisin, Gail

    1993-01-01

    Shows how one teacher used innovative methods in teaching William Shakespeare's "Macbeth." Outlines student assignments including text renderings, rewriting a scene from the play, and creating a multicultural scrapbook for the play. (HB)

  4. CT arthrography and virtual arthroscopy in the diagnosis of the anterior cruciate ligament and meniscal abnormalities of the knee joint

    International Nuclear Information System (INIS)

    Lee, Whal; Chung, Jin-Wook; Kang, Heung-Sik; Hong, Sung-Hwan; Choi, Ja-Young; Kim, Ho-Sung; Kim, Seok-Jung; Kim, Hyung-Ho

    2004-01-01

    To determine the diagnostic accuracy of CT arthrography and virtual arthroscopy in the diagnosis of anterior cruciate ligament and meniscus pathology. Thirty-eight consecutive patients sho underwent CT arthrography and arthroscopy of the knee were included in this study. The ages of the patients ranged from 19 to 52 years and all of the patients were male. Sagittal, coronal, transverse and oblique coronal multiplanar reconstruction images were reformatted from CT arthrography. Virtual arthroscopy was performed from 6 standard views using a volume rendering technique. Three radiologists analyzed the MPR images and two orthopedic surgeons analyzed the virtual arthroscopic images. The sensitivity and specificity of CT arthrography for the diagnosis of anterior cruciate ligament abnormalities were 87.5%-100% and 93.3%-96.7%, respectively and those for meniscus abnormalities were 91.7%-100% and 98.1%, respectively. The sensitivity and specificity of virtual arthroscopy for the diagnosis of anterior cruciate ligament abnormalities were 87.5% and 83.3%-90%, respectively, and those for meniscus abnormalities were 83.3%-87.5% and 96.1-98.1%, respectively. CT arthrography and virtual arthroscopy showed good diagnostic accuracy for anterior cruciate ligament and meniscal abnormalities

  5. WAVE: Interactive Wave-based Sound Propagation for Virtual Environments.

    Science.gov (United States)

    Mehra, Ravish; Rungta, Atul; Golas, Abhinav; Ming Lin; Manocha, Dinesh

    2015-04-01

    We present an interactive wave-based sound propagation system that generates accurate, realistic sound in virtual environments for dynamic (moving) sources and listeners. We propose a novel algorithm to accurately solve the wave equation for dynamic sources and listeners using a combination of precomputation techniques and GPU-based runtime evaluation. Our system can handle large environments typically used in VR applications, compute spatial sound corresponding to listener's motion (including head tracking) and handle both omnidirectional and directional sources, all at interactive rates. As compared to prior wave-based techniques applied to large scenes with moving sources, we observe significant improvement in runtime memory. The overall sound-propagation and rendering system has been integrated with the Half-Life 2 game engine, Oculus-Rift head-mounted display, and the Xbox game controller to enable users to experience high-quality acoustic effects (e.g., amplification, diffraction low-passing, high-order scattering) and spatial audio, based on their interactions in the VR application. We provide the results of preliminary user evaluations, conducted to study the impact of wave-based acoustic effects and spatial audio on users' navigation performance in virtual environments.

  6. Fast and robust ray casting algorithms for virtual X-ray imaging

    International Nuclear Information System (INIS)

    Freud, N.; Duvauchelle, P.; Letang, J.M.; Babot, D.

    2006-01-01

    Deterministic calculations based on ray casting techniques are known as a powerful alternative to the Monte Carlo approach to simulate X- or γ-ray imaging modalities (e.g. digital radiography and computed tomography), whenever computation time is a critical issue. One of the key components, from the viewpoint of computing resource expense, is the algorithm which determines the path length travelled by each ray through complex 3D objects. This issue has given rise to intensive research in the field of 3D rendering (in the visible light domain) during the last decades. The present work proposes algorithmic solutions adapted from state-of-the-art computer graphics to carry out ray casting in X-ray imaging configurations. This work provides an algorithmic basis to simulate direct transmission of X-rays, as well as scattering and secondary emission of radiation. Emphasis is laid on the speed and robustness issues. Computation times are given in a typical case of radiography simulation

  7. Fast and robust ray casting algorithms for virtual X-ray imaging

    Energy Technology Data Exchange (ETDEWEB)

    Freud, N. [CNDRI, Laboratory of Nondestructive Testing Using Ionizing Radiations, INSA-Lyon Scientific and Technical University, Bat. Antoine de Saint-Exupery, 20, Avenue Albert Einstein, 69621 Villeurbanne Cedex (France)]. E-mail: Nicolas.Freud@insa-lyon.fr; Duvauchelle, P. [CNDRI, Laboratory of Nondestructive Testing Using Ionizing Radiations, INSA-Lyon Scientific and Technical University, Bat. Antoine de Saint-Exupery, 20, Avenue Albert Einstein, 69621 Villeurbanne Cedex (France); Letang, J.M. [CNDRI, Laboratory of Nondestructive Testing Using Ionizing Radiations, INSA-Lyon Scientific and Technical University, Bat. Antoine de Saint-Exupery, 20, Avenue Albert Einstein, 69621 Villeurbanne Cedex (France); Babot, D. [CNDRI, Laboratory of Nondestructive Testing Using Ionizing Radiations, INSA-Lyon Scientific and Technical University, Bat. Antoine de Saint-Exupery, 20, Avenue Albert Einstein, 69621 Villeurbanne Cedex (France)

    2006-07-15

    Deterministic calculations based on ray casting techniques are known as a powerful alternative to the Monte Carlo approach to simulate X- or {gamma}-ray imaging modalities (e.g. digital radiography and computed tomography), whenever computation time is a critical issue. One of the key components, from the viewpoint of computing resource expense, is the algorithm which determines the path length travelled by each ray through complex 3D objects. This issue has given rise to intensive research in the field of 3D rendering (in the visible light domain) during the last decades. The present work proposes algorithmic solutions adapted from state-of-the-art computer graphics to carry out ray casting in X-ray imaging configurations. This work provides an algorithmic basis to simulate direct transmission of X-rays, as well as scattering and secondary emission of radiation. Emphasis is laid on the speed and robustness issues. Computation times are given in a typical case of radiography simulation.

  8. Long-term thermophilic mono-digestion of rendering wastes and co-digestion with potato pulp

    International Nuclear Information System (INIS)

    Bayr, S.; Ojanperä, M.; Kaparaju, P.; Rintala, J.

    2014-01-01

    Highlights: • Rendering wastes’ mono-digestion and co-digestion with potato pulp were studied. • CSTR process with OLR of 1.5 kg VS/m 3 d, HRT of 50 d was unstable in mono-digestion. • Free NH 3 inhibited mono-digestion of rendering wastes. • CSTR process with OLR of 1.5 kg VS/m 3 d, HRT of 50 d was stable in co-digestion. • Co-digestion increased methane yield somewhat compared to mono-digestion. - Abstract: In this study, mono-digestion of rendering wastes and co-digestion of rendering wastes with potato pulp were studied for the first time in continuous stirred tank reactor (CSTR) experiments at 55 °C. Rendering wastes have high protein and lipid contents and are considered good substrates for methane production. However, accumulation of digestion intermediate products viz., volatile fatty acids (VFAs), long chain fatty acids (LCFAs) and ammonia nitrogen (NH 4 -N and/or free NH 3 ) can cause process imbalance during the digestion. Mono-digestion of rendering wastes at an organic loading rate (OLR) of 1.5 kg volatile solids (VS)/m 3 d and hydraulic retention time (HRT) of 50 d was unstable and resulted in methane yields of 450 dm 3 /kg VS fed . On the other hand, co-digestion of rendering wastes with potato pulp (60% wet weight, WW) at the same OLR and HRT improved the process stability and increased methane yields (500–680 dm 3 /kg VS fed ). Thus, it can be concluded that co-digestion of rendering wastes with potato pulp could improve the process stability and methane yields from these difficult to treat industrial waste materials

  9. ACCELERATION RENDERING METHOD ON RAY TRACING WITH ANGLE COMPARISON AND DISTANCE COMPARISON

    Directory of Open Access Journals (Sweden)

    Liliana liliana

    2007-01-01

    Full Text Available In computer graphics applications, to produce realistic images, a method that is often used is ray tracing. Ray tracing does not only model local illumination but also global illumination. Local illumination count ambient, diffuse and specular effects only, but global illumination also count mirroring and transparency. Local illumination count effects from the lamp(s but global illumination count effects from other object(s too. Objects that are usually modeled are primitive objects and mesh objects. The advantage of mesh modeling is various, interesting and real-like shape. Mesh contains many primitive objects like triangle or square (rare. A problem in mesh object modeling is long rendering time. It is because every ray must be checked with a lot of triangle of the mesh. Added by ray from other objects checking, the number of ray that traced will increase. It causes the increasing of rendering time. To solve this problem, in this research, new methods are developed to make the rendering process of mesh object faster. The new methods are angle comparison and distance comparison. These methods are used to reduce the number of ray checking. The rays predicted will not intersect with the mesh, are not checked weather the ray intersects the mesh. With angle comparison, if using small angle to compare, the rendering process will be fast. This method has disadvantage, if the shape of each triangle is big, some triangles will be corrupted. If the angle to compare is bigger, mesh corruption can be avoided but the rendering time will be longer than without comparison. With distance comparison, the rendering time is less than without comparison, and no triangle will be corrupted.

  10. 31 CFR 515.548 - Services rendered by Cuba to United States aircraft.

    Science.gov (United States)

    2010-07-01

    ... 31 Money and Finance: Treasury 3 2010-07-01 2010-07-01 false Services rendered by Cuba to United... REGULATIONS Licenses, Authorizations, and Statements of Licensing Policy § 515.548 Services rendered by Cuba to United States aircraft. Specific licenses are issued for payment to Cuba of charges for services...

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

    Science.gov (United States)

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

    2007-07-01

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

  12. GPU Pro advanced rendering techniques

    CERN Document Server

    Engel, Wolfgang

    2010-01-01

    This book covers essential tools and techniques for programming the graphics processing unit. Brought to you by Wolfgang Engel and the same team of editors who made the ShaderX series a success, this volume covers advanced rendering techniques, engine design, GPGPU techniques, related mathematical techniques, and game postmortems. A special emphasis is placed on handheld programming to account for the increased importance of graphics on mobile devices, especially the iPhone and iPod touch.Example programs and source code can be downloaded from the book's CRC Press web page. 

  13. An approach to relate viewpoints and modeling languages

    NARCIS (Netherlands)

    Dijkman, R.M.; Quartel, Dick; Ferreira Pires, Luis; van Sinderen, Marten J.; Duddy, K.

    The architectural design of distributed enterprise applications from the viewpoints of different stakeholders has been proposed for some time, for example, as part of RM-ODP and IEEE 1471, and seems now-a-days to gain acceptance in practice. However, much work remains to be done on the relationships

  14. A cache-friendly sampling strategy for texture-based volume rendering on GPU

    Directory of Open Access Journals (Sweden)

    Junpeng Wang

    2017-06-01

    Full Text Available The texture-based volume rendering is a memory-intensive algorithm. Its performance relies heavily on the performance of the texture cache. However, most existing texture-based volume rendering methods blindly map computational resources to texture memory and result in incoherent memory access patterns, causing low cache hit rates in certain cases. The distance between samples taken by threads of an atomic scheduling unit (e.g. a warp of 32 threads in CUDA of the GPU is a crucial factor that affects the texture cache performance. Based on this fact, we present a new sampling strategy, called Warp Marching, for the ray-casting algorithm of texture-based volume rendering. The effects of different sample organizations and different thread-pixel mappings in the ray-casting algorithm are thoroughly analyzed. Also, a pipeline manner color blending approach is introduced and the power of warp-level GPU operations is leveraged to improve the efficiency of parallel executions on the GPU. In addition, the rendering performance of the Warp Marching is view-independent, and it outperforms existing empty space skipping techniques in scenarios that need to render large dynamic volumes in a low resolution image. Through a series of micro-benchmarking and real-life data experiments, we rigorously analyze our sampling strategies and demonstrate significant performance enhancements over existing sampling methods.

  15. COMPANION ANIMALS SYMPOSIUM: Rendered ingredients significantly influence sustainability, quality, and safety of pet food.

    Science.gov (United States)

    Meeker, D L; Meisinger, J L

    2015-03-01

    The rendering industry collects and safely processes approximately 25 million t of animal byproducts each year in the United States. Rendering plants process a variety of raw materials from food animal production, principally offal from slaughterhouses, but include whole animals that die on farms or in transit and other materials such as bone, feathers, and blood. By recycling these byproducts into various protein, fat, and mineral products, including meat and bone meal, hydrolyzed feather meal, blood meal, and various types of animal fats and greases, the sustainability of food animal production is greatly enhanced. The rendering industry is conscious of its role in the prevention of disease and microbiological control and providing safe feed ingredients for livestock, poultry, aquaculture, and pets. The processing of otherwise low-value OM from the livestock production and meat processing industries through rendering drastically reduces the amount of waste. If not rendered, biological materials would be deposited in landfills, burned, buried, or inappropriately dumped with large amounts of carbon dioxide, ammonia, and other compounds polluting air and water. The majority of rendered protein products are used as animal feed. Rendered products are especially valuable to the livestock and pet food industries because of their high protein content, digestible AA levels (especially lysine), mineral availability (especially calcium and phosphorous), and relatively low cost in relation to their nutrient value. The use of these reclaimed and recycled materials in pet food is a much more sustainable model than using human food for pets.

  16. Overview of FTV (free-viewpoint television)

    Science.gov (United States)

    Tanimoto, Masayuki

    2010-07-01

    We have developed a new type of television named FTV (Free-viewpoint TV). FTV is the ultimate 3DTV that enables us to view a 3D scene by freely changing our viewpoints. We proposed the concept of FTV and constructed the world's first real-time system including the complete chain of operation from image capture to display. FTV is based on the rayspace method that represents one ray in real space with one point in the ray-space. We have developed ray capture, processing and display technologies for FTV. FTV can be carried out today in real time on a single PC or on a mobile player. We also realized FTV with free listening-point audio. The international standardization of FTV has been conducted in MPEG. The first phase of FTV was MVC (Multi-view Video Coding) and the second phase is 3DV (3D Video). MVC was completed in May 2009. The Blu-ray 3D specification has adopted MVC for compression. 3DV is a standard that targets serving a variety of 3D displays. The view generation function of FTV is used to decouple capture and display in 3DV. FDU (FTV Data Unit) is proposed as a data format for 3DV. FTU can compensate errors of the synthesized views caused by depth error.

  17. Free viewpoint TV and its international standardization

    Science.gov (United States)

    Tanimoto, Masayuki

    2009-05-01

    We have developed a new type of television named FTV (Free-viewpoint TV). FTV is an innovative visual media that enables us to view a 3D scene by freely changing our viewpoints. We proposed the concept of FTV and constructed the world's first real-time system including the complete chain of operation from image capture to display. We also realized FTV on a single PC and FTV with free listening-point audio. FTV is based on the ray-space method that represents one ray in real space with one point in the ray-space. We have also developed new type of ray capture and display technologies such as a 360-degree mirror-scan ray capturing system and a 360 degree ray-reproducing display. MPEG regarded FTV as the most challenging 3D media and started the international standardization activities of FTV. The first phase of FTV is MVC (Multi-view Video Coding) and the second phase is 3DV (3D Video). MVC was completed in March 2009. 3DV is a standard that targets serving a variety of 3D displays. It will be completed within the next two years.

  18. Long-term thermophilic mono-digestion of rendering wastes and co-digestion with potato pulp

    Energy Technology Data Exchange (ETDEWEB)

    Bayr, S., E-mail: suvi.bayr@jyu.fi; Ojanperä, M.; Kaparaju, P.; Rintala, J.

    2014-10-15

    Highlights: • Rendering wastes’ mono-digestion and co-digestion with potato pulp were studied. • CSTR process with OLR of 1.5 kg VS/m{sup 3} d, HRT of 50 d was unstable in mono-digestion. • Free NH{sub 3} inhibited mono-digestion of rendering wastes. • CSTR process with OLR of 1.5 kg VS/m{sup 3} d, HRT of 50 d was stable in co-digestion. • Co-digestion increased methane yield somewhat compared to mono-digestion. - Abstract: In this study, mono-digestion of rendering wastes and co-digestion of rendering wastes with potato pulp were studied for the first time in continuous stirred tank reactor (CSTR) experiments at 55 °C. Rendering wastes have high protein and lipid contents and are considered good substrates for methane production. However, accumulation of digestion intermediate products viz., volatile fatty acids (VFAs), long chain fatty acids (LCFAs) and ammonia nitrogen (NH{sub 4}-N and/or free NH{sub 3}) can cause process imbalance during the digestion. Mono-digestion of rendering wastes at an organic loading rate (OLR) of 1.5 kg volatile solids (VS)/m{sup 3} d and hydraulic retention time (HRT) of 50 d was unstable and resulted in methane yields of 450 dm{sup 3}/kg VS{sub fed}. On the other hand, co-digestion of rendering wastes with potato pulp (60% wet weight, WW) at the same OLR and HRT improved the process stability and increased methane yields (500–680 dm{sup 3}/kg VS{sub fed}). Thus, it can be concluded that co-digestion of rendering wastes with potato pulp could improve the process stability and methane yields from these difficult to treat industrial waste materials.

  19. MPEG-4 solutions for virtualizing RDP-based applications

    Science.gov (United States)

    Joveski, Bojan; Mitrea, Mihai; Ganji, Rama-Rao

    2014-02-01

    The present paper provides the proof-of-concepts for the use of the MPEG-4 multimedia scene representations (BiFS and LASeR) as a virtualization tool for RDP-based applications (e.g. MS Windows applications). Two main applicative benefits are thus granted. First, any legacy application can be virtualized without additional programming effort. Second, heterogeneous mobile devices (different manufacturers, OS) can collaboratively enjoy full multimedia experiences. From the methodological point of view, the main novelty consists in (1) designing an architecture allowing the conversion of the RDP content into a semantic multimedia scene-graph and its subsequent rendering on the client and (2) providing the underlying scene graph management and interactivity tools. Experiments consider 5 users and two RDP applications (MS Word and Internet Explorer), and benchmark our solution against two state-of-the-art technologies (VNC and FreeRDP). The visual quality is evaluated by six objective measures (e.g. PSNRVNC by a factor 1.8 while being 2 times heavier then the FreeRDP; (2) for Internet browsing, the MPEG solutions outperform both VNC and FreeRDP by factors of 1.9 and 1.5, respectively. The average round-trip times (less than 40ms) cope with real-time application constraints.

  20. Mental rotation versus invariant features in object perception from different viewpoints: an fMRI study.

    Science.gov (United States)

    Vanrie, Jan; Béatse, Erik; Wagemans, Johan; Sunaert, Stefan; Van Hecke, Paul

    2002-01-01

    It has been proposed that object perception can proceed through different routes, which can be situated on a continuum ranging from complete viewpoint-dependency to complete viewpoint-independency, depending on the objects and the task at hand. Although these different routes have been extensively demonstrated on the behavioral level, the corresponding distinction in the underlying neural substrate has not received the same attention. Our goal was to disentangle, on the behavioral and the neurofunctional level, a process associated with extreme viewpoint-dependency, i.e. mental rotation, and a process associated with extreme viewpoint-independency, i.e. the use of viewpoint-invariant, diagnostic features. Two sets of 3-D block figures were created that either differed in handedness (original versus mirrored) or in the angles joining the block components (orthogonal versus skewed). Behavioral measures on a same-different judgment task were predicted to be dependent on viewpoint in the rotation condition (same versus mirrored), but not in the invariance condition (same angles versus different angles). Six subjects participated in an fMRI experiment while presented with both conditions in alternating blocks. Both reaction times and accuracy confirmed the predicted dissociation between the two conditions. Neurofunctional results indicate that all cortical areas activated in the invariance condition were also activated in the rotation condition. Parietal areas were more activated than occipito-temporal areas in the rotation condition, while this pattern was reversed in the invariance condition. Furthermore, some areas were activated uniquely by the rotation condition, probably reflecting the additional processes apparent in the behavioral response patterns.

  1. Viewpoint: Transatlantic Scholarship on Victorian Literature and Culture

    Directory of Open Access Journals (Sweden)

    Isobel Armstrong

    2009-11-01

    Full Text Available This viewpoint offers a comparison of recent British and American criticism of Victorian literature and culture, encompassing Dickens, Tennyson, the epic and ethical criticism. Discussion centres on recent studies by Sally Ledger, Rosemarie Bodenheimer, Cornelia Pearsall, Kirstie Blair, Simon Dentith, Herbert Tucker, Andrew Miller and Mike Sanders.

