WorldWideScience

Sample records for units audiovisual graphic

  1. Data Sorting Using Graphics Processing Units

    Directory of Open Access Journals (Sweden)

    M. J. Mišić

    2012-06-01

    Full Text Available Graphics processing units (GPUs have been increasingly used for general-purpose computation in recent years. The GPU accelerated applications are found in both scientific and commercial domains. Sorting is considered as one of the very important operations in many applications, so its efficient implementation is essential for the overall application performance. This paper represents an effort to analyze and evaluate the implementations of the representative sorting algorithms on the graphics processing units. Three sorting algorithms (Quicksort, Merge sort, and Radix sort were evaluated on the Compute Unified Device Architecture (CUDA platform that is used to execute applications on NVIDIA graphics processing units. Algorithms were tested and evaluated using an automated test environment with input datasets of different characteristics. Finally, the results of this analysis are briefly discussed.

  2. Micromagnetic simulations using Graphics Processing Units

    International Nuclear Information System (INIS)

    Lopez-Diaz, L; Aurelio, D; Torres, L; Martinez, E; Hernandez-Lopez, M A; Gomez, J; Alejos, O; Carpentieri, M; Finocchio, G; Consolo, G

    2012-01-01

    The methodology for adapting a standard micromagnetic code to run on graphics processing units (GPUs) and exploit the potential for parallel calculations of this platform is discussed. GPMagnet, a general purpose finite-difference GPU-based micromagnetic tool, is used as an example. Speed-up factors of two orders of magnitude can be achieved with GPMagnet with respect to a serial code. This allows for running extensive simulations, nearly inaccessible with a standard micromagnetic solver, at reasonable computational times. (topical review)

  3. An Agent Framework for Recognition of Graphic Units in Drawings

    NARCIS (Netherlands)

    Achten, H.H.; Jessurun, A.J.; Koszewski, K.; Wrona, S.

    2002-01-01

    Architects use graphic conventions in their drawings that have meaningful content to the design task. In previous work, such well-defined sets of graphic entities have been identified and defined. These sets are called graphic units. In this paper, we discuss how graphic unit recognition in drawings

  4. Partial wave analysis using graphics processing units

    Energy Technology Data Exchange (ETDEWEB)

    Berger, Niklaus; Liu Beijiang; Wang Jike, E-mail: nberger@ihep.ac.c [Institute of High Energy Physics, Chinese Academy of Sciences, 19B Yuquan Lu, Shijingshan, 100049 Beijing (China)

    2010-04-01

    Partial wave analysis is an important tool for determining resonance properties in hadron spectroscopy. For large data samples however, the un-binned likelihood fits employed are computationally very expensive. At the Beijing Spectrometer (BES) III experiment, an increase in statistics compared to earlier experiments of up to two orders of magnitude is expected. In order to allow for a timely analysis of these datasets, additional computing power with short turnover times has to be made available. It turns out that graphics processing units (GPUs) originally developed for 3D computer games have an architecture of massively parallel single instruction multiple data floating point units that is almost ideally suited for the algorithms employed in partial wave analysis. We have implemented a framework for tensor manipulation and partial wave fits called GPUPWA. The user writes a program in pure C++ whilst the GPUPWA classes handle computations on the GPU, memory transfers, caching and other technical details. In conjunction with a recent graphics processor, the framework provides a speed-up of the partial wave fit by more than two orders of magnitude compared to legacy FORTRAN code.

  5. Graphics Processing Units for HEP trigger systems

    International Nuclear Information System (INIS)

    Ammendola, R.; Bauce, M.; Biagioni, A.; Chiozzi, S.; Cotta Ramusino, A.; Fantechi, R.; Fiorini, M.; Giagu, S.; Gianoli, A.; Lamanna, G.; Lonardo, A.; Messina, A.

    2016-01-01

    General-purpose computing on GPUs (Graphics Processing Units) is emerging as a new paradigm in several fields of science, although so far applications have been tailored to the specific strengths of such devices as accelerator in offline computation. With the steady reduction of GPU latencies, and the increase in link and memory throughput, the use of such devices for real-time applications in high-energy physics data acquisition and trigger systems is becoming ripe. We will discuss the use of online parallel computing on GPU for synchronous low level trigger, focusing on CERN NA62 experiment trigger system. The use of GPU in higher level trigger system is also briefly considered.

  6. Graphics Processing Units for HEP trigger systems

    Energy Technology Data Exchange (ETDEWEB)

    Ammendola, R. [INFN Sezione di Roma “Tor Vergata”, Via della Ricerca Scientifica 1, 00133 Roma (Italy); Bauce, M. [INFN Sezione di Roma “La Sapienza”, P.le A. Moro 2, 00185 Roma (Italy); University of Rome “La Sapienza”, P.lee A.Moro 2, 00185 Roma (Italy); Biagioni, A. [INFN Sezione di Roma “La Sapienza”, P.le A. Moro 2, 00185 Roma (Italy); Chiozzi, S.; Cotta Ramusino, A. [INFN Sezione di Ferrara, Via Saragat 1, 44122 Ferrara (Italy); University of Ferrara, Via Saragat 1, 44122 Ferrara (Italy); Fantechi, R. [INFN Sezione di Pisa, Largo B. Pontecorvo 3, 56127 Pisa (Italy); CERN, Geneve (Switzerland); Fiorini, M. [INFN Sezione di Ferrara, Via Saragat 1, 44122 Ferrara (Italy); University of Ferrara, Via Saragat 1, 44122 Ferrara (Italy); Giagu, S. [INFN Sezione di Roma “La Sapienza”, P.le A. Moro 2, 00185 Roma (Italy); University of Rome “La Sapienza”, P.lee A.Moro 2, 00185 Roma (Italy); Gianoli, A. [INFN Sezione di Ferrara, Via Saragat 1, 44122 Ferrara (Italy); University of Ferrara, Via Saragat 1, 44122 Ferrara (Italy); Lamanna, G., E-mail: gianluca.lamanna@cern.ch [INFN Sezione di Pisa, Largo B. Pontecorvo 3, 56127 Pisa (Italy); INFN Laboratori Nazionali di Frascati, Via Enrico Fermi 40, 00044 Frascati (Roma) (Italy); Lonardo, A. [INFN Sezione di Roma “La Sapienza”, P.le A. Moro 2, 00185 Roma (Italy); Messina, A. [INFN Sezione di Roma “La Sapienza”, P.le A. Moro 2, 00185 Roma (Italy); University of Rome “La Sapienza”, P.lee A.Moro 2, 00185 Roma (Italy); and others

    2016-07-11

    General-purpose computing on GPUs (Graphics Processing Units) is emerging as a new paradigm in several fields of science, although so far applications have been tailored to the specific strengths of such devices as accelerator in offline computation. With the steady reduction of GPU latencies, and the increase in link and memory throughput, the use of such devices for real-time applications in high-energy physics data acquisition and trigger systems is becoming ripe. We will discuss the use of online parallel computing on GPU for synchronous low level trigger, focusing on CERN NA62 experiment trigger system. The use of GPU in higher level trigger system is also briefly considered.

  7. A pilot study of audiovisual family meetings in the intensive care unit.

    Science.gov (United States)

    de Havenon, Adam; Petersen, Casey; Tanana, Michael; Wold, Jana; Hoesch, Robert

    2015-10-01

    We hypothesized that virtual family meetings in the intensive care unit with conference calling or Skype videoconferencing would result in increased family member satisfaction and more efficient decision making. This is a prospective, nonblinded, nonrandomized pilot study. A 6-question survey was completed by family members after family meetings, some of which used conference calling or Skype by choice. Overall, 29 (33%) of the completed surveys came from audiovisual family meetings vs 59 (67%) from control meetings. The survey data were analyzed using hierarchical linear modeling, which did not find any significant group differences between satisfaction with the audiovisual meetings vs controls. There was no association between the audiovisual intervention and withdrawal of care (P = .682) or overall hospital length of stay (z = 0.885, P = .376). Although we do not report benefit from an audiovisual intervention, these results are preliminary and heavily influenced by notable limitations to the study. Given that the intervention was feasible in this pilot study, audiovisual and social media intervention strategies warrant additional investigation given their unique ability to facilitate communication among family members in the intensive care unit. Copyright © 2015 Elsevier Inc. All rights reserved.

  8. Iterative Methods for MPC on Graphical Processing Units

    DEFF Research Database (Denmark)

    Gade-Nielsen, Nicolai Fog; Jørgensen, John Bagterp; Dammann, Bernd

    2012-01-01

    The high oating point performance and memory bandwidth of Graphical Processing Units (GPUs) makes them ideal for a large number of computations which often arises in scientic computing, such as matrix operations. GPUs achieve this performance by utilizing massive par- allelism, which requires ree...... as to avoid the use of dense matrices, which may be too large for the limited memory capacity of current graphics cards.......The high oating point performance and memory bandwidth of Graphical Processing Units (GPUs) makes them ideal for a large number of computations which often arises in scientic computing, such as matrix operations. GPUs achieve this performance by utilizing massive par- allelism, which requires...

  9. Reflector antenna analysis using physical optics on Graphics Processing Units

    DEFF Research Database (Denmark)

    Borries, Oscar Peter; Sørensen, Hans Henrik Brandenborg; Dammann, Bernd

    2014-01-01

    The Physical Optics approximation is a widely used asymptotic method for calculating the scattering from electrically large bodies. It requires significant computational work and little memory, and is thus well suited for application on a Graphics Processing Unit. Here, we investigate the perform......The Physical Optics approximation is a widely used asymptotic method for calculating the scattering from electrically large bodies. It requires significant computational work and little memory, and is thus well suited for application on a Graphics Processing Unit. Here, we investigate...

  10. A 1.5 GFLOPS Reciprocal Unit for Computer Graphics

    DEFF Research Database (Denmark)

    Nannarelli, Alberto; Rasmussen, Morten Sleth; Stuart, Matthias Bo

    2006-01-01

    The reciprocal operation 1/d is a frequent operation performed in graphics processors (GPUs). In this work, we present the design of a radix-16 reciprocal unit based on the algorithm combining the traditional digit-by-digit algorithm and the approximation of the reciprocal by one Newton-Raphson i...

  11. Reactions to Graphic Health Warnings in the United States

    Science.gov (United States)

    Nonnemaker, James M.; Choiniere, Conrad J.; Farrelly, Matthew C.; Kamyab, Kian; Davis, Kevin C.

    2015-01-01

    This study reports consumer reactions to the graphic health warnings selected by the Food and Drug Administration to be placed on cigarette packs in the United States. We recruited three sets of respondents for an experimental study from a national opt-in e-mail list sample: (i) current smokers aged 25 or older, (ii) young adult smokers aged 18-24…

  12. Heterogeneous Multicore Parallel Programming for Graphics Processing Units

    Directory of Open Access Journals (Sweden)

    Francois Bodin

    2009-01-01

    Full Text Available Hybrid parallel multicore architectures based on graphics processing units (GPUs can provide tremendous computing power. Current NVIDIA and AMD Graphics Product Group hardware display a peak performance of hundreds of gigaflops. However, exploiting GPUs from existing applications is a difficult task that requires non-portable rewriting of the code. In this paper, we present HMPP, a Heterogeneous Multicore Parallel Programming workbench with compilers, developed by CAPS entreprise, that allows the integration of heterogeneous hardware accelerators in a unintrusive manner while preserving the legacy code.

  13. The ATLAS Trigger Algorithms for General Purpose Graphics Processor Units

    CERN Document Server

    Tavares Delgado, Ademar; The ATLAS collaboration

    2016-01-01

    The ATLAS Trigger Algorithms for General Purpose Graphics Processor Units Type: Talk Abstract: We present the ATLAS Trigger algorithms developed to exploit General­ Purpose Graphics Processor Units. ATLAS is a particle physics experiment located on the LHC collider at CERN. The ATLAS Trigger system has two levels, hardware-­based Level 1 and the High Level Trigger implemented in software running on a farm of commodity CPU. Performing the trigger event selection within the available farm resources presents a significant challenge that will increase future LHC upgrades. are being evaluated as a potential solution for trigger algorithms acceleration. Key factors determining the potential benefit of this new technology are the relative execution speedup, the number of GPUs required and the relative financial cost of the selected GPU. We have developed a trigger demonstrator which includes algorithms for reconstructing tracks in the Inner Detector and Muon Spectrometer and clusters of energy deposited in the Cal...

  14. A Block-Asynchronous Relaxation Method for Graphics Processing Units

    OpenAIRE

    Anzt, H.; Dongarra, J.; Heuveline, Vincent; Tomov, S.

    2011-01-01

    In this paper, we analyze the potential of asynchronous relaxation methods on Graphics Processing Units (GPUs). For this purpose, we developed a set of asynchronous iteration algorithms in CUDA and compared them with a parallel implementation of synchronous relaxation methods on CPU-based systems. For a set of test matrices taken from the University of Florida Matrix Collection we monitor the convergence behavior, the average iteration time and the total time-to-solution time. Analyzing the r...

  15. Accelerating Molecular Dynamic Simulation on Graphics Processing Units

    Science.gov (United States)

    Friedrichs, Mark S.; Eastman, Peter; Vaidyanathan, Vishal; Houston, Mike; Legrand, Scott; Beberg, Adam L.; Ensign, Daniel L.; Bruns, Christopher M.; Pande, Vijay S.

    2009-01-01

    We describe a complete implementation of all-atom protein molecular dynamics running entirely on a graphics processing unit (GPU), including all standard force field terms, integration, constraints, and implicit solvent. We discuss the design of our algorithms and important optimizations needed to fully take advantage of a GPU. We evaluate its performance, and show that it can be more than 700 times faster than a conventional implementation running on a single CPU core. PMID:19191337

  16. Accelerating VASP electronic structure calculations using graphic processing units

    KAUST Repository

    Hacene, Mohamed

    2012-08-20

    We present a way to improve the performance of the electronic structure Vienna Ab initio Simulation Package (VASP) program. We show that high-performance computers equipped with graphics processing units (GPUs) as accelerators may reduce drastically the computation time when offloading these sections to the graphic chips. The procedure consists of (i) profiling the performance of the code to isolate the time-consuming parts, (ii) rewriting these so that the algorithms become better-suited for the chosen graphic accelerator, and (iii) optimizing memory traffic between the host computer and the GPU accelerator. We chose to accelerate VASP with NVIDIA GPU using CUDA. We compare the GPU and original versions of VASP by evaluating the Davidson and RMM-DIIS algorithms on chemical systems of up to 1100 atoms. In these tests, the total time is reduced by a factor between 3 and 8 when running on n (CPU core + GPU) compared to n CPU cores only, without any accuracy loss. © 2012 Wiley Periodicals, Inc.

  17. Accelerating VASP electronic structure calculations using graphic processing units

    KAUST Repository

    Hacene, Mohamed; Anciaux-Sedrakian, Ani; Rozanska, Xavier; Klahr, Diego; Guignon, Thomas; Fleurat-Lessard, Paul

    2012-01-01

    We present a way to improve the performance of the electronic structure Vienna Ab initio Simulation Package (VASP) program. We show that high-performance computers equipped with graphics processing units (GPUs) as accelerators may reduce drastically the computation time when offloading these sections to the graphic chips. The procedure consists of (i) profiling the performance of the code to isolate the time-consuming parts, (ii) rewriting these so that the algorithms become better-suited for the chosen graphic accelerator, and (iii) optimizing memory traffic between the host computer and the GPU accelerator. We chose to accelerate VASP with NVIDIA GPU using CUDA. We compare the GPU and original versions of VASP by evaluating the Davidson and RMM-DIIS algorithms on chemical systems of up to 1100 atoms. In these tests, the total time is reduced by a factor between 3 and 8 when running on n (CPU core + GPU) compared to n CPU cores only, without any accuracy loss. © 2012 Wiley Periodicals, Inc.

  18. Fast analytical scatter estimation using graphics processing units.

    Science.gov (United States)

    Ingleby, Harry; Lippuner, Jonas; Rickey, Daniel W; Li, Yue; Elbakri, Idris

    2015-01-01

    To develop a fast patient-specific analytical estimator of first-order Compton and Rayleigh scatter in cone-beam computed tomography, implemented using graphics processing units. The authors developed an analytical estimator for first-order Compton and Rayleigh scatter in a cone-beam computed tomography geometry. The estimator was coded using NVIDIA's CUDA environment for execution on an NVIDIA graphics processing unit. Performance of the analytical estimator was validated by comparison with high-count Monte Carlo simulations for two different numerical phantoms. Monoenergetic analytical simulations were compared with monoenergetic and polyenergetic Monte Carlo simulations. Analytical and Monte Carlo scatter estimates were compared both qualitatively, from visual inspection of images and profiles, and quantitatively, using a scaled root-mean-square difference metric. Reconstruction of simulated cone-beam projection data of an anthropomorphic breast phantom illustrated the potential of this method as a component of a scatter correction algorithm. The monoenergetic analytical and Monte Carlo scatter estimates showed very good agreement. The monoenergetic analytical estimates showed good agreement for Compton single scatter and reasonable agreement for Rayleigh single scatter when compared with polyenergetic Monte Carlo estimates. For a voxelized phantom with dimensions 128 × 128 × 128 voxels and a detector with 256 × 256 pixels, the analytical estimator required 669 seconds for a single projection, using a single NVIDIA 9800 GX2 video card. Accounting for first order scatter in cone-beam image reconstruction improves the contrast to noise ratio of the reconstructed images. The analytical scatter estimator, implemented using graphics processing units, provides rapid and accurate estimates of single scatter and with further acceleration and a method to account for multiple scatter may be useful for practical scatter correction schemes.

  19. Graphics Processing Unit Accelerated Hirsch-Fye Quantum Monte Carlo

    Science.gov (United States)

    Moore, Conrad; Abu Asal, Sameer; Rajagoplan, Kaushik; Poliakoff, David; Caprino, Joseph; Tomko, Karen; Thakur, Bhupender; Yang, Shuxiang; Moreno, Juana; Jarrell, Mark

    2012-02-01

    In Dynamical Mean Field Theory and its cluster extensions, such as the Dynamic Cluster Algorithm, the bottleneck of the algorithm is solving the self-consistency equations with an impurity solver. Hirsch-Fye Quantum Monte Carlo is one of the most commonly used impurity and cluster solvers. This work implements optimizations of the algorithm, such as enabling large data re-use, suitable for the Graphics Processing Unit (GPU) architecture. The GPU's sheer number of concurrent parallel computations and large bandwidth to many shared memories takes advantage of the inherent parallelism in the Green function update and measurement routines, and can substantially improve the efficiency of the Hirsch-Fye impurity solver.

  20. Graphics processing unit based computation for NDE applications

    Science.gov (United States)

    Nahas, C. A.; Rajagopal, Prabhu; Balasubramaniam, Krishnan; Krishnamurthy, C. V.

    2012-05-01

    Advances in parallel processing in recent years are helping to improve the cost of numerical simulation. Breakthroughs in Graphical Processing Unit (GPU) based computation now offer the prospect of further drastic improvements. The introduction of 'compute unified device architecture' (CUDA) by NVIDIA (the global technology company based in Santa Clara, California, USA) has made programming GPUs for general purpose computing accessible to the average programmer. Here we use CUDA to develop parallel finite difference schemes as applicable to two problems of interest to NDE community, namely heat diffusion and elastic wave propagation. The implementations are for two-dimensions. Performance improvement of the GPU implementation against serial CPU implementation is then discussed.

  1. Exploiting graphics processing units for computational biology and bioinformatics.

    Science.gov (United States)

    Payne, Joshua L; Sinnott-Armstrong, Nicholas A; Moore, Jason H

    2010-09-01

    Advances in the video gaming industry have led to the production of low-cost, high-performance graphics processing units (GPUs) that possess more memory bandwidth and computational capability than central processing units (CPUs), the standard workhorses of scientific computing. With the recent release of generalpurpose GPUs and NVIDIA's GPU programming language, CUDA, graphics engines are being adopted widely in scientific computing applications, particularly in the fields of computational biology and bioinformatics. The goal of this article is to concisely present an introduction to GPU hardware and programming, aimed at the computational biologist or bioinformaticist. To this end, we discuss the primary differences between GPU and CPU architecture, introduce the basics of the CUDA programming language, and discuss important CUDA programming practices, such as the proper use of coalesced reads, data types, and memory hierarchies. We highlight each of these topics in the context of computing the all-pairs distance between instances in a dataset, a common procedure in numerous disciplines of scientific computing. We conclude with a runtime analysis of the GPU and CPU implementations of the all-pairs distance calculation. We show our final GPU implementation to outperform the CPU implementation by a factor of 1700.

  2. Smoldyn on graphics processing units: massively parallel Brownian dynamics simulations.

    Science.gov (United States)

    Dematté, Lorenzo

    2012-01-01

    Space is a very important aspect in the simulation of biochemical systems; recently, the need for simulation algorithms able to cope with space is becoming more and more compelling. Complex and detailed models of biochemical systems need to deal with the movement of single molecules and particles, taking into consideration localized fluctuations, transportation phenomena, and diffusion. A common drawback of spatial models lies in their complexity: models can become very large, and their simulation could be time consuming, especially if we want to capture the systems behavior in a reliable way using stochastic methods in conjunction with a high spatial resolution. In order to deliver the promise done by systems biology to be able to understand a system as whole, we need to scale up the size of models we are able to simulate, moving from sequential to parallel simulation algorithms. In this paper, we analyze Smoldyn, a widely diffused algorithm for stochastic simulation of chemical reactions with spatial resolution and single molecule detail, and we propose an alternative, innovative implementation that exploits the parallelism of Graphics Processing Units (GPUs). The implementation executes the most computational demanding steps (computation of diffusion, unimolecular, and bimolecular reaction, as well as the most common cases of molecule-surface interaction) on the GPU, computing them in parallel on each molecule of the system. The implementation offers good speed-ups and real time, high quality graphics output

  3. Optimized Laplacian image sharpening algorithm based on graphic processing unit

    Science.gov (United States)

    Ma, Tinghuai; Li, Lu; Ji, Sai; Wang, Xin; Tian, Yuan; Al-Dhelaan, Abdullah; Al-Rodhaan, Mznah

    2014-12-01

    In classical Laplacian image sharpening, all pixels are processed one by one, which leads to large amount of computation. Traditional Laplacian sharpening processed on CPU is considerably time-consuming especially for those large pictures. In this paper, we propose a parallel implementation of Laplacian sharpening based on Compute Unified Device Architecture (CUDA), which is a computing platform of Graphic Processing Units (GPU), and analyze the impact of picture size on performance and the relationship between the processing time of between data transfer time and parallel computing time. Further, according to different features of different memory, an improved scheme of our method is developed, which exploits shared memory in GPU instead of global memory and further increases the efficiency. Experimental results prove that two novel algorithms outperform traditional consequentially method based on OpenCV in the aspect of computing speed.

  4. Integrating post-Newtonian equations on graphics processing units

    Energy Technology Data Exchange (ETDEWEB)

    Herrmann, Frank; Tiglio, Manuel [Department of Physics, Center for Fundamental Physics, and Center for Scientific Computation and Mathematical Modeling, University of Maryland, College Park, MD 20742 (United States); Silberholz, John [Center for Scientific Computation and Mathematical Modeling, University of Maryland, College Park, MD 20742 (United States); Bellone, Matias [Facultad de Matematica, Astronomia y Fisica, Universidad Nacional de Cordoba, Cordoba 5000 (Argentina); Guerberoff, Gustavo, E-mail: tiglio@umd.ed [Facultad de Ingenieria, Instituto de Matematica y Estadistica ' Prof. Ing. Rafael Laguardia' , Universidad de la Republica, Montevideo (Uruguay)

    2010-02-07

    We report on early results of a numerical and statistical study of binary black hole inspirals. The two black holes are evolved using post-Newtonian approximations starting with initially randomly distributed spin vectors. We characterize certain aspects of the distribution shortly before merger. In particular we note the uniform distribution of black hole spin vector dot products shortly before merger and a high correlation between the initial and final black hole spin vector dot products in the equal-mass, maximally spinning case. More than 300 million simulations were performed on graphics processing units, and we demonstrate a speed-up of a factor 50 over a more conventional CPU implementation. (fast track communication)

  5. Graphics processing units accelerated semiclassical initial value representation molecular dynamics

    Energy Technology Data Exchange (ETDEWEB)

    Tamascelli, Dario; Dambrosio, Francesco Saverio [Dipartimento di Fisica, Università degli Studi di Milano, via Celoria 16, 20133 Milano (Italy); Conte, Riccardo [Department of Chemistry and Cherry L. Emerson Center for Scientific Computation, Emory University, Atlanta, Georgia 30322 (United States); Ceotto, Michele, E-mail: michele.ceotto@unimi.it [Dipartimento di Chimica, Università degli Studi di Milano, via Golgi 19, 20133 Milano (Italy)

    2014-05-07

    This paper presents a Graphics Processing Units (GPUs) implementation of the Semiclassical Initial Value Representation (SC-IVR) propagator for vibrational molecular spectroscopy calculations. The time-averaging formulation of the SC-IVR for power spectrum calculations is employed. Details about the GPU implementation of the semiclassical code are provided. Four molecules with an increasing number of atoms are considered and the GPU-calculated vibrational frequencies perfectly match the benchmark values. The computational time scaling of two GPUs (NVIDIA Tesla C2075 and Kepler K20), respectively, versus two CPUs (Intel Core i5 and Intel Xeon E5-2687W) and the critical issues related to the GPU implementation are discussed. The resulting reduction in computational time and power consumption is significant and semiclassical GPU calculations are shown to be environment friendly.

