WorldWideScience

Sample records for rendering interactive performance

  1. Exposure render: an interactive photo-realistic volume rendering framework.

    Directory of Open Access Journals (Sweden)

    Thomas Kroes

    Full Text Available The field of volume visualization has undergone rapid development during the past years, both due to advances in suitable computing hardware and due to the increasing availability of large volume datasets. Recent work has focused on increasing the visual realism in Direct Volume Rendering (DVR by integrating a number of visually plausible but often effect-specific rendering techniques, for instance modeling of light occlusion and depth of field. Besides yielding more attractive renderings, especially the more realistic lighting has a positive effect on perceptual tasks. Although these new rendering techniques yield impressive results, they exhibit limitations in terms of their exibility and their performance. Monte Carlo ray tracing (MCRT, coupled with physically based light transport, is the de-facto standard for synthesizing highly realistic images in the graphics domain, although usually not from volumetric data. Due to the stochastic sampling of MCRT algorithms, numerous effects can be achieved in a relatively straight-forward fashion. For this reason, we have developed a practical framework that applies MCRT techniques also to direct volume rendering (DVR. With this work, we demonstrate that a host of realistic effects, including physically based lighting, can be simulated in a generic and flexible fashion, leading to interactive DVR with improved realism. In the hope that this improved approach to DVR will see more use in practice, we have made available our framework under a permissive open source license.

  2. Exposure Render: An Interactive Photo-Realistic Volume Rendering Framework

    NARCIS (Netherlands)

    Kroes, T.; Post, F.H.; Botha, C.P.

    2012-01-01

    The field of volume visualization has undergone rapid development during the past years, both due to advances in suitable computing hardware and due to the increasing availability of large volume datasets. Recent work has focused on increasing the visual realism in Direct Volume Rendering (DVR) by i

  3. A parallel architecture for interactively rendering scattering and refraction effects.

    Science.gov (United States)

    Bernabei, Daniele; Hakke-Patil, Ajit; Banterle, Francesco; Di Benedetto, Marco; Ganovelli, Fabio; Pattanaik, Sumanta; Scopigno, Roberto

    2012-01-01

    A new method for interactive rendering of complex lighting effects combines two algorithms. The first performs accurate ray tracing in heterogeneous refractive media to compute high-frequency phenomena. The second applies lattice-Boltzmann lighting to account for low-frequency multiple-scattering effects. The two algorithms execute in parallel on modern graphics hardware. This article includes a video animation of the authors' real-time algorithm rendering a variety of scenes.

  4. Realistic Haptic Rendering of Interacting Deformable Objects in Virtual Environments

    CERN Document Server

    Duriez, Christian; Kheddar, Abderrahmane; Andriot, Claude

    2008-01-01

    A new computer haptics algorithm to be used in general interactive manipulations of deformable virtual objects is presented. In multimodal interactive simulations, haptic feedback computation often comes from contact forces. Subsequently, the fidelity of haptic rendering depends significantly on contact space modeling. Contact and friction laws between deformable models are often simplified in up to date methods. They do not allow a "realistic" rendering of the subtleties of contact space physical phenomena (such as slip and stick effects due to friction or mechanical coupling between contacts). In this paper, we use Signorini's contact law and Coulomb's friction law as a computer haptics basis. Real-time performance is made possible thanks to a linearization of the behavior in the contact space, formulated as the so-called Delassus operator, and iteratively solved by a Gauss-Seidel type algorithm. Dynamic deformation uses corotational global formulation to obtain the Delassus operator in which the mass and s...

  5. Interacting with Stroke-Based Rendering on a Wall Display

    NARCIS (Netherlands)

    Grubert, Jens; Hanckock, Mark; Carpendale, Sheelagh; Tse, Edward; Isenberg, Tobias

    2007-01-01

    We introduce two new interaction techniques for creating and interacting with non-photorealistic images using stroke-based rendering. We provide bimanual control of a large interactive canvas through both remote pointing and direct touch. Remote pointing allows people to sit and interact at a distan

  6. Interacting with Stroke-Based Rendering on a Wall Display

    NARCIS (Netherlands)

    Grubert, Jens; Hanckock, Mark; Carpendale, Sheelagh; Tse, Edward; Isenberg, Tobias

    2007-01-01

    We introduce two new interaction techniques for creating and interacting with non-photorealistic images using stroke-based rendering. We provide bimanual control of a large interactive canvas through both remote pointing and direct touch. Remote pointing allows people to sit and interact at a

  7. Interactive Volume Rendering of Diffusion Tensor Data

    Energy Technology Data Exchange (ETDEWEB)

    Hlawitschka, Mario; Weber, Gunther; Anwander, Alfred; Carmichael, Owen; Hamann, Bernd; Scheuermann, Gerik

    2007-03-30

    As 3D volumetric images of the human body become an increasingly crucial source of information for the diagnosis and treatment of a broad variety of medical conditions, advanced techniques that allow clinicians to efficiently and clearly visualize volumetric images become increasingly important. Interaction has proven to be a key concept in analysis of medical images because static images of 3D data are prone to artifacts and misunderstanding of depth. Furthermore, fading out clinically irrelevant aspects of the image while preserving contextual anatomical landmarks helps medical doctors to focus on important parts of the images without becoming disoriented. Our goal was to develop a tool that unifies interactive manipulation and context preserving visualization of medical images with a special focus on diffusion tensor imaging (DTI) data. At each image voxel, DTI provides a 3 x 3 tensor whose entries represent the 3D statistical properties of water diffusion locally. Water motion that is preferential to specific spatial directions suggests structural organization of the underlying biological tissue; in particular, in the human brain, the naturally occuring diffusion of water in the axon portion of neurons is predominantly anisotropic along the longitudinal direction of the elongated, fiber-like axons [MMM+02]. This property has made DTI an emerging source of information about the structural integrity of axons and axonal connectivity between brain regions, both of which are thought to be disrupted in a broad range of medical disorders including multiple sclerosis, cerebrovascular disease, and autism [Mos02, FCI+01, JLH+99, BGKM+04, BJB+03].

  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. Interactive View-Dependent Rendering of Large Isosurfaces

    Energy Technology Data Exchange (ETDEWEB)

    Gregorski, B; Duchaineau, M; Lindstrom, P; Pascucci, V; Joy, K I

    2002-11-19

    We present an algorithm for interactively extracting and rendering isosurfaces of large volume datasets in a view-dependent fashion. A recursive tetrahedral mesh refinement scheme, based on longest edge bisection, is used to hierarchically decompose the data into a multiresolution structure. This data structure allows fast extraction of arbitrary isosurfaces to within user specified view-dependent error bounds. A data layout scheme based on hierarchical space filling curves provides access to the data in a cache coherent manner that follows the data access pattern indicated by the mesh refinement.

  10. 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.

  11. High Performance GPU-Based Fourier Volume Rendering.

    Science.gov (United States)

    Abdellah, Marwan; Eldeib, Ayman; Sharawi, Amr

    2015-01-01

    Fourier volume rendering (FVR) is a significant visualization technique that has been used widely in digital radiography. As a result of its (N (2)log⁡N) time complexity, it provides a faster alternative to spatial domain volume rendering algorithms that are (N (3)) computationally complex. Relying on the Fourier projection-slice theorem, this technique operates on the spectral representation of a 3D volume instead of processing its spatial representation to generate attenuation-only projections that look like X-ray radiographs. Due to the rapid evolution of its underlying architecture, the graphics processing unit (GPU) became an attractive competent platform that can deliver giant computational raw power compared to the central processing unit (CPU) on a per-dollar-basis. The introduction of the compute unified device architecture (CUDA) technology enables embarrassingly-parallel algorithms to run efficiently on CUDA-capable GPU architectures. In this work, a high performance GPU-accelerated implementation of the FVR pipeline on CUDA-enabled GPUs is presented. This proposed implementation can achieve a speed-up of 117x compared to a single-threaded hybrid implementation that uses the CPU and GPU together by taking advantage of executing the rendering pipeline entirely on recent GPU architectures.

  12. High Performance GPU-Based Fourier Volume Rendering

    Directory of Open Access Journals (Sweden)

    Marwan Abdellah

    2015-01-01

    Full Text Available Fourier volume rendering (FVR is a significant visualization technique that has been used widely in digital radiography. As a result of its O(N2log⁡N time complexity, it provides a faster alternative to spatial domain volume rendering algorithms that are O(N3 computationally complex. Relying on the Fourier projection-slice theorem, this technique operates on the spectral representation of a 3D volume instead of processing its spatial representation to generate attenuation-only projections that look like X-ray radiographs. Due to the rapid evolution of its underlying architecture, the graphics processing unit (GPU became an attractive competent platform that can deliver giant computational raw power compared to the central processing unit (CPU on a per-dollar-basis. The introduction of the compute unified device architecture (CUDA technology enables embarrassingly-parallel algorithms to run efficiently on CUDA-capable GPU architectures. In this work, a high performance GPU-accelerated implementation of the FVR pipeline on CUDA-enabled GPUs is presented. This proposed implementation can achieve a speed-up of 117x compared to a single-threaded hybrid implementation that uses the CPU and GPU together by taking advantage of executing the rendering pipeline entirely on recent GPU architectures.

  13. 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)

  14. Fast polyhedral cell sorting for interactive rendering of unstructured grids

    Energy Technology Data Exchange (ETDEWEB)

    Combra, J; Klosowski, J T; Max, N; Silva, C T; Williams, P L

    1998-10-30

    Direct volume rendering based on projective methods works by projecting, in visibility order, the polyhedral cells of a mesh onto the image plane, and incrementally compositing the cell's color and opacity into the final image. Crucial to this method is the computation of a visibility ordering of the cells. If the mesh is ''well-behaved'' (acyclic and convex), then the MPVO method of Williams provides a very fast sorting algorithm; however, this method only computes an approximate ordering in general datasets, resulting in visual artifacts when rendered. A recent method of Silva et al. removed the assumption that the mesh is convex, by means of a sweep algorithm used in conjunction with the MPVO method; their algorithm is substantially faster than previous exact methods for general meshes. In this paper we propose a new technique, which we call BSP-XMPVO, which is based on a fast and simple way of using binary space partitions on the boundary elements of the mesh to augment the ordering produced by MPVO. Our results are shown to be orders of magnitude better than previous exact methods of sorting cells.

  15. 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.

  16. Interactive Rendering For Projection-Based Augmented Reality Displays

    OpenAIRE

    Bimber, Oliver

    2002-01-01

    The rapid advances in computing and communications are dramatically changing all aspects of our lives. In particular, sophisticated 3D visualization, display, and interaction technologies are being used to complement our familiar physical world with computer-generated augmentations. These new interaction and display techniques are expected to make our work, learning, and leisure environments vastly more efficient and appealing. Within different application areas, variants of these technologie...

  17. 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.

  18. Hand-tool-tissue interaction forces in neurosurgery for haptic rendering.

    Science.gov (United States)

    Aggravi, Marco; De Momi, Elena; DiMeco, Francesco; Cardinale, Francesco; Casaceli, Giuseppe; Riva, Marco; Ferrigno, Giancarlo; Prattichizzo, Domenico

    2016-08-01

    Haptics provides sensory stimuli that represent the interaction with a virtual or tele-manipulated object, and it is considered a valuable navigation and manipulation tool during tele-operated surgical procedures. Haptic feedback can be provided to the user via cutaneous information and kinesthetic feedback. Sensory subtraction removes the kinesthetic component of the haptic feedback, having only the cutaneous component provided to the user. Such a technique guarantees a stable haptic feedback loop, while it keeps the transparency of the tele-operation system high, which means that the system faithfully replicates and render back the user's directives. This work focuses on checking whether the interaction forces during a bench model neurosurgery operation can lie in the solely cutaneous perception of the human finger pads. If this assumption is found true, it would be possible to exploit sensory subtraction techniques for providing surgeons with feedback from neurosurgery. We measured the forces exerted to surgical tools by three neurosurgeons performing typical actions on a brain phantom, using contact force sensors, while the forces exerted by the tools to the phantom tissue were recorded using a load cell placed under the brain phantom box. The measured surgeon-tool contact forces were 0.01-3.49 N for the thumb and 0.01-6.6 N for index and middle finger, whereas the measured tool-tissue interaction forces were from six to 11 times smaller than the contact forces, i.e., 0.01-0.59 N. The measurements for the contact forces fit the range of the cutaneous sensitivity for the human finger pad; thus, we can say that, in a tele-operated robotic neurosurgery scenario, it would possible to render forces at the fingertip level by conveying haptic cues solely through the cutaneous channel of the surgeon's finger pads. This approach would allow high transparency and high stability of the haptic feedback loop in a tele-operation system.

  19. A predictive control approach and interactive GUI to enhance distal environment rendering during robotized tele-echograph

    OpenAIRE

    Vieyres, Pierre; Josserand, Laurence; Chiccoli, Marco; Sandoval, Juan; Morette, Nicolas; Novales, Cyril; Fonte, Aïcha; Avgousti, Soteris; Voskarides, Sotos; Kasparis, Takis

    2012-01-01

    International audience; Performing a robotized telemedicine act via specific networks brings forth two issues. One is transparency in order to enable the operator, e.g. the medical ultrasound specialist, to safely and precisely perform bilateral tele-operation tasks despite the long time delays inherent to the chosen communication link. To counter these effects, two strategies are combined to improve at the operator site the rendering of the interactions of the remote robotic systems with its...

  20. Smooth, Interactive Rendering Techniques on Large-Scale, Geospatial Data in Flood Visualizations

    NARCIS (Netherlands)

    Kehl, C.; Tutenel, T.; Eisemann, E.

    2013-01-01

    Visualising large-scale geospatial data is a demanding challenge that finds applications in many fields, including climatology and hydrology. Due to the enormous data size, it is currently not possible to render full datasets interactively without significantly compromising quality (especially not w

  1. Using wesBench to Study the Rendering Performance of Graphics Processing Units

    Energy Technology Data Exchange (ETDEWEB)

    Bethel, Edward W

    2010-01-08

    Graphics operations consist of two broad operations. The first, which we refer to here as vertex operations, consists of transformation, lighting, primitive assembly, and so forth. The second, which we refer to as pixel or fragment operations, consist of rasterization, texturing, scissoring, blending, and fill. Overall GPU rendering performance is a function of throughput of both these interdependent stages: if one stage is slower than the other, the faster stage will be forced to run more slowly and overall rendering performance will be adversely affected. This relationship is commutative: if the later stage has a greater workload than the earlier stage, the earlier stage will be forced to 'slow down.' For example, a large triangle that covers many screen pixels will incur a very small amount of work in the vertex stage while at the same time incurring a relatively large amount of work in the fragment stage. Rendering performance of a scene consisting of many large-area triangles will be limited by throughput of the fragment stage, which will have relatively more work than the vertex stage. There are two main objectives for this document. First, we introduce a new graphics benchmark, wesBench, which is useful for measuring performance of both stages of the rendering pipeline under varying conditions. Second, we present its methodology for measuring performance and show results of several performance measurement studies aimed at producing better understanding of GPU rendering performance characteristics and limits under varying configurations. First, in Section 2, we explore the 'crossover' point between geometry and rasterization. Second, in Section 3, we explore additional performance characteristics, some of which are ill- or un-documented. Lastly, several appendices provide additional material concerning problems with the gfxbench benchmark, and details about the new wesBench graphics benchmark.

  2. Advanced Audiovisual Rendering, Gesture-Based Interaction and Distributed Delivery for Immersive and Interactive Media Services

    NARCIS (Netherlands)

    Niamut, O.A.; Kochale, A.; Ruiz Hidalgo, J.; Macq, J-F.; Kienast, G.

    2011-01-01

    The media industry is currently being pulled in the often-opposing directions of increased realism (high resolution, stereoscopic, large screen) and personalisation (selection and control of content, availability on many devices). A capture, production, delivery and rendering system capable of

  3. High resolution renderings and interactive visualization of the 2006 Huntington Beach experiment

    Science.gov (United States)

    Im, T.; Nayak, A.; Keen, C.; Samilo, D.; Matthews, J.

    2006-12-01

    The Visualization Center at the Scripps Institution of Oceanography investigates innovative ways to represent graphically interactive 3D virtual landscapes and to produce high resolution, high quality renderings of Earth sciences data and the sensors and instruments used to collect the data . Among the Visualization Center's most recent work is the visualization of the Huntington Beach experiment, a study launched in July 2006 by the Southern California Ocean Observing System (http://www.sccoos.org/) to record and synthesize data of the Huntington Beach coastal region. Researchers and students at the Visualization Center created visual presentations that combine bathymetric data provided by SCCOOS with USGS aerial photography and with 3D polygonal models of sensors created in Maya into an interactive 3D scene using the Fledermaus suite of visualization tools (http://www.ivs3d.com). In addition, the Visualization Center has produced high definition (HD) animations of SCCOOS sensor instruments (e.g. REMUS, drifters, spray glider, nearshore mooring, OCSD/USGS mooring and CDIP mooring) using the Maya modeling and animation software and rendered over multiple nodes of the OptIPuter Visualization Cluster at Scripps. These visualizations are aimed at providing researchers with a broader context of sensor locations relative to geologic characteristics, to promote their use as an educational resource for informal education settings and increasing public awareness, and also as an aid for researchers' proposals and presentations. These visualizations are available for download on the Visualization Center website at http://siovizcenter.ucsd.edu/sccoos/hb2006.php.

  4. LOD 1 VS. LOD 2 - Preliminary Investigations Into Differences in Mobile Rendering Performance

    Science.gov (United States)

    Ellul, C.; Altenbuchner, J.

    2013-09-01

    The increasing availability, size and detail of 3D City Model datasets has led to a challenge when rendering such data on mobile devices. Understanding the limitations to the usability of such models on these devices is particularly important given the broadening range of applications - such as pollution or noise modelling, tourism, planning, solar potential - for which these datasets and resulting visualisations can be utilized. Much 3D City Model data is created by extrusion of 2D topographic datasets, resulting in what is known as Level of Detail (LoD) 1 buildings - with flat roofs. However, in the UK the National Mapping Agency (the Ordnance Survey, OS) is now releasing test datasets to Level of Detail (LoD) 2 - i.e. including roof structures. These datasets are designed to integrate with the LoD 1 datasets provided by the OS, and provide additional detail in particular on larger buildings and in town centres. The availability of such integrated datasets at two different Levels of Detail permits investigation into the impact of the additional roof structures (and hence the display of a more realistic 3D City Model) on rendering performance on a mobile device. This paper describes preliminary work carried out to investigate this issue, for the test area of the city of Sheffield (in the UK Midlands). The data is stored in a 3D spatial database as triangles and then extracted and served as a web-based data stream which is queried by an App developed on the mobile device (using the Android environment, Java and OpenGL for graphics). Initial tests have been carried out on two dataset sizes, for the city centre and a larger area, rendering the data onto a tablet to compare results. Results of 52 seconds for rendering LoD 1 data, and 72 seconds for LoD 1 mixed with LoD 2 data, show that the impact of LoD 2 is significant.

  5. Quantum rendering

    Science.gov (United States)

    Lanzagorta, Marco O.; Gomez, Richard B.; Uhlmann, Jeffrey K.

    2003-08-01

    In recent years, computer graphics has emerged as a critical component of the scientific and engineering process, and it is recognized as an important computer science research area. Computer graphics are extensively used for a variety of aerospace and defense training systems and by Hollywood's special effects companies. All these applications require the computer graphics systems to produce high quality renderings of extremely large data sets in short periods of time. Much research has been done in "classical computing" toward the development of efficient methods and techniques to reduce the rendering time required for large datasets. Quantum Computing's unique algorithmic features offer the possibility of speeding up some of the known rendering algorithms currently used in computer graphics. In this paper we discuss possible implementations of quantum rendering algorithms. In particular, we concentrate on the implementation of Grover's quantum search algorithm for Z-buffering, ray-tracing, radiosity, and scene management techniques. We also compare the theoretical performance between the classical and quantum versions of the algorithms.

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

    Science.gov (United States)

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

    2016-07-01

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

  7. Performance Assessment of Three Rendering Engines in 3D Computer Graphics Software

    Directory of Open Access Journals (Sweden)

    Žan Vidmar

    2015-03-01

    Full Text Available The aim of the research was the determination of testing conditions and visual and numerical evaluation of renderings made with three different rendering engines in Maya software, which is widely used for educational and computer art purposes. In the theoretical part the overview of light phenomena and their simulation in virtual space is presented. This is followed by a detailed presentation of the main rendering methods and the results and limitations of their applications to 3D objects. At the end of the theoretical part the importance of a proper testing scene and especially the role of Cornell box are explained. In the experimental part the terms and conditions as well as hardware and software used for the research are presented. This is followed by a description of the procedures, where we focused on the rendering quality and time, which enabled the comparison of settings of different render engines and determination of conditions for further rendering of testing scenes. The experimental part continued with rendering a variety of simple virtual scenes including Cornell box and virtual object with different materials and colours. Apart from visual evaluation, which was the starting point for comparison of renderings, a procedure for numerical estimation and colour deviations of renderings using the selected regions of interest in the final images is presented.

  8. 3D Web-based HMI with WebGL Rendering Performance

    Directory of Open Access Journals (Sweden)

    Muennoi Atitayaporn

    2016-01-01

    Full Text Available An HMI, or Human-Machine Interface, is a software allowing users to communicate with a machine or automation system. It usually serves as a display section in SCADA (Supervisory Control and Data Acquisition system for device monitoring and control. In this papper, a 3D Web-based HMI with WebGL (Web-based Graphics Library rendering performance is presented. The main purpose of this work is to attempt to reduce the limitations of traditional 3D web HMI using the advantage of WebGL. To evaluate the performance, frame rate and frame time metrics were used. The results showed 3D Web-based HMI can maintain the frame rate 60FPS for #cube=0.5K/0.8K, 30FPS for #cube=1.1K/1.6K when it was run on Internet Explorer and Chrome respectively. Moreover, the study found that 3D Web-based HMI using WebGL contains similar frame time in each frame even though the numbers of cubes are up to 5K. This indicated stuttering incurred less in the proposed 3D Web-based HMI compared to the chosen commercial HMI product.

  9. GenExp: an interactive web-based genomic DAS client with client-side data rendering.

    Directory of Open Access Journals (Sweden)

    Bernat Gel Moreno

    Full Text Available BACKGROUND: The Distributed Annotation System (DAS offers a standard protocol for sharing and integrating annotations on biological sequences. There are more than 1000 DAS sources available and the number is steadily increasing. Clients are an essential part of the DAS system and integrate data from several independent sources in order to create a useful representation to the user. While web-based DAS clients exist, most of them do not have direct interaction capabilities such as dragging and zooming with the mouse. RESULTS: Here we present GenExp, a web based and fully interactive visual DAS client. GenExp is a genome oriented DAS client capable of creating informative representations of genomic data zooming out from base level to complete chromosomes. It proposes a novel approach to genomic data rendering and uses the latest HTML5 web technologies to create the data representation inside the client browser. Thanks to client-side rendering most position changes do not need a network request to the server and so responses to zooming and panning are almost immediate. In GenExp it is possible to explore the genome intuitively moving it with the mouse just like geographical map applications. Additionally, in GenExp it is possible to have more than one data viewer at the same time and to save the current state of the application to revisit it later on. CONCLUSIONS: GenExp is a new interactive web-based client for DAS and addresses some of the short-comings of the existing clients. It uses client-side data rendering techniques resulting in easier genome browsing and exploration. GenExp is open source under the GPL license and it is freely available at http://gralggen.lsi.upc.edu/recerca/genexp.

  10. Misrepresentation of surface rendering of pediatric brain malformations performed following spatial normalization.

    Science.gov (United States)

    Wallis, L I; Widjaja, E; Wignall, E L; Wilkinson, I D; Griffiths, P D

    2006-12-01

    To evaluate the effects of spatial normalization on volume rendering in cases of pediatric brain malformation. Three-dimensional (3D) T1-weighted volume datasets were acquired in three children, one with pachygyria, one with a Dandy-Walker malformation associated with polymicrogyria, and one with dysgenesis of the corpus callosum. On the non-normalized datasets, the skull margins were cropped and the remainder stripped with the brain extraction technique (BET). The data were also normalized into standard anatomic reference space using pediatric templates prior to the BET script. The surface constructions obtained by both techniques were then compared for geometric distortions. Normalization of 3D datasets resulted in significant distortions in the shape of the brain, with increased anterior-posterior dimensions and narrower transverse diameter in all three cases. In two cases, there were alterations in the appearance of the gyri and sulci, leading to a potential misinterpretation of the volume-rendered surface when the gyri and sulci were in fact normal. In pediatric brain, particularly those with congenital brain anomalies, normalization as a post-processing step should be avoided as this may lead to misrepresentation of brain morphometry.

  11. High Performance Molecular Visualization: In-Situ and Parallel Rendering with EGL

    Science.gov (United States)

    Stone, John E.; Messmer, Peter; Sisneros, Robert; Schulten, Klaus

    2016-01-01

    Large scale molecular dynamics simulations produce terabytes of data that is impractical to transfer to remote facilities. It is therefore necessary to perform visualization tasks in-situ as the data are generated, or by running interactive remote visualization sessions and batch analyses co-located with direct access to high performance storage systems. A significant challenge for deploying visualization software within clouds, clusters, and supercomputers involves the operating system software required to initialize and manage graphics acceleration hardware. Recently, it has become possible for applications to use the Embedded-system Graphics Library (EGL) to eliminate the requirement for windowing system software on compute nodes, thereby eliminating a significant obstacle to broader use of high performance visualization applications. We outline the potential benefits of this approach in the context of visualization applications used in the cloud, on commodity clusters, and supercomputers. We discuss the implementation of EGL support in VMD, a widely used molecular visualization application, and we outline benefits of the approach for molecular visualization tasks on petascale computers, clouds, and remote visualization servers. We then provide a brief evaluation of the use of EGL in VMD, with tests using developmental graphics drivers on conventional workstations and on Amazon EC2 G2 GPU-accelerated cloud instance types. We expect that the techniques described here will be of broad benefit to many other visualization applications. PMID:27747137

  12. 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

  13. Interactive rendering of acquired materials on dynamic geometry using frequency analysis.

    Science.gov (United States)

    Bagher, Mahdi Mohammad; Soler, Cyril; Subr, Kartic; Belcour, Laurent; Holzschuch, Nicolas

    2013-05-01

    Shading acquired materials with high-frequency illumination is computationally expensive. Estimating the shading integral requires multiple samples of the incident illumination. The number of samples required may vary across the image, and the image itself may have high- and low-frequency variations, depending on a combination of several factors. Adaptively distributing computational budget across the pixels for shading is a challenging problem. In this paper, we depict complex materials such as acquired reflectances, interactively, without any precomputation based on geometry. In each frame, we first estimate the frequencies in the local light field arriving at each pixel, as well as the variance of the shading integrand. Our frequency analysis accounts for combinations of a variety of factors: the reflectance of the object projecting to the pixel, the nature of the illumination, the local geometry and the camera position relative to the geometry and lighting. We then exploit this frequency information (bandwidth and variance) to adaptively sample for reconstruction and integration. For example, fewer pixels per unit area are shaded for pixels projecting onto diffuse objects, and fewer samples are used for integrating illumination incident on specular objects.

  14. Collapse of self-interacting fields in asymptotically flat spacetimes: do self-interactions render Minkowski spacetime unstable?

    CERN Document Server

    Okawa, Hirotada; Pani, Paolo

    2013-01-01

    The nonlinear instability of anti-de Sitter spacetime has recently been established with the striking result that generic initial data collapses to form black holes. This outcome suggests that confined matter generically collapses, and that collapse can only be halted -- at most -- by nonlinear bound states. Here we provide evidence that such mechanism can operate even in asymptotically flat spacetimes, by studying the evolution of the Einstein-Klein-Gordon system for a self-interacting scalar field. We show that (i) configurations which do not collapse promptly can do so after successive reflections off the potential barrier, but (ii) that at intermediate amplitudes and Compton wavelengths, collapse to black holes is replaced by the appearance of oscillating soliton stars. Finally, (iii) for very small initial amplitudes, the field disperses away in a manner consistent with power-law tails of massive fields. Minkowski is stable against gravitational collapse. Our results provide one further piece to the rich...

  15. High-performance GPU-based rendering for real-time, rigid 2D/3D-image registration and motion prediction in radiation oncology

    Science.gov (United States)

    Spoerk, Jakob; Gendrin, Christelle; Weber, Christoph; Figl, Michael; Pawiro, Supriyanto Ardjo; Furtado, Hugo; Fabri, Daniella; Bloch, Christoph; Bergmann, Helmar; Gröller, Eduard; Birkfellner, Wolfgang

    2012-01-01

    A common problem in image-guided radiation therapy (IGRT) of lung cancer as well as other malignant diseases is the compensation of periodic and aperiodic motion during dose delivery. Modern systems for image-guided radiation oncology allow for the acquisition of cone-beam computed tomography data in the treatment room as well as the acquisition of planar radiographs during the treatment. A mid-term research goal is the compensation of tumor target volume motion by 2D/3D registration. In 2D/3D registration, spatial information on organ location is derived by an iterative comparison of perspective volume renderings, so-called digitally rendered radiographs (DRR) from computed tomography volume data, and planar reference x-rays. Currently, this rendering process is very time consuming, and real-time registration, which should at least provide data on organ position in less than a second, has not come into existence. We present two GPU-based rendering algorithms which generate a DRR of 512 × 512 pixels size from a CT dataset of 53 MB size at a pace of almost 100 Hz. This rendering rate is feasible by applying a number of algorithmic simplifications which range from alternative volume-driven rendering approaches – namely so-called wobbled splatting – to sub-sampling of the DRR-image by means of specialized raycasting techniques. Furthermore, general purpose graphics processing unit (GPGPU) programming paradigms were consequently utilized. Rendering quality and performance as well as the influence on the quality and performance of the overall registration process were measured and analyzed in detail. The results show that both methods are competitive and pave the way for fast motion compensation by rigid and possibly even non-rigid 2D/3D registration and, beyond that, adaptive filtering of motion models in IGRT. PMID:21782399

  16. 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

  17. 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

  18. 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.

  19. Equalizer: a scalable parallel rendering framework.

    Science.gov (United States)

    Eilemann, Stefan; Makhinya, Maxim; Pajarola, Renato

    2009-01-01

    Continuing improvements in CPU and GPU performances as well as increasing multi-core processor and cluster-based parallelism demand for flexible and scalable parallel rendering solutions that can exploit multipipe hardware accelerated graphics. In fact, to achieve interactive visualization, scalable rendering systems are essential to cope with the rapid growth of data sets. However, parallel rendering systems are non-trivial to develop and often only application specific implementations have been proposed. The task of developing a scalable parallel rendering framework is even more difficult if it should be generic to support various types of data and visualization applications, and at the same time work efficiently on a cluster with distributed graphics cards. In this paper we introduce a novel system called Equalizer, a toolkit for scalable parallel rendering based on OpenGL which provides an application programming interface (API) to develop scalable graphics applications for a wide range of systems ranging from large distributed visualization clusters and multi-processor multipipe graphics systems to single-processor single-pipe desktop machines. We describe the system architecture, the basic API, discuss its advantages over previous approaches, present example configurations and usage scenarios as well as scalability results.

  20. Practical Parallel Rendering

    CERN Document Server

    Chalmers, Alan

    2002-01-01

    Meeting the growing demands for speed and quality in rendering computer graphics images requires new techniques. Practical parallel rendering provides one of the most practical solutions. This book addresses the basic issues of rendering within a parallel or distributed computing environment, and considers the strengths and weaknesses of multiprocessor machines and networked render farms for graphics rendering. Case studies of working applications demonstrate, in detail, practical ways of dealing with complex issues involved in parallel processing.

  1. Optimization techniques for computationally expensive rendering algorithms

    OpenAIRE

    Navarro Gil, Fernando; Gutiérrez Pérez, Diego; Serón Arbeloa, Francisco José

    2012-01-01

    Realistic rendering in computer graphics simulates the interactions of light and surfaces. While many accurate models for surface reflection and lighting, including solid surfaces and participating media have been described; most of them rely on intensive computation. Common practices such as adding constraints and assumptions can increase performance. However, they may compromise the quality of the resulting images or the variety of phenomena that can be accurately represented. In this thesi...

  2. Specificity Rendering ‘Hot-Spots’ for Aurora Kinase Inhibitor Design: The Role of Non-Covalent Interactions and Conformational Transitions

    Science.gov (United States)

    Badrinarayan, Preethi; Sastry, G. Narahari

    2014-01-01

    The present study examines the conformational transitions occurring among the major structural motifs of Aurora kinase (AK) concomitant with the DFG-flip and deciphers the role of non-covalent interactions in rendering specificity. Multiple sequence alignment, docking and structural analysis of a repertoire of 56 crystal structures of AK from Protein Data Bank (PDB) has been carried out. The crystal structures were systematically categorized based on the conformational disposition of the DFG-loop [in (DI) 42, out (DO) 5 and out-up (DOU) 9], G-loop [extended (GE) 53 and folded (GF) 3] and αC-helix [in (CI) 42 and out (CO) 14]. The overlapping subsets on categorization show the inter-dependency among structural motifs. Therefore, the four distinct possibilities a) 2W1C (DI, CI, GE) b) 3E5A (DI, CI, GF) c) 3DJ6 (DI, CO, GF) d) 3UNZ (DOU, CO, GF) along with their co-crystals and apo-forms were subjected to molecular dynamics simulations of 40 ns each to evaluate the variations of individual residues and their impact on forming interactions. The non-covalent interactions formed by the 157 AK co-crystals with different regions of the binding site were initially studied with the docked complexes and structure interaction fingerprints. The frequency of the most prominent interactions was gauged in the AK inhibitors from PDB and the four representative conformations during 40 ns. Based on this study, seven major non-covalent interactions and their complementary sites in AK capable of rendering specificity have been prioritized for the design of different classes of inhibitors. PMID:25485544

  3. 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.

  4. High-quality multi-resolution volume rendering in medicine

    Institute of Scientific and Technical Information of China (English)

    XIE Kai; YANG Jie; LI Xiao-liang

    2007-01-01

    In order to perform a high-quality interactive rendering of large medical data sets on a single off-theshelf PC, a LOD selection algorithm for multi-resolution volume rendering using 3D texture mapping is presented, which uses an adaptive scheme that renders the volume in a region-of-interest at a high resolution and the volume away from this region at lower resolutions. The algorithm is based on several important criteria, and rendering is done adaptively by selecting high-resolution cells close to a center of attention and low-resolution cells away from this area. In addition, our hierarchical level-of-detail representation guarantees consistent interpolation between different resolution levels. Experiments have been applied to a number of large medical data and have produced high quality images at interactive frame rates using standard PC hardware.

  5. Real-time graphics rendering engine

    CERN Document Server

    Bao, Hujun

    2011-01-01

    ""Real-Time Graphics Rendering Engine"" reveals the software architecture of the modern real-time 3D graphics rendering engine and the relevant technologies based on the authors' experience developing this high-performance, real-time system. The relevant knowledge about real-time graphics rendering such as the rendering pipeline, the visual appearance and shading and lighting models are also introduced. This book is intended to offer well-founded guidance for researchers and developers who are interested in building their own rendering engines. Hujun Bao is a professor at the State Key Lab of

  6. RenderMan design principles

    Science.gov (United States)

    Apodaca, Tony; Porter, Tom

    1989-01-01

    The two worlds of interactive graphics and realistic graphics have remained separate. Fast graphics hardware runs simple algorithms and generates simple looking images. Photorealistic image synthesis software runs slowly on large expensive computers. The time has come for these two branches of computer graphics to merge. The speed and expense of graphics hardware is no longer the barrier to the wide acceptance of photorealism. There is every reason to believe that high quality image synthesis will become a standard capability of every graphics machine, from superworkstation to personal computer. The significant barrier has been the lack of a common language, an agreed-upon set of terms and conditions, for 3-D modeling systems to talk to 3-D rendering systems for computing an accurate rendition of that scene. Pixar has introduced RenderMan to serve as that common language. RenderMan, specifically the extensibility it offers in shading calculations, is discussed.

  7. Sea modeling and rendering

    Science.gov (United States)

    Cathala, Thierry; Latger, Jean

    2010-10-01

    More and more defence and civil applications require simulation of marine synthetic environment. Currently, the "Future Anti-Surface-Guided-Weapon" (FASGW) or "anti-navire léger" (ANL) missile needs this kind of modelling. This paper presents a set of technical enhancement of the SE-Workbench that aim at better representing the sea profile and the interaction with targets. The operational scenario variability is a key criterion: the generic geographical area (e.g. Persian Gulf, coast of Somalia,...), the type of situation (e.g. peace keeping, peace enforcement, anti-piracy, drug interdiction,...)., the objectives (political, strategic, or military objectives), the description of the mission(s) (e.g. antipiracy) and operation(s) (e.g. surveillance and reconnaissance, escort, convoying) to achieve the objectives, the type of environment (Weather, Time of day, Geography [coastlines, islands, hills/mountains]). The paper insists on several points such as the dual rendering using either ray tracing [and the GP GPU optimization] or rasterization [and GPU shaders optimization], the modelling of sea-surface based on hypertextures and shaders, the wakes modelling, the buoyancy models for targets, the interaction of coast and littoral, the dielectric infrared modelling of water material.

  8. Virtual Environment of Real Sport Hall and Analyzing Rendering Quality

    Directory of Open Access Journals (Sweden)

    Filip Popovski

    2015-02-01

    Full Text Available Here is presented virtual environment of a real sport hall created in Quest3D VR Edition. All analyzes of the rendering quality, techniques of interaction and performance of the system in real time are presented. We made critical analysis on all of these techniques on different machines and have excellent results.

  9. 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.

  10. Parallel hierarchical radiosity rendering

    Energy Technology Data Exchange (ETDEWEB)

    Carter, M.

    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.

  11. 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.

  12. Optimization-Based Wearable Tactile Rendering.

    Science.gov (United States)

    Perez, Alvaro G; Lobo, Daniel; Chinello, Francesco; Cirio, Gabriel; Malvezzi, Monica; San Martin, Jose; Prattichizzo, Domenico; Otaduy, Miguel A

    2016-10-20

    Novel wearable tactile interfaces offer the possibility to simulate tactile interactions with virtual environments directly on our skin. But, unlike kinesthetic interfaces, for which haptic rendering is a well explored problem, they pose new questions about the formulation of the rendering problem. In this work, we propose a formulation of tactile rendering as an optimization problem, which is general for a large family of tactile interfaces. Based on an accurate simulation of contact between a finger model and the virtual environment, we pose tactile rendering as the optimization of the device configuration, such that the contact surface between the device and the actual finger matches as close as possible the contact surface in the virtual environment. We describe the optimization formulation in general terms, and we also demonstrate its implementation on a thimble-like wearable device. We validate the tactile rendering formulation by analyzing its force error, and we show that it outperforms other approaches.

  13. Virtual try-on through image-based rendering.

    Science.gov (United States)

    Hauswiesner, Stefan; Straka, Matthias; Reitmayr, Gerhard

    2013-09-01

    Virtual try-on applications have become popular because they allow users to watch themselves wearing different clothes without the effort of changing them physically. This helps users to make quick buying decisions and, thus, improves the sales efficiency of retailers. Previous solutions usually involve motion capture, 3D reconstruction or modeling, which are time consuming and not robust for all body poses. Our method avoids these steps by combining image-based renderings of the user and previously recorded garments. It transfers the appearance of a garment recorded from one user to another by matching input and recorded frames, image-based visual hull rendering, and online registration methods. Using images of real garments allows for a realistic rendering quality with high performance. It is suitable for a wide range of clothes and complex appearances, allows arbitrary viewing angles, and requires only little manual input. Our system is particularly useful for virtual try-on applications as well as interactive games.

  14. 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...... through the render and into the brick. The test specimen is placed between the source and the detector. The test specimens are all scanned before they are exposed to water. In that way the loss of counts from the dry scan to the wet scan qualitatively shows the presence of water. The results show nearly...... no penetration of water through the render and into the brick, and the results are independent of the start condition of the test specimens. Also drying experiments are performed. The results show a small difference in the rate of drying, in favour of the bricks without render....

  15. Rendering and Compositing Infrastructure Improvements to VisIt for Insitu Rendering

    Energy Technology Data Exchange (ETDEWEB)

    Loring, Burlen [Lawrence Berkeley National Lab. (LBNL), Berkeley, CA (United States); Ruebel, Oliver [Lawrence Berkeley National Lab. (LBNL), Berkeley, CA (United States)

    2016-01-28

    Compared to posthoc rendering, insitu rendering often generates larger numbers of images, as a result rendering performance and scalability are critical in the insitu setting. In this work we present improvements to VisIt's rendering and compositing infrastructure that deliver increased performance and scalability in both posthoc and insitu settings. We added the capability for alpha blend compositing and use it with ordered compositing when datasets have disjoint block domain decomposition to optimize the rendering of transparent geometry. We also made improvements that increase overall efficiency by reducing communication and data movement and have addressed a number of performance issues. We structured our code to take advantage of SIMD parallelization and use threads to overlap communication and compositing. We tested our improvements on a 20 core workstation using 8 cores to render geometry generated from a $256^3$ cosmology dataset and on a Cray XC31 using 512 cores to render geometry generated from a $2000^2 \\times 800$ plasma dataset. Our results show that ordered compositing provides a speed up of up to $4 \\times$ over the current sort first strategy. The other improvements resulted in modest speed up with one notable exception where we achieve up to $40 \\times$ speed up of rendering and compositing of opaque geometry when both opaque and transparent geometry are rendered together. We also investigated the use of depth peeling, but found that the implementation provided by VTK is substantially slower,both with and without GPU acceleration, than a local camera order sort.

  16. A Multiresolution Image Cache for Volume Rendering

    Energy Technology Data Exchange (ETDEWEB)

    LaMar, E; Pascucci, V

    2003-02-27

    The authors discuss the techniques and implementation details of the shared-memory image caching system for volume visualization and iso-surface rendering. One of the goals of the system is to decouple image generation from image display. This is done by maintaining a set of impostors for interactive display while the production of the impostor imagery is performed by a set of parallel, background processes. The system introduces a caching basis that is free of the gap/overlap artifacts of earlier caching techniques. instead of placing impostors at fixed, pre-defined positions in world space, the technique is to adaptively place impostors relative to the camera viewpoint. The positions translate with the camera but stay aligned to the data; i.e., the positions translate, but do not rotate, with the camera. The viewing transformation is factored into a translation transformation and a rotation transformation. The impostor imagery is generated using just the translation transformation and visible impostors are displayed using just the rotation transformation. Displayed image quality is improved by increasing the number of impostors and the frequency that impostors are re-rendering is improved by decreasing the number of impostors.

  17. 3D Rendering - Techniques and Challenges

    Directory of Open Access Journals (Sweden)

    Ekta Walia

    2010-04-01

    Full Text Available Computer generated images and animations are getting more and more common. They are used in many different contexts such as movies,mobiles, medical visualization, architectural visualization and CAD. Advanced ways of describing surface and light source properties are important to ensure that artists are able to create realistic and stylish looking images. Even when using advanced rendering algorithms such as ray tracing, time required for shading may contribute towards a large part of the image creation time. Therefore both performance and flexibility is important in a rendering system. This paper gives a comparative study of various 3D Rendering techniques and their challenges in a complete and systematic manner.

  18. Performing Perception - Staging Aesthetics of Interaction

    DEFF Research Database (Denmark)

    Dalsgaard, Peter; Hansen, Lone Koefoed

    2008-01-01

    experience. We argue that this 3-in-1 is always already shaping the user's understanding and perception of her interaction as it is staged through her experience of the object's form and expression. Through examples ranging from everyday technologies utilizing performances of interaction to spatial......In interaction design for experience-oriented uses of technology, a central facet of aesthetics of interaction is rooted in the user's experience of herself “performing her perception.” By drawing on performance (theater) theory, phenomenology and sociology and with references to recent HCI...... contemporary artworks, digital as well as analogue, we address the notion of the performative spectator and the spectating performer. We demonstrate how perception is also performative and how focus on this aspect seems to be crucial when designing experience-oriented products, systems and services....

  19. FAST CROWD RENDERING IN COMPUTER GAMES

    Directory of Open Access Journals (Sweden)

    Kaya OĞUZ

    2010-06-01

    Full Text Available Computer games, with the speed advancements of graphical processors, are coming closer to the quality of cinema industry. Contrary to offline rendering of the scenes in a motion picture, computer games should be able to render at 30 frames per second. Therefore, CPU and memory performance are sought by using various techniques. This paper is about using instancing feature of contemporary graphical processors along with level of detail techniques which has been in use for a very long time. Using instancing, 15,000 instances were successfully rendered at 30 frames per second using a very low %10 CPU usage. The application can render 40,000 instances at 13 frames per second.

  20. Rendering Falling Leaves on Graphics Hardware

    Directory of Open Access Journals (Sweden)

    Marcos Balsa

    2008-04-01

    Full Text Available 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 of detail to be represented. Moreover, the interactions between the objects (grass, leaves and external forces such as wind are complex to model. In this paper we concentrate in the rendering of falling leaves at low cost. We present a technique that exploits graphics hardware in order to render thousands of leaves with different falling paths in real time and low memory requirements.

  1. INK - Designing for Performative Literary Interactions

    DEFF Research Database (Denmark)

    Fritsch, Jonas; Pold, Søren Bro; Vestergaard, Lasse Steenbock

    2014-01-01

    In this article, we present the interactive literary installation Ink, an experimental installation displayed at the Roskilde library, and the Roskilde Festival, which is designed to prompt public reflection on the nature and role of digital literature. By manipulating three books embedded...... tendencies when designing affectively engaging literary interactions at the edge of art and design. Keywords: Affective engagement, Digital literature, Ergodic reading, Public displays, Performative interaction...

  2. 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

  3. Resolution-independent surface rendering using programmable graphics hardware

    Science.gov (United States)

    Loop, Charles T.; Blinn, James Frederick

    2008-12-16

    Surfaces defined by a Bezier tetrahedron, and in particular quadric surfaces, are rendered on programmable graphics hardware. Pixels are rendered through triangular sides of the tetrahedra and locations on the shapes, as well as surface normals for lighting evaluations, are computed using pixel shader computations. Additionally, vertex shaders are used to aid interpolation over a small number of values as input to the pixel shaders. Through this, rendering of the surfaces is performed independently of viewing resolution, allowing for advanced level-of-detail management. By individually rendering tetrahedrally-defined surfaces which together form complex shapes, the complex shapes can be rendered in their entirety.

  4. Adaptive Rendering Based on Visual Acuity Equations

    Institute of Scientific and Technical Information of China (English)

    2001-01-01

    A new method of adaptable rendering for interaction in Virtual Environment(VE) through different visual acuity equations is proposed. An acuity factor equation of luminance vision is first given. Secondly, five equations which calculate the visual acuity through visual acuity factors are presented, and adaptive rendering strategy based on different visual acuity equations is given. The VE system may select one of them on the basis of the host's load, hereby select LOD for each model which would be rendered. A coarser LOD is selected where the visual acuity is lower, and a better LOD is used where it is higher. This method is tested through experiments and the experimental results show that it is effective.

  5. Chromium Renderserver: scalable and open remote rendering infrastructure.

    Science.gov (United States)

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

    2008-01-01

    Chromium Renderserver (CRRS) is software infrastructure that provides the ability for one or more users to run and view image output from unmodified, interactive OpenGL and X11 applications on a remote, parallel computational platform equipped with graphics hardware accelerators via industry-standard Layer 7 network protocols and client viewers. The new contributions of this work include a solution to the problem of synchronizing X11 and OpenGL command streams, remote delivery of parallel hardware accelerated rendering, and a performance analysis of several different optimizations that are generally applicable to a variety of rendering architectures. CRRS is fully operational, Open Source software. imagery and sending it to a remote viewer.

  6. Efficient and Effective Volume Visualization with Enhanced Isosurface Rendering

    CERN Document Server

    Yang, Fei; Tian, Jie

    2012-01-01

    Compared with full volume rendering, isosurface rendering has several well recognized advantages in efficiency and accuracy. However, standard isosurface rendering has some limitations in effectiveness. First, it uses a monotone colored approach and can only visualize the geometry features of an isosurface. The lack of the capability to illustrate the material property and the internal structures behind an isosurface has been a big limitation of this method in applications. Another limitation of isosurface rendering is the difficulty to reveal physically meaningful structures, which are hidden in one or multiple isosurfaces. As such, the application requirements of extract and recombine structures of interest can not be implemented effectively with isosurface rendering. In this work, we develop an enhanced isosurface rendering technique to improve the effectiveness while maintaining the performance efficiency of the standard isosurface rendering. First, an isosurface color enhancement method is proposed to il...

  7. Haptic rendering for dental training system

    Institute of Scientific and Technical Information of China (English)

    WANG DangXiao; ZHANG YuRu; WANG Yong; L(U) PeiJun; ZHOU RenGe; ZHOU WanLin

    2009-01-01

    Immersion and Interaction are two key features of virtual reality systems,which are especially important for medical applications.Based on the requirement of motor skill training in dental surgery,haptic rendering method based on triangle model is investigated in this paper.Multi-rate haptic rendering architecture is proposed to solve the contradiction between fidelity and efficiency requirements.Realtime collision detection algorithm based on spatial partition and time coherence is utilized to enable fast contact determination.Proxy-based collision response algorithm is proposed to compute surface contact point.Cutting force model based on piecewise contact transition model is proposed for dental drilling simulation during tooth preparation.Velocity-driven levels of detail hapUc rendering algorithm is proposed to maintain high update rate for complex scenes with a large number of triangles.Hapticvisual collocated dental training prototype is established using half-mirror solution.Typical dental operations have been realized Including dental caries exploration,detection of boundary within dental crose-section plane,and dental drilling during tooth preparation.The haptic rendering method is a fundamental technology to improve Immersion and interaction of virtual reality training systems,which is useful not only in dental training,but also in other surgical training systems.

  8. 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.

  9. Rendering HTML5 illustration

    CERN Document Server

    David, Matthew

    2010-01-01

    Scalable Vector Graphics (SVG) and CANVAS are two new tools introduced in HTML5 that you can use to add illustration and interactive animation to your Web pages. Understand why there are two different formats, how you can use them, and where they can be used today. HTML 5, is the first major update to the core language of the Web in over a decade The focus of this book is on innovations that most directly effect Web site design and multimedia integration The companion Web site features working demonstrations and tutorial media for hands-on p

  10. Entropy, color, and color rendering.

    Science.gov (United States)

    Price, Luke L A

    2012-12-01

    The Shannon entropy [Bell Syst. Tech J.27, 379 (1948)] of spectral distributions is applied to the problem of color rendering. With this novel approach, calculations for visual white entropy, spectral entropy, and color rendering are proposed, indices that are unreliant on the subjectivity inherent in reference spectra and color samples. The indices are tested against real lamp spectra, showing a simple and robust system for color rendering assessment. The discussion considers potential roles for white entropy in several areas of color theory and psychophysics and nonextensive entropy generalizations of the entropy indices in mathematical color spaces.

  11. Interactive animation of 4D performance capture.

    Science.gov (United States)

    Casas, Dan; Tejera, Margara; Guillemaut, Jean-Yves; Hilton, Adrian

    2013-05-01

    A 4D parametric motion graph representation is presented for interactive animation from actor performance capture in a multiple camera studio. The representation is based on a 4D model database of temporally aligned mesh sequence reconstructions for multiple motions. High-level movement controls such as speed and direction are achieved by blending multiple mesh sequences of related motions. A real-time mesh sequence blending approach is introduced, which combines the realistic deformation of previous nonlinear solutions with efficient online computation. Transitions between different parametric motion spaces are evaluated in real time based on surface shape and motion similarity. Four-dimensional parametric motion graphs allow real-time interactive character animation while preserving the natural dynamics of the captured performance.