  2. A Case-Based Study of Students' Visuohaptic Experiences of Electric Fields around Molecules: Shaping the Development of Virtual Nanoscience Learning Environments

    Directory of Open Access Journals (Sweden)

    Gunnar E. Höst

    2013-01-01

    Full Text Available Recent educational research has suggested that immersive multisensory virtual environments offer learners unique and exciting knowledge-building opportunities for the construction of scientific knowledge. This paper delivers a case-based study of students’ immersive interaction with electric fields around molecules in a multisensory visuohaptic virtual environment. The virtual architecture presented here also has conceptual connections to the flourishing quest in contemporary literature for the pressing need to communicate nanoscientific ideas to learners. Five upper secondary school students’ prior conceptual understanding of electric fields and their application of this knowledge to molecular contexts, were probed prior to exposure to the virtual model. Subsequently, four students interacted with the visuohaptic model while performing think-aloud tasks. An inductive and heuristic treatment of videotaped verbal and behavioural data revealed distinct interrelationships between students’ interactive strategies implemented when executing tasks in the virtual system and the nature of their conceptual knowledge deployed. The obtained qualitative case study evidence could serve as an empirical basis for informing the rendering and communication of overarching nanoscale ideas. At the time of composing this paper for publication in the current journal, the research findings of this study have been put into motion in informing a broader project goal of developing educational virtual environments for depicting nanophenomena.

  3. The lime renderings from plaza de la Corredera, Córdoba

    Directory of Open Access Journals (Sweden)

    González, T.

    2002-09-01

    Full Text Available The causes of the pathologies found on the lime renderings from Plaza de la Corredera façades are analysed in this study. For this purpose, the mineralogical and chemical analyses of the building materials -brickwork and rendering mortar- has been carried out, as well as their physical, hydric and mechanical properties have been determined. The obtained results from both unaltered and altered materials, and the analysis of the rendering's raw materials, have allowed us to establish that rendering deterioration is connected to the presence of saline compounds (gypsum, halite, which existing in the brickwork substratum, have been removed due to the water saturation of such brickwork. The main cause responsible of the alteration forms - efflorescence, crusts, grain-disintegration, bulging, flaking found on the renderings, has been the salts precipitation (halite, hexahydrite, epsomite in their way towards the external surface.

    En este estudio se analizan las causas de las patologías de los revocos de cal de las fachadas de la Plaza de la Corredera. Para ello se ha realizado el análisis mineralógico y químico de los materiales de construcción - fábrica de ladrillo y mortero de revestimiento- y se han determinado sus propiedades físicas, hídricas y mecánicas. Mediante la comparación de los resultados obtenidos en los materiales inalterados y en los alterados, así como una vez analizadas las materias primas utilizadas en la realización del revoco, se ha podido establecer que la alteración de este último está relacionada con la existencia de compuestos salinos (yeso, halita que, presentes en el substrato de fábrica de ladrillo, se han exudado por saturación de agua de la misma. La precipitación de las sales (halita, hexahidrita, epsomita en su migración hacia el exterior ha sido la principal responsable de las formas de alteración -eflorescencias, costras, arenización, abombamientos, descamaciones- que aparecen sobre los

  4. Sensorial Virtualization: Coupling Gaming and Virtual Environment

    NARCIS (Netherlands)

    Garbaya, S.; Miraoui, C.; Wendrich, Robert E.; Lim, T.; Stanescu, I.A.; Hauge, J.B.

    2014-01-01

    Virtual reality and virtualization are currently used to design complex systems and demonstrate that they represent the functionalities of real systems. However, the design refinement of the virtual environment (VE) and distributed virtual environment (DVE) are still time consuming and costly, as it

  5. The effect on lower spine muscle activation of walking on a narrow beam in virtual reality.

    Science.gov (United States)

    Antley, Angus; Slater, Mel

    2011-02-01

    To what extent do people behave in immersive virtual environments as they would in similar situations in a physical environment? There are many ways to address this question, ranging from questionnaires, behavioral studies, and the use of physiological measures. Here, we compare the onsets of muscle activity using surface electromyography (EMG) while participants were walking under three different conditions: on a normal floor surface, on a narrow ribbon along the floor, and on a narrow platform raised off the floor. The same situation was rendered in an immersive virtual environment (IVE) Cave-like system, and 12 participants did the three types of walking in a counter-balanced within-groups design. The mean number of EMG activity onsets per unit time followed the same pattern in the virtual environment as in the physical environment-significantly higher for walking on the platform compared to walking on the floor. Even though participants knew that they were in fact really walking at floor level in the virtual environment condition, the visual illusion of walking on a raised platform was sufficient to influence their behavior in a measurable way. This opens up the door for this technique to be used in gait and posture related scenarios including rehabilitation.

  6. Diagnostic Value of Multidetector CT and Its Multiplanar Reformation, Volume Rendering and Virtual Bronchoscopy Postprocessing Techniques for Primary Trachea and Main Bronchus Tumors.

    Directory of Open Access Journals (Sweden)

    Mingyue Luo

    Full Text Available To evaluate the diagnostic value of multidetector CT (MDCT and its multiplanar reformation (MPR, volume rendering (VR and virtual bronchoscopy (VB postprocessing techniques for primary trachea and main bronchus tumors.Detection results of 31 primary trachea and main bronchus tumors with MDCT and its MPR, VR and VB postprocessing techniques, were analyzed retrospectively with regard to tumor locations, tumor morphologies, extramural invasions of tumors, longitudinal involvements of tumors, morphologies and extents of luminal stenoses, distances between main bronchus tumors and trachea carinae, and internal features of tumors. The detection results were compared with that of surgery and pathology.Detection results with MDCT and its MPR, VR and VB were consistent with that of surgery and pathology, included tumor locations (tracheae, n = 19; right main bronchi, n = 6; left main bronchi, n = 6, tumor morphologies (endoluminal nodes with narrow bases, n = 2; endoluminal nodes with wide bases, n = 13; both intraluminal and extraluminal masses, n = 16, extramural invasions of tumors (brokethrough only serous membrane, n = 1; 4.0 mm-56.0 mm, n = 14; no clear border with right atelectasis, n = 1, longitudinal involvements of tumors (3.0 mm, n = 1; 5.0 mm-68.0 mm, n = 29; whole right main bronchus wall and trachea carina, n = 1, morphologies of luminal stenoses (irregular, n = 26; circular, n = 3; eccentric, n = 1; conical, n = 1 and extents (mild, n = 5; moderate, n = 7; severe, n = 19, distances between main bronchus tumors and trachea carinae (16.0 mm, n = 1; invaded trachea carina, n = 1; >20.0 mm, n = 10, and internal features of tumors (fairly homogeneous densities with rather obvious enhancements, n = 26; homogeneous density with obvious enhancement, n = 1; homogeneous density without obvious enhancement, n = 1; not enough homogeneous density with obvious enhancement, n = 1; punctate calcification with obvious enhancement, n = 1; low density

  7. Diagnostic Value of Multidetector CT and Its Multiplanar Reformation, Volume Rendering and Virtual Bronchoscopy Postprocessing Techniques for Primary Trachea and Main Bronchus Tumors.

    Science.gov (United States)

    Luo, Mingyue; Duan, Chaijie; Qiu, Jianping; Li, Wenru; Zhu, Dongyun; Cai, Wenli

    2015-01-01

    To evaluate the diagnostic value of multidetector CT (MDCT) and its multiplanar reformation (MPR), volume rendering (VR) and virtual bronchoscopy (VB) postprocessing techniques for primary trachea and main bronchus tumors. Detection results of 31 primary trachea and main bronchus tumors with MDCT and its MPR, VR and VB postprocessing techniques, were analyzed retrospectively with regard to tumor locations, tumor morphologies, extramural invasions of tumors, longitudinal involvements of tumors, morphologies and extents of luminal stenoses, distances between main bronchus tumors and trachea carinae, and internal features of tumors. The detection results were compared with that of surgery and pathology. Detection results with MDCT and its MPR, VR and VB were consistent with that of surgery and pathology, included tumor locations (tracheae, n = 19; right main bronchi, n = 6; left main bronchi, n = 6), tumor morphologies (endoluminal nodes with narrow bases, n = 2; endoluminal nodes with wide bases, n = 13; both intraluminal and extraluminal masses, n = 16), extramural invasions of tumors (brokethrough only serous membrane, n = 1; 4.0 mm-56.0 mm, n = 14; no clear border with right atelectasis, n = 1), longitudinal involvements of tumors (3.0 mm, n = 1; 5.0 mm-68.0 mm, n = 29; whole right main bronchus wall and trachea carina, n = 1), morphologies of luminal stenoses (irregular, n = 26; circular, n = 3; eccentric, n = 1; conical, n = 1) and extents (mild, n = 5; moderate, n = 7; severe, n = 19), distances between main bronchus tumors and trachea carinae (16.0 mm, n = 1; invaded trachea carina, n = 1; >20.0 mm, n = 10), and internal features of tumors (fairly homogeneous densities with rather obvious enhancements, n = 26; homogeneous density with obvious enhancement, n = 1; homogeneous density without obvious enhancement, n = 1; not enough homogeneous density with obvious enhancement, n = 1; punctate calcification with obvious enhancement, n = 1; low density without

  8. Virtual Class Support at the Virtual Machine Level

    DEFF Research Database (Denmark)

    Nielsen, Anders Bach; Ernst, Erik

    2009-01-01

    This paper describes how virtual classes can be supported in a virtual machine.  Main-stream virtual machines such as the Java Virtual Machine and the .NET platform dominate the world today, and many languages are being executed on these virtual machines even though their embodied design choices...... conflict with the design choices of the virtual machine.  For instance, there is a non-trivial mismatch between the main-stream virtual machines mentioned above and dynamically typed languages.  One language concept that creates an even greater mismatch is virtual classes, in particular because fully...... general support for virtual classes requires generation of new classes at run-time by mixin composition.  Languages like CaesarJ and ObjectTeams can express virtual classes restricted to the subset that does not require run-time generation of classes, because of the restrictions imposed by the Java...

  9. Insurance of professional responsibility at medical aid rendering

    Directory of Open Access Journals (Sweden)

    Abyzova N.V.

    2011-12-01

    Full Text Available The article discusses the necessity of adoption of professional responsibility insurance act into the public health service. It is considered as the basic mechanism of compensation in case of damage to a patient at medical aid rendering

  10. Creation of individual ideally shaped stents using multi-slice CT: in vitro results from the semi-automatic virtual stent (SAVS) designer

    International Nuclear Information System (INIS)

    Hyodoh, Hideki; Katagiri, Yoshimi; Hyodoh, Kazusa; Akiba, Hidenari; Hareyama, Masato; Sakai, Toyohiko

    2005-01-01

    To plan stent-grafting for thoracic aortic aneurysm with complicated morphology, we created a virtual stent-grafting program [Semi Automatic Virtual Stent (SAVS) designer] using three-dimensional CT data. The usefulness of the SAVS designer was evaluated by measurement of transformed anatomical and straight stents. Curved model images (source, multi-planer reconstruction and volume rendering) were created, and a hollow virtual stent was produced by the SAVS designer. A straight Nitinol stent was transformed to match the curved configuration of the virtual stent. The accuracy of the anatomical stent was evaluated by experimental strain phantom studies in comparison with the straight stent. Mean separation length was 0 mm in the anatomical stent [22 mm outer diameter (OD)] and 5 mm in the straight stent (22 mm OD). The straight stent strain voltage was four times that of the anatomical stent at the stent end. The anatomical stent is useful because it fits the curved structure of the aorta and reduces the strain force compared to the straight stent. The SAVS designer can help to design and produce the anatomical stent. (orig.)

  11. Using Multi-Viewpoint Contracts for Negotiation of Embedded Software Updates

    Directory of Open Access Journals (Sweden)

    Sönke Holthusen

    2016-05-01

    Full Text Available In this paper we address the issue of change after deployment in safety-critical embedded system applications. Our goal is to substitute lab-based verification with in-field formal analysis to determine whether an update may be safely applied. This is challenging because it requires an automated process able to handle multiple viewpoints such as functional correctness, timing, etc. For this purpose, we propose an original methodology for contract-based negotiation of software updates. The use of contracts allows us to cleanly split the verification effort between the lab and the field. In addition, we show how to rely on existing viewpoint-specific methods for update negotiation. We illustrate our approach on a concrete example inspired by the automotive domain.

  12. Virtual Microphones for Multichannel Audio Resynthesis

    Directory of Open Access Journals (Sweden)

    Athanasios Mouchtaris

    2003-09-01

    Full Text Available Multichannel audio offers significant advantages for music reproduction, including the ability to provide better localization and envelopment, as well as reduced imaging distortion. On the other hand, multichannel audio is a demanding media type in terms of transmission requirements. Often, bandwidth limitations prohibit transmission of multiple audio channels. In such cases, an alternative is to transmit only one or two reference channels and recreate the rest of the channels at the receiving end. Here, we propose a system capable of synthesizing the required signals from a smaller set of signals recorded in a particular venue. These synthesized “virtual” microphone signals can be used to produce multichannel recordings that accurately capture the acoustics of that venue. Applications of the proposed system include transmission of multichannel audio over the current Internet infrastructure and, as an extension of the methods proposed here, remastering existing monophonic and stereophonic recordings for multichannel rendering.

  13. A morphologically preserved multi-resolution TIN surface modeling and visualization method for virtual globes

    Science.gov (United States)

    Zheng, Xianwei; Xiong, Hanjiang; Gong, Jianya; Yue, Linwei

    2017-07-01

    Virtual globes play an important role in representing three-dimensional models of the Earth. To extend the functioning of a virtual globe beyond that of a "geobrowser", the accuracy of the geospatial data in the processing and representation should be of special concern for the scientific analysis and evaluation. In this study, we propose a method for the processing of large-scale terrain data for virtual globe visualization and analysis. The proposed method aims to construct a morphologically preserved multi-resolution triangulated irregular network (TIN) pyramid for virtual globes to accurately represent the landscape surface and simultaneously satisfy the demands of applications at different scales. By introducing cartographic principles, the TIN model in each layer is controlled with a data quality standard to formulize its level of detail generation. A point-additive algorithm is used to iteratively construct the multi-resolution TIN pyramid. The extracted landscape features are also incorporated to constrain the TIN structure, thus preserving the basic morphological shapes of the terrain surface at different levels. During the iterative construction process, the TIN in each layer is seamlessly partitioned based on a virtual node structure, and tiled with a global quadtree structure. Finally, an adaptive tessellation approach is adopted to eliminate terrain cracks in the real-time out-of-core spherical terrain rendering. The experiments undertaken in this study confirmed that the proposed method performs well in multi-resolution terrain representation, and produces high-quality underlying data that satisfy the demands of scientific analysis and evaluation.

  14. Reflection curves—new computation and rendering techniques

    Directory of Open Access Journals (Sweden)

    Dan-Eugen Ulmet

    2004-05-01

    Full Text Available Reflection curves on surfaces are important tools for free-form surface interrogation. They are essential for industrial 3D CAD/CAM systems and for rendering purposes. In this note, new approaches regarding the computation and rendering of reflection curves on surfaces are introduced. These approaches are designed to take the advantage of the graphics libraries of recent releases of commercial systems such as the OpenInventor toolkit (developed by Silicon Graphics or Matlab (developed by The Math Works. A new relation between reflection curves and contour curves is derived; this theoretical result is used for a straightforward Matlab implementation of reflection curves. A new type of reflection curves is also generated using the OpenInventor texture and environment mapping implementations. This allows the computation, rendering, and animation of reflection curves at interactive rates, which makes it particularly useful for industrial applications.

  15. Cement-Based Renders Manufactured with Phase-Change Materials: Applications and Feasibility

    Directory of Open Access Journals (Sweden)

    Luigi Coppola

    2016-01-01

    Full Text Available The paper focuses on the evaluation of the rheological and mechanical performances of cement-based renders manufactured with phase-change materials (PCM in form of microencapsulated paraffin for innovative and ecofriendly residential buildings. Specifically, cement-based renders were manufactured by incorporating different amount of paraffin microcapsules—ranging from 5% to 20% by weight with respect to binder. Specific mass, entrained or entrapped air, and setting time were evaluated on fresh mortars. Compressive strength was measured over time to evaluate the effect of the PCM addition on the hydration kinetics of cement. Drying shrinkage was also evaluated. Experimental results confirmed that the compressive strength decreases as the amount of PCM increases. Furthermore, the higher the PCM content, the higher the drying shrinkage. The results confirm the possibility of manufacturing cement-based renders containing up to 20% by weight of PCM microcapsules with respect to binder.

  16. Service-oriented Design: A Multi-viewpoint Approach

    OpenAIRE

    Dijkman, R.M.; Dumas, M.

    2004-01-01

    As the technology associated to the ¿Web Services¿ trend gains significant adoption, the need for a corresponding design approach becomes increasingly important. This paper introduces a foundational model for designing (composite) services. The innovation of this model lies in the identification of four interrelated viewpoints (interface behaviour, provider behaviour, choreography, and orchestration) and their formalization from a control-flow perspective in terms of Petri nets. By formally c...

  17. How self-reliance is understood: viewpoints from one local ...

    African Journals Online (AJOL)

    How self-reliance is understood: viewpoints from one local community in Malawi. ... model that resists dependence on external aid, empowers community development, and provides opportunities to sustain development activity through local initiative, can be employed to increase social capital leading to sustainable growth.

  18. Hardware-accelerated Point Generation and Rendering of Point-based Impostors

    DEFF Research Database (Denmark)

    Bærentzen, Jakob Andreas

    2005-01-01

    This paper presents a novel scheme for generating points from triangle models. The method is fast and lends itself well to implementation using graphics hardware. The triangle to point conversion is done by rendering the models, and the rendering may be performed procedurally or by a black box API....... I describe the technique in detail and discuss how the generated point sets can easily be used as impostors for the original triangle models used to create the points. Since the points reside solely in GPU memory, these impostors are fairly efficient. Source code is available online....

  19. The Visualization Toolkit (VTK): Rewriting the rendering code for modern graphics cards

    Science.gov (United States)

    Hanwell, Marcus D.; Martin, Kenneth M.; Chaudhary, Aashish; Avila, Lisa S.

    2015-09-01

    The Visualization Toolkit (VTK) is an open source, permissively licensed, cross-platform toolkit for scientific data processing, visualization, and data analysis. It is over two decades old, originally developed for a very different graphics card architecture. Modern graphics cards feature fully programmable, highly parallelized architectures with large core counts. VTK's rendering code was rewritten to take advantage of modern graphics cards, maintaining most of the toolkit's programming interfaces. This offers the opportunity to compare the performance of old and new rendering code on the same systems/cards. Significant improvements in rendering speeds and memory footprints mean that scientific data can be visualized in greater detail than ever before. The widespread use of VTK means that these improvements will reap significant benefits.

  20. Microsoft Virtualization Master Microsoft Server, Desktop, Application, and Presentation Virtualization

    CERN Document Server

    Olzak, Thomas; Boomer, Jason; Keefer, Robert M

    2010-01-01

    Microsoft Virtualization helps you understand and implement the latest virtualization strategies available with Microsoft products. This book focuses on: Server Virtualization, Desktop Virtualization, Application Virtualization, and Presentation Virtualization. Whether you are managing Hyper-V, implementing desktop virtualization, or even migrating virtual machines, this book is packed with coverage on all aspects of these processes. Written by a talented team of Microsoft MVPs, Microsoft Virtualization is the leading resource for a full installation, migration, or integration of virtual syste

  1. Relative Panoramic Camera Position Estimation for Image-Based Virtual Reality Networks in Indoor Environments

    Science.gov (United States)

    Nakagawa, M.; Akano, K.; Kobayashi, T.; Sekiguchi, Y.

    2017-09-01

    Image-based virtual reality (VR) is a virtual space generated with panoramic images projected onto a primitive model. In imagebased VR, realistic VR scenes can be generated with lower rendering cost, and network data can be described as relationships among VR scenes. The camera network data are generated manually or by an automated procedure using camera position and rotation data. When panoramic images are acquired in indoor environments, network data should be generated without Global Navigation Satellite Systems (GNSS) positioning data. Thus, we focused on image-based VR generation using a panoramic camera in indoor environments. We propose a methodology to automate network data generation using panoramic images for an image-based VR space. We verified and evaluated our methodology through five experiments in indoor environments, including a corridor, elevator hall, room, and stairs. We confirmed that our methodology can automatically reconstruct network data using panoramic images for image-based VR in indoor environments without GNSS position data.

  2. Interfacing modeling suite Physics Of Eclipsing Binaries 2.0 with a Virtual Reality Platform

    Science.gov (United States)

    Harriett, Edward; Conroy, Kyle; Prša, Andrej; Klassner, Frank

    2018-01-01

    To explore alternate methods for modeling eclipsing binary stars, we extrapolate upon PHOEBE’s (PHysics Of Eclipsing BinariEs) capabilities in a virtual reality (VR) environment to create an immersive and interactive experience for users. The application used is Vizard, a python-scripted VR development platform for environments such as Cave Automatic Virtual Environment (CAVE) and other off-the-shelf VR headsets. Vizard allows the freedom for all modeling to be precompiled without compromising functionality or usage on its part. The system requires five arguments to be precomputed using PHOEBE’s python front-end: the effective temperature, flux, relative intensity, vertex coordinates, and orbits; the user can opt to implement other features from PHOEBE to be accessed within the simulation as well. Here we present the method for making the data observables accessible in real time. An Occulus Rift will be available for a live showcase of various cases of VR rendering of PHOEBE binary systems including detached and contact binary stars.