  6. Graphics Processing Unit Enhanced Parallel Document Flocking Clustering

    Energy Technology Data Exchange (ETDEWEB)

    Cui, Xiaohui [ORNL; Potok, Thomas E [ORNL; ST Charles, Jesse Lee [ORNL

    2010-01-01

    Analyzing and clustering documents is a complex problem. One explored method of solving this problem borrows from nature, imitating the flocking behavior of birds. One limitation of this method of document clustering is its complexity O(n2). As the number of documents grows, it becomes increasingly difficult to generate results in a reasonable amount of time. In the last few years, the graphics processing unit (GPU) has received attention for its ability to solve highly-parallel and semi-parallel problems much faster than the traditional sequential processor. In this paper, we have conducted research to exploit this archi- tecture and apply its strengths to the flocking based document clustering problem. Using the CUDA platform from NVIDIA, we developed a doc- ument flocking implementation to be run on the NVIDIA GEFORCE GPU. Performance gains ranged from thirty-six to nearly sixty times improvement of the GPU over the CPU implementation.

  7. High-throughput sequence alignment using Graphics Processing Units

    Directory of Open Access Journals (Sweden)

    Trapnell Cole

    2007-12-01

    Full Text Available Abstract Background The recent availability of new, less expensive high-throughput DNA sequencing technologies has yielded a dramatic increase in the volume of sequence data that must be analyzed. These data are being generated for several purposes, including genotyping, genome resequencing, metagenomics, and de novo genome assembly projects. Sequence alignment programs such as MUMmer have proven essential for analysis of these data, but researchers will need ever faster, high-throughput alignment tools running on inexpensive hardware to keep up with new sequence technologies. Results This paper describes MUMmerGPU, an open-source high-throughput parallel pairwise local sequence alignment program that runs on commodity Graphics Processing Units (GPUs in common workstations. MUMmerGPU uses the new Compute Unified Device Architecture (CUDA from nVidia to align multiple query sequences against a single reference sequence stored as a suffix tree. By processing the queries in parallel on the highly parallel graphics card, MUMmerGPU achieves more than a 10-fold speedup over a serial CPU version of the sequence alignment kernel, and outperforms the exact alignment component of MUMmer on a high end CPU by 3.5-fold in total application time when aligning reads from recent sequencing projects using Solexa/Illumina, 454, and Sanger sequencing technologies. Conclusion MUMmerGPU is a low cost, ultra-fast sequence alignment program designed to handle the increasing volume of data produced by new, high-throughput sequencing technologies. MUMmerGPU demonstrates that even memory-intensive applications can run significantly faster on the relatively low-cost GPU than on the CPU.

  8. Graphics processing units in bioinformatics, computational biology and systems biology.

    Science.gov (United States)

    Nobile, Marco S; Cazzaniga, Paolo; Tangherloni, Andrea; Besozzi, Daniela

    2017-09-01

    Several studies in Bioinformatics, Computational Biology and Systems Biology rely on the definition of physico-chemical or mathematical models of biological systems at different scales and levels of complexity, ranging from the interaction of atoms in single molecules up to genome-wide interaction networks. Traditional computational methods and software tools developed in these research fields share a common trait: they can be computationally demanding on Central Processing Units (CPUs), therefore limiting their applicability in many circumstances. To overcome this issue, general-purpose Graphics Processing Units (GPUs) are gaining an increasing attention by the scientific community, as they can considerably reduce the running time required by standard CPU-based software, and allow more intensive investigations of biological systems. In this review, we present a collection of GPU tools recently developed to perform computational analyses in life science disciplines, emphasizing the advantages and the drawbacks in the use of these parallel architectures. The complete list of GPU-powered tools here reviewed is available at http://bit.ly/gputools. © The Author 2016. Published by Oxford University Press.

  9. Use of general purpose graphics processing units with MODFLOW

    Science.gov (United States)

    Hughes, Joseph D.; White, Jeremy T.

    2013-01-01

    To evaluate the use of general-purpose graphics processing units (GPGPUs) to improve the performance of MODFLOW, an unstructured preconditioned conjugate gradient (UPCG) solver has been developed. The UPCG solver uses a compressed sparse row storage scheme and includes Jacobi, zero fill-in incomplete, and modified-incomplete lower-upper (LU) factorization, and generalized least-squares polynomial preconditioners. The UPCG solver also includes options for sequential and parallel solution on the central processing unit (CPU) using OpenMP. For simulations utilizing the GPGPU, all basic linear algebra operations are performed on the GPGPU; memory copies between the central processing unit CPU and GPCPU occur prior to the first iteration of the UPCG solver and after satisfying head and flow criteria or exceeding a maximum number of iterations. The efficiency of the UPCG solver for GPGPU and CPU solutions is benchmarked using simulations of a synthetic, heterogeneous unconfined aquifer with tens of thousands to millions of active grid cells. Testing indicates GPGPU speedups on the order of 2 to 8, relative to the standard MODFLOW preconditioned conjugate gradient (PCG) solver, can be achieved when (1) memory copies between the CPU and GPGPU are optimized, (2) the percentage of time performing memory copies between the CPU and GPGPU is small relative to the calculation time, (3) high-performance GPGPU cards are utilized, and (4) CPU-GPGPU combinations are used to execute sequential operations that are difficult to parallelize. Furthermore, UPCG solver testing indicates GPGPU speedups exceed parallel CPU speedups achieved using OpenMP on multicore CPUs for preconditioners that can be easily parallelized.

  10. Accelerating cardiac bidomain simulations using graphics processing units.

    Science.gov (United States)

    Neic, A; Liebmann, M; Hoetzl, E; Mitchell, L; Vigmond, E J; Haase, G; Plank, G

    2012-08-01

    Anatomically realistic and biophysically detailed multiscale computer models of the heart are playing an increasingly important role in advancing our understanding of integrated cardiac function in health and disease. Such detailed simulations, however, are computationally vastly demanding, which is a limiting factor for a wider adoption of in-silico modeling. While current trends in high-performance computing (HPC) hardware promise to alleviate this problem, exploiting the potential of such architectures remains challenging since strongly scalable algorithms are necessitated to reduce execution times. Alternatively, acceleration technologies such as graphics processing units (GPUs) are being considered. While the potential of GPUs has been demonstrated in various applications, benefits in the context of bidomain simulations where large sparse linear systems have to be solved in parallel with advanced numerical techniques are less clear. In this study, the feasibility of multi-GPU bidomain simulations is demonstrated by running strong scalability benchmarks using a state-of-the-art model of rabbit ventricles. The model is spatially discretized using the finite element methods (FEM) on fully unstructured grids. The GPU code is directly derived from a large pre-existing code, the Cardiac Arrhythmia Research Package (CARP), with very minor perturbation of the code base. Overall, bidomain simulations were sped up by a factor of 11.8 to 16.3 in benchmarks running on 6-20 GPUs compared to the same number of CPU cores. To match the fastest GPU simulation which engaged 20 GPUs, 476 CPU cores were required on a national supercomputing facility.

  11. MASSIVELY PARALLEL LATENT SEMANTIC ANALYSES USING A GRAPHICS PROCESSING UNIT

    Energy Technology Data Exchange (ETDEWEB)

    Cavanagh, J.; Cui, S.

    2009-01-01

    Latent Semantic Analysis (LSA) aims to reduce the dimensions of large term-document datasets using Singular Value Decomposition. However, with the ever-expanding size of datasets, current implementations are not fast enough to quickly and easily compute the results on a standard PC. A graphics processing unit (GPU) can solve some highly parallel problems much faster than a traditional sequential processor or central processing unit (CPU). Thus, a deployable system using a GPU to speed up large-scale LSA processes would be a much more effective choice (in terms of cost/performance ratio) than using a PC cluster. Due to the GPU’s application-specifi c architecture, harnessing the GPU’s computational prowess for LSA is a great challenge. We presented a parallel LSA implementation on the GPU, using NVIDIA® Compute Unifi ed Device Architecture and Compute Unifi ed Basic Linear Algebra Subprograms software. The performance of this implementation is compared to traditional LSA implementation on a CPU using an optimized Basic Linear Algebra Subprograms library. After implementation, we discovered that the GPU version of the algorithm was twice as fast for large matrices (1 000x1 000 and above) that had dimensions not divisible by 16. For large matrices that did have dimensions divisible by 16, the GPU algorithm ran fi ve to six times faster than the CPU version. The large variation is due to architectural benefi ts of the GPU for matrices divisible by 16. It should be noted that the overall speeds for the CPU version did not vary from relative normal when the matrix dimensions were divisible by 16. Further research is needed in order to produce a fully implementable version of LSA. With that in mind, the research we presented shows that the GPU is a viable option for increasing the speed of LSA, in terms of cost/performance ratio.

  12. Flocking-based Document Clustering on the Graphics Processing Unit

    Energy Technology Data Exchange (ETDEWEB)

    Cui, Xiaohui [ORNL; Potok, Thomas E [ORNL; Patton, Robert M [ORNL; ST Charles, Jesse Lee [ORNL

    2008-01-01

    Abstract?Analyzing and grouping documents by content is a complex problem. One explored method of solving this problem borrows from nature, imitating the flocking behavior of birds. Each bird represents a single document and flies toward other documents that are similar to it. One limitation of this method of document clustering is its complexity O(n2). As the number of documents grows, it becomes increasingly difficult to receive results in a reasonable amount of time. However, flocking behavior, along with most naturally inspired algorithms such as ant colony optimization and particle swarm optimization, are highly parallel and have found increased performance on expensive cluster computers. In the last few years, the graphics processing unit (GPU) has received attention for its ability to solve highly-parallel and semi-parallel problems much faster than the traditional sequential processor. Some applications see a huge increase in performance on this new platform. The cost of these high-performance devices is also marginal when compared with the price of cluster machines. In this paper, we have conducted research to exploit this architecture and apply its strengths to the document flocking problem. Our results highlight the potential benefit the GPU brings to all naturally inspired algorithms. Using the CUDA platform from NIVIDA? we developed a document flocking implementation to be run on the NIVIDA?GEFORCE 8800. Additionally, we developed a similar but sequential implementation of the same algorithm to be run on a desktop CPU. We tested the performance of each on groups of news articles ranging in size from 200 to 3000 documents. The results of these tests were very significant. Performance gains ranged from three to nearly five times improvement of the GPU over the CPU implementation. This dramatic improvement in runtime makes the GPU a potentially revolutionary platform for document clustering algorithms.

  13. Monte Carlo MP2 on Many Graphical Processing Units.

    Science.gov (United States)

    Doran, Alexander E; Hirata, So

    2016-10-11

    In the Monte Carlo second-order many-body perturbation (MC-MP2) method, the long sum-of-product matrix expression of the MP2 energy, whose literal evaluation may be poorly scalable, is recast into a single high-dimensional integral of functions of electron pair coordinates, which is evaluated by the scalable method of Monte Carlo integration. The sampling efficiency is further accelerated by the redundant-walker algorithm, which allows a maximal reuse of electron pairs. Here, a multitude of graphical processing units (GPUs) offers a uniquely ideal platform to expose multilevel parallelism: fine-grain data-parallelism for the redundant-walker algorithm in which millions of threads compute and share orbital amplitudes on each GPU; coarse-grain instruction-parallelism for near-independent Monte Carlo integrations on many GPUs with few and infrequent interprocessor communications. While the efficiency boost by the redundant-walker algorithm on central processing units (CPUs) grows linearly with the number of electron pairs and tends to saturate when the latter exceeds the number of orbitals, on a GPU it grows quadratically before it increases linearly and then eventually saturates at a much larger number of pairs. This is because the orbital constructions are nearly perfectly parallelized on a GPU and thus completed in a near-constant time regardless of the number of pairs. In consequence, an MC-MP2/cc-pVDZ calculation of a benzene dimer is 2700 times faster on 256 GPUs (using 2048 electron pairs) than on two CPUs, each with 8 cores (which can use only up to 256 pairs effectively). We also numerically determine that the cost to achieve a given relative statistical uncertainty in an MC-MP2 energy increases as O(n 3 ) or better with system size n, which may be compared with the O(n 5 ) scaling of the conventional implementation of deterministic MP2. We thus establish the scalability of MC-MP2 with both system and computer sizes.

  14. A low-cost system for graphical process monitoring with colour video symbol display units

    International Nuclear Information System (INIS)

    Grauer, H.; Jarsch, V.; Mueller, W.

    1977-01-01

    A system for computer controlled graphic process supervision, using color symbol video displays is described. It has the following characteristics: - compact unit: no external memory for image storage - problem oriented simple descriptive cut to the process program - no restriction of the graphical representation of process variables - computer and display independent, by implementation of colours and parameterized code creation for the display. (WB) [de

  15. Stochastic Analysis of a Queue Length Model Using a Graphics Processing Unit

    Czech Academy of Sciences Publication Activity Database

    Přikryl, Jan; Kocijan, J.

    2012-01-01

    Roč. 5, č. 2 (2012), s. 55-62 ISSN 1802-971X R&D Projects: GA MŠk(CZ) MEB091015 Institutional support: RVO:67985556 Keywords : graphics processing unit * GPU * Monte Carlo simulation * computer simulation * modeling Subject RIV: BC - Control Systems Theory http://library.utia.cas.cz/separaty/2012/AS/prikryl-stochastic analysis of a queue length model using a graphics processing unit.pdf

  16. Software Graphics Processing Unit (sGPU) for Deep Space Applications

    Science.gov (United States)

    McCabe, Mary; Salazar, George; Steele, Glen

    2015-01-01

    A graphics processing capability will be required for deep space missions and must include a range of applications, from safety-critical vehicle health status to telemedicine for crew health. However, preliminary radiation testing of commercial graphics processing cards suggest they cannot operate in the deep space radiation environment. Investigation into an Software Graphics Processing Unit (sGPU)comprised of commercial-equivalent radiation hardened/tolerant single board computers, field programmable gate arrays, and safety-critical display software shows promising results. Preliminary performance of approximately 30 frames per second (FPS) has been achieved. Use of multi-core processors may provide a significant increase in performance.

  17. Accelerating Malware Detection via a Graphics Processing Unit

    Science.gov (United States)

    2010-09-01

    Processing Unit . . . . . . . . . . . . . . . . . . 4 PE Portable Executable . . . . . . . . . . . . . . . . . . . . . 4 COFF Common Object File Format...operating systems for the future [Szo05]. The PE format is an updated version of the common object file format ( COFF ) [Mic06]. Microsoft released a new...NAs02]. These alerts can be costly in terms of time and resources for individuals and organizations to investigate each misidentified file [YWL07] [Vak10

  18. Towards a Unified Sentiment Lexicon Based on Graphics Processing Units

    Directory of Open Access Journals (Sweden)

    Liliana Ibeth Barbosa-Santillán

    2014-01-01

    Full Text Available This paper presents an approach to create what we have called a Unified Sentiment Lexicon (USL. This approach aims at aligning, unifying, and expanding the set of sentiment lexicons which are available on the web in order to increase their robustness of coverage. One problem related to the task of the automatic unification of different scores of sentiment lexicons is that there are multiple lexical entries for which the classification of positive, negative, or neutral {P,N,Z} depends on the unit of measurement used in the annotation methodology of the source sentiment lexicon. Our USL approach computes the unified strength of polarity of each lexical entry based on the Pearson correlation coefficient which measures how correlated lexical entries are with a value between 1 and −1, where 1 indicates that the lexical entries are perfectly correlated, 0 indicates no correlation, and −1 means they are perfectly inversely correlated and so is the UnifiedMetrics procedure for CPU and GPU, respectively. Another problem is the high processing time required for computing all the lexical entries in the unification task. Thus, the USL approach computes a subset of lexical entries in each of the 1344 GPU cores and uses parallel processing in order to unify 155802 lexical entries. The results of the analysis conducted using the USL approach show that the USL has 95.430 lexical entries, out of which there are 35.201 considered to be positive, 22.029 negative, and 38.200 neutral. Finally, the runtime was 10 minutes for 95.430 lexical entries; this allows a reduction of the time computing for the UnifiedMetrics by 3 times.

  19. Learning From Mah Jong - Towards a Multi-Agent System That Can Recognize Graphic Units

    NARCIS (Netherlands)

    Achten, H.H.; Jessurun, A.J.; Chiu, Mao-Lin; Kvan, J.-Y.; Morozumi, M.; Jeng, T.-S.

    2003-01-01

    Sketching is a major means of exploiting the first conceptual developments in architectural design. If we want to support the architect in the ideas-developing phase of design, then we need to understand the conventions of depiction and encoding in drawings. The theory of graphic units provides an

  20. Discrete-Event Execution Alternatives on General Purpose Graphical Processing Units

    International Nuclear Information System (INIS)

    Perumalla, Kalyan S.

    2006-01-01

    Graphics cards, traditionally designed as accelerators for computer graphics, have evolved to support more general-purpose computation. General Purpose Graphical Processing Units (GPGPUs) are now being used as highly efficient, cost-effective platforms for executing certain simulation applications. While most of these applications belong to the category of time-stepped simulations, little is known about the applicability of GPGPUs to discrete event simulation (DES). Here, we identify some of the issues and challenges that the GPGPU stream-based interface raises for DES, and present some possible approaches to moving DES to GPGPUs. Initial performance results on simulation of a diffusion process show that DES-style execution on GPGPU runs faster than DES on CPU and also significantly faster than time-stepped simulations on either CPU or GPGPU.

  1. Optimization Solutions for Improving the Performance of the Parallel Reduction Algorithm Using Graphics Processing Units

    Directory of Open Access Journals (Sweden)

    Ion LUNGU

    2012-01-01

    Full Text Available In this paper, we research, analyze and develop optimization solutions for the parallel reduction function using graphics processing units (GPUs that implement the Compute Unified Device Architecture (CUDA, a modern and novel approach for improving the software performance of data processing applications and algorithms. Many of these applications and algorithms make use of the reduction function in their computational steps. After having designed the function and its algorithmic steps in CUDA, we have progressively developed and implemented optimization solutions for the reduction function. In order to confirm, test and evaluate the solutions' efficiency, we have developed a custom tailored benchmark suite. We have analyzed the obtained experimental results regarding: the comparison of the execution time and bandwidth when using graphic processing units covering the main CUDA architectures (Tesla GT200, Fermi GF100, Kepler GK104 and a central processing unit; the data type influence; the binary operator's influence.

  2. Audiovisual Interaction

    DEFF Research Database (Denmark)

    Karandreas, Theodoros-Alexandros

    in a manner that allowed the subjective audiovisual evaluation of loudspeakers under controlled conditions. Additionally, unimodal audio and visual evaluations were used as a baseline for comparison. The same procedure was applied in the investigation of the validity of less than optimal stimuli presentations...

  3. Audiovisual Review

    Science.gov (United States)

    Physiology Teacher, 1976

    1976-01-01

    Lists and reviews recent audiovisual materials in areas of medical, dental, nursing and allied health, and veterinary medicine; undergraduate, and high school studies. Each is classified as to level, type of instruction, usefulness, and source of availability. Topics include respiration, renal physiology, muscle mechanics, anatomy, evolution,…

  4. High-Performance Pseudo-Random Number Generation on Graphics Processing Units

    OpenAIRE

    Nandapalan, Nimalan; Brent, Richard P.; Murray, Lawrence M.; Rendell, Alistair

    2011-01-01

    This work considers the deployment of pseudo-random number generators (PRNGs) on graphics processing units (GPUs), developing an approach based on the xorgens generator to rapidly produce pseudo-random numbers of high statistical quality. The chosen algorithm has configurable state size and period, making it ideal for tuning to the GPU architecture. We present a comparison of both speed and statistical quality with other common parallel, GPU-based PRNGs, demonstrating favourable performance o...

  5. A Fast MHD Code for Gravitationally Stratified Media using Graphical Processing Units: SMAUG

    Science.gov (United States)

    Griffiths, M. K.; Fedun, V.; Erdélyi, R.

    2015-03-01

    Parallelization techniques have been exploited most successfully by the gaming/graphics industry with the adoption of graphical processing units (GPUs), possessing hundreds of processor cores. The opportunity has been recognized by the computational sciences and engineering communities, who have recently harnessed successfully the numerical performance of GPUs. For example, parallel magnetohydrodynamic (MHD) algorithms are important for numerical modelling of highly inhomogeneous solar, astrophysical and geophysical plasmas. Here, we describe the implementation of SMAUG, the Sheffield Magnetohydrodynamics Algorithm Using GPUs. SMAUG is a 1-3D MHD code capable of modelling magnetized and gravitationally stratified plasma. The objective of this paper is to present the numerical methods and techniques used for porting the code to this novel and highly parallel compute architecture. The methods employed are justified by the performance benchmarks and validation results demonstrating that the code successfully simulates the physics for a range of test scenarios including a full 3D realistic model of wave propagation in the solar atmosphere.

  6. Three-dimensional photoacoustic tomography based on graphics-processing-unit-accelerated finite element method.

    Science.gov (United States)

    Peng, Kuan; He, Ling; Zhu, Ziqiang; Tang, Jingtian; Xiao, Jiaying

    2013-12-01

    Compared with commonly used analytical reconstruction methods, the frequency-domain finite element method (FEM) based approach has proven to be an accurate and flexible algorithm for photoacoustic tomography. However, the FEM-based algorithm is computationally demanding, especially for three-dimensional cases. To enhance the algorithm's efficiency, in this work a parallel computational strategy is implemented in the framework of the FEM-based reconstruction algorithm using a graphic-processing-unit parallel frame named the "compute unified device architecture." A series of simulation experiments is carried out to test the accuracy and accelerating effect of the improved method. The results obtained indicate that the parallel calculation does not change the accuracy of the reconstruction algorithm, while its computational cost is significantly reduced by a factor of 38.9 with a GTX 580 graphics card using the improved method.

  7. Impact of memory bottleneck on the performance of graphics processing units

    Science.gov (United States)

    Son, Dong Oh; Choi, Hong Jun; Kim, Jong Myon; Kim, Cheol Hong

    2015-12-01

    Recent graphics processing units (GPUs) can process general-purpose applications as well as graphics applications with the help of various user-friendly application programming interfaces (APIs) supported by GPU vendors. Unfortunately, utilizing the hardware resource in the GPU efficiently is a challenging problem, since the GPU architecture is totally different to the traditional CPU architecture. To solve this problem, many studies have focused on the techniques for improving the system performance using GPUs. In this work, we analyze the GPU performance varying GPU parameters such as the number of cores and clock frequency. According to our simulations, the GPU performance can be improved by 125.8% and 16.2% on average as the number of cores and clock frequency increase, respectively. However, the performance is saturated when memory bottleneck problems incur due to huge data requests to the memory. The performance of GPUs can be improved as the memory bottleneck is reduced by changing GPU parameters dynamically.

  8. MGUPGMA: A Fast UPGMA Algorithm With Multiple Graphics Processing Units Using NCCL.

    Science.gov (United States)

    Hua, Guan-Jie; Hung, Che-Lun; Lin, Chun-Yuan; Wu, Fu-Che; Chan, Yu-Wei; Tang, Chuan Yi

    2017-01-01

    A phylogenetic tree is a visual diagram of the relationship between a set of biological species. The scientists usually use it to analyze many characteristics of the species. The distance-matrix methods, such as Unweighted Pair Group Method with Arithmetic Mean and Neighbor Joining, construct a phylogenetic tree by calculating pairwise genetic distances between taxa. These methods have the computational performance issue. Although several new methods with high-performance hardware and frameworks have been proposed, the issue still exists. In this work, a novel parallel Unweighted Pair Group Method with Arithmetic Mean approach on multiple Graphics Processing Units is proposed to construct a phylogenetic tree from extremely large set of sequences. The experimental results present that the proposed approach on a DGX-1 server with 8 NVIDIA P100 graphic cards achieves approximately 3-fold to 7-fold speedup over the implementation of Unweighted Pair Group Method with Arithmetic Mean on a modern CPU and a single GPU, respectively.