  12. 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

  13. 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.

  14. 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.

  15. Automatic Image-Based Pencil Sketch Rendering

    Institute of Scientific and Technical Information of China (English)

    王进; 鲍虎军; 周伟华; 彭群生; 徐迎庆

    2002-01-01

    This paper presents an automatic image-based approach for converting greyscale images to pencil sketches, in which strokes follow the image features. The algorithm first extracts a dense direction field automatically using Logical/Linear operators which embody the drawing mechanism. Next, a reconstruction approach based on a sampling-and-interpolation scheme is introduced to generate stroke paths from the direction field. Finally, pencil strokes are rendered along the specified paths with consideration of image tone and artificial illumination.As an important application, the technique is applied to render portraits from images with little user interaction. The experimental results demonstrate that the approach can automatically achieve compelling pencil sketches from reference images.

  16. Direct Visuo-Haptic 4D Volume Rendering Using Respiratory Motion Models.

    Science.gov (United States)

    Fortmeier, Dirk; Wilms, Matthias; Mastmeyer, Andre; Handels, Heinz

    2015-01-01

    This article presents methods for direct visuo-haptic 4D volume rendering of virtual patient models under respiratory motion. Breathing models are computed based on patient-specific 4D CT image data sequences. Virtual patient models are visualized in real-time by ray casting based rendering of a reference CT image warped by a time-variant displacement field, which is computed using the motion models at run-time. Furthermore, haptic interaction with the animated virtual patient models is provided by using the displacements computed at high rendering rates to translate the position of the haptic device into the space of the reference CT image. This concept is applied to virtual palpation and the haptic simulation of insertion of a virtual bendable needle. To this aim, different motion models that are applicable in real-time are presented and the methods are integrated into a needle puncture training simulation framework, which can be used for simulated biopsy or vessel puncture in the liver. To confirm real-time applicability, a performance analysis of the resulting framework is given. It is shown that the presented methods achieve mean update rates around 2,000 Hz for haptic simulation and interactive frame rates for volume rendering and thus are well suited for visuo-haptic rendering of virtual patients under respiratory motion.

  17. 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

  18. Perception-based transparency optimization for direct volume rendering.

    Science.gov (United States)

    Chan, Ming-Yuen; Wu, Yingcai; Mak, Wai-Ho; Chen, Wei; Qu, Huamin

    2009-01-01

    The semi-transparent nature of direct volume rendered images is useful to depict layered structures in a volume. However, obtaining a semi-transparent result with the layers clearly revealed is difficult and may involve tedious adjustment on opacity and other rendering parameters. Furthermore, the visual quality of layers also depends on various perceptual factors. In this paper, we propose an auto-correction method for enhancing the perceived quality of the semi-transparent layers in direct volume rendered images. We introduce a suite of new measures based on psychological principles to evaluate the perceptual quality of transparent structures in the rendered images. By optimizing rendering parameters within an adaptive and intuitive user interaction process, the quality of the images is enhanced such that specific user requirements can be met. Experimental results on various datasets demonstrate the effectiveness and robustness of our method.

  19. Endobronchial Ultrasound-guided Biopsy Performed Under Optimal Conditions in Patients With Known or Suspected Lung Cancer May Render Mediastinoscopy Unnecessary

    DEFF Research Database (Denmark)

    Clementsen, Paul F; Skov, Birgit G; Vilmann, Peter;

    2014-01-01

    that mediastinoscopy gives access to. METHODS: A total of 95 consecutive patients with known or suspected lung cancer were referred for staging by EBUS-TBNA, which was performed as described. RESULTS: Benign and malignant disease was found in the mediastinum of 6 and 13 patients, respectively. The remaining 76...

  20. 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

  1. 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

  2. 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. 

  3. Understanding performative interactions in public settings

    DEFF Research Database (Denmark)

    Williamson, Julie; Hansen, Lone Koefoed; Jacucci, Giulio

    2014-01-01

    is not only personal but also public, and where digital interactions may happen anywhere—this special issue explores how HCI research can use the strengths of an intersection of theory, practice and innovation in order to best address this conjunction of interactive technologies, public spaces and people...

  4. Understanding performative interactions in public settings

    DEFF Research Database (Denmark)

    Williamson, Julie; Hansen, Lone Koefoed; Jacucci, Giulio

    2014-01-01

    Interactive digital technologies pervade our shared spaces in personal, mobile, infrastructural and other embedded forms. These changes challenge the ways we understand and investigate the relationships between people, computing and settings. Responding to this situation—where ubiquitous computing...... is not only personal but also public, and where digital interactions may happen anywhere—this special issue explores how HCI research can use the strengths of an intersection of theory, practice and innovation in order to best address this conjunction of interactive technologies, public spaces and people...

  5. Interactive segmentation techniques algorithms and performance evaluation

    CERN Document Server

    He, Jia; Kuo, C-C Jay

    2013-01-01

    This book focuses on interactive segmentation techniques, which have been extensively studied in recent decades. Interactive segmentation emphasizes clear extraction of objects of interest, whose locations are roughly indicated by human interactions based on high level perception. This book will first introduce classic graph-cut segmentation algorithms and then discuss state-of-the-art techniques, including graph matching methods, region merging and label propagation, clustering methods, and segmentation methods based on edge detection. A comparative analysis of these methods will be provided

  6. 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.

  7. Hardware Accelerated Point Rendering of Isosurfaces

    DEFF Research Database (Denmark)

    Bærentzen, Jakob Andreas; Christensen, Niels Jørgen

    2003-01-01

    an approximate technique for point scaling using distance attenuation which makes it possible to render points stored in display lists or vertex arrays. This enables us to render points quickly using OpenGL. Our comparisons show that point generation is significantly faster than triangle generation...... and that the advantage of rendering points as opposed to triangles increases with the size and complexity of the volumes. To gauge the visual quality of future hardware accelerated point rendering schemes, we have implemented a software based point rendering method and compare the quality to both MC and our OpenGL based...

  8. 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.

  9. Cluster parallel rendering based on encoded mesh

    Institute of Scientific and Technical Information of China (English)

    QIN Ai-hong; XIONG Hua; PENG Hao-yu; LIU Zhen; SHI Jiao-ying

    2006-01-01

    Use of compressed mesh in parallel rendering architecture is still an unexplored area, the main challenge of which is to partition and sort the encoded mesh in compression-domain. This paper presents a mesh compression scheme PRMC (Parallel Rendering based Mesh Compression) supplying encoded meshes that can be partitioned and sorted in parallel rendering system even in encoded-domain. First, we segment the mesh into submeshes and clip the submeshes' boundary into Runs, and then piecewise compress the submeshes and Runs respectively. With the help of several auxiliary index tables, compressed submeshes and Runs can serve as rendering primitives in parallel rendering system. Based on PRMC, we design and implement a parallel rendering architecture. Compared with uncompressed representation, experimental results showed that PRMC meshes applied in cluster parallel rendering system can dramatically reduce the communication requirement.

  10. Group interaction and flight crew performance

    Science.gov (United States)

    Foushee, H. Clayton; Helmreich, Robert L.

    1988-01-01

    The application of human-factors analysis to the performance of aircraft-operation tasks by the crew as a group is discussed in an introductory review and illustrated with anecdotal material. Topics addressed include the function of a group in the operational environment, the classification of group performance factors (input, process, and output parameters), input variables and the flight crew process, and the effect of process variables on performance. Consideration is given to aviation safety issues, techniques for altering group norms, ways of increasing crew effort and coordination, and the optimization of group composition.

  11. 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.

  12. Binaural Rendering in MPEG Surround

    Science.gov (United States)

    Breebaart, Jeroen; Villemoes, Lars; Kjörling, Kristofer

    2008-12-01

    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.

  13. Improving Oral Performance through Interactions Flashcards

    Science.gov (United States)

    Urquijo, Jasson

    2012-01-01

    This paper describes an action research project that addressed the issue of low oral performance in English among third grade learners at a public girls' school in Bogota, Colombia. The issue was identified via content analysis of ten field logs compiled over the third and fourth quarter of the second semester, 2010. To address the problem of…

  14. Manipulation performance in interactive virtual environments

    NARCIS (Netherlands)

    Werkhoven, P.J.; Groen, J.

    1998-01-01

    We have studied manipulation performance in virtual environments using two types of controllers: virtual hand control and 3D mouse-cursor control. These manipulation methods were tested under monoscopic and stereoscopic viewing conditions. Participants were asked to discriminate, grasp, pitch, roll

  15. 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.

  16. Depth-Dependent Halos : Illustrative Rendering of Dense Line Data

    NARCIS (Netherlands)

    Everts, Maarten H.; Bekker, Henk; Roerdink, Jos B.T.M.; Isenberg, Tobias

    2009-01-01

    We present a technique for the illustrative rendering of 3D line data at interactive frame rates. We create depth-dependent halos around lines to emphasize tight line bundles while less structured lines are de-emphasized. Moreover, the depth-dependent halos combined with depth cueing via line width

  17. Rendering Caustics on Non-Lambertian Surfaces

    DEFF Research Database (Denmark)

    Jensen, Henrik Wann

    1997-01-01

    This paper presents a new technique for rendering caustics on non-Lambertian surfaces. The method is based on an extension of the photon map which removes previous restrictions limiting the usage to Lambertian surfaces. We add information about the incoming direction to the photons and this allow...... reduces the rendering time. We have used the method to render caustics on surfaces with reflectance functions varying from Lambertian to glossy specular....

  18. Building Interstellar's black hole: the gravitational renderer

    OpenAIRE

    James, Oliver; Dieckmann, Sylvan; Pabst, Simon; Roberts, Paul-George H.; Thorne, Kip S.

    2015-01-01

    Interstellar is the first feature film to attempt depicting a black hole as it would actually be seen by somebody nearby. A close collaboration between the production's Scientific Advisor and the Visual Effects team led to the development of a new renderer, DNGR (Double Negative Gravitational Renderer) which uses novel techniques for rendering in curved space-time. Following the completion of the movie, the code was adapted for scientific research, leading to new insights into gravitational l...

  19. 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 xylophone...... played at student's location is required at teacher's site. This paper presents a comparison of different recording techniques for a spatial xylophone sound rendering. Directivity pattern of the xylophone was measured and spatial properties of the sound field created by a xylophone as a distributed sound...

  20. Image Based Rendering under Varying Illumination

    Institute of Scientific and Technical Information of China (English)

    Wang Chengfeng (王城峰); Hu Zhanyi

    2003-01-01

    A new approach for photorealistic rendering of a class of objects at arbitrary illumination is presented. The approach of the authors relies entirely on image based rendering techniques. A scheme is utilized for re-illumination of objects based on linear combination of low dimensional image representations. The minimum rendering condition of technique of the authors is three sample images under varying illumination of a reference object and a single input image of an interested object. Important properties of this approach are its simplicity, robustness and speediness. Experimental results validate the proposed rendering approach.

  1. 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.

  2. 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.

  3. Real-Time Rendering of Teeth with No Preprocessing

    DEFF Research Database (Denmark)

    Larsen, Christian Thode; Frisvad, Jeppe Revall; Jensen, Peter Dahl Ejby

    2012-01-01

    We present a technique for real-time rendering of teeth with no need for computational or artistic preprocessing. Teeth constitute a translucent material consisting of several layers; a highly scattering material (dentine) beneath a semitransparent layer (enamel) with a transparent coating (saliva......). In this study we examine how light interacts with this multilayered structure. In the past, rendering of teeth has mostly been done using image-based texturing or volumetric scans. We work with surface scans and have therefore developed a simple way of estimating layer thicknesses. We use scattering properties...... based on measurements reported in the optics literature, and we compare rendered results qualitatively to images of ceramic teeth created by denturists....

  4. Adaptive image contrast enhancement algorithm for point-based rendering

    Science.gov (United States)

    Xu, Shaoping; Liu, Xiaoping P.

    2015-03-01

    Surgical simulation is a major application in computer graphics and virtual reality, and most of the existing work indicates that interactive real-time cutting simulation of soft tissue is a fundamental but challenging research problem in virtual surgery simulation systems. More specifically, it is difficult to achieve a fast enough graphic update rate (at least 30 Hz) on commodity PC hardware by utilizing traditional triangle-based rendering algorithms. In recent years, point-based rendering (PBR) has been shown to offer the potential to outperform the traditional triangle-based rendering in speed when it is applied to highly complex soft tissue cutting models. Nevertheless, the PBR algorithms are still limited in visual quality due to inherent contrast distortion. We propose an adaptive image contrast enhancement algorithm as a postprocessing module for PBR, providing high visual rendering quality as well as acceptable rendering efficiency. Our approach is based on a perceptible image quality technique with automatic parameter selection, resulting in a visual quality comparable to existing conventional PBR algorithms. Experimental results show that our adaptive image contrast enhancement algorithm produces encouraging results both visually and numerically compared to representative algorithms, and experiments conducted on the latest hardware demonstrate that the proposed PBR framework with the postprocessing module is superior to the conventional PBR algorithm and that the proposed contrast enhancement algorithm can be utilized in (or compatible with) various variants of the conventional PBR algorithm.

  5. Procedural generation and real-time rendering of a marine ecosystem

    Institute of Scientific and Technical Information of China (English)

    Rong LI; Xin DING; Jun-hao YU; Tian-yi GAO; Wen-ting ZHENG; Rui WANG; Hu-jun BAO

    2014-01-01

    Underwater scene is one of the most marvelous environments in the world. In this study, we present an efficient procedural modeling and rendering system to generate marine ecosystems for swim-through graphic applications. To produce realistic and natural underwater scenes, several techniques and algorithms have been presented and introduced. First, to distribute sealife naturally on a seabed, we employ an ecosystem simulation that considers the infl uence of the underwater environment. Second, we propose a two-level procedural modeling system to generate sealife with unique biological features. At the base level, a series of grammars are designed to roughly represent underwater sealife on a central processing unit (CPU). Then at the fi ne level, additional details of the sealife are created and rendered using graphic processing units (GPUs). Such a hybrid CPU-GPU framework best adopts sequential and parallel computation in modeling a marine ecosystem, and achieves a high level of performance. Third, the proposed system integrates dynamic simulations in the proposed procedural modeling process to support dynamic interactions between sealife and the underwater environment, where interactions and physical factors of the environment are formulated into parameters and control the geometric generation at the fi ne level. Results demonstrate that this system is capable of generating and rendering scenes with massive corals and sealife in real time.

  6. 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....

  7. Physically based rendering: from theory to implementation

    National Research Council Canada - National Science Library

    Pharr, Matt; Humphreys, Greg, Ph. D

    2010-01-01

    ... rendering algorithm variations. This book is not only a textbook for students, but also a useful reference book for practitioners in the field. The second edition has been extended with sections on Metropolis light transport, subsurface scattering, precomputed light transport, and more. Per Christensen Senior Software Developer, RenderMan Products,...

  8. 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....

  9. 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.

  10. [A hybrid volume rendering method using general hardware].

    Science.gov (United States)

    Li, Bin; Tian, Lianfang; Chen, Ping; Mao, Zongyuan

    2008-06-01

    In order to improve the effect and efficiency of the reconstructed image after hybrid volume rendering of different kinds of volume data from medical sequential slices or polygonal models, we propose a hybrid volume rendering method based on Shear-Warp with economical hardware. First, the hybrid volume data are pre-processed by Z-Buffer method and RLE (Run-Length Encoded) data structure. Then, during the process of compositing intermediate image, a resampling method based on the dual-interpolation and the intermediate slice interpolation methods is used to improve the efficiency and the effect. Finally, the reconstructed image is rendered by the texture-mapping technology of OpenGL. Experiments demonstrate the good performance of the proposed method.

  11. Sex Differences in Group Interaction and Task Performance.

    Science.gov (United States)

    Wood, Wendy; And Others

    Research on gender differences in group performance suggests that males excel at brainstorming while females excel at human relations and integration. To investigate the relations among gender, interaction style, and task performance, 264 college students (130 female, 134 male) worked in three person same sex groups on a production task which…

  12. Visibility-Aware Direct Volume Rendering

    Institute of Scientific and Technical Information of China (English)

    Wai-Ho Mak; Yingcai Wu; Ming-Yuen Chan; Huamin Qu

    2011-01-01

    Direct volume rendering (DVR) is a powerful visualization technique which allows users to effectively explore and study volumetric datasets. Different transparency settings can be flexibly assigned to different structures such that some valuable information can be revealed in direct volume rendered images (DVRIs). However, end-users often feel that some risks are always associated with DVR because they do not know whether any important information is missing from the transparent regions of DVRIs. In this paper, we investigate how to semi-automatically generate a set of DVRIs and also an animation which can reveal information missed in the original DVRIs and meanwhile satisfy some image quality criteria such as coherence. A complete framework is developed to tackle various problems related to the generation and quality evaluation of visibility-aware DVRIs and animations. Our technique can reduce the risk of using direct volume rendering and thus boost the confidence of users in volume rendering systems.

  13. ARC Code TI: SLAB Spatial Audio Renderer

    Data.gov (United States)

    National Aeronautics and Space Administration — SLAB is a software-based, real-time virtual acoustic environment rendering system being developed as a tool for the study of spatial hearing. SLAB is designed to...

  14. Layered Textures for Image-Based Rendering

    Institute of Scientific and Technical Information of China (English)

    en-Cheng Wang; ui-Yu Li; in Zheng; n-Hua Wu

    2004-01-01

    An extension to texture mapping is given in this paper for improving the efficiency of image-based rendering. For a depth image with an orthogonal displacement at each pixel, it is decomposed by the displacement into a series of layered textures (LTs) with each one having the same displacement for all its texels. Meanwhile,some texels of the layered textures are interpolated for obtaining a continuous 3D approximation of the model represented in the depth image. Thus, the plane-to-plane texture mapping can be used to map these layered textures to produce novel views and the advantages can be obtained as follows: accelerating the rendering speed,supporting the 3D surface details and view motion parallax, and avoiding the expensive task of hole-filling in the rendering stage. Experimental results show the new method can produce high-quality images and run faster than many famous image-based rendering techniques.

  15. Composed Scattering Model for Direct Volume Rendering

    Institute of Scientific and Technical Information of China (English)

    蔡文立; 石教英

    1996-01-01

    Based on the equation of transfer in transport theory of optical physics,a new volume rendering model,called composed scattering model(CSM),is presented.In calculating the scattering term of the equation,it is decomposed into volume scattering intensity and surface scattering intensity,and they are composed with the boundary detection operator as the weight function.This proposed model differs from the most current volume rendering models in the aspect that in CSM segmentation and illumination intensity calculation are taken as two coherent parts while in existing models they are regarded as two separate ones.This model has been applied to the direct volume rendering of 3D data sets obtained by CT and MRI.The resultant images show not only rich details but also clear boundary surfaces.CSM is demonstrated to be an accurate volume rendering model suitable for CT and MRI data sets.

  16. Rendering Optical Effects Based on Spectra Representation in Complex Scenes

    OpenAIRE

    Dong, Weiming

    2006-01-01

    http://www.springerlink.com/; Rendering the structural color of natural objects or modern industrial products in the 3D environment is not possible with RGB-based graphics platforms and software and very time consuming, even with the most efficient spectra representation based methods previously proposed. Our framework allows computing full spectra light object interactions only when it is needed, i.e. for the part of the scene that requires simulating special spectra sensitive phenomena. Ach...

  17. Viewpoint Selection Using Hybrid Simplex Search and Particle Swarm Optimization for Volume Rendering

    Directory of Open Access Journals (Sweden)

    Zhang You-sai,,,

    2012-09-01

    Full Text Available In this paper we proposed a novel method of viewpoint selection using the hybrid Nelder-Mead (NM simplex search and particle swarm optimization (PSO to improve the efficiency and the intelligent level of volume rendering. This method constructed the viewpoint quality evaluation function in the form of entropy by utilizing the luminance and structure features of the two-dimensional projective image of volume data. During the process of volume rendering, the hybrid NM-PSO algorithm intended to locate the globally optimal viewpoint or a set of the optimized viewpoints automatically and intelligently. Experimental results have shown that this method avoids redundant interactions and evidently improves the efficiency of volume rendering. The optimized viewpoints can focus on the important structural features or the region of interest in volume data and exhibit definite correlation with the perception character of human visual system. Compared with the methods based on PSO or NM simplex search, our method has the better performance of convergence rate, convergence accuracy and robustness.

  18. Moisture Transfer through Facades Covered with Organic Binder Renders

    Directory of Open Access Journals (Sweden)

    Carmen DICO

    2013-07-01

    Full Text Available Year after year we witness the negative effect of water over buildings, caused by direct or indirect actions. This situation is obvious in case of old, historical building, subjected to this aggression for a long period of time, but new buildings are also affected. Moisture in building materials causes not only structural damage, but also reduces the thermal insulation capacity of building components.Materials like plasters or paints have been used historically for a long period of time, fulfilling two basics functions: Decoration and Protection. The most acute demands are made on exterior plasters, as they, besides being an important decorative element for the facade, must perform two different functions simultaneously: protect the substrate against weathering and moisture without sealing, providing it a certain ability to “breathe” (Heilen, 2005. In order to accomplish this aim, the first step is to understand the hygrothermal behavior of coating and substrate and define the fundamental principles of moisture transfer; According to Künzel’s Facade Protection Theory, two material properties play the most important role: Water absorption and Vapor permeability.In the context of recently adoption (2009 of the “harmonized” European standard EN 15824 – „Specifications for external renders and internal plasters based on organic binders”, this paper deals extensively with the interaction of the two mentioned above properties for the coating materials, covered by EN 15824.

  19. Dynamic real-time 4D cardiac MDCT image display using GPU-accelerated volume rendering.

    Science.gov (United States)

    Zhang, Qi; Eagleson, Roy; Peters, Terry M

    2009-09-01

    Intraoperative cardiac monitoring, accurate preoperative diagnosis, and surgical planning are important components of minimally-invasive cardiac therapy. Retrospective, electrocardiographically (ECG) gated, multidetector computed tomographical (MDCT), four-dimensional (3D + time), real-time, cardiac image visualization is an important tool for the surgeon in such procedure, particularly if the dynamic volumetric image can be registered to, and fused with the actual patient anatomy. The addition of stereoscopic imaging provides a more intuitive environment by adding binocular vision and depth cues to structures within the beating heart. In this paper, we describe the design and implementation of a comprehensive stereoscopic 4D cardiac image visualization and manipulation platform, based on the opacity density radiation model, which exploits the power of modern graphics processing units (GPUs) in the rendering pipeline. In addition, we present a new algorithm to synchronize the phases of the dynamic heart to clinical ECG signals, and to calculate and compensate for latencies in the visualization pipeline. A dynamic multiresolution display is implemented to enable the interactive selection and emphasis of volume of interest (VOI) within the entire contextual cardiac volume and to enhance performance, and a novel color and opacity adjustment algorithm is designed to increase the uniformity of the rendered multiresolution image of heart. Our system provides a visualization environment superior to noninteractive software-based implementations, but with a rendering speed that is comparable to traditional, but inferior quality, volume rendering approaches based on texture mapping. This retrospective ECG-gated dynamic cardiac display system can provide real-time feedback regarding the suspected pathology, function, and structural defects, as well as anatomical information such as chamber volume and morphology.

  20. Warning signals for poor performance improve human-robot interaction

    NARCIS (Netherlands)

    Brule, R. van den; Bijlstra, G.; Dotsch, R.; Haselager, W.F.G.; Wigboldus, D.H.J.

    2016-01-01

    The present research was aimed at investigating whether human-robot interaction (HRI) can be improved by a robot's nonverbal warning signals. Ideally, when a robot signals that it cannot guarantee good performance, people could take preventive actions to ensure the successful completion of the robot

  1. The Neglected Situation: Assessment Performance and Interaction in Context

    Science.gov (United States)

    Maddox, Bryan

    2015-01-01

    Informed by Goffman's influential essay on "The neglected situation" this paper examines the contextual and interactive dimensions of performance in large-scale educational assessments. The paper applies Goffman's participation framework and associated theory in linguistic anthropology to examine how testing situations are framed and…

  2. Warning signals for poor performance improve human-robot interaction

    NARCIS (Netherlands)

    Brule, R. van den; Bijlstra, G.; Dotsch, R.; Haselager, W.F.G.; Wigboldus, D.H.J.

    2016-01-01

    The present research was aimed at investigating whether human-robot interaction (HRI) can be improved by a robot's nonverbal warning signals. Ideally, when a robot signals that it cannot guarantee good performance, people could take preventive actions to ensure the successful completion of the robot

  3. Warning Signals for Poor Performance Improve Human-Robot Interaction

    NARCIS (Netherlands)

    van den Brule, Rik; Bijlstra, Gijsbert; Dotsch, Ron; Haselager, Pim; Wigboldus, Daniel HJ

    2016-01-01

    The present research was aimed at investigating whether human-robot interaction (HRI) can be improved by a robot’s nonverbal warning signals. Ideally, when a robot signals that it cannot guarantee good performance, people could take preventive actions to ensure the successful completion of the robot

  4. Warning Signals for Poor Performance Improve Human-Robot Interaction

    NARCIS (Netherlands)

    van den Brule, Rik; Bijlstra, Gijsbert; Dotsch, Ron; Haselager, Pim; Wigboldus, Daniel HJ

    2016-01-01

    The present research was aimed at investigating whether human-robot interaction (HRI) can be improved by a robot’s nonverbal warning signals. Ideally, when a robot signals that it cannot guarantee good performance, people could take preventive actions to ensure the successful completion of the robot

  5. Warning signals for poor performance improve human-robot interaction

    NARCIS (Netherlands)

    Brule, R. van den; Bijlstra, G.; Dotsch, R.; Haselager, W.F.G.; Wigboldus, D.H.J.

    2016-01-01

    The present research was aimed at investigating whether human-robot interaction (HRI) can be improved by a robot's nonverbal warning signals. Ideally, when a robot signals that it cannot guarantee good performance, people could take preventive actions to ensure the successful completion of the

  6. The Neglected Situation: Assessment Performance and Interaction in Context

    Science.gov (United States)

    Maddox, Bryan

    2015-01-01

    Informed by Goffman's influential essay on "The neglected situation" this paper examines the contextual and interactive dimensions of performance in large-scale educational assessments. The paper applies Goffman's participation framework and associated theory in linguistic anthropology to examine how testing situations are framed and…

  7. Monitoring User-System Performance in Interactive Retrieval Tasks

    NARCIS (Netherlands)

    Boldareva, L.; de Vries, A.P.; Hiemstra, Djoerd

    Monitoring user-system performance in interactive search is a challenging task. Traditional measures of retrieval evaluation, based on recall and precision, are not of any use in real time, for they require a priori knowledge of relevant documents. This paper shows how a Shannon entropy-based

  8. Monitoring user-system performance in interactive retrieval tasks

    NARCIS (Netherlands)

    L. Boldareva; A.P. de Vries (Arjen); D. Hiemstra

    2004-01-01

    textabstractMonitoring user-system performance in interactive search is a challenging task. Traditional measures of retrieval evaluation, based on recall and precision, are not of any use in real time, for they require a priori knowledge of relevant documents. This paper shows how a Shannon

  9. Monitoring user-system performance in interactive retrieval tasks

    NARCIS (Netherlands)

    Boldareva, L.; Vries, A.P. de; Hiemstra, D.

    2004-01-01

    Monitoring user-system performance in interactive search is a challenging task. Traditional measures of retrieval evaluation, based on recall and precision, are not of any use in real time, for they require a priori knowledge of relevant documents. This paper shows how a Shannon entropy-based measur

  10. Brain Image Representation and Rendering: A Survey

    Directory of Open Access Journals (Sweden)

    Mudassar Raza

    2012-09-01

    Full Text Available Brain image representation and rendering processes are basically used for evaluation, development and investigation consent experimental examination and formation of brain images of a variety of modalities that includes the major brain types like MEG, EEG, PET, MRI, CT or microscopy. So, there is a need to conduct a study to review the existing work in this area. This paper provides a review of different existing techniques and methods regarding the brain image representation and rendering. Image Rendering is the method of generating an image by means of a model, through computer programs. The basic purpose of brain image representation and rendering processes is to analyze the brain images precisely in order to effectively diagnose and examine the diseases and problems. The basic objective of this study is to evaluate and discuss different techniques and approaches proposed in order to handle different brain imaging types. The paper provides a short overview of different methods, in the form of advantages and limitations, presented in the prospect of brain image representation and rendering along with their sub categories proposed by different authors.

  11. An experiment on the color rendering of different light sources

    Science.gov (United States)

    Fumagalli, Simonetta; Bonanomi, Cristian; Rizzi, Alessandro

    2013-02-01

    The color rendering index (CRI) of a light source attempts to measure how much the color appearance of objects is preserved when they are illuminated by the given light source. This problem is of great importance for various industrial and scientific fields, such as lighting architecture, design, ergonomics, etc. Usually a light source is specified through the Correlated Color Temperature or CCT. However two (or more) light sources with the same CCT but different spectral power distribution can exist. Therefore color samples viewed under two light sources with equal CCTs can appear different. Hence, the need for a method to assess the quality of a given illuminant in relation to color. Recently CRI has had a renewed interest because of the new LED-based lighting systems. They usually have a color rendering index rather low, but good preservation of color appearance and a pleasant visual appearance (visual appeal). Various attempts to develop a new color rendering index have been done so far, but still research is working for a better one. This article describes an experiment performed by human observers concerning the appearance preservation of color under some light sources, comparing it with a range of available color rendering indices.

  12. 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.

  13. Volume Rendering for Curvilinear and Unstructured Grids

    Energy Technology Data Exchange (ETDEWEB)

    Max, N; Williams, P; Silva, C; Cook, R

    2003-03-05

    We discuss two volume rendering methods developed at Lawrence Livermore National Laboratory. The first, cell projection, renders the polygons in the projection of each cell. It requires a global visibility sort in order to composite the cells in back to front order, and we discuss several different algorithms for this sort. The second method uses regularly spaced slice planes perpendicular to the X, Y, or Z axes, which slice the cells into polygons. Both methods are supplemented with anti-aliasing techniques to deal with small cells that might fall between pixel samples or slice planes, and both have been parallelized.

  14. 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

  15. 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.

  16. Interaction Effects between Openness and Fluid Intelligence Predicting Scholastic Performance

    Directory of Open Access Journals (Sweden)

    Jing Zhang

    2015-09-01

    Full Text Available Figural reasoning as an indicator of fluid intelligence and the domains of the Five Factor Model were explored as predictors of scholastic performance. A total of 836 Chinese secondary school students (406 girls from grades 7 to 11 participated. Figural reasoning, as measured by Raven’s Standard Progressive Matrices, predicted performance in Math, Chinese, and English, and also for a composite score. Among the personality domains, Openness had a positive effect on performance for all subjects after controlling for all the other variables. For Conscientiousness, the effects were smaller and only significant for Math. Neuroticism had a negative effect on Math grades. The effects of Extraversion on all grades were very small and not significant. Most importantly, hierarchical latent regression analyses indicated that all interaction effects between Openness and figural reasoning were significant, revealing a compensatory interaction. Our results further suggest that scholastic performance basically relies on the same traits through the secondary school years. However, importance is given to interaction effects between ability and personality. Implications along with limitations and suggestions for future research are discussed.

  17. Perception-based 3D tactile rendering from a single image for human skin examinations by dynamic touch.

    Science.gov (United States)

    Kim, K; Lee, S

    2015-05-01

    Diagnosis of skin conditions is dependent on the assessment of skin surface properties that are represented by more tactile properties such as stiffness, roughness, and friction than visual information. Due to this reason, adding tactile feedback to existing vision based diagnosis systems can help dermatologists diagnose skin diseases or disorders more accurately. The goal of our research was therefore to develop a tactile rendering system for skin examinations by dynamic touch. Our development consists of two stages: converting a single image to a 3D haptic surface and rendering the generated haptic surface in real-time. Converting to 3D surfaces from 2D single images was implemented with concerning human perception data collected by a psychophysical experiment that measured human visual and haptic sensibility to 3D skin surface changes. For the second stage, we utilized real skin biomechanical properties found by prior studies. Our tactile rendering system is a standalone system that can be used with any single cameras and haptic feedback devices. We evaluated the performance of our system by conducting an identification experiment with three different skin images with five subjects. The participants had to identify one of the three skin surfaces by using a haptic device (Falcon) only. No visual cue was provided for the experiment. The results indicate that our system provides sufficient performance to render discernable tactile rendering with different skin surfaces. Our system uses only a single skin image and automatically generates a 3D haptic surface based on human haptic perception. Realistic skin interactions can be provided in real-time for the purpose of skin diagnosis, simulations, or training. Our system can also be used for other applications like virtual reality and cosmetic applications. © 2014 John Wiley & Sons A/S. Published by John Wiley & Sons Ltd.

  18. 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…

  19. ProteinShader: illustrative rendering of macromolecules

    Directory of Open Access Journals (Sweden)

    Weber Joseph R

    2009-03-01

    Full Text Available Abstract Background Cartoon-style illustrative renderings of proteins can help clarify structural features that are obscured by space filling or balls and sticks style models, and recent advances in programmable graphics cards offer many new opportunities for improving illustrative renderings. Results The ProteinShader program, a new tool for macromolecular visualization, uses information from Protein Data Bank files to produce illustrative renderings of proteins that approximate what an artist might create by hand using pen and ink. A combination of Hermite and spherical linear interpolation is used to draw smooth, gradually rotating three-dimensional tubes and ribbons with a repeating pattern of texture coordinates, which allows the application of texture mapping, real-time halftoning, and smooth edge lines. This free platform-independent open-source program is written primarily in Java, but also makes extensive use of the OpenGL Shading Language to modify the graphics pipeline. Conclusion By programming to the graphics processor unit, ProteinShader is able to produce high quality images and illustrative rendering effects in real-time. The main feature that distinguishes ProteinShader from other free molecular visualization tools is its use of texture mapping techniques that allow two-dimensional images to be mapped onto the curved three-dimensional surfaces of ribbons and tubes with minimum distortion of the images.

  20. 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…

  1. Messaging Performance of FIPA Interaction Protocols in Networked Embedded Controllers

    Directory of Open Access Journals (Sweden)

    Omar Jehovani López Orozco

    2007-12-01

    Full Text Available Agent-based technologies in production control systems could facilitate seamless reconfiguration and integration of mechatronic devices/modules into systems. Advances in embedded controllers which are continuously improving computational capabilities allow for software modularization and distribution of decisions. Agent platforms running on embedded controllers could hide the complexity of bootstrap and communication. Therefore, it is important to investigate the messaging performance of the agents whose main motivation is the resource allocation in manufacturing systems (i.e., conveyor system. The tests were implemented using the FIPA-compliant JADE-LEAP agent platform. Agent containers were distributed through networked embedded controllers, and agents were communicating using request and contract-net FIPA interaction protocols. The test scenarios are organized in intercontainer and intracontainer communications. The work shows the messaging performance for the different test scenarios using both interaction protocols.

  2. Messaging Performance of FIPA Interaction Protocols in Networked Embedded Controllers

    Directory of Open Access Journals (Sweden)

    García JoséAPérez

    2008-01-01

    Full Text Available Abstract Agent-based technologies in production control systems could facilitate seamless reconfiguration and integration of mechatronic devices/modules into systems. Advances in embedded controllers which are continuously improving computational capabilities allow for software modularization and distribution of decisions. Agent platforms running on embedded controllers could hide the complexity of bootstrap and communication. Therefore, it is important to investigate the messaging performance of the agents whose main motivation is the resource allocation in manufacturing systems (i.e., conveyor system. The tests were implemented using the FIPA-compliant JADE-LEAP agent platform. Agent containers were distributed through networked embedded controllers, and agents were communicating using request and contract-net FIPA interaction protocols. The test scenarios are organized in intercontainer and intracontainer communications. The work shows the messaging performance for the different test scenarios using both interaction protocols.

  3. Improving Learning Performance with Happiness by Interactive Scenarios

    Directory of Open Access Journals (Sweden)

    Chi-Hung Chuang

    2014-01-01

    Full Text Available Recently, digital learning has attracted a lot of researchers to improve the problems of learning carelessness, low learning ability, lack of concentration, and difficulties in comprehending the logic of math. In this study, a digital learning system based on Kinect somatosensory system is proposed to make children and teenagers happily learn in the course of the games and improve the learning performance. We propose two interactive geometry and puzzle games. The proposed somatosensory games can make learners feel curious and raise their motivation to find solutions for boring problems via abundant physical expressions and interactive operations. The players are asked to select particular operation by gestures and physical expressions within a certain time. By doing so, the learners can feel the fun of game playing and train their logic ability before they are aware. Experimental results demonstrate that the proposed somatosensory system can effectively improve the students’ learning performance.

  4. The interactive effects of conscientiousness and agreeableness on job performance.

    Science.gov (United States)

    Witt, L A; Burke, Lisa A; Barrick, Murray R; Mount, Michael K

    2002-02-01

    The authors hypothesized that the relationship between conscientiousness and job performance would be stronger for persons high in agreeableness than for those low in agreeableness. Results of hierarchical moderated regression analyses for 7 independent samples of employees across diverse occupations provided support for the hypothesis in 5 of the samples. In samples supporting the hypothesis, among the highly conscientious workers, those low in agreeableness were found to receive lower ratings of job performance than workers high in agreeableness. One explanation for lack of an interaction between conscientiousness and agreeableness in the other 2 samples is that those jobs were not characterized by frequent, cooperative interactions with others. Overall, the results show that highly conscientious workers who lack interpersonal sensitivity may be ineffective, particularly in jobs requiring cooperative interchange with others.

  5. Accelerating Time-Varying Hardware Volume Rendering Using TSP Trees and Color-Based Error Metrics

    Science.gov (United States)

    Ellsworth, David; Chiang, Ling-Jen; Shen, Han-Wei; Kwak, Dochan (Technical Monitor)

    2000-01-01

    This paper describes a new hardware volume rendering algorithm for time-varying data. The algorithm uses the Time-Space Partitioning (TSP) tree data structure to identify regions within the data that have spatial or temporal coherence. By using this coherence, the rendering algorithm can improve performance when the volume data is larger than the texture memory capacity by decreasing the amount of textures required. This coherence can also allow improved speed by appropriately rendering flat-shaded polygons instead of textured polygons, and by not rendering transparent regions. To reduce the polygonization overhead caused by the use of the hierarchical data structure, we introduce an optimization method using polygon templates. The paper also introduces new color-based error metrics, which more accurately identify coherent regions compared to the earlier scalar-based metrics. By showing experimental results from runs using different data sets and error metrics, we demonstrate that the new methods give substantial improvements in volume rendering performance.

  6. Interactions between space and effectiveness in human multisensory performance.

    Science.gov (United States)

    Nidiffer, Aaron R; Stevenson, Ryan A; Krueger Fister, Juliane; Barnett, Zachary P; Wallace, Mark T

    2016-07-29

    Several stimulus factors are important in multisensory integration, including the spatial and temporal relationships of the paired stimuli as well as their effectiveness. Changes in these factors have been shown to dramatically change the nature and magnitude of multisensory interactions. Typically, these factors are considered in isolation, although there is a growing appreciation for the fact that they are likely to be strongly interrelated. Here, we examined interactions between two of these factors - spatial location and effectiveness - in dictating performance in the localization of an audiovisual target. A psychophysical experiment was conducted in which participants reported the perceived location of visual flashes and auditory noise bursts presented alone and in combination. Stimuli were presented at four spatial locations relative to fixation (0°, 30°, 60°, 90°) and at two intensity levels (high, low). Multisensory combinations were always spatially coincident and of the matching intensity (high-high or low-low). In responding to visual stimuli alone, localization accuracy decreased and response times (RTs) increased as stimuli were presented at more eccentric locations. In responding to auditory stimuli, performance was poorest at the 30° and 60° locations. For both visual and auditory stimuli, accuracy was greater and RTs were faster for more intense stimuli. For responses to visual-auditory stimulus combinations, performance enhancements were found at locations in which the unisensory performance was lowest, results concordant with the concept of inverse effectiveness. RTs for these multisensory presentations frequently violated race-model predictions, implying integration of these inputs, and a significant location-by-intensity interaction was observed. Performance gains under multisensory conditions were larger as stimuli were positioned at more peripheral locations, and this increase was most pronounced for the low-intensity conditions. These

  7. Age and gender interactions in short distance triathlon performance.

    Science.gov (United States)

    Etter, Franziska; Knechtle, Beat; Bukowski, Arkadiusz; Rüst, Christoph Alexander; Rosemann, Thomas; Lepers, Romuald

    2013-01-01

    This study investigated the participation and performance trends as well as the age and gender interaction at the Olympic distance 'Zürich Triathlon' (1.5 km swim, 40 km cycle and 10 km run) from 2000 to 2010 in 7,939 total finishers (1,666 females and 6,273 males). Female triathletes aged from 40 to 54 years significantly (P triathlon performance increased after the age of 35 years, which appeared earlier compared to long distance triathlon as suggested by previous studies. Future investigations should compare gender difference in performance for different endurance events across age to confirm a possible effect of exercise duration on gender difference with advancing age.

  8. Anti-Aliased Rendering of Water Surface

    Institute of Scientific and Technical Information of China (English)

    Xue-Ying Qin; Eihachiro Nakamae; Wei Hua; Yasuo Nagai; Qun-Sheng Peng

    2004-01-01

    Water surface is one of the most important components of landscape scenes. When rendering spacious far from the viewpoint. This is because water surface consists of stochastic water waves which are usually modeled by periodic bump mapping. The incident rays on the water surface are actually scattered by the bumped waves,pattern, we estimate this solid angle of reflected rays and trace these rays. An image-based accelerating method is adopted so that the contribution of each reflected ray can be quickly obtained without elaborate intersection calculation. We also demonstrate anti-aliased shadows of sunlight and skylight on the water surface. Both the rendered images and animations show excellent effects on the water surface of a reservoir.

  9. 血管分割可视化中的快速交互型体渲染方法%Fast interactive volume rendering method for adjustable vessel segmentation visualization

    Institute of Scientific and Technical Information of China (English)

    MAXIME Guilbot; 杨新

    2008-01-01

    Medical diagnosis software and computer-assisted surgical systems often use segmented image data to help clinicians make decisions. The segmentation extracts the region of interest from the background, which makes the visualization clearer. However, no segmentation method can guarantee accurate results under all circumstances. As a result, the clinicians need a solution that enables them to check and validate the segmentation accuracy as well as displaying the segmented area without ambiguities.With the method presented in this paper, the real CT or MR image is displayed within the segmented region and the segmented boundaries can be expanded or contracted interactively. By this way, the clinicians are able to check and validate the segmentation visually and make more reliable decisions. After experiments with real data from a hospital, the presented method is proved to be suitable for efficiently detecting segmentation errors. The new algorithm uses new graphic processing uint (GPU) shading functions recently introduced in graphic cards and is fast enough to interact on the segmented area, which was not possible with previous methods.

  10. Visualization of Medpor implants using surface rendering

    Institute of Scientific and Technical Information of China (English)

    WANG Meng; GUI Lai; LIU Xiao-jing

    2011-01-01

    Background The Medpor surgical implant is one of the easiest implants in clinical practice, especially in craniomaxillofacial surgery. It is often used as a bone substitute material for the repair of skull defects and facial deformities. The Medpor implant has several advantages but its use is limited because it is radiolucent in both direct radiography and conventional computed tomography, causing serious problems with visualization.Methods In this study, a new technique for visualizing Medpor implants was evaluated in 10 patients who had undergone facial reconstruction using the material. Continuous volume scans were made using a 16-channel tomographic scanner and 3D reconstruction software was used to create surface renderings. The threshold values for surface renderings of the implant ranged from -70 HU to -20 HU, with bone as the default.Results The shape of the implants and the spatial relationship between bone and implant could both be displayed.Conclusion Surface rendering can allow successful visualization of Medpor implants in the body.

  11. Impact of peer interaction on conceptual test performance

    CERN Document Server

    Singh, Chandralekha

    2016-01-01

    We analyze the effectiveness of working in pairs on the Conceptual Survey of Electricity and Magnetism test in a calculus-based introductory physics course. Students who collaborated with a peer showed significantly larger normalized gain on individual testing than those who did not collaborate. We did not find statistically significant differences between the performance of students who were given an opportunity to formulate their own response before the peer discussions, compared to those who were not. Peer collaboration also shows evidence for co-construction of knowledge. Discussions with individual students show that students themselves value peer interaction. We discuss the effect of pairing students with different individual achievements.

  12. 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

  13. Defects of organization in rendering medical aid

    Directory of Open Access Journals (Sweden)

    Shavkat Islamov

    2010-09-01

    Full Text Available The defects of organization at the medical institution mean disturbance of rules, norms and order of rendering of medical aid. The number of organization defects in Uzbekistan increased from 20.42%, in 1999 to 25.46% in 2001 with gradual decrease to 19.9% in 2003 and 16.66%, in 2006 and gradual increase to 21.95% and 28.28% (P<0.05 in 2005 and 2008. Among the groups of essential defects of organization there were following: disturbance of transportation rules, lack of dispensary care, shortcomings in keeping medical documentation.

  14. Human performance measures for interactive haptic-audio-visual interfaces.

    Science.gov (United States)

    Jia, Dawei; Bhatti, Asim; Nahavandi, Saeid; Horan, Ben

    2013-01-01

    Virtual reality and simulation are becoming increasingly important in modern society and it is essential to improve our understanding of system usability and efficacy from the users' perspective. This paper introduces a novel evaluation method designed to assess human user capability when undertaking technical and procedural training using virtual training systems. The evaluation method falls under the user-centered design and evaluation paradigm and draws on theories of cognitive, skill-based and affective learning outcomes. The method focuses on user interaction with haptic-audio-visual interfaces and the complexities related to variability in users' performance, and the adoption and acceptance of the technologies. A large scale user study focusing on object assembly training tasks involving selecting, rotating, releasing, inserting, and manipulating three-dimensional objects was performed. The study demonstrated the advantages of the method in obtaining valuable multimodal information for accurate and comprehensive evaluation of virtual training system efficacy. The study investigated how well users learn, perform, adapt to, and perceive the virtual training. The results of the study revealed valuable aspects of the design and evaluation of virtual training systems contributing to an improved understanding of more usable virtual training systems.

  15. Individual performance and leader's laterality in interactive contests.

    Science.gov (United States)

    Mukherjee, Satyam

    2017-05-01

    Left-handedness is known to provide an intrinsic and tactical advantage at top level in many sports involving interactive contests. Again, most of the renowned leaders of the world are known to have been left-handed. Leadership plays an important role in politics, sports and mentorship. In this paper we show that Cricket captains who bat left-handed have a strategic advantage over the right-handed captains in One Day International (ODI) and Test matches. The present study involving 46 left-handed captains and 148 right-handed captains in ODI matches, reveal a strong relation between leader's laterality and team member performance, demonstrating the critical importance of left-handedness and successful leadership. The odds for superior batting performance in an ODI match under left-handed captains are 89% higher than the odds under right-handed captains. Our study shows that left-handed captains are more successful in extracting superior performance from the batsmen and bowlers in ODI and Test matches; perhaps indicating left-handed leaders are better motivators as leaders when compared to right-handed captains.

  16. A Fast Ray-Tracing Using Bounding Spheres and Frustum Rays for Dynamic Scene Rendering

    Science.gov (United States)

    Suzuki, Ken-Ichi; Kaeriyama, Yoshiyuki; Komatsu, Kazuhiko; Egawa, Ryusuke; Ohba, Nobuyuki; Kobayashi, Hiroaki

    Ray tracing is one of the most popular techniques for generating photo-realistic images. Extensive research and development work has made interactive static scene rendering realistic. This paper deals with interactive dynamic scene rendering in which not only the eye point but also the objects in the scene change their 3D locations every frame. In order to realize interactive dynamic scene rendering, RTRPS (Ray Tracing based on Ray Plane and Bounding Sphere), which utilizes the coherency in rays, objects, and grouped-rays, is introduced. RTRPS uses bounding spheres as the spatial data structure which utilizes the coherency in objects. By using bounding spheres, RTRPS can ignore the rotation of moving objects within a sphere, and shorten the update time between frames. RTRPS utilizes the coherency in rays by merging rays into a ray-plane, assuming that the secondary rays and shadow rays are shot through an aligned grid. Since a pair of ray-planes shares an original ray, the intersection for the ray can be completed using the coherency in the ray-planes. Because of the three kinds of coherency, RTRPS can significantly reduce the number of intersection tests for ray tracing. Further acceleration techniques for ray-plane-sphere and ray-triangle intersection are also presented. A parallel projection technique converts a 3D vector inner product operation into a 2D operation and reduces the number of floating point operations. Techniques based on frustum culling and binary-tree structured ray-planes optimize the order of intersection tests between ray-planes and a sphere, resulting in 50% to 90% reduction of intersection tests. Two ray-triangle intersection techniques are also introduced, which are effective when a large number of rays are packed into a ray-plane. Our performance evaluations indicate that RTRPS gives 13 to 392 times speed up in comparison with a ray tracing algorithm without organized rays and spheres. We found out that RTRPS also provides competitive

  17. 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.

  18. Rendering of 3D Dynamic Virtual Environments

    CERN Document Server

    Catanese, Salvatore; Fiumara, Giacomo; Pagano, Francesco

    2011-01-01

    In this paper we present a framework for the rendering of dynamic 3D virtual environments which can be integrated in the development of videogames. It includes methods to manage sounds and particle effects, paged static geometries, the support of a physics engine and various input systems. It has been designed with a modular structure to allow future expansions. We exploited some open-source state-of-the-art components such as OGRE, PhysX, ParticleUniverse, etc.; all of them have been properly integrated to obtain peculiar physical and environmental effects. The stand-alone version of the application is fully compatible with Direct3D and OpenGL APIs and adopts OpenAL APIs to manage audio cards. Concluding, we devised a showcase demo which reproduces a dynamic 3D environment, including some particular effects: the alternation of day and night infuencing the lighting of the scene, the rendering of terrain, water and vegetation, the reproduction of sounds and atmospheric agents.

  19. A Case Study of a Hybrid Parallel 3D Surface Rendering Graphics Architecture

    DEFF Research Database (Denmark)

    Holten-Lund, Hans Erik; Madsen, Jan; Pedersen, Steen

    1997-01-01

    This paper presents a case study in the design strategy used inbuilding a graphics computer, for drawing very complex 3Dgeometric surfaces. The goal is to build a PC based computer systemcapable of handling surfaces built from about 2 million triangles, andto be able to render a perspective view...... of these on a computer displayat interactive frame rates, i.e. processing around 50 milliontriangles per second. The paper presents a hardware/softwarearchitecture called HPGA (Hybrid Parallel Graphics Architecture) whichis likely to be able to carry out this task. The case study focuses ontechniques to increase...... the clock frequency as well as the parallelismof the system. This paper focuses on the back-end graphics pipeline,which is responsible for rasterizing triangles.%with a practically linear increase in performance. A pure software implementation of the proposed architecture iscurrently able to process 300...

  20. 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.

  1. Enhancing detailed haptic relief for real-time interaction

    OpenAIRE

    Theoktisto, Víctor

    2015-01-01

    The present document exposes a different approach for haptic rendering, defined as the simulation of force interactions to reproduce the sensation of surface relief in dense models. Current research shows open issues in timely haptic interaction involving large meshes, with several problems affecting performance and fidelity, and without a dominant technique to treat these issues properly. Relying in pure geometric collisions when rendering highly dense mesh models (hundreds of thousands ...

  2. 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.