  3. RELATIVE PANORAMIC CAMERA POSITION ESTIMATION FOR IMAGE-BASED VIRTUAL REALITY NETWORKS IN INDOOR ENVIRONMENTS

    Directory of Open Access Journals (Sweden)

    M. Nakagawa

    2017-09-01

    Full Text Available Image-based virtual reality (VR is a virtual space generated with panoramic images projected onto a primitive model. In imagebased VR, realistic VR scenes can be generated with lower rendering cost, and network data can be described as relationships among VR scenes. The camera network data are generated manually or by an automated procedure using camera position and rotation data. When panoramic images are acquired in indoor environments, network data should be generated without Global Navigation Satellite Systems (GNSS positioning data. Thus, we focused on image-based VR generation using a panoramic camera in indoor environments. We propose a methodology to automate network data generation using panoramic images for an image-based VR space. We verified and evaluated our methodology through five experiments in indoor environments, including a corridor, elevator hall, room, and stairs. We confirmed that our methodology can automatically reconstruct network data using panoramic images for image-based VR in indoor environments without GNSS position data.

  4. Rendering Falling Leaves on Graphics Hardware

    OpenAIRE

    Marcos Balsa; Pere-Pau Vázquez

    2008-01-01

    There is a growing interest in simulating natural phenomena in computer graphics applications. Animating natural scenes in real time is one of the most challenging problems due to the inherent complexity of their structure, formed by millions of geometric entities, and the interactions that happen within. An example of natural scenario that is needed for games or simulation programs are forests. Forests are difficult to render because the huge amount of geometric entities and the large amount...

  5. Acute effects of alcohol on intrusive memory development and viewpoint dependence in spatial memory support a dual representation model.

    Science.gov (United States)

    Bisby, James A; King, John A; Brewin, Chris R; Burgess, Neil; Curran, H Valerie

    2010-08-01

    A dual representation model of intrusive memory proposes that personally experienced events give rise to two types of representation: an image-based, egocentric representation based on sensory-perceptual features; and a more abstract, allocentric representation that incorporates spatiotemporal context. The model proposes that intrusions reflect involuntary reactivation of egocentric representations in the absence of a corresponding allocentric representation. We tested the model by investigating the effect of alcohol on intrusive memories and, concurrently, on egocentric and allocentric spatial memory. With a double-blind independent group design participants were administered alcohol (.4 or .8 g/kg) or placebo. A virtual environment was used to present objects and test recognition memory from the same viewpoint as presentation (tapping egocentric memory) or a shifted viewpoint (tapping allocentric memory). Participants were also exposed to a trauma video and required to detail intrusive memories for 7 days, after which explicit memory was assessed. There was a selective impairment of shifted-view recognition after the low dose of alcohol, whereas the high dose induced a global impairment in same-view and shifted-view conditions. Alcohol showed a dose-dependent inverted "U"-shaped effect on intrusions, with only the low dose increasing the number of intrusions, replicating previous work. When same-view recognition was intact, decrements in shifted-view recognition were associated with increases in intrusions. The differential effect of alcohol on intrusive memories and on same/shifted-view recognition support a dual representation model in which intrusions might reflect an imbalance between two types of memory representation. These findings highlight important clinical implications, given alcohol's involvement in real-life trauma. Copyright 2010 Society of Biological Psychiatry. Published by Elsevier Inc. All rights reserved.

  6. VIDEO ANIMASI 3D PENGENALAN RUMAH ADAT DAN ALAT MUSIK KEPRI DENGAN MENGUNAKAN TEKNIK RENDER CEL-SHADING

    Directory of Open Access Journals (Sweden)

    Jianfranco Irfian Asnawi

    2016-11-01

    Full Text Available Animasi ini berjudul "video animasi 3D rumah adat dan alat musik Kepulauan Riau dengan menggunakan teknik render cel-shading" merupakan video yang bertujuan memperkenalkan alat-alat musik yang berasal dari kepulauan riau, Animasi ini akan diterapkan dengan menggunakan teknik render cel-shading. Cel-shading adalah teknik render yang menampilkan grafik 3D yang menyerupai gambar tangan, seperti gambar komik dan kartun. Teknik ini juga sudah di terapkan dalam game 3D yang ternyata menarik banyak perhatian peminat. Teknik ini akan di terapkan kedalam animasi 3D "video animasi rumah adat dan alat musik kepulauan riau dengan menggunakan teknik render cel-shading" Animasi di rancang menggunakan skenario dan storyboard kemudian di implementasikan dalam software 3D MAYA AUTODESK dengan menggunakan teknik render cel-shading. Setelah diterapkan maka di dapatkan definisi keberhasilan dari teknik render cel shading di bandingkan dengan teknik render global illumination seperti dari kecepatan dalam merender dan tingkat kecerahan warna pada video. Kata kunci: animasi, game 3D, cel-shading.

  7. Visualization of plasma collision phenomenon by particle based rendering

    International Nuclear Information System (INIS)

    Yamamoto, Takeshi; Takagishi, Hironori; Hasegawa, Kyoko; Nakata, Susumu; Tanaka, Satoshi; Tanaka, Kazuo

    2012-01-01

    In this paper, we visualize plasma collision phenomenon based on XYT-space (space and time) volume data for supporting research in plasma physics. We create 3D volume data in the XYT-space by piling up a time series of XY-plane photo images taken in experiment. As a result, we can visualize as one still image all the time behavior of the plasma plume. Besides, we adopt 'fused' visualization based on particle based rendering technique. Using that technique, we can easily fuse volume rendering different materials, and compare physics of different elements in flexible ways. In addition, we propose the method to generate pseudo-3D images from pictures shoot by ICCD of two perspectives on the upper and side. (author)

  8. Specification and time required for the application of a lime-based render inside historic buildings

    Directory of Open Access Journals (Sweden)

    Vasco Peixoto de Freitas

    2008-01-01

    Full Text Available Intervention in ancient buildings with historical and architectural value requires traditional techniques, such as the use of lime mortars for internal and external wall renderings. In order to ensure the desired performance, these rendering mortars must be rigorously specified and quality controls have to be performed during application. The choice of mortar composition should take account of factors such as compatibility with the substrate, mechanical requirements and water behaviour. The construction schedule, which used to be considered a second order variable, nowadays plays a decisive role in the selection of the rendering technique, given its effects upon costs. How should lime-based mortars be specified? How much time is required for the application and curing of a lime-based render? This paper reflects upon the feasibility of using traditional lime mortars in three-layer renders inside churches and monasteries under adverse hygrothermal conditions and when time is critical. A case study is presented in which internal lime mortar renderings were applied in a church in Northern Portugal, where the very high relative humidity meant that several months were necessary before the drying process was complete.

  9. ARE: Ada Rendering Engine

    Directory of Open Access Journals (Sweden)

    Stefano Penge

    2009-10-01

    Full Text Available E' ormai pratica diffusa, nello sviluppo di applicazioni web, l'utilizzo di template e di potenti template engine per automatizzare la generazione dei contenuti da presentare all'utente. Tuttavia a volte la potenza di tali engine è€ ottenuta mescolando logica e interfaccia, introducendo linguaggi diversi da quelli di descrizione della pagina, o addirittura inventando nuovi linguaggi dedicati.ARE (ADA Rendering Engine è€ pensato per gestire l'intero flusso di creazione del contenuto HTML/XHTML dinamico, la selezione del corretto template, CSS, JavaScript e la produzione dell'output separando completamente logica e interfaccia. I templates utilizzati sono puro HTML senza parti in altri linguaggi, e possono quindi essere gestiti e visualizzati autonomamente. Il codice HTML generato è€ uniforme e parametrizzato.E' composto da due moduli, CORE (Common Output Rendering Engine e ALE (ADA Layout Engine.Il primo (CORE viene utilizzato per la generazione OO degli elementi del DOM ed è pensato per aiutare lo sviluppatore nella produzione di codice valido rispetto al DTD utilizzato. CORE genera automaticamente gli elementi del DOM in base al DTD impostato nella configurazioneIl secondo (ALE viene utilizzato come template engine per selezionare automaticamente in base ad alcuni parametri (modulo, profilo utente, tipologia del nodo, del corso, preferenze di installazione il template HTML, i CSS e i file JavaScript appropriati. ALE permette di usare templates di default e microtemplates ricorsivi per semplificare il lavoro del grafico.I due moduli possono in ogni caso essere utilizzati indipendentemente l'uno dall'altro. E' possibile generare e renderizzare una pagina HTML utilizzando solo CORE oppure inviare gli oggetti CORE al template engine ALE che provvede a renderizzare la pagina HTML. Viceversa è possibile generare HTML senza utilizzare CORE ed inviarlo al template engine ALECORE è alla prima release ed è€ già utilizzato all

  10. Efficacy of virtual computerized tomography laparoscopy for retroperitoneoscopic nephrectomy

    International Nuclear Information System (INIS)

    Shigeta, Masanobu; Kadonishi, Yuichi; Yasumoto, Hiroaki; Mita, Koji; Usui, Tsuguru; Marukawa, Kazushi

    2004-01-01

    Retroperitoneoscopic nephrectomy is less invasive than open nephrectomy, and is an alternative surgical procedure for renal tumors and upper urothelial tumors. We evaluated the efficacy of virtual computerized tomography laparoscopy (VCTL) as a navigator for retroperitoneoscopic nephrectomy to ascertain the correct anatomy of the renal hilum pre-operatively under the retroperitoneoscopic view. Seventy-three kidneys with localized renal tumors (n=44), upper urothelial tumors (n=23), or benign renal disease (n=6) underwent multidetector-row CT. VCTL was carried out by the volume-rendered technique. The findings were compared with those of real retroperitoneoscopy. After the operation, each operator scored 1 to 5 in evaluating the usefulness of virtual retroperitoneoscopy (score 5 indicated very useful). The percentages of renal arteries depicted by VCTL compared with those noted during real surgery were 93% for kidneys with renal tumors, 100% for upper urothelial tumors and 83% for benign renal disease. Two renal arteries of 2 kidneys were not detected by virtual imaging. These were about 1 mm in diameter and directly branched from the aorta, however retroperitoneoscopic nephrectomy was performed uneventfully. VCTL depicted all the renal veins. The anatomy of the renal hilum seen on VCTL and real retroperitoneoscopy was identical, without the minor angle deviation caused by drawing the kidney during the operation. The average score for the usefulness of VCTL was 4.1, ranging from 3 to 5. The accurate surgical anatomy of the renal hilum could be predicted in almost all patients pre-operatively. VCTL is an excellent navigator for retroperitoneoscopic nephrectomy. (author)

  11. Re-identification of persons in multi-camera surveillance under varying viewpoints and illumination

    Science.gov (United States)

    Bouma, Henri; Borsboom, Sander; den Hollander, Richard J. M.; Landsmeer, Sander H.; Worring, Marcel

    2012-06-01

    The capability to track individuals in CCTV cameras is important for surveillance and forensics alike. However, it is laborious to do over multiple cameras. Therefore, an automated system is desirable. In literature several methods have been proposed, but their robustness against varying viewpoints and illumination is limited. Hence performance in realistic settings is also limited. In this paper, we present a novel method for the automatic re-identification of persons in video from surveillance cameras in a realistic setting. The method is computationally efficient, robust to a wide variety of viewpoints and illumination, simple to implement and it requires no training. We compare the performance of our method to several state-of-the-art methods on a publically available dataset that contains the variety of viewpoints and illumination to allow benchmarking. The results indicate that our method shows good performance and enables a human operator to track persons five times faster.

  12. "TEEB begins now": a virtual moment in the production of natural capital.

    Science.gov (United States)

    MacDonald, Kenneth Iain; Corson, Catherine

    2012-01-01

    This article uses theories of virtualism to analyse the role of The Economics of Ecosystems and Biodiversity (TEEB) project in the production of natural capital. Presented at the 10th Conference of the Parties to the Convention on Biological Diversity, the project seeks to redress the ‘economic invisibility of nature’ by quantifying the value of ecosystems and biodiversity. This endeavour to put an economic value on ecosystems makes nature legible by abstracting it from social and ecological contexts and making it subject to, and productive of, new market devices. In reducing the complexity of ecological dynamics to idealized categories TEEB is driven by economic ideas and idealism, and, in claiming to be a quantitative force for morality, is engaged in the production of practices designed to conform the ‘real’ to the virtual. By rendering a ‘valued’ nature legible for key audiences, TEEB has mobilized a critical mass of support including modellers, policy makers and bankers. We argue that TEEB's rhetoric of crisis and value aligns capitalism with a new kind of ecological modernization in which ‘the market’ and market devices serve as key mechanisms to conform the real and the virtual. Using the case of TEEB, and drawing on data collected at COP10, we illustrate the importance of international meetings as key points where idealized models of biodiversity protection emerge, circulate and are negotiated, and as sites where actors are aligned and articulated with these idealized models in ways that begin further processes of conforming the real with the virtual and the realization of ‘natural capital’.

  13. Morphological pyramids in multiresolution MIP rendering of large volume data : Survey and new results

    NARCIS (Netherlands)

    Roerdink, J.B.T.M.

    We survey and extend nonlinear signal decompositions based on morphological pyramids, and their application to multiresolution maximum intensity projection (MIP) volume rendering with progressive refinement and perfect reconstruction. The structure of the resulting multiresolution rendering

  14. 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…

  15. From virtual environment to virtual community

    NARCIS (Netherlands)

    Nijholt, Antinus; Terano, Takao; Nishida, Toyoaki; Namatame, Akira; Tsumoto, Syusaku; Ohsawa, Yukido; Washio, Takashi

    2001-01-01

    We discuss a virtual reality theater environment and its transition to a virtual community by adding domain agents and by allowing multiple users to visit this environment. The environment has been built using VRML (Virtual Reality Modeling Language). We discuss how our ideas about this environment

  16. Review: Christian Stegbauer (2001. Grenzen virtueller Gemeinschaft – Strukturen internetbasierter Kommunikationsforen [Boundaries of Virtual Communities—Structures of Internet-based Communication Fora

    Directory of Open Access Journals (Sweden)

    Christian Carls

    2004-01-01

    Full Text Available Christian STEGBAUER discusses a common thesis for community development in the Internet as well as "popular destructuring fictions"—among them the assumption that in communication in virtual space "real life" origins, roles and status have no (or strongly reduced importance. The core of the book is the presentation of STEGBAUER's own empirical study on interaction patterns in selected mailing lists, reconstructed by means of quantitative analysis. The book contains interesting portrayals of classic models of community and group as well as one from the viewpoint of quantitative network analysis. While the means of quantification of this observation is creative and interesting, the reconstructed interaction structures, the identification of stronger central actors with high engagement in a wide variety of discussion threads, and patterns of discussions in sub-groups, are, in view of the size of most of the examined lists, not surprising. Due to the limits of analysis of interaction in mailing lists, the question about the possibility of virtual community in virtual space remains unanswered—if it is taken into consideration that interaction over various and functionally differentiated channels represents a success factor for virtual communities and groups. URN: urn:nbn:de:0114-fqs0401329

  17. The child audience from TV professionals' viewpoints

    OpenAIRE

    Pereira, Sara

    2010-01-01

    This paper aims to discuss the viewpoints of a range of television professionals regarding young audiences - how they define children, how they see this special kind of audience, including its needs and interests, and how they view the role of television in children's lives. Focusing on these ideas, our goal is to understand how they translate into decisions about the format and content of schedules, programming, production, marketing campaigns, regulation measures and also res...

  18. View synthesis using parallax invariance

    Science.gov (United States)

    Dornaika, Fadi

    2001-06-01

    View synthesis becomes a focus of attention of both the computer vision and computer graphics communities. It consists of creating novel images of a scene as it would appear from novel viewpoints. View synthesis can be used in a wide variety of applications such as video compression, graphics generation, virtual reality and entertainment. This paper addresses the following problem. Given a dense disparity map between two reference images, we would like to synthesize a novel view of the same scene associated with a novel viewpoint. Most of the existing work is relying on building a set of 3D meshes which are then projected onto the new image (the rendering process is performed using texture mapping). The advantages of our view synthesis approach are as follows. First, the novel view is specified by a rotation and a translation which are the most natural way to express the virtual location of the camera. Second, the approach is able to synthesize highly realistic images whose viewing position is significantly far away from the reference viewpoints. Third, the approach is able to handle the visibility problem during the synthesis process. Our developed framework has two main steps. The first step (analysis step) consists of computing the homography at infinity, the epipoles, and thus the parallax field associated with the reference images. The second step (synthesis step) consists of warping the reference image into a new one, which is based on the invariance of the computed parallax field. The analysis step is working directly on the reference views, and only need to be performed once. Examples of synthesizing novel views using either feature correspondences or dense disparity map have demonstrated the feasibility of the proposed approach.

  19. [Virtual CT-pneumocystoscopy: indications, advantages and limitations. Our experience].

    Science.gov (United States)

    Regine, Giovanni; Atzori, Maurizio; Buffa, Vitaliano; Miele, Vittorio; Ialongo, Pasquale; Adami, Loredana

    2003-09-01

    The use of CT volume-rendering techniques allows the evaluation of visceral organs without the need for endoscopy. Conventional endoscopic evaluation of the bladder is limited by the invasiveness of the technique and the difficulty exploring the entire bladder. Virtual evaluation of the bladder by three-dimensional CT reconstruction offers potential advantages and can be used in place of endoscopy. This study investigates the sensitivity of virtual CT in assessing lesion of the bladder wall to compare it with that of conventional endoscopy, and outlines the indications, advantages and disadvantages of virtual CT-pneumocystography. Between September 2001 and May 2002, 21 patients with haematuria and positive cystoscopic findings were studied. After an initial assessment by ultrasound, the patients underwent pelvic CT as a single volumetric scan after preliminary air distension of the bladder by means of 12 F Foley catheter. The images were processed on an independent workstation (Advantage 3.0 GE) running dedicated software for endoluminal navigation. The lesions detected by endoscopy were classified as sessile or pedunculated, and according to size (more or less than 5 mm). Finally, the results obtained at virtual cystoscopy were evaluated by two radiologists blinded to the conventional cystoscopy results. Thirty lesions (24 pedunculated, 6 sessile) were detected at conventional cystoscopy in 16 patients (multiple polyposis in 3 cases). Virtual cystoscopy identified 23 lesions (19 pedunculated and 4 sessile). The undetected lesions were pedunculated <5 mm (5 cases) and sessile (2 cases). One correctly identified pedunculated lesion was associated with a bladder stone. Good quality virtual images were obtained in all of the patients. In only one patient with multiple polyposis the quality of the virtual endoscopic evaluation was limited by the patient's intolerance to bladder distension, although identification of the lesions was not compromised. The overall

  20. Sparse PDF Volumes for Consistent Multi-Resolution Volume Rendering

    KAUST Repository

    Sicat, Ronell Barrera; Kruger, Jens; Moller, Torsten; Hadwiger, Markus

    2014-01-01

    This paper presents a new multi-resolution volume representation called sparse pdf volumes, which enables consistent multi-resolution volume rendering based on probability density functions (pdfs) of voxel neighborhoods. These pdfs are defined

  1. Parametric model of the scala tympani for haptic-rendered cochlear implantation.

    Science.gov (United States)

    Todd, Catherine; Naghdy, Fazel

    2005-01-01

    A parametric model of the human scala tympani has been designed for use in a haptic-rendered computer simulation of cochlear implant surgery. It will be the first surgical simulator of this kind. A geometric model of the Scala Tympani has been derived from measured data for this purpose. The model is compared with two existing descriptions of the cochlear spiral. A first approximation of the basilar membrane is also produced. The structures are imported into a force-rendering software application for system development.

  2. Radionuclide cisternography: SPECT and 3D-rendering

    International Nuclear Information System (INIS)

    Henkes, H.; Huber, G.; Piepgras, U.; Hierholzer, J.; Cordes, M.

    1991-01-01

    Radionuclide cisternography is indicated in the clinical work-up for hydrocephalus, when searching for CSF leaks, and when testing whether or not intracranial cystic lesions are communicating with the adjacent subarachnoid space. This paper demonstrates the feasibility and diagnostic value of SPECT and subsequent 3D surface rendering in addition to conventional rectilinear CSF imaging in eight patients. Planar images allowed the evaluation of CSF circulation and the detection of CSF fistula. They were advantageous in examinations 48 h after application of 111 In-DTPA. SPECT scans, generated 4-24 h after tracer application, were superior in the delineation of basal cisterns, especially in early scans; this was helpful in patients with pooling due to CSF fistula and in cystic lesions near the skull base. A major drawback was the limited image quality of delayed scans, when the SPECT data were degraded by a low count rate. 3D surface rendering was easily feasible from SPECT data and yielded high quality images. The presentation of the spatial distribution of nuclide-contaminated CSF proved especially helpful in the area of the basal cisterns. (orig.) [de

  3. Emotion rendering in auditory simulations of imagined walking styles

    DEFF Research Database (Denmark)

    Turchet, Luca; Rodá, Antonio

    2016-01-01

    This paper investigated how different emotional states of a walker can be rendered and recognized by means of footstep sounds synthesis algorithms. In a first experiment, participants were asked to render, according to imagined walking scenarios, five emotions (aggressive, happy, neutral, sad......, and tender) by manipulating the parameters of synthetic footstep sounds simulating various combinations of surface materials and shoes types. Results allowed to identify, for the involved emotions and sound conditions, the mean values and ranges of variation of two parameters, sound level and temporal...... distance between consecutive steps. Results were in accordance with those reported in previous studies on real walking, suggesting that expression of emotions in walking is independent from the real or imagined motor activity. In a second experiment participants were asked to identify the emotions...