  9. Graphic Design Career Guide 2. Revised Edition.

    Science.gov (United States)

    Craig, James

    The graphic design field is diverse and includes many areas of specialization. This guide introduces students to career opportunities in graphic design. The guide is organized in four parts. "Part One: Careers in Graphic Design" identifies and discusses the various segments of the graphic design industry, including: Advertising, Audio-Visual, Book…

  10. Pseudo-random number generators for Monte Carlo simulations on ATI Graphics Processing Units

    Science.gov (United States)

    Demchik, Vadim

    2011-03-01

    Basic uniform pseudo-random number generators are implemented on ATI Graphics Processing Units (GPU). The performance results of the realized generators (multiplicative linear congruential (GGL), XOR-shift (XOR128), RANECU, RANMAR, RANLUX and Mersenne Twister (MT19937)) on CPU and GPU are discussed. The obtained speed up factor is hundreds of times in comparison with CPU. RANLUX generator is found to be the most appropriate for using on GPU in Monte Carlo simulations. The brief review of the pseudo-random number generators used in modern software packages for Monte Carlo simulations in high-energy physics is presented.

  11. General purpose graphics-processing-unit implementation of cosmological domain wall network evolution.

    Science.gov (United States)

    Correia, J R C C C; Martins, C J A P

    2017-10-01

    Topological defects unavoidably form at symmetry breaking phase transitions in the early universe. To probe the parameter space of theoretical models and set tighter experimental constraints (exploiting the recent advances in astrophysical observations), one requires more and more demanding simulations, and therefore more hardware resources and computation time. Improving the speed and efficiency of existing codes is essential. Here we present a general purpose graphics-processing-unit implementation of the canonical Press-Ryden-Spergel algorithm for the evolution of cosmological domain wall networks. This is ported to the Open Computing Language standard, and as a consequence significant speedups are achieved both in two-dimensional (2D) and 3D simulations.

  12. Implementation of RLS-based Adaptive Filterson nVIDIA GeForce Graphics Processing Unit

    OpenAIRE

    Hirano, Akihiro; Nakayama, Kenji

    2011-01-01

    This paper presents efficient implementa- tion of RLS-based adaptive filters with a large number of taps on nVIDIA GeForce graphics processing unit (GPU) and CUDA software development environment. Modification of the order and the combination of calcu- lations reduces the number of accesses to slow off-chip memory. Assigning tasks into multiple threads also takes memory access order into account. For a 4096-tap case, a GPU program is almost three times faster than a CPU program.

  13. Applying graphics processor units to Monte Carlo dose calculation in radiation therapy

    Directory of Open Access Journals (Sweden)

    Bakhtiari M

    2010-01-01

    Full Text Available We investigate the potential in using of using a graphics processor unit (GPU for Monte-Carlo (MC-based radiation dose calculations. The percent depth dose (PDD of photons in a medium with known absorption and scattering coefficients is computed using a MC simulation running on both a standard CPU and a GPU. We demonstrate that the GPU′s capability for massive parallel processing provides a significant acceleration in the MC calculation, and offers a significant advantage for distributed stochastic simulations on a single computer. Harnessing this potential of GPUs will help in the early adoption of MC for routine planning in a clinical environment.

  14. General purpose graphics-processing-unit implementation of cosmological domain wall network evolution

    Science.gov (United States)

    Correia, J. R. C. C. C.; Martins, C. J. A. P.

    2017-10-01

    Topological defects unavoidably form at symmetry breaking phase transitions in the early universe. To probe the parameter space of theoretical models and set tighter experimental constraints (exploiting the recent advances in astrophysical observations), one requires more and more demanding simulations, and therefore more hardware resources and computation time. Improving the speed and efficiency of existing codes is essential. Here we present a general purpose graphics-processing-unit implementation of the canonical Press-Ryden-Spergel algorithm for the evolution of cosmological domain wall networks. This is ported to the Open Computing Language standard, and as a consequence significant speedups are achieved both in two-dimensional (2D) and 3D simulations.

  15. An Application of Graphics Processing Units to Geosimulation of Collective Crowd Behaviour

    Directory of Open Access Journals (Sweden)

    Cjoskāns Jānis

    2017-12-01

    Full Text Available The goal of the paper is to assess the ways for computational performance and efficiency improvement of collective crowd behaviour simulation by using parallel computing methods implemented on graphics processing unit (GPU. To perform an experimental evaluation of benefits of parallel computing, a new GPU-based simulator prototype is proposed and the runtime performance is analysed. Based on practical examples of pedestrian dynamics geosimulation, the obtained performance measurements are compared to several other available multiagent simulation tools to determine the efficiency of the proposed simulator, as well as to provide generic guidelines for the efficiency improvements of the parallel simulation of collective crowd behaviour.

  16. Real-time radar signal processing using GPGPU (general-purpose graphic processing unit)

    Science.gov (United States)

    Kong, Fanxing; Zhang, Yan Rockee; Cai, Jingxiao; Palmer, Robert D.

    2016-05-01

    This study introduces a practical approach to develop real-time signal processing chain for general phased array radar on NVIDIA GPUs(Graphical Processing Units) using CUDA (Compute Unified Device Architecture) libraries such as cuBlas and cuFFT, which are adopted from open source libraries and optimized for the NVIDIA GPUs. The processed results are rigorously verified against those from the CPUs. Performance benchmarked in computation time with various input data cube sizes are compared across GPUs and CPUs. Through the analysis, it will be demonstrated that GPGPUs (General Purpose GPU) real-time processing of the array radar data is possible with relatively low-cost commercial GPUs.

  17. Solution of relativistic quantum optics problems using clusters of graphical processing units

    Energy Technology Data Exchange (ETDEWEB)

    Gordon, D.F., E-mail: daviel.gordon@nrl.navy.mil; Hafizi, B.; Helle, M.H.

    2014-06-15

    Numerical solution of relativistic quantum optics problems requires high performance computing due to the rapid oscillations in a relativistic wavefunction. Clusters of graphical processing units are used to accelerate the computation of a time dependent relativistic wavefunction in an arbitrary external potential. The stationary states in a Coulomb potential and uniform magnetic field are determined analytically and numerically, so that they can used as initial conditions in fully time dependent calculations. Relativistic energy levels in extreme magnetic fields are recovered as a means of validation. The relativistic ionization rate is computed for an ion illuminated by a laser field near the usual barrier suppression threshold, and the ionizing wavefunction is displayed.

  18. Computation of large covariance matrices by SAMMY on graphical processing units and multicore CPUs

    Energy Technology Data Exchange (ETDEWEB)

    Arbanas, G.; Dunn, M.E.; Wiarda, D., E-mail: arbanasg@ornl.gov, E-mail: dunnme@ornl.gov, E-mail: wiardada@ornl.gov [Oak Ridge National Laboratory, Oak Ridge, TN (United States)

    2011-07-01

    Computational power of Graphical Processing Units and multicore CPUs was harnessed by the nuclear data evaluation code SAMMY to speed up computations of large Resonance Parameter Covariance Matrices (RPCMs). This was accomplished by linking SAMMY to vendor-optimized implementations of the matrix-matrix multiplication subroutine of the Basic Linear Algebra Library to compute the most time-consuming step. The {sup 235}U RPCM computed previously using a triple-nested loop was re-computed using the NVIDIA implementation of the subroutine on a single Tesla Fermi Graphical Processing Unit, and also using the Intel's Math Kernel Library implementation on two different multicore CPU systems. A multiplication of two matrices of dimensions 16,000×20,000 that had previously taken days, took approximately one minute on the GPU. Comparable performance was achieved on a dual six-core CPU system. The magnitude of the speed-up suggests that these, or similar, combinations of hardware and libraries may be useful for large matrix operations in SAMMY. Uniform interfaces of standard linear algebra libraries make them a promising candidate for a programming framework of a new generation of SAMMY for the emerging heterogeneous computing platforms. (author)

  19. Computation of large covariance matrices by SAMMY on graphical processing units and multicore CPUs

    International Nuclear Information System (INIS)

    Arbanas, G.; Dunn, M.E.; Wiarda, D.

    2011-01-01

    Computational power of Graphical Processing Units and multicore CPUs was harnessed by the nuclear data evaluation code SAMMY to speed up computations of large Resonance Parameter Covariance Matrices (RPCMs). This was accomplished by linking SAMMY to vendor-optimized implementations of the matrix-matrix multiplication subroutine of the Basic Linear Algebra Library to compute the most time-consuming step. The 235 U RPCM computed previously using a triple-nested loop was re-computed using the NVIDIA implementation of the subroutine on a single Tesla Fermi Graphical Processing Unit, and also using the Intel's Math Kernel Library implementation on two different multicore CPU systems. A multiplication of two matrices of dimensions 16,000×20,000 that had previously taken days, took approximately one minute on the GPU. Comparable performance was achieved on a dual six-core CPU system. The magnitude of the speed-up suggests that these, or similar, combinations of hardware and libraries may be useful for large matrix operations in SAMMY. Uniform interfaces of standard linear algebra libraries make them a promising candidate for a programming framework of a new generation of SAMMY for the emerging heterogeneous computing platforms. (author)

  20. Initial Assessment of Parallelization of Monte Carlo Calculation using Graphics Processing Units

    International Nuclear Information System (INIS)

    Choi, Sung Hoon; Joo, Han Gyu

    2009-01-01

    Monte Carlo (MC) simulation is an effective tool for calculating neutron transports in complex geometry. However, because Monte Carlo simulates each neutron behavior one by one, it takes a very long computing time if enough neutrons are used for high precision of calculation. Accordingly, methods that reduce the computing time are required. In a Monte Carlo code, parallel calculation is well-suited since it simulates the behavior of each neutron independently and thus parallel computation is natural. The parallelization of the Monte Carlo codes, however, was done using multi CPUs. By the global demand for high quality 3D graphics, the Graphics Processing Unit (GPU) has developed into a highly parallel, multi-core processor. This parallel processing capability of GPUs can be available to engineering computing once a suitable interface is provided. Recently, NVIDIA introduced CUDATM, a general purpose parallel computing architecture. CUDA is a software environment that allows developers to manage GPU using C/C++ or other languages. In this work, a GPU-based Monte Carlo is developed and the initial assessment of it parallel performance is investigated

  1. GPUmotif: an ultra-fast and energy-efficient motif analysis program using graphics processing units.

    Science.gov (United States)

    Zandevakili, Pooya; Hu, Ming; Qin, Zhaohui

    2012-01-01

    Computational detection of TF binding patterns has become an indispensable tool in functional genomics research. With the rapid advance of new sequencing technologies, large amounts of protein-DNA interaction data have been produced. Analyzing this data can provide substantial insight into the mechanisms of transcriptional regulation. However, the massive amount of sequence data presents daunting challenges. In our previous work, we have developed a novel algorithm called Hybrid Motif Sampler (HMS) that enables more scalable and accurate motif analysis. Despite much improvement, HMS is still time-consuming due to the requirement to calculate matching probabilities position-by-position. Using the NVIDIA CUDA toolkit, we developed a graphics processing unit (GPU)-accelerated motif analysis program named GPUmotif. We proposed a "fragmentation" technique to hide data transfer time between memories. Performance comparison studies showed that commonly-used model-based motif scan and de novo motif finding procedures such as HMS can be dramatically accelerated when running GPUmotif on NVIDIA graphics cards. As a result, energy consumption can also be greatly reduced when running motif analysis using GPUmotif. The GPUmotif program is freely available at http://sourceforge.net/projects/gpumotif/

  2. MGUPGMA: A Fast UPGMA Algorithm With Multiple Graphics Processing Units Using NCCL

    Directory of Open Access Journals (Sweden)

    Guan-Jie Hua

    2017-10-01

    Full Text Available A phylogenetic tree is a visual diagram of the relationship between a set of biological species. The scientists usually use it to analyze many characteristics of the species. The distance-matrix methods, such as Unweighted Pair Group Method with Arithmetic Mean and Neighbor Joining, construct a phylogenetic tree by calculating pairwise genetic distances between taxa. These methods have the computational performance issue. Although several new methods with high-performance hardware and frameworks have been proposed, the issue still exists. In this work, a novel parallel Unweighted Pair Group Method with Arithmetic Mean approach on multiple Graphics Processing Units is proposed to construct a phylogenetic tree from extremely large set of sequences. The experimental results present that the proposed approach on a DGX-1 server with 8 NVIDIA P100 graphic cards achieves approximately 3-fold to 7-fold speedup over the implementation of Unweighted Pair Group Method with Arithmetic Mean on a modern CPU and a single GPU, respectively.

  3. BarraCUDA - a fast short read sequence aligner using graphics processing units

    Directory of Open Access Journals (Sweden)

    Klus Petr

    2012-01-01

    Full Text Available Abstract Background With the maturation of next-generation DNA sequencing (NGS technologies, the throughput of DNA sequencing reads has soared to over 600 gigabases from a single instrument run. General purpose computing on graphics processing units (GPGPU, extracts the computing power from hundreds of parallel stream processors within graphics processing cores and provides a cost-effective and energy efficient alternative to traditional high-performance computing (HPC clusters. In this article, we describe the implementation of BarraCUDA, a GPGPU sequence alignment software that is based on BWA, to accelerate the alignment of sequencing reads generated by these instruments to a reference DNA sequence. Findings Using the NVIDIA Compute Unified Device Architecture (CUDA software development environment, we ported the most computational-intensive alignment component of BWA to GPU to take advantage of the massive parallelism. As a result, BarraCUDA offers a magnitude of performance boost in alignment throughput when compared to a CPU core while delivering the same level of alignment fidelity. The software is also capable of supporting multiple CUDA devices in parallel to further accelerate the alignment throughput. Conclusions BarraCUDA is designed to take advantage of the parallelism of GPU to accelerate the alignment of millions of sequencing reads generated by NGS instruments. By doing this, we could, at least in part streamline the current bioinformatics pipeline such that the wider scientific community could benefit from the sequencing technology. BarraCUDA is currently available from http://seqbarracuda.sf.net

  4. GPUmotif: an ultra-fast and energy-efficient motif analysis program using graphics processing units.

    Directory of Open Access Journals (Sweden)

    Pooya Zandevakili

    Full Text Available Computational detection of TF binding patterns has become an indispensable tool in functional genomics research. With the rapid advance of new sequencing technologies, large amounts of protein-DNA interaction data have been produced. Analyzing this data can provide substantial insight into the mechanisms of transcriptional regulation. However, the massive amount of sequence data presents daunting challenges. In our previous work, we have developed a novel algorithm called Hybrid Motif Sampler (HMS that enables more scalable and accurate motif analysis. Despite much improvement, HMS is still time-consuming due to the requirement to calculate matching probabilities position-by-position. Using the NVIDIA CUDA toolkit, we developed a graphics processing unit (GPU-accelerated motif analysis program named GPUmotif. We proposed a "fragmentation" technique to hide data transfer time between memories. Performance comparison studies showed that commonly-used model-based motif scan and de novo motif finding procedures such as HMS can be dramatically accelerated when running GPUmotif on NVIDIA graphics cards. As a result, energy consumption can also be greatly reduced when running motif analysis using GPUmotif. The GPUmotif program is freely available at http://sourceforge.net/projects/gpumotif/

  5. BarraCUDA - a fast short read sequence aligner using graphics processing units

    LENUS (Irish Health Repository)

    Klus, Petr

    2012-01-13

    Abstract Background With the maturation of next-generation DNA sequencing (NGS) technologies, the throughput of DNA sequencing reads has soared to over 600 gigabases from a single instrument run. General purpose computing on graphics processing units (GPGPU), extracts the computing power from hundreds of parallel stream processors within graphics processing cores and provides a cost-effective and energy efficient alternative to traditional high-performance computing (HPC) clusters. In this article, we describe the implementation of BarraCUDA, a GPGPU sequence alignment software that is based on BWA, to accelerate the alignment of sequencing reads generated by these instruments to a reference DNA sequence. Findings Using the NVIDIA Compute Unified Device Architecture (CUDA) software development environment, we ported the most computational-intensive alignment component of BWA to GPU to take advantage of the massive parallelism. As a result, BarraCUDA offers a magnitude of performance boost in alignment throughput when compared to a CPU core while delivering the same level of alignment fidelity. The software is also capable of supporting multiple CUDA devices in parallel to further accelerate the alignment throughput. Conclusions BarraCUDA is designed to take advantage of the parallelism of GPU to accelerate the alignment of millions of sequencing reads generated by NGS instruments. By doing this, we could, at least in part streamline the current bioinformatics pipeline such that the wider scientific community could benefit from the sequencing technology. BarraCUDA is currently available from http:\\/\\/seqbarracuda.sf.net

  6. FAST CALCULATION OF THE LOMB-SCARGLE PERIODOGRAM USING GRAPHICS PROCESSING UNITS

    International Nuclear Information System (INIS)

    Townsend, R. H. D.

    2010-01-01

    I introduce a new code for fast calculation of the Lomb-Scargle periodogram that leverages the computing power of graphics processing units (GPUs). After establishing a background to the newly emergent field of GPU computing, I discuss the code design and narrate key parts of its source. Benchmarking calculations indicate no significant differences in accuracy compared to an equivalent CPU-based code. However, the differences in performance are pronounced; running on a low-end GPU, the code can match eight CPU cores, and on a high-end GPU it is faster by a factor approaching 30. Applications of the code include analysis of long photometric time series obtained by ongoing satellite missions and upcoming ground-based monitoring facilities, and Monte Carlo simulation of periodogram statistical properties.

  7. Monte Carlo method for neutron transport calculations in graphics processing units (GPUs)

    International Nuclear Information System (INIS)

    Pellegrino, Esteban

    2011-01-01

    Monte Carlo simulation is well suited for solving the Boltzmann neutron transport equation in an inhomogeneous media for complicated geometries. However, routine applications require the computation time to be reduced to hours and even minutes in a desktop PC. The interest in adopting Graphics Processing Units (GPUs) for Monte Carlo acceleration is rapidly growing. This is due to the massive parallelism provided by the latest GPU technologies which is the most promising solution to the challenge of performing full-size reactor core analysis on a routine basis. In this study, Monte Carlo codes for a fixed-source neutron transport problem were developed for GPU environments in order to evaluate issues associated with computational speedup using GPUs. Results obtained in this work suggest that a speedup of several orders of magnitude is possible using the state-of-the-art GPU technologies. (author) [es

  8. Real-time track-less Cherenkov ring fitting trigger system based on Graphics Processing Units

    Science.gov (United States)

    Ammendola, R.; Biagioni, A.; Chiozzi, S.; Cretaro, P.; Cotta Ramusino, A.; Di Lorenzo, S.; Fantechi, R.; Fiorini, M.; Frezza, O.; Gianoli, A.; Lamanna, G.; Lo Cicero, F.; Lonardo, A.; Martinelli, M.; Neri, I.; Paolucci, P. S.; Pastorelli, E.; Piandani, R.; Piccini, M.; Pontisso, L.; Rossetti, D.; Simula, F.; Sozzi, M.; Vicini, P.

    2017-12-01

    The parallel computing power of commercial Graphics Processing Units (GPUs) is exploited to perform real-time ring fitting at the lowest trigger level using information coming from the Ring Imaging Cherenkov (RICH) detector of the NA62 experiment at CERN. To this purpose, direct GPU communication with a custom FPGA-based board has been used to reduce the data transmission latency. The GPU-based trigger system is currently integrated in the experimental setup of the RICH detector of the NA62 experiment, in order to reconstruct ring-shaped hit patterns. The ring-fitting algorithm running on GPU is fed with raw RICH data only, with no information coming from other detectors, and is able to provide more complex trigger primitives with respect to the simple photodetector hit multiplicity, resulting in a higher selection efficiency. The performance of the system for multi-ring Cherenkov online reconstruction obtained during the NA62 physics run is presented.

  9. Classification of hyperspectral imagery using MapReduce on a NVIDIA graphics processing unit (Conference Presentation)

    Science.gov (United States)

    Ramirez, Andres; Rahnemoonfar, Maryam

    2017-04-01

    A hyperspectral image provides multidimensional figure rich in data consisting of hundreds of spectral dimensions. Analyzing the spectral and spatial information of such image with linear and non-linear algorithms will result in high computational time. In order to overcome this problem, this research presents a system using a MapReduce-Graphics Processing Unit (GPU) model that can help analyzing a hyperspectral image through the usage of parallel hardware and a parallel programming model, which will be simpler to handle compared to other low-level parallel programming models. Additionally, Hadoop was used as an open-source version of the MapReduce parallel programming model. This research compared classification accuracy results and timing results between the Hadoop and GPU system and tested it against the following test cases: the CPU and GPU test case, a CPU test case and a test case where no dimensional reduction was applied.

  10. Nanoscale multireference quantum chemistry: full configuration interaction on graphical processing units.

    Science.gov (United States)

    Fales, B Scott; Levine, Benjamin G

    2015-10-13

    Methods based on a full configuration interaction (FCI) expansion in an active space of orbitals are widely used for modeling chemical phenomena such as bond breaking, multiply excited states, and conical intersections in small-to-medium-sized molecules, but these phenomena occur in systems of all sizes. To scale such calculations up to the nanoscale, we have developed an implementation of FCI in which electron repulsion integral transformation and several of the more expensive steps in σ vector formation are performed on graphical processing unit (GPU) hardware. When applied to a 1.7 × 1.4 × 1.4 nm silicon nanoparticle (Si72H64) described with the polarized, all-electron 6-31G** basis set, our implementation can solve for the ground state of the 16-active-electron/16-active-orbital CASCI Hamiltonian (more than 100,000,000 configurations) in 39 min on a single NVidia K40 GPU.

  11. Area-delay trade-offs of texture decompressors for a graphics processing unit

    Science.gov (United States)

    Novoa Súñer, Emilio; Ituero, Pablo; López-Vallejo, Marisa

    2011-05-01

    Graphics Processing Units have become a booster for the microelectronics industry. However, due to intellectual property issues, there is a serious lack of information on implementation details of the hardware architecture that is behind GPUs. For instance, the way texture is handled and decompressed in a GPU to reduce bandwidth usage has never been dealt with in depth from a hardware point of view. This work addresses a comparative study on the hardware implementation of different texture decompression algorithms for both conventional (PCs and video game consoles) and mobile platforms. Circuit synthesis is performed targeting both a reconfigurable hardware platform and a 90nm standard cell library. Area-delay trade-offs have been extensively analyzed, which allows us to compare the complexity of decompressors and thus determine suitability of algorithms for systems with limited hardware resources.

  12. General Purpose Graphics Processing Unit Based High-Rate Rice Decompression and Reed-Solomon Decoding

    Energy Technology Data Exchange (ETDEWEB)

    Loughry, Thomas A. [Sandia National Lab. (SNL-NM), Albuquerque, NM (United States)

    2015-02-01

    As the volume of data acquired by space-based sensors increases, mission data compression/decompression and forward error correction code processing performance must likewise scale. This competency development effort was explored using the General Purpose Graphics Processing Unit (GPGPU) to accomplish high-rate Rice Decompression and high-rate Reed-Solomon (RS) decoding at the satellite mission ground station. Each algorithm was implemented and benchmarked on a single GPGPU. Distributed processing across one to four GPGPUs was also investigated. The results show that the GPGPU has considerable potential for performing satellite communication Data Signal Processing, with three times or better performance improvements and up to ten times reduction in cost over custom hardware, at least in the case of Rice Decompression and Reed-Solomon Decoding.

  13. AN APPROACH TO EFFICIENT FEM SIMULATIONS ON GRAPHICS PROCESSING UNITS USING CUDA

    Directory of Open Access Journals (Sweden)

    Björn Nutti

    2014-04-01

    Full Text Available The paper presents a highly efficient way of simulating the dynamic behavior of deformable objects by means of the finite element method (FEM with computations performed on Graphics Processing Units (GPU. The presented implementation reduces bottlenecks related to memory accesses by grouping the necessary data per node pairs, in contrast to the classical way done per element. This strategy reduces the memory access patterns that are not suitable for the GPU memory architecture. Furthermore, the presented implementation takes advantage of the underlying sparse-block-matrix structure, and it has been demonstrated how to avoid potential bottlenecks in the algorithm. To achieve plausible deformational behavior for large local rotations, the objects are modeled by means of a simplified co-rotational FEM formulation.