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

    Science.gov (United States)

    Sicat, Ronell; Krüger, Jens; Möller, Torsten; Hadwiger, Markus

    2014-12-01

    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 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. Non-Photorealistic Rendering in Chinese Painting of Animals

    Institute of Scientific and Technical Information of China (English)

    2002-01-01

    A set of algorithms is proposed in this paper to automatically transform 3D animal models to Chinese painting style. Inspired by real painting process in Chinese painting of animals, we divide the whole rendering process into two parts: borderline stroke making and interior shading. In borderline stroke making process we first find 3D model silhouettes in real-time depending on the viewing direction of a user. After retrieving silhouette information from all model edges, a stroke linking mechanism is applied to link these independent edges into a long stroke. Finally we grow a plain thin silhouette line to a stylus stroke with various widths at each control point and a 2D brush model is combined with it to simulate a Chinese painting stroke. In the interior shading pipeline, three stages are used to convert a Gouraud-shading image to a Chinese painting style image: color quantization, ink diffusion and box filtering. The color quantization stage assigns all pixels in an image into four color levels and each level represents a color layer in a Chinese painting. Ink diffusion stage is used to transfer inks and water between different levels and to grow areas in an irregular way. The box filtering stage blurs sharp borders between different levels to embellish the appearance of final interior shading image. In addition to automatic rendering, an interactive Chinese painting system which is equipped with friendly input devices can be also combined to generate more artistic Chinese painting images manually.

  5. Incremental Volume Rendering Algorithm for Interactive 3D Ultrasound Imaging

    Science.gov (United States)

    1991-02-01

    hidden surface removal, such effects as cutaway viewing of the 17 Rat -cache (16 samples organized as 4-ary tree) embedded in an array,1,f -f I I I I I I...70. [Stick84] Stickels, K. R., and Wann, L.S. (1984). "An Analysis of Three- Dimensional Reconstructive Echocardiography ." Ultrasound in Med. & Biol

  6. Photon Differential Splatting for Rendering Caustics

    DEFF Research Database (Denmark)

    Frisvad, Jeppe Revall; Schjøth, Lars; Erleben, Kenny;

    2014-01-01

    We present a photon splatting technique which reduces noise and blur in the rendering of caustics. Blurring of illumination edges is an inherent problem in photon splatting, as each photon is unaware of its neighbours when being splatted. This means that the splat size is usually based...... on heuristics rather than knowledge of the local flux density. We use photon differentials to determine the size and shape of the splats such that we achieve adaptive anisotropic flux density estimation in photon splatting. As compared to previous work that uses photon differentials, we present the first method...... where no photons or beams or differentials need to be stored in a map. We also present improvements in the theory of photon differentials, which give more accurate results and a faster implementation. Our technique has good potential for GPU acceleration, and we limit the number of parameters requiring...

  7. 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.

  8. Constructing And Rendering Vectorised Photographic Images

    Directory of Open Access Journals (Sweden)

    P. J. Willis

    2013-06-01

    Full Text Available We address the problem of representing captured images in the continuous mathematical space more usually associated with certain forms of drawn ('vector' images. Such an image is resolution-independent so can be used as a master for varying resolution-specific formats. We briefly describe the main features of a vectorising codec for photographic images, whose significance is that drawing programs can access images and image components as first-class vector objects. This paper focuses on the problem of rendering from the isochromic contour form of a vectorised image and demonstrates a new fill algorithm which could also be used in drawing generally. The fill method is described in terms of level set diffusion equations for clarity. Finally we show that image warping is both simplified and enhanced in the vector form and that we can demonstrate real histogram equalisation with genuinely rectangular histograms straightforwardly.

  9. Real-time Flame Rendering with GPU and CUDA

    Directory of Open Access Journals (Sweden)

    Wei Wei

    2011-02-01

    Full Text Available This paper proposes a method of flame simulation based on Lagrange process and chemical composition, which was non-grid and the problems associated with there grids were overcome. The turbulence movement of flame was described by Lagrange process and chemical composition was added into flame simulation which increased the authenticity of flame. For real-time applications, this paper simplified the EMST model. GPU-based particle system combined with OpenGL VBO and PBO unique technology was used to accelerate finally, the speed of vertex and pixel data interaction between CPU and GPU increased two orders of magnitude, frame rate of rendering increased by 30%, which achieved fast dynamic flame real-time simulation. For further real-time applications, this paper presented a strategy to implement flame simulation with CUDA on GPU, which achieved a speed up to 2.5 times the previous implementation.

  10. Direct volume rendering methods for cell structures.

    Science.gov (United States)

    Martišek, Dalibor; Martišek, Karel

    2012-01-01

    The study of the complicated architecture of cell space structures is an important problem in biology and medical research. Optical cuts of cells produced by confocal microscopes enable two-dimensional (2D) and three-dimensional (3D) reconstructions of observed cells. This paper discuses new possibilities for direct volume rendering of these data. We often encounter 16 or more bit images in confocal microscopy of cells. Most of the information contained in these images is unsubstantial for the human vision. Therefore, it is necessary to use mathematical algorithms for visualization of such images. Present software tools as OpenGL or DirectX run quickly in graphic station with special graphic cards, run very unsatisfactory on PC without these cards and outputs are usually poor for real data. These tools are black boxes for a common user and make it impossible to correct and improve them. With the method proposed, more parameters of the environment can be set, making it possible to apply 3D filters to set the output image sharpness in relation to the noise. The quality of the output is incomparable to the earlier described methods and is worth increasing the computing time. We would like to offer mathematical methods of 3D scalar data visualization describing new algorithms that run on standard PCs very well.

  11. A learning-based approach for automated quality assessment of computer-rendered images

    Science.gov (United States)

    Zhang, Xi; Agam, Gady

    2012-01-01

    Computer generated images are common in numerous computer graphics applications such as games, modeling, and simulation. There is normally a tradeoff between the time allocated to the generation of each image frame and and the quality of the image, where better quality images require more processing time. Specifically, in the rendering of 3D objects, the surfaces of objects may be manipulated by subdividing them into smaller triangular patches and/or smoothing them so as to produce better looking renderings. Since unnecessary subdivision results in increased rendering time and unnecessary smoothing results in reduced details, there is a need to automatically determine the amount of necessary processing for producing good quality rendered images. In this paper we propose a novel supervised learning based methodology for automatically predicting the quality of rendered images of 3D objects. To perform the prediction we train on a data set which is labeled by human observers for quality. We are then able to predict the quality of renderings (not used in the training) with an average prediction error of roughly 20%. The proposed approach is compared to known techniques and is shown to produce better results.

  12. Interaction between supply chain risk and organizational performance

    Institute of Scientific and Technical Information of China (English)

    2008-01-01

    To offer a theoretic guidance to practice, on the basis of the work in an emerging strand of supply chain management and by matching the constructs of performance and risk together, a framework between supply chain risk management and organizational performance is developed. The framework includes a series of mutually associated processes as follows: risk sources and profiles, risk and performance drives, risk and performance consequences, risk management responses, and risk and performance outcomes. Furthe...

  13. Real-time Terrain Rendering using Smooth Hardware Optimized Level of Detail

    DEFF Research Database (Denmark)

    Larsen, Bent Dalgaard; Christensen, Niels Jørgen

    2003-01-01

    - also known as ’popping’, when reducing the geometry by exploiting the low-level hardware programmability in order to maintain interactive framerates. Terrain models are repolygonized in order to minimizing the visible error. Furthermore, the method minimizes CPU usage during rendering and requires...

  14. HDlive rendering images of the fetal stomach: a preliminary report.

    Science.gov (United States)

    Inubashiri, Eisuke; Abe, Kiyotaka; Watanabe, Yukio; Akutagawa, Noriyuki; Kuroki, Katumaru; Sugawara, Masaki; Maeda, Nobuhiko; Minami, Kunihiro; Nomura, Yasuhiro

    2015-01-01

    This study aimed to show reconstruction of the fetal stomach using the HDlive rendering mode in ultrasound. Seventeen healthy singleton fetuses at 18-34 weeks' gestational age were observed using the HDlive rendering mode of ultrasound in utero. In all of the fetuses, we identified specific spatial structures, including macroscopic anatomical features (e.g., the pyrous, cardia, fundus, and great curvature) of the fetal stomach, using the HDlive rendering mode. In particular, HDlive rendering images showed remarkably fine details that appeared as if they were being viewed under an endoscope, with visible rugal folds after 27 weeks' gestational age. Our study suggests that the HDlive rendering mode can be used as an additional method for evaluating the fetal stomach. The HDlive rendering mode shows detailed 3D structural images and anatomically realistic images of the fetal stomach. This technique may be effective in prenatal diagnosis for examining detailed information of fetal organs.

  15. Image-based haptic roughness estimation and rendering for haptic palpation from in vivo skin image.

    Science.gov (United States)

    Kim, Kwangtaek

    2017-08-08

    Despite the advancement of measuring technologies, there was a need for palpation by hands to be able to better diagnose skin diseases and to learn about the tactile properties of in vivo skin surface. However, directly touching in vivo skin surface can cause secondary infections or damages. Therefore, a technology providing infection- and damage-free skin palpations and precise haptic skin roughness rendering is needed. A multidimensional (2D and 3D) rendering system was developed for multimodal (visual and haptic) rendering that can run with any given in vivo input skin images. For haptic rendering, a commercial haptic device with 3 degrees of freedom (3DOF), Geomagic Touch X, was used. To improve haptic roughness rendering, a force shading algorithm that reduces force discontinuity on rough surface patches but preserves the original roughness values was implemented and applied. In addition, a new image-based roughness estimation method was introduced and the results were compared with haptic roughness results to verify roughness rendering in the system. The developed haptic roughness rendering system will help to diagnose abnormalities on in vivo skin surfaces by virtual haptic palpation with no concern about secondary infections or damages (caused by touch interactions) especially in case of psoriasis, atopic dermatitis, or aging, which results in significant changes of skin roughness. Besides, the system can also be a good tool to examine skin condition changes before and after the use of skin care products (cosmetics). In addition, the proposed 2D skin roughness estimation method can be applied for mobile applications to provide an online roughness estimation tool with a simple phone camera.

  16. Fast combinative volume rendering by indexed data structure

    Institute of Scientific and Technical Information of China (English)

    孙文武; 王文成; 吴恩华

    2001-01-01

    It is beneficial to study the interesting contents in a data set by combining and rendering variouscontents of the data. In this regard, an indexed data structure is proposed to facilitate the reorganization of data so that the contents of the data can be combined conveniently and only the selected contents in the data are processed for rendering. Based on the structure, the cells of different contents can be queued up easily so that the volume rendering can be conducted more accurately and quickly. Experimental results show that the indexed data structure is very efficient in improving combinative volume rendering.

  17. Real-Time Massive Model Rendering

    CERN Document Server

    Yoon, Sung-eui; Kasik, David

    2008-01-01

    Interactive display and visualization of large geometric and textured models is becoming a fundamental capability. There are numerous application areas, including games, movies, CAD, virtual prototyping, and scientific visualization. One of observations about geometric models used in interactive applications is that their model complexity continues to increase because of fundamental advances in 3D modeling, simulation, and data capture technologies. As computing power increases, users take advantage of the algorithmic advances and generate even more complex models and data sets. Therefore, the

  18. Two is better than one: Physical interactions improve motor performance in humans

    Science.gov (United States)

    Ganesh, G.; Takagi, A.; Osu, R.; Yoshioka, T.; Kawato, M.; Burdet, E.

    2014-01-01

    How do physical interactions with others change our own motor behavior? Utilizing a novel motor learning paradigm in which the hands of two - individuals are physically connected without their conscious awareness, we investigated how the interaction forces from a partner adapt the motor behavior in physically interacting humans. We observed the motor adaptations during physical interactions to be mutually beneficial such that both the worse and better of the interacting partners improve motor performance during and after interactive practice. We show that these benefits cannot be explained by multi-sensory integration by an individual, but require physical interaction with a reactive partner. Furthermore, the benefits are determined by both the interacting partner's performance and similarity of the partner's behavior to one's own. Our results demonstrate the fundamental neural processes underlying human physical interactions and suggest advantages of interactive paradigms for sport-training and physical rehabilitation.

  19. Aesthetics, Usefulness and Performance in User--Search-Engine Interaction

    Science.gov (United States)

    Katz, Adi

    2010-01-01

    Issues of visual appeal have become an integral part of designing interactive systems. Interface aesthetics may form users' attitudes towards computer applications and information technology. Aesthetics can affect user satisfaction, and influence their willingness to buy or adopt a system. This study follows previous studies that found that users…

  20. Effects of Imagined Interactions and Rehearsal on Speaking Performance

    Science.gov (United States)

    Choi, Charles W.; Honeycutt, James M.; Bodie, Graham D.

    2015-01-01

    Imagined interactions (IIs) constitute a type of social cognition that can reduce fear of communication. Through the mental preparation enabled by IIs, an individual can reduce disfluencies and mitigate the anxiety that arises from a speech. Study 1 indicated that rehearsal influences the reduction of silent pauses but not vocalized pauses. In…

  1. Feature-Adaptive Rendering of Loop Subdivision Surfaces on Modern GPUs

    Institute of Scientific and Technical Information of China (English)

    黄韵岑; 冯结青; 崔元敏; 杨宝光

    2014-01-01

    We present a novel approach for real-time rendering Loop subdivision surfaces on modern graphics hardware. Our algorithm evaluates both positions and normals accurately, thus providing the true Loop subdivision surface. The core idea is to recursively refine irregular patches using a GPU compute kernel. All generated regular patches are then directly evaluated and rendered using the hardware tessellation unit. Our approach handles triangular control meshes of arbitrary topologies and incorporates common subdivision surface features such as semi-sharp creases and hierarchical edits. While surface rendering is accurate up to machine precision, we also enforce a consistent bitwise evaluation of positions and normals at patch boundaries. This is particularly useful in the context of displacement mapping which strictly requires matching surface normals. Furthermore, we incorporate efficient level-of-detail rendering where subdivision depth and tessellation density can be adjusted on-the-fly. Overall, our algorithm provides high-quality results at real-time frame rates, thus being ideally suited to interactive rendering applications such as video games or authoring tools.

  2. Interactive effects of personality and friendship networks on contextual performance

    National Research Council Canada - National Science Library

    Lee, Yen-Hua; Yang, Lih-Shing; Wan, Kuang Man; Chen, Guan-Hong

    2010-01-01

    .... The aim in this research was to present a model of how friendship networks and the personality characteristic of conscientiousness could intensify individual contextual performance of the employee...

  3. Immersive Photography Renders 360 degree Views

    Science.gov (United States)

    2008-01-01

    An SBIR contract through Langley Research Center helped Interactive Pictures Corporation, of Knoxville, Tennessee, create an innovative imaging technology. This technology is a video imaging process that allows real-time control of live video data and can provide users with interactive, panoramic 360 views. The camera system can see in multiple directions, provide up to four simultaneous views, each with its own tilt, rotation, and magnification, yet it has no moving parts, is noiseless, and can respond faster than the human eye. In addition, it eliminates the distortion caused by a fisheye lens, and provides a clear, flat view of each perspective.

  4. Changes in cerebro-cerebellar interaction during response inhibition after performance improvement.

    Science.gov (United States)

    Hirose, Satoshi; Jimura, Koji; Kunimatsu, Akira; Abe, Osamu; Ohtomo, Kuni; Miyashita, Yasushi; Konishi, Seiki

    2014-10-01

    It has been demonstrated that motor learning is supported by the cerebellum and the cerebro-cerebellar interaction. Response inhibition involves motor responses and the higher-order inhibition that controls the motor responses. In this functional MRI study, we measured the cerebro-cerebellar interaction during response inhibition in two separate days of task performance, and detected the changes in the interaction following performance improvement. Behaviorally, performance improved in the second day, compared to the first day. The psycho-physiological interaction (PPI) analysis revealed the interaction decrease from the right inferior frontal cortex (rIFC) to the cerebellum (lobule VII or VI). It was also revealed that the interaction increased from the same cerebellar region to the primary motor area. These results suggest the involvement of the cerebellum in response inhibition, and raise the possibility that the performance improvement was supported by the changes in the cerebro-cerebellar interaction.

  5. The interaction between sleep quality and academic performance.

    Science.gov (United States)

    Ahrberg, K; Dresler, M; Niedermaier, S; Steiger, A; Genzel, L

    2012-12-01

    Sleep quality has significant effects on cognitive performance and is influenced by multiple factors such as stress. Contrary to the ideal, medical students and residents suffer from sleep deprivation and stress at times when they should achieve the greatest amount of learning. In order to examine the relationship between sleep quality and academic performance, 144 medical students undertaking the pre-clinical board exam answered a survey regarding their subjective sleep quality (Pittsburgh sleep quality index, PSQI), grades and subjective stress for three different time points: semester, pre- and post-exam. Academic performance correlated with stress and sleep quality pre-exam (r = 0.276, p performance meant low sleep quality and high stress), however not with the stress or sleep quality during the semester and post-exam. 59% of all participants exhibited clinically relevant sleep disturbances (PSQI > 5) during exam preparation compared to 29% during the semester and 8% post-exam. This study shows that in medical students it is not the generally poor sleepers, who perform worse in the medical board exams. Instead students who will perform worse on their exams seem to be more stressed and suffer from poor sleep quality. However, poor sleep quality may negatively impact test performance as well, creating a vicious circle. Furthermore, the rate of sleep disturbances in medical students should be cause for intervention.

  6. 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.

  7. 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.

  8. 7 CFR 54.15 - Advance information concerning service rendered.

    Science.gov (United States)

    2010-01-01

    ... 7 Agriculture 3 2010-01-01 2010-01-01 false Advance information concerning service rendered. 54.15... Service § 54.15 Advance information concerning service rendered. Upon request of any applicant, all or any... SERVICE (Standards, Inspections, Marketing Practices), DEPARTMENT OF AGRICULTURE (CONTINUED)...

  9. 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.

  10. Research of global illumination algorithms rendering in glossy scene

    Institute of Scientific and Technical Information of China (English)

    BAI Shuangxue; ZHANG Qiang; ZHOU Dongsheng

    2012-01-01

    In computer graphic (CG), illumination rendering generated realistic effect at virtual scene is amazing. Not only plausible lighting effect is to show the relative position between of the objects, but also to reflect the material of visual appearance of the vir- tual objects. The diffuse-scene rendering reflectance credibility has gradually matured. Global illumination rendering method for the glossy material is still a challenge for the CG research. Because of the shiny materials is highly energy reflection between the com- plex light paths. Whether we trace glossy reflection paths, or use of one-reflection or multi-reflection approximate above complex il- lumination transmission is a difficult working. This paper we gather some commonly used global illumination algorithms recently year and its extension glossy scene improvements. And we introduce the limitation of classical algorithms rendering glossy scene and some extended solution. Finally, we will summarize the illumination rendering for specular scene, there are still some open prob- lems.

  11. A Volume Rendering Algorithm for Sequential 2D Medical Images

    Institute of Scientific and Technical Information of China (English)

    吕忆松; 陈亚珠

    2002-01-01

    Volume rendering of 3D data sets composed of sequential 2D medical images has become an important branch in image processing and computer graphics.To help physicians fully understand deep-seated human organs and focuses(e.g.a tumour)as 3D structures.in this paper,we present a modified volume rendering algorithm to render volumetric data,Using this method.the projection images of structures of interest from different viewing directions can be obtained satisfactorily.By rotating the light source and the observer eyepoint,this method avoids rotates the whole volumetric data in main memory and thus reduces computational complexity and rendering time.Experiments on CT images suggest that the proposed method is useful and efficient for rendering 3D data sets.

  12. Repente and Stand-up Comedy: Interactive Performances

    OpenAIRE

    Priscila Duarte Guerra

    2013-01-01

    The purpose of this study is to examine the tradition of repente and the practice of stand-up comedy on their similarities and dissimilarities, through certain points such as the space, the interaction with the public, the social aspects and the media. Furthermore, find the possible solutions to the problem of laughter in music. The results of the comparison between the repente and the stand-up comedy showed that the relation between the artist and the audience is fundamental so that the perf...

  13. 3D chromosome rendering from Hi-C data using virtual reality

    Science.gov (United States)

    Zhu, Yixin; Selvaraj, Siddarth; Weber, Philip; Fang, Jennifer; Schulze, Jürgen P.; Ren, Bing

    2015-01-01

    Most genome browsers display DNA linearly, using single-dimensional depictions that are useful to examine certain epigenetic mechanisms such as DNA methylation. However, these representations are insufficient to visualize intrachromosomal interactions and relationships between distal genome features. Relationships between DNA regions may be difficult to decipher or missed entirely if those regions are distant in one dimension but could be spatially proximal when mapped to three-dimensional space. For example, the visualization of enhancers folding over genes is only fully expressed in three-dimensional space. Thus, to accurately understand DNA behavior during gene expression, a means to model chromosomes is essential. Using coordinates generated from Hi-C interaction frequency data, we have created interactive 3D models of whole chromosome structures and its respective domains. We have also rendered information on genomic features such as genes, CTCF binding sites, and enhancers. The goal of this article is to present the procedure, findings, and conclusions of our models and renderings.

  14. HAPTIC RENDERING OF THIN AND SOFT OBJECTS

    Directory of Open Access Journals (Sweden)

    Anish Garg

    2013-02-01

    Full Text Available In this work, we take up the problem of modeling deformations, both local and global, along with stable translations for radially-thin virtual objects especially like that of a wire or a spaghetti noodle, during haptic manipulation. To achieve this we recommend the use of mass-spring systems rather than geometric models like vertex based and free form deformation as they do not model the physics behind the interactions. Finite Equation Methods (FEMs are also not chosen as they are computationally expensive for fast haptic interactions and force feedback. We have explored different types of distribution of masses within the volume of the object, in order to come up with a suitable distribution of masses and network of springs and dampers so that the simulations mimic the behavior of a real object. We also model the constraint forces like normal and frictional forces between the object and the plane on which it is kept. Further, we simulate the effect of a varying temperature distribution of the object and discuss how anisotropic deformation of an object may be effected. We demonstrate through experimentations that it is indeed possible to haptically interact with virtual soft objects.

  15. High-performance functional Renormalization Group calculations for interacting fermions

    Science.gov (United States)

    Lichtenstein, J.; Sánchez de la Peña, D.; Rohe, D.; Di Napoli, E.; Honerkamp, C.; Maier, S. A.

    2017-04-01

    We derive a novel computational scheme for functional Renormalization Group (fRG) calculations for interacting fermions on 2D lattices. The scheme is based on the exchange parametrization fRG for the two-fermion interaction, with additional insertions of truncated partitions of unity. These insertions decouple the fermionic propagators from the exchange propagators and lead to a separation of the underlying equations. We demonstrate that this separation is numerically advantageous and may pave the way for refined, large-scale computational investigations even in the case of complex multiband systems. Furthermore, on the basis of speedup data gained from our implementation, it is shown that this new variant facilitates efficient calculations on a large number of multi-core CPUs. We apply the scheme to the t ,t‧ Hubbard model on a square lattice to analyze the convergence of the results with the bond length of the truncation of the partition of unity. In most parameter areas, a fast convergence can be observed. Finally, we compare to previous results in order to relate our approach to other fRG studies.

  16. National diversity and team performance: the moderating role of interactional justice climate

    NARCIS (Netherlands)

    Buengeler, C.; den Hartog, D.N.

    2015-01-01

    In this team-level study, we present and test a model in which two aspects of interactional justice climate, its level and its strength, interact to moderate the effects of national diversity on team performance. Connecting the literatures on team diversity and (interactional) justice climate, we hy

  17. Unsteady aerodynamic interaction effects on turbomachinery blade life and performance

    Science.gov (United States)

    Adamczyk, John J.

    1992-01-01

    This paper is an attempt to address the impact of a class of unsteady flows on the life and performance of turbomachinery blading. These class of flows to be investigated are those whose characteristic frequency is an integral multiple of rotor shaft speed. Analysis of data recorded downstream of a compressor and turbine rotor will reveal that this class of flows can be highly three-dimensional and may lead to the generation of secondary flows within downstream blading. By explicitly accounting for these unsteady flows in the design of turbomachinery blading for multistage applications, it may be possible to bring about gains in performance and blade life.

  18. 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.

  19. Measuring User Performance during Interactions with Digital Video Collections.

    Science.gov (United States)

    Yang, Meng; Wildemuth, Barbara M.; Marchionini, Gary; Wilkens, Todd; Geisler, Gary; Hughes, Anthony; Gruss, Richard; Webster, Curtis

    2003-01-01

    Proposes two general classes of user tasks-recognition tasks and tasks requiring inference-for which performance measures were developed. The measures include graphical object recognition, textual object recognition, action recognition, free-text gist determination, multiple-choice gist determination and visual gist determination. Results from two…

  20. Interaction between force production and cognitive performance in humans

    NARCIS (Netherlands)

    Zijdewind, Inge; van Duinen, Hiske; Zielman, R; Lorist, MM

    2006-01-01

    Objective: A dual task paradigm was used to examine the effects of the generation of force on cognitive performance. Methods: Subjects (n = 22) were asked to respond to auditory stimuli with their left middle or index finger and concurrently maintain a sub-maximal contraction with their right index

  1. On-line Free-viewpoint Video: From Single to Multiple View Rendering

    Institute of Scientific and Technical Information of China (English)

    Vincent Nozick; Hideo Saito

    2008-01-01

    In recent years, many image-based rendering techniques have advanced from static to dynamic scenes and thus become video-based rendering (VBR) methods. But actually, only a few of them can render new views on-line. We present a new VBR system that creates new views of a live dynamic scene. This system provides high quality images and does not require any background subtraction. Our method follows a plane-sweep approach and reaches real-time rendering using consumer graphic hardware, graphics processing unit (GPU). Only one computer is used for both acquisition and rendering. The video stream acquisition is performed by at least 3 webcams. We propose an additional video stream management that extends the number of webcams to 10 or more. These considerations make our system low-cost and hence accessible for everyone. We also present an adaptation of our plane-sweep method to create simultaneously multiple views of the scene in real-time. Our system is especially designed for stereovision using autostereoscopic displays. The new views are computed from 4 webcams connected to a computer and are compressed in order to be transfered to a mobile phone. Using CPU programming, our method provides up to 16 images of the scene in real-time. The use of both GPU and CPU makes this method work on only one consumer grade computer.

  2. Rendering-oriented multiview video coding based on chrominance information reconstruction

    Science.gov (United States)

    Shao, Feng; Yu, Mei; Jiang, Gangyi; Zhang, Zhaoyang

    2010-05-01

    Three-dimensional (3-D) video systems are expected to be a next-generation visual application. Since multiview video for 3-D video systems is composed of color and associated depth information, its huge requirement for data storage and transmission is an important problem. We propose a rendering-oriented multiview video coding (MVC) method based on chrominance information reconstruction that incorporates the rendering technique into the MVC process. The proposed method discards certain chrominance information to reduce bitrates, and performs reasonable bitrate allocation between color and depth videos. At the decoder, a chrominance reconstruction algorithm is presented to achieve accurate reconstruction by warping the neighboring views and colorizing the luminance-only pixels. Experimental results show that the proposed method can save nearly 20% on bitrates against the results without discarding the chrominance information. Moreover, under a fixed bitrate budget, the proposed method can greatly improve the rendering quality.

  3. 3-D wavelet compression and progressive inverse wavelet synthesis rendering of concentric mosaic.

    Science.gov (United States)

    Luo, Lin; Wu, Yunnan; Li, Jin; Zhang, Ya-Qin

    2002-01-01

    Using an array of photo shots, the concentric mosaic offers a quick way to capture and model a realistic three-dimensional (3-D) environment. We compress the concentric mosaic image array with a 3-D wavelet transform and coding scheme. Our compression algorithm and bitstream syntax are designed to ensure that a local view rendering of the environment requires only a partial bitstream, thereby eliminating the need to decompress the entire compressed bitstream before rendering. By exploiting the ladder-like structure of the wavelet lifting scheme, the progressive inverse wavelet synthesis (PIWS) algorithm is proposed to maximally reduce the computational cost of selective data accesses on such wavelet compressed datasets. Experimental results show that the 3-D wavelet coder achieves high-compression performance. With the PIWS algorithm, a 3-D environment can be rendered in real time from a compressed dataset.

  4. Spatial sound rendering of a playing xylophone for the telepresence application

    DEFF Research Database (Denmark)

    Markovic, Milos; Madsen, Esben; Hoffmann, Pablo F.

    2013-01-01

    and spatial properties of the sound field created by a xylophone as a distributed sound source were analyzed. Xylophone recordings were performed using different microphone configurations: one and two-channel recording setups are implemented. One-channel recording technique with binaural synthesis for spatial...... played at the student's location is required at the teacher’s site. This paper presents a comparison of different recording techniques for a spatial xylophone sound rendering, focusing on the horizontal width of the xylophone auditory image. The directivity pattern of the xylophone was measured...... xylophone sound rendering is proposed. The recorded signal is processed in order to define multiple virtual sources which are spatially distributed for the auditory width representation of the virtual xylophone. The results of the analyzed recording and rendering techniques are compared in terms...

  5. INTERACT

    DEFF Research Database (Denmark)

    Jochum, Elizabeth; Borggreen, Gunhild; Murphey, TD

    This paper considers the impact of visual art and performance on robotics and human-computer interaction and outlines a research project that combines puppetry and live performance with robotics. Kinesics—communication through movement—is the foundation of many theatre and performance traditions...... interaction between a human operator and an artificial actor or agent. We can apply insights from puppetry to develop culturally-aware robots. Here we describe the development of a robotic marionette theatre wherein robotic controllers assume the role of human puppeteers. The system has been built, tested...

  6. VITRAIL: Acquisition, Modeling, and Rendering of Stained Glass.

    Science.gov (United States)

    Thanikachalam, Niranjan; Baboulaz, Loic; Prandoni, Paolo; Trumpler, Stefan; Wolf, Sophie; Vetterli, Martin

    2016-10-01

    Stained glass windows are designed to reveal their powerful artistry under diverse and time-varying lighting conditions; virtual relighting of stained glass, therefore, represents an exceptional tool for the appreciation of this age old art form. However, as opposed to most other artifacts, stained glass windows are extremely difficult if not impossible to analyze using controlled illumination because of their size and position. In this paper, we present novel methods built upon image based priors to perform virtual relighting of stained glass artwork by acquiring the actual light transport properties of a given artifact. In a preprocessing step, we build a material-dependent dictionary for light transport by studying the scattering properties of glass samples in a laboratory setup. We can now use the dictionary to recover a light transport matrix in two ways: under controlled illuminations the dictionary constitutes a sparsifying basis for a compressive sensing acquisition, while in the case of uncontrolled illuminations the dictionary is used to perform sparse regularization. The proposed basis preserves volume impurities and we show that the retrieved light transport matrix is heterogeneous, as in the case of real world objects. We present the rendering results of several stained glass artifacts, including the Rose Window of the Cathedral of Lausanne, digitized using the presented methods.

  7. Pseudoephedrine and circadian rhythm interaction on neuromuscular performance.

    Science.gov (United States)

    Pallarés, J G; López-Samanes, Á; Fernández-Elías, V E; Aguado-Jiménez, R; Ortega, J F; Gómez, C; Ventura, R; Segura, J; Mora-Rodríguez, R

    2015-12-01

    This study analyzed the effects of pseudoephedrine (PSE) provided at different time of day on neuromuscular performance, side effects, and violation of the current doping cut-off threshold [World Anti-Doping Agency (WADA)]. Nine resistance-trained males carried out bench press and full squat exercises against four incremental loads (25%, 50%, 75%, and 90% one repetition maximum [1RM]), in a randomized, double-blind, cross-over design. Participants ingested either 180 mg of PSE (supra-therapeutic dose) or placebo in the morning (7:00 h; AM(PLAC) and AM(PSE)) and in the afternoon (17:00 h; PM(PLAC) and PM(PSE)). PSE enhanced muscle contraction velocity against 25% and 50% 1RM loads, only when it was ingested in the mornings, and only in the full squat exercise (4.4-8.7%; P < 0.05). PSE ingestion raised urine and plasma PSE concentrations (P < 0.05) regardless of time of day; however, cathine only increased in the urine samples. PSE ingestion resulted in positive tests occurring in 11% of samples, and it rose some adverse side effects such us tachycardia and heart palpitations. Ingestion of a single dose of 180 mg of PSE results in enhanced lower body muscle contraction velocity against low and moderate loads only in the mornings. These mild performance improvements are accompanied by undesirable side effects and an 11% risk of surpassing the doping threshold.

  8. Leadership Network and Team Performance in Interactive Contests

    CERN Document Server

    Mukherjee, Satyam

    2016-01-01

    Over the years, the concept of leadership has experienced a paradigm shift - from solitary leader (centralized leadership) to de-centralized leadership or distributed leadership. This paper explores the idea that centralized leadership, as earlier suggested, negatively impacts team performance. I applied the hypothesis to cricket, a sport in which leaders play an important role in team's success. I generated batting partnership network and evaluated the central-most player in the team, applying tools of social network analysis. Analyzing 3420 matches in one day international cricket and 1979 Test matches involving 10 teams, I examined the impact of centralized leadership in outcome of a contest. I observed that the odds for winning a one day international match under centralized leadership is 30% higher than the odds for winning under de-centralized leadership. In both forms of cricket (Test and one day international ), I failed to find evidence that distributed leadership is associated with higher team perfo...

  9. Interactional justice as a mediator of the relationship between pay for performance and job satisfaction

    Directory of Open Access Journals (Sweden)

    Azman Ismail

    2011-11-01

    Full Text Available Purpose: This study was conducted to examine the effect of pay for performance and interactional justice on job satisfaction.Design/methodology/approach: A survey method was used to collect 107 usable questionnaires from employees who work in the US subsidiary manufacturing firm operating in a silicon valley in East Malaysia, Malaysia.Findings: The outcomes showed two important findings: first, relationship between interactional justice and adequacy of pay significantly correlated with job satisfaction. Second, relationship between interactional justice and participation in pay systems significantly correlated with job satisfaction. Statistically, this result confirms that interactional justice does act as a mediating variable in the pay for performance models of the studied organization.Originality/value: Most previous research tested a direct effect of pay for performance on job satisfaction. Unlike such research approach, this study discovers that interactional justice has strengthened the effect of pay for performance on job satisfaction in a compensation system framework.

  10. Multiresolution maximum intensity volume rendering by morphological adjunction pyramids

    NARCIS (Netherlands)

    Roerdink, Jos B.T.M.

    We describe a multiresolution extension to maximum intensity projection (MIP) volume rendering, allowing progressive refinement and perfect reconstruction. The method makes use of morphological adjunction pyramids. The pyramidal analysis and synthesis operators are composed of morphological 3-D

  11. Multiresolution Maximum Intensity Volume Rendering by Morphological Adjunction Pyramids

    NARCIS (Netherlands)

    Roerdink, Jos B.T.M.

    2001-01-01

    We describe a multiresolution extension to maximum intensity projection (MIP) volume rendering, allowing progressive refinement and perfect reconstruction. The method makes use of morphological adjunction pyramids. The pyramidal analysis and synthesis operators are composed of morphological 3-D

  12. Foggy Scene Rendering Based on Transmission Map Estimation

    Directory of Open Access Journals (Sweden)

    Fan Guo

    2014-01-01

    Full Text Available Realistic rendering of foggy scene is important in game development and virtual reality. Traditional methods have many parameters to control or require a long time to compute, and they are usually limited to depicting a homogeneous fog without considering the foggy scene with heterogeneous fog. In this paper, a new rendering method based on transmission map estimation is proposed. We first generate perlin noise image as the density distribution texture of heterogeneous fog. Then we estimate the transmission map using the Markov random field (MRF model and the bilateral filter. Finally, virtual foggy scene is realistically rendered with the generated perlin noise image and the transmission map according to the atmospheric scattering model. Experimental results show that the rendered results of our approach are quite satisfactory.

  13. Comparison of Morphological Pyramids for Multiresolution MIP Volume Rendering

    NARCIS (Netherlands)

    Roerdink, Jos B.T.M.

    2002-01-01

    We recently proposed a multiresolution representation for maximum intensity projection (MIP) volume rendering based on morphological adjunction pyramids which allow progressive refinement and have the property of perfect reconstruction. In this algorithm the pyramidal analysis and synthesis

  14. 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 ... the objective of achieving sustainable livelihoods for the poor and commonages. ... marketing and management to adequately service the land reform programs.

  15. does knowledge influence their attitude and comfort in rendering care?

    African Journals Online (AJOL)

    kemrilib

    Physicians and AIDS care: does knowledge influence their attitude and comfort in rendering ... experience, age and being a consultant or a senior resident influenced attitude, while male ..... having or not having children, prior instructions on ...

  16. Accelerating Monte Carlo Renderers by Ray Histogram Fusion

    Directory of Open Access Journals (Sweden)

    Mauricio Delbracio

    2015-03-01

    Full Text Available This paper details the recently introduced Ray Histogram Fusion (RHF filter for accelerating Monte Carlo renderers [M. Delbracio et al., Boosting Monte Carlo Rendering by Ray Histogram Fusion, ACM Transactions on Graphics, 33 (2014]. In this filter, each pixel in the image is characterized by the colors of the rays that reach its surface. Pixels are compared using a statistical distance on the associated ray color distributions. Based on this distance, it decides whether two pixels can share their rays or not. The RHF filter is consistent: as the number of samples increases, more evidence is required to average two pixels. The algorithm provides a significant gain in PSNR, or equivalently accelerates the rendering process by using many fewer Monte Carlo samples without observable bias. Since the RHF filter depends only on the Monte Carlo samples color values, it can be naturally combined with all rendering effects.

  17. Wavelet subdivision methods gems for rendering curves and surfaces

    CERN Document Server

    Chui, Charles

    2010-01-01

    OVERVIEW Curve representation and drawing Free-form parametric curves From subdivision to basis functions Wavelet subdivision and editing Surface subdivision BASIS FUNCTIONS FOR CURVE REPRESENTATION Refinability and scaling functions Generation of smooth basis functions Cardinal B-splines Stable bases for integer-shift spaces Splines and polynomial reproduction CURVE SUBDIVISION SCHEMES Subdivision matrices and stencils B-spline subdivision schemes Closed curve rendering Open curve rendering BASIS FUNCTIONS GENERATED BY SUBDIVISION MATRICES Subdivision operators The up-sampling convolution ope

  18. Temporally rendered automatic cloud extraction (TRACE) system

    Science.gov (United States)

    Bodrero, Dennis M.; Yale, James G.; Davis, Roger E.; Rollins, John M.

    1999-10-01

    Smoke/obscurant testing requires that 2D cloud extent be extracted from visible and thermal imagery. These data are used alone or in combination with 2D data from other aspects to make 3D calculations of cloud properties, including dimensions, volume, centroid, travel, and uniformity. Determining cloud extent from imagery has historically been a time-consuming manual process. To reduce time and cost associated with smoke/obscurant data processing, automated methods to extract cloud extent from imagery were investigated. The TRACE system described in this paper was developed and implemented at U.S. Army Dugway Proving Ground, UT by the Science and Technology Corporation--Acuity Imaging Incorporated team with Small Business Innovation Research funding. TRACE uses dynamic background subtraction and 3D fast Fourier transform as primary methods to discriminate the smoke/obscurant cloud from the background. TRACE has been designed to run on a PC-based platform using Windows. The PC-Windows environment was chosen for portability, to give TRACE the maximum flexibility in terms of its interaction with peripheral hardware devices such as video capture boards, removable media drives, network cards, and digital video interfaces. Video for Windows provides all of the necessary tools for the development of the video capture utility in TRACE and allows for interchangeability of video capture boards without any software changes. TRACE is designed to take advantage of future upgrades in all aspects of its component hardware. A comparison of cloud extent determined by TRACE with manual method is included in this paper.

  19. 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.

  20. Fast DRR splat rendering using common consumer graphics hardware.

    Science.gov (United States)

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

    2007-11-01

    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 2 x 10(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.

  1. A proxy method for real-time 3-DOF haptic rendering of streaming point cloud data.

    Science.gov (United States)

    Rydén, Fredrik; Chizeck, Howard Jay

    2013-01-01

    This paper presents a new haptic rendering method for streaming point cloud data. It provides haptic rendering of moving physical objects using data obtained from RGB-D cameras. Thus, real-time haptic interaction with moving objects can be achieved using noncontact sensors. This method extends "virtual coupling"-based proxy methods in a way that does not require preprocessing of points and allows for spatial point cloud discontinuities. The key ideas of the algorithm are iterative motion of the proxy with respect to the points, and the use of a variable proxy step size that results in better accuracy for short proxy movements and faster convergence for longer movements. This method provides highly accurate haptic interaction for geometries in which the proxy can physically fit. Another advantage is a significant reduction in the risk of "pop through" during haptic interaction with dynamic point clouds, even in the presence of noise. This haptic rendering method is computationally efficient; it can run in real time on available personal computers without the need for downsampling of point clouds from commercially available depth cameras.

  2. A Study of User's Performance and Satisfaction on the Web Based Photo Annotation with Speech Interaction

    CERN Document Server

    Ramlan, Siti Azura

    2010-01-01

    This paper reports on empirical evaluation study of users' performance and satisfaction with prototype of Web Based speech photo annotation with speech interaction. Participants involved consist of Johor Bahru citizens from various background. They have completed two parts of annotation task; part A involving PhotoASys; photo annotation system with proposed speech interaction and part B involving Microsoft Microsoft Vista Speech Interaction style. They have completed eight tasks for each part including system login and selection of album and photos. Users' performance was recorded using computer screen recording software. Data were captured on the task completion time and subjective satisfaction. Participants need to complete a questionnaire on the subjective satisfaction when the task was completed. The performance data show the comparison between proposed speech interaction and Microsoft Vista Speech interaction applied in photo annotation system, PhotoASys. On average, the reduction in annotation performan...

  3. Smart swarms of bacteria-inspired agents with performance adaptable interactions.

    Directory of Open Access Journals (Sweden)

    Adi Shklarsh

    2011-09-01

    Full Text Available Collective navigation and swarming have been studied in animal groups, such as fish schools, bird flocks, bacteria, and slime molds. Computer modeling has shown that collective behavior of simple agents can result from simple interactions between the agents, which include short range repulsion, intermediate range alignment, and long range attraction. Here we study collective navigation of bacteria-inspired smart agents in complex terrains, with adaptive interactions that depend on performance. More specifically, each agent adjusts its interactions with the other agents according to its local environment--by decreasing the peers' influence while navigating in a beneficial direction, and increasing it otherwise. We show that inclusion of such performance dependent adaptable interactions significantly improves the collective swarming performance, leading to highly efficient navigation, especially in complex terrains. Notably, to afford such adaptable interactions, each modeled agent requires only simple computational capabilities with short-term memory, which can easily be implemented in simple swarming robots.

  4. Do Gestural Interfaces Promote Thinking? Embodied Interaction: Congruent Gestures and Direct Touch Promote Performance in Math

    Science.gov (United States)

    Segal, Ayelet

    2011-01-01

    Can action support cognition? Can direct touch support performance? Embodied interaction involving digital devices is based on the theory of grounded cognition. Embodied interaction with gestural interfaces involves more of our senses than traditional (mouse-based) interfaces, and in particular includes direct touch and physical movement, which…

  5. Interaction Analysis in Performing Arts: A Case Study in Multimodal Choreography

    Science.gov (United States)

    Christou, Maria; Luciani, Annie

    The growing overture towards interacting virtual words and the variety of uses, have brought great changes in the performing arts, that worth a profound analysis in order to understand the emerging issues. We examine the performance conception for its embodiment capacity with a methodology based on interaction analysis. Finally, we propose a new situation of multimodal choreography that respects the aforementioned analysis, and we evaluate the results on a simulation exercise.

  6. Evaluation of the impact of interactivity on student performance and attitudes in engineering

    Science.gov (United States)

    Kotys-Schwartz, Daria Andrea

    This study explores the proposition that the adoption of more active/interactive techniques will result in heightened student performance and attitudes in engineering. A unique comparative research design was implemented to study the effectiveness of active/interactive learning methods. Two evenly-sized sections were concurrently taught by the same instructor each semester for three years. The students were exposed to identical technical content, but with different instructional techniques used in class to deliver the course material. The parallel research model---with an experimental and comparison group formed from a single cohort---mitigated the environmental, course assessment and instructor effects. This dissertation also reviews a proposal to re-classify active learning into three levels of interactivity. Active learning was categorized by defining the interactions that take place in the classroom: learner-teacher, learner-content and learner-learner. These three types of interaction were used to form low-level interactivity (LLI), mid-level interactivity (MLI), and high-level interactivity (HLI) classifications. During the first two years of the study, high-level and mid-level interactivity approaches were utilized in the classroom. In the third year, low-level and mid-level interactivity were employed. The results indicate that for the class overall and for male students, the level of interactivity does not affect course performance. However, mid-level and high-level interactivity benefits the female constituent. Women's course performance was enhanced the most in the MLI class. Additionally, mid-level and high-level interactivity increases the course performance of lower achieving (GPAclass overall, and for the male students. Alternatively, female students' technical confidence is improved the most with MLI techniques. Data also suggest that a well-delivered LLI course is not as effective as the MLI or HLI approaches. With increasing interactivity, more

  7. Psychophysical evaluations of various color rendering from LED-based architectural lighting

    Science.gov (United States)

    Thompson, Maria; O'Reilly, Una-May; Levin, Robert

    2007-09-01

    This paper reports a study on visual evaluation of colors under LED lighting operated by an energy-saving control strategy. Digitally controlled LED systems can produce various qualities of light, adjustable to users' requirements. In this context, a novel control concept inspired this research: strategic control of Red, Yellow, Green & Blue LEDs forming white light can further increase energy efficiency. The resulting (more efficient) light, however, would have decreased "color rendering" (ability of accurately reproduce colors). The notable point is that while reducing color rendering, color temperature and light levels can stay constant and hence the appearance of the modified light could stay the same, and only the colors of illuminated objects would change. But how spaces would be perceived under such light with changing color rendering is a key question. This research investigated the hypothesis that a significant range of color distortions would be unnoticeable under such dynamically controlled illumination, especially outside of users' main field of view. If successful, such control technique could be implemented for unoccupied spaces that would not tolerated dimming, and minimize peak hours energy waste, potentially enabling significant power reductions. Three incremental series of experiments were performed based on subjective assessment of colors under changing color rendering. Tests were carried out for central and peripheral vision, using laboratory booths (phase 1) and full scale architectural mockups (phase 2). Results confirmed the fundamental hypothesis, showing that the majority of subjects did not detect the color changes in their periphery while the same color changes were noticeable with direct observation.

  8. Investigating Conversational Dynamics: Interactive Alignment, Interpersonal Synergy, and Collective Task Performance.

    Science.gov (United States)

    Fusaroli, Riccardo; Tylén, Kristian

    2016-01-01

    This study investigates interpersonal processes underlying dialog by comparing two approaches, interactive alignment and interpersonal synergy, and assesses how they predict collective performance in a joint task. While the interactive alignment approach highlights imitative patterns between interlocutors, the synergy approach points to structural organization at the level of the interaction-such as complementary patterns straddling speech turns and interlocutors. We develop a general, quantitative method to assess lexical, prosodic, and speech/pause patterns related to the two approaches and their impact on collective performance in a corpus of task-oriented conversations. The results show statistical presence of patterns relevant for both approaches. However, synergetic aspects of dialog provide the best statistical predictors of collective performance and adding aspects of the alignment approach does not improve the model. This suggests that structural organization at the level of the interaction plays a crucial role in task-oriented conversations, possibly constraining and integrating processes related to alignment.

  9. Universal Rendering Mechanism Supporting Dual-Mode Presentation

    Institute of Scientific and Technical Information of China (English)

    徐鹏; 杨文军; 王克宏

    2003-01-01

    XML is a standard for the exchange of business data that is completely platform and vendor neutral. Because XML data comes in many forms, one of the most important technologies needed for XML applications is the ability to convert the data into visible renderings. This paper focuses on the rendering of XML/XSL documents into a readable and printable format by means of a platform-independent process that enables high-quality printing of the product. This paper introduces the core components in the data rendering engine, the X2P server and different levels of object abstraction. The design pattern and the complete formatting and representation of the XSL stylesheet into different types of output formats in the X2P server are also given. The results show that the X2P sever simultaneously constructs the formatting object tree and the area tree in a very efficient design that saves execution time and memory.

  10. Introduction to the special section on 3D representation, compression, and rendering.

    Science.gov (United States)

    Vetro, Anthony; Frossard, Pascal; Lee, Sanghoon; Mueller, Karsten; Ohm, Jens-Rainer; Sullivan, Gary

    2013-09-01

    A new set of three-dimensional (3D) data formats and associated compression technologies are emerging with the aim to achieve more flexible representation and higher compression of 3D and multiview video content. These new tools will facilitate the generation of multiview output (e.g., as needed for multiview auto-stereoscopic displays), provide richer immersive multimedia experiences, and allow new interactive applications. This special section includes a timely set of papers covering the most recent technical developments in this area with papers covering topics in the different aspects of 3D systems, from representation and compression algorithms to rendering techniques and quality assessment. This special section includes a good balance on topics that are of interest to academic, industrial, and standardization communities. We believe that this collection of papers represent the most recent advances in representation, compression, rendering, and quality assessment of 3D scenes.

  11. Influence of Interactive Videoconferencing on the Performance of Pharmacy Students and Instructors.

    Science.gov (United States)

    Chisholm, Marie A.; Miller, Allison W.; Spruill, William J.; Cobb, Henry H.; Reinhardt, Bess O.; Terry, Alvin V.; Reese, R. Lee; Wade, William E.

    2000-01-01

    Examined effects of interactive videoconferencing (IVC) on pharmacy students' (n=26) academic performance and pharmacy instructors' (n=4) teaching evaluations. There was no difference in performance between students who attended live lectures and students who received lectures via IVC. However, students rated IVC instructors lower than live…

  12. Interactions of Team Mental Models and Monitoring Behaviors Predict Team Performance in Simulated Anesthesia Inductions

    Science.gov (United States)

    Burtscher, Michael J.; Kolbe, Michaela; Wacker, Johannes; Manser, Tanja

    2011-01-01

    In the present study, we investigated how two team mental model properties (similarity vs. accuracy) and two forms of monitoring behavior (team vs. systems) interacted to predict team performance in anesthesia. In particular, we were interested in whether the relationship between monitoring behavior and team performance was moderated by team…

  13. Efficient rendering of breaking waves using MPS method

    Institute of Scientific and Technical Information of China (English)

    WANG Qiang; ZHENG Yao; CHEN Chun; FUJIMOTO Tadahiro; CHIBA Norishige

    2006-01-01

    This paper proposes an approach for rendering breaking waves out of large-scale ofparticle-based simulation. Moving particle semi-implicit (MPS) is used to solve the governing equation, and 2D simulation is expanded to 3D representation by giving motion variation using fractional Brownian motion (fBm). The waterbody surface is reconstructed from the outlines of 2D simulation. The splashing effect is computed according to the properties of the particles. Realistic features of the wave are rendered on GPU, including the reflective and refractive effect and the effect of splash. Experiments showed that the proposed method can simulate large scale breaking waves efficiently.

  14. Morphological study of transpterional-insula approach using volume rendering.

    Science.gov (United States)

    Jia, Linpei; Su, Lue; Sun, Wei; Wang, Lina; Yao, Jihang; Li, Youqiong; Luo, Qi

    2012-11-01

    This study describes the measurements of inferior circular insular sulcus (ICIS) and the shortest distance from ICIS to the temporal horn and determines the position of the incision, which does less harm to the temporal stem in the transpterional-insula approach using volume-rendering technique. Results of the research showed that one-third point over the anterior side of ICIS may be the ideal penetration point during operation. And there is no difference between 2 hemispheres (P ICIS from other Chinese researches demonstrated that volume rendering is a reliable method in insular research that enables mass measurements.