  4. Frequency Analysis of Gradient Estimators in Volume Rendering

    NARCIS (Netherlands)

    Bentum, Marinus Jan; Lichtenbelt, Barthold B.A.; Malzbender, Tom

    1996-01-01

    Gradient information is used in volume rendering to classify and color samples along a ray. In this paper, we present an analysis of the theoretically ideal gradient estimator and compare it to some commonly used gradient estimators. A new method is presented to calculate the gradient at arbitrary

  5. Virtual Boutique: a 3D modeling and content-based management approach to e-commerce

    Science.gov (United States)

    Paquet, Eric; El-Hakim, Sabry F.

    2000-12-01

    The Virtual Boutique is made out of three modules: the decor, the market and the search engine. The decor is the physical space occupied by the Virtual Boutique. It can reproduce any existing boutique. For this purpose, photogrammetry is used. A set of pictures of a real boutique or space is taken and a virtual 3D representation of this space is calculated from them. Calculations are performed with software developed at NRC. This representation consists of meshes and texture maps. The camera used in the acquisition process determines the resolution of the texture maps. Decorative elements are added like painting, computer generated objects and scanned objects. The objects are scanned with laser scanner developed at NRC. This scanner allows simultaneous acquisition of range and color information based on white laser beam triangulation. The second module, the market, is made out of all the merchandises and the manipulators, which are used to manipulate and compare the objects. The third module, the search engine, can search the inventory based on an object shown by the customer in order to retrieve similar objects base don shape and color. The items of interest are displayed in the boutique by reconfiguring the market space, which mean that the boutique can be continuously customized according to the customer's needs. The Virtual Boutique is entirely written in Java 3D and can run in mono and stereo mode and has been optimized in order to allow high quality rendering.

  6. Factors affecting extension workers in their rendering of effective ...

    African Journals Online (AJOL)

    Factors affecting extension workers in their rendering of effective service to pre and ... Small, micro and medium entrepreneurs play an important role in economic ... such as production, marketing and management to adequately service the ...

  7. Recent developments in free-viewpoint interpolation for 3DTV

    NARCIS (Netherlands)

    Zinger, S.; Do, Q.L.; With, de P.H.N.

    2012-01-01

    Current development of 3D technologies brings 3DTV within reach for the customers. We discuss in this article the recent advancements in free-viewpoint interpolation for 3D video. This technology is still a research topic and many efforts are dedicated to creation, evaluation and improvement of new

  8. Letters and Viewpoints Planning Education in Africa: Towards the ...

    African Journals Online (AJOL)

    Letters and Viewpoints Planning Education in Africa: Towards the 21st Century. George N. Ngugi ... The relevance of planning education is questioned from the theoretical and philosophical perspectives on one hand, the professional and practical stance on the other. Its goals are scrutinized and its structure argued about.

  9. Immersive Earth Science: Data Visualization in Virtual Reality

    Science.gov (United States)

    Skolnik, S.; Ramirez-Linan, R.

    2017-12-01

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

  10. POROSIMETRY BY RANDOM NODE STRUCTURING IN VIRTUAL CONCRETE

    Directory of Open Access Journals (Sweden)

    Piet Stroeven

    2012-05-01

    Full Text Available Two different porosimetry methods are presented in two successive papers. Inspiration for the development came from the rapidly-exploring random tree (RRT approach used in robotics. The novel methods are applied to virtual cementitious materials produced by a modern concurrent algorithm-based discrete element modeling system, HADES. This would render possible realistically simulating all aspects of particulate matter that influence structure-sensitive features of the pore network structure in maturing concrete, namely size, shape and dispersion of the aggregate and cement particles. Pore space is a complex tortuous entity. Practical methods conventionally applied for assessment of pore size distribution may fail or present biased information. Among them, mercury intrusion porosimetry and 2D quantitative image analysis are popular. The mathematical morphology operator “opening” can be applied to sections and even provide 3D information on pore size distribution, provided isotropy is guaranteed. However, aggregate grain surfaces lead to anisotropy in porosity. The presented methods allow exploration of pore space in the virtual material, after which pore size distribution is derived from star volume measurements. In addition to size of pores their continuity is of crucial importance for durability estimation. Double-random multiple tree structuring (DRaMuTS, introduced earlier in IA&S (Stroeven et al., 2011b and random node structuring (RaNoS provide such information.

  11. Irregular Morphing for Real-Time Rendering of Large Terrain

    Directory of Open Access Journals (Sweden)

    S. Kalem

    2016-06-01

    Full Text Available The following paper proposes an alternative approach to the real-time adaptive triangulation problem. A new region-based multi-resolution approach for terrain rendering is described which improves on-the-fly the distribution of the density of triangles inside the tile after selecting appropriate Level-Of-Detail by an adaptive sampling. This proposed approach organizes the heightmap into a QuadTree of tiles that are processed independently. This technique combines the benefits of both Triangular Irregular Network approach and region-based multi-resolution approach by improving the distribution of the density of triangles inside the tile. Our technique morphs the initial regular grid of the tile to deformed grid in order to minimize approximation error. The proposed technique strives to combine large tile size and real-time processing while guaranteeing an upper bound on the screen space error. Thus, this approach adapts terrain rendering process to local surface characteristics and enables on-the-fly handling of large amount of terrain data. Morphing is based-on the multi-resolution wavelet analysis. The use of the D2WT multi-resolution analysis of the terrain height-map speeds up processing and permits to satisfy an interactive terrain rendering. Tests and experiments demonstrate that Haar B-Spline wavelet, well known for its properties of localization and its compact support, is suitable for fast and accurate redistribution. Such technique could be exploited in client-server architecture for supporting interactive high-quality remote visualization of very large terrain.

  12. Ascending and Descending in Virtual Reality: Simple and Safe System Using Passive Haptics.

    Science.gov (United States)

    Nagao, Ryohei; Matsumoto, Keigo; Narumi, Takuji; Tanikawa, Tomohiro; Hirose, Michitaka

    2018-04-01

    This paper presents a novel interactive system that provides users with virtual reality (VR) experiences, wherein users feel as if they are ascending/descending stairs through passive haptic feedback. The passive haptic stimuli are provided by small bumps under the feet of users; these stimuli are provided to represent the edges of the stairs in the virtual environment. The visual stimuli of the stairs and shoes, provided by head-mounted displays, evoke a visuo-haptic interaction that modifies a user's perception of the floor shape. Our system enables users to experience all types of stairs, such as half-turn and spiral stairs, in a VR setting. We conducted a preliminary user study and two experiments to evaluate the proposed technique. The preliminary user study investigated the effectiveness of the basic idea associated with the proposed technique for the case of a user ascending stairs. The results demonstrated that the passive haptic feedback produced by the small bumps enhanced the user's feeling of presence and sense of ascending. We subsequently performed an experiment to investigate an improved viewpoint manipulation method and the interaction of the manipulation and haptics for both the ascending and descending cases. The experimental results demonstrated that the participants had a feeling of presence and felt a steep stair gradient under the condition of haptic feedback and viewpoint manipulation based on the characteristics of actual stair walking data. However, these results also indicated that the proposed system may not be as effective in providing a sense of descending stairs without an optimization of the haptic stimuli. We then redesigned the shape of the small bumps, and evaluated the design in a second experiment. The results indicated that the best shape to present haptic stimuli is a right triangle cross section in both the ascending and descending cases. Although it is necessary to install small protrusions in the determined direction, by

  13. Objective and subjective quality assessment of geometry compression of reconstructed 3D humans in a 3D virtual room

    Science.gov (United States)

    Mekuria, Rufael; Cesar, Pablo; Doumanis, Ioannis; Frisiello, Antonella

    2015-09-01

    Compression of 3D object based video is relevant for 3D Immersive applications. Nevertheless, the perceptual aspects of the degradation introduced by codecs for meshes and point clouds are not well understood. In this paper we evaluate the subjective and objective degradations introduced by such codecs in a state of art 3D immersive virtual room. In the 3D immersive virtual room, users are captured with multiple cameras, and their surfaces are reconstructed as photorealistic colored/textured 3D meshes or point clouds. To test the perceptual effect of compression and transmission, we render degraded versions with different frame rates in different contexts (near/far) in the scene. A quantitative subjective study with 16 users shows that negligible distortion of decoded surfaces compared to the original reconstructions can be achieved in the 3D virtual room. In addition, a qualitative task based analysis in a full prototype field trial shows increased presence, emotion, user and state recognition of the reconstructed 3D Human representation compared to animated computer avatars.

  14. Virtual Team Governance: Addressing the Governance Mechanisms and Virtual Team Performance

    Science.gov (United States)

    Zhan, Yihong; Bai, Yu; Liu, Ziheng

    As technology has improved and collaborative software has been developed, virtual teams with geographically dispersed members spread across diverse physical locations have become increasingly prominent. Virtual team is supported by advancing communication technologies, which makes virtual teams able to largely transcend time and space. Virtual teams have changed the corporate landscape, which are more complex and dynamic than traditional teams since the members of virtual teams are spread on diverse geographical locations and their roles in the virtual team are different. Therefore, how to realize good governance of virtual team and arrive at good virtual team performance is becoming critical and challenging. Good virtual team governance is essential for a high-performance virtual team. This paper explores the performance and the governance mechanism of virtual team. It establishes a model to explain the relationship between the performance and the governance mechanisms in virtual teams. This paper is focusing on managing virtual teams. It aims to find the strategies to help business organizations to improve the performance of their virtual teams and arrive at the objectives of good virtual team management.

  15. GPU Pro 4 advanced rendering techniques

    CERN Document Server

    Engel, Wolfgang

    2013-01-01

    GPU Pro4: Advanced Rendering Techniques presents ready-to-use ideas and procedures that can help solve many of your day-to-day graphics programming challenges. Focusing on interactive media and games, the book covers up-to-date methods producing real-time graphics. Section editors Wolfgang Engel, Christopher Oat, Carsten Dachsbacher, Michal Valient, Wessam Bahnassi, and Sebastien St-Laurent have once again assembled a high-quality collection of cutting-edge techniques for advanced graphics processing unit (GPU) programming. Divided into six sections, the book begins with discussions on the abi

  16. GPU PRO 3 Advanced rendering techniques

    CERN Document Server

    Engel, Wolfgang

    2012-01-01

    GPU Pro3, the third volume in the GPU Pro book series, offers practical tips and techniques for creating real-time graphics that are useful to beginners and seasoned game and graphics programmers alike. Section editors Wolfgang Engel, Christopher Oat, Carsten Dachsbacher, Wessam Bahnassi, and Sebastien St-Laurent have once again brought together a high-quality collection of cutting-edge techniques for advanced GPU programming. With contributions by more than 50 experts, GPU Pro3: Advanced Rendering Techniques covers battle-tested tips and tricks for creating interesting geometry, realistic sha

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

    Science.gov (United States)

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

    2015-12-01

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

  18. Validation of Thermal Lethality against Salmonella enterica in Poultry Offal during Rendering.

    Science.gov (United States)

    Jones-Ibarra, Amie-Marie; Acuff, Gary R; Alvarado, Christine Z; Taylor, T Matthew

    2017-09-01

    Recent outbreaks of human disease following contact with companion animal foods cross-contaminated with enteric pathogens, such as Salmonella enterica, have resulted in increased concern regarding the microbiological safety of animal foods. Additionally, the U.S. Food and Drug Administration Food Safety Modernization Act and its implementing rules have stipulated the implementation of current good manufacturing practices and food safety preventive controls for livestock and companion animal foods. Animal foods and feeds are sometimes formulated to include thermally rendered animal by-product meals. The objective of this research was to determine the thermal inactivation of S. enterica in poultry offal during rendering at differing temperatures. Raw poultry offal was obtained from a commercial renderer and inoculated with a mixture of Salmonella serovars Senftenberg, Enteritidis, and Gallinarum (an avian pathogen) prior to being subjected to heating at 150, 155, or 160°F (65.5, 68.3, or 71.1°C) for up to 15 min. Following heat application, surviving Salmonella bacteria were enumerated. Mean D-values for the Salmonella cocktail at 150, 155, and 160°F were 0.254 ± 0.045, 0.172 ± 0.012, and 0.086 ± 0.004 min, respectively, indicative of increasing susceptibility to increased application of heat during processing. The mean thermal process constant (z-value) was 21.948 ± 3.87°F. Results indicate that a 7.0-log-cycle inactivation of Salmonella may be obtained from the cumulative lethality encountered during the heating come-up period and subsequent rendering of raw poultry offal at temperatures not less than 150°F. Current poultry rendering procedures are anticipated to be effective for achieving necessary pathogen control when completed under sanitary conditions.

  19. Innovative application of virtual display technique in virtual museum

    Science.gov (United States)

    Zhang, Jiankang

    2017-09-01

    Virtual museum refers to display and simulate the functions of real museum on the Internet in the form of 3 Dimensions virtual reality by applying interactive programs. Based on Virtual Reality Modeling Language, virtual museum building and its effective interaction with the offline museum lie in making full use of 3 Dimensions panorama technique, virtual reality technique and augmented reality technique, and innovatively taking advantages of dynamic environment modeling technique, real-time 3 Dimensions graphics generating technique, system integration technique and other key virtual reality techniques to make sure the overall design of virtual museum.3 Dimensions panorama technique, also known as panoramic photography or virtual reality, is a technique based on static images of the reality. Virtual reality technique is a kind of computer simulation system which can create and experience the interactive 3 Dimensions dynamic visual world. Augmented reality, also known as mixed reality, is a technique which simulates and mixes the information (visual, sound, taste, touch, etc.) that is difficult for human to experience in reality. These technologies make virtual museum come true. It will not only bring better experience and convenience to the public, but also be conducive to improve the influence and cultural functions of the real museum.

  20. Realistic Visualization of Virtual Views and Virtual Cinema

    DEFF Research Database (Denmark)

    Livatino, Salvatore

    2005-01-01

    Realistic Virtual View Visualization is a new field of research which has received increasing attention in recent years. It is strictly related to the increased popularity of virtual reality and the spread of its applications, among which virtual photography and cinematography. The use of computer...... generated characters, "virtual actors", in the motion picture production increases every day. While the most known computer graphics techniques have largely been adopted successfully in nowadays fictions, it still remains very challenging to implement virtual actors which would resemble, visually, human...... beings. Interestingly, film directors have been looking at the recent progress achieved by the research community in the field of realistic visualization of virtual views, and they have successfully implemented state of the art research approaches in their productions. An innovative concept...

  1. Radiation and chemotherapy from the viewpoint of radiochemist

    International Nuclear Information System (INIS)

    Moebius, S.

    1989-01-01

    Fundamentals of radiation and chemotherapy in cancer treatment are presented from the viewpoint of radiochemistry. Properties and mechanism of chemotherapy, especially of platinum compounds are explained. The present state of radiation therapy is shown and possibilities for future reduction of the patients dose burden are discussed. Promising ways are the radiation sensitization of tumor cells by oxygen or the use of particle radiation instead of γ-quants. (orig.) [de

  2. Virtual Trondheim: A Virtual Environment for Tourism and Education

    OpenAIRE

    Jose, Dawn Alphonse

    2015-01-01

    The purpose of this study is to investigate whether educational activities in tourism can be supported by virtual reality technologies, using virtual world frameworks. Settings of virtual world of SecondLife and a recent Virtual Reality technology known as Oculus Rift were used in the thesis work with the city of Trondheim as the main context. Theoretical studies on Virtual Reality systems were conducted and data for the research were obtained through empirical studies condu...

  3. Using neutrosophic graph cut segmentation algorithm for qualified rendering image selection in thyroid elastography video.

    Science.gov (United States)

    Guo, Yanhui; Jiang, Shuang-Quan; Sun, Baiqing; Siuly, Siuly; Şengür, Abdulkadir; Tian, Jia-Wei

    2017-12-01

    Recently, elastography has become very popular in clinical investigation for thyroid cancer detection and diagnosis. In elastogram, the stress results of the thyroid are displayed using pseudo colors. Due to variation of the rendering results in different frames, it is difficult for radiologists to manually select the qualified frame image quickly and efficiently. The purpose of this study is to find the qualified rendering result in the thyroid elastogram. This paper employs an efficient thyroid ultrasound image segmentation algorithm based on neutrosophic graph cut to find the qualified rendering images. Firstly, a thyroid ultrasound image is mapped into neutrosophic set, and an indeterminacy filter is constructed to reduce the indeterminacy of the spatial and intensity information in the image. A graph is defined on the image and the weight for each pixel is represented using the value after indeterminacy filtering. The segmentation results are obtained using a maximum-flow algorithm on the graph. Then the anatomic structure is identified in thyroid ultrasound image. Finally the rendering colors on these anatomic regions are extracted and validated to find the frames which satisfy the selection criteria. To test the performance of the proposed method, a thyroid elastogram dataset is built and totally 33 cases were collected. An experienced radiologist manually evaluates the selection results of the proposed method. Experimental results demonstrate that the proposed method finds the qualified rendering frame with 100% accuracy. The proposed scheme assists the radiologists to diagnose the thyroid diseases using the qualified rendering images.

  4. Virtual Trackballs Revisited

    DEFF Research Database (Denmark)

    Henriksen, Knud; Sporring, Jon; Hornbæk, Kasper

    2004-01-01

    reviews and provides a mathematical foundation for virtual trackballs. The first, but still popular, virtual trackball was described by Chen et al. [CHECK END OF SENTENCE]. We show that the virtual trackball by Chen et al. does not rotate the object along the intended great circular arc on the virtual...... trackball and we give a correction. Another popular virtual trackball is Shoemake's quaternion implementation [CHECK END OF SENTENCE], which we show to be a special case of the virtual trackball by Chen et al.. Shoemake extends the scope of the virtual trackball to the full screen. Unfortunately, Shoemake......'s virtual trackball is inhomogeneous and discontinuous with consequences for usability. Finally, we review Bell's virtual trackball [CHECK END OF SENTENCE] and discuss studies of the usability of virtual trackballs....

  5. Personal Virtual Libraries

    Science.gov (United States)

    Pappas, Marjorie L.

    2004-01-01

    Virtual libraries are becoming more and more common. Most states have a virtual library. A growing number of public libraries have a virtual presence on the Web. Virtual libraries are a growing addition to school library media collections. The next logical step would be personal virtual libraries. A personal virtual library (PVL) is a collection…

  6. Book Review ~ Socio-Economics of Virtual Universities: Experiences from open and distance higher education in Europe. Edited by Friedhelm Nickolmann and Gerhard E. Ortner

    Directory of Open Access Journals (Sweden)

    Reviewed by Paul Kirschner

    2002-10-01

    Full Text Available If I begin on the “topicality” of the content, I can stop immediately. But that will not yield the promised review, so let’s do it a different way. I’ll begin with the content and with the title itself: Virtual Universities. How do they think up such titles? Isn’t virtual reality, a reality that does not exist? Instead, isn’t it a combination of interaction between the digital zeroes and ones of my computer (often networked with other computers and the perceptions of my sensory organs and how they are processed by my brain. The feelings, people, and things that inhabit such virtual worlds don’t really exist, except in my own mind. But now a “virtual university?” As I understand from this book, virtual universities really do exist, real people work there (and are paid real money, real students study there, and real diplomas are awarded. Nothing virtual about this! Or is “virtual universities” just a sexy new buzzword to set apart what used to be called correspondence or distance universities from traditional, contiguous universities? If this is the case and the “campus of a VU is globally open, electronically accessible . . . free of real time constrictions . . . ” (p. 10 then I am again back to my first problem, namely that topicality renders the term “virtual” virtually useless? Most universities are already partially virtual or are rapidly becoming so. So what’s a poor vacationer to do?

  7. The evaluation of properties of coal mass from the viewpoint of environment

    Energy Technology Data Exchange (ETDEWEB)

    Foniok, R.; Lukes, M. [Research Mining Inst., Ostrava-Radvanice (Czechoslovakia)

    1995-12-01

    This paper deals with the evaluation of several various coal kinds from the Czech coalfields from the viewpoint of the development of thermal processes in coal mass due to their tendency towards self- ignition during storing. In such a case that no self-ignition during storing occurs, gaseous products are liberated into air, the quantity and composition of which depend upon fuel type and its temperature as well. From the environmental viewpoint, substances washed from stored coal are of a certain interest, too. In accordance with this fact, the importance of measures against self-heating of stored coal mass and the importance of a detailed observation of coal quality are concluded. The tables, which compare various coal kinds from the viewpoint of their behavior at self-ignition processes, are the integral part of this presented paper. Our greatest attention is paid to both the quantity and composition of gases being liberated in dependence upon the temperature of coal mass, and at its crushing with regard to selected methods and means of milling circuits before and explosion. Oxygen sorption by means of coal mass is also observed, being of a great importance for self-inertization of closed tanks. All the above-mentioned processes are demonstrated in form of graphic plots. Qualitative signs of coal mass are the basic means for its assessment from the viewpoint of emissions at burning/combustion, and the evaluation of explosive properties. A great attention is paid to explosion-proof means being produced in the Czech Republic. These means can be used for protection of milling circuits of power plants and heating plants or for safety systems of combustion chamber by means of insulation to secondary air main. Explosion-proof quci-acting valves, a special type of safety membrane and device for explosion suppression nip in the bud do represent the latest explosion-proof means.