  14. General purpose graphic processing unit implementation of adaptive pulse compression algorithms

    Science.gov (United States)

    Cai, Jingxiao; Zhang, Yan

    2017-07-01

    This study introduces a practical approach to implement real-time signal processing algorithms for general surveillance radar based on NVIDIA graphical processing units (GPUs). The pulse compression algorithms are implemented using compute unified device architecture (CUDA) libraries such as CUDA basic linear algebra subroutines and CUDA fast Fourier transform library, which are adopted from open source libraries and optimized for the NVIDIA GPUs. For more advanced, adaptive processing algorithms such as adaptive pulse compression, customized kernel optimization is needed and investigated. A statistical optimization approach is developed for this purpose without needing much knowledge of the physical configurations of the kernels. It was found that the kernel optimization approach can significantly improve the performance. Benchmark performance is compared with the CPU performance in terms of processing accelerations. The proposed implementation framework can be used in various radar systems including ground-based phased array radar, airborne sense and avoid radar, and aerospace surveillance radar.

  15. Utero-fetal unit and pregnant woman modeling using a computer graphics approach for dosimetry studies.

    Science.gov (United States)

    Anquez, Jérémie; Boubekeur, Tamy; Bibin, Lazar; Angelini, Elsa; Bloch, Isabelle

    2009-01-01

    Potential sanitary effects related to electromagnetic fields exposure raise public concerns, especially for fetuses during pregnancy. Human fetus exposure can only be assessed through simulated dosimetry studies, performed on anthropomorphic models of pregnant women. In this paper, we propose a new methodology to generate a set of detailed utero-fetal unit (UFU) 3D models during the first and third trimesters of pregnancy, based on segmented 3D ultrasound and MRI data. UFU models are built using recent geometry processing methods derived from mesh-based computer graphics techniques and embedded in a synthetic woman body. Nine pregnant woman models have been generated using this approach and validated by obstetricians, for anatomical accuracy and representativeness.

  16. Acceleration of the OpenFOAM-based MHD solver using graphics processing units

    International Nuclear Information System (INIS)

    He, Qingyun; Chen, Hongli; Feng, Jingchao

    2015-01-01

    Highlights: • A 3D PISO-MHD was implemented on Kepler-class graphics processing units (GPUs) using CUDA technology. • A consistent and conservative scheme is used in the code which was validated by three basic benchmarks in a rectangular and round ducts. • Parallelized of CPU and GPU acceleration were compared relating to single core CPU in MHD problems and non-MHD problems. • Different preconditions for solving MHD solver were compared and the results showed that AMG method is better for calculations. - Abstract: The pressure-implicit with splitting of operators (PISO) magnetohydrodynamics MHD solver of the couple of Navier–Stokes equations and Maxwell equations was implemented on Kepler-class graphics processing units (GPUs) using the CUDA technology. The solver is developed on open source code OpenFOAM based on consistent and conservative scheme which is suitable for simulating MHD flow under strong magnetic field in fusion liquid metal blanket with structured or unstructured mesh. We verified the validity of the implementation on several standard cases including the benchmark I of Shercliff and Hunt's cases, benchmark II of fully developed circular pipe MHD flow cases and benchmark III of KIT experimental case. Computational performance of the GPU implementation was examined by comparing its double precision run times with those of essentially the same algorithms and meshes. The resulted showed that a GPU (GTX 770) can outperform a server-class 4-core, 8-thread CPU (Intel Core i7-4770k) by a factor of 2 at least.

  17. Acceleration of the OpenFOAM-based MHD solver using graphics processing units

    Energy Technology Data Exchange (ETDEWEB)

    He, Qingyun; Chen, Hongli, E-mail: hlchen1@ustc.edu.cn; Feng, Jingchao

    2015-12-15

    Highlights: • A 3D PISO-MHD was implemented on Kepler-class graphics processing units (GPUs) using CUDA technology. • A consistent and conservative scheme is used in the code which was validated by three basic benchmarks in a rectangular and round ducts. • Parallelized of CPU and GPU acceleration were compared relating to single core CPU in MHD problems and non-MHD problems. • Different preconditions for solving MHD solver were compared and the results showed that AMG method is better for calculations. - Abstract: The pressure-implicit with splitting of operators (PISO) magnetohydrodynamics MHD solver of the couple of Navier–Stokes equations and Maxwell equations was implemented on Kepler-class graphics processing units (GPUs) using the CUDA technology. The solver is developed on open source code OpenFOAM based on consistent and conservative scheme which is suitable for simulating MHD flow under strong magnetic field in fusion liquid metal blanket with structured or unstructured mesh. We verified the validity of the implementation on several standard cases including the benchmark I of Shercliff and Hunt's cases, benchmark II of fully developed circular pipe MHD flow cases and benchmark III of KIT experimental case. Computational performance of the GPU implementation was examined by comparing its double precision run times with those of essentially the same algorithms and meshes. The resulted showed that a GPU (GTX 770) can outperform a server-class 4-core, 8-thread CPU (Intel Core i7-4770k) by a factor of 2 at least.

  18. Planning and Producing Audiovisual Materials. Third Edition.

    Science.gov (United States)

    Kemp, Jerrold E.

    A revised edition of this handbook provides illustrated, step-by-step explanations of how to plan and produce audiovisual materials. Included are sections on the fundamental skills--photography, graphics and recording sound--followed by individual sections on photographic print series, slide series, filmstrips, tape recordings, overhead…

  19. Historia audiovisual para una sociedad audiovisual

    Directory of Open Access Journals (Sweden)

    Julio Montero Díaz

    2013-04-01

    Full Text Available This article analyzes the possibilities of presenting an audiovisual history in a society in which audiovisual media has progressively gained greater protagonism. We analyze specific cases of films and historical documentaries and we assess the difficulties faced by historians to understand the keys of audiovisual language and by filmmakers to understand and incorporate history into their productions. We conclude that it would not be possible to disseminate history in the western world without audiovisual resources circulated through various types of screens (cinema, television, computer, mobile phone, video games.

  20. Energy- and cost-efficient lattice-QCD computations using graphics processing units

    Energy Technology Data Exchange (ETDEWEB)

    Bach, Matthias

    2014-07-01

    Quarks and gluons are the building blocks of all hadronic matter, like protons and neutrons. Their interaction is described by Quantum Chromodynamics (QCD), a theory under test by large scale experiments like the Large Hadron Collider (LHC) at CERN and in the future at the Facility for Antiproton and Ion Research (FAIR) at GSI. However, perturbative methods can only be applied to QCD for high energies. Studies from first principles are possible via a discretization onto an Euclidean space-time grid. This discretization of QCD is called Lattice QCD (LQCD) and is the only ab-initio option outside of the high-energy regime. LQCD is extremely compute and memory intensive. In particular, it is by definition always bandwidth limited. Thus - despite the complexity of LQCD applications - it led to the development of several specialized compute platforms and influenced the development of others. However, in recent years General-Purpose computation on Graphics Processing Units (GPGPU) came up as a new means for parallel computing. Contrary to machines traditionally used for LQCD, graphics processing units (GPUs) are a massmarket product. This promises advantages in both the pace at which higher-performing hardware becomes available and its price. CL2QCD is an OpenCL based implementation of LQCD using Wilson fermions that was developed within this thesis. It operates on GPUs by all major vendors as well as on central processing units (CPUs). On the AMD Radeon HD 7970 it provides the fastest double-precision D kernel for a single GPU, achieving 120GFLOPS. D - the most compute intensive kernel in LQCD simulations - is commonly used to compare LQCD platforms. This performance is enabled by an in-depth analysis of optimization techniques for bandwidth-limited codes on GPUs. Further, analysis of the communication between GPU and CPU, as well as between multiple GPUs, enables high-performance Krylov space solvers and linear scaling to multiple GPUs within a single system. LQCD

  1. Energy- and cost-efficient lattice-QCD computations using graphics processing units

    International Nuclear Information System (INIS)

    Bach, Matthias

    2014-01-01

    Quarks and gluons are the building blocks of all hadronic matter, like protons and neutrons. Their interaction is described by Quantum Chromodynamics (QCD), a theory under test by large scale experiments like the Large Hadron Collider (LHC) at CERN and in the future at the Facility for Antiproton and Ion Research (FAIR) at GSI. However, perturbative methods can only be applied to QCD for high energies. Studies from first principles are possible via a discretization onto an Euclidean space-time grid. This discretization of QCD is called Lattice QCD (LQCD) and is the only ab-initio option outside of the high-energy regime. LQCD is extremely compute and memory intensive. In particular, it is by definition always bandwidth limited. Thus - despite the complexity of LQCD applications - it led to the development of several specialized compute platforms and influenced the development of others. However, in recent years General-Purpose computation on Graphics Processing Units (GPGPU) came up as a new means for parallel computing. Contrary to machines traditionally used for LQCD, graphics processing units (GPUs) are a massmarket product. This promises advantages in both the pace at which higher-performing hardware becomes available and its price. CL2QCD is an OpenCL based implementation of LQCD using Wilson fermions that was developed within this thesis. It operates on GPUs by all major vendors as well as on central processing units (CPUs). On the AMD Radeon HD 7970 it provides the fastest double-precision D kernel for a single GPU, achieving 120GFLOPS. D - the most compute intensive kernel in LQCD simulations - is commonly used to compare LQCD platforms. This performance is enabled by an in-depth analysis of optimization techniques for bandwidth-limited codes on GPUs. Further, analysis of the communication between GPU and CPU, as well as between multiple GPUs, enables high-performance Krylov space solvers and linear scaling to multiple GPUs within a single system. LQCD

  2. Utilizing General Purpose Graphics Processing Units to Improve Performance of Computer Modelling and Visualization

    Science.gov (United States)

    Monk, J.; Zhu, Y.; Koons, P. O.; Segee, B. E.

    2009-12-01

    With the introduction of the G8X series of cards by nVidia an architecture called CUDA was released, virtually all subsequent video cards have had CUDA support. With this new architecture nVidia provided extensions for C/C++ that create an Application Programming Interface (API) allowing code to be executed on the GPU. Since then the concept of GPGPU (general purpose graphics processing unit) has been growing, this is the concept that the GPU is very good a algebra and running things in parallel so we should take use of that power for other applications. This is highly appealing in the area of geodynamic modeling, as multiple parallel solutions of the same differential equations at different points in space leads to a large speedup in simulation speed. Another benefit of CUDA is a programmatic method of transferring large amounts of data between the computer's main memory and the dedicated GPU memory located on the video card. In addition to being able to compute and render on the video card, the CUDA framework allows for a large speedup in the situation, such as with a tiled display wall, where the rendered pixels are to be displayed in a different location than where they are rendered. A CUDA extension for VirtualGL was developed allowing for faster read back at high resolutions. This paper examines several aspects of rendering OpenGL graphics on large displays using VirtualGL and VNC. It demonstrates how performance can be significantly improved in rendering on a tiled monitor wall. We present a CUDA enhanced version of VirtualGL as well as the advantages to having multiple VNC servers. It will discuss restrictions caused by read back and blitting rates and how they are affected by different sizes of virtual displays being rendered.

  3. Analysis of impact of general-purpose graphics processor units in supersonic flow modeling

    Science.gov (United States)

    Emelyanov, V. N.; Karpenko, A. G.; Kozelkov, A. S.; Teterina, I. V.; Volkov, K. N.; Yalozo, A. V.

    2017-06-01

    Computational methods are widely used in prediction of complex flowfields associated with off-normal situations in aerospace engineering. Modern graphics processing units (GPU) provide architectures and new programming models that enable to harness their large processing power and to design computational fluid dynamics (CFD) simulations at both high performance and low cost. Possibilities of the use of GPUs for the simulation of external and internal flows on unstructured meshes are discussed. The finite volume method is applied to solve three-dimensional unsteady compressible Euler and Navier-Stokes equations on unstructured meshes with high resolution numerical schemes. CUDA technology is used for programming implementation of parallel computational algorithms. Solutions of some benchmark test cases on GPUs are reported, and the results computed are compared with experimental and computational data. Approaches to optimization of the CFD code related to the use of different types of memory are considered. Speedup of solution on GPUs with respect to the solution on central processor unit (CPU) is compared. Performance measurements show that numerical schemes developed achieve 20-50 speedup on GPU hardware compared to CPU reference implementation. The results obtained provide promising perspective for designing a GPU-based software framework for applications in CFD.

  4. High performance direct gravitational N-body simulations on graphics processing units II: An implementation in CUDA

    NARCIS (Netherlands)

    Belleman, R.G.; Bédorf, J.; Portegies Zwart, S.F.

    2008-01-01

    We present the results of gravitational direct N-body simulations using the graphics processing unit (GPU) on a commercial NVIDIA GeForce 8800GTX designed for gaming computers. The force evaluation of the N-body problem is implemented in "Compute Unified Device Architecture" (CUDA) using the GPU to

  5. The application of projected conjugate gradient solvers on graphical processing units

    International Nuclear Information System (INIS)

    Lin, Youzuo; Renaut, Rosemary

    2011-01-01

    Graphical processing units introduce the capability for large scale computation at the desktop. Presented numerical results verify that efficiencies and accuracies of basic linear algebra subroutines of all levels when implemented in CUDA and Jacket are comparable. But experimental results demonstrate that the basic linear algebra subroutines of level three offer the greatest potential for improving efficiency of basic numerical algorithms. We consider the solution of the multiple right hand side set of linear equations using Krylov subspace-based solvers. Thus, for the multiple right hand side case, it is more efficient to make use of a block implementation of the conjugate gradient algorithm, rather than to solve each system independently. Jacket is used for the implementation. Furthermore, including projection from one system to another improves efficiency. A relevant example, for which simulated results are provided, is the reconstruction of a three dimensional medical image volume acquired from a positron emission tomography scanner. Efficiency of the reconstruction is improved by using projection across nearby slices.

  6. Fast ray-tracing of human eye optics on Graphics Processing Units.

    Science.gov (United States)

    Wei, Qi; Patkar, Saket; Pai, Dinesh K

    2014-05-01

    We present a new technique for simulating retinal image formation by tracing a large number of rays from objects in three dimensions as they pass through the optic apparatus of the eye to objects. Simulating human optics is useful for understanding basic questions of vision science and for studying vision defects and their corrections. Because of the complexity of computing such simulations accurately, most previous efforts used simplified analytical models of the normal eye. This makes them less effective in modeling vision disorders associated with abnormal shapes of the ocular structures which are hard to be precisely represented by analytical surfaces. We have developed a computer simulator that can simulate ocular structures of arbitrary shapes, for instance represented by polygon meshes. Topographic and geometric measurements of the cornea, lens, and retina from keratometer or medical imaging data can be integrated for individualized examination. We utilize parallel processing using modern Graphics Processing Units (GPUs) to efficiently compute retinal images by tracing millions of rays. A stable retinal image can be generated within minutes. We simulated depth-of-field, accommodation, chromatic aberrations, as well as astigmatism and correction. We also show application of the technique in patient specific vision correction by incorporating geometric models of the orbit reconstructed from clinical medical images. Copyright © 2014 Elsevier Ireland Ltd. All rights reserved.

  7. High-Throughput Characterization of Porous Materials Using Graphics Processing Units

    Energy Technology Data Exchange (ETDEWEB)

    Kim, Jihan; Martin, Richard L.; Rübel, Oliver; Haranczyk, Maciej; Smit, Berend

    2012-05-08

    We have developed a high-throughput graphics processing units (GPU) code that can characterize a large database of crystalline porous materials. In our algorithm, the GPU is utilized to accelerate energy grid calculations where the grid values represent interactions (i.e., Lennard-Jones + Coulomb potentials) between gas molecules (i.e., CH$_{4}$ and CO$_{2}$) and material's framework atoms. Using a parallel flood fill CPU algorithm, inaccessible regions inside the framework structures are identified and blocked based on their energy profiles. Finally, we compute the Henry coefficients and heats of adsorption through statistical Widom insertion Monte Carlo moves in the domain restricted to the accessible space. The code offers significant speedup over a single core CPU code and allows us to characterize a set of porous materials at least an order of magnitude larger than ones considered in earlier studies. For structures selected from such a prescreening algorithm, full adsorption isotherms can be calculated by conducting multiple grand canonical Monte Carlo simulations concurrently within the GPU.

  8. Real time 3D structural and Doppler OCT imaging on graphics processing units

    Science.gov (United States)

    Sylwestrzak, Marcin; Szlag, Daniel; Szkulmowski, Maciej; Gorczyńska, Iwona; Bukowska, Danuta; Wojtkowski, Maciej; Targowski, Piotr

    2013-03-01

    In this report the application of graphics processing unit (GPU) programming for real-time 3D Fourier domain Optical Coherence Tomography (FdOCT) imaging with implementation of Doppler algorithms for visualization of the flows in capillary vessels is presented. Generally, the time of the data processing of the FdOCT data on the main processor of the computer (CPU) constitute a main limitation for real-time imaging. Employing additional algorithms, such as Doppler OCT analysis, makes this processing even more time consuming. Lately developed GPUs, which offers a very high computational power, give a solution to this problem. Taking advantages of them for massively parallel data processing, allow for real-time imaging in FdOCT. The presented software for structural and Doppler OCT allow for the whole processing with visualization of 2D data consisting of 2000 A-scans generated from 2048 pixels spectra with frame rate about 120 fps. The 3D imaging in the same mode of the volume data build of 220 × 100 A-scans is performed at a rate of about 8 frames per second. In this paper a software architecture, organization of the threads and optimization applied is shown. For illustration the screen shots recorded during real time imaging of the phantom (homogeneous water solution of Intralipid in glass capillary) and the human eye in-vivo is presented.

  9. Efficient molecular dynamics simulations with many-body potentials on graphics processing units

    Science.gov (United States)

    Fan, Zheyong; Chen, Wei; Vierimaa, Ville; Harju, Ari

    2017-09-01

    Graphics processing units have been extensively used to accelerate classical molecular dynamics simulations. However, there is much less progress on the acceleration of force evaluations for many-body potentials compared to pairwise ones. In the conventional force evaluation algorithm for many-body potentials, the force, virial stress, and heat current for a given atom are accumulated within different loops, which could result in write conflict between different threads in a CUDA kernel. In this work, we provide a new force evaluation algorithm, which is based on an explicit pairwise force expression for many-body potentials derived recently (Fan et al., 2015). In our algorithm, the force, virial stress, and heat current for a given atom can be accumulated within a single thread and is free of write conflicts. We discuss the formulations and algorithms and evaluate their performance. A new open-source code, GPUMD, is developed based on the proposed formulations. For the Tersoff many-body potential, the double precision performance of GPUMD using a Tesla K40 card is equivalent to that of the LAMMPS (Large-scale Atomic/Molecular Massively Parallel Simulator) molecular dynamics code running with about 100 CPU cores (Intel Xeon CPU X5670 @ 2.93 GHz).

  10. Three Dimensional Simulation of Ion Thruster Plume-Spacecraft Interaction Based on a Graphic Processor Unit

    International Nuclear Information System (INIS)

    Ren Junxue; Xie Kan; Qiu Qian; Tang Haibin; Li Juan; Tian Huabing

    2013-01-01

    Based on the three-dimensional particle-in-cell (PIC) method and Compute Unified Device Architecture (CUDA), a parallel particle simulation code combined with a graphic processor unit (GPU) has been developed for the simulation of charge-exchange (CEX) xenon ions in the plume of an ion thruster. Using the proposed technique, the potential and CEX plasma distribution are calculated for the ion thruster plume surrounding the DS1 spacecraft at different thrust levels. The simulation results are in good agreement with measured CEX ion parameters reported in literature, and the GPU's results are equal to a CPU's. Compared with a single CPU Intel Core 2 E6300, 16-processor GPU NVIDIA GeForce 9400 GT indicates a speedup factor of 3.6 when the total macro particle number is 1.1×10 6 . The simulation results also reveal how the back flow CEX plasma affects the spacecraft floating potential, which indicates that the plume of the ion thruster is indeed able to alleviate the extreme negative floating potentials of spacecraft in geosynchronous orbit

  11. Accelerating electrostatic surface potential calculation with multi-scale approximation on graphics processing units.

    Science.gov (United States)

    Anandakrishnan, Ramu; Scogland, Tom R W; Fenley, Andrew T; Gordon, John C; Feng, Wu-chun; Onufriev, Alexey V

    2010-06-01

    Tools that compute and visualize biomolecular electrostatic surface potential have been used extensively for studying biomolecular function. However, determining the surface potential for large biomolecules on a typical desktop computer can take days or longer using currently available tools and methods. Two commonly used techniques to speed-up these types of electrostatic computations are approximations based on multi-scale coarse-graining and parallelization across multiple processors. This paper demonstrates that for the computation of electrostatic surface potential, these two techniques can be combined to deliver significantly greater speed-up than either one separately, something that is in general not always possible. Specifically, the electrostatic potential computation, using an analytical linearized Poisson-Boltzmann (ALPB) method, is approximated using the hierarchical charge partitioning (HCP) multi-scale method, and parallelized on an ATI Radeon 4870 graphical processing unit (GPU). The implementation delivers a combined 934-fold speed-up for a 476,040 atom viral capsid, compared to an equivalent non-parallel implementation on an Intel E6550 CPU without the approximation. This speed-up is significantly greater than the 42-fold speed-up for the HCP approximation alone or the 182-fold speed-up for the GPU alone. Copyright (c) 2010 Elsevier Inc. All rights reserved.

  12. Accelerating Electrostatic Surface Potential Calculation with Multiscale Approximation on Graphics Processing Units

    Science.gov (United States)

    Anandakrishnan, Ramu; Scogland, Tom R. W.; Fenley, Andrew T.; Gordon, John C.; Feng, Wu-chun; Onufriev, Alexey V.

    2010-01-01

    Tools that compute and visualize biomolecular electrostatic surface potential have been used extensively for studying biomolecular function. However, determining the surface potential for large biomolecules on a typical desktop computer can take days or longer using currently available tools and methods. Two commonly used techniques to speed up these types of electrostatic computations are approximations based on multi-scale coarse-graining and parallelization across multiple processors. This paper demonstrates that for the computation of electrostatic surface potential, these two techniques can be combined to deliver significantly greater speed-up than either one separately, something that is in general not always possible. Specifically, the electrostatic potential computation, using an analytical linearized Poisson Boltzmann (ALPB) method, is approximated using the hierarchical charge partitioning (HCP) multiscale method, and parallelized on an ATI Radeon 4870 graphical processing unit (GPU). The implementation delivers a combined 934-fold speed-up for a 476,040 atom viral capsid, compared to an equivalent non-parallel implementation on an Intel E6550 CPU without the approximation. This speed-up is significantly greater than the 42-fold speed-up for the HCP approximation alone or the 182-fold speed-up for the GPU alone. PMID:20452792

  13. Molecular Monte Carlo Simulations Using Graphics Processing Units: To Waste Recycle or Not?

    Science.gov (United States)

    Kim, Jihan; Rodgers, Jocelyn M; Athènes, Manuel; Smit, Berend

    2011-10-11

    In the waste recycling Monte Carlo (WRMC) algorithm, (1) multiple trial states may be simultaneously generated and utilized during Monte Carlo moves to improve the statistical accuracy of the simulations, suggesting that such an algorithm may be well posed for implementation in parallel on graphics processing units (GPUs). In this paper, we implement two waste recycling Monte Carlo algorithms in CUDA (Compute Unified Device Architecture) using uniformly distributed random trial states and trial states based on displacement random-walk steps, and we test the methods on a methane-zeolite MFI framework system to evaluate their utility. We discuss the specific implementation details of the waste recycling GPU algorithm and compare the methods to other parallel algorithms optimized for the framework system. We analyze the relationship between the statistical accuracy of our simulations and the CUDA block size to determine the efficient allocation of the GPU hardware resources. We make comparisons between the GPU and the serial CPU Monte Carlo implementations to assess speedup over conventional microprocessors. Finally, we apply our optimized GPU algorithms to the important problem of determining free energy landscapes, in this case for molecular motion through the zeolite LTA.