  15. 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.

  16. FluoRender: joint freehand segmentation and visualization for many-channel fluorescence data analysis.

    Science.gov (United States)

    Wan, Yong; Otsuna, Hideo; Holman, Holly A; Bagley, Brig; Ito, Masayoshi; Lewis, A Kelsey; Colasanto, Mary; Kardon, Gabrielle; Ito, Kei; Hansen, Charles

    2017-05-26

    Image segmentation and registration techniques have enabled biologists to place large amounts of volume data from fluorescence microscopy, morphed three-dimensionally, onto a common spatial frame. Existing tools built on volume visualization pipelines for single channel or red-green-blue (RGB) channels have become inadequate for the new challenges of fluorescence microscopy. For a three-dimensional atlas of the insect nervous system, hundreds of volume channels are rendered simultaneously, whereas fluorescence intensity values from each channel need to be preserved for versatile adjustment and analysis. Although several existing tools have incorporated support of multichannel data using various strategies, the lack of a flexible design has made true many-channel visualization and analysis unavailable. The most common practice for many-channel volume data presentation is still converting and rendering pseudosurfaces, which are inaccurate for both qualitative and quantitative evaluations. Here, we present an alternative design strategy that accommodates the visualization and analysis of about 100 volume channels, each of which can be interactively adjusted, selected, and segmented using freehand tools. Our multichannel visualization includes a multilevel streaming pipeline plus a triple-buffer compositing technique. Our method also preserves original fluorescence intensity values on graphics hardware, a crucial feature that allows graphics-processing-unit (GPU)-based processing for interactive data analysis, such as freehand segmentation. We have implemented the design strategies as a thorough restructuring of our original tool, FluoRender. The redesign of FluoRender not only maintains the existing multichannel capabilities for a greatly extended number of volume channels, but also enables new analysis functions for many-channel data from emerging biomedical-imaging techniques.

  17. 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.

  18. Joint Projection Filling method for occlusion handling in Depth-Image-Based Rendering

    OpenAIRE

    Jantet, Vincent; Guillemot, Christine; Morin, Luce

    2011-01-01

    International audience; This paper addresses the disocclusion problem which may occur when using Depth-Image-Based Rendering (DIBR) techniques in 3DTV and Free-Viewpoint TV applications. A new DIBR technique is proposed, which combines three methods: a Joint Projection Filling (JPF) method to handle disocclusions in synthesized depth maps; a backward projection to synthesize virtual views; and a full-Z depth-aided inpainting to fill in disoccluded areas in textures. The JPF method performs th...

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

    DEFF Research Database (Denmark)

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

    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...

  20. Selection of plasters and renders for salt laden masonry substrates

    NARCIS (Netherlands)

    Groot, C.; Hees, R.P.J. van; Wijffels, T.J.

    2009-01-01

    The choice of a repair plaster or render by architects often appears to be the result of fortuitous circumstances, such as prior experience with a plaster or a recommendation by a producer. Seldom is the choice based on a sound assessment of the state of the building and the wall that is to be repai

  1. 7 CFR 54.1016 - Advance information concerning service rendered.

    Science.gov (United States)

    2010-01-01

    ... 7 Agriculture 3 2010-01-01 2010-01-01 false Advance information concerning service rendered. 54..., Processing, and Packaging of Livestock and Poultry Products § 54.1016 Advance information concerning service... MARKETING SERVICE (Standards, Inspections, Marketing Practices), DEPARTMENT OF AGRICULTURE...

  2. 7 CFR 53.17 - Advance information concerning service rendered.

    Science.gov (United States)

    2010-01-01

    ... 7 Agriculture 3 2010-01-01 2010-01-01 false Advance information concerning service rendered. 53.17... (CONTINUED) LIVESTOCK (GRADING, CERTIFICATION, AND STANDARDS) Regulations Service § 53.17 Advance information... SERVICE (Standards, Inspections, Marketing Practices), DEPARTMENT OF AGRICULTURE (CONTINUED)...

  3. Fast Rendering of Realistic Virtual Character in Game Scene

    Directory of Open Access Journals (Sweden)

    Mengzhao Yang

    2013-07-01

    Full Text Available Human skin is made up of multiple translucent layers and rendering of skin appearance usually acquire complex modeling and massive calculation. In some practical applications such as 3D game development, we not only approximate the realistic looking skin but also develop efficient method to implement easily for meeting needs of real-time rendering. In this study, we solve the problem of wrap lighting and introduce a surface details approximation method to give realistic rendering of virtual character. Our method considers that different thicknesses of geometry on the skin surface can result in different scattering degree of incident light and so pre-calculate the diffuse falloff into a look-up texture. Also, we notice that scattering is strongly color dependent and small bumps are common on the skin surface and so pre-soften the finer details on the skin surface according to the R/G/B channel. At last, we linearly interpolate the diffuse lighting with different scattering degree from the look-up texture sampled with the curvature and NdotL. Experiment results show that the proposed approach yields realistic virtual character and obtains high frames per second in real-time rendering.

  4. 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.

  5. Investigating conversational dynamics: Interactive alignment, Interpersonal synergy, and collective task performance

    DEFF Research Database (Denmark)

    Fusaroli, Riccardo; Tylén, Kristian

    2016-01-01

    interlocutors, the synergy approach points to structural organization at the level of the interaction - such as complementary patterns straddling speech-turns and interlocutors. We develop a general, quantitative method to assess lexical, prosodic and speech/pause patterns related to the two approaches......This study investigates interpersonal processes underlying dialog by comparing two approaches, interactive alignment and interpersonal synergy, and assesses how they predict collective performance in a joint task. While the interactive alignment approach highlights imitative patterns between...... and their impact on collective performance in a corpus of task-oriented conversations. The results show statistical presence of patterns relevant for both approaches. However, synergetic aspects of dialog provide the best statistical predictors of collective performance and adding aspects of the alignment approach...

  6. Performance Comparison of Gender and Age Group Recognition for Human-Robot Interaction

    Directory of Open Access Journals (Sweden)

    Myung-Won Lee

    2013-01-01

    Full Text Available In this paper, we focus on performance comparison of gender and age group recognition to perform robot’s application services for Human-Robot Interaction (HRI. HRI is a core technology that can naturally interact between human and robot. Among various HRI components, we concentrate audio-based techniques such as gender and age group recognition from multichannel microphones and sound board equipped withrobots. For comparative purposes, we perform the performancecomparison of Mel-Frequency Cepstral Coefficients (MFCC andLinear Prediction Coding Coefficients (LPCC in the feature extraction step, Support Vector Machine (SVM and C4.5 Decision Tree (DT in the classification step. Finally, we deal with the usefulness of gender and age group recognition for humanrobot interaction in home service robot environments.

  7. 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.

  8. 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.

  9. A Fast Ambient Occlusion Method for Real-Time Plant Rendering

    Institute of Scientific and Technical Information of China (English)

    Jun Teng; Marc Jaeger; Bao-Gang HU

    2007-01-01

    Global illumination effects are crucial for virtual plant rendering. Whereas real-time global illumination rendering of plants is impractical, ambient occlusion is an efficient alternative approximation. A tree model with millions of triangles is common, and the triangles can be considered as randomly distributed. The existing ambient occlusion methods fail to apply on such a type of object. In this paper, we present a new ambient occlusion method dedicated to real time plant rendering with limited user interaction. This method is a three-step ambient occlusion calculation framework which is suitable for a huge number of geometry objects distributed randomly in space. The complexity of the proposed algorithm is O(n), compared to the conventional methods with complexities of O(n2). Furthermore, parameters in this method can be easily adjusted to achieve flexible ambient occlusion effects. With this ambient occlusion calculation method, we can manipulate plant models with millions of organs, as well as geometry objects with large number of randomly distributed components with affordable time, and with perceptual quality comparable to the previous ambient occlusion methods.

  10. Interactive Software System Developed to Study How Icing Affects Airfoil Performance (Phase 1 Results)

    Science.gov (United States)

    Choo, Yung K.; Vickerman, Mary B.

    2000-01-01

    SmaggIce (Surface Modeling and Grid Generation for Iced Airfoils), which is being developed at the NASA Glenn Research Center at Lewis Field, is an interactive software system for data probing, boundary smoothing, domain decomposition, and structured grid generation and refinement. All these steps are required for aerodynamic performance prediction using structured, grid-based computational fluid dynamics (CFD), as illustrated in the following figure. SmaggIce provides the underlying computations to perform these functions, as well as a graphical user interface to control and interact with them, and graphics to display the results.

  11. Disruptive effect of Dzyaloshinskii-Moriya interaction on the magnetic memory cell performance

    Energy Technology Data Exchange (ETDEWEB)

    Sampaio, J.; Cubukcu, M.; Cros, V.; Reyren, N., E-mail: nicolas.reyren@thalesgroup.com [Unité Mixte de Physique, CNRS, Thales, Univ. Paris-Sud, Université Paris-Saclay, 91767, Palaiseau (France); Khvalkovskiy, A. V. [Samsung Electronics, Semiconductor R& D Center (Grandis), San Jose, California 95134 (United States); Moscow Institute of Physics and Technology, State University, Moscow 141700 (Russian Federation); Kuteifan, M.; Lomakin, V. [Department of Electrical and Computer Engineering, University of California at San Diego, La Jolla, California 92093-0407 (United States); Apalkov, D. [Samsung Electronics, Semiconductor R& D Center (Grandis), San Jose, California 95134 (United States)

    2016-03-14

    In order to increase the thermal stability of a magnetic random access memory cell, materials with high spin-orbit interaction are often introduced in the storage layer. As a side effect, a strong Dzyaloshinskii-Moriya interaction (DMI) may arise in such systems. Here, we investigate the impact of DMI on the magnetic cell performance, using micromagnetic simulations. We find that DMI strongly promotes non-uniform magnetization states and non-uniform switching modes of the magnetic layer. It appears to be detrimental for both the thermal stability of the cell and its switching current, leading to considerable deterioration of the cell performance even for a moderate DMI amplitude.

  12. Regression Trees Identify Relevant Interactions: Can This Improve the Predictive Performance of Risk Adjustment?

    Science.gov (United States)

    Buchner, Florian; Wasem, Jürgen; Schillo, Sonja

    2017-01-01

    Risk equalization formulas have been refined since their introduction about two decades ago. Because of the complexity and the abundance of possible interactions between the variables used, hardly any interactions are considered. A regression tree is used to systematically search for interactions, a methodologically new approach in risk equalization. Analyses are based on a data set of nearly 2.9 million individuals from a major German social health insurer. A two-step approach is applied: In the first step a regression tree is built on the basis of the learning data set. Terminal nodes characterized by more than one morbidity-group-split represent interaction effects of different morbidity groups. In the second step the 'traditional' weighted least squares regression equation is expanded by adding interaction terms for all interactions detected by the tree, and regression coefficients are recalculated. The resulting risk adjustment formula shows an improvement in the adjusted R(2) from 25.43% to 25.81% on the evaluation data set. Predictive ratios are calculated for subgroups affected by the interactions. The R(2) improvement detected is only marginal. According to the sample level performance measures used, not involving a considerable number of morbidity interactions forms no relevant loss in accuracy. Copyright © 2015 John Wiley & Sons, Ltd.

  13. Exploring relationship between face-to-face interaction and team performance using wearable sensor badges.

    Science.gov (United States)

    Watanabe, Jun-ichiro; Ishibashi, Nozomu; Yano, Kazuo

    2014-01-01

    Quantitative analyses of human-generated data collected in various fields have uncovered many patterns of complex human behaviors. However, thus far the quantitative evaluation of the relationship between the physical behaviors of employees and their performance has been inadequate. Here, we present findings demonstrating the significant relationship between the physical behaviors of employees and their performance via experiments we conducted in inbound call centers while the employees wore sensor badges. There were two main findings. First, we found that face-to-face interaction among telecommunicators and the frequency of their bodily movements caused by the face-to-face interaction had a significant correlation with the entire call center performance, which we measured as "Calls per Hour." Second, our trial to activate face-to-face interaction on the basis of data collected by the wearable sensor badges the employees wore significantly increased their performance. These results demonstrate quantitatively that human-human interaction in the physical world plays an important role in team performance.

  14. Exploring Relationship between Face-to-Face Interaction and Team Performance Using Wearable Sensor Badges

    Science.gov (United States)

    Watanabe, Jun-ichiro; Ishibashi, Nozomu; Yano, Kazuo

    2014-01-01

    Quantitative analyses of human-generated data collected in various fields have uncovered many patterns of complex human behaviors. However, thus far the quantitative evaluation of the relationship between the physical behaviors of employees and their performance has been inadequate. Here, we present findings demonstrating the significant relationship between the physical behaviors of employees and their performance via experiments we conducted in inbound call centers while the employees wore sensor badges. There were two main findings. First, we found that face-to-face interaction among telecommunicators and the frequency of their bodily movements caused by the face-to-face interaction had a significant correlation with the entire call center performance, which we measured as “Calls per Hour.” Second, our trial to activate face-to-face interaction on the basis of data collected by the wearable sensor badges the employees wore significantly increased their performance. These results demonstrate quantitatively that human-human interaction in the physical world plays an important role in team performance. PMID:25501748

  15. Exploring relationship between face-to-face interaction and team performance using wearable sensor badges.

    Directory of Open Access Journals (Sweden)

    Jun-ichiro Watanabe

    Full Text Available Quantitative analyses of human-generated data collected in various fields have uncovered many patterns of complex human behaviors. However, thus far the quantitative evaluation of the relationship between the physical behaviors of employees and their performance has been inadequate. Here, we present findings demonstrating the significant relationship between the physical behaviors of employees and their performance via experiments we conducted in inbound call centers while the employees wore sensor badges. There were two main findings. First, we found that face-to-face interaction among telecommunicators and the frequency of their bodily movements caused by the face-to-face interaction had a significant correlation with the entire call center performance, which we measured as "Calls per Hour." Second, our trial to activate face-to-face interaction on the basis of data collected by the wearable sensor badges the employees wore significantly increased their performance. These results demonstrate quantitatively that human-human interaction in the physical world plays an important role in team performance.

  16. Interactions and trade-offs among physiological determinants of performance and reproductive success.

    Science.gov (United States)

    Moore, Ignacio T; Hopkins, William A

    2009-10-01

    How an animal performs in its natural environment ultimately plays a key role in its reproductive success. While a number of studies have investigated how selection acts on performance-related traits, far fewer studies have examined the mechanisms responsible for variation in performance. Among mechanisms, variable morphology has received the most attention. Although physiological traits have received less attention, they are intrinsically related to performance and ultimately to reproductive success. We present a framework whereby investigators can link some basic physiological functions with organismal performance and ultimately with reproductive success. We propose that performance and ultimately reproductive success are strongly influenced by hormones, immune functions, and energetics. We further argue that no physiological function can be considered in isolation and thus our model emphasizes interactions and trade-offs both within each physiological function as well as among them. Some of the most commonly studied trade-offs are between reproduction and immune functions, with energetics as one of the key common currencies for these trade-offs. From an evolutionary perspective, the largest gaps in our knowledge lie in how these interactions and trade-offs influence reproductive success. We believe that a full understanding of how hormones, immune functions, and energetics influence performance traits related to reproduction and, ultimately, lifetime reproductive success requires recognition of the complex relationships, interactions, and trade-offs among these processes.

  17. Interaction and framing in the performanceInsideout” by Sasha Waltz

    DEFF Research Database (Denmark)

    Thygesen, Mads

    2010-01-01

    perspectives that can help shed new light on the aesthetics of performance art. The full scope of Waltz’s performance, however, is not grasped if we follow that aspect of Fischer-Lichte’s theory which reduces a performance to the question of co-presence, role-reversal or interaction. For her, a performance...... must be seen as a self-governing state of affairs due to the autopoietic feedback loop between actors and audience. This idea is based on the works of biologists Humberto Maturana and Paul Varela. Inspired by Maturana and Varela’s concept of autopoiesis (from Greek auto for self and poiesis...

  18. Alignment-Annotator web server: rendering and annotating sequence alignments.

    Science.gov (United States)

    Gille, Christoph; Fähling, Michael; Weyand, Birgit; Wieland, Thomas; Gille, Andreas

    2014-07-01

    Alignment-Annotator is a novel web service designed to generate interactive views of annotated nucleotide and amino acid sequence alignments (i) de novo and (ii) embedded in other software. All computations are performed at server side. Interactivity is implemented in HTML5, a language native to web browsers. The alignment is initially displayed using default settings and can be modified with the graphical user interfaces. For example, individual sequences can be reordered or deleted using drag and drop, amino acid color code schemes can be applied and annotations can be added. Annotations can be made manually or imported (BioDAS servers, the UniProt, the Catalytic Site Atlas and the PDB). Some edits take immediate effect while others require server interaction and may take a few seconds to execute. The final alignment document can be downloaded as a zip-archive containing the HTML files. Because of the use of HTML the resulting interactive alignment can be viewed on any platform including Windows, Mac OS X, Linux, Android and iOS in any standard web browser. Importantly, no plugins nor Java are required and therefore Alignment-Anotator represents the first interactive browser-based alignment visualization. http://www.bioinformatics.org/strap/aa/ and http://strap.charite.de/aa/. © The Author(s) 2014. Published by Oxford University Press on behalf of Nucleic Acids Research.

  19. Efficient rendering of digitally reconstructed radiographs on heterogeneous computing architectures using central slice theorem.

    Science.gov (United States)

    Abdellah, Marwan; Abdallah, Mohamed; Alzanati, Mohamed; Eldeib, Ayman

    2016-08-01

    Digitally reconstructed radiographs (DRRs) play a significant role in modern clinical radiation therapy. They are used to verify patient alignments during image guided therapies with 2D-3D image registration. The generation of DRRs can be implemented intuitively in O(N3) relying on direct volume rendering (DVR) methods, such as ray marching. This complexity imposes certain limitations on the rendering performance if high quality DRR images are needed. Those DRRs can be alternatively generated in the k-space using the central slice theorem in O(N2logN). Several rendering pipelines have been designed to create the DRRs in the k-space, but they were either limited to specific vendor or entail particular software requirements. We present a high performance implementation of a k-space-based DRR generation pipeline that is executable on various heterogeneous computing architectures using OpenCL. Our implementation generates a DRR for a 5123 CT volume in 6, 2.7 and 0.68 milli-seconds on a commodity CPU, mid-range and high-end GPUs respectively.

  20. Direct and interactive effects of enemies and mutualists on plant performance: a meta-analysis.

    Science.gov (United States)

    Morris, William F; Hufbauer, Ruth A; Agrawal, Anurag A; Bever, James D; Borowicz, Victoria A; Gilbert, Gregory S; Maron, John L; Mitchell, Charles E; Parker, Ingrid M; Power, Alison G; Torchin, Mark E; Vázquez, Diego P

    2007-04-01

    Plants engage in multiple, simultaneous interactions with other species; some (enemies) reduce and others (mutualists) enhance plant performance. Moreover, effects of different species may not be independent of one another; for example, enemies may compete, reducing their negative impact on a plant. The magnitudes of positive and negative effects, as well as the frequency of interactive effects and whether they tend to enhance or depress plant performance, have never been comprehensively assessed across the many published studies on plant-enemy and plant-mutualist interactions. We performed a meta-analysis of experiments in which two enemies, two mutualists, or an enemy and a mutualist were manipulated factorially. Specifically, we performed a factorial meta-analysis using the log response ratio. We found that the magnitude of (negative) enemy effects was greater than that of (positive) mutualist effects in isolation, but in the presence of other species, the two effects were of comparable magnitude. Hence studies evaluating single-species effects of mutualists may underestimate the true effects found in natural settings, where multiple interactions are the norm and indirect effects are possible. Enemies did not on average influence the effects on plant performance of other enemies, nor did mutualists influence the effects of mutualists. However, these averages mask significant and large, but positive or negative, interactions in individual studies. In contrast, mutualists ameliorated the negative effects of enemies in a manner that benefited plants; this overall effect was driven by interactions between pathogens and belowground mutualists (bacteria and mycorrhizal fungi). The high frequency of significant interactive effects suggests a widespread potential for diffuse rather than pairwise coevolutionary interactions between plants and their enemies and mutualists. Pollinators and mycorrhizal fungi enhanced plant performance more than did bacterial mutualists. In

  1. Very-High Color Rendering Index Hybrid White Organic Light-Emitting Diodes with Double Emitting Nanolayers

    Institute of Scientific and Technical Information of China (English)

    Baiquan Liu; Miao Xu; Lei Wang; Hong Tao; Yueju Su; Dongyu Gao; Linfeng Lan; Jianhua Zou; Junbiao Peng

    2014-01-01

    A very-high color rendering index white organic light-emitting diode (WOLED) based on a simple structure was successfully fabricated. The optimized device exhibits a maximum total efficiency of 13.1 and 5.4 lm/W at 1,000 cd/m2. A peak color rendering index of 90 and a relatively stable color during a wide range of luminance were obtained. In addition, it was demonstrated that the 4,40,40-tri(9-carbazoyl) triphenylamine host influenced strongly the performance of this WOLED. These results may be beneficial to the design of both material and device architecture for high-performance WOLED.

  2. Detailed analysis of distraction induced by in-vehicle verbal interactions on visual search performance

    Directory of Open Access Journals (Sweden)

    Kazumitsu Shinohara

    2010-07-01

    Full Text Available We examined the negative effect of in-vehicle verbal interaction on visual search performance. Twenty participants performed a primary visual search task and a secondary verbal interaction task concurrently. We found that visual search performance deteriorated when the secondary task involving memory retrieval and speech production was performed concurrently. Moreover, a detailed analysis of the reaction time as a function of set size revealed that the increased reaction time was attributed not to the slowing of inspecting each item but to the increased processing time other than the inspection of each visual item, possibly due to task switching between the primary visual search task and the secondary verbal task. These findings have implications for providing information from in-vehicle information devices while reducing the risk of driver distraction.

  3. SparseLeap: Efficient Empty Space Skipping for Large-Scale Volume Rendering

    KAUST Repository

    Hadwiger, Markus

    2017-08-28

    Recent advances in data acquisition produce volume data of very high resolution and large size, such as terabyte-sized microscopy volumes. These data often contain many fine and intricate structures, which pose huge challenges for volume rendering, and make it particularly important to efficiently skip empty space. This paper addresses two major challenges: (1) The complexity of large volumes containing fine structures often leads to highly fragmented space subdivisions that make empty regions hard to skip efficiently. (2) The classification of space into empty and non-empty regions changes frequently, because the user or the evaluation of an interactive query activate a different set of objects, which makes it unfeasible to pre-compute a well-adapted space subdivision. We describe the novel SparseLeap method for efficient empty space skipping in very large volumes, even around fine structures. The main performance characteristic of SparseLeap is that it moves the major cost of empty space skipping out of the ray-casting stage. We achieve this via a hybrid strategy that balances the computational load between determining empty ray segments in a rasterization (object-order) stage, and sampling non-empty volume data in the ray-casting (image-order) stage. Before ray-casting, we exploit the fast hardware rasterization of GPUs to create a ray segment list for each pixel, which identifies non-empty regions along the ray. The ray-casting stage then leaps over empty space without hierarchy traversal. Ray segment lists are created by rasterizing a set of fine-grained, view-independent bounding boxes. Frame coherence is exploited by re-using the same bounding boxes unless the set of active objects changes. We show that SparseLeap scales better to large, sparse data than standard octree empty space skipping.

  4. The influence of interactive technology on student performance in an Oklahoma secondary Biology I program

    Science.gov (United States)

    Feltman, Vallery

    Over the last decade growth in technologies available to teach students and enhance curriculum has become an important consideration in the educational system. The profile of today's secondary students have also been found to be quite different than those of the past. Their learning styles and preferences are issues that should be addressed by educators. With the growth and availability of new technologies students are increasingly expecting to use these as learning tools in their classrooms. This study investigates how interactive technology may impact student performance. This study specifically focuses on the use of the Apple Ipad in 4 Biology I classrooms. This study used an experimental mixed method design to examine how using Ipads for learning impacted student achievement, motivation to learn, and learning strategies. Qualitatively the study examined observed student behaviors and student perceptions regarding the use of interactive technologies. Data was analyzed using descriptive statistics, t-tests, 2-way ANOVAs, and qualitative analysis. Quantitatively the results revealed no significant difference between students who used the interactive technology to learn and those who did not. Qualitative data revealed behaviors indicative of being highly engaged with the subject matter and the development of critical thinking skills which may improve student performance. Student perceptions also revealed overall positive experiences with using interactive technology in the classroom. It is recommended that further studies be done to look at using interactive technologies for a longer period of time using multiple subjects areas. This would provide a more in-depth exploration of interactive technologies on student achievement.

  5. 9 CFR 315.1 - Carcasses and parts passed for cooking; rendering into lard or tallow.

    Science.gov (United States)

    2010-01-01

    ...; rendering into lard or tallow. 315.1 Section 315.1 Animals and Animal Products FOOD SAFETY AND INSPECTION... PARTS PASSED FOR COOKING § 315.1 Carcasses and parts passed for cooking; rendering into lard or tallow... subchapter or rendered into tallow, provided such rendering is done in the following manner: (a) When...

  6. Role of interaction forces in controlling the stability and polishing performance of CMP slurries.

    Science.gov (United States)

    Basim, G Bahar; Vakarelski, Ivan U; Moudgil, Brij M

    2003-07-15

    Chemical mechanical polishing (CMP) is an essential step in metal and dielectric planarization in multilayer microelectronic device fabrication. In the CMP process it is necessary to minimize the extent of surface defect formation while maintaining good planarity and optimal material removal rates. These requirements are met through the control of chemical and mechanical interactions during the polishing process by engineering the slurry chemistry, particulate properties, and stability. In this study, the performance of surfactant-stabilized silica CMP slurries at high pH and high ionic strengths are investigated with particular emphasis on the particle-particle and particle-substrate interactions. It is shown that for the design of consistently high performing slurries, stability of abrasive particles must be achieved under the dynamic processing conditions of CMP while maintaining sufficient pad-particle-wafer interactions.

  7. Mapping high-fidelity volume rendering for medical imaging to CPU, GPU and many-core architectures.

    Science.gov (United States)

    Smelyanskiy, Mikhail; Holmes, David; Chhugani, Jatin; Larson, Alan; Carmean, Douglas M; Hanson, Dennis; Dubey, Pradeep; Augustine, Kurt; Kim, Daehyun; Kyker, Alan; Lee, Victor W; Nguyen, Anthony D; Seiler, Larry; Robb, Richard

    2009-01-01

    Medical volumetric imaging requires high fidelity, high performance rendering algorithms. We motivate and analyze new volumetric rendering algorithms that are suited to modern parallel processing architectures. First, we describe the three major categories of volume rendering algorithms and confirm through an imaging scientist-guided evaluation that ray-casting is the most acceptable. We describe a thread- and data-parallel implementation of ray-casting that makes it amenable to key architectural trends of three modern commodity parallel architectures: multi-core, GPU, and an upcoming many-core Intel architecture code-named Larrabee. We achieve more than an order of magnitude performance improvement on a number of large 3D medical datasets. We further describe a data compression scheme that significantly reduces data-transfer overhead. This allows our approach to scale well to large numbers of Larrabee cores.

  8. The Interaction of Functional and Dysfunctional Emotions during Balance Beam Performance

    Science.gov (United States)

    Cottyn, Jorge; De Clercq, Dirk; Crombez, Geert; Lenoir, Matthieu

    2012-01-01

    The interaction between functional and dysfunctional emotions, as one of the major tenets of the Individual Zones of Optimal Functioning (IZOF) model (Hanin, 2000), was studied in a sport specific setting. Fourteen female gymnasts performed three attempts of a compulsory balance beam routine at three different heights. Heart rate and self-report…

  9. A Performance Enhanced Interactive Learning Workshop Model as a Supplement for Organic Chemistry Instruction

    Science.gov (United States)

    Phillips, Karen E. S.; Grose-Fifer, Jilliam

    2011-01-01

    In this study, the authors describe a Performance Enhanced Interactive Learning (PEIL) workshop model as a supplement for organic chemistry instruction. This workshop model differs from many others in that it includes public presentations by students and other whole-class-discussion components that have not been thoroughly investigated in the…

  10. Interaction between Gaming and Multistage Guiding Strategies on Students' Field Trip Mobile Learning Performance and Motivation

    Science.gov (United States)

    Chen, Chih-Hung; Liu, Guan-Zhi; Hwang, Gwo-Jen

    2016-01-01

    In this study, an integrated gaming and multistage guiding approach was proposed for conducting in-field mobile learning activities. A mobile learning system was developed based on the proposed approach. To investigate the interaction between the gaming and guiding strategies on students' learning performance and motivation, a 2 × 2 experiment was…

  11. A Performance Enhanced Interactive Learning Workshop Model as a Supplement for Organic Chemistry Instruction

    Science.gov (United States)

    Phillips, Karen E. S.; Grose-Fifer, Jilliam

    2011-01-01

    In this study, the authors describe a Performance Enhanced Interactive Learning (PEIL) workshop model as a supplement for organic chemistry instruction. This workshop model differs from many others in that it includes public presentations by students and other whole-class-discussion components that have not been thoroughly investigated in the…

  12. Cross-Modal Interactions in the Experience of Musical Performances: Physiological Correlates

    Science.gov (United States)

    Chapados, Catherine; Levitin, Daniel J.

    2008-01-01

    This experiment was conducted to investigate cross-modal interactions in the emotional experience of music listeners. Previous research showed that visual information present in a musical performance is rich in expressive content, and moderates the subjective emotional experience of a participant listening and/or observing musical stimuli [Vines,…

  13. Performance Effects of Stakeholder Interaction in Emerging Economies: Evidence from Brazil

    Directory of Open Access Journals (Sweden)

    Rodrigo Bandeira-de-Mello

    2011-07-01

    Full Text Available Firm survival in emerging economies is often related to having access to valuable resources that are in stakeholders‟ hands. However, the literature on strategy in emerging economies provides scant information on the efficiency of acquiring stakeholder resources and its effect on firm performance. We investigated the stakeholder interaction effects on performance of domestic firms competing in an emerging market (Wright, Filatotchev, Hoskisson, & Peng, 2005 from a contractual perspective (Williamson, 1985. We argue that interacting stakeholders in a contractual set yield synergistic governance structures that allow firms more efficient access to external resources. Using a sample of 267 firms in Brazil (secondary data, we explored different patterns in stakeholder contracting with community, government, top management, and employees. A three-stage analysis process was devised: cluster analysis, general linear model estimation and verification tests. Results suggest that stakeholder interaction has a positive impact on firm performance. The conjoint effect of government and community contracts was found to yield superior firm performance as they provide a basic structure for contracting with other interacting stakeholders.

  14. Cross-Modal Interactions in the Experience of Musical Performances: Physiological Correlates

    Science.gov (United States)

    Chapados, Catherine; Levitin, Daniel J.

    2008-01-01

    This experiment was conducted to investigate cross-modal interactions in the emotional experience of music listeners. Previous research showed that visual information present in a musical performance is rich in expressive content, and moderates the subjective emotional experience of a participant listening and/or observing musical stimuli [Vines,…

  15. Interaction between Gaming and Multistage Guiding Strategies on Students' Field Trip Mobile Learning Performance and Motivation

    Science.gov (United States)

    Chen, Chih-Hung; Liu, Guan-Zhi; Hwang, Gwo-Jen

    2016-01-01

    In this study, an integrated gaming and multistage guiding approach was proposed for conducting in-field mobile learning activities. A mobile learning system was developed based on the proposed approach. To investigate the interaction between the gaming and guiding strategies on students' learning performance and motivation, a 2 × 2 experiment was…

  16. The Interaction of Functional and Dysfunctional Emotions during Balance Beam Performance

    Science.gov (United States)

    Cottyn, Jorge; De Clercq, Dirk; Crombez, Geert; Lenoir, Matthieu

    2012-01-01

    The interaction between functional and dysfunctional emotions, as one of the major tenets of the Individual Zones of Optimal Functioning (IZOF) model (Hanin, 2000), was studied in a sport specific setting. Fourteen female gymnasts performed three attempts of a compulsory balance beam routine at three different heights. Heart rate and self-report…

  17. Interactivity And Mental Arithmetic: Coupling Mind And World Transforms And Enhances Performance

    Directory of Open Access Journals (Sweden)

    Guthrie Lisa G.

    2015-06-01

    Full Text Available Interactivity has been linked to better performance in problem solving, due in part to a more efficient allocation of attentional resources, a better distribution of cognitive load, but perhaps more important by enabling the reasoner to shape and reshape the physical problem presentation to promote the development of the problem solution. Interactivity in solving quotidian arithmetic problems involves gestures, pointing, and the recruitment of artefacts to facilitate computation and augment efficiency. In the experiment reported here, different types of interactivity were examined with a series of mental arithmetic problems. Using a repeated-measures design, participants solved series of five 11-digit sums in four conditions that varied in the type of interactivity: (i no interactivity (participants solved the problems with their hands on the table top, (ii pointing (participants could point at the numbers, (iii pen and paper (participants could note interim totals with a pen, and (iv tokens (the sums were presented as 11 numbered tokens the arrangement of which participants were free to modify as they proceeded to the solution. Performance in the four conditions was measured in terms of accuracy, calculation error, and efficiency (a ratio composed of the proportion correct over the proportion of time invested in working on the sums. These quantitative analyses were supplemented by a detailed qualitative examination of a participant’s actions in the different conditions. The integration of artefacts, such as tokens or a pen, offered reasoners the opportunity to reconfigure the physical presentation of the problem, enacting different arithmetic strategies: the affordance landscape shifts as the problem trajectory is enacted through interactivity, and this generally produced better “mental” arithmetic performance. Participants also felt more positive about and better engaged with the task when they could reconfigure the problem presentation

  18. High-power graphic computers for visual simulation: a real-time--rendering revolution

    Science.gov (United States)

    Kaiser, M. K.

    1996-01-01

    Advances in high-end graphics computers in the past decade have made it possible to render visual scenes of incredible complexity and realism in real time. These new capabilities make it possible to manipulate and investigate the interactions of observers with their visual world in ways once only dreamed of. This paper reviews how these developments have affected two preexisting domains of behavioral research (flight simulation and motion perception) and have created a new domain (virtual environment research) which provides tools and challenges for the perceptual psychologist. Finally, the current limitations of these technologies are considered, with an eye toward how perceptual psychologist might shape future developments.

  19. 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...

  20. 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...

  1. 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,...

  2. Binaural technology for e.g. rendering auditory virtual environments

    DEFF Research Database (Denmark)

    Hammershøi, Dorte

    2008-01-01

    , helped mediate the understanding that if the transfer functions could be mastered, then important dimensions of the auditory percept could also be controlled. He early understood the potential of using the HRTFs and numerical sound transmission analysis programs for rendering auditory virtual...... environments. Jens Blauert participated in many European cooperation projects exploring  this field (and others), among other the SCATIS project addressing the auditory-tactile dimensions in the absence of visual information....

  3. Haptic Rendering Techniques for Non-Physical, Command Decision Support

    Science.gov (United States)

    2004-04-01

    tactile and haptic rendering techniques. BACKGROUND Usually visualizing battlefield implies maps, computer screens filled with information and perhaps 3...Traditional 2-D Screens 3-D stereo glasses HMD CAVE Audio Haptics Level 1, 2 3 …..Fusion - Estimates INTEL SATELLITE RAW DATA Transforms...sensory modes of data presentation Haptics Tactile 8-14 Virtual Lexicon Haptic feedback The sensation of weight or resistance in a virtual world. (from

  4. 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

    We present a novel approach to improving volume rendering by using synthesized textures in combination with a custom transfer function. First, we use existing knowledge to synthesize anisotropic solid textures to fit our volumetric data. As input to the synthesis method, we acquire high quality....... 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....

  5. Capturing, processing, and rendering real-world scenes

    Science.gov (United States)

    Nyland, Lars S.; Lastra, Anselmo A.; McAllister, David K.; Popescu, Voicu; McCue, Chris; Fuchs, Henry

    2000-12-01

    While photographs vividly capture a scene from a single viewpoint, it is our goal to capture a scene in such a way that a viewer can freely move to any viewpoint, just as he or she would in an actual scene. We have built a prototype system to quickly digitize a scene using a laser rangefinder and a high-resolution digital camera that accurately captures a panorama of high-resolution range and color information. With real-world scenes, we have provided data to fuel research in many area, including representation, registration, data fusion, polygonization, rendering, simplification, and reillumination. The real-world scene data can be used for many purposes, including immersive environments, immersive training, re-engineering and engineering verification, renovation, crime-scene and accident capture and reconstruction, archaeology and historic preservation, sports and entertainment, surveillance, remote tourism and remote sales. We will describe our acquisition system, the necessary processing to merge data from the multiple input devices and positions. We will also describe high quality rendering using the data we have collected. Issues about specific rendering accelerators and algorithms will also be presented. We will conclude by describing future uses and methods of collection for real- world scene data.

  6. Real-time rendering of optical effects using spatial convolution

    Science.gov (United States)

    Rokita, Przemyslaw

    1998-03-01

    Simulation of special effects such as: defocus effect, depth-of-field effect, raindrops or water film falling on the windshield, may be very useful in visual simulators and in all computer graphics applications that need realistic images of outdoor scenery. Those effects are especially important in rendering poor visibility conditions in flight and driving simulators, but can also be applied, for example, in composing computer graphics and video sequences- -i.e. in Augmented Reality systems. This paper proposes a new approach to the rendering of those optical effects by iterative adaptive filtering using spatial convolution. The advantage of this solution is that the adaptive convolution can be done in real-time by existing hardware. Optical effects mentioned above can be introduced into the image computed using conventional camera model by applying to the intensity of each pixel the convolution filter having an appropriate point spread function. The algorithms described in this paper can be easily implemented int the visualization pipeline--the final effect may be obtained by iterative filtering using a single hardware convolution filter or with the pipeline composed of identical 3 X 3 filters placed as the stages of this pipeline. Another advantage of the proposed solution is that the extension based on proposed algorithm can be added to the existing rendering systems as a final stage of the visualization pipeline.

  7. High dynamic range (HDR) virtual bronchoscopy rendering for video tracking

    Science.gov (United States)

    Popa, Teo; Choi, Jae

    2007-03-01

    In this paper, we present the design and implementation of a new rendering method based on high dynamic range (HDR) lighting and exposure control. This rendering method is applied to create video images for a 3D virtual bronchoscopy system. One of the main optical parameters of a bronchoscope's camera is the sensor exposure. The exposure adjustment is needed since the dynamic range of most digital video cameras is narrower than the high dynamic range of real scenes. The dynamic range of a camera is defined as the ratio of the brightest point of an image to the darkest point of the same image where details are present. In a video camera exposure is controlled by shutter speed and the lens aperture. To create the virtual bronchoscopic images, we first rendered a raw image in absolute units (luminance); then, we simulated exposure by mapping the computed values to the values appropriate for video-acquired images using a tone mapping operator. We generated several images with HDR and others with low dynamic range (LDR), and then compared their quality by applying them to a 2D/3D video-based tracking system. We conclude that images with HDR are closer to real bronchoscopy images than those with LDR, and thus, that HDR lighting can improve the accuracy of image-based tracking.

  8. Partition of biocides between water and inorganic phases of renders with organic binder

    DEFF Research Database (Denmark)

    Urbanczyk, Michal M; Bollmann, Ulla E; Bester, Kai

    2016-01-01

    , the partition of biocides between water and inorganic phases of render with organic binder was investigated. The partition constants of carbendazim, diuron, iodocarb, isoproturon, cybutryn (irgarol), octylisothiazolinone, terbutryn, and tebuconazole towards minerals typically used in renders, e.g. barite...... with render-water distribution constants of two artificially made renders showed that the distribution constants can be estimated based on partition constants of compounds for individual components of the render....

  9. GPU-Based Volume Rendering of Noisy Multi-Spectral Astronomical Data

    CERN Document Server

    Hassan, Amr H; Barnes, David G

    2010-01-01

    Traditional analysis techniques may not be sufficient for astronomers to make the best use of the data sets that current and future instruments, such as the Square Kilometre Array and its Pathfinders, will produce. By utilizing the incredible pattern-recognition ability of the human mind, scientific visualization provides an excellent opportunity for astronomers to gain valuable new insight and understanding of their data, particularly when used interactively in 3D. The goal of our work is to establish the feasibility of a real-time 3D monitoring system for data going into the Australian SKA Pathfinder archive. Based on CUDA, an increasingly popular development tool, our work utilizes the massively parallel architecture of modern graphics processing units (GPUs) to provide astronomers with an interactive 3D volume rendering for multi-spectral data sets. Unlike other approaches, we are targeting real time interactive visualization of datasets larger than GPU memory while giving special attention to data with l...

  10. Inter-varietal interactions among plants in genotypically diverse mixtures tend to decrease herbivore performance.

    Science.gov (United States)

    Grettenberger, Ian M; Tooker, John F

    2016-09-01

    Much research has explored the effects of plant species diversity on herbivore populations, but far less has considered effects of plant genotypic diversity, or how abiotic stressors, like drought, can modify effects. Mechanisms by which plant genotypic diversity affects herbivore populations remain largely unresolved. We used greenhouse studies with a model system of wheat (Triticum aestivum L.) and bird cherry-oat aphid (Rhopalosiphum padi L.) to determine whether the genotypic diversity of a plant's neighborhood influences performance and fitness of herbivores on a focal plant and if drought changes the influence of neighborhood diversity. Taken across all varieties we tested, plant-plant interactions in diverse neighborhoods reduced aphid performance and generated associational resistance, although effects on aphids depended on variety identity. In diverse mixtures, drought stress greatly diminished the genotypic diversity-driven reduction in aphid performance. Neighborhood diversity influenced mother aphid size, and appeared to partially explain how plant-plant interactions reduced the number of offspring produced in mixtures. Plant size did not mediate effects on aphid performance, although neighborhood diversity reduced plant mass across varieties and watering treatments. Our results suggest inter-varietal interactions in genotypic mixtures can affect herbivore performance in the absence of herbivore movement and that abiotic stress may diminish any effects. Accounting for how neighborhood diversity influences resistance of an individual plant to herbivores will help aid development of mixtures of varieties for managing insect pests and clarify the role of plant genotypic diversity in ecosystems.

  11. Performance-Driven Hybrid Full-Body Character Control for Navigation and Interaction in Virtual Environments

    Science.gov (United States)

    Mousas, Christos; Anagnostopoulos, Christos-Nikolaos

    2017-06-01

    This paper presents a hybrid character control interface that provides the ability to synthesize in real-time a variety of actions based on the user's performance capture. The proposed methodology enables three different performance interaction modules: the performance animation control that enables the direct mapping of the user's pose to the character, the motion controller that synthesizes the desired motion of the character based on an activity recognition methodology, and the hybrid control that lies within the performance animation and the motion controller. With the methodology presented, the user will have the freedom to interact within the virtual environment, as well as the ability to manipulate the character and to synthesize a variety of actions that cannot be performed directly by him/her, but which the system synthesizes. Therefore, the user is able to interact with the virtual environment in a more sophisticated fashion. This paper presents examples of different scenarios based on the three different full-body character control methodologies.

  12. 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.

  13. 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)

  14. Interactive Data Exploration for High-Performance Fluid Flow Computations through Porous Media

    KAUST Repository

    Perovic, Nevena

    2014-09-01

    © 2014 IEEE. Huge data advent in high-performance computing (HPC) applications such as fluid flow simulations usually hinders the interactive processing and exploration of simulation results. Such an interactive data exploration not only allows scientiest to \\'play\\' with their data but also to visualise huge (distributed) data sets in both an efficient and easy way. Therefore, we propose an HPC data exploration service based on a sliding window concept, that enables researches to access remote data (available on a supercomputer or cluster) during simulation runtime without exceeding any bandwidth limitations between the HPC back-end and the user front-end.

  15. Virtual acoustic reproduction of historical spaces for interactive music performance and recording

    Science.gov (United States)

    Martens, William; Woszczyk, Wieslaw

    2004-10-01

    For the most authentic and successful musical result, a performer engaged in recording pianoforte pieces of Haydn needs to hear the instrument as it would have sounded in historically typical room reverberation, such as that of the original room's in which Haydn taught his students to play pianoforte. After capturing the acoustic response of such historical room's, as described in the companion presentation, there remains the problem of how best to reproduce the virtual acoustical response of the room as a performer moves relative to the instrument and the rooms boundaries. This can be done with a multichannel loudspeaker array enveloping the performer, interactively presenting simulated indirect sound to generate a sense of presence in the previously captured room. The resulting interaction between live musical instrument performance and the sound of the virtual room can be captured both binaurally for the performer's subsequent evaluation, readjusted to provide the most desirable acoustic feedback to the performer, and finally remixed for distribution via conventional 5.1 channel audio media.

  16. Interaction improves perception of gloss.

    Science.gov (United States)

    Scheller Lichtenauer, Matthias; Schuetz, Philipp; Zolliker, Peter

    2013-12-18

    Rendering materials on displays becomes ubiquitous in industrial design, architecture, and visualization. Yet the experience of the material from other modes of perception is missing in that representation. This forces observers to rely on visual cues only while judging material properties. In the present study, we compare judgments of rough and glossy surfaces by interacting and passive observers. We investigate whether observers actively exploring rendered stimuli judge properties differently than observers passively watching renderings. Resulting interobserver agreement is significantly higher for interacting observers.

  17. 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.

  18. Interactions Between Channel Topography and Hydrokinetic Turbines: Sediment Transport, Turbine Performance, and Wake Characteristics

    Science.gov (United States)

    Hill, Craig Steven

    Accelerating marine hydrokinetic (MHK) renewable energy development towards commercial viability requires investigating interactions between the engineered environment and its surrounding physical and biological environments. Complex and energetic hydrodynamic and morphodynamic environments desired for such energy conversion installations present difficulties for designing efficient yet robust sustainable devices, while permitting agency uncertainties regarding MHK device environmental interactions result in lengthy and costly processes prior to installing and demonstrating emerging technologies. A research program at St. Anthony Falls Laboratory (SAFL), University of Minnesota, utilized multi-scale physical experiments to study the interactions between axial-flow hydrokinetic turbines, turbulent open channel flow, sediment transport, turbulent turbine wakes, and complex hydro-morphodynamic processes in channels. Model axial-flow current-driven three-bladed turbines (rotor diameters, dT = 0.15m and 0.5m) were installed in open channel flumes with both erodible and non-erodible substrates. Device-induced local scour was monitored over several hydraulic conditions and material sizes. Synchronous velocity, bed elevation and turbine performance measurements provide an indication into the effect channel topography has on device performance. Complimentary experiments were performed in a realistic meandering outdoor research channel with active sediment transport to investigate device interactions with bedform migration and secondary turbulent flow patterns in asymmetric channel environments. The suite of experiments undertaken during this research program at SAFL in multiple channels with stationary and mobile substrates under a variety of turbine configurations provides an in-depth investigation into how axial-flow hydrokinetic devices respond to turbulent channel flow and topographic complexity, and how they impact local and far-field sediment transport characteristics

  19. Interactive visual exploration of a trillion particles

    KAUST Repository

    Schatz, Karsten

    2017-03-10

    We present a method for the interactive exploration of tera-scale particle data sets. Such data sets arise from molecular dynamics, particle-based fluid simulation, and astrophysics. Our visualization technique provides a focus+context view of the data that runs interactively on commodity hardware. The method is based on a hybrid multi-scale rendering architecture, which renders the context as a hierarchical density volume. Fine details in the focus are visualized using direct particle rendering. In addition, clusters like dark matter halos can be visualized as semi-transparent spheres enclosing the particles. Since the detail data is too large to be stored in main memory, our approach uses an out-of-core technique that streams data on demand. Our technique is designed to take advantage of a dual-GPU configuration, in which the workload is split between the GPUs based on the type of data. Structural features in the data are visually enhanced using advanced rendering and shading techniques. To allow users to easily identify interesting locations even in overviews, both the focus and context view use color tables to show data attributes on the respective scale. We demonstrate that our technique achieves interactive performance on a one trillionpar-ticle data set from the DarkSky simulation.

  20. Plant chemical defense indirectly mediates aphid performance via interactions with tending ants.

    Science.gov (United States)

    Züst, Tobias; Agrawal, Anurag A

    2017-03-01

    The benefits of mutualistic interactions are often highly context dependent. We studied the interaction between the milkweed aphid Aphis asclepiadis and a tending ant, Formica podzolica. Although this interaction is generally considered beneficial, variation in plant genotype may alter it from mutualistic to antagonistic. Here we link the shift in strength and relative benefit of the ant-aphid interaction to plant genotypic variation in the production of cardenolides, a class of toxic defensive chemicals. In a field experiment with highly variable genotypes of the common milkweed (Asclepias syriaca), we show that plant cardenolides, especially polar forms, are ingested by aphids and excreted in honeydew proportionally to plant concentrations without directly affecting aphid performance. Ants consume honeydew, and aphids that excreted high amounts of cardenolides received fewer ant visits, which in turn reduced aphid survival. On at least some plant genotypes, aphid numbers per plant were reduced in the presence of ants to levels lower than in corresponding ant-exclusion treatments, suggesting antagonistic ant behavior. Although cardenolides appear ineffective as direct plant defenses against aphids, the multi-trophic context reveals an ant-mediated negative indirect effect on aphid performance and population dynamics. © 2016 by the Ecological Society of America.

  1. Communication and laboratory performance in parapsychology experiments: demand characteristics and the social organization of interaction.

    Science.gov (United States)

    Wooffitt, Robin

    2007-09-01

    This paper reports findings from a conversation analytic study of experimenter-participant interaction in parapsychology experiments. It shows how properties of communication through which the routine business of the experiment is conducted may have an impact on the research participant's subsequent performance. In this, the study explores social psychological features of the psychology laboratory. In particular, it examines aspects of Orne's (1962) account of what he called the demand characteristics of the psychological experiment. The data come from a corpus of audio recordings of experimenter-participant interaction during experiments on extra-sensory perception. These kinds of experiments, and the phenomena they purport to study, are undoubtedly controversial; however, the paper argues that there are grounds for social psychologists to consider parapsychology experiments as a class (albeit distinctive) of psychology experiments, and, therefore, as sites in which general social psychological and communicative phenomena can be studied. The empirical sections of the paper examine interaction during part of the experimental procedure when the experimenter verbally reviews a record of the participant's imagery reported during an earlier part of the experiment. The analysis shows that the way in which the experimenter acknowledges the research participants' utterances may be significant for the trajectory of the experiment and explores how the participants' subsequent performance in the experiment may be influenced by interactionally generated contingencies.

  2. Main and interaction effects of metal pollutants on visual-motor performance.

    Science.gov (United States)

    Marlowe, M; Stellern, J; Errera, J; Moon, C

    1985-01-01

    This study investigated possible relationships of metal levels and metal combinations with children's visual-motor performance. Hair-metal concentrations of lead, arsenic, methylmercury, cadmium, and aluminum were determined in 69 randomly selected elementary age children. They were also administered the Bender Visual-Motor Gestalt Test. Parents of subjects were interviewed to control for confounding variables that might affect cognitive development. Regression data indicated that increases in aluminum and the interaction of aluminum with lead were significantly related to decreased visual-motor performance. Because metal levels and metal combinations previously thought harmless may be associated with visual-motor deficits, a continuing reexamination of metal poisoning concentrations is needed.