  8. A Dialogic Vaccine to Bridge Opposing Cultural Viewpoints Based on Bakhtin's Views on Dialogue and Estrangement.

    Science.gov (United States)

    Tajima, Atsushi

    2017-09-01

    Today, we face global conflicts between opposing ideologies that may be described in terms of cultural viewpoints and value judgments. It is difficult for individuals to determine whether ideologies are right or wrong because each ideology has its own worldview and sense of justice. Psychologists have an urgent mission to defuse the likelihood of fatal clashes between opposing cultural perspectives (ideologies), and to propose paradigms for peaceful coexistence. This paper examines the series of papers (Oh, Integrative Psychological and Behavioral Science, 51, 2017; Sakakibara, Integrative Psychological and Behavioral Science, 51, 2017; Watanabe, Integrative Psychological & Behavioral Science, 51, 2017) contributed to this volume that investigate the effects of high school and university educational programs promoting productive dialogue aimed at bridging, or transcending, conflicting perspectives among Japanese, Chinese, and Korean students. Here, I have evaluated the capacity of these educational programs to coordinate opposing cultural ideologies using the framework of Bakhtin's theories of dialogue and estrangement. Bakhtin viewed discourse with others who had opposing viewpoints as an opportunity to learn to overcome the one-sidedness of ideology, which ensues from automatic value judgments made by each speaker according to their culture, and he affirmed the value of flexible attitudes toward opposing viewpoints. In this paper, I review Bakhtin's theories relating to communication in a context of different cultural viewpoints, assess the general values of the educational practices mentioned above, and propose new concepts for applying these methods to other educational fields in the future using Bakhtin's theoretical viewpoints.

  9. Wireless virtualization

    CERN Document Server

    Wen, Heming; Le-Ngoc, Tho

    2013-01-01

    This SpringerBriefs is an overview of the emerging field of wireless access and mobile network virtualization. It provides a clear and relevant picture of the current virtualization trends in wireless technologies by summarizing and comparing different architectures, techniques and technologies applicable to a future virtualized wireless network infrastructure. The readers are exposed to a short walkthrough of the future Internet initiative and network virtualization technologies in order to understand the potential role of wireless virtualization in the broader context of next-generation ubiq

  10. 7 CFR 54.1016 - Advance information concerning service rendered.

    Science.gov (United States)

    2010-01-01

    ... MARKETING SERVICE (Standards, Inspections, Marketing Practices), DEPARTMENT OF AGRICULTURE (CONTINUED) REGULATIONS AND STANDARDS UNDER THE AGRICULTURAL MARKETING ACT OF 1946 AND THE EGG PRODUCTS INSPECTION ACT... rendered. Upon request of any applicant, all or any part of the contents of any report issued to the...

  11. A Single Swede Midge (Diptera: Cecidomyiidae) Larva Can Render Cauliflower Unmarketable.

    Science.gov (United States)

    Stratton, Chase A; Hodgdon, Elisabeth A; Zuckerman, Samuel G; Shelton, Anthony M; Chen, Yolanda H

    2018-05-01

    Swede midge, Contarinia nasturtii Kieffer (Diptera: Cecidomyiidae), is an invasive pest causing significant damage on Brassica crops in the Northeastern United States and Eastern Canada. Heading brassicas, like cauliflower, appear to be particularly susceptible. Swede midge is difficult to control because larvae feed concealed inside meristematic tissues of the plant. In order to develop damage and marketability thresholds necessary for integrated pest management, it is important to determine how many larvae render plants unmarketable and whether the timing of infestation affects the severity of damage. We manipulated larval density (0, 1, 3, 5, 10, or 20) per plant and the timing of infestation (30, 55, and 80 d after seeding) on cauliflower in the lab and field to answer the following questions: 1) What is the swede midge damage threshold? 2) How many swede midge larvae can render cauliflower crowns unmarketable? and 3) Does the age of cauliflower at infestation influence the severity of damage and marketability? We found that even a single larva can cause mild twisting and scarring in the crown rendering cauliflower unmarketable 52% of the time, with more larvae causing more severe damage and additional losses, regardless of cauliflower age at infestation.

  12. Relationships between sensory stimuli and autonomic nervous regulation during real and virtual exercises

    Directory of Open Access Journals (Sweden)

    Iijima Atsuhiko

    2007-10-01

    Full Text Available Abstract Background Application of virtual environment (VE technology to motor rehabilitation increases the number of possible rehabilitation tasks and/or exercises. However, enhancing a specific sensory stimulus sometimes causes unpleasant sensations or fatigue, which would in turn decrease motivation for continuous rehabilitation. To select appropriate tasks and/or exercises for individuals, evaluation of physical activity during recovery is necessary, particularly the changes in the relationship between autonomic nervous activity (ANA and sensory stimuli. Methods We estimated the ANA from the R-R interval time series of electrocardiogram and incoming sensory stimuli that would activate the ANA. For experiments in real exercise, we measured vehicle data and electromyogram signals during cycling exercise. For experiments in virtual exercise, we measured eye movement in relation to image motion vectors while the subject was viewing a mountain-bike video image from a first-person viewpoint. Results For the real cycling exercise, the results were categorized into four groups by evaluating muscle fatigue in relation to the ANA. They suggested that fatigue should be evaluated on the basis of not only muscle activity but also autonomic nervous regulation after exercise. For the virtual exercise, the ANA-related conditions revealed a remarkable time distribution of trigger points that would change eye movement and evoke unpleasant sensations. Conclusion For expanding the options of motor rehabilitation using VE technology, approaches need to be developed for simultaneously monitoring and separately evaluating the activation of autonomic nervous regulation in relation to neuromuscular and sensory systems with different time scales.

  13. Volume rendering based on magnetic resonance imaging: advances in understanding the three-dimensional anatomy of the human knee

    Science.gov (United States)

    Anastasi, Giuseppe; Bramanti, Placido; Di Bella, Paolo; Favaloro, Angelo; Trimarchi, Fabio; Magaudda, Ludovico; Gaeta, Michele; Scribano, Emanuele; Bruschetta, Daniele; Milardi, Demetrio

    2007-01-01

    The choice of medical imaging techniques, for the purpose of the present work aimed at studying the anatomy of the knee, derives from the increasing use of images in diagnostics, research and teaching, and the subsequent importance that these methods are gaining within the scientific community. Medical systems using virtual reality techniques also offer a good alternative to traditional methods, and are considered among the most important tools in the areas of research and teaching. In our work we have shown some possible uses of three-dimensional imaging for the study of the morphology of the normal human knee, and its clinical applications. We used the direct volume rendering technique, and created a data set of images and animations to allow us to visualize the single structures of the human knee in three dimensions. Direct volume rendering makes use of specific algorithms to transform conventional two-dimensional magnetic resonance imaging sets of slices into see-through volume data set images. It is a technique which does not require the construction of intermediate geometric representations, and has the advantage of allowing the visualization of a single image of the full data set, using semi-transparent mapping. Digital images of human structures, and in particular of the knee, offer important information about anatomical structures and their relationships, and are of great value in the planning of surgical procedures. On this basis we studied seven volunteers with an average age of 25 years, who underwent magnetic resonance imaging. After elaboration of the data through post-processing, we analysed the structure of the knee in detail. The aim of our investigation was the three-dimensional image, in order to comprehend better the interactions between anatomical structures. We believe that these results, applied to living subjects, widen the frontiers in the areas of teaching, diagnostics, therapy and scientific research. PMID:17645453

  14. Mastering Mental Ray Rendering Techniques for 3D and CAD Professionals

    CERN Document Server

    O'Connor, Jennifer

    2010-01-01

    Proven techniques for using mental ray effectively. If you're a busy artist seeking high-end results for your 3D, design, or architecture renders using mental ray, this is the perfect book for you. It distills the highly technical nature of rendering into easy-to-follow steps and tutorials that you can apply immediately to your own projects. The book uses 3ds Max and 3ds Max Design to show the integration with mental ray, but users of any 3D or CAD software can learn valuable techniques for incorporating mental ray into their pipelines.: Takes you under the hood of mental ray, a stand-alone or

  15. Virtual colonoscopy

    Science.gov (United States)

    Colonoscopy - virtual; CT colonography; Computed tomographic colonography; Colography - virtual ... Differences between virtual and conventional colonoscopy include: VC can view the colon from many different angles. This is not as easy ...

  16. Virtual Exploratories

    DEFF Research Database (Denmark)

    Jensen, Sisse Siggaard

    2006-01-01

    -systems, the paper introduces the designing strategy referred to as virtual exploratories. Some of the advanced virtual worlds may inspire the design of such provoking and challenging virtual exploratories, and especially the Massively Multi-User Online Role-Playing Games (MMORPGS). However, if we have to learn from...... the design and activity of the advanced virtual worlds and role-playing games, then the empirical research on the actors’ activity, while they are acting, is an important precondition to it. A step towards the conception of such a designing strategy for virtual exploratories is currently pursued....... [1] The research project: Actors and Avatars Communicating in Virtual Worlds – an Empirical Analysis of Actors’ Sense-making Strategies When Based on a Communication Theoretical Approach’ (2006-2007) is supported...

  17. Interactive dual-volume rendering visualization with real-time fusion and transfer function enhancement

    Science.gov (United States)

    Macready, Hugh; Kim, Jinman; Feng, David; Cai, Weidong

    2006-03-01

    Dual-modality imaging scanners combining functional PET and anatomical CT constitute a challenge in volumetric visualization that can be limited by the high computational demand and expense. This study aims at providing physicians with multi-dimensional visualization tools, in order to navigate and manipulate the data running on a consumer PC. We have maximized the utilization of pixel-shader architecture of the low-cost graphic hardware and the texture-based volume rendering to provide visualization tools with high degree of interactivity. All the software was developed using OpenGL and Silicon Graphics Inc. Volumizer, tested on a Pentium mobile CPU on a PC notebook with 64M graphic memory. We render the individual modalities separately, and performing real-time per-voxel fusion. We designed a novel "alpha-spike" transfer function to interactively identify structure of interest from volume rendering of PET/CT. This works by assigning a non-linear opacity to the voxels, thus, allowing the physician to selectively eliminate or reveal information from the PET/CT volumes. As the PET and CT are rendered independently, manipulations can be applied to individual volumes, for instance, the application of transfer function to CT to reveal the lung boundary while adjusting the fusion ration between the CT and PET to enhance the contrast of a tumour region, with the resultant manipulated data sets fused together in real-time as the adjustments are made. In addition to conventional navigation and manipulation tools, such as scaling, LUT, volume slicing, and others, our strategy permits efficient visualization of PET/CT volume rendering which can potentially aid in interpretation and diagnosis.

  18. Principal viewpoint on nuclear energy development in Japan

    International Nuclear Information System (INIS)

    Sadao Kijima

    1996-01-01

    A great deal of electricity demand in Japan is covered by Light Water Reactors. Besides the description of potential role of uranium as an energy resource, plutonium is regarded as an important one. Principal viewpoint for utilization of plutonium is presented taking into account non-proliferation aspects. Fast Breeder Reactors being suitable for utilization of plutonium are considered as a very important option that should not be abandoned in spite of difficulties in their development

  19. Mental rotation versus invariant features in object perception from different viewpoints: An fMRI study

    OpenAIRE

    Vanrie, Jan; Béatse, Erik; Wagemans, Johan; Sunaert, Stefan; Van Hecke, Paul

    2002-01-01

    It has been proposed that object perception can proceed through different routes, which can be situated on a continuum ranging from complete viewpoint-dependency to complete viewpoint-independency, depending on the objects and the task at hand. Although these different routes have been extensively demonstrated on the behavioral level, the corresponding distinction in the underlying neural substrate has not received the same attention. Our goal was to disentangle, on the behavioral and the neu...

  20. Virtual reality: Avatars in human spaceflight training

    Science.gov (United States)

    Osterlund, Jeffrey; Lawrence, Brad

    2012-02-01

    familiarize and assess operational processes, allow the ability to train virtually, experiment with "what if" scenarios, and expedite immediate changes to validate the design implementation are all parameters of interest in human spaceflight. Training benefits encompass providing 3D animation for post-training assessment, placement of avatars within 3D replicated work environments in assembling or processing hardware, offering various viewpoints of processes viewed and assessed giving the evaluators the ability to assess task feasibility and identify potential support equipment needs; and provide human factors determinations, such as reach, visibility, and accessibility. Multiple object motion capture technology provides an effective tool to train and assess ergonomic risks, simulations for determination of negative interactions between technicians and their proposed workspaces, and evaluation of spaceflight systems prior to, and as part of, the design process to contain costs and reduce schedule delays.

  1. A concept of volume rendering guided search process to analyze medical data set.

    Science.gov (United States)

    Zhou, Jianlong; Xiao, Chun; Wang, Zhiyan; Takatsuka, Masahiro

    2008-03-01

    This paper firstly presents an approach of parallel coordinates based parameter control panel (PCP). The PCP is used to control parameters of focal region-based volume rendering (FRVR) during data analysis. It uses a parallel coordinates style interface. Different rendering parameters represented with nodes on each axis, and renditions based on related parameters are connected using polylines to show dependencies between renditions and parameters. Based on the PCP, a concept of volume rendering guided search process is proposed. The search pipeline is divided into four phases. Different parameters of FRVR are recorded and modulated in the PCP during search phases. The concept shows that volume visualization could play the role of guiding a search process in the rendition space to help users to efficiently find local structures of interest. The usability of the proposed approach is evaluated to show its effectiveness.

  2. Water driven leaching of biocides from paints and renders

    DEFF Research Database (Denmark)

    Bester, Kai; Vollertsen, Jes; Bollmann, Ulla E

    ) were so high, that rather professional urban gardening (flower and greenhouses) than handling of biocides from construction materials seem to be able to explain the findings. While the use in agriculture is restricted, the use in greenhouses is currently considered legal in Denmark. Leaching....../partitioning: Considering material properties, it was found out that, for all of the compounds the sorption (and leaching) is highly pH-dependent. It must be take into account that the pH in the porewater of the tested render materials is between 9 and 10 while the rainwater is around 5, thus making prediction difficult...... at this stage. For some of the compounds the sorption is dependent on the amount of polymer in the render, while it is only rarely of importance which polymer is used. Considering the interaction of weather with the leaching of biocides from real walls it turned out that a lot of parameters such as irradiation...

  3. Sparse PDF Volumes for Consistent Multi-Resolution Volume Rendering

    KAUST Repository

    Sicat, Ronell Barrera

    2014-12-31

    This paper presents a new multi-resolution volume representation called sparse pdf volumes, which enables consistent multi-resolution volume rendering based on probability density functions (pdfs) of voxel neighborhoods. These pdfs are defined in the 4D domain jointly comprising the 3D volume and its 1D intensity range. Crucially, the computation of sparse pdf volumes exploits data coherence in 4D, resulting in a sparse representation with surprisingly low storage requirements. At run time, we dynamically apply transfer functions to the pdfs using simple and fast convolutions. Whereas standard low-pass filtering and down-sampling incur visible differences between resolution levels, the use of pdfs facilitates consistent results independent of the resolution level used. We describe the efficient out-of-core computation of large-scale sparse pdf volumes, using a novel iterative simplification procedure of a mixture of 4D Gaussians. Finally, our data structure is optimized to facilitate interactive multi-resolution volume rendering on GPUs.

  4. Should Student Evaluation of Teaching Play a Significant Role in the Formal Assessment of Dental Faculty? Two Viewpoints: Viewpoint 1: Formal Faculty Assessment Should Include Student Evaluation of Teaching and Viewpoint 2: Student Evaluation of Teaching Should Not Be Part of Formal Faculty Assessment.

    Science.gov (United States)

    Rowan, Susan; Newness, Elmer J; Tetradis, Sotirios; Prasad, Joanne L; Ko, Ching-Chang; Sanchez, Arlene

    2017-11-01

    Student evaluation of teaching (SET) is often used in the assessment of faculty members' job performance and promotion and tenure decisions, but debate over this use of student evaluations has centered on the validity, reliability, and application of the data in assessing teaching performance. Additionally, the fear of student criticism has the potential of influencing course content delivery and testing measures. This Point/Counterpoint article reviews the potential utility of and controversy surrounding the use of SETs in the formal assessment of dental school faculty. Viewpoint 1 supports the view that SETs are reliable and should be included in those formal assessments. Proponents of this opinion contend that SETs serve to measure a school's effectiveness in support of its core mission, are valid measures based on feedback from the recipients of educational delivery, and provide formative feedback to improve faculty accountability to the institution. Viewpoint 2 argues that SETs should not be used for promotion and tenure decisions, asserting that higher SET ratings do not correlate with improved student learning. The advocates of this viewpoint contend that faculty members may be influenced to focus on student satisfaction rather than pedagogy, resulting in grade inflation. They also argue that SETs are prone to gender and racial biases and that SET results are frequently misinterpreted by administrators. Low response rates and monotonic response patterns are other factors that compromise the reliability of SETs.

  5. Rendering mortars in Medina Azahara, Part II: Material characterization and alteration causes

    Directory of Open Access Journals (Sweden)

    Blanco-Varela, M. T.

    1997-06-01

    Full Text Available In the present work, the depicted coat that covers some of the mortars exposed to weathering in the Medina Azahara archaeological site is .studied. That coat is characterized from the compositional and physical viewpoint and the main causes for its decay are determined. The depicted coat is formed by cal cite and iron oxides. It is quite compact and homogeneous. It is approximately 0.1 to 1 mm thick. The depicted coats supposed by lime mortars have CaCO3 deposits over polychromy rests. Depicted coats supported by gypsum mortars or mixed lime and gypsum mortars have gypsum deposits over polychromy rests. The processes of rendering mortars dissolution and the later crystallization of salts on their surface, together with biological growth, are the main causes of the decay of the depicted coats.

    En el presente trabajo se estudia la capa de policromía que recubre algunos de los morteros conservados a la intemperie en la ciudad de Medina Azahara. Dicha capa se caracteriza desde el punto de vista composicional y físico, determinándose las principales causas de su deterioro. La capa de policromía está formada por calcita y óxidos de hierro. Dicha capa es bastante homogénea y compacta. Su espesor es de 0,1 a 1 mm aproximadamente. Las capas de pintura sustentadas por morteros de cal tienen un depósito de CaCO sobre los restos de policromía. Las capas de pintura sustentadas por morteros de yeso o bastardos de cal y yeso tienen depósitos de yeso sobre los restos de policromía. Los procesos de disolución de los revocos y la posterior cristalización de las sales en su superficie, junto con la colonización biológica, son las principales causas de deterioro de la capa de policromía de su superficie.

  6. Real-time 3-dimensional fetal echocardiography with an instantaneous volume-rendered display: early description and pictorial essay.

    Science.gov (United States)

    Sklansky, Mark S; DeVore, Greggory R; Wong, Pierre C

    2004-02-01

    Random fetal motion, rapid fetal heart rates, and cumbersome processing algorithms have limited reconstructive approaches to 3-dimensional fetal cardiac imaging. Given the recent development of real-time, instantaneous volume-rendered sonographic displays of volume data, we sought to apply this technology to fetal cardiac imaging. We obtained 1 to 6 volume data sets on each of 30 fetal hearts referred for formal fetal echocardiography. Each volume data set was acquired over 2 to 8 seconds and stored on the system's hard drive. Rendered images were subsequently processed to optimize translucency, smoothing, and orientation and cropped to reveal "surgeon's eye views" of clinically relevant anatomic structures. Qualitative comparison was made with conventional fetal echocardiography for each subject. Volume-rendered displays identified all major abnormalities but failed to identify small ventricular septal defects in 2 patients. Important planes and views not visualized during the actual scans were generated with minimal processing of rendered image displays. Volume-rendered displays tended to have slightly inferior image quality compared with conventional 2-dimensional images. Real-time 3-dimensional echocardiography with instantaneous volume-rendered displays of the fetal heart represents a new approach to fetal cardiac imaging with tremendous clinical potential.

  7. Autostereoscopic image creation by hyperview matrix controlled single pixel rendering

    Science.gov (United States)

    Grasnick, Armin

    2017-06-01

    technology just with a simple equation. This formula can be utilized to create a specific hyperview matrix for a certain 3D display - independent of the technology used. A hyperview matrix may contain the references to loads of images and act as an instruction for a subsequent rendering process of particular pixels. Naturally, a single pixel will deliver an image with no resolution and does not provide any idea of the rendered scene. However, by implementing the method of pixel recycling, a 3D image can be perceived, even if all source images are different. It will be proven that several millions of perspectives can be rendered with the support of GPU rendering and benefit from the hyperview matrix. In result, a conventional autostereoscopic display, which is designed to represent only a few perspectives can be used to show a hyperview image by using a suitable hyperview matrix. It will be shown that a millions-of-views-hyperview-image can be presented on a conventional autostereoscopic display. For such an hyperview image it is required that all pixels of the displays are allocated by different source images. Controlled by the hyperview matrix, an adapted renderer can render a full hyperview image in real-time.

  8. Dualities in ABJM matrix model from closed string viewpoint

    Energy Technology Data Exchange (ETDEWEB)

    Kiyoshige, Kazuki; Moriyama, Sanefumi [Department of Physics, Graduate School of Science, Osaka City University,3-3-138 Sugimoto, Sumiyoshi, Osaka 558-8585 (Japan)

    2016-11-17

    We propose a new formalism to study the ABJM matrix model. Contrary to expressing the fractional brane background with the Wilson loops in the open string formalism, we formulate the Wilson loop expectation value from the viewpoint of the closed string background. With this new formalism, we can prove some duality relations in the matrix model. /includegraphics[scale=0.7]{abstract.eps}.