  14. Real-time speckle variance swept-source optical coherence tomography using a graphics processing unit.

    Science.gov (United States)

    Lee, Kenneth K C; Mariampillai, Adrian; Yu, Joe X Z; Cadotte, David W; Wilson, Brian C; Standish, Beau A; Yang, Victor X D

    2012-07-01

    Advances in swept source laser technology continues to increase the imaging speed of swept-source optical coherence tomography (SS-OCT) systems. These fast imaging speeds are ideal for microvascular detection schemes, such as speckle variance (SV), where interframe motion can cause severe imaging artifacts and loss of vascular contrast. However, full utilization of the laser scan speed has been hindered by the computationally intensive signal processing required by SS-OCT and SV calculations. Using a commercial graphics processing unit that has been optimized for parallel data processing, we report a complete high-speed SS-OCT platform capable of real-time data acquisition, processing, display, and saving at 108,000 lines per second. Subpixel image registration of structural images was performed in real-time prior to SV calculations in order to reduce decorrelation from stationary structures induced by the bulk tissue motion. The viability of the system was successfully demonstrated in a high bulk tissue motion scenario of human fingernail root imaging where SV images (512 × 512 pixels, n = 4) were displayed at 54 frames per second.

  15. Accelerating large-scale protein structure alignments with graphics processing units

    Directory of Open Access Journals (Sweden)

    Pang Bin

    2012-02-01

    Full Text Available Abstract Background Large-scale protein structure alignment, an indispensable tool to structural bioinformatics, poses a tremendous challenge on computational resources. To ensure structure alignment accuracy and efficiency, efforts have been made to parallelize traditional alignment algorithms in grid environments. However, these solutions are costly and of limited accessibility. Others trade alignment quality for speedup by using high-level characteristics of structure fragments for structure comparisons. Findings We present ppsAlign, a parallel protein structure Alignment framework designed and optimized to exploit the parallelism of Graphics Processing Units (GPUs. As a general-purpose GPU platform, ppsAlign could take many concurrent methods, such as TM-align and Fr-TM-align, into the parallelized algorithm design. We evaluated ppsAlign on an NVIDIA Tesla C2050 GPU card, and compared it with existing software solutions running on an AMD dual-core CPU. We observed a 36-fold speedup over TM-align, a 65-fold speedup over Fr-TM-align, and a 40-fold speedup over MAMMOTH. Conclusions ppsAlign is a high-performance protein structure alignment tool designed to tackle the computational complexity issues from protein structural data. The solution presented in this paper allows large-scale structure comparisons to be performed using massive parallel computing power of GPU.

  16. Acceleration of Linear Finite-Difference Poisson-Boltzmann Methods on Graphics Processing Units.

    Science.gov (United States)

    Qi, Ruxi; Botello-Smith, Wesley M; Luo, Ray

    2017-07-11

    Electrostatic interactions play crucial roles in biophysical processes such as protein folding and molecular recognition. Poisson-Boltzmann equation (PBE)-based models have emerged as widely used in modeling these important processes. Though great efforts have been put into developing efficient PBE numerical models, challenges still remain due to the high dimensionality of typical biomolecular systems. In this study, we implemented and analyzed commonly used linear PBE solvers for the ever-improving graphics processing units (GPU) for biomolecular simulations, including both standard and preconditioned conjugate gradient (CG) solvers with several alternative preconditioners. Our implementation utilizes the standard Nvidia CUDA libraries cuSPARSE, cuBLAS, and CUSP. Extensive tests show that good numerical accuracy can be achieved given that the single precision is often used for numerical applications on GPU platforms. The optimal GPU performance was observed with the Jacobi-preconditioned CG solver, with a significant speedup over standard CG solver on CPU in our diversified test cases. Our analysis further shows that different matrix storage formats also considerably affect the efficiency of different linear PBE solvers on GPU, with the diagonal format best suited for our standard finite-difference linear systems. Further efficiency may be possible with matrix-free operations and integrated grid stencil setup specifically tailored for the banded matrices in PBE-specific linear systems.

  17. permGPU: Using graphics processing units in RNA microarray association studies

    Directory of Open Access Journals (Sweden)

    George Stephen L

    2010-06-01

    Full Text Available Abstract Background Many analyses of microarray association studies involve permutation, bootstrap resampling and cross-validation, that are ideally formulated as embarrassingly parallel computing problems. Given that these analyses are computationally intensive, scalable approaches that can take advantage of multi-core processor systems need to be developed. Results We have developed a CUDA based implementation, permGPU, that employs graphics processing units in microarray association studies. We illustrate the performance and applicability of permGPU within the context of permutation resampling for a number of test statistics. An extensive simulation study demonstrates a dramatic increase in performance when using permGPU on an NVIDIA GTX 280 card compared to an optimized C/C++ solution running on a conventional Linux server. Conclusions permGPU is available as an open-source stand-alone application and as an extension package for the R statistical environment. It provides a dramatic increase in performance for permutation resampling analysis in the context of microarray association studies. The current version offers six test statistics for carrying out permutation resampling analyses for binary, quantitative and censored time-to-event traits.

  18. Monte Carlo methods for neutron transport on graphics processing units using Cuda - 015

    International Nuclear Information System (INIS)

    Nelson, A.G.; Ivanov, K.N.

    2010-01-01

    This work examined the feasibility of utilizing Graphics Processing Units (GPUs) to accelerate Monte Carlo neutron transport simulations. First, a clean-sheet MC code was written in C++ for an x86 CPU and later ported to run on GPUs using NVIDIA's CUDA programming language. After further optimization, the GPU ran 21 times faster than the CPU code when using single-precision floating point math. This can be further increased with no additional effort if accuracy is sacrificed for speed: using a compiler flag, the speedup was increased to 22x. Further, if double-precision floating point math is desired for neutron tracking through the geometry, a speedup of 11x was obtained. The GPUs have proven to be useful in this study, but the current generation does have limitations: the maximum memory currently available on a single GPU is only 4 GB; the GPU RAM does not provide error-checking and correction; and the optimization required for large speedups can lead to confusing code. (authors)

  19. The application of projected conjugate gradient solvers on graphical processing units

    Energy Technology Data Exchange (ETDEWEB)

    Lin, Youzuo [Los Alamos National Laboratory; Renaut, Rosemary [ARIZONA STATE UNIV.

    2011-01-26

    Graphical processing units introduce the capability for large scale computation at the desktop. Presented numerical results verify that efficiencies and accuracies of basic linear algebra subroutines of all levels when implemented in CUDA and Jacket are comparable. But experimental results demonstrate that the basic linear algebra subroutines of level three offer the greatest potential for improving efficiency of basic numerical algorithms. We consider the solution of the multiple right hand side set of linear equations using Krylov subspace-based solvers. Thus, for the multiple right hand side case, it is more efficient to make use of a block implementation of the conjugate gradient algorithm, rather than to solve each system independently. Jacket is used for the implementation. Furthermore, including projection from one system to another improves efficiency. A relevant example, for which simulated results are provided, is the reconstruction of a three dimensional medical image volume acquired from a positron emission tomography scanner. Efficiency of the reconstruction is improved by using projection across nearby slices.

  20. Continuous Learning Graphical Knowledge Unit for Cluster Identification in High Density Data Sets

    Directory of Open Access Journals (Sweden)

    K.K.L.B. Adikaram

    2016-12-01

    Full Text Available Big data are visually cluttered by overlapping data points. Rather than removing, reducing or reformulating overlap, we propose a simple, effective and powerful technique for density cluster generation and visualization, where point marker (graphical symbol of a data point overlap is exploited in an additive fashion in order to obtain bitmap data summaries in which clusters can be identified visually, aided by automatically generated contour lines. In the proposed method, the plotting area is a bitmap and the marker is a shape of more than one pixel. As the markers overlap, the red, green and blue (RGB colour values of pixels in the shared region are added. Thus, a pixel of a 24-bit RGB bitmap can code up to 224 (over 1.6 million overlaps. A higher number of overlaps at the same location makes the colour of this area identical, which can be identified by the naked eye. A bitmap is a matrix of colour values that can be represented as integers. The proposed method updates this matrix while adding new points. Thus, this matrix can be considered as an up-to-time knowledge unit of processed data. Results show cluster generation, cluster identification, missing and out-of-range data visualization, and outlier detection capability of the newly proposed method.

  1. Accelerating adaptive inverse distance weighting interpolation algorithm on a graphics processing unit.

    Science.gov (United States)

    Mei, Gang; Xu, Liangliang; Xu, Nengxiong

    2017-09-01

    This paper focuses on designing and implementing parallel adaptive inverse distance weighting (AIDW) interpolation algorithms by using the graphics processing unit (GPU). The AIDW is an improved version of the standard IDW, which can adaptively determine the power parameter according to the data points' spatial distribution pattern and achieve more accurate predictions than those predicted by IDW. In this paper, we first present two versions of the GPU-accelerated AIDW, i.e. the naive version without profiting from the shared memory and the tiled version taking advantage of the shared memory. We also implement the naive version and the tiled version using two data layouts, structure of arrays and array of aligned structures, on both single and double precision. We then evaluate the performance of parallel AIDW by comparing it with its corresponding serial algorithm on three different machines equipped with the GPUs GT730M, M5000 and K40c. The experimental results indicate that: (i) there is no significant difference in the computational efficiency when different data layouts are employed; (ii) the tiled version is always slightly faster than the naive version; and (iii) on single precision the achieved speed-up can be up to 763 (on the GPU M5000), while on double precision the obtained highest speed-up is 197 (on the GPU K40c). To benefit the community, all source code and testing data related to the presented parallel AIDW algorithm are publicly available.

  2. Accelerating image reconstruction in three-dimensional optoacoustic tomography on graphics processing units.

    Science.gov (United States)

    Wang, Kun; Huang, Chao; Kao, Yu-Jiun; Chou, Cheng-Ying; Oraevsky, Alexander A; Anastasio, Mark A

    2013-02-01

    Optoacoustic tomography (OAT) is inherently a three-dimensional (3D) inverse problem. However, most studies of OAT image reconstruction still employ two-dimensional imaging models. One important reason is because 3D image reconstruction is computationally burdensome. The aim of this work is to accelerate existing image reconstruction algorithms for 3D OAT by use of parallel programming techniques. Parallelization strategies are proposed to accelerate a filtered backprojection (FBP) algorithm and two different pairs of projection/backprojection operations that correspond to two different numerical imaging models. The algorithms are designed to fully exploit the parallel computing power of graphics processing units (GPUs). In order to evaluate the parallelization strategies for the projection/backprojection pairs, an iterative image reconstruction algorithm is implemented. Computer simulation and experimental studies are conducted to investigate the computational efficiency and numerical accuracy of the developed algorithms. The GPU implementations improve the computational efficiency by factors of 1000, 125, and 250 for the FBP algorithm and the two pairs of projection/backprojection operators, respectively. Accurate images are reconstructed by use of the FBP and iterative image reconstruction algorithms from both computer-simulated and experimental data. Parallelization strategies for 3D OAT image reconstruction are proposed for the first time. These GPU-based implementations significantly reduce the computational time for 3D image reconstruction, complementing our earlier work on 3D OAT iterative image reconstruction.

  3. Spatial resolution recovery utilizing multi-ray tracing and graphic processing unit in PET image reconstruction

    International Nuclear Information System (INIS)

    Liang, Yicheng; Peng, Hao

    2015-01-01

    Depth-of-interaction (DOI) poses a major challenge for a PET system to achieve uniform spatial resolution across the field-of-view, particularly for small animal and organ-dedicated PET systems. In this work, we implemented an analytical method to model system matrix for resolution recovery, which was then incorporated in PET image reconstruction on a graphical processing unit platform, due to its parallel processing capacity. The method utilizes the concepts of virtual DOI layers and multi-ray tracing to calculate the coincidence detection response function for a given line-of-response. The accuracy of the proposed method was validated for a small-bore PET insert to be used for simultaneous PET/MR breast imaging. In addition, the performance comparisons were studied among the following three cases: 1) no physical DOI and no resolution modeling; 2) two physical DOI layers and no resolution modeling; and 3) no physical DOI design but with a different number of virtual DOI layers. The image quality was quantitatively evaluated in terms of spatial resolution (full-width-half-maximum and position offset), contrast recovery coefficient and noise. The results indicate that the proposed method has the potential to be used as an alternative to other physical DOI designs and achieve comparable imaging performances, while reducing detector/system design cost and complexity. (paper)

  4. An Optimized Multicolor Point-Implicit Solver for Unstructured Grid Applications on Graphics Processing Units

    Science.gov (United States)

    Zubair, Mohammad; Nielsen, Eric; Luitjens, Justin; Hammond, Dana

    2016-01-01

    In the field of computational fluid dynamics, the Navier-Stokes equations are often solved using an unstructuredgrid approach to accommodate geometric complexity. Implicit solution methodologies for such spatial discretizations generally require frequent solution of large tightly-coupled systems of block-sparse linear equations. The multicolor point-implicit solver used in the current work typically requires a significant fraction of the overall application run time. In this work, an efficient implementation of the solver for graphics processing units is proposed. Several factors present unique challenges to achieving an efficient implementation in this environment. These include the variable amount of parallelism available in different kernel calls, indirect memory access patterns, low arithmetic intensity, and the requirement to support variable block sizes. In this work, the solver is reformulated to use standard sparse and dense Basic Linear Algebra Subprograms (BLAS) functions. However, numerical experiments show that the performance of the BLAS functions available in existing CUDA libraries is suboptimal for matrices representative of those encountered in actual simulations. Instead, optimized versions of these functions are developed. Depending on block size, the new implementations show performance gains of up to 7x over the existing CUDA library functions.

  5. Multidimensional upwind hydrodynamics on unstructured meshes using graphics processing units - I. Two-dimensional uniform meshes

    Science.gov (United States)

    Paardekooper, S.-J.

    2017-08-01

    We present a new method for numerical hydrodynamics which uses a multidimensional generalization of the Roe solver and operates on an unstructured triangular mesh. The main advantage over traditional methods based on Riemann solvers, which commonly use one-dimensional flux estimates as building blocks for a multidimensional integration, is its inherently multidimensional nature, and as a consequence its ability to recognize multidimensional stationary states that are not hydrostatic. A second novelty is the focus on graphics processing units (GPUs). By tailoring the algorithms specifically to GPUs, we are able to get speedups of 100-250 compared to a desktop machine. We compare the multidimensional upwind scheme to a traditional, dimensionally split implementation of the Roe solver on several test problems, and we find that the new method significantly outperforms the Roe solver in almost all cases. This comes with increased computational costs per time-step, which makes the new method approximately a factor of 2 slower than a dimensionally split scheme acting on a structured grid.

  6. GAMER: A GRAPHIC PROCESSING UNIT ACCELERATED ADAPTIVE-MESH-REFINEMENT CODE FOR ASTROPHYSICS

    International Nuclear Information System (INIS)

    Schive, H.-Y.; Tsai, Y.-C.; Chiueh Tzihong

    2010-01-01

    We present the newly developed code, GPU-accelerated Adaptive-MEsh-Refinement code (GAMER), which adopts a novel approach in improving the performance of adaptive-mesh-refinement (AMR) astrophysical simulations by a large factor with the use of the graphic processing unit (GPU). The AMR implementation is based on a hierarchy of grid patches with an oct-tree data structure. We adopt a three-dimensional relaxing total variation diminishing scheme for the hydrodynamic solver and a multi-level relaxation scheme for the Poisson solver. Both solvers have been implemented in GPU, by which hundreds of patches can be advanced in parallel. The computational overhead associated with the data transfer between the CPU and GPU is carefully reduced by utilizing the capability of asynchronous memory copies in GPU, and the computing time of the ghost-zone values for each patch is diminished by overlapping it with the GPU computations. We demonstrate the accuracy of the code by performing several standard test problems in astrophysics. GAMER is a parallel code that can be run in a multi-GPU cluster system. We measure the performance of the code by performing purely baryonic cosmological simulations in different hardware implementations, in which detailed timing analyses provide comparison between the computations with and without GPU(s) acceleration. Maximum speed-up factors of 12.19 and 10.47 are demonstrated using one GPU with 4096 3 effective resolution and 16 GPUs with 8192 3 effective resolution, respectively.

  7. Space Object Collision Probability via Monte Carlo on the Graphics Processing Unit

    Science.gov (United States)

    Vittaldev, Vivek; Russell, Ryan P.

    2017-09-01

    Fast and accurate collision probability computations are essential for protecting space assets. Monte Carlo (MC) simulation is the most accurate but computationally intensive method. A Graphics Processing Unit (GPU) is used to parallelize the computation and reduce the overall runtime. Using MC techniques to compute the collision probability is common in literature as the benchmark. An optimized implementation on the GPU, however, is a challenging problem and is the main focus of the current work. The MC simulation takes samples from the uncertainty distributions of the Resident Space Objects (RSOs) at any time during a time window of interest and outputs the separations at closest approach. Therefore, any uncertainty propagation method may be used and the collision probability is automatically computed as a function of RSO collision radii. Integration using a fixed time step and a quartic interpolation after every Runge Kutta step ensures that no close approaches are missed. Two orders of magnitude speedups over a serial CPU implementation are shown, and speedups improve moderately with higher fidelity dynamics. The tool makes the MC approach tractable on a single workstation, and can be used as a final product, or for verifying surrogate and analytical collision probability methods.

  8. Development of a Monte Carlo software to photon transportation in voxel structures using graphic processing units

    International Nuclear Information System (INIS)

    Bellezzo, Murillo

    2014-01-01

    As the most accurate method to estimate absorbed dose in radiotherapy, Monte Carlo Method (MCM) has been widely used in radiotherapy treatment planning. Nevertheless, its efficiency can be improved for clinical routine applications. In this thesis, the CUBMC code is presented, a GPU-based MC photon transport algorithm for dose calculation under the Compute Unified Device Architecture (CUDA) platform. The simulation of physical events is based on the algorithm used in PENELOPE, and the cross section table used is the one generated by the MATERIAL routine, also present in PENELOPE code. Photons are transported in voxel-based geometries with different compositions. There are two distinct approaches used for transport simulation. The rst of them forces the photon to stop at every voxel frontier, the second one is the Woodcock method, where the photon ignores the existence of borders and travels in homogeneous fictitious media. The CUBMC code aims to be an alternative of Monte Carlo simulator code that, by using the capability of parallel processing of graphics processing units (GPU), provide high performance simulations in low cost compact machines, and thus can be applied in clinical cases and incorporated in treatment planning systems for radiotherapy. (author)

  9. Multidisciplinary Simulation Acceleration using Multiple Shared-Memory Graphical Processing Units

    Science.gov (United States)

    Kemal, Jonathan Yashar

    For purposes of optimizing and analyzing turbomachinery and other designs, the unsteady Favre-averaged flow-field differential equations for an ideal compressible gas can be solved in conjunction with the heat conduction equation. We solve all equations using the finite-volume multiple-grid numerical technique, with the dual time-step scheme used for unsteady simulations. Our numerical solver code targets CUDA-capable Graphical Processing Units (GPUs) produced by NVIDIA. Making use of MPI, our solver can run across networked compute notes, where each MPI process can use either a GPU or a Central Processing Unit (CPU) core for primary solver calculations. We use NVIDIA Tesla C2050/C2070 GPUs based on the Fermi architecture, and compare our resulting performance against Intel Zeon X5690 CPUs. Solver routines converted to CUDA typically run about 10 times faster on a GPU for sufficiently dense computational grids. We used a conjugate cylinder computational grid and ran a turbulent steady flow simulation using 4 increasingly dense computational grids. Our densest computational grid is divided into 13 blocks each containing 1033x1033 grid points, for a total of 13.87 million grid points or 1.07 million grid points per domain block. To obtain overall speedups, we compare the execution time of the solver's iteration loop, including all resource intensive GPU-related memory copies. Comparing the performance of 8 GPUs to that of 8 CPUs, we obtain an overall speedup of about 6.0 when using our densest computational grid. This amounts to an 8-GPU simulation running about 39.5 times faster than running than a single-CPU simulation.

  10. Computing the Density Matrix in Electronic Structure Theory on Graphics Processing Units.

    Science.gov (United States)

    Cawkwell, M J; Sanville, E J; Mniszewski, S M; Niklasson, Anders M N

    2012-11-13

    The self-consistent solution of a Schrödinger-like equation for the density matrix is a critical and computationally demanding step in quantum-based models of interatomic bonding. This step was tackled historically via the diagonalization of the Hamiltonian. We have investigated the performance and accuracy of the second-order spectral projection (SP2) algorithm for the computation of the density matrix via a recursive expansion of the Fermi operator in a series of generalized matrix-matrix multiplications. We demonstrate that owing to its simplicity, the SP2 algorithm [Niklasson, A. M. N. Phys. Rev. B2002, 66, 155115] is exceptionally well suited to implementation on graphics processing units (GPUs). The performance in double and single precision arithmetic of a hybrid GPU/central processing unit (CPU) and full GPU implementation of the SP2 algorithm exceed those of a CPU-only implementation of the SP2 algorithm and traditional matrix diagonalization when the dimensions of the matrices exceed about 2000 × 2000. Padding schemes for arrays allocated in the GPU memory that optimize the performance of the CUBLAS implementations of the level 3 BLAS DGEMM and SGEMM subroutines for generalized matrix-matrix multiplications are described in detail. The analysis of the relative performance of the hybrid CPU/GPU and full GPU implementations indicate that the transfer of arrays between the GPU and CPU constitutes only a small fraction of the total computation time. The errors measured in the self-consistent density matrices computed using the SP2 algorithm are generally smaller than those measured in matrices computed via diagonalization. Furthermore, the errors in the density matrices computed using the SP2 algorithm do not exhibit any dependence of system size, whereas the errors increase linearly with the number of orbitals when diagonalization is employed.

  11. Audiovisual Capture with Ambiguous Audiovisual Stimuli

    Directory of Open Access Journals (Sweden)

    Jean-Michel Hupé

    2011-10-01

    Full Text Available Audiovisual capture happens when information across modalities get fused into a coherent percept. Ambiguous multi-modal stimuli have the potential to be powerful tools to observe such effects. We used such stimuli made of temporally synchronized and spatially co-localized visual flashes and auditory tones. The flashes produced bistable apparent motion and the tones produced ambiguous streaming. We measured strong interferences between perceptual decisions in each modality, a case of audiovisual capture. However, does this mean that audiovisual capture occurs before bistable decision? We argue that this is not the case, as the interference had a slow temporal dynamics and was modulated by audiovisual congruence, suggestive of high-level factors such as attention or intention. We propose a framework to integrate bistability and audiovisual capture, which distinguishes between “what” competes and “how” it competes (Hupé et al., 2008. The audiovisual interactions may be the result of contextual influences on neural representations (“what” competes, quite independent from the causal mechanisms of perceptual switches (“how” it competes. This framework predicts that audiovisual capture can bias bistability especially if modalities are congruent (Sato et al., 2007, but that is fundamentally distinct in nature from the bistable competition mechanism.

  12. Embedded-Based Graphics Processing Unit Cluster Platform for Multiple Sequence Alignments

    Directory of Open Access Journals (Sweden)

    Jyh-Da Wei

    2017-08-01

    Full Text Available High-end graphics processing units (GPUs, such as NVIDIA Tesla/Fermi/Kepler series cards with thousands of cores per chip, are widely applied to high-performance computing fields in a decade. These desktop GPU cards should be installed in personal computers/servers with desktop CPUs, and the cost and power consumption of constructing a GPU cluster platform are very high. In recent years, NVIDIA releases an embedded board, called Jetson Tegra K1 (TK1, which contains 4 ARM Cortex-A15 CPUs and 192 Compute Unified Device Architecture cores (belong to Kepler GPUs. Jetson Tegra K1 has several advantages, such as the low cost, low power consumption, and high applicability, and it has been applied into several specific applications. In our previous work, a bioinformatics platform with a single TK1 (STK platform was constructed, and this previous work is also used to prove that the Web and mobile services can be implemented in the STK platform with a good cost-performance ratio by comparing a STK platform with the desktop CPU and GPU. In this work, an embedded-based GPU cluster platform will be constructed with multiple TK1s (MTK platform. Complex system installation and setup are necessary procedures at first. Then, 2 job assignment modes are designed for the MTK platform to provide services for users. Finally, ClustalW v2.0.11 and ClustalWtk will be ported to the MTK platform. The experimental results showed that the speedup ratios achieved 5.5 and 4.8 times for ClustalW v2.0.11 and ClustalWtk, respectively, by comparing 6 TK1s with a single TK1. The MTK platform is proven to be useful for multiple sequence alignments.