  3. The effect of coworker knowledge sharing on performance and its boundary conditions: an interactional perspective.

    Science.gov (United States)

    Kim, Seckyoung Loretta; Yun, Seokhwa

    2015-03-01

    Considering the importance of coworkers and knowledge sharing in current business environment, this study intends to advance understanding by investigating the effect of coworker knowledge sharing on focal employees' task performance. Furthermore, by taking an interactional perspective, this study examines the boundary conditions of coworker knowledge sharing on task performance. Data from 149 samples indicate that there is a positive relationship between coworker knowledge sharing and task performance, and this relationship is strengthened when general self-efficacy or abusive supervision is low rather than high. Our findings suggest that the recipients' characteristics and leaders' behaviors could be important contingent factors that limit the effect of coworker knowledge sharing on task performance. Implications for theory and practice are discussed.

  4. Performance of upstream interaction region detectors for the FIRST experiment at GSI

    CERN Document Server

    Abou-Haidar, Z; Alvarez, M A G; Anelli, M; Aumann, T; Battistoni, G; Bocci, A; Bohlen, T T; Boudard, A; Brunetti, A; Carpinelli, M; Cirrone, G A P; Cortes-Giraldo, M A; Cuttone, G; De Napoli, M; Durante, M; Fernandez-Garcia, J P; Finck, C; Gallardo, M I; Golosio, B; Iarocci, E; Iazzi, F; Ickert, G; Introzzi, R; Juliani, D; Krimmer, J; Kurz, N; Labalme, M; Leifels, Y; Le Fevre, A; Leray, S; Marchetto, F; Monaco, V; Morone, M C; Oliva, P; Paoloni, A; Patera, V; Piersanti, L; Pleskac, R; Quesada, J M; Randazzo, N; Romano, F; Rossi, D; Rosso, V; Rousseau, M; Sacchi, R; Sala, P; Sarti, A; Schuy, C; Sciubba, A; Sfienti, C; Simon, H; Sipala, V; Spiriti, E; Stuttge, L; Tropea, S; Younis, H

    2012-01-01

    The FIRST (Fragmentation of Ions Relevant for Space and Therapy) experiment at GSI has been designed to study carbon fragmentation, measuring (12)C double differential cross sections (- (2)I /- - E) for different beam energies between 100 and 1000 MeV/u. The experimental setup integrates newly designed detectors in the, so called, Interaction Region around the graphite target. The Interaction Region upstream detectors are a 250 mum thick scintillator and a drift chamber optimized for a precise measurement of the ions interaction time and position on the target. In this article we review the design of the upstream detectors along with the preliminary results of the data taking performed on August 2011 with 400 MeV/u fully stripped carbon ion beam at GSI. Detectors performances will be reviewed and compared to those obtained during preliminary tests, performed with 500 MeV electrons (at the BTF facility in the INFN Frascati Laboratories) and 80 MeV/u protons and carbon ions (at the INFN LNS Laboratories in Cata...

  5. Comparison of User Performance with Interactive and Static 3d Visualization - Pilot Study

    Science.gov (United States)

    Herman, L.; Stachoň, Z.

    2016-06-01

    Interactive 3D visualizations of spatial data are currently available and popular through various applications such as Google Earth, ArcScene, etc. Several scientific studies have focused on user performance with 3D visualization, but static perspective views are used as stimuli in most of the studies. The main objective of this paper is to try to identify potential differences in user performance with static perspective views and interactive visualizations. This research is an exploratory study. An experiment was designed as a between-subject study and a customized testing tool based on open web technologies was used for the experiment. The testing set consists of an initial questionnaire, a training task and four experimental tasks. Selection of the highest point and determination of visibility from the top of a mountain were used as the experimental tasks. Speed and accuracy of each task performance of participants were recorded. The movement and actions in the virtual environment were also recorded within the interactive variant. The results show that participants deal with the tasks faster when using static visualization. The average error rate was also higher in the static variant. The findings from this pilot study will be used for further testing, especially for formulating of hypotheses and designing of subsequent experiments.

  6. COMPARISON OF USER PERFORMANCE WITH INTERACTIVE AND STATIC 3D VISUALIZATION – PILOT STUDY

    Directory of Open Access Journals (Sweden)

    L. Herman

    2016-06-01

    Full Text Available Interactive 3D visualizations of spatial data are currently available and popular through various applications such as Google Earth, ArcScene, etc. Several scientific studies have focused on user performance with 3D visualization, but static perspective views are used as stimuli in most of the studies. The main objective of this paper is to try to identify potential differences in user performance with static perspective views and interactive visualizations. This research is an exploratory study. An experiment was designed as a between-subject study and a customized testing tool based on open web technologies was used for the experiment. The testing set consists of an initial questionnaire, a training task and four experimental tasks. Selection of the highest point and determination of visibility from the top of a mountain were used as the experimental tasks. Speed and accuracy of each task performance of participants were recorded. The movement and actions in the virtual environment were also recorded within the interactive variant. The results show that participants deal with the tasks faster when using static visualization. The average error rate was also higher in the static variant. The findings from this pilot study will be used for further testing, especially for formulating of hypotheses and designing of subsequent experiments.

  7. A survey on hair modeling: styling, simulation, and rendering.

    Science.gov (United States)

    Ward, Kelly; Bertails, Florence; Kim, Tae-Yong; Marschner, Stephen R; Cani, Marie-Paule; Lin, Ming C

    2007-01-01

    Realistic hair modeling is a fundamental part of creating virtual humans in computer graphics. This paper surveys the state of the art in the major topics of hair modeling: hairstyling, hair simulation, and hair rendering. Because of the difficult, often unsolved problems that arise in all these areas, a broad diversity of approaches are used, each with strengths that make it appropriate for particular applications. We discuss each of these major topics in turn, presenting the unique challenges facing each area and describing solutions that have been presented over the years to handle these complex issues. Finally, we outline some of the remaining computational challenges in hair modeling.

  8. Software System for Vocal Rendering of Printed Documents

    Directory of Open Access Journals (Sweden)

    Marian DARDALA

    2008-01-01

    Full Text Available The objective of this paper is to present a software system architecture developed to render the printed documents in a vocal form. On the other hand, in the paper are described the software solutions that exist as software components and are necessary for documents processing as well as for multimedia device controlling used by the system. The usefulness of this system is for people with visual disabilities that can access the contents of documents without that they be printed in Braille system or to exist in an audio form.

  9. An example of quantum imaging: rendering an object undetectable

    CERN Document Server

    Ataman, Stefan

    2016-01-01

    In this paper we propose and analyse a Gedankenexperiment involving three non-linear crystals and two objects inserted in the idler beams. We show that, besides the behaviour that can be extrapolated from previous experiments involving two crystals and one object, we are able to predict a new effect: under certain circumstances, one of the objects can be rendered undetectable to any single detection rate on the signal photons with discarded idler photons. This effect could find applications in future developments of quantum imaging techniques.

  10. An example of quantum imaging: rendering an object undetectable

    Science.gov (United States)

    Ataman, Stefan

    2016-06-01

    In this paper we propose and analyse a Gedankenexperiment involving three non-linear crystals and two objects inserted in the idler beams. We show that, besides the behaviour that can be extrapolated from previous experiments involving two crystals and one object, we are able to predict a new effect: under certain circumstances, one of the objects can be rendered undetectable to any single detection rate on the signal photons with discarded idler photons. This effect could find applications in future developments of quantum imaging techniques.

  11. Horse-shoe lung-rediscovered via volume rendered images

    Directory of Open Access Journals (Sweden)

    Alpa Bharati

    2013-01-01

    Full Text Available Horseshoe lung, usually associated with pulmonary venolobar syndrome, is a rare congenital anomaly involving the fusion of the postero-basal segments of the right and left lungs across the midline. The fused segment or the isthmus lies posterior to the pericardium and anterior to the aorta.The associated pulmonary venolobar syndrome involves anomalous systemic arterial supply and anomlaous systemic venous drainage of the right lung. With the advent of MDCT imaging, we can diagnose this rare condition as well all its associated anomalies non-invasively. Volume-rendered techniques greatly simplify the complex anatomy and provide easy understanding of the same.

  12. Partitioning of biocides between water and inorganic phases of render

    DEFF Research Database (Denmark)

    Urbanczyk, Michal; Bollmann, Ulla E.; Bester, Kai

    The use of biocides as additives for building materials has gained importance in recent years. These biocides are, e.g., applied to renders and paints to prevent them from microbial spoilage. However, these biocides can leach out into the environment. In order to better understand this leaching...... compared. The partitioning constants for calcium carbonate varied between 0.1 (isoproturon) and 1.1 (iodocarb) and 84.6 (dichlorooctylisothiazolinone), respectively. The results for barite, kaolinite and mica were in a similar range and usually the compounds with high partitioning constants for one mineral...

  13. Practical rendering and computation with Direct3D 11

    CERN Document Server

    Zink, Jason; Hoxley, Jack

    2011-01-01

    Practical Rendering and Computation with Direct3D 11 packs in documentation and in-depth coverage of basic and high-level concepts related to using Direct 3D 11 and is a top pick for any serious programming collection. … perfect for a wide range of users. Any interested in computation and multicore models will find this packed with examples and technical applications.-Midwest Book Review, October 2011The authors have generously provided us with an optimal blend of concepts and philosophy, illustrative figures to clarify the more difficult points, and source code fragments to make the ideas con

  14. Motion and emotion: depression reduces psychomotor performance and alters affective movements in caregiving interactions

    Directory of Open Access Journals (Sweden)

    Katherine S Young

    2015-02-01

    Full Text Available Background: Impaired social functioning is a well-established feature of depression. Evidence to date suggests that disrupted processing of emotional cues may constitute part of this impairment. Beyond processing of emotional cues, fluent social interactions require that people physically move in synchronised, contingent ways. Disruptions to physical movements are a diagnostic feature of depression (psychomotor disturbance but have not previously been assessed in the context of social functioning. Here we investigated the impact of psychomotor disturbance in depression on physical responsive behaviour in both an experimental and observational setting.Methods: In Experiment 1, we examined motor disturbance in depression in response to salient emotional sounds, using a laboratory-based effortful motor task. In Experiment 2, we explored whether psychomotor disturbance was apparent in real-life social interactions. Using mother-infant interactions as a model affective social situation, we compared physical behaviours of mothers with and without postnatal depression (PND.Results: We found impairments in precise, controlled psychomotor performance in adults with depression relative to healthy adults (Experiment 1. Despite this disruption, all adults showed enhanced performance following exposure to highly salient emotional cues (infant cries. Examining real-life interactions, we found differences in physical movements, namely reduced affective touching, in mothers with PND responding to their infants, compared to healthy mothers (Experiment 2.Conclusions: Together, these findings suggest that psychomotor disturbance may be an important feature of depression that can impair social functioning. Future work investigating whether improvements in physical movement in depression could have a positive impact on social interactions would be of much interest.

  15. Protein and mineral characterisation of rendered meat and bone meal.

    Science.gov (United States)

    Buckley, M; Penkman, K E H; Wess, T J; Reaney, S; Collins, M J

    2012-10-01

    We report the characterisation of meat and bone meal (MBM) standards (Set B-EFPRA) derived from cattle, sheep, pig and chicken, each rendered at four different temperatures (133, 137, 141 and 145 °C). The standards, prepared for an EU programme STRATFEED (to develop new methodologies for the detection and quantification of illegal addition of mammalian tissues in feeding stuffs), have been widely circulated and used to assess a range of methods for identification of the species composition of MBM. The overall state of mineral alteration and protein preservation as a function of temperature was monitored using small angle X-ray diffraction (SAXS), amino acid composition and racemization analyses. Progressive increases in protein damage and mineral alteration in chicken and cattle standards was observed. In the case of sheep and pig, there was greater damage to the proteins and alteration of the minerals at the lowest treatment temperature (133 °C), suggesting that the thermal treatments must have been compromised in some way. This problem has probably impacted upon the numerous studies which tested methods against these heat treatments. We use protein mass spectrometric methods to explore if thermostable proteins could be used to identify rendered MBM. In more thermally altered samples, so-called 'thermostable' proteins such as osteocalcin which has been proposed as a ideal target to speciate MBM were no longer detectable, but the structural protein type I collagen could be used to differentiate all four species, even in the most thermally altered samples.

  16. Simultaneous visualization of anatomical and functional 3D data by combining volume rendering and flow visualization

    Science.gov (United States)

    Schafhitzel, Tobias; Rößler, Friedemann; Weiskopf, Daniel; Ertl, Thomas

    2007-03-01

    Modern medical imaging provides a variety of techniques for the acquisition of multi-modality data. A typical example is the combination of functional and anatomical data from functional Magnetic Resonance Imaging (fMRI) and anatomical MRI measurements. Usually, the data resulting from each of these two methods is transformed to 3D scalar-field representations to facilitate visualization. A common method for the visualization of anatomical/functional multi-modalities combines semi-transparent isosurfaces (SSD, surface shaded display) with other scalar visualization techniques like direct volume rendering (DVR). However, partial occlusion and visual clutter that typically result from the overlay of these traditional 3D scalar-field visualization techniques make it difficult for the user to perceive and recognize visual structures. This paper addresses these perceptual issues by a new visualization approach for anatomical/functional multi-modalities. The idea is to reduce the occlusion effects of an isosurface by replacing its surface representation by a sparser line representation. Those lines are chosen along the principal curvature directions of the isosurface and rendered by a flow visualization method called line integral convolution (LIC). Applying the LIC algorithm results in fine line structures that improve the perception of the isosurface's shape in a way that it is possible to render it with small opacity values. An interactive visualization is achieved by executing the algorithm completely on the graphics processing unit (GPU) of modern graphics hardware. Furthermore, several illumination techniques and image compositing strategies are discussed for emphasizing the isosurface structure. We demonstrate our method for the example of fMRI/MRI measurements, visualizing the spatial relationship between brain activation and brain tissue.

  17. Capturing the acoustic response of historical spaces for interactive music performance and recording

    Science.gov (United States)

    Woszczyk, Wieslaw; Martens, William

    2004-10-01

    Performers engaged in musical recording while they are located in relatively dry recording studios generally find their musical performance facilitated when they are provided with synthetic reverberation. This well established practice is extended in the project described here to include highly realistic virtual acoustic recreation of original rooms in which Haydn taught his students to play pianoforte. The project has two primary components, the first of which is to capture for posterity the acoustic response of such historical rooms that may no longer be available or functional for performance. The project's second component is to reproduce as accurately as possible the virtual acoustic interactions between a performer and the re-created acoustic space, as performers, during their performance, move relative to their instrument and the boundaries of surrounding enclosure. In the first of two presentations on this ongoing project, the method for measurement of broadband impulse responses for these historical rooms is described. The test signal is radiated by a group of omnidirectional loudspeakers approximating the layout and the complex directional radiation pattern of the pianoforte, and the room response is sampled by a spaced microphone array. The companion presentation will describe the method employed for virtual acoustic reproduction for the performer.

  18. Monitoring and talking to the room: autochthonous coordination patterns in team interaction and performance.

    Science.gov (United States)

    Kolbe, Michaela; Grote, Gudela; Waller, Mary J; Wacker, Johannes; Grande, Bastian; Burtscher, Michael J; Spahn, Donat R

    2014-11-01

    This paper builds on and extends theory on team functioning in high-risk environments. We examined 2 implicit coordination behaviors that tend to emerge autochthonously within high-risk teams: team member monitoring and talking to the room. Focusing on nonrandom patterns of behavior, we examined sequential patterns of team member monitoring and talking to the room in higher- and lower-performing action teams working in a high-risk health care environment. Using behavior observation methods, we coded verbal and nonverbal behaviors of 27 anesthesia teams performing an induction of general anesthesia in a natural setting and assessed team performance with a Delphi-validated checklist-based performance measure. Lag sequential analyses revealed that higher-performing teams were characterized by patterns in which team member monitoring was followed by speaking up, providing assistance, and giving instructions and by patterns in which talking to the room was followed by further talking to the room and not followed by instructions. Higher- and lower-performing teams did not differ with respect to the frequency of team member monitoring and talking to the room occurrence. The results illustrate the importance of patterns of autochthonous coordination behaviors and demonstrate that the interaction patterns, as opposed to the behavior frequencies, discriminated higher- from lower-performing teams. Implications for future research and for team training are included. (PsycINFO Database Record (c) 2014 APA, all rights reserved).

  19. Interactive affective sharing versus non-interactive affective sharing in work groups : Comparative effects of group affect on work group performance and dynamics

    NARCIS (Netherlands)

    Klep, Annefloor; Wisse, Barbara; Van Der Flier, Henk

    2011-01-01

    This study explores whether the dynamic path to group affect, which is characterized by interactive affective sharing processes, yields different effects on task performance and group dynamics than the static path to group affect, which arises from non-interactive affective sharing. The results of o

  20. When sad groups expect to meet again : Interactive affective sharing and future interaction expectation as determinants of work groups' analytical and creative task performance

    NARCIS (Netherlands)

    Klep, Annefloor H. M.; Wisse, Barbara; van der Flier, Henk

    2013-01-01

    The present study examines the moderating role of future interaction expectation in the relationship between affective sharing and work groups' task performance. We argue that group affect, a group defining characteristic, becomes more salient to its members when it is interactively shared, and that

  1. When sad groups expect to meet again: interactive affective sharing and future interaction expectation as determinants of work groups' analytical and creative task performance.

    Science.gov (United States)

    Klep, Annefloor H M; Wisse, Barbara; van der Flier, Henk

    2013-12-01

    The present study examines the moderating role of future interaction expectation in the relationship between affective sharing and work groups' task performance. We argue that group affect, a group defining characteristic, becomes more salient to its members when it is interactively shared, and that the anticipation of future interaction may strengthen the effects of group defining characteristics on subsequent group member behaviour. As a consequence, interactive sharing (vs. non-interactive sharing) of negative affect is more likely to influence work group outcomes when group members expect to meet again. Results from a laboratory experiment with 66 three-person work groups indeed show that interactively shared (vs. non-interactively shared) negative affect facilitated work groups' analytical task performance, whereas it inhibited performance on a creative fluency task when groups have expectations of future interaction and not when they do not have such expectations. The discussion focuses on how these results add to theory on group affect and contribute to insights in the effects of future interaction expectation.

  2. Maximizing the Performance of Laser Cut Panel by Interaction of Ceiling Geometries and Different Aspect Ratio

    Directory of Open Access Journals (Sweden)

    Ahmed A. Freewan

    2014-12-01

    Full Text Available The interaction between different ceiling geometries with laser cut panels (LCPs is investigated using real experiments and computer simulations to maximize the daylight performance of the LCP. In addition, LCP with different aspect ratios (width to depth ratio is studied using simulation with clear sky conditions in hot climate region. Two main performance parameters are investigated: illuminance level and distribution uniformity in a large space located in a sub-tropical climate region like Jordan. It was found that curved and chamfered ceilings increased the daylight level in the rear part of the studied room by 20% compared to a horizontal flat ceiling and reduce it by 30% in front part that improve the quality of daylight by improving the uniformity. LCP with high aspect ratio of 5:6 performed well in climate with clear sky and high solar angles than LCP with ratio of 4:6.

  3. Effects of vehicle-pedestrian interaction and speed limit on traffic performance of intersections

    Science.gov (United States)

    Li, Xiang; Sun, Jian-Qiao

    2016-10-01

    The intersection model consisting of vehicle model, pedestrian model, pedestrian-vehicle interaction model and intersection rules has been presented in this paper. The well-established vehicle and pedestrian movement models in the literature are combined and applied to the intersection system with additional rules. Extensive numerical simulations with different scenarios are carried out. The effects of road speed limit, vehicle arrival rate, pedestrian regularity rate and vehicle rational rate on the intersection performance are quantitatively investigated. Three measures of the traffic performance are studied including transportation efficiency, energy economy and traffic safety. We have found that the energy economy can be achieved with the high transportation efficiency, and that the traffic safety is in conflict with the efficiency. Furthermore, we have found that the pedestrian interference makes the intersection performance worse, resulting in lower transportation efficiency, more energy consumptions and higher safety risk.

  4. Interactive Configuration of High Performance Renovation of Apartment Buildings by the use of CSP

    DEFF Research Database (Denmark)

    Vareilles, E.; Thuesen, Christian; Falcon, M.

    2013-01-01

    This paper is a prospective study which looks at the possibility of configuring high performance renovation of apartment buildings by the use of constraint satisfaction problem (CSP). This study is one part of a project called CRIBA which aims to industrialize high performance thermal renovation...... of mid-rise (up to seven stories) apartment buildings. The renovation is based on external rectangular panels, always comprising insulation and cladding, and sometimes including, in addition, doors, windows or solar modules. The panels can be fixed directly onto the walls or onto a metal structure around...... the whole building. With the new thermal envelope and equipment, the building must achieve a really low energy performance of 25 kWh=m2=year. A configuration system, based on CSP approaches, will simultaneously enable the interactive definition of the renovation, the associated bill of material (BOM...

  5. Advantages and disadvantages of 3D ultrasound of thyroid nodules including thin slice volume rendering

    Directory of Open Access Journals (Sweden)

    Slapa Rafal

    2011-01-01

    Full Text Available Abstract Background The purpose of this study was to assess the advantages and disadvantages of 3D gray-scale and power Doppler ultrasound, including thin slice volume rendering (TSVR, applied for evaluation of thyroid nodules. Methods The retrospective evaluation by two observers of volumes of 71 thyroid nodules (55 benign, 16 cancers was performed using a new TSVR technique. Dedicated 4D ultrasound scanner with an automatic 6-12 MHz 4D probe was used. Statistical analysis was performed with Stata v. 8.2. Results Multiple logistic regression analysis demonstrated that independent risk factors of thyroid cancers identified by 3D ultrasound include: (a ill-defined borders of the nodule on MPR presentation, (b a lobulated shape of the nodule in the c-plane and (c a density of central vessels in the nodule within the minimal or maximal ranges. Combination of features provided sensitivity 100% and specificity 60-69% for thyroid cancer. Calcification/microcalcification-like echogenic foci on 3D ultrasound proved not to be a risk factor of thyroid cancer. Storage of the 3D data of the whole nodules enabled subsequent evaluation of new parameters and with new rendering algorithms. Conclusions Our results indicate that 3D ultrasound is a practical and reproducible method for the evaluation of thyroid nodules. 3D ultrasound stores volumes comprising the whole lesion or organ. Future detailed evaluations of the data are possible, looking for features that were not fully appreciated at the time of collection or applying new algorithms for volume rendering in order to gain important information. Three-dimensional ultrasound data could be included in thyroid cancer databases. Further multicenter large scale studies are warranted.

  6. Improving the Performance of Interactive TCP Applications using End-point Based and Network Level Techniques

    Directory of Open Access Journals (Sweden)

    Varun G Menon

    2012-04-01

    Full Text Available Recent measurement based studies reveal that most of the Internet connections are short in terms of the amount of traffic they carry, while a small fraction of the connections are carrying a largeportion of the traffic.. Most of these short flows are from interactive applications like telnet, gaming that use TCP protocol for connection establishment and data transfer. These short TCP flows suffer from severe response-time performance degradations when multiplexed with long-lived flows during times of network congestion. The reasons for this problem is that, in the absence of large number of packets the short flows are unable to get a detailed knowledge about the level of underlying network congestion and even a single packet loss forces long retransmission timeouts. Also as the numbers of packets are less they are not able to develop large congestion windows and thus unable to jumpstart the next data burst. Due to this, clients of interactive applications suffer from increased response time for data packets sent and they try to upgrade their short flows to long flows by sending dummy packets into the network even when they do not have any data to send. This behavior can lead to severe congestion in the network and causes harm to statistical multiplexing in the Internet. This paper aims at providing easy to implement techniques that can be used by the clients of interactive applications to get much better performance without causing any serious congestion in the network.

  7. Atomic Level Rendering of DNA-Drug Encounter

    Science.gov (United States)

    Lucas, Maria F.; Cabeza de Vaca, Israel; Takahashi, Ryoji; Rubio-Martínez, Jaime; Guallar, Víctor

    2014-01-01

    Computer simulations have been demonstrated to be important for unraveling atomic mechanisms in biological systems. In this study, we show how combining unbiased molecular dynamic simulations with appropriate analysis tools can successfully describe metal-based drug interactions with DNA. To elucidate the noncovalent affinity of cisplatin’s family to DNA, we performed extensive all-atom molecular dynamics simulations (3.7 μs total simulation length). The results show that the parent drug, cisplatin, has less affinity to form noncovalent adducts in the major groove than its aquo complexes. Furthermore, the relative position in which the drugs enter the major groove is dependent on the compound’s net charge. Based on the simulations, we estimated noncovalent binding free energies through the use of Markov state models. In addition, and to overcome the lack of experimental information, we employed two additional methods: Molecular Mechanics Poisson-Boltzmann Surface Area (MMPB-SA) and steered molecular dynamics with the Jarzynski estimator, with an overall good agreement between the three methods. All complexes show interaction energies below 3 kcal/mol with DNA but the charged hydrolysis products have slightly more favorable binding free energies than the parent drug. Moreover, this study sets the precedent for future unbiased DNA-ligand simulations of more complex binders. PMID:24461017

  8. Understanding the dynamic interactions driving Zambian health centre performance: a case-based health systems analysis.

    Science.gov (United States)

    Topp, Stephanie M; Chipukuma, Julien M; Hanefeld, Johanna

    2015-05-01

    Despite being central to achieving improved population health outcomes, primary health centres in low- and middle-income settings continue to underperform. Little research exists to adequately explain how and why this is the case. This study aimed to test the relevance and usefulness of an adapted conceptual framework for improving our understanding of the mechanisms and causal pathways influencing primary health centre performance. A theory-driven, case-study approach was adopted. Four Zambian health centres were purposefully selected with case data including health-care worker interviews (n = 60); patient interviews (n = 180); direct observation of facility operations (2 weeks/centre) and key informant interviews (n = 14). Data were analysed to understand how the performance of each site was influenced by the dynamic interactions between system 'hardware' and 'software' acting on mechanisms of accountability. Structural constraints including limited resources created challenging service environments in which work overload and stockouts were common. Health workers' frustration with such conditions interacted with dissatisfaction with salary levels eroding service values and acting as a catalyst for different forms of absenteeism. Such behaviours exacerbated patient-provider ratios and increased the frequency of clinical and administrative shortcuts. Weak health information systems and lack of performance data undermined providers' answerability to their employer and clients, and a lack of effective sanctions undermined supervisors' ability to hold providers accountable for these transgressions. Weak answerability and enforceability contributed to a culture of impunity that masked and condoned weak service performance in all four sites. Health centre performance is influenced by mechanisms of accountability, which are in turn shaped by dynamic interactions between system hardware and system software. Our findings confirm the usefulness of combining Sheikh et al

  9. A Summary of Shock/Soap Bubble Interactions Performed at the SWRC, Tohoku University

    Science.gov (United States)

    Yamamoto, H.; Igra, D.; Takayama, Kazuyoshi

    A summary of experiments of shock wave interactions with spherical soap bubbles and cylindrical soap columns filled with helium performed in the Shock Wave Research Center at Tohoku University is presented. Sequential holographic interferograms of soap bubbles impinged by small-scale blast waves created by explosion of 10 mg weight silver azide pellets are presented. The standoff distance between micro-explosives and the bubbles center is about 40 mm and the shock overpressure was about 2 MPa. Helium filled soap columns of 40 mm diameter and 60 mm in height were placed in a 60 mm x 150 mm shock tube. Their interaction with shock wave was intensively visualized by using holographic interferogram at atmospheric conditions. It is found that the irregular interfacial deformation observed are just three-dimensional vortices viewed from the side

  10. Interacting effects of pollination, water and nutrients on fruit tree performance.

    Science.gov (United States)

    Klein, A-M; Hendrix, S D; Clough, Y; Scofield, A; Kremen, C

    2015-01-01

    Pollination is critical to fruit production, but the interactions of pollination with plant resources on a plant's reproductive and vegetative features are largely overlooked. We examined the influences of pollination, irrigation and fertilisation on the performance of almond, Prunus dulcis, in northern California. We used a full-factorial design to test for the effects of pollination limitation on fruit production and foliage variables of whole trees experiencing four resource treatments: (i) normal water and nutrients, (ii) reduced water, (iii) no nutrients, and (iv) reduced water and no nutrients. In each of these combinations, we applied three pollination treatments: hand-cross pollination, open-pollination and pollinator exclusion. Pollination strongly affected yield even under reduced water and no nutrient applications. Hand-cross pollination resulted in over 50% fruit set with small kernels, while open-pollinated flowers showed over 30% fruit set with moderate-sized kernels. Pollinator-excluded flowers had a maximum fruit set of 5%, with big and heavy kernels. Reduced water interacted with the open- and hand-cross pollination treatments, reducing yield more than in the pollinator exclusion treatment. The number of kernels negatively influenced the number of leaves, and reduced water and no nutrient applications interacted with the pollination treatments. Overall, our results indicate that the influences of pollination on fruit tree yield interact with the plant availability of nutrients and water and that excess pollination can reduce fruit quality and the production of leaves for photosynthesis. Such information is critical to understand how pollination influences fruit tree performance. © 2014 German Botanical Society and The Royal Botanical Society of the Netherlands.

  11. Excellent color rendering indexes of multi-package white LEDs.

    Science.gov (United States)

    Oh, Ji Hye; Yang, Su Ji; Sung, Yeon-Goog; Do, Y R

    2012-08-27

    This study introduces multi-package white light-emitting diodes (LEDs) system with the ability to realize high luminous efficacy and an excellent color rendering index (CRI, R a) using the R B,M A B,M G B,M C B (R B,M A B,M G B,M denoted as a long-pass dichroic filter (LPDF)-capped, monochromatic red, amber and green phosphor converted-LED (pc-LED) pumped by a blue LED chip, and C B denoted as a cyan and blue mixed pc-LED pumped by a blue LED) system. The luminous efficacy and color rendering index (CRI) of multi-package white LED systems are compared while changing the concentration of the cyan phosphor used in the paste of a cyan-blue LED package and the driving current of individual LEDs in multi-package white LEDs at correlated color temperatures (CCTs) ranging from 6,500 K (cold white) to 2,700 K (warm white) using a set of eight CCTs as specified by the American National Standards Institute (ANSI) standard number C78.377-2008. A R B,M A B,M G B,M C B white LED system provides high luminous efficacy (≥ 96 lm/W) and a color rendering index (≥ 91) encompassing the complete CCT range. We also compare the optical properties of the R B,M A B,M G B,M C B system with those of the R B,M A B,M G B,M B and RAGB (red, amber, green, and blue semiconductor-type narrow-spectrum-band LEDs) systems. It can be expected that the cyan color added to a blue LED in multi-package white LEDs based on LPDF-capped, phosphor-converted monochromatic LEDs will meet the needs of the high-quality, highly efficient, full-color white LED lighting market in the near future.

  12. State of the Art in Transfer Functions for Direct Volume Rendering

    KAUST Repository

    Ljung, Patric

    2016-07-04

    A central topic in scientific visualization is the transfer function (TF) for volume rendering. The TF serves a fundamental role in translating scalar and multivariate data into color and opacity to express and reveal the relevant features present in the data studied. Beyond this core functionality, TFs also serve as a tool for encoding and utilizing domain knowledge and as an expression for visual design of material appearances. TFs also enable interactive volumetric exploration of complex data. The purpose of this state-of-the-art report (STAR) is to provide an overview of research into the various aspects of TFs, which lead to interpretation of the underlying data through the use of meaningful visual representations. The STAR classifies TF research into the following aspects: dimensionality, derived attributes, aggregated attributes, rendering aspects, automation, and user interfaces. The STAR concludes with some interesting research challenges that form the basis of an agenda for the development of next generation TF tools and methodologies. © 2016 The Author(s) Computer Graphics Forum © 2016 The Eurographics Association and John Wiley & Sons Ltd. Published by John Wiley & Sons Ltd.

  13. 9 CFR 319.703 - Rendered animal fat or mixture thereof.

    Science.gov (United States)

    2010-01-01

    ... 9 Animals and Animal Products 2 2010-01-01 2010-01-01 false Rendered animal fat or mixture thereof... INSPECTION AND CERTIFICATION DEFINITIONS AND STANDARDS OF IDENTITY OR COMPOSITION Fats, Oils, Shortenings § 319.703 Rendered animal fat or mixture thereof. “Rendered Animal Fat,” or any mixture of...

  14. Evaluation by Expert Dancers of a Robot That Performs Partnered Stepping via Haptic Interaction.

    Directory of Open Access Journals (Sweden)

    Tiffany L Chen

    Full Text Available Our long-term goal is to enable a robot to engage in partner dance for use in rehabilitation therapy, assessment, diagnosis, and scientific investigations of two-person whole-body motor coordination. Partner dance has been shown to improve balance and gait in people with Parkinson's disease and in older adults, which motivates our work. During partner dance, dance couples rely heavily on haptic interaction to convey motor intent such as speed and direction. In this paper, we investigate the potential for a wheeled mobile robot with a human-like upper-body to perform partnered stepping with people based on the forces applied to its end effectors. Blindfolded expert dancers (N=10 performed a forward/backward walking step to a recorded drum beat while holding the robot's end effectors. We varied the admittance gain of the robot's mobile base controller and the stiffness of the robot's arms. The robot followed the participants with low lag (M=224, SD=194 ms across all trials. High admittance gain and high arm stiffness conditions resulted in significantly improved performance with respect to subjective and objective measures. Biomechanical measures such as the human hand to human sternum distance, center-of-mass of leader to center-of-mass of follower (CoM-CoM distance, and interaction forces correlated with the expert dancers' subjective ratings of their interactions with the robot, which were internally consistent (Cronbach's α=0.92. In response to a final questionnaire, 1/10 expert dancers strongly agreed, 5/10 agreed, and 1/10 disagreed with the statement "The robot was a good follower." 2/10 strongly agreed, 3/10 agreed, and 2/10 disagreed with the statement "The robot was fun to dance with." The remaining participants were neutral with respect to these two questions.

  15. Evaluation by Expert Dancers of a Robot That Performs Partnered Stepping via Haptic Interaction.

    Science.gov (United States)

    Chen, Tiffany L; Bhattacharjee, Tapomayukh; McKay, J Lucas; Borinski, Jacquelyn E; Hackney, Madeleine E; Ting, Lena H; Kemp, Charles C

    2015-01-01

    Our long-term goal is to enable a robot to engage in partner dance for use in rehabilitation therapy, assessment, diagnosis, and scientific investigations of two-person whole-body motor coordination. Partner dance has been shown to improve balance and gait in people with Parkinson's disease and in older adults, which motivates our work. During partner dance, dance couples rely heavily on haptic interaction to convey motor intent such as speed and direction. In this paper, we investigate the potential for a wheeled mobile robot with a human-like upper-body to perform partnered stepping with people based on the forces applied to its end effectors. Blindfolded expert dancers (N=10) performed a forward/backward walking step to a recorded drum beat while holding the robot's end effectors. We varied the admittance gain of the robot's mobile base controller and the stiffness of the robot's arms. The robot followed the participants with low lag (M=224, SD=194 ms) across all trials. High admittance gain and high arm stiffness conditions resulted in significantly improved performance with respect to subjective and objective measures. Biomechanical measures such as the human hand to human sternum distance, center-of-mass of leader to center-of-mass of follower (CoM-CoM) distance, and interaction forces correlated with the expert dancers' subjective ratings of their interactions with the robot, which were internally consistent (Cronbach's α=0.92). In response to a final questionnaire, 1/10 expert dancers strongly agreed, 5/10 agreed, and 1/10 disagreed with the statement "The robot was a good follower." 2/10 strongly agreed, 3/10 agreed, and 2/10 disagreed with the statement "The robot was fun to dance with." The remaining participants were neutral with respect to these two questions.

  16. Evaluation by Expert Dancers of a Robot That Performs Partnered Stepping via Haptic Interaction

    Science.gov (United States)

    Chen, Tiffany L.; Bhattacharjee, Tapomayukh; McKay, J. Lucas; Borinski, Jacquelyn E.; Hackney, Madeleine E.; Ting, Lena H.; Kemp, Charles C.

    2015-01-01

    Our long-term goal is to enable a robot to engage in partner dance for use in rehabilitation therapy, assessment, diagnosis, and scientific investigations of two-person whole-body motor coordination. Partner dance has been shown to improve balance and gait in people with Parkinson's disease and in older adults, which motivates our work. During partner dance, dance couples rely heavily on haptic interaction to convey motor intent such as speed and direction. In this paper, we investigate the potential for a wheeled mobile robot with a human-like upper-body to perform partnered stepping with people based on the forces applied to its end effectors. Blindfolded expert dancers (N=10) performed a forward/backward walking step to a recorded drum beat while holding the robot's end effectors. We varied the admittance gain of the robot's mobile base controller and the stiffness of the robot's arms. The robot followed the participants with low lag (M=224, SD=194 ms) across all trials. High admittance gain and high arm stiffness conditions resulted in significantly improved performance with respect to subjective and objective measures. Biomechanical measures such as the human hand to human sternum distance, center-of-mass of leader to center-of-mass of follower (CoM-CoM) distance, and interaction forces correlated with the expert dancers' subjective ratings of their interactions with the robot, which were internally consistent (Cronbach's α=0.92). In response to a final questionnaire, 1/10 expert dancers strongly agreed, 5/10 agreed, and 1/10 disagreed with the statement "The robot was a good follower." 2/10 strongly agreed, 3/10 agreed, and 2/10 disagreed with the statement "The robot was fun to dance with." The remaining participants were neutral with respect to these two questions. PMID:25993099

  17. Performance and interaction anxiety: specific relationships with other- and self-evaluation concerns.

    Science.gov (United States)

    Hook, Julie N; Valentiner, David P; Connelly, Jill

    2013-03-01

    This study examines whether performance anxiety (PA) is specifically associated with other-evaluation concerns and interaction anxiety (IA) with self-evaluation concerns. Individuals with public speaking fears and high levels of PA or IA were distinguishable from nonanxious controls on measures taken during a public speaking challenge. In addition, high PA individuals exhibited more observer-rated negative speech characteristics in an Other-Evaluation condition compared to a Self-Evaluation condition, but high IA individuals and nonanxious individuals did not. These results provide some evidence for the distinctiveness of these dimensions of social anxiety.

  18. Efficient Unbiased Rendering using Enlightened Local Path Sampling

    DEFF Research Database (Denmark)

    Kristensen, Anders Wang

    . The downside to using these algorithms is that they can be slow to converge. Due to the nature of Monte Carlo methods, the results are random variables subject to variance. This manifests itself as noise in the images, which can only be reduced by generating more samples. The reason these methods are slow...... is because of a lack of eeffective methods of importance sampling. Most global illumination algorithms are based on local path sampling, which is essentially a recipe for constructing random walks. Using this procedure paths are built based on information given explicitly as part of scene description......, such as the location of the light sources or cameras, or the re flection models at each point. In this work we explore new methods of importance sampling paths. Our idea is to analyze the scene before rendering and compute various statistics that we use to improve importance sampling. The first of these are adjoint...

  19. 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.

  20. Fast computer-generated hologram computation using rendered depth map image

    Science.gov (United States)

    Kazempourradi, Seyedmahdi; Ulusoy, Erdem; Urey, Hakan

    2017-03-01

    We propose a method for computing realistic computer-generated holograms (CGHs) of three-dimensional (3D) objects, where we benefit from well-established graphical processing units (GPUs) and computer graphics techniques to handle occlusion, shading and parallax effects. The graphics render provides a 2D perspective image including occlusion and shading effects. We also extract the depth map data of the scene. The intensity values and 3D positions of object points are extracted by combining the rendered intensity image and the depth map (Z-buffer) image. We divide the depth range into several planes and quantize the depth value of 3D image points to the nearest plane. In the CGH computation part, we perform proper Fresnel transformations of these planar objects and sum them up to create the hologram corresponding to the particular viewpoint. We then repeat the entire procedure for all possible viewpoints and cover the hologram area. The experimental results show that the technique is capable of performing high quality reconstructions in a fast manner.

  1. Distributed Dimensonality-Based Rendering of LIDAR Point Clouds

    Science.gov (United States)

    Brédif, M.; Vallet, B.; Ferrand, B.

    2015-08-01

    Mobile Mapping Systems (MMS) are now commonly acquiring lidar scans of urban environments for an increasing number of applications such as 3D reconstruction and mapping, urban planning, urban furniture monitoring, practicability assessment for persons with reduced mobility (PRM)... MMS acquisitions are usually huge enough to incur a usability bottleneck for the increasing number of non-expert user that are not trained to process and visualize these huge datasets through specific softwares. A vast majority of their current need is for a simple 2D visualization that is both legible on screen and printable on a static 2D medium, while still conveying the understanding of the 3D scene and minimizing the disturbance of the lidar acquisition geometry (such as lidar shadows). The users that motivated this research are, by law, bound to precisely georeference underground networks for which they currently have schematics with no or poor absolute georeferencing. A solution that may fit their needs is thus a 2D visualization of the MMS dataset that they could easily interpret and on which they could accurately match features with their user datasets they would like to georeference. Our main contribution is two-fold. First, we propose a 3D point cloud stylization for 2D static visualization that leverages a Principal Component Analysis (PCA)-like local geometry analysis. By skipping the usual and error-prone estimation of a ground elevation, this rendering is thus robust to non-flat areas and has no hard-to-tune parameters such as height thresholds. Second, we implemented the corresponding rendering pipeline so that it can scale up to arbitrary large datasets by leveraging the Spark framework and its Resilient Distributed Dataset (RDD) and Dataframe abstractions.

  2. On-the-Fly Decompression and Rendering of Multiresolution Terrain

    Energy Technology Data Exchange (ETDEWEB)

    Lindstrom, P; Cohen, J D

    2009-04-02

    We present a streaming geometry compression codec for multiresolution, uniformly-gridded, triangular terrain patches that supports very fast decompression. Our method is based on linear prediction and residual coding for lossless compression of the full-resolution data. As simplified patches on coarser levels in the hierarchy already incur some data loss, we optionally allow further quantization for more lossy compression. The quantization levels are adaptive on a per-patch basis, while still permitting seamless, adaptive tessellations of the terrain. Our geometry compression on such a hierarchy achieves compression ratios of 3:1 to 12:1. Our scheme is not only suitable for fast decompression on the CPU, but also for parallel decoding on the GPU with peak throughput over 2 billion triangles per second. Each terrain patch is independently decompressed on the fly from a variable-rate bitstream by a GPU geometry program with no branches or conditionals. Thus we can store the geometry compressed on the GPU, reducing storage and bandwidth requirements throughout the system. In our rendering approach, only compressed bitstreams and the decoded height values in the view-dependent 'cut' are explicitly stored on the GPU. Normal vectors are computed in a streaming fashion, and remaining geometry and texture coordinates, as well as mesh connectivity, are shared and re-used for all patches. We demonstrate and evaluate our algorithms on a small prototype system in which all compressed geometry fits in the GPU memory and decompression occurs on the fly every rendering frame without any cache maintenance.

  3. Technologies Render Views of Earth for Virtual Navigation

    Science.gov (United States)

    2012-01-01

    On a December night in 1995, 159 passengers and crewmembers died when American Airlines Flight 965 flew into the side of a mountain while in route to Cali, Colombia. A key factor in the tragedy: The pilots had lost situational awareness in the dark, unfamiliar terrain. They had no idea the plane was approaching a mountain until the ground proximity warning system sounded an alarm only seconds before impact. The accident was of the kind most common at the time CFIT, or controlled flight into terrain says Trey Arthur, research aerospace engineer in the Crew Systems and Aviation Operations Branch at NASA s Langley Research Center. In situations such as bad weather, fog, or nighttime flights, pilots would rely on airspeed, altitude, and other readings to get an accurate sense of location. Miscalculations and rapidly changing conditions could contribute to a fully functioning, in-control airplane flying into the ground. To improve aviation safety by enhancing pilots situational awareness even in poor visibility, NASA began exploring the possibilities of synthetic vision creating a graphical display of the outside terrain on a screen inside the cockpit. How do you display a mountain in the cockpit? You have to have a graphics-powered computer, a terrain database you can render, and an accurate navigation solution, says Arthur. In the mid-1990s, developing GPS technology offered a means for determining an aircraft s position in space with high accuracy, Arthur explains. As the necessary technologies to enable synthetic vision emerged, NASA turned to an industry partner to develop the terrain graphical engine and database for creating the virtual rendering of the outside environment.

  4. Rethinking expertise: A multifactorial gene-environment interaction model of expert performance.

    Science.gov (United States)

    Ullén, Fredrik; Hambrick, David Zachary; Mosing, Miriam Anna

    2016-04-01

    Scientific interest in expertise-superior performance within a specific domain-has a long history in psychology. Although there is a broad consensus that a long period of practice is essential for expertise, a long-standing controversy in the field concerns the importance of other variables such as cognitive abilities and genetic factors. According to the influential deliberate practice theory, expert performance is essentially limited by a single variable: the amount of deliberate practice an individual has accumulated. Here, we provide a review of the literature on deliberate practice, expert performance, and its neural correlates. A particular emphasis is on recent studies indicating that expertise is related to numerous traits other than practice as well as genetic factors. We argue that deliberate practice theory is unable to account for major recent findings relating to expertise and expert performance, and propose an alternative multifactorial gene-environment interaction model of expertise, which provides an adequate explanation for the available empirical data and may serve as a useful framework for future empirical and theoretical work on expert performance.

  5. MPI-hybrid Parallelism for Volume Rendering on Large, Multi-core Systems

    Energy Technology Data Exchange (ETDEWEB)

    Howison, Mark; Bethel, E. Wes; Childs, Hank

    2010-03-20

    This work studies the performance and scalability characteristics of"hybrid'" parallel programming and execution as applied to raycasting volume rendering -- a staple visualization algorithm -- on a large, multi-core platform. Historically, the Message Passing Interface (MPI) has become the de-facto standard for parallel programming and execution on modern parallel systems. As the computing industry trends towards multi-core processors, with four- and six-core chips common today and 128-core chips coming soon, we wish to better understand how algorithmic and parallel programming choices impact performance and scalability on large, distributed-memory multi-core systems. Our findings indicate that the hybrid-parallel implementation, at levels of concurrency ranging from 1,728 to 216,000, performs better, uses a smaller absolute memory footprint, and consumes less communication bandwidth than the traditional, MPI-only implementation.

  6. Hybrid Parallelism for Volume Rendering on Large, Multi-core Systems

    Science.gov (United States)

    Howison, M.; Bethel, E. W.; Childs, H.

    2011-10-01

    This work studies the performance and scalability characteristics of "hybrid" parallel programming and execution as applied to raycasting volume rendering - a staple visualization algorithm - on a large, multi-core platform. Historically, the Message Passing Interface (MPI) has become the de-facto standard for parallel programming and execution on modern parallel systems. As the computing industry trends towards multi-core processors, with four- and six-core chips common today, as well as processors capable of running hundreds of concurrent threads (GPUs), we wish to better understand how algorithmic and parallel programming choices impact performance and scalability on large, distributed-memory multi-core systems. Our findings indicate that the hybrid-parallel implementation, at levels of concurrency ranging from 1,728 to 216,000, performs better, uses a smaller absolute memory footprint, and consumes less communication bandwidth than the traditional, MPI-only implementation.

  7. Production and performance of the LHC interaction region quadrupoles at KEK

    CERN Document Server

    Nakamoto, T; Fujii, T; Hashiguchi, E; Higashi, N; Hirano, H; Iida, M; Kanahara, T; Kimura, N; Murai, S; Odajima, W; Ogitsu, T; Ohhata, H; Ohuchi, N; Orikasa, T; Shintomi, T; Sugawara, S; Sugita, K; Tanaka, K; Terashima, A; Tsuchiya, K; Yamamoto, A

    2003-01-01

    The MQXA superconducting low-beta quadrupole magnets for the LHC interaction regions are required to generate a field gradient of up to 215 T/m at 1.9 K along an effective magnetic length of 6.37 m. After completion of an R&D program on short models and full length prototypes, the series production of magnets has started, with to date five series magnets subsequently tested at KEK. Basic characteristics such as normal training, subsequent full energy dump, thermal cycle, ramp rate dependence and temperature dependence have been studied and results indicate that magnets have satisfactory quench performance. Magnetic field measurements performed at 1.9 K show the field quality to be uniform and to satisfy the stringent beam optics requirements. (10 refs).

  8. Interaction between intention and environmental constraints on the fractal dynamics of human performance.

    Science.gov (United States)

    Washburn, Auriel; Coey, Charles A; Romero, Veronica; Malone, MaryLauren; Richardson, Michael J

    2015-11-01

    The current study investigated whether the influence of available task constraints on power-law scaling might be moderated by a participant's task intention. Participants performed a simple rhythmic movement task with the intention of controlling either movement period or amplitude, either with or without an experimental stimulus designed to constrain period. In the absence of the stimulus, differences in intention did not produce any changes in power-law scaling. When the stimulus was present, however, a shift toward more random fluctuations occurred in the corresponding task dimension, regardless of participants' intentions. More importantly, participants' intentions interacted with available task constraints to produce an even greater shift toward random variation when the task dimension constrained by the stimulus was also the dimension the participant intended to control. Together, the results suggest that intentions serve to more tightly constrain behavior to existing environmental constraints, evidenced by changes in the fractal scaling of task performance.

  9. Interaction Between Strategy and Organizational Performance: The Influence of Family Management

    Directory of Open Access Journals (Sweden)

    Ieda Margarete Oro

    2017-01-01

    Full Text Available This article aims to analyze how occurs the interaction between business strategy and organizational performance in family firms. The research is classified as descriptive, with a qualitative approach, operationalized by the case study procedure. Data were collected through semi-structured interviews, documents and notices. Interviews were conducted with key informants and core family run. Evidence collected in the company searched, show that the business strategy with entrepreneurial attitude is characterized by the differentiation strategy (brand management and product innovation (creation and development of new products driven by family values disseminated within the organization. The results indicate that entrepreneurial orientation and family influence plays an important role for the realization of structural and strategic fit and, in turn, to the achievement of organizational performance.

  10. Using mixed-initiative human-robot interaction to bound performance in a search task

    Energy Technology Data Exchange (ETDEWEB)

    Curtis W. Nielsen; Douglas A. Few; Devin S. Athey

    2008-12-01

    Mobile robots are increasingly used in dangerous domains, because they can keep humans out of harm’s way. Despite their advantages in hazardous environments, their general acceptance in other less dangerous domains has not been apparent and, even in dangerous environments, robots are often viewed as a “last-possible choice.” In order to increase the utility and acceptance of robots in hazardous domains researchers at the Idaho National Laboratory have both developed and tested novel mixed-initiative solutions that support the human-robot interactions. In a recent “dirty-bomb” experiment, participants exhibited different search strategies making it difficult to determine any performance benefits. This paper presents a method for categorizing the search patterns and shows that the mixed-initiative solution decreased the time to complete the task and decreased the performance spread between participants independent of prior training and of individual strategies used to accomplish the task.

  11. 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.

  12. Research on the Sensing Performance of the Tuning Fork-Probe as a Micro Interaction Sensor

    Directory of Open Access Journals (Sweden)

    Fengli Gao

    2015-09-01

    Full Text Available The shear force position system has been widely used in scanning near-field optical microscopy (SNOM and recently extended into the force sensing area. The dynamic properties of a tuning fork (TF, the core component of this system, directly determine the sensing performance of the shear positioning system. Here, we combine experimental results and finite element method (FEM analysis to investigate the dynamic behavior of the TF probe assembled structure (TF-probe. Results from experiments under varying atmospheric pressures illustrate that the oscillation amplitude of the TF-probe is linearly related to the quality factor, suggesting that decreasing the pressure will dramatically increase the quality factor. The results from FEM analysis reveal the influences of various parameters on the resonant performance of the TF-probe. We compared numerical results of the frequency spectrum with the experimental data collected by our recently developed laser Doppler vibrometer system. Then, we investigated the parameters affecting spatial resolution of the SNOM and the dynamic response of the TF-probe under longitudinal and transverse interactions. It is found that the interactions in transverse direction is much more sensitive than that in the longitudinal direction. Finally, the TF-probe was used to measure the friction coefficient of a silica–silica interface.