  9. Evaluation of historical museum interior lighting system using fully immersive virtual luminous environment

    Science.gov (United States)

    Navvab, Mojtaba; Bisegna, Fabio; Gugliermetti, Franco

    2013-05-01

    Saint Rocco Museum, a historical building in Venice, Italy is used as a case study to explore the performance of its' lighting system and visible light impact on viewing the large size art works. The transition from threedimensional architectural rendering to the three-dimensional virtual luminance mapping and visualization within a virtual environment is described as an integrated optical method for its application toward preservation of the cultural heritage of the space. Lighting simulation programs represent color as RGB triplets in a devicedependent color space such as ITU-R BT709. Prerequisite for this is a 3D-model which can be created within this computer aided virtual environment. The onsite measured surface luminance, chromaticity and spectral data were used as input to an established real-time indirect illumination and a physically based algorithms to produce the best approximation for RGB to be used as an input to generate the image of the objects. Conversion of RGB to and from spectra has been a major undertaking in order to match the infinite number of spectra to create the same colors that were defined by RGB in the program. The ability to simulate light intensity, candle power and spectral power distributions provide opportunity to examine the impact of color inter-reflections on historical paintings. VR offers an effective technique to quantify the visible light impact on human visual performance under precisely controlled representation of light spectrum that could be experienced in 3D format in a virtual environment as well as historical visual archives. The system can easily be expanded to include other measurements and stimuli.

  10. Sensitivity-based virtual fields for the non-linear virtual fields method

    Science.gov (United States)

    Marek, Aleksander; Davis, Frances M.; Pierron, Fabrice

    2017-09-01

    The virtual fields method is an approach to inversely identify material parameters using full-field deformation data. In this manuscript, a new set of automatically-defined virtual fields for non-linear constitutive models has been proposed. These new sensitivity-based virtual fields reduce the influence of noise on the parameter identification. The sensitivity-based virtual fields were applied to a numerical example involving small strain plasticity; however, the general formulation derived for these virtual fields is applicable to any non-linear constitutive model. To quantify the improvement offered by these new virtual fields, they were compared with stiffness-based and manually defined virtual fields. The proposed sensitivity-based virtual fields were consistently able to identify plastic model parameters and outperform the stiffness-based and manually defined virtual fields when the data was corrupted by noise.

  11. Self-management of chronic low back pain: Four viewpoints from patients and healthcare providers.

    Science.gov (United States)

    Stenner, Paul; Cross, Vinnette; McCrum, Carol; McGowan, Janet; Defever, Emmanuel; Lloyd, Phil; Poole, Robert; Moore, Ann P

    2015-07-01

    A move towards self-management is central to health strategy around chronic low back pain, but its concept and meaning for those involved are poorly understood. In the reported study, four distinct and shared viewpoints on self-management were identified among people with pain and healthcare providers using Q methodology. Each construes self-management in a distinctive manner and articulates a different vision of change. Identification of similarities and differences among the viewpoints holds potential for enhancing communication between patients and healthcare providers and for better understanding the complexities of self-management in practice.

  12. On virtual displacement and virtual work in Lagrangian dynamics

    International Nuclear Information System (INIS)

    Ray, Subhankar; Shamanna, J

    2006-01-01

    The confusion and ambiguity encountered by students in understanding virtual displacement and virtual work is discussed in this paper. A definition of virtual displacement is presented that allows one to express them explicitly for holonomic (velocity independent), non-holonomic (velocity dependent), scleronomous (time independent) and rheonomous (time dependent) constraints. It is observed that for holonomic, scleronomous constraints, the virtual displacements are the displacements allowed by the constraints. However, this is not so for a general class of constraints. For simple physical systems, it is shown that the work done by the constraint forces on virtual displacements is zero. This motivates Lagrange's extension of d'Alembert's principle to a system of particles in constrained motion. However, a similar zero work principle does not hold for the allowed displacements. It is also demonstrated that d'Alembert's principle of zero virtual work is necessary for the solvability of a constrained mechanical problem. We identify this special class of constraints, physically realized and solvable, as the ideal constraints. The concept of virtual displacement and the principle of zero virtual work by constraint forces are central to both Lagrange's method of undetermined multipliers and Lagrange's equations in generalized coordinates

  13. 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

  14. Framework for Virtual Cognitive Experiment in Virtual Geographic Environments

    Directory of Open Access Journals (Sweden)

    Fan Zhang

    2018-01-01

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

  15. Adaptive B-spline volume representation of measured BRDF data for photorealistic rendering

    Directory of Open Access Journals (Sweden)

    Hyungjun Park

    2015-01-01

    Full Text Available Measured bidirectional reflectance distribution function (BRDF data have been used to represent complex interaction between lights and surface materials for photorealistic rendering. However, their massive size makes it hard to adopt them in practical rendering applications. In this paper, we propose an adaptive method for B-spline volume representation of measured BRDF data. It basically performs approximate B-spline volume lofting, which decomposes the problem into three sub-problems of multiple B-spline curve fitting along u-, v-, and w-parametric directions. Especially, it makes the efficient use of knots in the multiple B-spline curve fitting and thereby accomplishes adaptive knot placement along each parametric direction of a resulting B-spline volume. The proposed method is quite useful to realize efficient data reduction while smoothing out the noises and keeping the overall features of BRDF data well. By applying the B-spline volume models of real materials for rendering, we show that the B-spline volume models are effective in preserving the features of material appearance and are suitable for representing BRDF data.

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

    International Nuclear Information System (INIS)

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

    2013-01-01

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

  17. Massive Open Online Courses in Dental Education: Two Viewpoints: Viewpoint 1: Massive Open Online Courses Offer Transformative Technology for Dental Education and Viewpoint 2: Massive Open Online Courses Are Not Ready for Primetime.

    Science.gov (United States)

    Kearney, Rachel C; Premaraj, Sundaralingam; Smith, Becky M; Olson, Gregory W; Williamson, Anne E; Romanos, Georgios

    2016-02-01

    This point/counterpoint article discusses the strengths and weaknesses of incorporating Massive Open Online Courses (MOOCs) into dental education, focusing on whether this relatively new educational modality could impact traditional dental curricula. Viewpoint 1 asserts that MOOCs can be useful in dental education because they offer an opportunity for students to learn through content and assessment that is delivered online. While specific research on MOOCs is limited, some evidence shows that online courses may produce similar learning outcomes to those in face-to-face courses. Given that MOOCs are intended to be open source, there could be opportunities for dental schools with faculty shortages and financial constraints to incorporate these courses into their curricula. In addition to saving money, dental schools could use MOOCs as revenue sources in areas such as continuing education. Viewpoint 2 argues that the hype over MOOCs is subsiding due in part to weaker than expected evidence about their value. Because direct contact between students, instructors, and patients is essential to the dental curriculum, MOOCs have yet to demonstrate their usefulness in replacing more than a subset of didactic courses. Additionally, learning professionalism, a key component of health professions education, is best supported by mentorship that provides significant interpersonal interaction. In spite of the potential of early MOOC ideology, MOOCs in their current form require either further development or altered expectations to significantly impact dental education.

  18. Developing a Tile-Based Rendering Method to Improve Rendering Speed of 3D Geospatial Data with HTML5 and WebGL

    Directory of Open Access Journals (Sweden)

    Seokchan Kang

    2017-01-01

    Full Text Available A dedicated plug-in has been installed to visualize three-dimensional (3D city modeling spatial data in web-based applications. However, plug-in methods are gradually becoming obsolete, owing to their limited performance with respect to installation errors, unsupported cross-browsers, and security vulnerability. Particularly, in 2015, the NPAPI service was terminated in most existing web browsers except Internet Explorer. To overcome these problems, the HTML5/WebGL (next-generation web standard, confirmed in October 2014 technology emerged. In particular, WebGL is able to display 3D spatial data without plug-ins in browsers. In this study, we attempted to identify the requirements and limitations of displaying 3D city modeling spatial data using HTML5/WebGL, and we propose alternative ways based on the bin-packing algorithm that aggregates individual 3D city modeling data including buildings in tile units. The proposed method reduces the operational complexity and the number and volume of transmissions required for rendering processing to improve the speed of 3D data rendering. The proposed method was validated on real data for evaluating its effectiveness in 3D visualization of city modeling data in web-based applications.

  19. Leveraging Disturbance Observer Based Torque Control for Improved Impedance Rendering with Series Elastic Actuators

    Science.gov (United States)

    Mehling, Joshua S.; Holley, James; O'Malley, Marcia K.

    2015-01-01

    The fidelity with which series elastic actuators (SEAs) render desired impedances is important. Numerous approaches to SEA impedance control have been developed under the premise that high-precision actuator torque control is a prerequisite. Indeed, the design of an inner torque compensator has a significant impact on actuator impedance rendering. The disturbance observer (DOB) based torque control implemented in NASA's Valkyrie robot is considered here and a mathematical model of this torque control, cascaded with an outer impedance compensator, is constructed. While previous work has examined the impact a disturbance observer has on torque control performance, little has been done regarding DOBs and impedance rendering accuracy. Both simulation and a series of experiments are used to demonstrate the significant improvements possible in an SEA's ability to render desired dynamic behaviors when utilizing a DOB. Actuator transparency at low impedances is improved, closed loop hysteresis is reduced, and the actuator's dynamic response to both commands and interaction torques more faithfully matches that of the desired model. All of this is achieved by leveraging DOB based control rather than increasing compensator gains, thus making improved SEA impedance control easier to achieve in practice.

  20. Virtualization Security Combining Mandatory Access Control and Virtual Machine Introspection

    OpenAIRE

    Win, Thu Yein; Tianfield, Huaglory; Mair, Quentin

    2014-01-01

    Virtualization has become a target for attacks in cloud computing environments. Existing approaches to protecting the virtualization environment against the attacks are limited in protection scope and are with high overheads. This paper proposes a novel virtualization security solution which aims to provide comprehensive protection of the virtualization environment.

  1. A LOW-COST AND LIGHTWEIGHT 3D INTERACTIVE REAL ESTATE-PURPOSED INDOOR VIRTUAL REALITY APPLICATION

    Directory of Open Access Journals (Sweden)

    K. Ozacar

    2017-11-01

    Full Text Available Interactive 3D architectural indoor design have been more popular after it benefited from Virtual Reality (VR technologies. VR brings computer-generated 3D content to real life scale and enable users to observe immersive indoor environments so that users can directly modify it. This opportunity enables buyers to purchase a property off-the-plan cheaper through virtual models. Instead of showing property through 2D plan or renders, this visualized interior architecture of an on-sale unbuilt property is demonstrated beforehand so that the investors have an impression as if they were in the physical building. However, current applications either use highly resource consuming software, or are non-interactive, or requires specialist to create such environments. In this study, we have created a real-estate purposed low-cost high quality fully interactive VR application that provides a realistic interior architecture of the property by using free and lightweight software: Sweet Home 3D and Unity. A preliminary study showed that participants generally liked proposed real estate-purposed VR application, and it satisfied the expectation of the property buyers.

  2. a Low-Cost and Lightweight 3d Interactive Real Estate-Purposed Indoor Virtual Reality Application

    Science.gov (United States)

    Ozacar, K.; Ortakci, Y.; Kahraman, I.; Durgut, R.; Karas, I. R.

    2017-11-01

    Interactive 3D architectural indoor design have been more popular after it benefited from Virtual Reality (VR) technologies. VR brings computer-generated 3D content to real life scale and enable users to observe immersive indoor environments so that users can directly modify it. This opportunity enables buyers to purchase a property off-the-plan cheaper through virtual models. Instead of showing property through 2D plan or renders, this visualized interior architecture of an on-sale unbuilt property is demonstrated beforehand so that the investors have an impression as if they were in the physical building. However, current applications either use highly resource consuming software, or are non-interactive, or requires specialist to create such environments. In this study, we have created a real-estate purposed low-cost high quality fully interactive VR application that provides a realistic interior architecture of the property by using free and lightweight software: Sweet Home 3D and Unity. A preliminary study showed that participants generally liked proposed real estate-purposed VR application, and it satisfied the expectation of the property buyers.

  3. North American Rendering: processing high quality protein and fats for feed North American Rendering: processamento de proteínas e gorduras de alta qualidade para alimentos para animais

    Directory of Open Access Journals (Sweden)

    David L. Meeker

    2009-07-01

    Full Text Available One third to one half of each animal produced for meat, milk, eggs, and fiber is not consumed by humans. These raw materials are subjected to rendering processes resulting in many useful products. Meat and bone meal, meat meal, poultry meal, hydrolyzed feather meal, blood meal, fish meal, and animal fats are the primary products resulting from the rendering process. The most important and valuable use for these animal by-products is as feed ingredients for livestock, poultry, aquaculture, and companion animals. There are volumes of scientific references validating the nutritional qualities of these products, and there are no scientific reasons for altering the practice of feeding rendered products to animals. Government agencies regulate the processing of food and feed, and the rendering industry is scrutinized often. In addition, industry programs include good manufacturing practices, HACCP, Codes of Practice, and third-party certification. The rendering industry clearly understands its role in the safe and nutritious production of animal feed ingredients and has done it very effectively for over 100 years. The availability of rendered products for animal feeds in the future depends on regulation and the market. Regulatory agencies will determine whether certain raw materials can be used for animal feed. The National Renderers Association (NRA supports the use of science as the basis for regulation while aesthetics, product specifications, and quality differences should be left to the market place. Without the rendering industry, the accumulation of unprocessed animal by-products would impede the meat industries and pose a serious potential hazard to animal and human health.De um terço a metade da produção animal para carne, leite, ovos e fibra, não são consumidos pelos seres humanos. Estes materiais não consumidos são sujeitos a processamento em graxarias e indústrias de alimentos de origem animal, resultando em uma série de produtos

  4. Custom OpenStreetMap Rendering – OpenTrackMap Experience

    Directory of Open Access Journals (Sweden)

    Radek Bartoň

    2010-02-01

    Full Text Available After 5 years of its existence, the OpenSteetMap [1] is becoming to be an important and valuable source of a geographic data for all people on the world. Although initially targeted to provide a map of cities for routing services, it can be exploited to other and often unexpected purposes. Such an utilization is an effort to map a network of hiking tracks of the Czech Tourist Club [2].  To support and apply this endeavour, the OpenTrackMap [3] project was started. Its aim is to primarily provide a customized rendering style for Mapnik renderer which emphasizes map features important to tourists and displays a layer with hiking tracks. This article presents obstacles which such project must face and it can be used as a tutorial for other projects of similar type.

  5. Kansei Analysis of the Japanese Residential Garden and Development of a Low-Cost Virtual Reality Kansei Engineering System for Gardens

    Directory of Open Access Journals (Sweden)

    Tatsuro Matsubara

    2011-01-01

    Full Text Available Residential garden design using Kansei engineering is a challenging problem. Landscaping components, such as rocks, trees, and ponds, are widely diversified and have a large number of possible arrangements. This large number of design alternatives makes conventional analyses, such as linear regression and its variations like Quantification Theory Type I (QT1, inapplicable for analyzing the relationships between design elements and the Kansei evaluation. We applied a partial least squares (PLS model that effectively deals with a large number of predictor variables. The multiple correlation coefficient of the PLS analysis was much higher than that of the QT1 analysis. The results of the analyses were used to create a low-cost virtual reality Kansei engineering system that permits visualization of garden designs corresponding to selected Kansei words. To render complex garden scenes, we developed an original 3D computation and rendering library built on Java. The garden is shown in public-view style with stereo 3D graphic projection. The rendering is scalable from low to high resolution and enables drop object shadowing, which is indispensable for considering the effect of daytime changes in insolation. Visualizing the garden design based on Kansei analysis could facilitate collaboration between the designer and customer in the design process.

  6. Segeberg 1600 - Reconstructing a Historic Town for Virtual Reality Visualisation as AN Immersive Experience

    Science.gov (United States)

    Deggim, S.; Kersten, T. P.; Tschirschwitz, F.; Hinrichsen, N.

    2017-11-01

    The 3D reconstruction of historic buildings and cities offers an opportunity to experience the history of relevant objects and their development over the centuries. Digital visualisations of such historic objects allow for a more natural view of history as well as showing information that is not possible in a real world setting. New presentation forms, such as the virtual reality (VR) system HTC Vive, can be used to disseminate information in another dimension and simplify the access by changing the user's viewpoint from a listener and viewer into being an integrated part of an interactive situation. In general, this approach is a combination of education and entertainment, also known as "edutainment" or "gamification", a term used in the education sector as describing where motivation to learn is encouraged through adding a competitive element. It is thus a step away from simple consumption of information towards experiencing information and a more literal interpretation of "living history". In this contribution, we present the development of a 3D reconstruction of the two towns Segeberg and Gieschenhagen (today: Bad Segeberg) in Schleswig-Holstein, Germany in the Early Modern Age around 1600. The historic landscape and its conversion from a reconstructed virtual town model into an interactive VR application is also described. The reconstruction is based on a recent digital terrain model as well as survey data of surviving buildings, historic visual information based on historic drawings and written accounts from that era. All datasets are combined to a single walkable virtual world that spans approximately 3 km2.

  7. Radiation protection: precedents, principles and practices - a regulatory viewpoint

    International Nuclear Information System (INIS)

    Jennekens, J.H.

    1986-06-01

    Radiation protection in its broadest sense is a multidisciplinary human function exemplifying in all meaningful respects the innate ability of dedicated persons to apply with both general and specialized expertise knowledge derived from a great many scientific and technical fields. The aim of this address is to outline from a regulatory viewpoint the precedents, principles and practices of radiation protection, a very essential human function

  8. Humanism Factors and Islam Viewpoint from Motahri's Point of View

    Science.gov (United States)

    Yousefi, Zargham; Yousefy, Alireza; Keshtiaray, Narges

    2015-01-01

    The aim of this research is to criticize liberal humanism based on Islam viewpoint emphasizing Motahri's point of view. In this paper, the researchers tried to identify liberalism humanism factors with analytical look in order to present a new categorization called "main factor of liberal humanism". Then, each factor was studied and…

  9. Viewpoint Fieldwork in Ecology as a Form of Experiential Learning ...

    African Journals Online (AJOL)

    The small-scale research study reported on in this Viewpoint paper was conducted to determine the extent to which experiential learning in the form of fieldwork contributes to learning in Biology. The participants in the study were 36 first-year students registered for a module on Ecology. The conceptual framework that ...

  10. Journey to the centre of the cell: Virtual reality immersion into scientific data.

    Science.gov (United States)

    Johnston, Angus P R; Rae, James; Ariotti, Nicholas; Bailey, Benjamin; Lilja, Andrew; Webb, Robyn; Ferguson, Charles; Maher, Sheryl; Davis, Thomas P; Webb, Richard I; McGhee, John; Parton, Robert G

    2018-02-01

    Visualization of scientific data is crucial not only for scientific discovery but also to communicate science and medicine to both experts and a general audience. Until recently, we have been limited to visualizing the three-dimensional (3D) world of biology in 2 dimensions. Renderings of 3D cells are still traditionally displayed using two-dimensional (2D) media, such as on a computer screen or paper. However, the advent of consumer grade virtual reality (VR) headsets such as Oculus Rift and HTC Vive means it is now possible to visualize and interact with scientific data in a 3D virtual world. In addition, new microscopic methods provide an unprecedented opportunity to obtain new 3D data sets. In this perspective article, we highlight how we have used cutting edge imaging techniques to build a 3D virtual model of a cell from serial block-face scanning electron microscope (SBEM) imaging data. This model allows scientists, students and members of the public to explore and interact with a "real" cell. Early testing of this immersive environment indicates a significant improvement in students' understanding of cellular processes and points to a new future of learning and public engagement. In addition, we speculate that VR can become a new tool for researchers studying cellular architecture and processes by populating VR models with molecular data. © 2017 John Wiley & Sons A/S. Published by John Wiley & Sons Ltd.

  11. Virtual Box

    DEFF Research Database (Denmark)

    Davis, Hilary; Skov, Mikael B.; Stougaard, Malthe

    2007-01-01

    . This paper reports on the design, implementation and initial evaluation of Virtual Box. Virtual Box attempts to create a physical and engaging context in order to support reciprocal interactions with expressive content. An implemented version of Virtual Box is evaluated in a location-aware environment...

  12. Parallel hierarchical radiosity rendering

    Energy Technology Data Exchange (ETDEWEB)

    Carter, Michael [Iowa State Univ., Ames, IA (United States)

    1993-07-01

    In this dissertation, the step-by-step development of a scalable parallel hierarchical radiosity renderer is documented. First, a new look is taken at the traditional radiosity equation, and a new form is presented in which the matrix of linear system coefficients is transformed into a symmetric matrix, thereby simplifying the problem and enabling a new solution technique to be applied. Next, the state-of-the-art hierarchical radiosity methods are examined for their suitability to parallel implementation, and scalability. Significant enhancements are also discovered which both improve their theoretical foundations and improve the images they generate. The resultant hierarchical radiosity algorithm is then examined for sources of parallelism, and for an architectural mapping. Several architectural mappings are discussed. A few key algorithmic changes are suggested during the process of making the algorithm parallel. Next, the performance, efficiency, and scalability of the algorithm are analyzed. The dissertation closes with a discussion of several ideas which have the potential to further enhance the hierarchical radiosity method, or provide an entirely new forum for the application of hierarchical methods.