  13. Embedded-Based Graphics Processing Unit Cluster Platform for Multiple Sequence Alignments.

    Science.gov (United States)

    Wei, Jyh-Da; Cheng, Hui-Jun; Lin, Chun-Yuan; Ye, Jin; Yeh, Kuan-Yu

    2017-01-01

    High-end graphics processing units (GPUs), such as NVIDIA Tesla/Fermi/Kepler series cards with thousands of cores per chip, are widely applied to high-performance computing fields in a decade. These desktop GPU cards should be installed in personal computers/servers with desktop CPUs, and the cost and power consumption of constructing a GPU cluster platform are very high. In recent years, NVIDIA releases an embedded board, called Jetson Tegra K1 (TK1), which contains 4 ARM Cortex-A15 CPUs and 192 Compute Unified Device Architecture cores (belong to Kepler GPUs). Jetson Tegra K1 has several advantages, such as the low cost, low power consumption, and high applicability, and it has been applied into several specific applications. In our previous work, a bioinformatics platform with a single TK1 (STK platform) was constructed, and this previous work is also used to prove that the Web and mobile services can be implemented in the STK platform with a good cost-performance ratio by comparing a STK platform with the desktop CPU and GPU. In this work, an embedded-based GPU cluster platform will be constructed with multiple TK1s (MTK platform). Complex system installation and setup are necessary procedures at first. Then, 2 job assignment modes are designed for the MTK platform to provide services for users. Finally, ClustalW v2.0.11 and ClustalWtk will be ported to the MTK platform. The experimental results showed that the speedup ratios achieved 5.5 and 4.8 times for ClustalW v2.0.11 and ClustalWtk, respectively, by comparing 6 TK1s with a single TK1. The MTK platform is proven to be useful for multiple sequence alignments.

  14. FLOCKING-BASED DOCUMENT CLUSTERING ON THE GRAPHICS PROCESSING UNIT [Book Chapter

    Energy Technology Data Exchange (ETDEWEB)

    Charles, J S; Patton, R M; Potok, T E; Cui, X

    2008-01-01

    Analyzing and grouping documents by content is a complex problem. One explored method of solving this problem borrows from nature, imitating the fl ocking behavior of birds. Each bird represents a single document and fl ies toward other documents that are similar to it. One limitation of this method of document clustering is its complexity O(n2). As the number of documents grows, it becomes increasingly diffi cult to receive results in a reasonable amount of time. However, fl ocking behavior, along with most naturally inspired algorithms such as ant colony optimization and particle swarm optimization, are highly parallel and have experienced improved performance on expensive cluster computers. In the last few years, the graphics processing unit (GPU) has received attention for its ability to solve highly-parallel and semi-parallel problems much faster than the traditional sequential processor. Some applications see a huge increase in performance on this new platform. The cost of these high-performance devices is also marginal when compared with the price of cluster machines. In this paper, we have conducted research to exploit this architecture and apply its strengths to the document flocking problem. Our results highlight the potential benefi t the GPU brings to all naturally inspired algorithms. Using the CUDA platform from NVIDIA®, we developed a document fl ocking implementation to be run on the NVIDIA® GEFORCE 8800. Additionally, we developed a similar but sequential implementation of the same algorithm to be run on a desktop CPU. We tested the performance of each on groups of news articles ranging in size from 200 to 3,000 documents. The results of these tests were very signifi cant. Performance gains ranged from three to nearly fi ve times improvement of the GPU over the CPU implementation. This dramatic improvement in runtime makes the GPU a potentially revolutionary platform for document clustering algorithms.

  15. Fast analysis of molecular dynamics trajectories with graphics processing units-Radial distribution function histogramming

    International Nuclear Information System (INIS)

    Levine, Benjamin G.; Stone, John E.; Kohlmeyer, Axel

    2011-01-01

    The calculation of radial distribution functions (RDFs) from molecular dynamics trajectory data is a common and computationally expensive analysis task. The rate limiting step in the calculation of the RDF is building a histogram of the distance between atom pairs in each trajectory frame. Here we present an implementation of this histogramming scheme for multiple graphics processing units (GPUs). The algorithm features a tiling scheme to maximize the reuse of data at the fastest levels of the GPU's memory hierarchy and dynamic load balancing to allow high performance on heterogeneous configurations of GPUs. Several versions of the RDF algorithm are presented, utilizing the specific hardware features found on different generations of GPUs. We take advantage of larger shared memory and atomic memory operations available on state-of-the-art GPUs to accelerate the code significantly. The use of atomic memory operations allows the fast, limited-capacity on-chip memory to be used much more efficiently, resulting in a fivefold increase in performance compared to the version of the algorithm without atomic operations. The ultimate version of the algorithm running in parallel on four NVIDIA GeForce GTX 480 (Fermi) GPUs was found to be 92 times faster than a multithreaded implementation running on an Intel Xeon 5550 CPU. On this multi-GPU hardware, the RDF between two selections of 1,000,000 atoms each can be calculated in 26.9 s per frame. The multi-GPU RDF algorithms described here are implemented in VMD, a widely used and freely available software package for molecular dynamics visualization and analysis.

  16. Real-time computation of parameter fitting and image reconstruction using graphical processing units

    Science.gov (United States)

    Locans, Uldis; Adelmann, Andreas; Suter, Andreas; Fischer, Jannis; Lustermann, Werner; Dissertori, Günther; Wang, Qiulin

    2017-06-01

    In recent years graphical processing units (GPUs) have become a powerful tool in scientific computing. Their potential to speed up highly parallel applications brings the power of high performance computing to a wider range of users. However, programming these devices and integrating their use in existing applications is still a challenging task. In this paper we examined the potential of GPUs for two different applications. The first application, created at Paul Scherrer Institut (PSI), is used for parameter fitting during data analysis of μSR (muon spin rotation, relaxation and resonance) experiments. The second application, developed at ETH, is used for PET (Positron Emission Tomography) image reconstruction and analysis. Applications currently in use were examined to identify parts of the algorithms in need of optimization. Efficient GPU kernels were created in order to allow applications to use a GPU, to speed up the previously identified parts. Benchmarking tests were performed in order to measure the achieved speedup. During this work, we focused on single GPU systems to show that real time data analysis of these problems can be achieved without the need for large computing clusters. The results show that the currently used application for parameter fitting, which uses OpenMP to parallelize calculations over multiple CPU cores, can be accelerated around 40 times through the use of a GPU. The speedup may vary depending on the size and complexity of the problem. For PET image analysis, the obtained speedups of the GPU version were more than × 40 larger compared to a single core CPU implementation. The achieved results show that it is possible to improve the execution time by orders of magnitude.

  17. The Structure of a Graphic Arts and Media Education for a United Europe

    Directory of Open Access Journals (Sweden)

    Anastasios Politis

    2003-04-01

    Full Text Available The graphic arts and media sector has been affected by technological developments, particularly in the last years of the 20th century. These developments mainly affect the traditional graphic arts companies which aim at pre-press and printing production processes and workflow. Furthermore, changes are taking place in the entire range of the media industry where the traditional graphic arts sector belongs.Because of these developments, the graphic arts and media sector as well as the print media will need to be reorientated. One of the principal components related to the existence and further development of companies are the employees: that is people and individuals that have any kind of professional relationship with the graphic arts and media sector.The changes in the production environment and the application of new technologies and workflows have led to the increase in the importance of education and training as one of the fundamental factors for sector development.This paper investigates the characteristics of print media within the new structure of the media industry and their relationship to the new electronic processes. Furthermore, the current structure and reform strategies that has been applied in education and training, mainly in European Union countries, is explored. As for the further development of the graphic arts and media sector, a new strategy concerning the future structure of education and training is discussed and suggested. This strategy is based on the development of a transnational educational training system for the graphic arts and media sector at a European level.

  18. Graphics Processing Unit-Enhanced Genetic Algorithms for Solving the Temporal Dynamics of Gene Regulatory Networks.

    Science.gov (United States)

    García-Calvo, Raúl; Guisado, J L; Diaz-Del-Rio, Fernando; Córdoba, Antonio; Jiménez-Morales, Francisco

    2018-01-01

    Understanding the regulation of gene expression is one of the key problems in current biology. A promising method for that purpose is the determination of the temporal dynamics between known initial and ending network states, by using simple acting rules. The huge amount of rule combinations and the nonlinear inherent nature of the problem make genetic algorithms an excellent candidate for finding optimal solutions. As this is a computationally intensive problem that needs long runtimes in conventional architectures for realistic network sizes, it is fundamental to accelerate this task. In this article, we study how to develop efficient parallel implementations of this method for the fine-grained parallel architecture of graphics processing units (GPUs) using the compute unified device architecture (CUDA) platform. An exhaustive and methodical study of various parallel genetic algorithm schemes-master-slave, island, cellular, and hybrid models, and various individual selection methods (roulette, elitist)-is carried out for this problem. Several procedures that optimize the use of the GPU's resources are presented. We conclude that the implementation that produces better results (both from the performance and the genetic algorithm fitness perspectives) is simulating a few thousands of individuals grouped in a few islands using elitist selection. This model comprises 2 mighty factors for discovering the best solutions: finding good individuals in a short number of generations, and introducing genetic diversity via a relatively frequent and numerous migration. As a result, we have even found the optimal solution for the analyzed gene regulatory network (GRN). In addition, a comparative study of the performance obtained by the different parallel implementations on GPU versus a sequential application on CPU is carried out. In our tests, a multifold speedup was obtained for our optimized parallel implementation of the method on medium class GPU over an equivalent

  19. Efficient particle-in-cell simulation of auroral plasma phenomena using a CUDA enabled graphics processing unit

    Science.gov (United States)

    Sewell, Stephen

    This thesis introduces a software framework that effectively utilizes low-cost commercially available Graphic Processing Units (GPUs) to simulate complex scientific plasma phenomena that are modeled using the Particle-In-Cell (PIC) paradigm. The software framework that was developed conforms to the Compute Unified Device Architecture (CUDA), a standard for general purpose graphic processing that was introduced by NVIDIA Corporation. This framework has been verified for correctness and applied to advance the state of understanding of the electromagnetic aspects of the development of the Aurora Borealis and Aurora Australis. For each phase of the PIC methodology, this research has identified one or more methods to exploit the problem's natural parallelism and effectively map it for execution on the graphic processing unit and its host processor. The sources of overhead that can reduce the effectiveness of parallelization for each of these methods have also been identified. One of the novel aspects of this research was the utilization of particle sorting during the grid interpolation phase. The final representation resulted in simulations that executed about 38 times faster than simulations that were run on a single-core general-purpose processing system. The scalability of this framework to larger problem sizes and future generation systems has also been investigated.

  20. 77 FR 22803 - Certain Audiovisual Components and Products Containing the Same; Institution of Investigation...

    Science.gov (United States)

    2012-04-17

    ... INTERNATIONAL TRADE COMMISSION [Inv. No. 337-TA-837] Certain Audiovisual Components and Products... importation of certain audiovisual components and products containing the same by reason of infringement of... importation, or the sale within the United States after importation of certain audiovisual components and...

  1. FamSeq: a variant calling program for family-based sequencing data using graphics processing units.

    Directory of Open Access Journals (Sweden)

    Gang Peng

    2014-10-01

    Full Text Available Various algorithms have been developed for variant calling using next-generation sequencing data, and various methods have been applied to reduce the associated false positive and false negative rates. Few variant calling programs, however, utilize the pedigree information when the family-based sequencing data are available. Here, we present a program, FamSeq, which reduces both false positive and false negative rates by incorporating the pedigree information from the Mendelian genetic model into variant calling. To accommodate variations in data complexity, FamSeq consists of four distinct implementations of the Mendelian genetic model: the Bayesian network algorithm, a graphics processing unit version of the Bayesian network algorithm, the Elston-Stewart algorithm and the Markov chain Monte Carlo algorithm. To make the software efficient and applicable to large families, we parallelized the Bayesian network algorithm that copes with pedigrees with inbreeding loops without losing calculation precision on an NVIDIA graphics processing unit. In order to compare the difference in the four methods, we applied FamSeq to pedigree sequencing data with family sizes that varied from 7 to 12. When there is no inbreeding loop in the pedigree, the Elston-Stewart algorithm gives analytical results in a short time. If there are inbreeding loops in the pedigree, we recommend the Bayesian network method, which provides exact answers. To improve the computing speed of the Bayesian network method, we parallelized the computation on a graphics processing unit. This allowed the Bayesian network method to process the whole genome sequencing data of a family of 12 individuals within two days, which was a 10-fold time reduction compared to the time required for this computation on a central processing unit.

  2. Porting of the transfer-matrix method for multilayer thin-film computations on graphics processing units

    Science.gov (United States)

    Limmer, Steffen; Fey, Dietmar

    2013-07-01

    Thin-film computations are often a time-consuming task during optical design. An efficient way to accelerate these computations with the help of graphics processing units (GPUs) is described. It turned out that significant speed-ups can be achieved. We investigate the circumstances under which the best speed-up values can be expected. Therefore we compare different GPUs among themselves and with a modern CPU. Furthermore, the effect of thickness modulation on the speed-up and the runtime behavior depending on the input data is examined.

  3. Digital audiovisual archives

    CERN Document Server

    Stockinger, Peter

    2013-01-01

    Today, huge quantities of digital audiovisual resources are already available - everywhere and at any time - through Web portals, online archives and libraries, and video blogs. One central question with respect to this huge amount of audiovisual data is how they can be used in specific (social, pedagogical, etc.) contexts and what are their potential interest for target groups (communities, professionals, students, researchers, etc.).This book examines the question of the (creative) exploitation of digital audiovisual archives from a theoretical, methodological, technical and practical

  4. 36 CFR 1256.100 - What is the copying policy for USIA audiovisual records that either have copyright protection or...

    Science.gov (United States)

    2010-07-01

    ... for USIA audiovisual records that either have copyright protection or contain copyrighted material... Distribution of United States Information Agency Audiovisual Materials in the National Archives of the United States § 1256.100 What is the copying policy for USIA audiovisual records that either have copyright...

  5. CUDASW++: optimizing Smith-Waterman sequence database searches for CUDA-enabled graphics processing units

    Directory of Open Access Journals (Sweden)

    Maskell Douglas L

    2009-05-01

    Full Text Available Abstract Background The Smith-Waterman algorithm is one of the most widely used tools for searching biological sequence databases due to its high sensitivity. Unfortunately, the Smith-Waterman algorithm is computationally demanding, which is further compounded by the exponential growth of sequence databases. The recent emergence of many-core architectures, and their associated programming interfaces, provides an opportunity to accelerate sequence database searches using commonly available and inexpensive hardware. Findings Our CUDASW++ implementation (benchmarked on a single-GPU NVIDIA GeForce GTX 280 graphics card and a dual-GPU GeForce GTX 295 graphics card provides a significant performance improvement compared to other publicly available implementations, such as SWPS3, CBESW, SW-CUDA, and NCBI-BLAST. CUDASW++ supports query sequences of length up to 59K and for query sequences ranging in length from 144 to 5,478 in Swiss-Prot release 56.6, the single-GPU version achieves an average performance of 9.509 GCUPS with a lowest performance of 9.039 GCUPS and a highest performance of 9.660 GCUPS, and the dual-GPU version achieves an average performance of 14.484 GCUPS with a lowest performance of 10.660 GCUPS and a highest performance of 16.087 GCUPS. Conclusion CUDASW++ is publicly available open-source software. It provides a significant performance improvement for Smith-Waterman-based protein sequence database searches by fully exploiting the compute capability of commonly used CUDA-enabled low-cost GPUs.

  6. Use of Audiovisual Media and Equipment by Medical Educationists ...

    African Journals Online (AJOL)

    The most frequently used audiovisual medium and equipment is transparency on Overhead projector (O. H. P.) while the medium and equipment that is barely used for teaching is computer graphics on multi-media projector. This study also suggests ways of improving teaching-learning processes in medical education, ...

  7. A real-time GNSS-R system based on software-defined radio and graphics processing units

    Science.gov (United States)

    Hobiger, Thomas; Amagai, Jun; Aida, Masanori; Narita, Hideki

    2012-04-01

    Reflected signals of the Global Navigation Satellite System (GNSS) from the sea or land surface can be utilized to deduce and monitor physical and geophysical parameters of the reflecting area. Unlike most other remote sensing techniques, GNSS-Reflectometry (GNSS-R) operates as a passive radar that takes advantage from the increasing number of navigation satellites that broadcast their L-band signals. Thereby, most of the GNSS-R receiver architectures are based on dedicated hardware solutions. Software-defined radio (SDR) technology has advanced in the recent years and enabled signal processing in real-time, which makes it an ideal candidate for the realization of a flexible GNSS-R system. Additionally, modern commodity graphic cards, which offer massive parallel computing performances, allow to handle the whole signal processing chain without interfering with the PC's CPU. Thus, this paper describes a GNSS-R system which has been developed on the principles of software-defined radio supported by General Purpose Graphics Processing Units (GPGPUs), and presents results from initial field tests which confirm the anticipated capability of the system.

  8. Real-time autocorrelator for fluorescence correlation spectroscopy based on graphical-processor-unit architecture: method, implementation, and comparative studies

    Science.gov (United States)

    Laracuente, Nicholas; Grossman, Carl

    2013-03-01

    We developed an algorithm and software to calculate autocorrelation functions from real-time photon-counting data using the fast, parallel capabilities of graphical processor units (GPUs). Recent developments in hardware and software have allowed for general purpose computing with inexpensive GPU hardware. These devices are more suited for emulating hardware autocorrelators than traditional CPU-based software applications by emphasizing parallel throughput over sequential speed. Incoming data are binned in a standard multi-tau scheme with configurable points-per-bin size and are mapped into a GPU memory pattern to reduce time-expensive memory access. Applications include dynamic light scattering (DLS) and fluorescence correlation spectroscopy (FCS) experiments. We ran the software on a 64-core graphics pci card in a 3.2 GHz Intel i5 CPU based computer running Linux. FCS measurements were made on Alexa-546 and Texas Red dyes in a standard buffer (PBS). Software correlations were compared to hardware correlator measurements on the same signals. Supported by HHMI and Swarthmore College

  9. The Metropolis Monte Carlo method with CUDA enabled Graphic Processing Units

    Energy Technology Data Exchange (ETDEWEB)

    Hall, Clifford [Computational Materials Science Center, George Mason University, 4400 University Dr., Fairfax, VA 22030 (United States); School of Physics, Astronomy, and Computational Sciences, George Mason University, 4400 University Dr., Fairfax, VA 22030 (United States); Ji, Weixiao [Computational Materials Science Center, George Mason University, 4400 University Dr., Fairfax, VA 22030 (United States); Blaisten-Barojas, Estela, E-mail: blaisten@gmu.edu [Computational Materials Science Center, George Mason University, 4400 University Dr., Fairfax, VA 22030 (United States); School of Physics, Astronomy, and Computational Sciences, George Mason University, 4400 University Dr., Fairfax, VA 22030 (United States)

    2014-02-01

    We present a CPU–GPU system for runtime acceleration of large molecular simulations using GPU computation and memory swaps. The memory architecture of the GPU can be used both as container for simulation data stored on the graphics card and as floating-point code target, providing an effective means for the manipulation of atomistic or molecular data on the GPU. To fully take advantage of this mechanism, efficient GPU realizations of algorithms used to perform atomistic and molecular simulations are essential. Our system implements a versatile molecular engine, including inter-molecule interactions and orientational variables for performing the Metropolis Monte Carlo (MMC) algorithm, which is one type of Markov chain Monte Carlo. By combining memory objects with floating-point code fragments we have implemented an MMC parallel engine that entirely avoids the communication time of molecular data at runtime. Our runtime acceleration system is a forerunner of a new class of CPU–GPU algorithms exploiting memory concepts combined with threading for avoiding bus bandwidth and communication. The testbed molecular system used here is a condensed phase system of oligopyrrole chains. A benchmark shows a size scaling speedup of 60 for systems with 210,000 pyrrole monomers. Our implementation can easily be combined with MPI to connect in parallel several CPU–GPU duets. -- Highlights: •We parallelize the Metropolis Monte Carlo (MMC) algorithm on one CPU—GPU duet. •The Adaptive Tempering Monte Carlo employs MMC and profits from this CPU—GPU implementation. •Our benchmark shows a size scaling-up speedup of 62 for systems with 225,000 particles. •The testbed involves a polymeric system of oligopyrroles in the condensed phase. •The CPU—GPU parallelization includes dipole—dipole and Mie—Jones classic potentials.

  10. The Metropolis Monte Carlo method with CUDA enabled Graphic Processing Units

    International Nuclear Information System (INIS)

    Hall, Clifford; Ji, Weixiao; Blaisten-Barojas, Estela

    2014-01-01

    We present a CPU–GPU system for runtime acceleration of large molecular simulations using GPU computation and memory swaps. The memory architecture of the GPU can be used both as container for simulation data stored on the graphics card and as floating-point code target, providing an effective means for the manipulation of atomistic or molecular data on the GPU. To fully take advantage of this mechanism, efficient GPU realizations of algorithms used to perform atomistic and molecular simulations are essential. Our system implements a versatile molecular engine, including inter-molecule interactions and orientational variables for performing the Metropolis Monte Carlo (MMC) algorithm, which is one type of Markov chain Monte Carlo. By combining memory objects with floating-point code fragments we have implemented an MMC parallel engine that entirely avoids the communication time of molecular data at runtime. Our runtime acceleration system is a forerunner of a new class of CPU–GPU algorithms exploiting memory concepts combined with threading for avoiding bus bandwidth and communication. The testbed molecular system used here is a condensed phase system of oligopyrrole chains. A benchmark shows a size scaling speedup of 60 for systems with 210,000 pyrrole monomers. Our implementation can easily be combined with MPI to connect in parallel several CPU–GPU duets. -- Highlights: •We parallelize the Metropolis Monte Carlo (MMC) algorithm on one CPU—GPU duet. •The Adaptive Tempering Monte Carlo employs MMC and profits from this CPU—GPU implementation. •Our benchmark shows a size scaling-up speedup of 62 for systems with 225,000 particles. •The testbed involves a polymeric system of oligopyrroles in the condensed phase. •The CPU—GPU parallelization includes dipole—dipole and Mie—Jones classic potentials.

  11. What is sought from graphic designers? A first thematic analysis of job offers for graphic design positions in the United Kingdom

    OpenAIRE

    Nicoletti Dziobczenski, Paulo; Person, Oscar

    2016-01-01

    An empirically grounded understanding about which knowledge and skills that are sought from designers is missing for a number of professional subfields of design. This gap in research challenges i) design educators in planning their educational offerings and ii) design practitioners and students in articulating their contribution to clients and future employers. In this paper, we study the references that are made to knowledge and skills in job offers for graphic designers in UK. Based on a f...

  12. Analytical gradients for tensor hyper-contracted MP2 and SOS-MP2 on graphical processing units

    Science.gov (United States)

    Song, Chenchen; Martínez, Todd J.

    2017-10-01

    Analytic energy gradients for tensor hyper-contraction (THC) are derived and implemented for second-order Møller-Plesset perturbation theory (MP2), with and without the scaled-opposite-spin (SOS)-MP2 approximation. By exploiting the THC factorization, the formal scaling of MP2 and SOS-MP2 gradient calculations with respect to system size is reduced to quartic and cubic, respectively. An efficient implementation has been developed that utilizes both graphics processing units and sparse tensor techniques exploiting spatial sparsity of the atomic orbitals. THC-MP2 has been applied to both geometry optimization and ab initio molecular dynamics (AIMD) simulations. The resulting energy conservation in micro-canonical AIMD demonstrates that the implementation provides accurate nuclear gradients with respect to the THC-MP2 potential energy surfaces.

  13. Graphics processing unit accelerated intensity-based optical coherence tomography angiography using differential frames with real-time motion correction.

    Science.gov (United States)

    Watanabe, Yuuki; Takahashi, Yuhei; Numazawa, Hiroshi

    2014-02-01

    We demonstrate intensity-based optical coherence tomography (OCT) angiography using the squared difference of two sequential frames with bulk-tissue-motion (BTM) correction. This motion correction was performed by minimization of the sum of the pixel values using axial- and lateral-pixel-shifted structural OCT images. We extract the BTM-corrected image from a total of 25 calculated OCT angiographic images. Image processing was accelerated by a graphics processing unit (GPU) with many stream processors to optimize the parallel processing procedure. The GPU processing rate was faster than that of a line scan camera (46.9 kHz). Our OCT system provides the means of displaying structural OCT images and BTM-corrected OCT angiographic images in real time.