  13. Parallel implementation and performance optimization of the configuration-interaction method

    Energy Technology Data Exchange (ETDEWEB)

    Shan, H; Williams, S; Johnson, C; McElvain, K; Ormand, WE

    2015-11-20

    The configuration-interaction (CI) method, long a popular approach to describe quantum many-body systems, is cast as a very large sparse matrix eigenpair problem with matrices whose dimension can exceed one billion. Such formulations place high demands on memory capacity and memory bandwidth - - two quantities at a premium today. In this paper, we describe an efficient, scalable implementation, BIGSTICK, which, by factorizing both the basis and the interaction into two levels, can reconstruct the nonzero matrix elements on the fly, reduce the memory requirements by one or two orders of magnitude, and enable researchers to trade reduced resources for increased computational time. We optimize BIGSTICK on two leading HPC platforms - - the Cray XC30 and the IBM Blue Gene/Q. Specifically, we not only develop an empirically-driven load balancing strategy that can evenly distribute the matrix-vector multiplication across 256K threads, we also developed techniques that improve the performance of the Lanczos reorthogonalization. Combined, these optimizations improved performance by 1.3-8× depending on platform and configuration.

  14. Interaction of phosphorylcholine with fibronectin coatings: Surface characterization and biological performances

    Science.gov (United States)

    Montaño-Machado, Vanessa; Noël, Céline; Chevallier, Pascale; Turgeon, Stéphane; Houssiau, Laurent; Pauthe, Emmanuel; Pireaux, Jean-Jacques; Mantovani, Diego

    2017-02-01

    Coating medical devices with several bioactive molecules is an interesting approach to achieve specific biological targets upon the interaction of the biomaterial with the living environment. In this work, a fluorocarbon polymer (CFx) was first deposited by plasma treatment on stainless steel (SS) substrate and thereafter, coatings containing fibronectin (FN) and phosphorylcholine (PRC) were created for cardiovascular applications. These two biomolecules were chosen to promote endothelialization and to avoid thrombus formation, respectively. Adsorption and grafting techniques were applied - and combined - to accomplish 4 different coatings containing both molecules. However, big challenge was found to characterize a small molecule (PRC: 184 g/mol) interacting with a protein (FN: 450 kD). For the first time XPS, dynamic water contact angle, immunostaining and ToF-SIMS (imaging and depth profiling) analyses were combined to accomplish the characterization of such a coating. The most encouraging biological performances were obtained for samples where FN was grafted to the CFx film followed by the adsorption of PRC: proliferation of endothelial cells and hemocompatibility properties were observed. Promising coatings for cardiovascular applications were developed. The relevance of characterizing the coatings with high sensitive techniques and the further correlation with their biological performances were evidenced.

  15. Mixed matrix membranes with strengthened MOFs/polymer interfacial interaction and improved membrane performance.

    Science.gov (United States)

    Lin, Rijia; Ge, Lei; Hou, Lei; Strounina, Ekaterina; Rudolph, Victor; Zhu, Zhonghua

    2014-04-23

    MOFs-based mixed matrix membranes (MMMs) have attracted extensive attention in recent years due to their potential high separation performance, the low cost, and good mechanical properties. However, it is still very challenging to achieve defect-free interface between micrometer-sized MOFs and a polymer matrix. In this study, [Cd2L(H2O)]2·5H2O (Cd-6F) synthesized using 4,4'-(hexafluoroisopropylidene)diphthalic anhydride (6FDA) as an organic ligand was introduced into the 6FDA-ODA polyimide matrix to achieve novel MOF MMMs. A specific interfacial interaction between MOF crystals and polymer chains was innovatively targeted and achieved through in situ polymerization procedure. The enhanced adhesion between MOF particles and polymer phase was observed, and the improved interfacial interaction between Cd-6F and the 6FDA-ODA polyimide matrix was confirmed by detailed characterizations including FTIR and NMR. In the meantime, the gas permeance and selectivity of the MMMs are strongly dependent on their morphology. The MMM derived from in situ polymerization presents excellent interfaces between micrometer-sized MOF crystals and the polymer matrix, resulting in increased permeability and selectivity. The strategy shown here can be further utilized to select the MOF/polymer pair, eliminate interfacial voids, and improve membrane separation performance of MOFs-based MMMs.

  16. Interactions between the spatial and temporal stimulus factors that influence multisensory integration in human performance

    Science.gov (United States)

    Stevenson, Ryan A.; Fister, Juliane Krueger; Barnett, Zachary P.; Nidiffer, Aaron R.; Wallace, Mark T.

    2012-01-01

    In natural environments, human sensory systems work in a coordinated and integrated manner to perceive and respond to external events. Previous research has shown that the spatial and temporal relationships of sensory signals are paramount in determining how information is integrated across sensory modalities, but in ecologically plausible settings, these factors are not independent. In the current study we provide a novel exploration of the impact on behavioral performance for systematic manipulations of the spatial location and temporal synchrony of a visual-auditory stimulus pair. Simple auditory and visual stimuli were presented across a range of spatial locations and stimulus onset asynchronies (SOAs), and participants performed both a spatial localization and simultaneity judgment task. Response times in localizing paired visual-auditory stimuli were slower in the periphery and at larger SOAs, but most importantly, an interaction was found between the two factors, in which the effect of SOA was greater in peripheral as opposed to central locations. Simultaneity judgments also revealed a novel interaction between space and time: individuals were more likely to judge stimuli as synchronous occurring in the periphery at large SOAs. The results of this study provide novel insights into (a) how the speed of spatial localization of an audiovisual stimulus is affected by location and temporal coincidence and the interaction between these two factors, and (b) how the location of a multisensory stimulus impacts judgments concerning the temporal relationship of the paired stimuli. These findings provide strong evidence for a complex interdependency between spatial location and temporal structure in determining the ultimate behavioral and perceptual outcome associated with a paired multisensory (i.e., visual-auditory) stimulus. PMID:22447249

  17. Linking biomechanics and ecology through predator-prey interactions: flight performance of dragonflies and their prey.

    Science.gov (United States)

    Combes, S A; Rundle, D E; Iwasaki, J M; Crall, J D

    2012-03-15

    Aerial predation is a highly complex, three-dimensional flight behavior that affects the individual fitness and population dynamics of both predator and prey. Most studies of predation adopt either an ecological approach in which capture or survival rates are quantified, or a biomechanical approach in which the physical interaction is studied in detail. In the present study, we show that combining these two approaches provides insight into the interaction between hunting dragonflies (Libellula cyanea) and their prey (Drosophila melanogaster) that neither type of study can provide on its own. We performed >2500 predation trials on nine dragonflies housed in an outdoor artificial habitat to identify sources of variability in capture success, and analyzed simultaneous predator-prey flight kinematics from 50 high-speed videos. The ecological approach revealed that capture success is affected by light intensity in some individuals but that prey density explains most of the variability in success rate. The biomechanical approach revealed that fruit flies rarely respond to approaching dragonflies with evasive maneuvers, and are rarely successful when they do. However, flies perform random turns during flight, whose characteristics differ between individuals, and these routine, erratic turns are responsible for more failed predation attempts than evasive maneuvers. By combining the two approaches, we were able to determine that the flies pursued by dragonflies when prey density is low fly more erratically, and that dragonflies are less successful at capturing them. This highlights the importance of considering the behavior of both participants, as well as their biomechanics and ecology, in developing a more integrative understanding of organismal interactions.

  18. An Architecture For Shared Multi-User Client Rendering Of Massive Geodatasets

    Science.gov (United States)

    Al-Naser, A.; Brooke, J.; Rasheed, M.; Irving, D. H.

    2012-12-01

    result of user geological interpretations with what we call 'features'. A feature is a logical subset of the original data with each key-value pair tagged as belonging to a particular spatial feature. Thus, instead of a surface being considered as composed of polygons it is now a tagged subset of the data. Our architecture requires an intermediate stage which builds in real-time a volume in a format which can be directly rendered on a client GPU. We call this a Feature-Embedded Spatial Volume (FESVo). In this stage we utilize the indexing and parallel capabilities of the database to perform parallel queries, and on-the-fly down-sampling if lower resolution is required, at a complexity of O(k), where k is the number of data units fetched from the database, similar to searching complexity with the bitmapping index method. Also, user interactions with the visualization are saved back to the database as point tags allowing immediate knowledge sharing. We present a technical and functional architecture for a data-centric approach and how it scales to overcome access and analytical latency in client-server data interactions. Preliminary experimental evaluation shows potential advantages of such a system in terms of security and centralised data management for subsurface data visualization systems. Also, we believe that our architecture can lead to a web-based visualization environment for geoscientific data.

  19. Vibrotactile Rendering of Human Emotions on the Manifold of Facial Expressions

    Directory of Open Access Journals (Sweden)

    Shafiq ur Réhman

    2008-07-01

    Full Text Available Facial expressions play an important role in every day social interaction. To enhance the daily life experience for the visually impaired, we present the Facial Expression Appearance vibroTactile System (FEATS, which uses a vibrotactile chair as the social interface for the visually impaired. An array of vibrating motors are mounted spatially on the back of an office chair. The Locally Linear Embedding (LLE algorithm is extended to compute the manifold of facial expressions, which is used to control vibration of motors to render emotions. Thus, the chair could provide the visually impaired with on-line dynamic emotion information about the person he/she is communicating with. Usability evaluation of the system is carried out. The results are encouraging and demonstrate usability for the visually impaired. The user studies show that perfect recognition accuracy of emotion type is achieved by the FEATS.

  20. MaterialVis: material visualization tool using direct volume and surface rendering techniques.

    Science.gov (United States)

    Okuyan, Erhan; Güdükbay, Uğur; Bulutay, Ceyhun; Heinig, Karl-Heinz

    2014-05-01

    Visualization of the materials is an indispensable part of their structural analysis. We developed a visualization tool for amorphous as well as crystalline structures, called MaterialVis. Unlike the existing tools, MaterialVis represents material structures as a volume and a surface manifold, in addition to plain atomic coordinates. Both amorphous and crystalline structures exhibit topological features as well as various defects. MaterialVis provides a wide range of functionality to visualize such topological structures and crystal defects interactively. Direct volume rendering techniques are used to visualize the volumetric features of materials, such as crystal defects, which are responsible for the distinct fingerprints of a specific sample. In addition, the tool provides surface visualization to extract hidden topological features within the material. Together with the rich set of parameters and options to control the visualization, MaterialVis allows users to visualize various aspects of materials very efficiently as generated by modern analytical techniques such as the Atom Probe Tomography.

  1. Microbial Interactions in the Phyllosphere Increase Plant Performance under Herbivore Biotic Stress.

    Science.gov (United States)

    Saleem, Muhammad; Meckes, Nicole; Pervaiz, Zahida H; Traw, Milton B

    2017-01-01

    The phyllosphere supports a tremendous diversity of microbes and other organisms. However, little is known about the colonization and survival of pathogenic and beneficial bacteria alone or together in the phyllosphere across the whole plant life-cycle under herbivory, which hinders our ability to understand the role of phyllosphere bacteria on plant performance. We addressed these questions in experiments using four genetically and biogeographically diverse accessions of Arabidopsis thaliana, three ecologically important bacterial strains (Pseudomonas syringae DC3000, Xanthomonas campestris, both pathogens, and Bacillus cereus, plant beneficial) under common garden conditions that included fungus gnats (Bradysia spp.). Plants supported greater abundance of B. cereus over either pathogenic strain in the phyllosphere under such greenhouse conditions. However, the Arabidopsis accessions performed much better (i.e., early flowering, biomass, siliques, and seeds per plant) in the presence of pathogenic bacteria rather than in the presence of the plant beneficial B. cereus. As a group, the plants inoculated with any of the three bacteria (Pst DC3000, Xanthomonas, or Bacillus) all had a higher fitness than uninoculated controls under these conditions. These results suggest that the plants grown under the pressure of different natural enemies, such as pathogens and an herbivore together perform relatively better, probably because natural enemies induce host defense against each other. However, in general, a positive impact of Bacillus on plant performance under herbivory may be due to its plant-beneficial properties. In contrast, bacterial species in the mixture (all three together) performed poorer than as monocultures in their total abundance and host plant growth promotion, possibly due to negative interspecific interactions among the bacteria. However, bacterial species richness linearly promoted seed production in the host plants under these conditions, suggesting

  2. SVGenes: a library for rendering genomic features in scalable vector graphic format.

    Science.gov (United States)

    Etherington, Graham J; MacLean, Daniel

    2013-08-01

    Drawing genomic features in attractive and informative ways is a key task in visualization of genomics data. Scalable Vector Graphics (SVG) format is a modern and flexible open standard that provides advanced features including modular graphic design, advanced web interactivity and animation within a suitable client. SVGs do not suffer from loss of image quality on re-scaling and provide the ability to edit individual elements of a graphic on the whole object level independent of the whole image. These features make SVG a potentially useful format for the preparation of publication quality figures including genomic objects such as genes or sequencing coverage and for web applications that require rich user-interaction with the graphical elements. SVGenes is a Ruby-language library that uses SVG primitives to render typical genomic glyphs through a simple and flexible Ruby interface. The library implements a simple Page object that spaces and contains horizontal Track objects that in turn style, colour and positions features within them. Tracks are the level at which visual information is supplied providing the full styling capability of the SVG standard. Genomic entities like genes, transcripts and histograms are modelled in Glyph objects that are attached to a track and take advantage of SVG primitives to render the genomic features in a track as any of a selection of defined glyphs. The feature model within SVGenes is simple but flexible and not dependent on particular existing gene feature formats meaning graphics for any existing datasets can easily be created without need for conversion. The library is provided as a Ruby Gem from https://rubygems.org/gems/bio-svgenes under the MIT license, and open source code is available at https://github.com/danmaclean/bioruby-svgenes also under the MIT License. dan.maclean@tsl.ac.uk.

  3. Oxygen and energy availability interact to determine flight performance in the Glanville fritillary butterfly.

    Science.gov (United States)

    Fountain, Toby; Melvin, Richard G; Ikonen, Suvi; Ruokolainen, Annukka; Woestmann, Luisa; Hietakangas, Ville; Hanski, Ilkka

    2016-05-15

    Flying insects have the highest known mass-specific demand for oxygen, which makes it likely that reduced availability of oxygen might limit sustained flight, either instead of or in addition to the limitation due to metabolite resources. The Glanville fritillary butterfly (Melitaea cinxia) occurs as a large metapopulation in which adult butterflies frequently disperse between small local populations. Here, we examine how the interaction between oxygen availability and fuel use affects flight performance in the Glanville fritillary. Individuals were flown under either normoxic (21 kPa O2) or hypoxic (10 kPa O2) conditions and their flight metabolism was measured. To determine resource use, levels of circulating glucose, trehalose and whole-body triglyceride were recorded after flight. Flight performance was significantly reduced in hypoxic conditions. When flown under normoxic conditions, we observed a positive correlation among individuals between post-flight circulating trehalose levels and flight metabolic rate, suggesting that low levels of circulating trehalose constrains flight metabolism. To test this hypothesis experimentally, we measured the flight metabolic rate of individuals injected with a trehalase inhibitor. In support of the hypothesis, experimental butterflies showed significantly reduced flight metabolic rate, but not resting metabolic rate, in comparison to control individuals. By contrast, under hypoxia there was no relationship between trehalose and flight metabolic rate. Additionally, in this case, flight metabolic rate was reduced in spite of circulating trehalose levels that were high enough to support high flight metabolic rate under normoxic conditions. These results demonstrate a significant interaction between oxygen and energy availability for the control of flight performance.

  4. Particle Based Participating Media Rendering Using Density Octrees

    Science.gov (United States)

    Monette, Richard Elliot

    In order for computer generated imagery to recreate the characteristic visual appearance of phenomena such as smoke and fog it is necessary to compute the way in which light interacts with participating media. In this thesis we present a novel technique for computing volumetric single scattering lighting solutions for particle based inhomogeneous participating media data sets. We seek to calculate volumetric lighting solutions for particle based data sets as such data sets have the advantage of being spatially unbounded and relatively unrestricted with regard to memory as compared to uniform grids. In order to perform the calculations which are required for computing such a lighting solution, we introduce a novel octree based data structure. We refer to this new data structure as a density octree. The design of the density octree allows for efficiently computing light attenuation throughout the spatial extent. Using our new algorithm and data structure, we are able to produce high quality output imagery of arbitrary particle data sets in the presence of arbitrary numbers of lights.

  5. Hybrid Parallelism for Volume Rendering on Large, Multi- and Many-core Systems

    Energy Technology Data Exchange (ETDEWEB)

    Howison, Mark; Bethel, E. Wes; Childs, Hank

    2011-01-01

    With the computing industry trending towards multi- and many-core processors, we study how a standard visualization algorithm, ray-casting volume rendering, can benefit from a hybrid parallelism approach. Hybrid parallelism provides the best of both worlds: using distributed-memory parallelism across a large numbers of nodes increases available FLOPs and memory, while exploiting shared-memory parallelism among the cores within each node ensures that each node performs its portion of the larger calculation as efficiently as possible. We demonstrate results from weak and strong scaling studies, at levels of concurrency ranging up to 216,000, and with datasets as large as 12.2 trillion cells. The greatest benefit from hybrid parallelism lies in the communication portion of the algorithm, the dominant cost at higher levels of concurrency. We show that reducing the number of participants with a hybrid approach significantly improves performance.

  6. A Screen Space GPGPU Surface LIC Algorithm for Distributed Memory Data Parallel Sort Last Rendering Infrastructures

    Energy Technology Data Exchange (ETDEWEB)

    Loring, Burlen; Karimabadi, Homa; Rortershteyn, Vadim

    2014-07-01

    The surface line integral convolution(LIC) visualization technique produces dense visualization of vector fields on arbitrary surfaces. We present a screen space surface LIC algorithm for use in distributed memory data parallel sort last rendering infrastructures. The motivations for our work are to support analysis of datasets that are too large to fit in the main memory of a single computer and compatibility with prevalent parallel scientific visualization tools such as ParaView and VisIt. By working in screen space using OpenGL we can leverage the computational power of GPUs when they are available and run without them when they are not. We address efficiency and performance issues that arise from the transformation of data from physical to screen space by selecting an alternate screen space domain decomposition. We analyze the algorithm's scaling behavior with and without GPUs on two high performance computing systems using data from turbulent plasma simulations.

  7. The Moderating Role of Performance in the Link From Interactional Justice Climate to Mutual Trust Between Managers and Team Members.

    Science.gov (United States)

    Martínez-Tur, Vicente; Gracia, Esther; Moliner, Carolina; Molina, Agustín; Kuster, Inés; Vila, Natalia; Ramos, José

    2016-06-01

    The main goal of this study was to examine the interaction between team members' performance and interactional justice climate in predicting mutual trust between managers and team members. A total of 93 small centers devoted to the attention of people with intellectual disability participated in the study. In each center, the manager (N = 93) and a group of team members (N = 746) were surveyed. On average, team members were 36.2 years old (SD = 9.3), whereas managers were 41.2 years old (SD = 8.8). The interaction between interactional justice climate and performance was statistically significant. Team members' performance strengthened the link from interactional justice climate to mutual trust. © The Author(s) 2016.

  8. Using nanoimprint lithography to improve the light extraction efficiency and color rendering of dichromatic white light-emitting diodes

    Science.gov (United States)

    Lee, Yang-Chun; Chen, Hsuen-Li; Lu, Chih-Yu; Wu, Hung-Sen; Chou, Yung-Fang; Chen, Szu-Huang

    2015-10-01

    Despite the efficiency of gallium nitride (GaN)-based blue light-emitting diodes (LEDs), the light extraction arising from the packaging of the phosphor remains an important issue when enhancing the performance of dichromatic white LEDs. In this study, we employed a simple, inexpensive nanoimprinting process to increase both the light extraction efficiency and color rendering of dichromatic white LEDs. We employed the rigorous coupled wave approach (RCWA) to optimize the light extraction efficiency of yellow and blue light. We found that the presence of the light extracting structures could also improve the color rendering of the dichromatic white LEDs, due to the different light extraction efficiencies of the textured structures at different wavelengths. After fabricating inverted pyramid structures on the surface of the encapsulation layer, the intensity of the blue light at 455 nm increased by 20%. When we further considered the color rendering and correlated color temperature (CCT), the enhancement of blue light was 15% and that of yellow light was 4%. Meanwhile, the light extraction of the intensity dip near 490 nm was enhanced significantly (by 25%), resulting in an increased dip-intensity of light at 490 nm relative to the intensities of the blue and yellow light. Accordingly, the color rendering index (CRI) of this dichromatic white LED increased from 69 to 73. Because it improved both the light extraction efficiency and color rendering of dichromatic white LEDs, this simple method should be very helpful for enhancing their applications in solid state illumination.Despite the efficiency of gallium nitride (GaN)-based blue light-emitting diodes (LEDs), the light extraction arising from the packaging of the phosphor remains an important issue when enhancing the performance of dichromatic white LEDs. In this study, we employed a simple, inexpensive nanoimprinting process to increase both the light extraction efficiency and color rendering of dichromatic white

  9. Evaluation of the performance of drug-drug interaction screening software in community and hospital pharmacies.

    Science.gov (United States)

    Abarca, Jacob; Colon, Lisa R; Wang, Victoria S; Malone, Daniel C; Murphy, John E; Armstrong, Edward P

    2006-06-01

    Computerized drug-drug interaction (DDI) screening is widely used to identify potentially harmful drug combinations in the inpatient and outpatient setting. To evaluate the performance of drug-drug interaction (DDI) screening software in identifying select clinically significant DDIs in pharmacy computer systems in community and hospital pharmacies. Ten community pharmacies and 10 hospital pharmacies in the Tucson metropolitan area were invited to participate in the study in 2004. To test the performance of each of the systems used by the pharmacies, 25 medications were used to create 6 mock patient profiles containing 37 drug-drug pairs, 16 of which are clinically meaningful DDIs that pose a potential risk to patient safety. Each profile was entered into the computer pharmacy system, and the system response in terms of the presence or absence of a DDI alert was recorded for each drug pair. The percentage of correct responses and the sensitivity, specificity, positive predictive value, and negative predictive value of each system to correctly classify each drug pair as a DDI or not was calculated. Summary statistics of these measures were calculated separately for community and hospital pharmacies. Eight community pharmacies and 5 hospital pharmacies in the Tucson metropolitan area agreed to participate in the study. The median sensitivity and median specificity for community pharmacies was 0.88 (range, 0.81-0.94) and 0.91 (range, 0.67-1.00), respectively. For hospital pharmacies, the median sensitivity and median specificity was 0.38 (range, 0.15-0.94) and 0.95 (range, 0.81-0.95), respectively. Based on this convenience sample of 8 community pharmacies and 5 hospital pharmacies in 1 metropolitan area, the performance of community pharmacy computer systems in screening DDIs appears to have improved over the last several years compared with research published previously in 2001. However, significant variation remains in the performance of hospital pharmacy computer

  10. Study on the Performance of a Centrifugal Compressor Using Fluid-Structure Interaction Method

    Energy Technology Data Exchange (ETDEWEB)

    Lee Horim; Hwang, Yoonjei; Jeong, Jinhee [LG Electronics, Seoul (Korea, Republic of); Kim, Changhee; Yang, Jangsik; Son, Changmin [Pusan Nat’l Univ., Busan (Korea, Republic of)

    2016-06-15

    In this study, we perform a series of aero-thermo-mechanical analyses to predict the running-tip clearance and the effects of impeller deformation on the performance using a centrifugal compressor. During operation, the impeller deformation due to a combination of the centrifugal force, aerodynamic pressure and the thermal load results in a non-uniform tip clearance profile. For the prediction, we employ the one-way fluid-structure interaction (FSI) method using CFX 14.5 and ANSYS. The predicted running tip clearance shows a non-uniform profile over the entire flow passage. In particular, a significant reduction of the tip clearance height occurred at the leading and trailing edges of the impeller. Because of the reduction of the tip clearance, the tip leakage flow decreased by 19.4% In addition, the polytrophic efficiency under operating conditions increased by 0.72%. These findings confirm that the prediction of the running tip clearance and its impact on compressor performance is an important area that requires further investigation.

  11. Interacting with notebook input devices: an analysis of motor performance and users' expertise.

    Science.gov (United States)

    Sutter, Christine; Ziefle, Martina

    2005-01-01

    In the present study the usability of two different types of notebook input devices was examined. The independent variables were input device (touchpad vs. mini-joystick) and user expertise (expert vs. novice state). There were 30 participants, of whom 15 were touchpad experts and the other 15 were mini-joystick experts. The experimental tasks were a point-click task (Experiment 1) and a point-drag-drop task (Experiment 2). Dependent variables were the time and accuracy of cursor control. To assess carryover effects, we had the participants complete both experiments, using not only the input device for which they were experts but also the device for which they were novices. Results showed the touchpad performance to be clearly superior to mini-joystick performance. Overall, experts showed better performance than did novices. The significant interaction of input device and expertise showed that the use of an unknown device is difficult, but only for touchpad experts, who were remarkably slower and less accurate when using a mini-joystick. Actual and potential applications of this research include an evaluation of current notebook input devices. The outcomes allow ergonomic guidelines to be derived for optimized usage and design of the mini-joystick and touchpad devices.

  12. Interaction between personality traits and cerebrospinal fluid biomarkers of Alzheimer's disease pathology modulates cognitive performance.

    Science.gov (United States)

    Tautvydaitė, Domilė; Kukreja, Deepti; Antonietti, Jean-Philippe; Henry, Hugues; von Gunten, Armin; Popp, Julius

    2017-02-02

    During adulthood, personality characteristics may contribute to the individual capacity to compensate the impact of developing cerebral Alzheimer's disease (AD) pathology on cognitive impairment in later life. In this study we aimed to investigate whether and how premorbid personality traits interact with cerebrospinal fluid (CSF) markers of AD pathology to predict cognitive performance in subjects with mild cognitive impairment or mild AD dementia and in participants with normal cognition. One hundred and ten subjects, of whom 66 were patients with mild cognitive impairment or mild AD dementia and 44 were healthy controls, had a comprehensive medical and neuropsychological examination as well as lumbar puncture to measure CSF biomarkers of AD pathology (amyloid beta1-42, phosphorylated tau and total-tau). Participants' proxies completed the Revised NEO Personality Inventory, Form R to retrospectively assess subjects' premorbid personality. In hierarchical multivariate regression analyses, including age, gender, education, APOEε4 status and cognitive level, premorbid neuroticism, conscientiousness and agreeableness modulated the effect of CSF biomarkers on cognitive performance. Low premorbid openness independently predicted lower levels of cognitive functioning after controlling for biomarker concentrations. Our findings suggest that specific premorbid personality traits are associated with cerebral AD pathology and modulate its impact on cognitive performance. Considering personality characteristics may help to appraise a person's cognitive reserve and the risk of cognitive decline in later life.

  13. Delays and user performance in human-computer-network interaction tasks.

    Science.gov (United States)

    Caldwell, Barrett S; Wang, Enlie

    2009-12-01

    This article describes a series of studies conducted to examine factors affecting user perceptions, responses, and tolerance for network-based computer delays affecting distributed human-computer-network interaction (HCNI) tasks. HCNI tasks, even with increasing computing and network bandwidth capabilities, are still affected by human perceptions of delay and appropriate waiting times for information flow latencies. Conducted were 6 laboratory studies with university participants in China (Preliminary Experiments 1 through 3) and the United States (Experiments 4 through 6) to examine users' perceptions of elapsed time, effect of perceived network task performance partners on delay tolerance, and expectations of appropriate delays based on task, situation, and network conditions. Results across the six experiments indicate that users' delay tolerance and estimated delay were affected by multiple task and expectation factors, including task complexity and importance, situation urgency and time availability, file size, and network bandwidth capacity. Results also suggest a range of user strategies for incorporating delay tolerance in task planning and performance. HCNI user experience is influenced by combinations of task requirements, constraints, and understandings of system performance; tolerance is a nonlinear function of time constraint ratios or decay. Appropriate user interface tools providing delay feedback information can help modify user expectations and delay tolerance. These tools are especially valuable when delay conditions exceed a few seconds or when task constraints and system demands are high. Interface designs for HCNI tasks should consider assistant-style presentations of delay feedback, information freshness, and network characteristics. Assistants should also gather awareness of user time constraints.

  14. Effects of interactive games on motor performance in children with spastic cerebral palsy.

    Science.gov (United States)

    AlSaif, Amer A; Alsenany, Samira

    2015-06-01

    [Purpose] Motor control and muscle strength impairments are the prime reasons for motor behavior disorders in children with spastic cerebral palsy. These impairments lead to histological changes in muscle growth and the learning of motor skills. Therefore, such children experience reduced muscle force generation and decreased muscle flexibility. We investigated the effect of training with Nintendo Wii Fit games on motor performance in children with spastic cerebral palsy. [Subjects and Methods] Forty children with cerebral palsy spastic diplegia aged 6-10 years diagnosed with level-3 functional capabilities according to the Gross Motor Classification System (GMFCS) were enrolled. Participants were divided randomly into equal groups: group (A) that practiced with the Nintendo Wii Fit game for at least 20 minutes/day for 12 weeks and group (B) that underwent no training (control group). The Movement Assessment Battery for Children-2 (mABC-2) was used to assess motor performance, because it mainly involves motor tasks very similar to those involved in playing Nintendo Wii Fit games, e.g., goal-directed arm movements, balancing, and jumping. [Results] There were significant improvements in the subscales of the motor performance test of those who practiced with the Nintendo Wii, while the control group showed no significant changes. [Conclusion] Using motion interactive games in home rehabilitation is feasible for children with cerebral palsy.

  15. 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.

  16. Light field rendering with omni-directional camera

    Science.gov (United States)

    Todoroki, Hiroshi; Saito, Hideo

    2003-06-01

    This paper presents an approach to capture visual appearance of a real environment such as an interior of a room. We propose the method for generating arbitrary viewpoint images by building light field with the omni-directional camera, which can capture the wide circumferences. Omni-directional camera used in this technique is a special camera with the hyperbolic mirror in the upper part of a camera, so that we can capture luminosity in the environment in the range of 360 degree of circumferences in one image. We apply the light field method, which is one technique of Image-Based-Rendering(IBR), for generating the arbitrary viewpoint images. The light field is a kind of the database that records the luminosity information in the object space. We employ the omni-directional camera for constructing the light field, so that we can collect many view direction images in the light field. Thus our method allows the user to explore the wide scene, that can acheive realistic representation of virtual enviroment. For demonstating the proposed method, we capture image sequence in our lab's interior environment with an omni-directional camera, and succesfully generate arbitray viewpoint images for virual tour of the environment.

  17. WikiPrints: rendering enterprise Wiki content for printing

    Science.gov (United States)

    Berkner, Kathrin

    2010-02-01

    Wikis have become a tool of choice for collaborative, informative communication. In contrast to the immense Wikipedia, that serves as a reference web site and typically covers only one topic per web page, enterprise wikis are often used as project management tools and contain several closely related pages authored by members of one project. In that scenario it is useful to print closely related content for review or teaching purposes. In this paper we propose a novel technique for rendering enterprise wiki content for printing called WikiPrints, that creates a linearized version of wiki content formatted as a mixture between web layout and conventional document layout suitable for printing. Compared to existing print options for wiki content, Wikiprints automatically selects content from different wiki pages given user preferences and usage scenarios. Meta data such as content authors or time of content editing are considered. A preview of the linearized content is shown to the user and an interface for making manual formatting changes provided.

  18. 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. PMID:28066276

  19. Differentiation renders susceptibility to excitotoxicity in HT22 neurons

    Institute of Scientific and Technical Information of China (English)

    Minchao He; Jun Liu; Shaowu Cheng; Yigang Xing; William Z Suo

    2013-01-01

    HT22 is an immortalized mouse hippocampal neuronal cell line that does not express cholinergic and glutamate receptors like mature hippocampal neurons in vivo. This in part prevents its use as a model for mature hippocampal neurons in memory-related studies. We now report that HT22 cells were appropriately induced to differentiate and possess properties similar to those of mature hippocampal neurons in vivo, such as becoming more glutamate-receptive and excitatory. Results showed that sensitivity of HT22 cells to glutamate-induced toxicity changed dramatically when comparing undifferentiated with differentiated cells, with the half-effective concentration for differentiated cells reducing approximately two orders of magnitude. Moreover, glutamate-induced toxicity in differentiated cells, but not undifferentiated cells, was inhibited by the N-methyl-D- aspartate receptor antagonists MK-801 and memantine. Evidently, differentiated HT22 cells expressed N-methyl-D-aspartate receptors, while undifferentiated cells did not. Our experimental findings indicated that differentiation is important for immortalized cell lines to render post-mitotic neuronal properties, and that differentiated HT22 neurons represent a better model of hippocampal neurons than undifferentiated cells.

  20. Performing Re-mediation in Graphical Cyberspace: Mediating Agency, Body and Identity in Virtual Interactional Practices

    DEFF Research Database (Denmark)

    McIlvenny, Paul

    and spectacular multi-media event raises many questions. How do we conceive of the recent developments in media technology and social computing that are impacting on what we have traditionally called 'the mass media'? How is interaction and talk mediated and adapted to new media genres? And how do participants...... the conference, avatar-embodied speakers using text chat performed to virtual audiences, 'webcams' (re)broadcast live video images of CNN and other remote sites, and a 'webcast' sent audiovisual representations captured by video camera of certain key participants in their physical locations. Such a novel...... construct and maintain senseful talk in a sometimes bewildering, 'inhabited', digitally re-mediated public environment? What is especially interesting about the cyberconference event is the ways in which participants themselves shaped their talk to constitute media spaces, presences and participation...

  1. Interaction of Units and Research Methods of Control Performances of Distributed Manufacturing Information System

    Institute of Scientific and Technical Information of China (English)

    ZHANG Kai-sheng; SUN Yan-ming; ZHENG Shi-xiong

    2008-01-01

    In order to analyze the function demand of the distributed manufacturing information system as well as its control demand,and eliminate information ambiguity among system units to integrate sernantics,the abstract Agent model and computational structure of each unit was presented based on flexible coupling automata.The autonomy of each unit was investigated in this foundation.The system unit was described usmg the Web Ontology Language (OWL) ontology.And the system semantics was also integrated.On these basics the communication among the system units was analyzed with an example of interaction between a machine and a warehouse.The control performances of information system units were investigated usmg Boolean matrix as a substitute for traditional process in RWtheory,which reduced the computational complexity.This work established the foundation for the demand analysis,design and development of the distributed manufacture information system.

  2. Parabolic trough collector power plant performance simulation for an interactive solar energy Atlas of Saudi Arabia

    Science.gov (United States)

    Ibarra, Mercedes; Frasquet, Miguel; Al Rished, Abdulaziz; Tuomiranta, Arttu; Gasim, Sami; Ghedira, Hosni

    2016-05-01

    The collaboration between the Research Center for Renewable Energy Mapping and Assessment (ReCREMA) at Masdar Institute of Science and Technology and the King Abdullah City for Atomic & Renewable Energy (KACARE) aims to create an interactive web tool integrated in the Renewable Resource Atlas where different solar thermal electricity (STE) utility-scale technologies will be simulated. In this paper, a methodology is presented for sizing and performance simulation of the solar field of parabolic trough collector (PTC) plants. The model is used for a case study analysis of the potential of STE in three sites located in the central, western, and eastern parts of Saudi Arabia. The plant located in the north (Tayma) has the lowest number of collectors with the best production along the year.

  3. Interactive segmentation of plexiform neurofibroma tissue: method and preliminary performance evaluation.

    Science.gov (United States)

    Weizman, Lior; Hoch, Lior; Ben Bashat, Dafna; Joskowicz, Leo; Pratt, Li-tal; Constantini, Shlomi; Ben Sira, Liat

    2012-08-01

    Plexiform neurofibromas (PNs) are a major manifestation of neurofibromatosis-1 (NF1), a common genetic disease involving the nervous system. Treatment decisions are mostly based on a gross assessment of changes in tumor using MRI. Accurate volumetric measurements are rarely performed in this kind of tumors mainly due to its great dispersion, size, and multiple locations. This paper presents a semi-automatic method for segmentation of PN from STIR MRI scans. The method starts with a user-based delineation of the tumor area in a single slice and automatically segments the PN lesions in the entire image based on the tumor connectivity. Experimental results on seven datasets, with lesion volumes in the range of 75-690 ml, yielded a mean absolute volume error of 10 % (after manual adjustment) as compared to manual segmentation by an expert radiologist. The mean computation and interaction time was 13 versus 63 min for manual annotation.

  4. The effect of negative feedback on tension and subsequent performance: the main and interactive effects of goal content and conscientiousness.

    Science.gov (United States)

    Cianci, Anna M; Klein, Howard J; Seijts, Gerard H

    2010-07-01

    The purpose of this experiment was to examine the interplay of goal content, conscientiousness, and tension on performance following negative feedback. Undergraduate students were assigned either a learning or performance goal and then were provided with false feedback indicating very poor performance on the task they performed. After assessing tension, participants performed the task again with the same learning or performance goal. A mediated moderation model was tested, and results were supportive of our hypotheses. Specifically, individuals assigned a learning goal experienced less tension and performed better following negative feedback than individuals assigned a performance goal. Individuals high in conscientiousness experienced greater tension than individuals low in conscientiousness. Conscientiousness and goal content interacted in relating to both tension and performance, with tension as a mediator, such that high conscientiousness amplified the detrimental effect of a performance goal on tension following negative feedback leading to lower performance. High conscientiousness facilitated performance for participants with a learning goal.

  5. The interaction between practice and performance pressure on the planning and control of fast target directed movement

    OpenAIRE

    Allsop, Jonathan E.; Lawrence, Gavin P.; Gray, Robert; Khan, Michael A.

    2016-01-01

    Pressure to perform often results in decrements to both outcome accuracy and the kinematics of motor skills. Furthermore, this pressure-performance relationship is moderated by the amount of accumulated practice or the experience of the performer. However, the interactive effects of performance pressure and practice on the underlying processes of motor skills are far from clear. Movement execution involves both an offline pre-planning process and an online control process. The present experim...

  6. Improvement in Capsule Abort Performance Using Supersonic Aerodynamic Interaction by Fences

    Science.gov (United States)

    Koyama, Hiroto; Wang, Yunpeng; Ozawa, Hiroshi; Doi, Katsunori; Nakamura, Yoshiaki

    The space transportation system will need advanced abort systems to secure crew against serious accidents. Here this study deals with the capsule-type space transportation systems with a Launch Abort System (LAS). This system is composed of a conic capsule as a Launch Abort Vehicle (LAV) and a cylindrical rocket as a Service Module (SM), and the capsule is moved away from the rocket by supersonic aerodynamic interactions in an emergency. We propose a method to improve the performance of the LAV by installing fences at the edges of surfaces on the rocket and capsule sides. Their effects were investigated by experimental measurements and numerical simulations. Experimental results show that the fences on the rocket and capsule surfaces increase the aerodynamic thrust force on the capsule by 70% in a certain clearance between the capsule and rocket. Computational results show the detailed flow fields where the centripetal flow near the surface on the rocket side is induced by the fence on the rocket side and the centrifugal flow near the surface on the capsule side is blocked by the fence on the capsule side. These results can confirm favorable effects of the fences on the performance of the LAS.

  7. Nutrition and interference competition have interactive effects on the behavior and performance of Argentine ants.

    Science.gov (United States)

    Kay, Adam D; Zumbusch, Taylor; Heinen, Justa L; Marsh, Tom C; Holway, David A

    2010-01-01

    Food availability often influences competitive outcomes through effects on consumer growth. Although it has received less attention, food availability may also affect competition through nutritional effects on behavior. One hypothesis linking nutrition and competition in ants posits that increased access to carbohydrates favors greater investment in worker traits that underlie behavioral dominance. We tested this hypothesis by varying dietary protein:carbohydrate (P:C) ratios and levels of interspecific interference for Argentine ants (Linepithema humile), a widespread invasive species. As predicted, colonies facing interference increased patrolling more when reared on low P:C diets; this result is the first demonstration of an interactive effect of nutrition and interference on ant colonies. Several results suggest that this dietary effect on patrolling was due primarily to changes in colony size rather than worker behavior. Colonies on lower P:C diets had lower worker mortality and larger final colony sizes. Diet had little effect on per capita patrolling, and worker behavior in performance assays depended more on previous exposure to interference than on diet. Our findings indicate that dietary P:C ratios can influence Argentine ant performance in a competitive environment and suggest a mechanism by which monopolization of carbohydrate-rich resources can help invasive ants displace native ant competitors.

  8. Various dietary levels of protein and energy interaction on growth performance of white plumage japanese quails

    Directory of Open Access Journals (Sweden)

    Runjun Dowarah

    2014-06-01

    Full Text Available Aim: The present study was investigated to determine the optimum energy and protein requirement for growth performance and nutrient digestibility of white plumage Japanese quail during starter (1 to 3 week and finisher (4 to 5 week phases. Materials and Methods: Japanese quails were fed with nine diets consisting of three levels of energy (2600, 2800 and 3000; 2800, 2900 and 3000 Kcal ME/kg and protein (23, 25 and 27; 18, 20 and 22% CP during starter and finisher phases, respectively, in 3×3 factorial design. Results: Protein and energy individually had no influence on final body weight (FBW and weight gain, while feed efficiency was significantly (P<0.05 increased. The protein × energy interaction had significant (P<0.05 effect on growth and nutrient utilization during both starter and finisher phases. Conclusion: The growth performance was higher (P<0.05 in quails fed on high protein-high energy (HP- HE combination (27% CP and 3000 Kcal ME/kg and medium protein-high energy (MP-HE combination (20% CP and 3000 Kcal ME/kg during starter and finisher phase, respectively in autumn season. The diet with 20% CP and 3000 Kcal ME/kg significantly (P<0.05 increased nutrients digestibility and major minerals (Ca& P balance.

  9. Telemedicine supported by Augmented Reality: an interactive guide for untrained people in performing an ECG test.

    Science.gov (United States)

    Bifulco, Paolo; Narducci, Fabio; Vertucci, Raffaele; Ambruosi, Pasquale; Cesarelli, Mario; Romano, Maria

    2014-11-21

    In many telemedicine applications, the correct use of medical device at the point of need is essential to provide an appropriate service. Some applications may require untrained people to interact with medical devices and patients: care delivery in transportation, military actions, home care and telemedicine training.Appropriate operation of medical device and correct connection with patient's body are crucial. In these scenarios, tailored applications of Augmented Reality can offer a valid support by guiding untrained people at the point of need. This study aims to explore the feasibility of using Augmented Reality in telemedicine applications, by facilitating an acceptable use of biomedical equipment by any unskilled person. In particular, a prototype system was built in order to estimate how untrained users, with limited or no knowledge, can effectively interact with an ECG device and properly placing ECG electrodes on patient's chest. An Augmented Reality application was built to support untrained users in performing an ECG test. Simple markers attached to the ECG device and onto patient's thorax allow camera calibration. Once objects and their pose in the space are recognized, the video of the current scene is enriched, in real-time, with additional pointers, text boxes and audio that help the untrained operator to perform the appropriate sequence of operations. All the buttons, switches, ports of the ECG device together with the location of precordial leads were coded and indicated. Some user's voice commands were also included to improve usability. Ten untrained volunteers, supported by the augmented reality, were able to carry out a complete ECG test first on a mannequin and then on a real patient in a reasonable time (about 8 minutes on average). Average positioning errors of precordial electrodes resulted less than 3 mm for the mannequin and less than 7 mm for the real patient. These preliminary findings suggest the effectiveness of the developed

  10. 3D-shaded surface rendering of gadolinium-enhanced MR angiography in congenital heart disease

    Energy Technology Data Exchange (ETDEWEB)

    Okuda, S.; Kikinis, R.; Dumanli, H. [Surgical Planning Laboratory, Department of Radiology, Brigham and Women' s Hospital, Boston, MA (United States); Department of Radiology, Harvard Medical School, Boston, MA (United States); Geva, T.; Powell, A.J. [Department of Cardiology, Children' s Hospital, Boston, MA (United States); Department of Pediatrics, Harvard Medical School, Boston, MA (United States); Chung, T. [Department of Radiology, Children' s Hospital, Boston, MA (United States)

    2000-08-01

    Background. Gadolinium-enhanced three-dimensional (3D) MR angiography is a useful imaging technique for patients with congenital heart disease. Objective. This study sought to determine the added value of creating 3D shaded surface displays compared to standard maximal intensity projection (MIP) and multiplanar reformatting (MPR) techniques when analyzing 3D MR angiography data. Materials and methods. Seventeen patients (range, 3 months to 51 years old) with a variety of congenital cardiovascular defects underwent gadolinium-enhanced 3D MR angiography of the thorax. Color-coded 3D shaded surface models were rendered from the image data using manual segmentation and computer-based algorithms. Models could be rotated, translocated, or zoomed interactively by the viewer. Information available from the 3D models was compared to analysis based on viewing standard MIP/MPR displays. Results. Median postprocessing time for the 3D models was 6 h (range, 3-25 h) compared to approximately 20 min for MIP/MPR viewing. No additional diagnostic information was gained from 3D model analysis. All major findings with MIP/MPR postprocessing were also apparent on the 3D models. Qualitatively, the 3D models were more easily interpreted and enabled adjacent vessels to be distinguished more readily. Conclusion. Routine use of 3D shaded surface reconstructions for visualization of contrast enhanced MR angiography in congenital heart disease cannot be recommended. 3D surface rendering may be more useful for presenting complex anatomy to an audience unfamiliar with congenital heart disease and as an educational tool. (orig.)

  11. Interactive effects of herbivory and competition intensity determine invasive plant performance.

    Science.gov (United States)

    Huang, Wei; Carrillo, Juli; Ding, Jianqing; Siemann, Evan

    2012-10-01

    Herbivory can reduce plant fitness, and its effects can be increased by competition. Though numerous studies have examined the joint effects of herbivores and competitors on plant performance, these interactive effects are seldom considered in the context of plant invasions. Here, we examined variation in plant performance within a competitive environment in response to both specialist and generalist herbivores using Chinese tallow as a model species. We combined tallow plants from native and invasive populations to form all possible pairwise combinations, and designated invasive populations as stronger neighbours and native populations as weaker neighbours. We found that when no herbivory was imposed, invasive populations always had higher total biomass than natives, regardless of their neighbours, which is consistent with our assumption of increased competitive ability. Defoliation by either generalist or specialist herbivores suppressed plant growth but the effects of specialists were generally stronger for invasive populations. Invasive populations had their lowest biomass when fed upon by specialists while simultaneously competing with stronger neighbours. The root/shoot ratios of invasive populations were lower than those of native populations under almost all conditions, and invasive plants were taller than native plants overall, especially when herbivores were present, suggesting that invasive populations may adopt an "aboveground first" strategy to cope with herbivory and competition. These results suggest that release from herbivores, especially specialists, improves an invader's performance and helps to increase its competitive ability. Therefore, increasing interspecific competition intensity by planting a stronger neighbour while simultaneously releasing a specialist herbivore may be an especially effective method of managing invasive plants.

  12. Mechanical interactions between proppants and rock and their effect on hydraulic fracture performance

    Energy Technology Data Exchange (ETDEWEB)

    Legarth, B.A.; Raab, S.; Huenges, E. [GeoForschungsZentrum Potsdam (Germany)

    2005-07-01

    Proppants interact mechanically with the rock matrix. This causes damage to the fracture face and influences propped fracture performance. Therefore, proppant embedment and proppant crushing phenomena were analysed in laboratory under simulated in situ conditions. The embedment tests were performed in a conductivity cell using reassembled core halves. Embedment features in the rock matrix were optically analyzed. In a separate unit single grain strength tests were performed on a wide range of ceramic proppant types (AI203-based, coated/uncoated) and sizes (diameter 0,2-1,6 mm). The experiment showed that areas in the fracture with low proppant concentration revealed severe proppant crushing and embedment that occurred already at low effective stress. Punctual loading was identified as reason for premature proppant failure. Grain strength testing showed that compressive fracture force increases with grain diameter, is influenced by the presence of a coating and might be additionally controlled by grain surface structure. Compressive fracture strength is largely independent from size for same proppant types. A contact model introduced by Hertz was applied to retrieve the stress magnitudes at grain failure. Proppant crushing leads to generation of fines in the matrix and the proppant pack. These fines can be transported and plug pore-throats and flow channels. Dependent on completion type and expected fracture widths proppant grain size should be maximized for higher fracture conductivity. Proppant crushing and embedment processes are enforced by decreasing proppant concentration. Considering natural conditions in a fracture - rough surfaces, tortuous-twisted paths that hinder even proppant distribution - low proppant concentrations appear to be very real, maybe even the normal case in nature. Thus, high proppant concentration is the key issue to mitigate fracture impairment. (orig.)

  13. Screen-Space Normal Distribution Function Caching for Consistent Multi-Resolution Rendering of Large Particle Data

    KAUST Repository

    Ibrahim, Mohamed

    2017-08-28

    Molecular dynamics (MD) simulations are crucial to investigating important processes in physics and thermodynamics. The simulated atoms are usually visualized as hard spheres with Phong shading, where individual particles and their local density can be perceived well in close-up views. However, for large-scale simulations with 10 million particles or more, the visualization of large fields-of-view usually suffers from strong aliasing artifacts, because the mismatch between data size and output resolution leads to severe under-sampling of the geometry. Excessive super-sampling can alleviate this problem, but is prohibitively expensive. This paper presents a novel visualization method for large-scale particle data that addresses aliasing while enabling interactive high-quality rendering. We introduce the novel concept of screen-space normal distribution functions (S-NDFs) for particle data. S-NDFs represent the distribution of surface normals that map to a given pixel in screen space, which enables high-quality re-lighting without re-rendering particles. In order to facilitate interactive zooming, we cache S-NDFs in a screen-space mipmap (S-MIP). Together, these two concepts enable interactive, scale-consistent re-lighting and shading changes, as well as zooming, without having to re-sample the particle data. We show how our method facilitates the interactive exploration of real-world large-scale MD simulation data in different scenarios.

  14. Design and Implementation of an Application. Programming Interface for Volume Rendering

    OpenAIRE

    Selldin, Håkan

    2002-01-01

    To efficiently examine volumetric data sets from CT or MRI scans good volume rendering applications are needed. This thesis describes the design and implementation of an application programming interface (API) to be used when developing volume-rendering applications. A complete application programming interface has been designed. The interface is designed so that it makes writing application programs containing volume rendering fast and easy. The interface also makes created application progr...

  15. Optimized Watermarking for Light Field Rendering based Free-View TV

    DEFF Research Database (Denmark)

    Apostolidis, Evlampios; Kounalakis, Tsampikos; Manifavas, Charalampos

    2013-01-01

    In Free-View Television the viewers select freely the viewing position and angle of the transmitted multiview video. It is apparent that copyright and copy protection problems exist, since a video of this arbitrarily selected view can be recorded and then misused. In this context, the watermark...... and the efficiency of the watermarks and their corresponding Mathematical Distributions, in terms of “robustness” and “successful detection” from new constructed views of FTV, using Light Field Rendering (LFR) techniques. We studied the values which characterize the watermark’s performance and the parameters...... introduced by the watermark’s insertion-extraction scheme. Therefore, we ended up to the best five Mathematical Distributions, and we concluded that the watermark’s robustness in FTV case does not depend only on the FTV image’s characteristics, but it also relies on the characteristics of the Mathematical...