  13. Communicating laboratory results through a Web site: Patients' priorities and viewpoints.

    Science.gov (United States)

    Sabahi, Azam; Ahmadian, Leila; Mirzaee, Moghademeh

    2018-02-28

    Patients can access laboratory results using various technologies. The aim of this study was to integrate the laboratory results into the hospital Web site based on patients' viewpoints and priorities and to measure patients' satisfaction. This descriptive-analytical study was conducted in 2015. First, a questionnaire was distributed among 200 patients to assess patients' priorities to receive laboratory results through the Web site. Second, those who agreed (n = 95) to receive their laboratory results through the Web site were identified. Then, the required changes were made to the hospital Web site based on patients' viewpoints and priorities. Third, patients were divided into two groups. The first group received their laboratory results through the Web site on the date had been announced during their visit to the laboratory. The second group was informed by SMS once their results were shown on the Web site. After receiving laboratory results, patients' satisfaction was evaluated. More than half of the participants (n = 53, 55.8%) were highly satisfied with receiving the results electronically. The higher number of people in SMS group (n = 9, 20.9%) reported that they were satisfied with time-saving compared to other group (n = 2, 3.8%) (P = .04). Participants after receiving the results through the Web site considered the functionalities of reprinting (P Web site based on the patients' viewpoints and priorities can improve patient satisfaction and lower the patients' concern regarding confidentiality of their results. © 2018 Wiley Periodicals, Inc.

  14. Low-cost universal stereoscopic virtual reality interfaces

    Science.gov (United States)

    Starks, Michael R.

    1993-09-01

    Low cost stereoscopic virtual reality hardware interfacing with nearly any computer and stereoscopic software running on any PC is described. Both are user configurable for serial or parallel ports. Stereo modeling, rendering, and interaction via gloves or 6D mice are provided. Low cost LCD Visors and external interfaces represent a breakthrough in convenience and price/performance. A complete system with software, Visor, interface and Power Glove is under $DOL500. StereoDrivers will interface with any system giving video sync (e.g., G of RGB). PC3D will access any standard serial port, while PCVR works with serial or parallel ports and glove devices. Model RF Visors detect magnetic fields and require no connection to the system. PGSI is a microprocessor control for the Power Glove and Visors. All interfaces will operate to 120 Hz with Model G Visors. The SpaceStations are demultiplexing, field doubling devices which convert field sequential video or graphics for stereo display with dual video projection or dual LCD SpaceHelmets.

  15. Children's Participation in Slovene Preschools: The Teachers' Viewpoints and Practice

    Science.gov (United States)

    Zorec, Marcela Batistic

    2015-01-01

    This article presents part of the research performed in a project from 2008 to 2013, regarding the introduction of the Reggio Emilia approach to Slovene preschool educators. The study's aim was to recognize the possible influence of the training--from 2009 to 2011--in this project on educators' viewpoints and the promotion of children's…

  16. Self-management of chronic low back pain: Four viewpoints from patients and healthcare providers

    Directory of Open Access Journals (Sweden)

    Paul Stenner

    2015-11-01

    Full Text Available A move towards self-management is central to health strategy around chronic low back pain, but its concept and meaning for those involved are poorly understood. In the reported study, four distinct and shared viewpoints on self-management were identified among people with pain and healthcare providers using Q methodology. Each construes self-management in a distinctive manner and articulates a different vision of change. Identification of similarities and differences among the viewpoints holds potential for enhancing communication between patients and healthcare providers and for better understanding the complexities of self-management in practice.

  17. Virtual Modeling for Cities of the Future. State-Of Art and Virtual Modeling for Cities of the Future. State-Of Art AN

    Science.gov (United States)

    Valencia, J.; Muñoz-Nieto, A.; Rodriguez-Gonzalvez, P.

    2015-02-01

    3D virtual modeling, visualization, dissemination and management of urban areas is one of the most exciting challenges that must face geomatics in the coming years. This paper aims to review, compare and analyze the new technologies, policies and software tools that are in progress to manage urban 3D information. It is assumed that the third dimension increases the quality of the model provided, allowing new approaches to urban planning, conservation and management of architectural and archaeological areas. Despite the fact that displaying 3D urban environments is an issue nowadays solved, there are some challenges to be faced by geomatics in the coming future. Displaying georeferenced linked information would be considered the first challenge. Another challenge to face is to improve the technical requirements if this georeferenced information must be shown in real time. Are there available software tools ready for this challenge? Are they useful to provide services required in smart cities? Throughout this paper, many practical examples that require 3D georeferenced information and linked data will be shown. Computer advances related to 3D spatial databases and software that are being developed to convert rendering virtual environment to a new enriched environment with linked information will be also analyzed. Finally, different standards that Open Geospatial Consortium has assumed and developed regarding the three-dimensional geographic information will be reviewed. Particular emphasis will be devoted on KML, LandXML, CityGML and the new IndoorGML.

  18. VIDEO ANIMASI 3D PENGENALAN RUMAH ADAT DAN ALAT MUSIK KEPRI DENGAN MENGUNAKAN TEKNIK RENDER CEL-SHADING

    OpenAIRE

    Jianfranco Irfian Asnawi; Afdhol Dzikri

    2016-01-01

    Animasi ini berjudul "video animasi 3D rumah adat dan alat musik Kepulauan Riau dengan menggunakan teknik render cel-shading" merupakan video yang bertujuan memperkenalkan alat-alat musik yang berasal dari kepulauan riau, Animasi ini akan diterapkan dengan menggunakan teknik render cel-shading. Cel-shading adalah teknik render yang menampilkan grafik 3D yang menyerupai gambar tangan, seperti gambar komik dan kartun. Teknik ini juga sudah di terapkan dalam game 3D yang ternyata menarik banyak ...

  19. Subsurface Scattering-Based Object Rendering Techniques for Real-Time Smartphone Games

    Directory of Open Access Journals (Sweden)

    Won-Sun Lee

    2014-01-01

    Full Text Available Subsurface scattering that simulates the path of a light through the material in a scene is one of the advanced rendering techniques in the field of computer graphics society. Since it takes a number of long operations, it cannot be easily implemented in real-time smartphone games. In this paper, we propose a subsurface scattering-based object rendering technique that is optimized for smartphone games. We employ our subsurface scattering method that is utilized for a real-time smartphone game. And an example game is designed to validate how the proposed method can be operated seamlessly in real time. Finally, we show the comparison results between bidirectional reflectance distribution function, bidirectional scattering distribution function, and our proposed subsurface scattering method on a smartphone game.

  20. The effects of multiview depth video compression on multiview rendering

    NARCIS (Netherlands)

    Merkle, P.; Morvan, Y.; Smolic, A.; Farin, D.S.; Mueller, K.; With, de P.H.N.; Wiegang, T.

    2009-01-01

    This article investigates the interaction between different techniques for depth compression and view synthesis rendering with multiview video plus scene depth data. Two different approaches for depth coding are compared, namely H.264/MVC, using temporal and inter-view reference images for efficient

  1. Realidad virtual y materialidad

    OpenAIRE

    Pérez Herranz, Fernando Miguel

    2009-01-01

    1. Fenomenología de partida: Real / Simbólico / Imaginario 2. Realidad 3. Virtual 3.1. Virtual / real / posible / probable 3.2. Los contextos de la realidad virtual A) REALIDAD VIRTUAL INMERSIVA B) REALIDAD VIRTUAL NO INMERSIVA C) REALIDAD VIRTUAL Y DIGITALIZACIÓN 3.3. Cruce virtual / real 3.4. Cuestiones filosóficas 4. Materialidad 5. Materialidad y descentramiento 5.1. Ejemplos de descentramiento en los contextos de Realidad Virtual A’) DUALISMO CARTESIANO, CUERPO Y «CIBORG » B’) EL ESPÍRIT...

  2. The Viewpoints of Physics Teacher Candidates towards the Concepts in Special Theory of Relativity and Their Evaluation Designs

    Science.gov (United States)

    Turgut, Umit; Gurbuz, Fatih; Salar, Riza; Toman, Ufuk

    2013-01-01

    In this study, the viewpoints of physics teacher candidates at undergraduate level towards the concepts in special theory of relativity and the interpretations they made about these concepts were investigated. The viewpoints of the teacher candidates towards the concepts in the subject of special theory of relativity were revealed with six open…

  3. Hybrid fur rendering: combining volumetric fur with explicit hair strands

    DEFF Research Database (Denmark)

    Andersen, Tobias Grønbeck; Falster, Viggo; Frisvad, Jeppe Revall

    2016-01-01

    Hair is typically modeled and rendered using either explicitly defined hair strand geometry or a volume texture of hair densities. Taken each on their own, these two hair representations have difficulties in the case of animal fur as it consists of very dense and thin undercoat hairs in combination...... with coarse guard hairs. Explicit hair strand geometry is not well-suited for the undercoat hairs, while volume textures are not well-suited for the guard hairs. To efficiently model and render both guard hairs and undercoat hairs, we present a hybrid technique that combines rasterization of explicitly...... defined guard hairs with ray marching of a prismatic shell volume with dynamic resolution. The latter is the key to practical combination of the two techniques, and it also enables a high degree of detail in the undercoat. We demonstrate that our hybrid technique creates a more detailed and soft fur...

  4. A virtual network computer's optical storage virtualization scheme

    Science.gov (United States)

    Wang, Jianzong; Hu, Huaixiang; Wan, Jiguang; Wang, Peng

    2008-12-01

    In this paper, we present the architecture and implementation of a virtual network computers' (VNC) optical storage virtualization scheme called VOSV. Its task is to manage the mapping of virtual optical storage to physical optical storage, a technique known as optical storage virtualization. The design of VOSV aims at the optical storage resources of different clients and servers that have high read-sharing patterns. VOSV uses several schemes such as a two-level Cache mechanism, a VNC server embedded module and the iSCSI protocols to improve the performance. The results measured on the prototype are encouraging, and indicating that VOSV provides the high I/O performance.

  5. One-Dimensional Haptic Rendering Using Audio Speaker with Displacement Determined by Inductance

    Directory of Open Access Journals (Sweden)

    Avin Khera

    2016-03-01

    Full Text Available We report overall design considerations and preliminary results for a new haptic rendering device based on an audio loudspeaker. Our application models tissue properties during microsurgery. For example, the device could respond to the tip of a tool by simulating a particular tissue, displaying a desired compressibility and viscosity, giving way as the tissue is disrupted, or exhibiting independent motion, such as that caused by pulsations in blood pressure. Although limited to one degree of freedom and with a relatively small range of displacement compared to other available haptic rendering devices, our design exhibits high bandwidth, low friction, low hysteresis, and low mass. These features are consistent with modeling interactions with delicate tissues during microsurgery. In addition, our haptic rendering device is designed to be simple and inexpensive to manufacture, in part through an innovative method of measuring displacement by existing variations in the speaker’s inductance as the voice coil moves over the permanent magnet. Low latency and jitter are achieved by running the real-time simulation models on a dedicated microprocessor, while maintaining bidirectional communication with a standard laptop computer for user controls and data logging.

  6. Virtual bronchoscopy

    International Nuclear Information System (INIS)

    Rogalla, P.; Meiri, N.; Hamm, B.; Rueckert, J.C.; Schmidt, B.; Witt, C.

    2001-01-01

    Flexible bronchoscopy represents a clinically well-established invasive diagnostic tool. Virtual bronchoscopies, calculated from thin-slice CT sections, allow astonishing immitations of reality although principal differences exist between both technologies: the Fact that colour representation is artificial and concommitant interventions are impossible limits the clinical use of virtual bronchoscopy. However, its value increases when calculations can be attained within minutes due to technological advancements, and when virtually any chest CT is suitable for further postprocessing. Indications, findings and the clinical role of virtual bronchoscopy are discussed. (orig.) [de

  7. Virtual button interface

    Science.gov (United States)

    Jones, J.S.

    1999-01-12

    An apparatus and method of issuing commands to a computer by a user interfacing with a virtual reality environment are disclosed. To issue a command, the user directs gaze at a virtual button within the virtual reality environment, causing a perceptible change in the virtual button, which then sends a command corresponding to the virtual button to the computer, optionally after a confirming action is performed by the user, such as depressing a thumb switch. 4 figs.

  8. CT portography by multidetector helical CT. Comparison of three rendering models

    International Nuclear Information System (INIS)

    Nakayama, Yoshiharu; Imuta, Masanori; Funama, Yoshinori; Kadota, Masataka; Utsunomiya, Daisuke; Shiraishi, Shinya; Hayashida, Yoshiko; Yamashita, Yasuyuki

    2002-01-01

    The purpose of this study was to assess the value of multidetector CT portography in visualizing varices and portosystemic collaterals in comparison with conventional portography, and to compare the visualizations obtained by three rendering models (volume rendering, VR; minimum intensity projection, MIP; and shaded surface display, SSD). A total of 46 patients with portal hypertension were examined by CT and conventional portography for evaluation of portosystemic collaterals. CT portography was performed by multidetector CT (MD-CT) scanner with a slice thickness of 2.5 mm and table feed of 7.5 mm. Three types of CT portographic models were generated and compared with transarterial portography. Among 46 patients, 48 collaterals were identified on CT transverse images, while 38 collaterals were detected on transarterial portography. Forty-four of 48 collaterals identified on CT transverse images were visualized with the MIP model, while 34 and 29 collaterals were visualized by the VR and SSD methods, respectively. The average CT value for the portal vein and varices was 198 HU with data acquisition of 50 sec after contrast material injection. CT portography by multidetector CT provides excellent images in the visualization of portosystemic collaterals. The images of collaterals produced by MD-CT are superior to those of transarterial portography. Among the three rendering techniques, MIP provides the best visualization of portosystemic collaterals. (author)

  9. CT portography by multidetector helical CT. Comparison of three rendering models

    Energy Technology Data Exchange (ETDEWEB)

    Nakayama, Yoshiharu; Imuta, Masanori; Funama, Yoshinori; Kadota, Masataka; Utsunomiya, Daisuke; Shiraishi, Shinya; Hayashida, Yoshiko; Yamashita, Yasuyuki [Kumamoto Univ. (Japan). School of Medicine

    2002-12-01

    The purpose of this study was to assess the value of multidetector CT portography in visualizing varices and portosystemic collaterals in comparison with conventional portography, and to compare the visualizations obtained by three rendering models (volume rendering, VR; minimum intensity projection, MIP; and shaded surface display, SSD). A total of 46 patients with portal hypertension were examined by CT and conventional portography for evaluation of portosystemic collaterals. CT portography was performed by multidetector CT (MD-CT) scanner with a slice thickness of 2.5 mm and table feed of 7.5 mm. Three types of CT portographic models were generated and compared with transarterial portography. Among 46 patients, 48 collaterals were identified on CT transverse images, while 38 collaterals were detected on transarterial portography. Forty-four of 48 collaterals identified on CT transverse images were visualized with the MIP model, while 34 and 29 collaterals were visualized by the VR and SSD methods, respectively. The average CT value for the portal vein and varices was 198 HU with data acquisition of 50 sec after contrast material injection. CT portography by multidetector CT provides excellent images in the visualization of portosystemic collaterals. The images of collaterals produced by MD-CT are superior to those of transarterial portography. Among the three rendering techniques, MIP provides the best visualization of portosystemic collaterals. (author)

  10. A hardware and software architecture to deal with multimodal and collaborative interactions in multiuser virtual reality environments

    Science.gov (United States)

    Martin, P.; Tseu, A.; Férey, N.; Touraine, D.; Bourdot, P.

    2014-02-01

    Most advanced immersive devices provide collaborative environment within several users have their distinct head-tracked stereoscopic point of view. Combining with common used interactive features such as voice and gesture recognition, 3D mouse, haptic feedback, and spatialized audio rendering, these environments should faithfully reproduce a real context. However, even if many studies have been carried out on multimodal systems, we are far to definitively solve the issue of multimodal fusion, which consists in merging multimodal events coming from users and devices, into interpretable commands performed by the application. Multimodality and collaboration was often studied separately, despite of the fact that these two aspects share interesting similarities. We discuss how we address this problem, thought the design and implementation of a supervisor that is able to deal with both multimodal fusion and collaborative aspects. The aim of this supervisor is to ensure the merge of user's input from virtual reality devices in order to control immersive multi-user applications. We deal with this problem according to a practical point of view, because the main requirements of this supervisor was defined according to a industrial task proposed by our automotive partner, that as to be performed with multimodal and collaborative interactions in a co-located multi-user environment. In this task, two co-located workers of a virtual assembly chain has to cooperate to insert a seat into the bodywork of a car, using haptic devices to feel collision and to manipulate objects, combining speech recognition and two hands gesture recognition as multimodal instructions. Besides the architectural aspect of this supervisor, we described how we ensure the modularity of our solution that could apply on different virtual reality platforms, interactive contexts and virtual contents. A virtual context observer included in this supervisor in was especially designed to be independent to the

  11. Optical methods for enabling focus cues in head-mounted displays for virtual and augmented reality

    Science.gov (United States)

    Hua, Hong

    2017-05-01

    Developing head-mounted displays (HMD) that offer uncompromised optical pathways to both digital and physical worlds without encumbrance and discomfort confronts many grand challenges, both from technological perspectives and human factors. Among the many challenges, minimizing visual discomfort is one of the key obstacles. One of the key contributing factors to visual discomfort is the lack of the ability to render proper focus cues in HMDs to stimulate natural eye accommodation responses, which leads to the well-known accommodation-convergence cue discrepancy problem. In this paper, I will provide a summary on the various optical methods approaches toward enabling focus cues in HMDs for both virtual reality (VR) and augmented reality (AR).

  12. Distributed terascale volume visualization using distributed shared virtual memory

    KAUST Repository

    Beyer, Johanna

    2011-10-01

    Table 1 illustrates the impact of different distribution unit sizes, different screen resolutions, and numbers of GPU nodes. We use two and four GPUs (NVIDIA Quadro 5000 with 2.5 GB memory) and a mouse cortex EM dataset (see Figure 2) of resolution 21,494 x 25,790 x 1,850 = 955GB. The size of the virtual distribution units significantly influences the data distribution between nodes. Small distribution units result in a high depth complexity for compositing. Large distribution units lead to a low utilization of GPUs, because in the worst case only a single distribution unit will be in view, which is rendered by only a single node. The choice of an optimal distribution unit size depends on three major factors: the output screen resolution, the block cache size on each node, and the number of nodes. Currently, we are working on optimizing the compositing step and network communication between nodes. © 2011 IEEE.

  13. Virtual Web Services

    OpenAIRE

    Rykowski, Jarogniew

    2007-01-01

    In this paper we propose an application of software agents to provide Virtual Web Services. A Virtual Web Service is a linked collection of several real and/or virtual Web Services, and public and private agents, accessed by the user in the same way as a single real Web Service. A Virtual Web Service allows unrestricted comparison, information merging, pipelining, etc., of data coming from different sources and in different forms. Detailed architecture and functionality of a single Virtual We...

  14. SEGEBERG 1600 – RECONSTRUCTING A HISTORIC TOWN FOR VIRTUAL REALITY VISUALISATION AS AN IMMERSIVE EXPERIENCE

    Directory of Open Access Journals (Sweden)

    S. Deggim

    2017-11-01

    Full Text Available The 3D reconstruction of historic buildings and cities offers an opportunity to experience the history of relevant objects and their development over the centuries. Digital visualisations of such historic objects allow for a more natural view of history as well as showing information that is not possible in a real world setting. New presentation forms, such as the virtual reality (VR system HTC Vive, can be used to disseminate information in another dimension and simplify the access by changing the user’s viewpoint from a listener and viewer into being an integrated part of an interactive situation. In general, this approach is a combination of education and entertainment, also known as “edutainment” or “gamification”, a term used in the education sector as describing where motivation to learn is encouraged through adding a competitive element. It is thus a step away from simple consumption of information towards experiencing information and a more literal interpretation of “living history”. In this contribution, we present the development of a 3D reconstruction of the two towns Segeberg and Gieschenhagen (today: Bad Segeberg in Schleswig-Holstein, Germany in the Early Modern Age around 1600. The historic landscape and its conversion from a reconstructed virtual town model into an interactive VR application is also described. The reconstruction is based on a recent digital terrain model as well as survey data of surviving buildings, historic visual information based on historic drawings and written accounts from that era. All datasets are combined to a single walkable virtual world that spans approximately 3 km².