  14. Vortex particle method in parallel computations on graphical processing units used in study of the evolution of vortex structures

    International Nuclear Information System (INIS)

    Kudela, Henryk; Kosior, Andrzej

    2014-01-01

    Understanding the dynamics and the mutual interaction among various types of vortical motions is a key ingredient in clarifying and controlling fluid motion. In the paper several different cases related to vortex tube interactions are presented. Due to problems with very long computation times on the single processor, the vortex-in-cell (VIC) method is implemented on the multicore architecture of a graphics processing unit (GPU). Numerical results of leapfrogging of two vortex rings for inviscid and viscous fluid are presented as test cases for the new multi-GPU implementation of the VIC method. Influence of the Reynolds number on the reconnection process is shown for two examples: antiparallel vortex tubes and orthogonally offset vortex tubes. Our aim is to show the great potential of the VIC method for solutions of three-dimensional flow problems and that the VIC method is very well suited for parallel computation. (paper)

  15. A parallel approximate string matching under Levenshtein distance on graphics processing units using warp-shuffle operations.

    Directory of Open Access Journals (Sweden)

    ThienLuan Ho

    Full Text Available Approximate string matching with k-differences has a number of practical applications, ranging from pattern recognition to computational biology. This paper proposes an efficient memory-access algorithm for parallel approximate string matching with k-differences on Graphics Processing Units (GPUs. In the proposed algorithm, all threads in the same GPUs warp share data using warp-shuffle operation instead of accessing the shared memory. Moreover, we implement the proposed algorithm by exploiting the memory structure of GPUs to optimize its performance. Experiment results for real DNA packages revealed that the performance of the proposed algorithm and its implementation archived up to 122.64 and 1.53 times compared to that of sequential algorithm on CPU and previous parallel approximate string matching algorithm on GPUs, respectively.

  16. Massively Parallel Signal Processing using the Graphics Processing Unit for Real-Time Brain-Computer Interface Feature Extraction.

    Science.gov (United States)

    Wilson, J Adam; Williams, Justin C

    2009-01-01

    The clock speeds of modern computer processors have nearly plateaued in the past 5 years. Consequently, neural prosthetic systems that rely on processing large quantities of data in a short period of time face a bottleneck, in that it may not be possible to process all of the data recorded from an electrode array with high channel counts and bandwidth, such as electrocorticographic grids or other implantable systems. Therefore, in this study a method of using the processing capabilities of a graphics card [graphics processing unit (GPU)] was developed for real-time neural signal processing of a brain-computer interface (BCI). The NVIDIA CUDA system was used to offload processing to the GPU, which is capable of running many operations in parallel, potentially greatly increasing the speed of existing algorithms. The BCI system records many channels of data, which are processed and translated into a control signal, such as the movement of a computer cursor. This signal processing chain involves computing a matrix-matrix multiplication (i.e., a spatial filter), followed by calculating the power spectral density on every channel using an auto-regressive method, and finally classifying appropriate features for control. In this study, the first two computationally intensive steps were implemented on the GPU, and the speed was compared to both the current implementation and a central processing unit-based implementation that uses multi-threading. Significant performance gains were obtained with GPU processing: the current implementation processed 1000 channels of 250 ms in 933 ms, while the new GPU method took only 27 ms, an improvement of nearly 35 times.

  17. 36 CFR 1256.96 - What provisions apply to the transfer of USIA audiovisual records to the National Archives of the...

    Science.gov (United States)

    2010-07-01

    ... transfer of USIA audiovisual records to the National Archives of the United States? 1256.96 Section 1256.96... Information Agency Audiovisual Materials in the National Archives of the United States § 1256.96 What provisions apply to the transfer of USIA audiovisual records to the National Archives of the United States...

  18. 36 CFR 1256.98 - Can I get access to and obtain copies of USIA audiovisual records transferred to the National...

    Science.gov (United States)

    2010-07-01

    ... obtain copies of USIA audiovisual records transferred to the National Archives of the United States? 1256... United States Information Agency Audiovisual Materials in the National Archives of the United States § 1256.98 Can I get access to and obtain copies of USIA audiovisual records transferred to the National...

  19. Accelerating Monte Carlo simulations of photon transport in a voxelized geometry using a massively parallel graphics processing unit

    International Nuclear Information System (INIS)

    Badal, Andreu; Badano, Aldo

    2009-01-01

    Purpose: It is a known fact that Monte Carlo simulations of radiation transport are computationally intensive and may require long computing times. The authors introduce a new paradigm for the acceleration of Monte Carlo simulations: The use of a graphics processing unit (GPU) as the main computing device instead of a central processing unit (CPU). Methods: A GPU-based Monte Carlo code that simulates photon transport in a voxelized geometry with the accurate physics models from PENELOPE has been developed using the CUDA programming model (NVIDIA Corporation, Santa Clara, CA). Results: An outline of the new code and a sample x-ray imaging simulation with an anthropomorphic phantom are presented. A remarkable 27-fold speed up factor was obtained using a GPU compared to a single core CPU. Conclusions: The reported results show that GPUs are currently a good alternative to CPUs for the simulation of radiation transport. Since the performance of GPUs is currently increasing at a faster pace than that of CPUs, the advantages of GPU-based software are likely to be more pronounced in the future.

  20. Fast, multi-channel real-time processing of signals with microsecond latency using graphics processing units

    Energy Technology Data Exchange (ETDEWEB)

    Rath, N., E-mail: Nikolaus@rath.org; Levesque, J. P.; Mauel, M. E.; Navratil, G. A.; Peng, Q. [Department of Applied Physics and Applied Mathematics, Columbia University, 500 W 120th St, New York, New York 10027 (United States); Kato, S. [Department of Information Engineering, Nagoya University, Nagoya (Japan)

    2014-04-15

    Fast, digital signal processing (DSP) has many applications. Typical hardware options for performing DSP are field-programmable gate arrays (FPGAs), application-specific integrated DSP chips, or general purpose personal computer systems. This paper presents a novel DSP platform that has been developed for feedback control on the HBT-EP tokamak device. The system runs all signal processing exclusively on a Graphics Processing Unit (GPU) to achieve real-time performance with latencies below 8 μs. Signals are transferred into and out of the GPU using PCI Express peer-to-peer direct-memory-access transfers without involvement of the central processing unit or host memory. Tests were performed on the feedback control system of the HBT-EP tokamak using forty 16-bit floating point inputs and outputs each and a sampling rate of up to 250 kHz. Signals were digitized by a D-TACQ ACQ196 module, processing done on an NVIDIA GTX 580 GPU programmed in CUDA, and analog output was generated by D-TACQ AO32CPCI modules.

  1. Fast, multi-channel real-time processing of signals with microsecond latency using graphics processing units

    International Nuclear Information System (INIS)

    Rath, N.; Levesque, J. P.; Mauel, M. E.; Navratil, G. A.; Peng, Q.; Kato, S.

    2014-01-01

    Fast, digital signal processing (DSP) has many applications. Typical hardware options for performing DSP are field-programmable gate arrays (FPGAs), application-specific integrated DSP chips, or general purpose personal computer systems. This paper presents a novel DSP platform that has been developed for feedback control on the HBT-EP tokamak device. The system runs all signal processing exclusively on a Graphics Processing Unit (GPU) to achieve real-time performance with latencies below 8 μs. Signals are transferred into and out of the GPU using PCI Express peer-to-peer direct-memory-access transfers without involvement of the central processing unit or host memory. Tests were performed on the feedback control system of the HBT-EP tokamak using forty 16-bit floating point inputs and outputs each and a sampling rate of up to 250 kHz. Signals were digitized by a D-TACQ ACQ196 module, processing done on an NVIDIA GTX 580 GPU programmed in CUDA, and analog output was generated by D-TACQ AO32CPCI modules

  2. Accelerating Monte Carlo simulations of photon transport in a voxelized geometry using a massively parallel graphics processing unit

    Energy Technology Data Exchange (ETDEWEB)

    Badal, Andreu; Badano, Aldo [Division of Imaging and Applied Mathematics, OSEL, CDRH, U.S. Food and Drug Administration, Silver Spring, Maryland 20993-0002 (United States)

    2009-11-15

    Purpose: It is a known fact that Monte Carlo simulations of radiation transport are computationally intensive and may require long computing times. The authors introduce a new paradigm for the acceleration of Monte Carlo simulations: The use of a graphics processing unit (GPU) as the main computing device instead of a central processing unit (CPU). Methods: A GPU-based Monte Carlo code that simulates photon transport in a voxelized geometry with the accurate physics models from PENELOPE has been developed using the CUDA programming model (NVIDIA Corporation, Santa Clara, CA). Results: An outline of the new code and a sample x-ray imaging simulation with an anthropomorphic phantom are presented. A remarkable 27-fold speed up factor was obtained using a GPU compared to a single core CPU. Conclusions: The reported results show that GPUs are currently a good alternative to CPUs for the simulation of radiation transport. Since the performance of GPUs is currently increasing at a faster pace than that of CPUs, the advantages of GPU-based software are likely to be more pronounced in the future.

  3. Accelerating Monte Carlo simulations of photon transport in a voxelized geometry using a massively parallel graphics processing unit.

    Science.gov (United States)

    Badal, Andreu; Badano, Aldo

    2009-11-01

    It is a known fact that Monte Carlo simulations of radiation transport are computationally intensive and may require long computing times. The authors introduce a new paradigm for the acceleration of Monte Carlo simulations: The use of a graphics processing unit (GPU) as the main computing device instead of a central processing unit (CPU). A GPU-based Monte Carlo code that simulates photon transport in a voxelized geometry with the accurate physics models from PENELOPE has been developed using the CUDATM programming model (NVIDIA Corporation, Santa Clara, CA). An outline of the new code and a sample x-ray imaging simulation with an anthropomorphic phantom are presented. A remarkable 27-fold speed up factor was obtained using a GPU compared to a single core CPU. The reported results show that GPUs are currently a good alternative to CPUs for the simulation of radiation transport. Since the performance of GPUs is currently increasing at a faster pace than that of CPUs, the advantages of GPU-based software are likely to be more pronounced in the future.

  4. Sustainable models of audiovisual commons

    Directory of Open Access Journals (Sweden)

    Mayo Fuster Morell

    2013-03-01

    Full Text Available This paper addresses an emerging phenomenon characterized by continuous change and experimentation: the collaborative commons creation of audiovisual content online. The analysis wants to focus on models of sustainability of collaborative online creation, paying particular attention to the use of different forms of advertising. This article is an excerpt of a larger investigation, which unit of analysis are cases of Online Creation Communities that take as their central node of activity the Catalan territory. From 22 selected cases, the methodology combines quantitative analysis, through a questionnaire delivered to all cases, and qualitative analysis through face interviews conducted in 8 cases studied. The research, which conclusions we summarize in this article,in this article, leads us to conclude that the sustainability of the project depends largely on relationships of trust and interdependence between different voluntary agents, the non-monetary contributions and retributions as well as resources and infrastructure of free use. All together leads us to understand that this is and will be a very important area for the future of audiovisual content and its sustainability, which will imply changes in the policies that govern them.

  5. Audiovisual Script Writing.

    Science.gov (United States)

    Parker, Norton S.

    In audiovisual writing the writer must first learn to think in terms of moving visual presentation. The writer must research his script, organize it, and adapt it to a limited running time. By use of a pleasant-sounding narrator and well-written narration, the visual and narrative can be successfully integrated. There are two types of script…

  6. Evaluation of Selected Resource Allocation and Scheduling Methods in Heterogeneous Many-Core Processors and Graphics Processing Units

    Directory of Open Access Journals (Sweden)

    Ciznicki Milosz

    2014-12-01

    Full Text Available Heterogeneous many-core computing resources are increasingly popular among users due to their improved performance over homogeneous systems. Many developers have realized that heterogeneous systems, e.g. a combination of a shared memory multi-core CPU machine with massively parallel Graphics Processing Units (GPUs, can provide significant performance opportunities to a wide range of applications. However, the best overall performance can only be achieved if application tasks are efficiently assigned to different types of processor units in time taking into account their specific resource requirements. Additionally, one should note that available heterogeneous resources have been designed as general purpose units, however, with many built-in features accelerating specific application operations. In other words, the same algorithm or application functionality can be implemented as a different task for CPU or GPU. Nevertheless, from the perspective of various evaluation criteria, e.g. the total execution time or energy consumption, we may observe completely different results. Therefore, as tasks can be scheduled and managed in many alternative ways on both many-core CPUs or GPUs and consequently have a huge impact on the overall computing resources performance, there are needs for new and improved resource management techniques. In this paper we discuss results achieved during experimental performance studies of selected task scheduling methods in heterogeneous computing systems. Additionally, we present a new architecture for resource allocation and task scheduling library which provides a generic application programming interface at the operating system level for improving scheduling polices taking into account a diversity of tasks and heterogeneous computing resources characteristics.

  7. Use of graphics processing units for efficient evaluation of derivatives of exchange integrals by means of Fourier transform of the 1/r operator and its numerical quadrature

    Czech Academy of Sciences Publication Activity Database

    Čársky, Petr; Čurík, Roman

    2015-01-01

    Roč. 134, č. 8 (2015), 102 ISSN 1432-881X R&D Projects: GA MŠk LD14088; GA ČR GAP208/11/0452 Institutional support: RVO:61388955 Keywords : Use of graphical processing units * Fourier transform of 1/r * Electron scattering Subject RIV: CF - Physical ; Theoretical Chemistry Impact factor: 1.806, year: 2015

  8. Communication: A reduced scaling J-engine based reformulation of SOS-MP2 using graphics processing units

    Energy Technology Data Exchange (ETDEWEB)

    Maurer, S. A.; Kussmann, J.; Ochsenfeld, C., E-mail: Christian.Ochsenfeld@cup.uni-muenchen.de [Chair of Theoretical Chemistry, Department of Chemistry, University of Munich (LMU), Butenandtstr. 7, D-81377 München (Germany); Center for Integrated Protein Science (CIPSM) at the Department of Chemistry, University of Munich (LMU), Butenandtstr. 5–13, D-81377 München (Germany)

    2014-08-07

    We present a low-prefactor, cubically scaling scaled-opposite-spin second-order Møller-Plesset perturbation theory (SOS-MP2) method which is highly suitable for massively parallel architectures like graphics processing units (GPU). The scaling is reduced from O(N{sup 5}) to O(N{sup 3}) by a reformulation of the MP2-expression in the atomic orbital basis via Laplace transformation and the resolution-of-the-identity (RI) approximation of the integrals in combination with efficient sparse algebra for the 3-center integral transformation. In contrast to previous works that employ GPUs for post Hartree-Fock calculations, we do not simply employ GPU-based linear algebra libraries to accelerate the conventional algorithm. Instead, our reformulation allows to replace the rate-determining contraction step with a modified J-engine algorithm, that has been proven to be highly efficient on GPUs. Thus, our SOS-MP2 scheme enables us to treat large molecular systems in an accurate and efficient manner on a single GPU-server.

  9. Communication: A reduced scaling J-engine based reformulation of SOS-MP2 using graphics processing units.

    Science.gov (United States)

    Maurer, S A; Kussmann, J; Ochsenfeld, C

    2014-08-07

    We present a low-prefactor, cubically scaling scaled-opposite-spin second-order Møller-Plesset perturbation theory (SOS-MP2) method which is highly suitable for massively parallel architectures like graphics processing units (GPU). The scaling is reduced from O(N⁵) to O(N³) by a reformulation of the MP2-expression in the atomic orbital basis via Laplace transformation and the resolution-of-the-identity (RI) approximation of the integrals in combination with efficient sparse algebra for the 3-center integral transformation. In contrast to previous works that employ GPUs for post Hartree-Fock calculations, we do not simply employ GPU-based linear algebra libraries to accelerate the conventional algorithm. Instead, our reformulation allows to replace the rate-determining contraction step with a modified J-engine algorithm, that has been proven to be highly efficient on GPUs. Thus, our SOS-MP2 scheme enables us to treat large molecular systems in an accurate and efficient manner on a single GPU-server.

  10. Multi­-Threaded Algorithms for General purpose Graphics Processor Units in the ATLAS High Level Trigger

    CERN Document Server

    Conde Mui\\~no, Patricia; The ATLAS collaboration

    2016-01-01

    General purpose Graphics Processor Units (GPGPU) are being evaluated for possible future inclusion in an upgraded ATLAS High Level Trigger farm. We have developed a demonstrator including GPGPU implementations of Inner Detector and Muon tracking and Calorimeter clustering within the ATLAS software framework. ATLAS is a general purpose particle physics experiment located on the LHC collider at CERN. The ATLAS Trigger system consists of two levels, with level 1 implemented in hardware and the High Level Trigger implemented in software running on a farm of commodity CPU. The High Level Trigger reduces the trigger rate from the 100 kHz level 1 acceptance rate to 1 kHz for recording, requiring an average per­-event processing time of ~250 ms for this task. The selection in the high level trigger is based on reconstructing tracks in the Inner Detector and Muon Spectrometer and clusters of energy deposited in the Calorimeter. Performing this reconstruction within the available farm resources presents a significant ...

  11. Real-time acquisition and display of flow contrast using speckle variance optical coherence tomography in a graphics processing unit.

    Science.gov (United States)

    Xu, Jing; Wong, Kevin; Jian, Yifan; Sarunic, Marinko V

    2014-02-01

    In this report, we describe a graphics processing unit (GPU)-accelerated processing platform for real-time acquisition and display of flow contrast images with Fourier domain optical coherence tomography (FDOCT) in mouse and human eyes in vivo. Motion contrast from blood flow is processed using the speckle variance OCT (svOCT) technique, which relies on the acquisition of multiple B-scan frames at the same location and tracking the change of the speckle pattern. Real-time mouse and human retinal imaging using two different custom-built OCT systems with processing and display performed on GPU are presented with an in-depth analysis of performance metrics. The display output included structural OCT data, en face projections of the intensity data, and the svOCT en face projections of retinal microvasculature; these results compare projections with and without speckle variance in the different retinal layers to reveal significant contrast improvements. As a demonstration, videos of real-time svOCT for in vivo human and mouse retinal imaging are included in our results. The capability of performing real-time svOCT imaging of the retinal vasculature may be a useful tool in a clinical environment for monitoring disease-related pathological changes in the microcirculation such as diabetic retinopathy.

  12. Spins Dynamics in a Dissipative Environment: Hierarchal Equations of Motion Approach Using a Graphics Processing Unit (GPU).

    Science.gov (United States)

    Tsuchimoto, Masashi; Tanimura, Yoshitaka

    2015-08-11

    A system with many energy states coupled to a harmonic oscillator bath is considered. To study quantum non-Markovian system-bath dynamics numerically rigorously and nonperturbatively, we developed a computer code for the reduced hierarchy equations of motion (HEOM) for a graphics processor unit (GPU) that can treat the system as large as 4096 energy states. The code employs a Padé spectrum decomposition (PSD) for a construction of HEOM and the exponential integrators. Dynamics of a quantum spin glass system are studied by calculating the free induction decay signal for the cases of 3 × 2 to 3 × 4 triangular lattices with antiferromagnetic interactions. We found that spins relax faster at lower temperature due to transitions through a quantum coherent state, as represented by the off-diagonal elements of the reduced density matrix, while it has been known that the spins relax slower due to suppression of thermal activation in a classical case. The decay of the spins are qualitatively similar regardless of the lattice sizes. The pathway of spin relaxation is analyzed under a sudden temperature drop condition. The Compute Unified Device Architecture (CUDA) based source code used in the present calculations is provided as Supporting Information .

  13. Efficient Acceleration of the Pair-HMMs Forward Algorithm for GATK HaplotypeCaller on Graphics Processing Units.

    Science.gov (United States)

    Ren, Shanshan; Bertels, Koen; Al-Ars, Zaid

    2018-01-01

    GATK HaplotypeCaller (HC) is a popular variant caller, which is widely used to identify variants in complex genomes. However, due to its high variants detection accuracy, it suffers from long execution time. In GATK HC, the pair-HMMs forward algorithm accounts for a large percentage of the total execution time. This article proposes to accelerate the pair-HMMs forward algorithm on graphics processing units (GPUs) to improve the performance of GATK HC. This article presents several GPU-based implementations of the pair-HMMs forward algorithm. It also analyzes the performance bottlenecks of the implementations on an NVIDIA Tesla K40 card with various data sets. Based on these results and the characteristics of GATK HC, we are able to identify the GPU-based implementations with the highest performance for the various analyzed data sets. Experimental results show that the GPU-based implementations of the pair-HMMs forward algorithm achieve a speedup of up to 5.47× over existing GPU-based implementations.

  14. Graphics processing unit accelerated three-dimensional model for the simulation of pulsed low-temperature plasmas

    Energy Technology Data Exchange (ETDEWEB)

    Fierro, Andrew, E-mail: andrew.fierro@ttu.edu; Dickens, James; Neuber, Andreas [Center for Pulsed Power and Power Electronics, Department of Electrical and Computer Engineering, Texas Tech University, Lubbock, Texas 79409 (United States)

    2014-12-15

    A 3-dimensional particle-in-cell/Monte Carlo collision simulation that is fully implemented on a graphics processing unit (GPU) is described and used to determine low-temperature plasma characteristics at high reduced electric field, E/n, in nitrogen gas. Details of implementation on the GPU using the NVIDIA Compute Unified Device Architecture framework are discussed with respect to efficient code execution. The software is capable of tracking around 10 × 10{sup 6} particles with dynamic weighting and a total mesh size larger than 10{sup 8} cells. Verification of the simulation is performed by comparing the electron energy distribution function and plasma transport parameters to known Boltzmann Equation (BE) solvers. Under the assumption of a uniform electric field and neglecting the build-up of positive ion space charge, the simulation agrees well with the BE solvers. The model is utilized to calculate plasma characteristics of a pulsed, parallel plate discharge. A photoionization model provides the simulation with additional electrons after the initial seeded electron density has drifted towards the anode. Comparison of the performance benefits between the GPU-implementation versus a CPU-implementation is considered, and a speed-up factor of 13 for a 3D relaxation Poisson solver is obtained. Furthermore, a factor 60 speed-up is realized for parallelization of the electron processes.

  15. Performance evaluation for volumetric segmentation of multiple sclerosis lesions using MATLAB and computing engine in the graphical processing unit (GPU)

    Science.gov (United States)

    Le, Anh H.; Park, Young W.; Ma, Kevin; Jacobs, Colin; Liu, Brent J.

    2010-03-01

    Multiple Sclerosis (MS) is a progressive neurological disease affecting myelin pathways in the brain. Multiple lesions in the white matter can cause paralysis and severe motor disabilities of the affected patient. To solve the issue of inconsistency and user-dependency in manual lesion measurement of MRI, we have proposed a 3-D automated lesion quantification algorithm to enable objective and efficient lesion volume tracking. The computer-aided detection (CAD) of MS, written in MATLAB, utilizes K-Nearest Neighbors (KNN) method to compute the probability of lesions on a per-voxel basis. Despite the highly optimized algorithm of imaging processing that is used in CAD development, MS CAD integration and evaluation in clinical workflow is technically challenging due to the requirement of high computation rates and memory bandwidth in the recursive nature of the algorithm. In this paper, we present the development and evaluation of using a computing engine in the graphical processing unit (GPU) with MATLAB for segmentation of MS lesions. The paper investigates the utilization of a high-end GPU for parallel computing of KNN in the MATLAB environment to improve algorithm performance. The integration is accomplished using NVIDIA's CUDA developmental toolkit for MATLAB. The results of this study will validate the practicality and effectiveness of the prototype MS CAD in a clinical setting. The GPU method may allow MS CAD to rapidly integrate in an electronic patient record or any disease-centric health care system.

  16. R graphics

    CERN Document Server

    Murrell, Paul

    2005-01-01

    R is revolutionizing the world of statistical computing. Powerful, flexible, and best of all free, R is now the program of choice for tens of thousands of statisticians. Destined to become an instant classic, R Graphics presents the first complete, authoritative exposition on the R graphical system. Paul Murrell, widely known as the leading expert on R graphics, has developed an in-depth resource that takes nothing for granted and helps both neophyte and seasoned users master the intricacies of R graphics. After an introductory overview of R graphics facilities, the presentation first focuses

  17. Compute-unified device architecture implementation of a block-matching algorithm for multiple graphical processing unit cards.