  16. Memory-hazard-aware k-buffer algorithm for order-independent transparency rendering.

    Science.gov (United States)

    Zhang, Nan

    2014-02-01

    The (k)-buffer algorithm is an efficient GPU-based fragment level sorting algorithm for rendering transparent surfaces. Because of the inherent massive parallelism of GPU stream processors, this algorithm suffers serious read-after-write memory hazards now. In this paper, we introduce an improved (k)-buffer algorithm with error correction coding to combat memory hazards. Our algorithm results in significantly reduced artifacts. While preserving all the merits of the original algorithm, it requires merely OpenGL 3.x support from the GPU, instead of the atomic operations appearing only in the latest OpenGL 4.2 standard. Our algorithm is simple to implement and efficient in performance. Future GPU support for improving this algorithm is also proposed.

  17. The Interaction between Cognitive Test-Taking Strategies, Reading Ability, and Reading Comprehension Test Performance of Iranian EFL Learners

    Science.gov (United States)

    Ghafournia, Narjes; Afghari, Akbar

    2013-01-01

    The study scrutinized the probable interaction between using cognitive test-taking strategies, reading proficiency, and reading comprehension test performance of Iranian postgraduate students, who studied English as a foreign language. The study also probed the extent to which the participants' test performance was related to the use of certain…

  18. SUBJECTIVITY AND HYBRIDITY IN THE AGE OF INTERACTIVE INTERNET MEDIA: THE MUSICAL PERFORMANCES OF CHARICE PEMPENGCO AND ARNEL PINEDA

    Directory of Open Access Journals (Sweden)

    Christi-Anne Castro

    2010-06-01

    Full Text Available This paper examines hybrid subjectivity in the performances by and in the reception of musical artists utilizing the technology of interactive Internet media. It focuses on the career trajectories of the popular Filipino music performers Charice Pempengco and Arnel Pineda, taking into account how their transnational presence and dissemination through internet media communities affect perceptions of locality, nationality and race.

  19. 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.

  20. Accurate representation of interference colours (Michel-Lévy chart): from rendering to image colour correction.

    Science.gov (United States)

    Linge Johnsen, S A; Bollmann, J; Lee, H W; Zhou, Y

    2017-09-21

    Here a work flow towards an accurate representation of interference colours (Michel-Lévy chart) digitally captured on a polarised light microscope using dry and oil immersion objectives is presented. The work flow includes accurate rendering of interference colours considering the colour temperature of the light source of the microscope and chromatic adaptation to white points of RGB colour spaces as well as the colour correction of the camera using readily available colour targets. The quality of different colour correction profiles was tested independently on an IT8.7/1 target. The best performing profile was using the XYZ cLUT algorithm and it revealed a ΔE00 of 1.9 (6.4 no profile) at 5× and 1.1 (8.4 no profile) at 100× magnification, respectively. The overall performance of the workflow was tested by comparing rendered interference colours with colour-corrected images of a quartz wedge captured over a retardation range from 80-2500 nm at 5× magnification. Uncorrected images of the quartz wedge in sRGB colour space revealed a mean ΔE00 of 12.3, which could be reduced to a mean of 4.9 by applying a camera correction profile based on an IT8.7/1 target and the Matrix only algorithm (ΔE00 < 1.0 signifies colour differences imperceptible by the human eye). ΔE00 varied significantly over the retardation range of 80-2500 nm of the quartz wedge, but the reasons for this variation is not well understood and the quality of colour correction might be further improved in future by using custom made colour targets specifically designed for the analysis of high-order interference colours. © 2017 The Authors Journal of Microscopy © 2017 Royal Microscopical Society.

  1. Individual versus Interactive Task-Based Performance through Voice-Based Computer-Mediated Communication

    Science.gov (United States)

    Granena, Gisela

    2016-01-01

    Interaction is a necessary condition for second language (L2) learning (Long, 1980, 1996). Research in computer-mediated communication has shown that interaction opportunities make learners pay attention to form in a variety of ways that promote L2 learning. This research has mostly investigated text-based rather than voice-based interaction. The…

  2. Plume Tracker: Interactive mapping of volcanic sulfur dioxide emissions with high-performance radiative transfer modeling

    Science.gov (United States)

    Realmuto, Vincent J.; Berk, Alexander

    2016-11-01

    We describe the development of Plume Tracker, an interactive toolkit for the analysis of multispectral thermal infrared observations of volcanic plumes and clouds. Plume Tracker is the successor to MAP_SO2, and together these flexible and comprehensive tools have enabled investigators to map sulfur dioxide (SO2) emissions from a number of volcanoes with TIR data from a variety of airborne and satellite instruments. Our objective for the development of Plume Tracker was to improve the computational performance of the retrieval procedures while retaining the accuracy of the retrievals. We have achieved a 300 × improvement in the benchmark performance of the retrieval procedures through the introduction of innovative data binning and signal reconstruction strategies, and improved the accuracy of the retrievals with a new method for evaluating the misfit between model and observed radiance spectra. We evaluated the accuracy of Plume Tracker retrievals with case studies based on MODIS and AIRS data acquired over Sarychev Peak Volcano, and ASTER data acquired over Kilauea and Turrialba Volcanoes. In the Sarychev Peak study, the AIRS-based estimate of total SO2 mass was 40% lower than the MODIS-based estimate. This result was consistent with a 45% reduction in the AIRS-based estimate of plume area relative to the corresponding MODIS-based estimate. In addition, we found that our AIRS-based estimate agreed with an independent estimate, based on a competing retrieval technique, within a margin of ± 20%. In the Kilauea study, the ASTER-based concentration estimates from 21 May 2012 were within ± 50% of concurrent ground-level concentration measurements. In the Turrialba study, the ASTER-based concentration estimates on 21 January 2012 were in exact agreement with SO2 concentrations measured at plume altitude on 1 February 2012.

  3. Effect of novel patient interaction on students' performance of pregnancy options counseling.

    Science.gov (United States)

    Shaddeau, Angela; Nimz, Abigail; Sheeder, Jeanelle; Tocce, Kristina

    2015-01-01

    Although options counseling is a fundamental skill for medical providers, previous research has identified gaps in medical school reproductive health education. To determine if a 1-h novel patient interaction (NPI) improves student performance when caring for a standardized patient with an unintended pregnancy. From September 2012 to June 2013 we randomized third-year medical students at the University of Colorado School of Medicine to the standard curriculum plus an NPI, or the standard curriculum only. The NPI consisted of a 1-h small-group session with a patient who discussed her experiences with options counseling and her decision to terminate her pregnancy. Students completed an Objective Structured Clinical Examination (OSCE) at the rotation's end, which included options counseling. The primary outcome was the proportion of participants achieving 'excellence' on the OSCE checklist. 'Excellence' was defined as a score ≥90%. Examinations were flagged as 'unsatisfactory encounters' if core competencies were not addressed. OSCE standardized patients and evaluators were blinded to group assignment. In total, 135 students were eligible and randomized: 75 to NPI; 60 to control. During the OSCE, few students achieved 'excellence' (24% NPI vs. 28% control, p=0.57).There were no differences between scores for components of options counseling. More students in the control group 'appeared somewhat uncomfortable' delivering the pregnancy test results (5% NPI vs. 18% control, p=0.006). More than half (54%) of the intervention group and 67% of controls had 'unsatisfactory encounters' (p=0.16), almost exclusively due to omission of adoption. Most students addressed abortion (96% NPI vs. 92% control, p=0.29). A 1-h NPI does not improve medical students' performance of pregnancy options counseling and the option of adoption is routinely omitted. Adoption is clearly an area that needs greater attention when designing comprehensive reproductive health curriculum for medical

  4. Effect of novel patient interaction on students’ performance of pregnancy options counseling

    Directory of Open Access Journals (Sweden)

    Angela Shaddeau

    2015-12-01

    Full Text Available Background: Although options counseling is a fundamental skill for medical providers, previous research has identified gaps in medical school reproductive health education. Purpose: To determine if a 1-h novel patient interaction (NPI improves student performance when caring for a standardized patient with an unintended pregnancy. Methods: From September 2012 to June 2013 we randomized third-year medical students at the University of Colorado School of Medicine to the standard curriculum plus an NPI, or the standard curriculum only. The NPI consisted of a 1-h small-group session with a patient who discussed her experiences with options counseling and her decision to terminate her pregnancy. Students completed an Objective Structured Clinical Examination (OSCE at the rotation's end, which included options counseling. The primary outcome was the proportion of participants achieving ‘excellence’ on the OSCE checklist. ‘Excellence’ was defined as a score ≥90%. Examinations were flagged as ‘unsatisfactory encounters’ if core competencies were not addressed. OSCE standardized patients and evaluators were blinded to group assignment. Results: In total, 135 students were eligible and randomized: 75 to NPI; 60 to control. During the OSCE, few students achieved ‘excellence’ (24% NPI vs. 28% control, p=0.57.There were no differences between scores for components of options counseling. More students in the control group ‘appeared somewhat uncomfortable’ delivering the pregnancy test results (5% NPI vs. 18% control, p=0.006. More than half (54% of the intervention group and 67% of controls had ‘unsatisfactory encounters’ (p=0.16, almost exclusively due to omission of adoption. Most students addressed abortion (96% NPI vs. 92% control, p=0.29. Conclusions: A 1-h NPI does not improve medical students’ performance of pregnancy options counseling and the option of adoption is routinely omitted. Adoption is clearly an area that needs

  5. Interactions of alfalfa hay and sodium propionate on dairy calf performance and rumen development.

    Science.gov (United States)

    Beiranvand, H; Ghorbani, G R; Khorvash, M; Nabipour, A; Dehghan-Banadaky, M; Homayouni, A; Kargar, S

    2014-01-01

    The objective of this experiment was to investigate the effects of different levels of alfalfa hay (AH) and sodium propionate (Pro) added to starter diets of Holstein calves on growth performance, rumen fermentation characteristics, and rumen development. Forty-two male Holstein calves (40±2kg of birth weight) were used in a complete randomized design with a 3×2 factorial arrangement of treatments. Dietary treatments were as follows: (1) control = concentrate only; (2) Pro = concentrate with 5% sodium propionate [dry matter (DM) basis]; (3) 5% AH = concentrate + 5% alfalfa hay (DM basis); (4) 5% AH + Pro = concentrate + 5% alfalfa hay + 5% sodium propionate (DM basis); (5) 10% AH = concentrate + 10% alfalfa hay (DM basis); and (6) 10% AH + Pro = concentrate + 10% alfalfa hay + 5% sodium propionate (DM basis). All calves were housed in individual pens bedded with sawdust until 10wk of age. They were given ad libitum access to water and starter throughout the experiment and were fed 2L of milk twice daily. Dry matter intake was recorded daily and body weight weekly. Calves from the control, 10% AH, and 10% AH + Pro treatments were euthanized after wk 10, and rumen wall samples were collected. Feeding of forage was found to increase overall dry matter intake, average daily gain, and final weight; supplementing sodium propionate had no effect on these parameters. Calves consuming forage had lower feed efficiency than those on the Pro diet. Rumen fluid in calves consuming forage had higher pH and greater concentrations of total volatile fatty acids and molar acetate. Morphometric parameters of the rumen wall substantiated the effect of AH supplementation, as plaque formation decreased macroscopically. Overall, the interaction between forage and sodium propionate did not affect calf performance parameters measured at the end of the experiment. Furthermore, inclusion of AH in starter diets positively enhanced the growth performance of male Holstein calves and influenced

  6. Interactions

    DEFF Research Database (Denmark)

    The main theme of this anthology is the unique interaction between mathematics, physics and philosophy during the beginning of the 20th century. Seminal theories of modern physics and new fundamental mathematical structures were discovered or formed in this period. Significant physicists...... such as Lorentz and Einstein as well as mathematicians such as Poincare, Minkowski, Hilbert and Weyl contributed to this development. They created the new physical theories and the mathematical disciplines that play such paramount roles in their mathematical formulations. These physicists and mathematicians were...

  7. Digital forensic osteology: morphological sexing of skeletal remains using volume-rendered cranial CT scans.

    Science.gov (United States)

    Ramsthaler, Frank; Kettner, Mattias; Gehl, Axel; Verhoff, M A

    2010-02-25

    Because of the increasing lack of recent bone collections, ethical issues concerning maceration procedures, and progress in radiological imaging techniques, computed tomography (CT) scans offer an alternative to traditional anthropological bone collection. The present study examined volume-rendered cranial CT (CCT) scans from 50 crania to morphologically evaluate sex characteristics. CCT scans were performed and scored by two teams (Teams A and B) of two examiners each (2x50=100 examinations) to evaluate the occurrence and/or absence of morphological traits. Altogether, 60 of 100 crania (31 Team A+29 Team B) crania were determined to be male, and 40 (19 Team A+21 Team B) were determined to be female when using the scoring system adapted from Knussmann. These results imply a sex determination accuracy rate of 96%. Only in one case was recalculation of weighting factors necessary to determine one additional correct classification. As a single parameter, arcus superciliaris evaluation permitted the most accurate sex determination (female, 84.2%; male, 85.5%). No significant difference in accuracy rates was observed between the two sexes (p<0.65, chi(2)=0.39, Fisher's exact test). Interobserver bias rates for both teams were very low (kappa=0.83). The present study shows that volume-rendered CCT images are suitable for the collection of data concerning morphologic sex determination of skulls. Thus, this method may be helpful in both actual forensic casework and the systematic reevaluation and improvement of classical anthropological methods and their adaptation to changing populations.

  8. Positioning actuators in efficient locations for rendering the desired sound field using inverse approach

    Science.gov (United States)

    Cho, Wan-Ho; Ih, Jeong-Guon; Toi, Takeshi

    2015-12-01

    For rendering a desired characteristics of a sound field, a proper conditioning of acoustic actuators in an array are required, but the source condition depends strongly on its position. Actuators located at inefficient positions for control would consume the input power too much or become too much sensitive to disturbing noise. These actuators can be considered redundant, which should be sorted out as far as such elimination does not damage the whole control performance significantly. It is known that the inverse approach based on the acoustical holography concept, employing the transfer matrix between sources and field points as core element, is useful for rendering the desired sound field. By investigating the information indwelling in the transfer matrix between actuators and field points, the linear independency of an actuator from the others in the array can be evaluated. To this end, the square of the right singular vector, which means the radiation contribution from the source, can be used as an indicator. Inefficient position for fulfilling the desired sound field can be determined as one having smallest indicator value among all possible actuator positions. The elimination process continues one by one, or group by group, until the remaining number of actuators meets the preset number. Control examples of exterior and interior spaces are taken for the validation. The results reveal that the present method for choosing least dependent actuators, for a given number of actuators and field condition, is quite effective in realizing the desired sound field with a noisy input condition, and in minimizing the required input power.

  9. The Perceived Helpfulness of Rendering Emotional First Aid via Email

    Science.gov (United States)

    Gilat, Itzhak; Reshef, Eyal

    2015-01-01

    The present research examined the perceived helpfulness of an increasingly widespread mode of psychological assistance, namely, emotional first aid via email. The sample comprised 62 naturally occurring email interactions between distressful clients and trained volunteers operating within the framework of the Israeli Association for Emotional…

  10. The Perceived Helpfulness of Rendering Emotional First Aid via Email

    Science.gov (United States)

    Gilat, Itzhak; Reshef, Eyal

    2015-01-01

    The present research examined the perceived helpfulness of an increasingly widespread mode of psychological assistance, namely, emotional first aid via email. The sample comprised 62 naturally occurring email interactions between distressful clients and trained volunteers operating within the framework of the Israeli Association for Emotional…

  11. 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...

  12. Frequency domain volume rendering by the wavelet X-ray transform

    NARCIS (Netherlands)

    Westenberg, Michel A.; Roerdink, Jos B.T.M.

    2000-01-01

    We describe a wavelet-based X-ray rendering method in the frequency domain with a smaller time complexity than wavelet splatting. Standard Fourier volume rendering is summarized and interpolation and accuracy issues are briefly discussed. We review the implementation of the fast wavelet transform in

  13. Evaluation of voxel-based rendering of high resolution surface descriptions

    DEFF Research Database (Denmark)

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

    2014-01-01

    responses by having more “distinct” representations of the individual reflections. When rendered audible, such descriptions will lead to a sound quality that can best be described as “canned”. For the rendering of real rooms, as e.g. in "teletransporting", this problem may be addressed by using high...

  14. Effect of reference genome selection on the performance of computational methods for genome-wide protein-protein interaction prediction.

    Directory of Open Access Journals (Sweden)

    Vijaykumar Yogesh Muley

    Full Text Available BACKGROUND: Recent progress in computational methods for predicting physical and functional protein-protein interactions has provided new insights into the complexity of biological processes. Most of these methods assume that functionally interacting proteins are likely to have a shared evolutionary history. This history can be traced out for the protein pairs of a query genome by correlating different evolutionary aspects of their homologs in multiple genomes known as the reference genomes. These methods include phylogenetic profiling, gene neighborhood and co-occurrence of the orthologous protein coding genes in the same cluster or operon. These are collectively known as genomic context methods. On the other hand a method called mirrortree is based on the similarity of phylogenetic trees between two interacting proteins. Comprehensive performance analyses of these methods have been frequently reported in literature. However, very few studies provide insight into the effect of reference genome selection on detection of meaningful protein interactions. METHODS: We analyzed the performance of four methods and their variants to understand the effect of reference genome selection on prediction efficacy. We used six sets of reference genomes, sampled in accordance with phylogenetic diversity and relationship between organisms from 565 bacteria. We used Escherichia coli as a model organism and the gold standard datasets of interacting proteins reported in DIP, EcoCyc and KEGG databases to compare the performance of the prediction methods. CONCLUSIONS: Higher performance for predicting protein-protein interactions was achievable even with 100-150 bacterial genomes out of 565 genomes. Inclusion of archaeal genomes in the reference genome set improves performance. We find that in order to obtain a good performance, it is better to sample few genomes of related genera of prokaryotes from the large number of available genomes. Moreover, such a sampling

  15. Sound Synthesis and Evaluation of Interactive Footsteps and Environmental Sounds Rendering for Virtual Reality Applications

    DEFF Research Database (Denmark)

    Nordahl, Rolf; Turchet, Luca; Serafin, Stefania

    2011-01-01

    We propose a system that affords real-time sound synthesis of footsteps on different materials. The system is based on microphones, which detect real footstep sounds from subjects, from which the ground reaction force (GRF) is estimated. Such GRF is used to control a sound synthesis engine based ...

  16. Contactless ultrasonic energy transfer for wireless systems: acoustic-piezoelectric structure interaction modeling and performance enhancement

    Science.gov (United States)

    Shahab, S.; Erturk, A.

    2014-12-01

    There are several applications of wireless electronic components with little or no ambient energy available to harvest, yet wireless battery charging for such systems is still of great interest. Example applications range from biomedical implants to sensors located in hazardous environments. Energy transfer based on the propagation of acoustic waves at ultrasonic frequencies is a recently explored alternative that offers increased transmitter-receiver distance, reduced loss and the elimination of electromagnetic fields. As this research area receives growing attention, there is an increased need for fully coupled model development to quantify the energy transfer characteristics, with a focus on the transmitter, receiver, medium, geometric and material parameters. We present multiphysics modeling and case studies of the contactless ultrasonic energy transfer for wireless electronic components submerged in fluid. The source is a pulsating sphere, and the receiver is a piezoelectric bar operating in the 33-mode of piezoelectricity with a fundamental resonance frequency above the audible frequency range. The goal is to quantify the electrical power delivered to the load (connected to the receiver) in terms of the source strength. Both the analytical and finite element models have been developed for the resulting acoustic-piezoelectric structure interaction problem. Resistive and resistive-inductive electrical loading cases are presented, and optimality conditions are discussed. Broadband power transfer is achieved by optimal resistive-reactive load tuning for performance enhancement and frequency-wise robustness. Significant enhancement of the power output is reported due to the use of a hard piezoelectric receiver (PZT-8) instead of a soft counterpart (PZT-5H) as a result of reduced material damping. The analytical multiphysics modeling approach given in this work can be used to predict and optimize the coupled system dynamics with very good accuracy and dramatically

  17. Partial nephroureterectomy in duplex renal system: preoperative 3D virtual rendering and retroperitoneal laparoscopic approach in children

    Directory of Open Access Journals (Sweden)

    Molinaro F.

    2013-10-01

    Full Text Available Introduction: the aim of this study is to presents the results of our preliminary series of 8 partial nephroureterectomy performed by retroperitoneoscopy using harmonic scalpel with a preoperative 3D virtual reconstruction of bidimensional magnetic resonance images in children affected by duplication of the renal system. Materials and methods: We perform a retrospective study in our Pediatric Surgery Unit from January 2007 to January 2012 of all children affected by duplication of the renal system treated by retroperitoneal laparoscopic approach. Images collected were reconstructed using IRCAD VR render software. Data include: sex, age at surgery, clinical and radiological features, surgical procedure, follow-up and complications. Results: retroperitoneal laparoscopic partial nephroureterectomy was performed in 8 children (6 males and 2 females. All patients had a non-functioning moiety of a duplex kidney and in addition recurrent urinary tract infections. Two cases were associated with ureterocele; of them in one case we performed a previous endoscopic incision of the obstructing ureterocele. All patients underwent radiological evaluation prior to surgery, by ultrasound, voididng cystourethrography, renal scintigraphy and contrast-enhanced MRI evaluations. Images collected were reconstructed using IRCAD VR render software. Patients were treated by a 3-4 trocars technique and parenchymal section was performed using harmonic scalpel. The mean operative time was 180 minutes; no cases required open conversion. The mean hospital stay was 5 days. The mean follow-up was 38 months. No cases of secondary atrophy of the lower pole were observed. Discussion: Volume rendering gives high anatomical resolution and it can be useful to guide the surgical procedure. Laparoscopic retroperitoneal partial nephrectomy is a safe and feasible procedure in children for experienced pediatric laparoscopic surgeons.

  18. Interaction between milk allowance and fat content of the starter feed on performance of Holstein calves.

    Science.gov (United States)

    Araujo, G; Terré, M; Bach, A

    2014-10-01

    Sixty-six Holstein male calves [42 ± 6.0 kg of body weight (BW) and 12 ± 3.1 d of age] were housed individually and allocated to 1 of 4 treatments following a 2 × 2 factorial complete randomized design to assess the potential interaction between milk replacer (MR) allowance and fat content in the starter feed. Thus, 4 treatments were evaluated: a low-fat (4.1% fat; LF) starter feed offered along with 4 L/d of MR (4 LF), a high-fat (11.2% fat; HF) starter feed plus 4 L/d of MR (4 HF), a LF starter feed offered with 6 L/d of MR (6LF), and an HF starter feed offered with 6 L/d of MR (6 HF). Calves were fed either 4 or 6 L/d of MR (25% crude protein and 19.2% fat) in 2 offers (0800 and 1630 h) and had ad libitum access to either an LF or an HF starter feed (21.4 and 22.3% crude protein). Calves were weaned at wk 6 of study by halving the daily MR allowance for 1 wk. Individual MR and starter feed intakes were recorded daily and BW was determined weekly. A glucose tolerance test was performed on d 30 of study to evaluate the effects of increased energy provision on glucose metabolism. Apparent feed digestibility was measured for the last 5 d of study. Overall, fat content of starter feed had no effect on solid feed intake. However, during wk 8 of study (after weaning), calves in the LF treatment had greater starter feed intake than HF calves. Calves on 6 L/d of MR had greater BW than calves fed 4 L/d from the second week of study until weaning. After weaning, 6 LF calves had lesser BW than 6 HF calves. Calves on 6 L/d of MR had greater average daily gain than calves fed 4 L/d, and 6 HF calves tended to have the greatest average daily gain. Glucose clearance rate tended to be lesser for HF than for LF calves. In conclusion, offering 6 L/d of MR increased growth performance before weaning and, when offering 6 L/d of MR, feeding a high-fat starter feed resulted in the greatest BW after weaning. Copyright © 2014 American Dairy Science Association. Published by Elsevier

  19. Water transfer properties and shrinkage in lime-based rendering mortars

    Science.gov (United States)

    Arizzi, A.; Cultrone, G.

    2012-04-01

    aspect to be considered in the evaluation of the decay caused by water is the high shrinkage suffered by renders when they are applied on an extended surface (i.e. a wall), especially when they are aerial lime-based mortars. The shrinkage causes the formation of fissures that become an easy way for water to entry and diffuse through the mortar pore system. This factor is rarely taken into consideration during the hydric assays performed in the laboratory, since mortar samples of 4x4x16 or 4x4x4 cm in size do not undergo to such degree of shrinkage. For this reason, we have also studied the shrinkage of these mortars and considered it in the final assessment of mortars hydric properties. The shrinkage was evaluated according to a non-standardized method, by means of a shrinkage-measuring device that measures the mortar dimensional variations over time. This measurement has shown that the highest the lime content the biggest the mortar shrinkage and, consequently, the strongest the decay due to water.

  20. Self-Confidence and Performance Goal Orientation Interactively Predict Performance in a Reasoning Test with Accuracy Feedback

    Science.gov (United States)

    Beckmann, Nadin; Beckmann, Jens F.; Elliott, Julian G.

    2009-01-01

    This study takes an individual differences' perspective on performance feedback effects in psychometric testing. A total of 105 students in a mainstream secondary school in North East England undertook a cognitive ability test on two occasions. In one condition, students received item-specific accuracy feedback while in the other (standard…

  1. The Role of Group Interaction in Collective Efficacy and CSCL Performance

    Science.gov (United States)

    Wang, Shu-Ling; Hsu, Hsien-Yuan; Lin, Sunny S. J.; Hwang, Gwo-Jen

    2014-01-01

    Although research has identified the importance of interaction behaviors in computer-supported collaborative learning (CSCL), very few attempts have been made to carry out in-depth analysis of interaction behaviors. This study thus applies both qualitative (e.g., content analyses, interviews) and quantitative methods in an attempt to investigate…

  2. Interactive Anatomical and Surgical Live Stream Lectures Improve Students' Academic Performance in Applied Clinical Anatomy

    Science.gov (United States)

    Shiozawa, Thomas; Butz, Benjamin; Herlan, Stephan; Kramer, Andreas; Hirt, Bernhard

    2017-01-01

    Tuebingen's "Sectio Chirurgica" (TSC) is an innovative, interactive, multimedia, and transdisciplinary teaching method designed to complement dissection courses. The Tuebingen's "Sectio Chirurgica" (TSC) allows clinical anatomy to be taught via interactive live stream surgeries moderated by an anatomist. This method aims to…

  3. Manipulating Cognitive Complexity across Task Types and Its Impact on Learners' Interaction during Oral Performance

    Science.gov (United States)

    Gilabert, Roger; Baron, Julia; Llanes, Angels

    2009-01-01

    The goal of this study is to investigate the impact of manipulating the cognitive complexity of three different types of oral tasks on interaction. The study first considers the concepts of task complexity and interaction and then examines the specific studies that have looked at the effects of increasing task complexity on conversational…

  4. Theatre and emergency services rendered by generalist medical ...

    African Journals Online (AJOL)

    sterilization was the most frequently performed surgical procedure, and secondly ... surgery, anaesthetics and orthopaedics. 3,4,5 ... profile of medical practitioners in ..... was carried out of the186 nurses who completed the Diploma in Clinical ...

  5. TransCAIP: A Live 3D TV system using a camera array and an integral photography display with interactive control of viewing parameters.

    Science.gov (United States)

    Taguchi, Yuichi; Koike, Takafumi; Takahashi, Keita; Naemura, Takeshi

    2009-01-01

    The system described in this paper provides a real-time 3D visual experience by using an array of 64 video cameras and an integral photography display with 60 viewing directions. The live 3D scene in front of the camera array is reproduced by the full-color, full-parallax autostereoscopic display with interactive control of viewing parameters. The main technical challenge is fast and flexible conversion of the data from the 64 multicamera images to the integral photography format. Based on image-based rendering techniques, our conversion method first renders 60 novel images corresponding to the viewing directions of the display, and then arranges the rendered pixels to produce an integral photography image. For real-time processing on a single PC, all the conversion processes are implemented on a GPU with GPGPU techniques. The conversion method also allows a user to interactively control viewing parameters of the displayed image for reproducing the dynamic 3D scene with desirable parameters. This control is performed as a software process, without reconfiguring the hardware system, by changing the rendering parameters such as the convergence point of the rendering cameras and the interval between the viewpoints of the rendering cameras.

  6. Connecting customers with the company: the role of interactiveness and its effect on performance

    OpenAIRE

    Pergelova, Albena

    2010-01-01

    El objetivo de esta tesis es explorar el concepto de interactiveness en el campo de marketing, entender las actitudes y las percepciones de los directivos hacia la interactiveness y evaluar empíricamente el efecto de la interactiveness en la generación de activos de marketing y los resultados empresariales. La motivación detrás de esta tesis doctoral es la preocupación creciente entre los directivos de marketing, derivada de una mayor dificultad para conectarse con los clientes y para demostr...

  7. Influence of Depth of Interaction upon the Performance of Scintillator Detectors

    CERN Document Server

    Brown, Mark S.; Taylor, Alaric; Tummeltshammer, Clemens; Auffray, Etiennette; Lecoq, Paul; Papakonstantinou, Ioannis

    2014-01-01

    The uncertainty in time of particle detection within a scintillator detector, characterised by the coincidence time resolution (CTR), is explored with respect to the interaction position within the scintillator crystal itself. Electronic collimation between two scintillator detectors is utilised to determine the CTR with depth of interaction (DOI) for different materials, geometries and wrappings. Significantly, no relationship between the CTR and DOI is observed within experimental error. Confinement of the interaction position is seen to degrade the CTR in long scintillator crystals by 10%.

  8. Performance metrics in a hybrid MPI-OpenMP based molecular dynamics simulation with short-range interactions

    CERN Document Server

    Pal, Anirban; Raha, Soumyendu; Bhattacharya, Baidurya

    2015-01-01

    We discuss the computational bottlenecks in molecular dynamics (MD) and describe the challenges in parallelizing the computation intensive tasks. We present a hybrid algorithm using MPI (Message Passing Interface) with OpenMP threads for parallelizing a generalized MD computation scheme for systems with short range interatomic interactions. The algorithm is discussed in the context of nanoindentation of Chromium films with carbon indenters using the Embedded Atom Method potential for Cr Cr interaction and the Morse potential for Cr C interactions. We study the performance of our algorithm for a range of MPIthread combinations and find the performance to depend strongly on the computational task and load sharing in the multicore processor. The algorithm scaled poorly with MPI and our hybrid schemes were observed to outperform the pure message passing scheme, despite utilizing the same number of processors or cores in the cluster. Speed-up achieved by our algorithm compared favourably with that achieved by stan...

  9. Improving the performance of the partitioned QN-ILS procedure for fluid-structure interaction problems: filtering

    CSIR Research Space (South Africa)

    Haelterman, R

    2016-07-01

    Full Text Available The Quasi-Newton Inverse Least Squares method has become a popular method to solve partitioned interaction problems. Its performance can be enhanced by using information from previous time-steps if care is taken of the possible ill...

  10. How Motivational Constructs Interact to Predict Elementary Students' Reading Performance: Examples from Attitudes and Self-Concept in Reading

    Science.gov (United States)

    Park, Yonghan

    2011-01-01

    This study explored the factors underlying reading motivation measured in the Progress in International Reading Literacy Study (PIRLS) and investigated the relations between those motivational factors and reading performance using U.S. data from PIRLS 2006. A special focus was given to interacting relations between different motivational facets in…

  11. Biographer: web-based editing and rendering of SBGN compliant biochemical networks.

    Science.gov (United States)

    Krause, Falko; Schulz, Marvin; Ripkens, Ben; Flöttmann, Max; Krantz, Marcus; Klipp, Edda; Handorf, Thomas

    2013-06-01

    The rapid accumulation of knowledge in the field of Systems Biology during the past years requires advanced, but simple-to-use, methods for the visualization of information in a structured and easily comprehensible manner. We have developed biographer, a web-based renderer and editor for reaction networks, which can be integrated as a library into tools dealing with network-related information. Our software enables visualizations based on the emerging standard Systems Biology Graphical Notation. It is able to import networks encoded in various formats such as SBML, SBGN-ML and jSBGN, a custom lightweight exchange format. The core package is implemented in HTML5, CSS and JavaScript and can be used within any kind of web-based project. It features interactive graph-editing tools and automatic graph layout algorithms. In addition, we provide a standalone graph editor and a web server, which contains enhanced features like web services for the import and export of models and visualizations in different formats. The biographer tool can be used at and downloaded from the web page http://biographer.biologie.hu-berlin.de/. The different software packages, including a server-independent version as well as a web server for Windows and Linux based systems, are available at http://code.google.com/p/biographer/ under the open-source license LGPL

  12. Biographer: web-based editing and rendering of SBGN compliant biochemical networks

    Science.gov (United States)

    Krause, Falko; Schulz, Marvin; Ripkens, Ben; Flöttmann, Max; Krantz, Marcus; Klipp, Edda; Handorf, Thomas

    2013-01-01

    Motivation: The rapid accumulation of knowledge in the field of Systems Biology during the past years requires advanced, but simple-to-use, methods for the visualization of information in a structured and easily comprehensible manner. Results: We have developed biographer, a web-based renderer and editor for reaction networks, which can be integrated as a library into tools dealing with network-related information. Our software enables visualizations based on the emerging standard Systems Biology Graphical Notation. It is able to import networks encoded in various formats such as SBML, SBGN-ML and jSBGN, a custom lightweight exchange format. The core package is implemented in HTML5, CSS and JavaScript and can be used within any kind of web-based project. It features interactive graph-editing tools and automatic graph layout algorithms. In addition, we provide a standalone graph editor and a web server, which contains enhanced features like web services for the import and export of models and visualizations in different formats. Availability: The biographer tool can be used at and downloaded from the web page http://biographer.biologie.hu-berlin.de/. The different software packages, including a server-indepenent version as well as a web server for Windows and Linux based systems, are available at http://code.google.com/p/biographer/ under the open-source license LGPL. Contact: edda.klipp@biologie.hu-berlin.de or handorf@physik.hu-berlin.de PMID:23574737

  13. Rendering poly(amidoamine) or poly(propylenimine) dendrimers temperature sensitive.

    Science.gov (United States)

    Haba, Yasuhiro; Harada, Atsushi; Takagishi, Toru; Kono, Kenji

    2004-10-13

    The poly(amidoamine) dendrimers having terminal isobutyramide (IBAM) groups were prepared by the reaction of isobutyric acid and the amine-terminated poly(amidoamine) dendrimers with generations (G) of 2 to 5 by using a condensing agent, 1,3-dicyclohexylcarbodiimide. 1H and 13C NMR revealed that an IBAM group was attached to essentially every chain end of the dendrimers. While the IBAM-terminated G2 dendrimer was soluble in water, the IBAM-terminated G3, G4, and G5 dendrimers exhibited the lower critical solution temperatures (LCSTs) at 75, 61, and 43 degrees C, respectively. Because the density of the terminal IBAM groups in the periphery of the dendrimer progressively increases with increasing dendrimer generation, the interaction of the IBAM groups might take place more efficiently, resulting in a remarkable decrease in the LCST. In addition, attachment of IBAM groups to poly(propylenimine) dendrimers could give the temperature-sensitive property, indicating that this is an efficient method to render dendrimers temperature sensitive.

  14. 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.

  15. Variable interaction specificity and symbiont performance in Panamanian Trachymyrmex and Sericomyrmex fungus-growing ants

    DEFF Research Database (Denmark)

    de Fine Licht, Henrik Hjarvard; Boomsma, Jacobus Jan

    2014-01-01

    ) ants produce carbohydrate active enzymes that degrade plant material collected by the ants and offer them food in exchange. The spectrum of these enzyme activities is an important symbiont service to the host but may vary among cultivar genotypes. The sympatric occurrence of several Trachymyrmex...... and Sericomyrmex higher attine ants in Gamboa, Panama provided the opportunity to do a quantitative study of species-level interaction-specificity. Results We genotyped the ants for Cytochrome Oxidase and their Leucoagaricus fungal cultivars for ITS rDNA. Combined with activity measurements for 12 carbohydrate......Background Cooperative benefits of mutualistic interactions are affected by genetic variation among the interacting partners, which may have consequences for interaction-specificities across guilds of sympatric species with similar mutualistic life histories. The gardens of fungus-growing (attine...

  16. Tuning interactions between zeolite and supported metal by physical-sputtering to achieve higher catalytic performances

    National Research Council Canada - National Science Library

    Li, Xin-Gang; Liu, Cheng; Sun, Jian; Xian, Hui; Tan, Yi-Sheng; Jiang, Zheng; Taguchi, Akira; Inoue, Mitsuhiro; Yoneyama, Yoshiharu; Abe, Takayuki; Tsubaki, Noritatsu

    2013-01-01

    .... Herein, we demonstrate a cobalt nano-catalyst synthesized by physical-sputtering method that the metallic cobalt nano-particles homogeneously disperse on the H-ZSM5 zeolite support with weak Metal-Support Interactions (MSI...

  17. Variable interaction specificity and symbiont performance in Panamanian Trachymyrmex and Sericomyrmex fungus-growing ants

    DEFF Research Database (Denmark)

    de Fine Licht, Henrik Hjarvard; Boomsma, Jacobus Jan

    2014-01-01

    Background Cooperative benefits of mutualistic interactions are affected by genetic variation among the interacting partners, which may have consequences for interaction-specificities across guilds of sympatric species with similar mutualistic life histories. The gardens of fungus-growing (attine...... and Sericomyrmex higher attine ants in Gamboa, Panama provided the opportunity to do a quantitative study of species-level interaction-specificity. Results We genotyped the ants for Cytochrome Oxidase and their Leucoagaricus fungal cultivars for ITS rDNA. Combined with activity measurements for 12 carbohydrate...... cultivar symbiont-specificity varied from almost full symbiont sharing to one-to-one specialization, suggesting that trade-offs between enzyme activity spectra and life-history traits such as desiccation tolerance, disease susceptibility and temperature sensitivity may apply in some combinations...

  18. Interactive effect of high environmental ammonia and nutritional status on ecophysiological performance of European sea bass (Dicentrarchus labrax) acclimated to reduced seawater salinities.

    Science.gov (United States)

    Sinha, Amit Kumar; Rasoloniriana, Rindra; Dasan, Antony Franklin; Pipralia, Nitin; Blust, Ronny; De Boeck, Gudrun

    2015-03-01

    We investigated the interactive effect of ammonia toxicity, salinity challenge and nutritional status on the ecophysiological performance of European sea bass (Dicentrarchus labrax). Fish were progressively acclimated to normal seawater (32ppt), to brackish water (20ppt and 10ppt) and to hyposaline water (2.5ppt). Following acclimation to different salinities for two weeks, fish were exposed to high environmental ammonia (HEA, 20mg/L ∼1.18mM representing 50% of 96h LC50 value for ammonia) for 12h, 48h, 84h and 180h, and were either fed (2% body weight) or fasted (unfed for 7 days prior to HEA exposure). Biochemical responses such as ammonia (Jamm) and urea excretion rate, plasma ammonia, urea and lactate, plasma ions (Na(+), Cl(-) and K(+)) and osmolality, muscle water content (MWC) and liver and muscle energy budget (glycogen, lipid and protein), as well as branchial Na(+)/K(+)-ATPase (NKA) and H(+)-ATPase activity, and branchial mRNA expression of NKA and Na(+)/K(+)/2Cl(-) co-transporter (NKCC1) were investigated in order to understand metabolic and ion- osmoregulatory consequences of the experimental conditions. During HEA, Jamm was inhibited in fasted fish at 10ppt, while fed fish were still able to excrete efficiently. At 2.5ppt, both feeding groups subjected to HEA experienced severe reductions and eventually a reversion in Jamm. Overall, the build-up of plasma ammonia in HEA exposed fed fish was much lower than fasted ones. Unlike fasted fish, fed fish acclimated to lower salinities (10ppt-2.5ppt) could maintain plasma osmolality, [Na(+)], [Cl(-)] and MWC during HEA exposure. Thus fed fish were able to sustain ion-osmotic homeostasis which was associated with a more pronounced up-regulation in NKA expression and activity. At 2.5ppt both feeding groups activated H(+)-ATPase. The expression of NKCC1 was down-regulated at lower salinities in both fed and fasted fish, but was upregulated within each salinity after a few days of HEA exposure. Though an

  19. Hardware Algorithms For Tile-Based Real-Time Rendering

    NARCIS (Netherlands)

    Crisu, D.

    2012-01-01

    In this dissertation, we present the GRAphics AcceLerator (GRAAL) framework for developing embedded tile-based rasterization hardware for mobile devices, meant to accelerate real-time 3-D graphics (OpenGL compliant) applications. The goal of the framework is a low-cost, low-power, high-performance

  20. Hardware Algorithms For Tile-Based Real-Time Rendering

    NARCIS (Netherlands)

    Crisu, D.

    2012-01-01

    In this dissertation, we present the GRAphics AcceLerator (GRAAL) framework for developing embedded tile-based rasterization hardware for mobile devices, meant to accelerate real-time 3-D graphics (OpenGL compliant) applications. The goal of the framework is a low-cost, low-power, high-performance d

  1. Roughness preserving filter design to remove spatial noise from stereoscopic skin images for stable haptic rendering.

    Science.gov (United States)

    Lee, K; Kim, M; Lee, O; Kim, K

    2017-08-01

    A problem in skin rendering with haptic feedback is the reconstruction of accurate 3D skin surfaces from stereo skin images to be used for touch interactions. This problem also encompasses the issue of how to accurately remove haptic spatial noise caused by the construction of disparity maps from stereo skin images, while minimizing the loss of the original skin roughness for cloning real tough textures without errors. Since the haptic device is very sensitive to high frequencies, even small amounts of noise can cause serious system errors including mechanical oscillations and unexpected exerting forces. Therefore, there is a need to develop a noise removal algorithm that preserves haptic roughness. A new algorithm for a roughness preserving filter (RPF) that adaptively removes spatial noise, is proposed. The algorithm uses the disparity control parameter (λ) and noise control parameter (k), obtained from singular value decomposition of a disparity map. The parameter k determines the amount of noise to be removed, and the optimum value of k is automatically chosen based on a threshold of gradient angles of roughness (Ra ). The RPF algorithm was implemented and verified with three real skin images. Evaluation criteria include preserved roughness quality and removed noise. Mean squared error (MSE), peak signal to noise ratio (PSNR), and objective roughness measures Ra and Rq were used for evaluation, and the results were compared against a median filter. The results show that the proposed RPF algorithm is a promising technology for removing noise and retaining maximized roughness, which guarantees stable haptic rendering for skin roughness. The proposed RPF is a promising technology because it allows for any stereo image to be filtered without the risk of losing the original roughness. In addition, the algorithm runs automatically for any given stereo skin image with relation to the disparity parameter λ, and the roughness parameters Ra or Rq are given priority

  2. Surface interactions, corrosion processes and lubricating performance of protic and aprotic ionic liquids with OFHC copper

    Energy Technology Data Exchange (ETDEWEB)

    Espinosa, Tulia; Sanes, José; Jiménez, Ana-Eva [Grupo de Ciencia de Materiales e Ingeniería Metalúrgica, Departamento de Ingeniería de Materiales y Fabricación, Universidad Politécnica de Cartagena, Campus de la Muralla del Mar. C/Doctor Fleming, s/n. 30202-Cartagena (Spain); Bermúdez, María-Dolores, E-mail: mdolores.bermudez@upct.es [Grupo de Ciencia de Materiales e Ingeniería Metalúrgica, Departamento de Ingeniería de Materiales y Fabricación, Universidad Politécnica de Cartagena, Campus de la Muralla del Mar. C/Doctor Fleming, s/n. 30202-Cartagena (Spain)

    2013-05-15

    In order to select possible candidates for use as lubricants or as precursors of surface coatings, the corrosion and surface interactions of oxygen-free high conductivity (OFHC) copper with two new protic (PIL) and four aprotic (APIL) room-temperature ionic liquids have been studied. The PILs, with no heteroatoms in their composition, are the triprotic di[(2-hydroxyethyl)ammonium] succinate (MSu) and the diprotic di[bis-(2-hydroxyethyl)ammonium] adipate (DAd). The four APILs contain imidazolium cations with short or long alkyl chain substituents and reactive anions: 1-ethyl-3-methylimidazolium phosphonate ([EMIM]EtPO{sub 3}H); 1-ethyl-3-methylimidazolium octylsulfate ([EMIM]C{sub 8}H{sub 17}SO{sub 4}); 1-hexyl-3-methylimidazolium tetrafluoroborate ([HMIM]BF{sub 4}) and 1-hexyl-3-methylimidazolium hexafluorophosphate ([HMIM]PF{sub 6}). Contact angles between the ionic liquids and OFHC copper surface were measured. Mass and roughness changes of OFHC copper after 168 h in contact with the ionic liquids have been determined. Copper surfaces were studied by XRD, SEM–EDX and XPS surface analysis. FTIR spectra of the liquid phases recovered after being in contact with the copper surface were compared with that of the neat ionic liquids. The lowest corrosion rate is observed for the diprotic ammonium adipate PIL (DAd), which gives low mass and surface roughness changes and forms adsorbed layers on copper, while the triprotic ammonium succinate salt (MSu) produces a severe corrosive attack by reaction with copper to form a blue crystalline solid, which has been characterized by FTIR and thermal analysis (TGA). All imidazolium APILs react with copper, with different results as a function of the anion. As expected, [EMIM]C{sub 8}H{sub 17}SO{sub 4} reacts with copper to form the corresponding copper sulphate salt. [EMIM]EtPO{sub 3}H produces severe corrosion to form a phosphonate–copper soluble phase. [HMIM]BF{sub 4} gives rise to the highest roughness increase of the

  3. Real-Time Ray Casting Rendering of Volume Clipping in Medical Visualization

    Institute of Scientific and Technical Information of China (English)

    CHEN Wei (陈为); HUA Wei (华炜); BAO HuJun (鲍虎军); PENG QunSheng (彭群生)

    2003-01-01

    This paper presents a real-time ray casting rendering algorithm for “volume clip ping plane” as an extension of the conventional ray casting technique. For each viewing direction a (moderate) pre-processing step is performed: the ray traverses the entire volume data (no early ray termination). Its intensity and opacity contributions are divided into several segments which are then sorted and stored by depth. At each sampling position along a segment, accumulated trans parency and color are stored at a moderate memory overhead. For visualizing real-time volume clipping, only relevant segment contributions (maximum two) at the location of the clipping plane are considered, thus reducing the calculation to meet real-time requirements. Compared with the previous work that involves time-consuming re-clipping, re-traversing and re-shading, the proposed method achieves quality identical to ray casting at real-time speed. The performance is indepen dent of the volume resolution and/or the number of clipping planes along a given viewing direction. Therefore it is suitable for real-time “internal volume inspections”, involving one or several cutting planes, typically applied e.g., in medical visualization and material testing applications.

  4. Hardware Implementation of an Automatic Rendering Tone Mapping Algorithm for a Wide Dynamic Range Display

    Directory of Open Access Journals (Sweden)

    Orly Yadid-Pecht

    2013-10-01

    Full Text Available Tone mapping algorithms are used to adapt captured wide dynamic range (WDR scenes to the limited dynamic range of available display devices. Although there are several tone mapping algorithms available, most of them require manual tuning of their rendering parameters. In addition, the high complexities of some of these algorithms make it difficult to implement efficient real-time hardware systems. In this work, a real-time hardware implementation of an exponent-based tone mapping algorithm is presented. The algorithm performs a mixture of both global and local compression on colored WDR images. An automatic parameter selector has been proposed for the tone mapping algorithm in order to achieve good tone-mapped images without manual reconfiguration of the algorithm for each WDR image. Both algorithms are described in Verilog and synthesized for a field programmable gate array (FPGA. The hardware architecture employs a combination of parallelism and system pipelining, so as to achieve a high performance in power consumption, hardware resources usage and processing speed. Results show that the hardware architecture produces images of good visual quality that can be compared to software-based tone mapping algorithms. High peak signal-to-noise ratio (PSNR and structural similarity (SSIM scores were obtained when the results were compared with output images obtained from software simulations using MATLAB.

  5. Spatial sound rendering of a playing xylophone for the telepresence application

    DEFF Research Database (Denmark)

    Markovic, Milos; Madsen, Esben; Hoffmann, Pablo F.

    2013-01-01

    xylophone sound rendering is proposed. The recorded signal is processed in order to define multiple virtual sources which are spatially distributed for the auditory width representation of the virtual xylophone. The results of the analyzed recording and rendering techniques are compared in terms...... played at the student's location is required at the teacher’s site. This paper presents a comparison of different recording techniques for a spatial xylophone sound rendering, focusing on the horizontal width of the xylophone auditory image. The directivity pattern of the xylophone was measured...

  6. TractRender: a new generalized 3D medical image visualization and output platform

    Science.gov (United States)

    Hwang, Darryl H.; Tsao, Sinchai; Gajawelli, Niharika; Law, Meng; Lepore, Natasha

    2015-01-01

    Diffusion MRI allows us not only voxelized diffusion characteristics but also the potential to delineate neuronal fiber path through tractography. There is a dearth of flexible open source tractography software programs for visualizing these complicated 3D structures. Moreover, rendering these structures using various shading, lighting, and representations will result in vastly different graphical feel. In addition, the ability to output these objects in various formats increases the utility of this platform. We have created TractRender that leverages openGL features through Matlab, allowing for maximum ease of use but still maintain the flexibility of custom scene rendering.

  7. Methods for Quantifying and Characterizing Errors in Pixel-Based 3D Rendering.

    Science.gov (United States)

    Hagedorn, John G; Terrill, Judith E; Peskin, Adele P; Filliben, James J

    2008-01-01

    We present methods for measuring errors in the rendering of three-dimensional points, line segments, and polygons in pixel-based computer graphics systems. We present error metrics for each of these three cases. These methods are applied to rendering with OpenGL on two common hardware platforms under several rendering conditions. Results are presented and differences in measured errors are analyzed and characterized. We discuss possible extensions of this error analysis approach to other aspects of the process of generating visual representations of synthetic scenes.

  8. Sodium renders endothelial cells sticky for red blood cells

    Directory of Open Access Journals (Sweden)

    Hans eOberleithner

    2015-06-01

    Full Text Available Negative charges in the glycocalyx of red blood cells (RBC and vascular endothelial cells (EC facilitate frictionless blood flow through blood vessels. Na+ selectively shields these charges controlling surface electronegativity. The question was addressed whether the ambient Na+ concentration controls RBC-EC interaction. Using atomic force microscopy (AFM adhesion forces between RBC and endothelial glycocalyx were quantified. A single RBC, mounted on an AFM cantilever, was brought in physical contact with the endothelial surface and then pulled off. Adhesion forces were quantified (i after enzymatic removal of negative charges in the glycocalyx, (ii under different ambient Na+ and (iii after applying the intracellular aldosterone receptor antagonist spironolactone. Removal of negative surface charges increases RBC-EC interaction forces. A stepwise increase of ambient Na+ from 133 to 140 mM does not affect them. However, beyond 140 mM Na+ adhesion forces increase sharply (10% increase of adhesion force per 1 mM increase of Na+. Spironolactone prevents this response. It is concluded that negative charges reduce adhesion between RBC and EC. Ambient Na+ concentration determines the availability of free negative charges. Na+ concentrations in the low physiological range (below 140 mM allow sufficient amounts of vacant negative charges so that adhesion of RBC to the endothelial surface is small. In contrast, Na+ in the high physiological range (beyond 140 mM saturates the remaining negative surface charges thus increasing adhesion. Aldosterone receptor blockade by spironolactone prevents Na+ induced RBC adhesion to the endothelial glycocalyx. Extrapolation of in vitro experiments to in vivo conditions leads to the hypothesis that high sodium intake is likely to increase the incidence of thrombotic events.