  15. Gaze-informed, task-situated representation of space in primate hippocampus during virtual navigation

    Science.gov (United States)

    Wirth, Sylvia; Baraduc, Pierre; Planté, Aurélie; Pinède, Serge; Duhamel, Jean-René

    2017-01-01

    To elucidate how gaze informs the construction of mental space during wayfinding in visual species like primates, we jointly examined navigation behavior, visual exploration, and hippocampal activity as macaque monkeys searched a virtual reality maze for a reward. Cells sensitive to place also responded to one or more variables like head direction, point of gaze, or task context. Many cells fired at the sight (and in anticipation) of a single landmark in a viewpoint- or task-dependent manner, simultaneously encoding the animal’s logical situation within a set of actions leading to the goal. Overall, hippocampal activity was best fit by a fine-grained state space comprising current position, view, and action contexts. Our findings indicate that counterparts of rodent place cells in primates embody multidimensional, task-situated knowledge pertaining to the target of gaze, therein supporting self-awareness in the construction of space. PMID:28241007

  16. Defining Execution Viewpoints for a Large and Complex Software-Intensive System

    NARCIS (Netherlands)

    Callo Arias, Trosky B.; America, Pierre; Avgeriou, Paris

    2009-01-01

    An execution view is an important asset for developing large and complex systems. An execution view helps practitioners to describe, analyze, and communicate what a software system does at runtime and how it does it. In this paper, we present an approach to define execution viewpoints for an

  17. Rendering LGBTQ+ Visible in Nursing: Embodying the Philosophy of Caring Science.

    Science.gov (United States)

    Goldberg, Lisa; Rosenburg, Neal; Watson, Jean

    2017-06-01

    Although health care institutions continue to address the importance of diversity initiatives, the standard(s) for treatment remain historically and institutionally grounded in a sociocultural privileging of heterosexuality. As a result, lesbian, gay, bisexual, transgender, and queer (LGBTQ+) communities in health care remain largely invisible. This marked invisibility serves as a call to action, a renaissance of thinking within redefined boundaries and limitations. We must therefore refocus our habits of attention on the wholeness of persons and the diversity of their storied experiences as embodied through contemporary society. By rethinking current understandings of LGBTQ+ identities through innovative representation(s) of the media, music industry, and pop culture within a caring science philosophy, nurses have a transformative opportunity to render LGBTQ+ visible and in turn render a transformative opportunity for themselves.

  18. The Peshitta Rendering of Psalm 25: Spelling, Synonyms, and Syntax’

    NARCIS (Netherlands)

    Dyk, J.W.; Loopstra, J.; Sokoloff, M.

    2013-01-01

    The very act of making a translation implies that the rendered text will differ from the source text. The underlying presupposition is that the grammar, syntax, and semantics of the source and target languages are sufficiently divergent as to warrant a translation. Translations differ in how close

  19. An Extension of Fourier-Wavelet Volume Rendering by View Interpolation

    NARCIS (Netherlands)

    Westenberg, Michel A.; Roerdink, Jos B.T.M.

    2001-01-01

    This paper describes an extension to Fourier-wavelet volume rendering (FWVR), which is a Fourier domain implementation of the wavelet X-ray transform. This transform combines integration along the line of sight with a simultaneous 2-D wavelet transform in the view plane perpendicular to this line.

  20. Structure functions of longitudinal virtual photons at low virtualities

    International Nuclear Information System (INIS)

    Ioffe, B.L.; Shushpanov, I.A.

    1996-01-01

    The structure functions F L 1 and F L 2 of longitudinal virtual photons at low virtualities are calculated in the framework of chiral perturbation theory (ChPT) in the zero and first order of ChPT. It is assumed that the virtuality of a target longitudinal photon p 2 is much less than the virtuality of the hard projectile photon Q 2 and both are less than the characteristic ChPT scale. In this approximation the structure functions are determined by the production of two pions in γγ collisions. The numerical results for F L 2 and F L 1 are presented (the upper index refers to the longitudinal polarization of the virtual target photon). The possibilities of measurements of these structure functions are briefly discussed. copyright 1996 The American Physical Society

  1. Latency and User Performance in Virtual Environments and Augmented Reality

    Science.gov (United States)

    Ellis, Stephen R.

    2009-01-01

    System rendering latency has been recognized by senior researchers, such as Professor Fredrick Brooks of UNC (Turing Award 1999), as a major factor limiting the realism and utility of head-referenced displays systems. Latency has been shown to reduce the user's sense of immersion within a virtual environment, disturb user interaction with virtual objects, and to contribute to motion sickness during some simulation tasks. Latency, however, is not just an issue for external display systems since finite nerve conduction rates and variation in transduction times in the human body's sensors also pose problems for latency management within the nervous system. Some of the phenomena arising from the brain's handling of sensory asynchrony due to latency will be discussed as a prelude to consideration of the effects of latency in interactive displays. The causes and consequences of the erroneous movement that appears in displays due to latency will be illustrated with examples of the user performance impact provided by several experiments. These experiments will review the generality of user sensitivity to latency when users judge either object or environment stability. Hardware and signal processing countermeasures will also be discussed. In particular the tuning of a simple extrapolative predictive filter not using a dynamic movement model will be presented. Results show that it is possible to adjust this filter so that the appearance of some latencies may be hidden without the introduction of perceptual artifacts such as overshoot. Several examples of the effects of user performance will be illustrated by three-dimensional tracking and tracing tasks executed in virtual environments. These experiments demonstrate classic phenomena known from work on manual control and show the need for very responsive systems if they are indented to support precise manipulation. The practical benefits of removing interfering latencies from interactive systems will be emphasized with some

  2. Some viewpoints on reference biospheres in Finnish performance assessments

    International Nuclear Information System (INIS)

    Rasilainen, K.; Kattilakoski, E.; Suolanen, V.; Vieno, T.; Vuori, S.

    2002-01-01

    Viewpoints are presented concerning biosphere studies in performance assessments of nuclear waste disposal. The points are based on experiences from several Finnish performance assessments. The latest performance assessment for spent fuel disposal, TILA-99, was considered in the Decision in Principle process for the site selection of the repository. The points given are also based on experiences from participation in international projects dealing with biosphere modelling, for instance BIOMOVS and BIOMASS. (author)

  3. Virtual hand: a 3D tactile interface to virtual environments

    Science.gov (United States)

    Rogowitz, Bernice E.; Borrel, Paul

    2008-02-01

    We introduce a novel system that allows users to experience the sensation of touch in a computer graphics environment. In this system, the user places his/her hand on an array of pins, which is moved about space on a 6 degree-of-freedom robot arm. The surface of the pins defines a surface in the virtual world. This "virtual hand" can move about the virtual world. When the virtual hand encounters an object in the virtual world, the heights of the pins are adjusted so that they represent the object's shape, surface, and texture. A control system integrates pin and robot arm motions to transmit information about objects in the computer graphics world to the user. It also allows the user to edit, change and move the virtual objects, shapes and textures. This system provides a general framework for touching, manipulating, and modifying objects in a 3-D computer graphics environment, which may be useful in a wide range of applications, including computer games, computer aided design systems, and immersive virtual worlds.

  4. Remote parallel rendering for high-resolution tiled display walls

    KAUST Repository

    Nachbaur, Daniel; Dumusc, Raphael; Bilgili, Ahmet; Hernando, Juan; Eilemann, Stefan

    2014-01-01

    © 2014 IEEE. We present a complete, robust and simple to use hardware and software stack delivering remote parallel rendering of complex geometrical and volumetric models to high resolution tiled display walls in a production environment. We describe the setup and configuration, present preliminary benchmarks showing interactive framerates, and describe our contributions for a seamless integration of all the software components.

  5. Remote parallel rendering for high-resolution tiled display walls

    KAUST Repository

    Nachbaur, Daniel

    2014-11-01

    © 2014 IEEE. We present a complete, robust and simple to use hardware and software stack delivering remote parallel rendering of complex geometrical and volumetric models to high resolution tiled display walls in a production environment. We describe the setup and configuration, present preliminary benchmarks showing interactive framerates, and describe our contributions for a seamless integration of all the software components.

  6. The impact of conventional and novel metaphor in news on issue viewpoint

    NARCIS (Netherlands)

    Boeynaems, A.; Burgers, C.; Konijn, E.A.; Steen, G.J.

    2017-01-01

    Metaphors are often used to frame news. Different types of metaphor (conventional, novel) can affect issue viewpoint via different underlying mechanisms (cognitive and affective text perception). We conducted a single-factor (type of expression: conventional metaphor, novel metaphor, nonmetaphorical

  7. The impact of conventional and novel metaphors in news on issue viewpoint

    NARCIS (Netherlands)

    Boeynaems, A.; Burgers, C.F.; Konijn, E.A.; Steen, G.J.

    2017-01-01

    Metaphors are often used to frame news. Different types of metaphor (conventional, novel) can affect issue viewpoint via different underlying mechanisms (cognitive and affective text perception). We conducted a single-factor (type of expression: conventional metaphor, novel metaphor, nonmetaphorical

  8. Design of a 4-DOF MR haptic master for application to robot surgery: virtual environment work

    Science.gov (United States)

    Oh, Jong-Seok; Choi, Seung-Hyun; Choi, Seung-Bok

    2014-09-01

    This paper presents the design and control performance of a novel type of 4-degrees-of-freedom (4-DOF) haptic master in cyberspace for a robot-assisted minimally invasive surgery (RMIS) application. By using a controllable magnetorheological (MR) fluid, the proposed haptic master can have a feedback function for a surgical robot. Due to the difficulty in utilizing real human organs in the experiment, the cyberspace that features the virtual object is constructed to evaluate the performance of the haptic master. In order to realize the cyberspace, a volumetric deformable object is represented by a shape-retaining chain-linked (S-chain) model, which is a fast volumetric model and is suitable for real-time applications. In the haptic architecture for an RMIS application, the desired torque and position induced from the virtual object of the cyberspace and the haptic master of real space are transferred to each other. In order to validate the superiority of the proposed master and volumetric model, a tracking control experiment is implemented with a nonhomogenous volumetric cubic object to demonstrate that the proposed model can be utilized in real-time haptic rendering architecture. A proportional-integral-derivative (PID) controller is then designed and empirically implemented to accomplish the desired torque trajectories. It has been verified from the experiment that tracking the control performance for torque trajectories from a virtual slave can be successfully achieved.

  9. Micro-CTvlab: A web based virtual gallery of biological specimens using X-ray microtomography (micro-CT).

    Science.gov (United States)

    Keklikoglou, Kleoniki; Faulwetter, Sarah; Chatzinikolaou, Eva; Michalakis, Nikitas; Filiopoulou, Irene; Minadakis, Nikos; Panteri, Emmanouela; Perantinos, George; Gougousis, Alexandros; Arvanitidis, Christos

    2016-01-01

    During recent years, X-ray microtomography (micro-CT) has seen an increasing use in biological research areas, such as functional morphology, taxonomy, evolutionary biology and developmental research. Micro-CT is a technology which uses X-rays to create sub-micron resolution images of external and internal features of specimens. These images can then be rendered in a three-dimensional space and used for qualitative and quantitative 3D analyses. However, the online exploration and dissemination of micro-CT datasets are rarely made available to the public due to their large size and a lack of dedicated online platforms for the interactive manipulation of 3D data. Here, the development of a virtual micro-CT laboratory (Micro-CT vlab ) is described, which can be used by everyone who is interested in digitisation methods and biological collections and aims at making the micro-CT data exploration of natural history specimens freely available over the internet. The Micro-CT vlab offers to the user virtual image galleries of various taxa which can be displayed and downloaded through a web application. With a few clicks, accurate, detailed and three-dimensional models of species can be studied and virtually dissected without destroying the actual specimen. The data and functions of the Micro-CT vlab can be accessed either on a normal computer or through a dedicated version for mobile devices.

  10. Design of a 4-DOF MR haptic master for application to robot surgery: virtual environment work

    International Nuclear Information System (INIS)

    Oh, Jong-Seok; Choi, Seung-Hyun; Choi, Seung-Bok

    2014-01-01

    This paper presents the design and control performance of a novel type of 4-degrees-of-freedom (4-DOF) haptic master in cyberspace for a robot-assisted minimally invasive surgery (RMIS) application. By using a controllable magnetorheological (MR) fluid, the proposed haptic master can have a feedback function for a surgical robot. Due to the difficulty in utilizing real human organs in the experiment, the cyberspace that features the virtual object is constructed to evaluate the performance of the haptic master. In order to realize the cyberspace, a volumetric deformable object is represented by a shape-retaining chain-linked (S-chain) model, which is a fast volumetric model and is suitable for real-time applications. In the haptic architecture for an RMIS application, the desired torque and position induced from the virtual object of the cyberspace and the haptic master of real space are transferred to each other. In order to validate the superiority of the proposed master and volumetric model, a tracking control experiment is implemented with a nonhomogenous volumetric cubic object to demonstrate that the proposed model can be utilized in real-time haptic rendering architecture. A proportional-integral-derivative (PID) controller is then designed and empirically implemented to accomplish the desired torque trajectories. It has been verified from the experiment that tracking the control performance for torque trajectories from a virtual slave can be successfully achieved. (paper)

  11. Advanced server virtualization VMware and Microsoft platforms in the virtual data center

    CERN Document Server

    Marshall, David; McCrory, Dave

    2006-01-01

    Executives of IT organizations are compelled to quickly implement server virtualization solutions because of significant cost savings. However, most IT professionals tasked with deploying virtualization solutions have little or no experience with the technology. This creates a high demand for information on virtualization and how to properly implement it in a datacenter. Advanced Server Virtualization: VMware® and Microsoft® Platforms in the Virtual Data Center focuses on the core knowledge needed to evaluate, implement, and maintain an environment that is using server virtualization. This boo

  12. A Virtual Class Calculus

    DEFF Research Database (Denmark)

    Ernst, Erik; Ostermann, Klaus; Cook, William Randall

    2006-01-01

    Virtual classes are class-valued attributes of objects. Like virtual methods, virtual classes are defined in an object's class and may be redefined within subclasses. They resemble inner classes, which are also defined within a class, but virtual classes are accessed through object instances...... model for virtual classes has been a long-standing open question. This paper presents a virtual class calculus, vc, that captures the essence of virtual classes in these full-fledged programming languages. The key contributions of the paper are a formalization of the dynamic and static semantics of vc...

  13. D.Vanwijnsberghe, Autour de la Madeleine Renders

    Directory of Open Access Journals (Sweden)

    Muriel Verbeeck-Boutin

    2008-10-01

    Full Text Available Institution fédérale belge de réputation internationale, l’Institut royal du Patrimoine artistique, à Bruxelles,  célèbre cette année son soixantième anniversaire: c’est l’occasion de rappeler le prestige dont jouit depuis des décennies cet institut de recherche, de formation et de diffusion du savoir. Pour souligner l’événement, l’IRPA publie le quatrième volume de la collection Scientia Artis. Il présente sous le titre Autour de la Madeleine Renders un ensemble de recherches qui documentent...

  14. Viewpoint: The History Manifesto and the History of Science. Editor's Introduction.

    Science.gov (United States)

    Cohen, H Floris

    2016-06-01

    This "Viewpoint" section takes up the question of what, if anything, historians of science can learn from The History Manifesto, initially published in the fall of 2014. One summary, two essay reviews, and nine short comments are followed by remarks by the authors of the manifesto, Jo Guldi and David Armitage.

  15. The Virtual Tablet: Virtual Reality as a Control System

    Science.gov (United States)

    Chronister, Andrew

    2016-01-01

    In the field of human-computer interaction, Augmented Reality (AR) and Virtual Reality (VR) have been rapidly growing areas of interest and concerted development effort thanks to both private and public research. At NASA, a number of groups have explored the possibilities afforded by AR and VR technology, among which is the IT Advanced Concepts Lab (ITACL). Within ITACL, the AVR (Augmented/Virtual Reality) Lab focuses on VR technology specifically for its use in command and control. Previous work in the AVR lab includes the Natural User Interface (NUI) project and the Virtual Control Panel (VCP) project, which created virtual three-dimensional interfaces that users could interact with while wearing a VR headset thanks to body- and hand-tracking technology. The Virtual Tablet (VT) project attempts to improve on these previous efforts by incorporating a physical surrogate which is mirrored in the virtual environment, mitigating issues with difficulty of visually determining the interface location and lack of tactile feedback discovered in the development of previous efforts. The physical surrogate takes the form of a handheld sheet of acrylic glass with several infrared-range reflective markers and a sensor package attached. Using the sensor package to track orientation and a motion-capture system to track the marker positions, a model of the surrogate is placed in the virtual environment at a position which corresponds with the real-world location relative to the user's VR Head Mounted Display (HMD). A set of control mechanisms is then projected onto the surface of the surrogate such that to the user, immersed in VR, the control interface appears to be attached to the object they are holding. The VT project was taken from an early stage where the sensor package, motion-capture system, and physical surrogate had been constructed or tested individually but not yet combined or incorporated into the virtual environment. My contribution was to combine the pieces of

  16. Radiation dose assessment in nuclear plants through virtual simulations using a game engine

    International Nuclear Information System (INIS)

    Jorge, Carlos A.F.; Mol, Antonio C. A.; Aghina, Mauricio Alves C.

    2008-01-01

    Full text: This paper reports an R and D which has the purpose of performing dose assessment of workers in nuclear plants, through virtual simulations using a game engine. The main objective of this R and D is to support the planning of operational and maintenance routines in nuclear plants, aiming to reduce the dose received by workers. Game engine is the core of a computer game, that is usually made independent of both the scenarios and the original applications, and thus can be adapted for any other purposes, including scientific or technological ones. Computer games have experienced a great development in the last years, regarding computer graphics, 3D image rendering and the representation of the physics needed for the virtual simulations, such as gravity effect and collision among virtual components within the games. Thus, researchers do not need to develop an entire platform for virtual simulations, what would be a hard work itself, but they can rather take advantage of such well developed platforms, adapting them for their own applications. The game engine used in this R and D is part of a computer game widely used, Unreal, that has its source code partially open, and can be pursued for low cost. A nuclear plant in our Institution, Argonauta research reactor, has been virtually modeled in 3D, and trainees can navigate virtually through it, with realistic walking velocity, and experiencing collision. The modified game engine computes and displays in real-time the dose received by a virtual person, the avatar, as it walks through the plant, from the radiation dose rate distribution assigned to the virtual environment. In the beginning of this R and D, radiation dose rate measurements were previously collected by the radiological protection service, and input off-line to the game engine. Currently, on-line measurements can be also input to it, by taking advantage of the game's networking capabilities. A real radiation monitor has been used to collect real

  17. Virtual projects

    DEFF Research Database (Denmark)

    Svejvig, Per; Commisso, Trine Hald

    2012-01-01

    that the best practice knowledge has not permeated sufficiently to the practice. Furthermore, the appropriate application of information and communication technology (ICT) remains a big challenge, and finally project managers are not sufficiently trained in organizing and conducting virtual projects....... The overall implications for research and practice are to acknowledge virtual project management as very different to traditional project management and to address this difference.......Virtual projects are common with global competition, market development, and not least the financial crisis forcing organizations to reduce their costs drastically. Organizations therefore have to place high importance on ways to carry out virtual projects and consider appropriate practices...

  18. 3-D volume rendering visualization for calculated distributions of diesel spray; Diesel funmu kyodo suchi keisan kekka no sanjigen volume rendering hyoji

    Energy Technology Data Exchange (ETDEWEB)

    Yoshizaki, T; Imanishi, H; Nishida, K; Yamashita, H; Hiroyasu, H; Kaneda, K [Hiroshima University, Hiroshima (Japan)

    1997-10-01

    Three dimensional visualization technique based on volume rendering method has been developed in order to translate calculated results of diesel combustion simulation into realistically spray and flame images. This paper presents an overview of diesel combustion model which has been developed at Hiroshima University, a description of the three dimensional visualization technique, and some examples of spray and flame image generated by this visualization technique. 8 refs., 8 figs., 1 tab.

  19. Physically Based Rendering in the Nightshade NG Visualization Platform

    Science.gov (United States)

    Berglund, Karrie; Larey-Williams, Trystan; Spearman, Rob; Bogard, Arthur

    2015-01-01

    This poster describes our work on creating a physically based rendering model in Nightshade NG planetarium simulation and visualization software (project website: NightshadeSoftware.org). We discuss techniques used for rendering realistic scenes in the universe and dealing with astronomical distances in real time on consumer hardware. We also discuss some of the challenges of rewriting the software from scratch, a project which began in 2011.Nightshade NG can be a powerful tool for sharing data and visualizations. The desktop version of the software is free for anyone to download, use, and modify; it runs on Windows and Linux (and eventually Mac). If you are looking to disseminate your data or models, please stop by to discuss how we can work together.Nightshade software is used in literally hundreds of digital planetarium systems worldwide. Countless teachers and astronomy education groups run the software on flat screens. This wide use makes Nightshade an effective tool for dissemination to educators and the public.Nightshade NG is an especially powerful visualization tool when projected on a dome. We invite everyone to enter our inflatable dome in the exhibit hall to see this software in a 3D environment.

  20. The rendering context for stereoscopic 3D web

    Science.gov (United States)

    Chen, Qinshui; Wang, Wenmin; Wang, Ronggang

    2014-03-01

    3D technologies on the Web has been studied for many years, but they are basically monoscopic 3D. With the stereoscopic technology gradually maturing, we are researching to integrate the binocular 3D technology into the Web, creating a stereoscopic 3D browser that will provide users with a brand new experience of human-computer interaction. In this paper, we propose a novel approach to apply stereoscopy technologies to the CSS3 3D Transforms. Under our model, each element can create or participate in a stereoscopic 3D rendering context, in which 3D Transforms such as scaling, translation and rotation, can be applied and be perceived in a truly 3D space. We first discuss the underlying principles of stereoscopy. After that we discuss how these principles can be applied to the Web. A stereoscopic 3D browser with backward compatibility is also created for demonstration purposes. We take advantage of the open-source WebKit project, integrating the 3D display ability into the rendering engine of the web browser. For each 3D web page, our 3D browser will create two slightly different images, each representing the left-eye view and right-eye view, both to be combined on the 3D display to generate the illusion of depth. And as the result turns out, elements can be manipulated in a truly 3D space.