  9. Sodium renders endothelial cells sticky for red blood cells.

    Science.gov (United States)

    Oberleithner, Hans; Wälte, Mike; Kusche-Vihrog, Kristina

    2015-01-01

    Negative charges in the glycocalyx of red blood cells (RBC) and vascular endothelial cells (EC) facilitate frictionless blood flow through blood vessels. Na(+) selectively shields these charges controlling surface electronegativity. The question was addressed whether the ambient Na(+) concentration controls RBC-EC interaction. Using atomic force microscopy (AFM) adhesion forces between RBC and endothelial glycocalyx were quantified. A single RBC, mounted on an AFM cantilever, was brought in physical contact with the endothelial surface and then pulled off. Adhesion forces were quantified (i) after enzymatic removal of negative charges in the glycocalyx, (ii) under different ambient Na(+) and (iii) after applying the intracellular aldosterone receptor antagonist spironolactone. Removal of negative surface charges increases RBC-EC interaction forces. A stepwise increase of ambient Na(+) from 133 to 140 mM does not affect them. However, beyond 140 mM Na(+) adhesion forces increase sharply (10% increase of adhesion force per 1 mM increase of Na(+)). Spironolactone prevents this response. It is concluded that negative charges reduce adhesion between RBC and EC. Ambient Na(+) concentration determines the availability of free negative charges. Na(+) concentrations in the low physiological range (below 140 mM) allow sufficient amounts of vacant negative charges so that adhesion of RBC to the endothelial surface is small. In contrast, Na(+) in the high physiological range (beyond 140 mM) saturates the remaining negative surface charges thus increasing adhesion. Aldosterone receptor blockade by spironolactone prevents Na(+) induced RBC adhesion to the endothelial glycocalyx. Extrapolation of in vitro experiments to in vivo conditions leads to the hypothesis that high sodium intake is likely to increase the incidence of thrombotic events.

  10. Spectral optimization based simultaneously on color-rendering index and color quality scale for white LED illumination

    Science.gov (United States)

    Zhang, J. J.; Hu, R.; Yu, X. J.; Xie, B.; Luo, X. B.

    2017-02-01

    Color performance is an important parameter for high-quality light-emitting diode (LED) lighting. Color-rendering index (CRI) and color quality scale (CQS) are two independent parameters to assess the color performance, but high CRI does not correspond to high CQS, and vice versa. Therefore, it's urgent to find a comprehensive and effective metric for assessing the color performance of LEDs that can simultaneously exhibit high color-rendering index (CRI) and high color quality scale (CQS) values. In this study, a genetic algorithm with a penalty function was proposed for realizing spectral optimization by boosting the maximum attainable luminous efficacy of radiation (LER) of spectra while constraining both high CRI and CQS. By simulations, white spectra from LEDs with CRI≥95 and CQS≥95 were achieved at different correlated color temperatures (CCTs) from 2020 K to 7929 K. Further, a real spectra-tunable LED module consisting of four LEDs is fabricated, and high LER (344 lm/W) and color performance (CRI≥90, CQS=90) was realized by tuning driving currents.

  11. The Influence of Reciprocal interactions in the Family on Academic Performance among Secondary School Students in Kenya

    Directory of Open Access Journals (Sweden)

    Rael Achieng Ogwari

    2014-08-01

    Full Text Available This study aimed to investigate the influence of reciprocal interactions in the family on academic performance among secondary school students in Siaya District. Stratified and purposive sampling techniques were used to select the study participants. The sample comprised of a total of 243 students (154 boys and 89 girls drawn from 27 public coeducational schools in the district.  Data was collected using student questionnaires. The researchers’ judgment of the representativeness of the items in the questionnaire to the study topic was used to determine content validity of the instrument while Cronbach’s alpha coefficient was used to ascertain validity and reliability of the instrument. Linear regression analysis and one way Analysis of Variance were used to analyze data. The results revealed significant relationship between reciprocal interactions in the family and academic performance of students. There was positive correlation between parental expectation, autonomy granting, cross-sex behaviour and students’ academic performance. Siblings’ sex dyads and birth order were also found to correlate with students’ academic performance. The findings may be used by policy makers to sensitize parents and students on the significance of specific interactions in the family on academic performance.

  12. Beyond feedback control: the interactive use of performance management systems. Implications for process innovation in Italian healthcare organizations.

    Science.gov (United States)

    Demartini, Chiara; Mella, Piero

    2014-01-01

    This paper shows how the use of performance management systems affects managers' perception of satisfaction, the effectiveness of the control system and the performance related to process innovation. An exploratory empirical research has been conducted on 85 managers operating in Italian healthcare organizations. Empirical findings put forward that the interactive--as opposed to diagnostic--use of performance management systems enhances managerial satisfaction with the control system and managerial perception of effectiveness. The present study then showed that it is not the control itself that is an obstacle to innovation in organizations in general (and in health organizations in particular) but the diagnostic use of the control mechanisms, which impedes the interaction between the control personnel and those subject to the control. Finally, this paper addresses managerial implications and further research avenues.

  13. Ecological Momentary Assessment of social functioning in schizophrenia: impact of performance appraisals and affect on social interactions.

    Science.gov (United States)

    Granholm, Eric; Ben-Zeev, Dror; Fulford, Daniel; Swendsen, Joel

    2013-04-01

    Research concerning the complex interplay between factors that contribute to poor social functioning in schizophrenia has been hampered by limitations of traditional measures, most notably the ecological validity and accuracy of retrospective self-report and interview measures. Computerized Ecological Momentary Assessment (EMAc) permits the real-time assessment of relationships between daily life experiences, thoughts, feelings, and behaviors. In the current study, EMAc was used to record daily social interactions, subjective performance appraisals of these interactions (e.g., "I succeeded/failed"; "I was liked/rejected"), and affect in 145 individuals with schizophrenia or schizoaffective disorder. Participants completed electronic questionnaires on a personal digital assistant (PDA) four times per day for one week. Time-lagged multilevel modeling of the data revealed that more positive interaction appraisals at any point in a day were associated with greater positive affect which, in turn, was a strong predictor of more social interactions over subsequent hours. Social functioning, therefore, was linked to positive performance beliefs about social interactions that were associated with greater positive affect. The findings suggest a useful treatment target for cognitive behavioral therapy and other psychosocial interventions that can be used to challenge defeatist beliefs and increase positive affect to enhance social functioning in schizophrenia.

  14. Recency and frequency of soccer heading interact to decrease neurocognitive performance.

    Science.gov (United States)

    Webbe, Frank M; Ochs, Shelley R

    2003-01-01

    This study investigated the role of heading recency interacting with heading frequency in determining neuropsychological deficits associated with heading the ball during soccer play. Sixty-four high-ability male soccer players ages 16 to 34 completed the California Verbal Learning Test (CVLT), the Trailmaking Test, the Paced Auditory Serial Addition Test (PASAT), the Facial Recognition Test, the Rey-Osterrieth Complex Figure, and the Shipley Scales. Heading recency interacted with heading frequency, such that players with the highest self-reported estimates of heading who also experienced heading within the previous 7 days scored significantly lower on CVLT, Shipley, Trailmaking, and PASAT than other combinations of heading and recency. Although strict ball-to-head contacts could not be isolated as sufficient to cause this interaction, these results increase the weight of evidence that heading behavior is problematic for causing at least transient cognitive impairment.

  15. Rilem TC 203-RHM: repair mortars for historic masonry. Performance requirements for renders and plasters

    NARCIS (Netherlands)

    Hees, R.P.J. van; Hughes, J.J.; Balen, K. van; Bicer-Simsir, B.; Binda, L.; Elsen, J.; Konow, T. von; Lindqvist, J.E.; Maurenbrecher, P.; Papayanni, I.; Subercaseaux, M.; Tedeschi, C.; Toumbakari, E.E.; Thompson, M.

    2012-01-01

    This article focuses on repair or replacement mortars for historical buildings. Both the decision process and questions arising are dealt with, in order to better define and illustrate technical requirements for mortars to be used for the repair or restoration of monuments and historic buildings (ma

  16. Analysis of Performance of Jet Engine from Characteristics of Components II : Interaction of Components as Determined from Engine Operation

    Science.gov (United States)

    Goldstein, Arthur W; Alpert, Sumner; Beede, William; Kovach, Karl

    1949-01-01

    In order to understand the operation and the interaction of jet-engine components during engine operation and to determine how component characteristics may be used to compute engine performance, a method to analyze and to estimate performance of such engines was devised and applied to the study of the characteristics of a research turbojet engine built for this investigation. An attempt was made to correlate turbine performance obtained from engine experiments with that obtained by the simpler procedure of separately calibrating the turbine with cold air as a driving fluid in order to investigate the applicability of component calibration. The system of analysis was also applied to prediction of the engine and component performance with assumed modifications of the burner and bearing characteristics, to prediction of component and engine operation during engine acceleration, and to estimates of the performance of the engine and the components when the exhaust gas was used to drive a power turbine.

  17. Multi-Grained Level of Detail for Rendering Complex Meshes Using a Hierarchical Seamless Texture Atlas

    Energy Technology Data Exchange (ETDEWEB)

    Niski, K; Purnomo, B; Cohen, J

    2006-11-06

    Previous algorithms for view-dependent level of detail provide local mesh refinements either at the finest granularity or at a fixed, coarse granularity. The former provides triangle-level adaptation, often at the expense of heavy CPU usage and low triangle rendering throughput; the latter improves CPU usage and rendering throughput by operating on groups of triangles. We present a new multiresolution hierarchy and associated algorithms that provide adaptive granularity. This multi-grained hierarchy allows independent control of the number of hierarchy nodes processed on the CPU and the number of triangles to be rendered on the GPU. We employ a seamless texture atlas style of geometry image as a GPU-friendly data organization, enabling efficient rendering and GPU-based stitching of patch borders. We demonstrate our approach on both large triangle meshes and terrains with up to billions of vertices.

  18. Three-dimensional CT angiography with volume rendering for the dignosis of multiple intracranial aneurysms

    Institute of Scientific and Technical Information of China (English)

    FANG Bing; LI Tie-lin; ZHANG Jian-min; DUAN Chuan-zhi; WANG Qiu-jing; ZAO Qing-ping

    2004-01-01

    Objective:To evaluate the importance of 3D-CTA with volume rendering for the diagnosis of multiple intracranial aneurysms. Methods: Axial source images were obtained by helical CT scanning and reconstruction of 3D-CTA images was done by volume rendering technique in conjunction with multiplanar reformation. Results: In the past one year,there were 10 patients diagnosed as having multiple intracranial aneurysms by 3D-CTA and altogether 24 aneurysms were visualized,including 10 small aneurysms(≤5mm.Three dimensional CT angiography with volume rendering demonstrated aneurysms very well and provided useful information concerning the site,shape,size and spatial relationship with the surrounding vessels and bone anatomy. Conclusion: Three-dimensional CT angiography with volume rendering is a quick,reliable,and relatively noninvasive method for diagnosing multiple intracranial aneurysms.It delineates detailed aneurysmal morphology,and provides useful information for planning microsurgical approaches.

  19. Flight-appropriate 3D Terrain-rendering Toolkit for Synthetic Vision Project

    Data.gov (United States)

    National Aeronautics and Space Administration — TerraMetrics proposes an SBIR Phase I R/R&D effort to develop a key 3D terrain-rendering technology that provides the basis for successful commercial deployment...

  20. Hybrid Rendering Architecture for Realtime and Photorealistic Simulation of Robot-Assisted Surgery.

    Science.gov (United States)

    Müller, Sebastijan; Bihlmaier, Andreas; Irgenfried, Stephan; Wörn, Heinz

    2016-01-01

    In this paper we present a method for combining realtime and non-realtime (photorealistic) rendering with open source software. Realtime rendering provides sufficient realism and is a good choice for most simulation and regression testing purposes in robot-assisted surgery. However, for proper end-to-end testing of the system, some computer vision algorithms require high fidelity images that capture more minute details of the real scene. One of the central practical obstacles to combining both worlds in a uniform way is creating models that are suitable for both kinds of rendering paradigms. We build a modeling pipeline using open source tools that builds on established, open standards for data exchange. The result is demonstrated through a unified model of the medical OpenHELP phantom used in the Gazebo robotics simulator, which can at the same time be rendered with more visual fidelity in the Cycles raytracer.

  1. Flight-appropriate 3D Terrain-rendering Toolkit for Synthetic Vision Project

    Data.gov (United States)

    National Aeronautics and Space Administration — The TerraBlocksTM 3D terrain data format and terrain-block-rendering methodology provides an enabling basis for successful commercial deployment of...

  2. Performing a Course Material Enhancement Process with Asynchronous Interactive Online System

    Science.gov (United States)

    Wang, Hei-Chia

    2007-01-01

    Online systems have come to be heavily used in education, particularly for online learning and collecting information not otherwise readily available. Most e-learning systems, including interactive learning systems, have been designed to "push" course materials to students but rarely to "collect" or "pull" ideas from them. The interactive…

  3. (RSC)[superscript 2]: Chemistry, Performance, and Pedagogy--An Interactive Approach to Periodic Trends

    Science.gov (United States)

    Farrer, Nicola J.; Monk, Nicholas; Heron, Jonathan; Lough, Julie Ann; Sadler, Peter J.

    2010-01-01

    In order to explore new teaching and learning methods for undergraduates in chemistry at the University of Warwick, interactive workshops based on the periodic table were devised by a team of chemists and theatre practitioners. In the first term of the academic year, students were assigned an element to research, and were required to submit…

  4. Effects of the Interaction of Caffeine and Water on Voice Performance: A Pilot Study

    Science.gov (United States)

    Franca, Maria Claudia; Simpson, Kenneth O.

    2013-01-01

    The objective of this "pilot" investigation was to study the effects of the interaction of caffeine and water intake on voice as evidenced by acoustic and aerodynamic measures, to determine whether ingestion of 200 mg of caffeine and various levels of water intake have an impact on voice. The participants were 48 females ranging in age…

  5. The diagnostic contribution of CT volumetric rendering techniques in routine practice

    OpenAIRE

    Perandini Simone; Faccioli N; Zaccarella A; Re T; Mucelli R

    2010-01-01

    Computed tomography (CT) volumetric rendering techniques such as maximum intensity projection (MIP), minimum intensity projection (MinIP), shaded surface display (SSD), volume rendering (VR), and virtual endoscopy (VE) provide added diagnostic capabilities. The diagnostic value of such reconstruction techniques is well documented in literature. These techniques permit the exploration of fine anatomical detail that would be difficult to evaluate using axial reconstructions alone. Although thes...

  6. Catapult mechanism renders the chaperone action of Hsp70 unidirectional.

    Science.gov (United States)

    Gisler, S M; Pierpaoli, E V; Christen, P

    1998-06-19

    Molecular chaperones of the Hsp70 type promote the folding and membrane translocation of proteins. The interaction of Hsp70s with polypeptides is linked to ATP binding and hydrolysis. We formed complexes of seven different fluorescence-labeled peptides with DnaK, the Hsp70 homolog of Escherichia coli, and determined the rate of peptide release under two different sets of conditions. (1) Upon addition of ATP to nucleotide-free peptide.DnaK complexes, all tested peptides were released with similar rate constants (2.2 s-1 to 6.7 s-1). (2) In the binding equilibrium of peptide and ATP-liganded DnaK, the dissociation followed one or two-step reactions, depending on the amino acid sequence of the peptide. For the monophasic reactions, the dissociation rate constants diverged by four orders of magnitude from 0.0004 s-1 to 5.7 s-1; for the biphasic reactions, the rate constants of the second, slower isomerization step were in the range from 0.3 s-1 to 0.0005 s-1. The release of the different peptides in case (1) is 1.4 to 14,000 times faster than in case (2). Apparently, binding of ATP induces a transient state of the chaperone which ejects target peptides before the final state of ATP-liganded DnaK is reached. This "catapult" mechanism provides the chaperone cycle with a mode of peptide release that does not correspond with the reverse of peptide binding. By allowing the conformation of the outgoing polypeptide to differ from that of the incoming polypeptide, a futile cycle with respect to conformational work exerted on the target protein is obviated.

  7. Web GIS in practice: an interactive geographical interface to English Primary Care Trust performance ratings for 2003 and 2004

    Directory of Open Access Journals (Sweden)

    Kamel Boulos Maged N

    2004-07-01

    Full Text Available Abstract Background On 21 July 2004, the Healthcare Commission http://www.healthcarecommission.org.uk/ released its annual star ratings of the performance of NHS Primary Care Trusts (PCTs in England for the year ending March 2004. The Healthcare Commission started work on 1 April 2004, taking over all the functions of the former Commission for Health Improvement http://www.chi.nhs.uk/, which had released the corresponding PCT ratings for 2002/2003 in July 2003. Results We produced two Web-based interactive maps of PCT star ratings, one for 2003 and the other for 2004 http://healthcybermap.org/PCT/ratings/, with handy functions like map search (by PCT name or part of it. The maps feature a colour-blind friendly quadri-colour scheme to represent PCT star ratings. Clicking a PCT on any of the maps will display the detailed performance report of that PCT for the corresponding year. Conclusion Using our Web-based interactive maps, users can visually appreciate at a glance the distribution of PCT performance across England. They can visually compare the performance of different PCTs in the same year and also between 2003 and 2004 (by switching between the synchronised 'PCT Ratings 2003' and 'PCT Ratings 2004' themes. The performance of many PCTs has improved in 2004, whereas some PCTs achieved lower ratings in 2004 compared to 2003. Web-based interactive geographical interfaces offer an intuitive way of indexing, accessing, mining, and understanding large healthcare information sets describing geographically differentiated phenomena. By acting as an enhanced alternative or supplement to purely textual online interfaces, interactive Web maps can further empower organisations and decision makers.

  8. The interaction between practice and performance pressure on the planning and control of fast target directed movement.

    Science.gov (United States)

    Allsop, Jonathan E; Lawrence, Gavin P; Gray, Robert; Khan, Michael A

    2017-09-01

    Pressure to perform often results in decrements to both outcome accuracy and the kinematics of motor skills. Furthermore, this pressure-performance relationship is moderated by the amount of accumulated practice or the experience of the performer. However, the interactive effects of performance pressure and practice on the underlying processes of motor skills are far from clear. Movement execution involves both an offline pre-planning process and an online control process. The present experiment aimed to investigate the interaction between pressure and practice on these two motor control processes. Two groups of participants (control and pressure; N = 12 and 12, respectively) practiced a video aiming amplitude task and were transferred to either a non-pressure (control group) or a pressure condition (pressure group) both early and late in practice. Results revealed similar accuracy and movement kinematics between the control and pressure groups at early transfer. However, at late transfer, the introduction of pressure was associated with increased performance compared to control conditions. Analysis of kinematic variability throughout the movement suggested that the performance increase was due to participants adopting strategies to improve movement planning in response to pressure reducing the effectiveness of the online control system.

  9. Realistically Rendering SoC Traffic Patterns with Interrupt Awareness

    DEFF Research Database (Denmark)

    Angiolini, Frederico; Mahadevan, Sharkar; Madsen, Jan;

    2005-01-01

    traffic generators have been used to overcome such an issue. However, target applications increasingly present non-trivial execution flows and synchronization patterns, especially in presence of underlying operating systems and when exploiting interrupt facilities. This property makes it very difficult...... to generate realistic test traffic. This paper presents a selection of applications using interrupt-based synchronization; a reference methodology to split such applications in execution subflows and to adjust the overall execution stream based upon hardware events; a reactive simulation device capable......In Multi-Processor System-on-Chip (MPSoC) design stages, accurate modeling of IP behaviour is crucial to analyze interconnect effectiveness. However, parallel development of components may cause IP core models to be still unavailable when tuning communication performance. Traditionally, synthetic...

  10. 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.

  11. Analyzing the Interaction of Performance Appraisal Factors Using Interpretive Structural Modeling

    Science.gov (United States)

    Manoharan, T. R.; Muralidharan, C.; Deshmukh, S. G.

    2010-01-01

    In today's changed environment where the economy and industry are driven by customers, business is open to worldwide competition. Manufacturing firms have looked at employee performance improvement as a means to succeed. These findings advocate setting up priorities for employee performance improvement. This requires a continuous improvement…

  12. Optimized watermarking for light field rendering based free-view TV

    Science.gov (United States)

    Apostolidis, Evlampios; Kounalakis, Tsampikos; Manifavas, Charalampos; Triantafyllidis, Georgios A.

    2013-03-01

    In Free-View Television the viewers select freely the viewing position and angle of the transmitted multiview video. It is apparent that copyright and copy protection problems exist, since a video of this arbitrarily selected view can be recorded and then misused. In this context, the watermark in FTV should not only be resistant to common video processing and multi-view video processing operations (as in 2D case), but it should also be extracted from a generated video of an arbitrary view. Based on this remark, this paper focuses on this problem by evaluating the functionality and the efficiency of the watermarks and their corresponding Mathematical Distributions, in terms of "robustness" and "successful detection" from new constructed views of FTV, using Light Field Rendering (LFR) techniques. We studied the values which characterize the watermark's performance and the parameters introduced by the watermark's insertion-extraction scheme. Therefore, we ended up to the best five Mathematical Distributions, and we concluded that the watermark's robustness in FTV case does not depend only on the FTV image's characteristics, but it also relies on the characteristics of the Mathematical Distribution that is used as watermark generator. [Figure not available: see fulltext.

  13. Spectral optimization of color temperature tunable white LEDs with excellent color rendering and luminous efficacy.

    Science.gov (United States)

    He, Guoxing; Tang, Ju

    2014-10-01

    The optimization model of limited luminous efficacy (LLE) for correlated color temperature (CCT) tunable phosphor-coated white light-emitting diodes (pc-W LEDs) consisting of blue chips, green and yellow phosphors, and red chips, including downconversion energy loss, has been developed under the constraint of a designated color-rendering index (CRI) and a special CRI of R9 for strong red. The optimal spectra of pc-W LEDs are obtained with a nonlinear program for maximizing LLE under conditions of both CRI and R9 above 90, 95, and 98 at CCTs of 2700-6500 K. The pc-W LEDs with LLE>301  lm/W for both CRI and R9 above 90, LLE>290  lm/W for both CRI and R9 above 95, and LLE>276  lm/W for both CRI and R9 above 98 could be achieved at CCTs of 2700-6500 K. The recommended peak wavelengths and full widths at half-maximum (FWHMs) for the current LEDs and phosphors and their photometric and colorimetric performances are presented.

  14. Three-dimensional MRA study of the normal canine thorax: MIP sections and volume rendering.

    Science.gov (United States)

    Contreras, S; Vázquez, J M; Morales, M; Rivero, M A; Gil, F; Latorre, R; Arencibia, A

    2011-02-01

    The purpose of this study was to investigate the feasibility of three-dimensional contrast-enhanced magnetic resonance angiography (3D-CE-MRA) for the non-invasive anatomical evaluation of the thoracic vasculature in five normal Beagles. After intravenous gadolinium administration and a cardio-respiratory gating protocol, fast 3D gradient echo pulse sequence MRA was performed employing a 1.5 Tesla magnet and a human thorax coil. Three-dimensional vascular software was applied. Sagittal, transverse and dorsal maximum intensity projection (MIP) sections and volume rendering (VR) images were obtained and labelled. Anatomical literature, dissections and gross sections were employed to assist the identification of the vascular structures. With improvements in scanner technology, MIP sections and VR images are a promising, non-invasive and accurate method of evaluating the canine thoracic vasculature. Images provide a reference material for clinical studies of the canine thorax for radiologist-surgeon teamwork assessment and also encourage the development of this technique in veterinary medicine.

  15. Impact of abbreviated lecture with interactive mini-cases vs traditional lecture on student performance in the large classroom.

    Science.gov (United States)

    Marshall, Leisa L; Nykamp, Diane L; Momary, Kathryn M

    2014-12-15

    To compare the impact of 2 different teaching and learning methods on student mastery of learning objectives in a pharmacotherapy module in the large classroom setting. Two teaching and learning methods were implemented and compared in a required pharmacotherapy module for 2 years. The first year, multiple interactive mini-cases with inclass individual assessment and an abbreviated lecture were used to teach osteoarthritis; a traditional lecture with 1 inclass case discussion was used to teach gout. In the second year, the same topics were used but the methods were flipped. Student performance on pre/post individual readiness assessment tests (iRATs), case questions, and subsequent examinations were compared each year by the teaching and learning method and then between years by topic for each method. Students also voluntarily completed a 20-item evaluation of the teaching and learning methods. Postpresentation iRATs were significantly higher than prepresentation iRATs for each topic each year with the interactive mini-cases; there was no significant difference in iRATs before and after traditional lecture. For osteoarthritis, postpresentation iRATs after interactive mini-cases in year 1 were significantly higher than postpresentation iRATs after traditional lecture in year 2; the difference in iRATs for gout per learning method was not significant. The difference between examination performance for osteoarthritis and gout was not significant when the teaching and learning methods were compared. On the student evaluations, 2 items were significant both years when answers were compared by teaching and learning method. Each year, students ranked their class participation higher with interactive cases than with traditional lecture, but both years they reported enjoying the traditional lecture format more. Multiple interactive mini-cases with an abbreviated lecture improved immediate mastery of learning objectives compared to a traditional lecture format, regardless of

  16. Improving analytical methods for protein-protein interaction through implementation of chemically inducible dimerization

    DEFF Research Database (Denmark)

    Andersen, T. G.; Nintemann, S. J.; Marek, M.;

    2016-01-01

    When investigating interactions between two proteins with complementary reporter tags in yeast two-hybrid or split GFP assays, it remains troublesome to discriminate true-from false-negative results and challenging to compare the level of interaction across experiments. This leads to decreased...... sensitivity and renders analysis of weak or transient interactions difficult to perform. In this work, we describe the development of reporters that can be chemically induced to dimerize independently of the investigated interactions and thus alleviate these issues. We incorporated our reporters...

  17. Motion and emotion: depression reduces psychomotor performance and alters affective movements in caregiving interactions

    OpenAIRE

    2015-01-01

    Background: Impaired social functioning is a well-established feature of depression. Evidence to date suggests that disrupted processing of emotional cues may constitute part of this impairment. Beyond processing of emotional cues, fluent social interactions require that people physically move in synchronized, contingent ways. Disruptions to physical movements are a diagnostic feature of depression (psychomotor disturbance) but have not previously been assessed in the context of social functi...

  18. Stress modulates instrumental learning performances in horses (Equus caballus in interaction with temperament.

    Directory of Open Access Journals (Sweden)

    Mathilde Valenchon

    Full Text Available The present study investigates how the temperament of the animal affects the influence of acute stress on the acquisition and reacquisition processes of a learning task. After temperament was assessed, horses were subjected to a stressor before or after the acquisition session of an instrumental task. Eight days later, horses were subjected to a reacquisition session without any stressor. Stress before acquisition tended to enhance the number of successes at the beginning of the acquisition session. Eight days later, during the reacquisition session, contrary to non-stressed animals, horses stressed after acquisition, and, to a lesser extent, horses stressed before acquisition, did not improve their performance between acquisition and reacquisition sessions. Temperament influenced learning performances in stressed horses only. Particularly, locomotor activity improved performances whereas fearfulness impaired them under stressful conditions. Results suggest that direct exposure to a stressor tended to increase acquisition performances, whereas a state of stress induced by the memory of a stressor, because it has been previously associated with the learning context, impaired reacquisition performances. The negative effect of a state of stress on reacquisition performances appeared to be stronger when exposure to the stressor occurred after rather than before the acquisition session. Temperament had an impact on both acquisition and reacquisition processes, but under stressful conditions only. These results suggest that stress is necessary to reveal the influence of temperament on cognitive performances.

  19. Stress modulates instrumental learning performances in horses (Equus caballus) in interaction with temperament.

    Science.gov (United States)

    Valenchon, Mathilde; Lévy, Frédéric; Prunier, Armelle; Moussu, Chantal; Calandreau, Ludovic; Lansade, Léa

    2013-01-01

    The present study investigates how the temperament of the animal affects the influence of acute stress on the acquisition and reacquisition processes of a learning task. After temperament was assessed, horses were subjected to a stressor before or after the acquisition session of an instrumental task. Eight days later, horses were subjected to a reacquisition session without any stressor. Stress before acquisition tended to enhance the number of successes at the beginning of the acquisition session. Eight days later, during the reacquisition session, contrary to non-stressed animals, horses stressed after acquisition, and, to a lesser extent, horses stressed before acquisition, did not improve their performance between acquisition and reacquisition sessions. Temperament influenced learning performances in stressed horses only. Particularly, locomotor activity improved performances whereas fearfulness impaired them under stressful conditions. Results suggest that direct exposure to a stressor tended to increase acquisition performances, whereas a state of stress induced by the memory of a stressor, because it has been previously associated with the learning context, impaired reacquisition performances. The negative effect of a state of stress on reacquisition performances appeared to be stronger when exposure to the stressor occurred after rather than before the acquisition session. Temperament had an impact on both acquisition and reacquisition processes, but under stressful conditions only. These results suggest that stress is necessary to reveal the influence of temperament on cognitive performances.

  20. How fun are your meetings? Investigating the relationship between humor patterns in team interactions and team performance

    OpenAIRE

    Lehmann-Willenbrock, N.K.; Allen, J A

    2014-01-01

    Research on humor in organizations has rarely considered the social context in which humor occurs. One such social setting that most of us experience on a daily basis concerns the team context. Building on recent theorizing about the humor–performance link in teams, this study seeks to increase our understandingof the function and effects of humor in team interaction settings. We examined behavioral patterns of humor and laughter in real teams by videotaping and coding humor and laughter duri...

  1. Interactive effects of drought, elevated CO2 and warming on photosynthetic capacity and photosystem performance in temperate heath plants

    DEFF Research Database (Denmark)

    Albert, Kristian Rost; Mikkelsen, Teis Nørgaard; Michelsen, Anders

    2011-01-01

    Increased temperature, atmospheric CO2 and change in precipitation patterns affect plant physiological and ecosystem processes. In combination, the interactions between these effects result in complex responses that challenge our current understanding. In a multi-factorial field experiment......, leaf nitrogen content and chlorophyll-a fluorescence OJIP induction curves. The PSII performance was evaluated via the total performance index PItotal, which integrates the function of antenna, reaction centers, electron transport and end-acceptor reduction according to the OJIP-test. The PSII...

  2. Do you put your best foot forward? Interactive effects of task performance and impression management tactics on career outcomes.

    Science.gov (United States)

    Cheng, Jen-Wei; Chiu, Wei-La; Chang, Yi-Ying; Johnstone, Stewart

    2014-01-01

    This study aims to investigate the interactive effects of task performance and impression management tactics on career outcomes from the socioanalytic perspective. Based on a survey of 195 employee-supervisor dyads from various industries in Taiwan, a hierarchical regression analysis revealed that (1) the relationship between task performance and a one-year salary adjustment was greater among employees who frequently employ ingratiation than among those who do not, (2) the relationship between task performance and a one-year salary adjustment was greater among employees who frequently employ exemplification than among those who do not, and (3) the relationship between task performance and career satisfaction was greater among employees who frequently employ self-promotion than among those who do not. This study concludes by suggesting implications for research and practice, and offers some directions for future research.

  3. The encoding/retrieval flip: interactions between memory performance and memory stage and relationship to intrinsic cortical networks.

    Science.gov (United States)

    Huijbers, Willem; Schultz, Aaron P; Vannini, Patrizia; McLaren, Donald G; Wigman, Sarah E; Ward, Andrew M; Hedden, Trey; Sperling, Reisa A

    2013-07-01

    fMRI studies have linked the posteromedial cortex to episodic learning (encoding) and remembering (retrieval) processes. The posteromedial cortex is considered part of the default network and tends to deactivate during encoding but activate during retrieval, a pattern known as the encoding/retrieval flip. Yet, the exact relationship between the neural correlates of memory performance (hit/miss) and memory stage (encoding/retrieval) and the extent of overlap with intrinsic cortical networks remains to be elucidated. Using task-based fMRI, we isolated the pattern of activity associated with memory performance, memory stage, and the interaction between both. Using resting-state fMRI, we identified which intrinsic large-scale functional networks overlapped with regions showing task-induced effects. Our results demonstrated an effect of successful memory performance in regions associated with the control network and an effect of unsuccessful memory performance in the ventral attention network. We found an effect of memory retrieval in brain regions that span the default and control networks. Finally, we found an interaction between memory performance and memory stage in brain regions associated with the default network, including the posteromedial cortex, posterior parietal cortex, and parahippocampal cortex. We discuss these findings in relation to the encoding/retrieval flip. In general, the findings demonstrate that task-induced effects cut across intrinsic cortical networks. Furthermore, regions within the default network display functional dissociations, and this may have implications for the neural underpinnings of age-related memory disorders.

  4. Materials Design via Optimized Intramolecular Noncovalent Interactions for High-Performance Organic Semiconductors

    Energy Technology Data Exchange (ETDEWEB)

    Guo, Xiaojie; Liao, Qiaogan; Manley, Eric F.; Wu, Zishan; Wang, Yulun; Wang, Weida; Yang, Tingbin; Shin, Young-Eun; Cheng, Xing; Liang, Yongye; Chen, Lin X.; Baeg, Kang-Jun; Marks, Tobin J.; Guo, Xugang

    2016-03-15

    We report the design, synthesis, and implemention in semiconducting polymers of a novel head-to-head linkage containing the TRTOR (3-alkyl-3'-alkoxy-2,2'-bithiophene) donor subunit having a single strategically optimized, planarizing noncovalent S···O interaction. Diverse complementary thermal, optical, electrochemical, X-ray scattering, electrical, photovoltaic, and electron microscopic characterization techniques are applied to establish structure-property correlations in a TRTOR-based polymer series. In comparison to monomers having double S···O interactions, replacing one alkoxy substituent with a less electron-donating alkyl one yields TRTOR-based polymers with significantly depressed (0.2-0.3 eV) HOMOs. Furthermore, the weaker single S···O interaction and greater TRTOR steric encumberance enhances materials processability without sacrificing backbone planarity. From another perspective, TRTOR has comparable electronic properties to ring-fused 5Hdithieno[ 3,2-b:2',3'-d]pyran (DTP) subunits, but a centrosymmetric geometry which promotes a more compact and ordered structure than bulkier, axisymmetric DTP. Compared to monosubstituted TTOR (3-alkoxy-2,2'-bithiophene), alkylation at the TRTOR bithiophene 3-position enhances conjugation and polymer crystallinity with contracted π-π stacking. Grazing incidence wide-angle X-ray scattering (GIWAXS) data reveal that the greater steric hindrance and the weaker single S···O interaction are not detrimental to close packing and high crystallinity. As a proof of materials design, copolymerizing TRTOR with phthalimides yields copolymers with promising thin-film transistor mobility as high as 0.42 cm2/(V·s) and 6.3% power conversion efficiency in polymer solar cells, the highest of any phthalimide copolymers reported to date. The depressed TRTOR HOMOs imbue these polymers with substantially increased Ion/Ioff ratios and Voc’s versus analogous subunits with multiple electron donating

  5. Variable interaction specificity and symbiont performance in Panamanian Trachymyrmex and Sericomyrmex fungus-growing ants.

    Science.gov (United States)

    De Fine Licht, Henrik H; Boomsma, Jacobus J

    2014-12-04

    Cooperative benefits of mutualistic interactions are affected by genetic variation among the interacting partners, which may have consequences for interaction-specificities across guilds of sympatric species with similar mutualistic life histories. The gardens of fungus-growing (attine) ants produce carbohydrate active enzymes that degrade plant material collected by the ants and offer them food in exchange. The spectrum of these enzyme activities is an important symbiont service to the host but may vary among cultivar genotypes. The sympatric occurrence of several Trachymyrmex and Sericomyrmex higher attine ants in Gamboa, Panama provided the opportunity to do a quantitative study of species-level interaction-specificity. We genotyped the ants for Cytochrome Oxidase and their Leucoagaricus fungal cultivars for ITS rDNA. Combined with activity measurements for 12 carbohydrate active enzymes, these data allowed us to test whether garden enzyme activity was affected by fungal strain, farming ants or combinations of the two. We detected two cryptic ant species, raising ant species number from four to six, and we show that the 38 sampled colonies reared a total of seven fungal haplotypes that were different enough to represent separate Leucoagaricus species. The Sericomyrmex species and one of the Trachymyrmex species reared the same fungal cultivar in all sampled colonies, but the remaining four Trachymyrmex species largely shared the other cultivars. Fungal enzyme activity spectra were significantly affected by both cultivar species and farming ant species, and more so for certain ant-cultivar combinations than others. However, relative changes in activity of single enzymes only depended on cultivar genotype and not on the ant species farming a cultivar. Ant cultivar symbiont-specificity varied from almost full symbiont sharing to one-to-one specialization, suggesting that trade-offs between enzyme activity spectra and life-history traits such as desiccation

  6. The interactive roles of mastery climate and performance climate in predicting intrinsic motivation.

    Science.gov (United States)

    Buch, R; Nerstad, C G L; Säfvenbom, R

    2017-02-01

    This study examined the interplay between perceived mastery and performance climates in predicting increased intrinsic motivation. The results of a two-wave longitudinal study comprising of 141 individuals from three military academies revealed a positive relationship between a perceived mastery climate and increased intrinsic motivation only for individuals who perceived a low performance climate. This finding suggests a positive relationship between a perceived mastery climate and increased intrinsic motivation only when combined with low perceptions of a performance climate. Hence, introducing a performance climate in addition to a mastery climate can be an undermining motivational strategy, as it attenuates the positive relationship between a mastery climate and increased intrinsic motivation. Implications for future research and practice are discussed. © 2015 John Wiley & Sons A/S. Published by John Wiley & Sons Ltd.

  7. A High Performance Approach to Minimizing Interactions between Inbound and Outbound Signals in Helmet Project

    Data.gov (United States)

    National Aeronautics and Space Administration — We propose a high performance approach to enhancing communications between astronauts. In the new generation of NASA audio systems for astronauts, inbound signals...

  8. Interactive effects of visual and auditory intervention on physical performance and perceived effort.

    Science.gov (United States)

    Lin, Ju-Han; Lu, Frank Jing-Horng

    2013-01-01

    The purpose of this study was to investigate the effects of using different types of media on physical performance and perceived exertion. This study was divided into two parts. In Part 1, we examined the effects of different combination of audio and video interventions on physical performance and rating of perceived effort (RPE). We recruited 20 collegiate students who performed a 12-minute cycling task (where they were asked to bike as hard as possible) under 4 conditions (music, video, music and video, and control) in a randomized order. Results indicated participants in the 2 media groups (music & audio) reported a significantly lower score for RPE. In addition, there was also an effect of media type where participants in music condition perceived less effort on the cycling task compared to the video condition. Part 2 examined how music preference influenced physical performance, but used a running task (where they were asked to run as hard as possible), and by recruiting a much larger sample. Seventy-five students were assigned into 5 groups (high preference and high motivation, high preference and low motivation, low preference and low motivation, low preference and high motivation, and control) based on responses on the Brunel Music Rating Inventory (BMRI. Results showed that music preference, but not its motivational quality, had a significant effect on physical performance. Overall, these results show that listening to music, and in particular preferred music increases physical performance and reduces perceived effort. Key PointsAmong different sensory stimulations, music can enhance physical performance more strongly than video.In addition to the motivational level of the music, music preference can also influence the physical performance of aerobic exercise participants.

  9. INTERACTIVE EFFECTS OF VISUAL AND AUDITORY INTERVENTION ON PHYSICAL PERFORMANCE AND PERCEIVED EFFORT

    Directory of Open Access Journals (Sweden)

    Ju-Han Lin

    2013-09-01

    Full Text Available The purpose of this study was to investigate the effects of using different types of media on physical performance and perceived exertion. This study was divided into two parts. In Part 1, we examined the effects of different combination of audio and video interventions on physical performance and rating of perceived effort (RPE. We recruited 20 collegiate students who performed a 12-minute cycling task (where they were asked to bike as hard as possible under 4 conditions (music, video, music and video, and control in a randomized order. Results indicated participants in the 2 media groups (music & audio reported a significantly lower score for RPE. In addition, there was also an effect of media type where participants in music condition perceived less effort on the cycling task compared to the video condition. Part 2 examined how music preference influenced physical performance, but used a running task (where they were asked to run as hard as possible, and by recruiting a much larger sample. Seventy-five students were assigned into 5 groups (high preference and high motivation, high preference and low motivation, low preference and low motivation, low preference and high motivation, and control based on responses on the Brunel Music Rating Inventory (BMRI. Results showed that music preference, but not its motivational quality, had a significant effect on physical performance. Overall, these results show that listening to music, and in particular preferred music increases physical performance and reduces perceived effort.

  10. How fun are your meetings? Investigating the relationship between humor patterns in team interactions and team performance.

    Science.gov (United States)

    Lehmann-Willenbrock, Nale; Allen, Joseph A

    2014-11-01

    Research on humor in organizations has rarely considered the social context in which humor occurs. One such social setting that most of us experience on a daily basis concerns the team context. Building on recent theorizing about the humor-performance link in teams, this study seeks to increase our understanding of the function and effects of humor in team interaction settings. We examined behavioral patterns of humor and laughter in real teams by videotaping and coding humor and laughter during 54 regular organizational team meetings. Performance ratings were obtained immediately following the team meetings as well as at a later time point from the teams' supervisors. At the behavioral unit level within the team interaction process, lag sequential analysis identified humor and laughter patterns occurring above chance (e.g., a joke followed by laughter, followed by another joke). Moreover, humor patterns triggered positive socioemotional communication, procedural structure, and new solutions. At the team level, humor patterns (but not humor or laughter alone) positively related to team performance, both immediately and 2 years later. Team-level job insecurity climate was identified as a boundary condition: In low job insecurity climate conditions, humor patterns were positively related to performance, whereas in high job insecurity climate conditions, humor patterns did not relate to team performance. The role of job insecurity as a boundary condition persisted at both time points. These findings underscore the importance of studying team interactions for understanding the role of humor in organizations and considering team-level boundary conditions over time. (PsycINFO Database Record (c) 2014 APA, all rights reserved).

  11. 面向图像感知的轮廓力渲染技术研究%Study on Contour Force Rendering Technology Oriented to Image Perception

    Institute of Scientific and Technical Information of China (English)

    韩兴光; 李继婷; 王党校

    2011-01-01

    随着力觉交互技术的不断发展,力觉感知将在娱乐、助盲、科普等更多领域发挥作用。力觉渲染是实现逼真的力觉感知效果的关键问题。研究面向图像的二维轮廓力渲染技术,使用者操作二维力反馈鼠标与平面图像进行交互,通过鼠标的反馈力感知图像的轮廓形状。首先提取目标图像的边界轮廓,将离散的边界点拟合为有向轮廓线,然后基于虚拟工具和图像轮廓之间的位置关系和最小距离进行碰撞检测。基于轮廓力的连续性特征,提出一种轮廓力渲染算法,使系统获得较好的稳定性。设计了一个通过反馈的轮廓力来识别生肖动物的实验,分析了系统的实时性、稳定性以及对%With the development of the haptic interaction technology,the force perception will play an important role in more fields,such as in entertainment,blind help,and science popularity.Force rendering is a key problem to realize the realistic force perception.The image-based 2D contour force rendering method was investigated.The user interacted with the planar images by operating the 2D force feedback mouse.With the force feedback,the user could perceive the contour shape of the image.The target image boundary was firstly extracted and the discrete pixel points were fitted to a polygonal contour curve.Then the collision detection was done according to the relationship between the positions of the virtual tool and the contour as well as the minimum distance from the virtual tool point to the contour.Based on the continuity of the contour force,the contour force rendering algorithm was proposed which ensured the system stable.An experiment was conducted to identify the animal sign by the fedback contour force.The performance,including real time response,stability and recognition rate was analyzed which verified the feasibility and the effectiveness of the presented method.

  12. Concurrent word generation and motor performance: further evidence for language-motor interaction.

    Directory of Open Access Journals (Sweden)

    Amy D Rodriguez

    Full Text Available Embodied/modality-specific theories of semantic memory propose that sensorimotor representations play an important role in perception and action. A large body of evidence supports the notion that concepts involving human motor action (i.e., semantic-motor representations are processed in both language and motor regions of the brain. However, most studies have focused on perceptual tasks, leaving unanswered questions about language-motor interaction during production tasks. Thus, we investigated the effects of shared semantic-motor representations on concurrent language and motor production tasks in healthy young adults, manipulating the semantic task (motor-related vs. nonmotor-related words and the motor task (i.e., standing still and finger-tapping. In Experiment 1 (n = 20, we demonstrated that motor-related word generation was sufficient to affect postural control. In Experiment 2 (n = 40, we demonstrated that motor-related word generation was sufficient to facilitate word generation and finger tapping. We conclude that engaging semantic-motor representations can have a reciprocal influence on motor and language production. Our study provides additional support for functional language-motor interaction, as well as embodied/modality-specific theories.

  13. AGENT MODEL ANALYSIS TO EXPLORE EFFECTS OF INTERACTION AND ENVIRONMENT ON INDIVIDUAL PERFORMANCE

    Institute of Scientific and Technical Information of China (English)

    Tomoko KIKUCHI; Yoshiteru NAKAMORI

    2007-01-01

    This paper tries to find interaction rules between members and self-reform rules of members in some scientific research laboratories at a graduate school.The candidate of rules are extracted from the personality description sentences about factors:extroversion,agreeableness,conscientiousness,neuroticism and openness in the big five theory of personality psychology.In this paper,interaction and sel-reform rules are not described by personalities themselves;instead,they are described by corresponding phenomena:activity,empathy,persistence,autonomy,and analytical ability which appear in the behavior side.Each member's initial value is determined from the main 5-factor personality investigation to the member.and the target value is given by the member's self-declaration.The rule selection is carried out by the genetic algorithm,where a sigmoid function is introduced in the renewal algorithm of the value,whereby a difficulty of setting the renewal parameters is avoided.An analysis is added about the obtained rules,and the validity of this approach and the subjects for future study are discussed.Finally.consideration is extended to the effect of environment on the behavior of members to reinforce the set of rules.

  14. 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.

  15. Robosapien Robot used to Model Humanoid Interaction to Perform tasks in Dangerous Manufacturing Environments

    Science.gov (United States)

    Stopforth, R.; Bright, G.

    2014-07-01

    Humans are involved with accidents in manufacturing environments. A possibility to prevent humans from these scenarios is, to introduce humanoid robots within these industrial areas. This paper investigates the control scenario and environments required at a small scale level, with the use of the Robosapien robot. The Robosapien robot is modified to control it with a task of removing a cylinder and inserting it into a hole. Analysis is performed on the performance of the Robosapien robot and relating it with that of a humanoid robot. A discussion with suggestions is concluded with the efficiency and profitability that would need to be considered, for having a humanoid robot within the manufacturing environment.

  16. Plant fertilization interacts with life history: variation in stoichiometry and performance in nettle-feeding butterflies.

    Directory of Open Access Journals (Sweden)

    Hélène Audusseau

    Full Text Available Variation in food stoichiometry affects individual performance and population dynamics, but it is also likely that species with different life histories should differ in their sensitivity to food stoichiometry. To address this question, we investigated the ability of the three nettle-feeding butterflies (Aglais urticae, Polygonia c-album, and Aglais io to respond adaptively to induced variation in plant stoichiometry in terms of larval performance. We hypothesized that variation in larval performance between plant fertilization treatments should be functionally linked to species differences in host plant specificity. We found species-specific differences in larval performance between plant fertilization treatments that could not be explained by nutrient limitation. We showed a clear evidence of a positive correlation between food stoichiometry and development time to pupal stage and pupal mass in A. urticae. The other two species showed a more complex response. Our results partly supported our prediction that host plant specificity affects larval sensitivity to food stoichiometry. However, we suggest that most of the differences observed may instead be explained by differences in voltinism (number of generations per year. We believe that the potential of some species to respond adaptively to variation in plant nutrient content needs further attention in the face of increased eutrophication due to nutrient leakage from human activities.

  17. Music to My Eyes: Cross-Modal Interactions in the Perception of Emotions in Musical Performance

    Science.gov (United States)

    Vines, Bradley W.; Krumhansl, Carol L.; Wanderley, Marcelo M.; Dalca, Ioana M.; Levitin, Daniel J.

    2011-01-01

    We investigate non-verbal communication through expressive body movement and musical sound, to reveal higher cognitive processes involved in the integration of emotion from multiple sensory modalities. Participants heard, saw, or both heard and saw recordings of a Stravinsky solo clarinet piece, performed with three distinct expressive styles:…

  18. Plant Fertilization Interacts with Life History: Variation in Stoichiometry and Performance in Nettle-Feeding Butterflies

    Science.gov (United States)

    Audusseau, Hélène; Kolb, Gundula; Janz, Niklas

    2015-01-01

    Variation in food stoichiometry affects individual performance and population dynamics, but it is also likely that species with different life histories should differ in their sensitivity to food stoichiometry. To address this question, we investigated the ability of the three nettle-feeding butterflies (Aglais urticae, Polygonia c-album, and Aglais io) to respond adaptively to induced variation in plant stoichiometry in terms of larval performance. We hypothesized that variation in larval performance between plant fertilization treatments should be functionally linked to species differences in host plant specificity. We found species-specific differences in larval performance between plant fertilization treatments that could not be explained by nutrient limitation. We showed a clear evidence of a positive correlation between food stoichiometry and development time to pupal stage and pupal mass in A. urticae. The other two species showed a more complex response. Our results partly supported our prediction that host plant specificity affects larval sensitivity to food stoichiometry. However, we suggest that most of the differences observed may instead be explained by differences in voltinism (number of generations per year). We believe that the potential of some species to respond adaptively to variation in plant nutrient content needs further attention in the face of increased eutrophication due to nutrient leakage from human activities. PMID:25932628

  19. An Advanced, Interactive, High-Performance Liquid Chromatography Simulator and Instructor Resources

    Science.gov (United States)

    Boswell, Paul G.; Stoll, Dwight R.; Carr, Peter W.; Nagel, Megan L.; Vitha, Mark F.; Mabbott, Gary A.

    2013-01-01

    High-performance liquid chromatography (HPLC) simulation software has long been recognized as an effective educational tool, yet many of the existing HPLC simulators are either too expensive, outdated, or lack many important features necessary to make them widely useful for educational purposes. Here, a free, open-source HPLC simulator is…

  20. Development and interactions among academic performance, word recognition, listening, and reading comprehension

    Directory of Open Access Journals (Sweden)

    Natália Martins Dias

    2015-06-01

    Full Text Available This study investigated how the development of word recognition, listening and reading comprehension skills correlates with academic performance over the course of elementary school. The Contrastive Test of Listening and Reading Comprehension and the Words and Non-words Reading Competence Test were used to assess 301 Brazilian students attending the 1st to 4th grades of elementary education, whose academic performance records were provided by the school at the end of the year. Analysis shows a significant effect of grade level on all variables and a pattern of higher scores in items that can be read by logographic strategy and lower scores for items that need orthographic processing. Several significant correlations between measured skills and academic performance were found, though the pattern of these correlations shifted within different grade levels. There were stronger relations between academic performance and more elementary abilities, such as logographic strategy of reading and listening comprehension in the 1st grade, and with more complex skills developing during the next three grades, as shown by the increase of correlations with alphabetic and orthographic strategies and reading comprehension. These data can help guide practices that stimulate relevant skills in each school level.