    Science.gov (United States)

    Massanes, Francesc; Cadennes, Marie; Brankov, Jovan G

    2011-07-01

    In this paper we describe and evaluate a fast implementation of a classical block matching motion estimation algorithm for multiple Graphical Processing Units (GPUs) using the Compute Unified Device Architecture (CUDA) computing engine. The implemented block matching algorithm (BMA) uses summed absolute difference (SAD) error criterion and full grid search (FS) for finding optimal block displacement. In this evaluation we compared the execution time of a GPU and CPU implementation for images of various sizes, using integer and non-integer search grids.The results show that use of a GPU card can shorten computation time by a factor of 200 times for integer and 1000 times for a non-integer search grid. The additional speedup for non-integer search grid comes from the fact that GPU has built-in hardware for image interpolation. Further, when using multiple GPU cards, the presented evaluation shows the importance of the data splitting method across multiple cards, but an almost linear speedup with a number of cards is achievable.In addition we compared execution time of the proposed FS GPU implementation with two existing, highly optimized non-full grid search CPU based motion estimations methods, namely implementation of the Pyramidal Lucas Kanade Optical flow algorithm in OpenCV and Simplified Unsymmetrical multi-Hexagon search in H.264/AVC standard. In these comparisons, FS GPU implementation still showed modest improvement even though the computational complexity of FS GPU implementation is substantially higher than non-FS CPU implementation.We also demonstrated that for an image sequence of 720×480 pixels in resolution, commonly used in video surveillance, the proposed GPU implementation is sufficiently fast for real-time motion estimation at 30 frames-per-second using two NVIDIA C1060 Tesla GPU cards.

  18. A graphics processing unit accelerated motion correction algorithm and modular system for real-time fMRI.

    Science.gov (United States)

    Scheinost, Dustin; Hampson, Michelle; Qiu, Maolin; Bhawnani, Jitendra; Constable, R Todd; Papademetris, Xenophon

    2013-07-01

    Real-time functional magnetic resonance imaging (rt-fMRI) has recently gained interest as a possible means to facilitate the learning of certain behaviors. However, rt-fMRI is limited by processing speed and available software, and continued development is needed for rt-fMRI to progress further and become feasible for clinical use. In this work, we present an open-source rt-fMRI system for biofeedback powered by a novel Graphics Processing Unit (GPU) accelerated motion correction strategy as part of the BioImage Suite project ( www.bioimagesuite.org ). Our system contributes to the development of rt-fMRI by presenting a motion correction algorithm that provides an estimate of motion with essentially no processing delay as well as a modular rt-fMRI system design. Using empirical data from rt-fMRI scans, we assessed the quality of motion correction in this new system. The present algorithm performed comparably to standard (non real-time) offline methods and outperformed other real-time methods based on zero order interpolation of motion parameters. The modular approach to the rt-fMRI system allows the system to be flexible to the experiment and feedback design, a valuable feature for many applications. We illustrate the flexibility of the system by describing several of our ongoing studies. Our hope is that continuing development of open-source rt-fMRI algorithms and software will make this new technology more accessible and adaptable, and will thereby accelerate its application in the clinical and cognitive neurosciences.

  19. Full Monte Carlo-Based Biologic Treatment Plan Optimization System for Intensity Modulated Carbon Ion Therapy on Graphics Processing Unit.

    Science.gov (United States)

    Qin, Nan; Shen, Chenyang; Tsai, Min-Yu; Pinto, Marco; Tian, Zhen; Dedes, Georgios; Pompos, Arnold; Jiang, Steve B; Parodi, Katia; Jia, Xun

    2018-01-01

    One of the major benefits of carbon ion therapy is enhanced biological effectiveness at the Bragg peak region. For intensity modulated carbon ion therapy (IMCT), it is desirable to use Monte Carlo (MC) methods to compute the properties of each pencil beam spot for treatment planning, because of their accuracy in modeling physics processes and estimating biological effects. We previously developed goCMC, a graphics processing unit (GPU)-oriented MC engine for carbon ion therapy. The purpose of the present study was to build a biological treatment plan optimization system using goCMC. The repair-misrepair-fixation model was implemented to compute the spatial distribution of linear-quadratic model parameters for each spot. A treatment plan optimization module was developed to minimize the difference between the prescribed and actual biological effect. We used a gradient-based algorithm to solve the optimization problem. The system was embedded in the Varian Eclipse treatment planning system under a client-server architecture to achieve a user-friendly planning environment. We tested the system with a 1-dimensional homogeneous water case and 3 3-dimensional patient cases. Our system generated treatment plans with biological spread-out Bragg peaks covering the targeted regions and sparing critical structures. Using 4 NVidia GTX 1080 GPUs, the total computation time, including spot simulation, optimization, and final dose calculation, was 0.6 hour for the prostate case (8282 spots), 0.2 hour for the pancreas case (3795 spots), and 0.3 hour for the brain case (6724 spots). The computation time was dominated by MC spot simulation. We built a biological treatment plan optimization system for IMCT that performs simulations using a fast MC engine, goCMC. To the best of our knowledge, this is the first time that full MC-based IMCT inverse planning has been achieved in a clinically viable time frame. Copyright © 2017 Elsevier Inc. All rights reserved.

  20. Simultaneous reconstruction of multiple depth images without off-focus points in integral imaging using a graphics processing unit.

    Science.gov (United States)

    Yi, Faliu; Lee, Jieun; Moon, Inkyu

    2014-05-01

    The reconstruction of multiple depth images with a ray back-propagation algorithm in three-dimensional (3D) computational integral imaging is computationally burdensome. Further, a reconstructed depth image consists of a focus and an off-focus area. Focus areas are 3D points on the surface of an object that are located at the reconstructed depth, while off-focus areas include 3D points in free-space that do not belong to any object surface in 3D space. Generally, without being removed, the presence of an off-focus area would adversely affect the high-level analysis of a 3D object, including its classification, recognition, and tracking. Here, we use a graphics processing unit (GPU) that supports parallel processing with multiple processors to simultaneously reconstruct multiple depth images using a lookup table containing the shifted values along the x and y directions for each elemental image in a given depth range. Moreover, each 3D point on a depth image can be measured by analyzing its statistical variance with its corresponding samples, which are captured by the two-dimensional (2D) elemental images. These statistical variances can be used to classify depth image pixels as either focus or off-focus points. At this stage, the measurement of focus and off-focus points in multiple depth images is also implemented in parallel on a GPU. Our proposed method is conducted based on the assumption that there is no occlusion of the 3D object during the capture stage of the integral imaging process. Experimental results have demonstrated that this method is capable of removing off-focus points in the reconstructed depth image. The results also showed that using a GPU to remove the off-focus points could greatly improve the overall computational speed compared with using a CPU.

  1. Venezuela: Nueva Experiencia Audiovisual

    Directory of Open Access Journals (Sweden)

    Revista Chasqui

    2015-01-01

    Full Text Available La Universidad Simón Bolívar (USB creó en 1986, la Fundación para el Desarrollo del Arte Audiovisual, ARTEVISION. Su objetivo general es la promoción y venta de servicios y productos para la televisión, radio, cine, diseño y fotografía de alta calidad artística y técnica. Todo esto sin descuidar los aspectos teóricos-académicos de estas disciplinas.

  2. Graphic Storytelling

    Science.gov (United States)

    Thompson, John

    2009-01-01

    Graphic storytelling is a medium that allows students to make and share stories, while developing their art communication skills. American comics today are more varied in genre, approach, and audience than ever before. When considering the impact of Japanese manga on the youth, graphic storytelling emerges as a powerful player in pop culture. In…

  3. Graphics gems

    CERN Document Server

    Glassner, Andrew S

    1993-01-01

    ""The GRAPHICS GEMS Series"" was started in 1990 by Andrew Glassner. The vision and purpose of the Series was - and still is - to provide tips, techniques, and algorithms for graphics programmers. All of the gems are written by programmers who work in the field and are motivated by a common desire to share interesting ideas and tools with their colleagues. Each volume provides a new set of innovative solutions to a variety of programming problems.

  4. Graphic notation

    DEFF Research Database (Denmark)

    Bergstrøm-Nielsen, Carl

    1992-01-01

    Texbook to be used along with training the practise of graphic notation. Describes method; exercises; bibliography; collection of examples. If you can read Danish, please refer to that edition which is by far much more updated.......Texbook to be used along with training the practise of graphic notation. Describes method; exercises; bibliography; collection of examples. If you can read Danish, please refer to that edition which is by far much more updated....

  5. Audio-Visual Speaker Diarization Based on Spatiotemporal Bayesian Fusion.

    Science.gov (United States)

    Gebru, Israel D; Ba, Sileye; Li, Xiaofei; Horaud, Radu

    2018-05-01

    Speaker diarization consists of assigning speech signals to people engaged in a dialogue. An audio-visual spatiotemporal diarization model is proposed. The model is well suited for challenging scenarios that consist of several participants engaged in multi-party interaction while they move around and turn their heads towards the other participants rather than facing the cameras and the microphones. Multiple-person visual tracking is combined with multiple speech-source localization in order to tackle the speech-to-person association problem. The latter is solved within a novel audio-visual fusion method on the following grounds: binaural spectral features are first extracted from a microphone pair, then a supervised audio-visual alignment technique maps these features onto an image, and finally a semi-supervised clustering method assigns binaural spectral features to visible persons. The main advantage of this method over previous work is that it processes in a principled way speech signals uttered simultaneously by multiple persons. The diarization itself is cast into a latent-variable temporal graphical model that infers speaker identities and speech turns, based on the output of an audio-visual association process, executed at each time slice, and on the dynamics of the diarization variable itself. The proposed formulation yields an efficient exact inference procedure. A novel dataset, that contains audio-visual training data as well as a number of scenarios involving several participants engaged in formal and informal dialogue, is introduced. The proposed method is thoroughly tested and benchmarked with respect to several state-of-the art diarization algorithms.

  6. Graphic Ecologies

    Directory of Open Access Journals (Sweden)

    Brook Weld Muller

    2014-12-01

    Full Text Available This essay describes strategic approaches to graphic representation associated with critical environmental engagement and that build from the idea of works of architecture as stitches in the ecological fabric of the city. It focuses on the building up of partial or fragmented graphics in order to describe inclusive, open-ended possibilities for making architecture that marry rich experience and responsive performance. An aphoristic approach to crafting drawings involves complex layering, conscious absence and the embracing of tension. A self-critical attitude toward the generation of imagery characterized by the notion of ‘loose precision’ may lead to more transformative and environmentally responsive architectures.

  7. Graphics gems

    CERN Document Server

    Heckbert, Paul S

    1994-01-01

    Graphics Gems IV contains practical techniques for 2D and 3D modeling, animation, rendering, and image processing. The book presents articles on polygons and polyhedral; a mix of formulas, optimized algorithms, and tutorial information on the geometry of 2D, 3D, and n-D space; transformations; and parametric curves and surfaces. The text also includes articles on ray tracing; shading 3D models; and frame buffer techniques. Articles on image processing; algorithms for graphical layout; basic interpolation methods; and subroutine libraries for vector and matrix algebra are also demonstrated. Com

  8. Age-related audiovisual interactions in the superior colliculus of the rat.

    Science.gov (United States)

    Costa, M; Piché, M; Lepore, F; Guillemot, J-P

    2016-04-21

    It is well established that multisensory integration is a functional characteristic of the superior colliculus that disambiguates external stimuli and therefore reduces the reaction times toward simple audiovisual targets in space. However, in a condition where a complex audiovisual stimulus is used, such as the optical flow in the presence of modulated audio signals, little is known about the processing of the multisensory integration in the superior colliculus. Furthermore, since visual and auditory deficits constitute hallmark signs during aging, we sought to gain some insight on whether audiovisual processes in the superior colliculus are altered with age. Extracellular single-unit recordings were conducted in the superior colliculus of anesthetized Sprague-Dawley adult (10-12 months) and aged (21-22 months) rats. Looming circular concentric sinusoidal (CCS) gratings were presented alone and in the presence of sinusoidally amplitude modulated white noise. In both groups of rats, two different audiovisual response interactions were encountered in the spatial domain: superadditive, and suppressive. In contrast, additive audiovisual interactions were found only in adult rats. Hence, superior colliculus audiovisual interactions were more numerous in adult rats (38%) than in aged rats (8%). These results suggest that intersensory interactions in the superior colliculus play an essential role in space processing toward audiovisual moving objects during self-motion. Moreover, aging has a deleterious effect on complex audiovisual interactions. Copyright © 2016 IBRO. Published by Elsevier Ltd. All rights reserved.

  9. Graphic notation

    DEFF Research Database (Denmark)

    Bergstrøm-Nielsen, Carl

    2010-01-01

    Graphic notation is taught to music therapy students at Aalborg University in both simple and elaborate forms. This is a method of depicting music visually, and notations may serve as memory aids, as aids for analysis and reflection, and for communication purposes such as supervision or within...

  10. Plantilla 1: El documento audiovisual: elementos importantes

    OpenAIRE

    Alemany, Dolores

    2011-01-01

    Concepto de documento audiovisual y de documentación audiovisual, profundizando en la distinción de documentación de imagen en movimiento con posible incorporación de sonido frente al concepto de documentación audiovisual según plantea Jorge Caldera. Diferenciación entre documentos audiovisuales, obras audiovisuales y patrimonio audiovisual según Félix del Valle.

  11. Subjective Evaluation of Audiovisual Signals

    Directory of Open Access Journals (Sweden)

    F. Fikejz

    2010-01-01

    Full Text Available This paper deals with subjective evaluation of audiovisual signals, with emphasis on the interaction between acoustic and visual quality. The subjective test is realized by a simple rating method. The audiovisual signal used in this test is a combination of images compressed by JPEG compression codec and sound samples compressed by MPEG-1 Layer III. Images and sounds have various contents. It simulates a real situation when the subject listens to compressed music and watches compressed pictures without the access to original, i.e. uncompressed signals.

  12. Resurfacing Graphics

    Directory of Open Access Journals (Sweden)

    Prof. Patty K. Wongpakdee

    2013-06-01

    Full Text Available “Resurfacing Graphics” deals with the subject of unconventional design, with the purpose of engaging the viewer to experience the graphics beyond paper’s passive surface. Unconventional designs serve to reinvigorate people, whose senses are dulled by the typical, printed graphics, which bombard them each day. Today’s cutting-edge designers, illustrators and artists utilize graphics in a unique manner that allows for tactile interaction. Such works serve as valuable teaching models and encourage students to do the following: 1 investigate the trans-disciplines of art and technology; 2 appreciate that this approach can have a positive effect on the environment; 3 examine and research other approaches of design communications and 4 utilize new mediums to stretch the boundaries of artistic endeavor. This paper examines how visuals communicators are “Resurfacing Graphics” by using atypical surfaces and materials such as textile, wood, ceramics and even water. Such non-traditional transmissions of visual language serve to demonstrate student’s overreliance on paper as an outdated medium. With this exposure, students can become forward-thinking, eco-friendly, creative leaders by expanding their creative breadth and continuing the perpetual exploration for new ways to make their mark. 

  13. Resurfacing Graphics

    Directory of Open Access Journals (Sweden)

    Prof. Patty K. Wongpakdee

    2013-06-01

    Full Text Available “Resurfacing Graphics” deals with the subject of unconventional design, with the purpose of engaging the viewer to experience the graphics beyond paper’s passive surface. Unconventional designs serve to reinvigorate people, whose senses are dulled by the typical, printed graphics, which bombard them each day. Today’s cutting-edge designers, illustrators and artists utilize graphics in a unique manner that allows for tactile interaction. Such works serve as valuable teaching models and encourage students to do the following: 1 investigate the trans-disciplines of art and technology; 2 appreciate that this approach can have a positive effect on the environment; 3 examine and research other approaches of design communications and 4 utilize new mediums to stretch the boundaries of artistic endeavor. This paper examines how visuals communicators are “Resurfacing Graphics” by using atypical surfaces and materials such as textile, wood, ceramics and even water. Such non-traditional transmissions of visual language serve to demonstrate student’s overreliance on paper as an outdated medium. With this exposure, students can become forward-thinking, eco-friendly, creative leaders by expanding their creative breadth and continuing the perpetual exploration for new ways to make their mark.

  14. Graphic filter library implemented in CUDA language

    OpenAIRE

    Peroutková, Hedvika

    2009-01-01

    This thesis deals with the problem of reducing computation time of raster image processing by parallel computing on graphics processing unit. Raster image processing thereby refers to the application of graphic filters, which can be applied in sequence with different settings. This thesis evaluates the suitability of using parallelization on graphic card for raster image adjustments based on multicriterial choice. Filters are implemented for graphics processing unit in CUDA language. Opacity ...

  15. Massively parallel signal processing using the graphics processing unit for real-time brain-computer interface feature extraction

    Directory of Open Access Journals (Sweden)

    J. Adam Wilson

    2009-07-01

    Full Text Available The clock speeds of modern computer processors have nearly plateaued in the past five years. Consequently, neural prosthetic systems that rely on processing large quantities of data in a short period of time face a bottleneck, in that it may not be possible to process all of the data recorded from an electrode array with high channel counts and bandwidth, such as electrocorticographic grids or other implantable systems. Therefore, in this study a method of using the processing capabilities of a graphics card (GPU was developed for real-time neural signal processing of a brain-computer interface (BCI. The NVIDIA CUDA system was used to offload processing to the GPU, which is capable of running many operations in parallel, potentially greatly increasing the speed of existing algorithms. The BCI system records many channels of data, which are processed and translated into a control signal, such as the movement of a computer cursor. This signal processing chain involves computing a matrix-matrix multiplication (i.e., a spatial filter, followed by calculating the power spectral density on every channel using an auto-regressive method, and finally classifying appropriate features for control. In this study, the first two computationally-intensive steps were implemented on the GPU, and the speed was compared to both the current implementation and a CPU-based implementation that uses multi-threading. Significant performance gains were obtained with GPU processing: the current implementation processed 1000 channels in 933 ms, while the new GPU method took only 27 ms, an improvement of nearly 35 times.

  16. Instruction in Specialized Braille Codes, Abacus, and Tactile Graphics at Universities in the United States and Canada

    Science.gov (United States)

    Rosenblum, L. Penny; Smith, Derrick

    2012-01-01

    Introduction: This study gathered data on methods and materials that are used to teach the Nemeth braille code, computer braille, foreign-language braille, and music braille in 26 university programs in the United States and Canada that prepare teachers of students with visual impairments. Information about instruction in the abacus and the…

  17. Search in audiovisual broadcast archives

    NARCIS (Netherlands)

    Huurnink, B.

    2010-01-01

    Documentary makers, journalists, news editors, and other media professionals routinely require previously recorded audiovisual material for new productions. For example, a news editor might wish to reuse footage from overseas services for the evening news, or a documentary maker describing the

  18. Fast Shepard interpolation on graphics processing units: potential energy surfaces and dynamics for H + CH4 → H2 + CH3.

    Science.gov (United States)

    Welsch, Ralph; Manthe, Uwe

    2013-04-28

    A strategy for the fast evaluation of Shepard interpolated potential energy surfaces (PESs) utilizing graphics processing units (GPUs) is presented. Speed ups of several orders of magnitude are gained for the title reaction on the ZFWCZ PES [Y. Zhou, B. Fu, C. Wang, M. A. Collins, and D. H. Zhang, J. Chem. Phys. 134, 064323 (2011)]. Thermal rate constants are calculated employing the quantum transition state concept and the multi-layer multi-configurational time-dependent Hartree approach. Results for the ZFWCZ PES are compared to rate constants obtained for other ab initio PESs and problems are discussed. A revised PES is presented. Thermal rate constants obtained for the revised PES indicate that an accurate description of the anharmonicity around the transition state is crucial.

  19. Graphics-processing-unit-accelerated finite-difference time-domain simulation of the interaction between ultrashort laser pulses and metal nanoparticles

    Science.gov (United States)

    Nikolskiy, V. P.; Stegailov, V. V.

    2018-01-01

    Metal nanoparticles (NPs) serve as important tools for many modern technologies. However, the proper microscopic models of the interaction between ultrashort laser pulses and metal NPs are currently not very well developed in many cases. One part of the problem is the description of the warm dense matter that is formed in NPs after intense irradiation. Another part of the problem is the description of the electromagnetic waves around NPs. Description of wave propagation requires the solution of Maxwell’s equations and the finite-difference time-domain (FDTD) method is the classic approach for solving them. There are many commercial and free implementations of FDTD, including the open source software that supports graphics processing unit (GPU) acceleration. In this report we present the results on the FDTD calculations for different cases of the interaction between ultrashort laser pulses and metal nanoparticles. Following our previous results, we analyze the efficiency of the GPU acceleration of the FDTD algorithm.

  20. La regulación audiovisual: argumentos a favor y en contra The audio-visual regulation: the arguments for and against

    Directory of Open Access Journals (Sweden)

    Jordi Sopena Palomar

    2008-03-01

    Full Text Available El artículo analiza la efectividad de la regulación audiovisual y valora los diversos argumentos a favor y en contra de la existencia de consejos reguladores a nivel estatal. El debate sobre la necesidad de un organismo de este calado en España todavía persiste. La mayoría de los países comunitarios se han dotado de consejos competentes en esta materia, como es el caso del OFCOM en el Reino Unido o el CSA en Francia. En España, la regulación audiovisual se limita a organismos de alcance autonómico, como son el Consejo Audiovisual de Navarra, el de Andalucía y el Consell de l’Audiovisual de Catalunya (CAC, cuyo modelo también es abordado en este artículo. The article analyzes the effectiveness of the audio-visual regulation and assesses the different arguments for and against the existence of the broadcasting authorities at the state level. The debate of the necessity of a Spanish organism of regulation is still active. Most of the European countries have created some competent authorities, like the OFCOM in United Kingdom and the CSA in France. In Spain, the broadcasting regulation is developed by regional organisms, like the Consejo Audiovisual de Navarra, the Consejo Audiovisual de Andalucía and the Consell de l’Audiovisual de Catalunya (CAC, whose case is also studied in this article.

  1. Copyright for audiovisual work and analysis of websites offering audiovisual works

    OpenAIRE

    Chrastecká, Nicolle

    2014-01-01

    This Bachelor's thesis deals with the matter of audiovisual piracy. It discusses the question of audiovisual piracy being caused not by the wrong interpretation of law but by the lack of competitiveness among websites with legal audiovisual content. This thesis questions the quality of legal interpretation in the matter of audiovisual piracy and focuses on its sufficiency. It analyses the responsibility of website providers, providers of the illegal content, the responsibility of illegal cont...

  2. Audiovisual speech facilitates voice learning.

    Science.gov (United States)

    Sheffert, Sonya M; Olson, Elizabeth

    2004-02-01

    In this research, we investigated the effects of voice and face information on the perceptual learning of talkers and on long-term memory for spoken words. In the first phase, listeners were trained over several days to identify voices from words presented auditorily or audiovisually. The training data showed that visual information about speakers enhanced voice learning, revealing cross-modal connections in talker processing akin to those observed in speech processing. In the second phase, the listeners completed an auditory or audiovisual word recognition memory test in which equal numbers of words were spoken by familiar and unfamiliar talkers. The data showed that words presented by familiar talkers were more likely to be retrieved from episodic memory, regardless of modality. Together, these findings provide new information about the representational code underlying familiar talker recognition and the role of stimulus familiarity in episodic word recognition.

  3. Learning sparse generative models of audiovisual signals

    OpenAIRE

    Monaci, Gianluca; Sommer, Friedrich T.; Vandergheynst, Pierre

    2008-01-01

    This paper presents a novel framework to learn sparse represen- tations for audiovisual signals. An audiovisual signal is modeled as a sparse sum of audiovisual kernels. The kernels are bimodal functions made of synchronous audio and video components that can be positioned independently and arbitrarily in space and time. We design an algorithm capable of learning sets of such audiovi- sual, synchronous, shift-invariant functions by alternatingly solving a coding and a learning pr...

  4. Net neutrality and audiovisual services

    OpenAIRE

    van Eijk, N.; Nikoltchev, S.

    2011-01-01

    Net neutrality is high on the European agenda. New regulations for the communication sector provide a legal framework for net neutrality and need to be implemented on both a European and a national level. The key element is not just about blocking or slowing down traffic across communication networks: the control over the distribution of audiovisual services constitutes a vital part of the problem. In this contribution, the phenomenon of net neutrality is described first. Next, the European a...

  5. Quality models for audiovisual streaming

    Science.gov (United States)

    Thang, Truong Cong; Kim, Young Suk; Kim, Cheon Seog; Ro, Yong Man

    2006-01-01

    Quality is an essential factor in multimedia communication, especially in compression and adaptation. Quality metrics can be divided into three categories: within-modality quality, cross-modality quality, and multi-modality quality. Most research has so far focused on within-modality quality. Moreover, quality is normally just considered from the perceptual perspective. In practice, content may be drastically adapted, even converted to another modality. In this case, we should consider the quality from semantic perspective as well. In this work, we investigate the multi-modality quality from the semantic perspective. To model the semantic quality, we apply the concept of "conceptual graph", which consists of semantic nodes and relations between the nodes. As an typical of multi-modality example, we focus on audiovisual streaming service. Specifically, we evaluate the amount of information conveyed by a audiovisual content where both video and audio channels may be strongly degraded, even audio are converted to text. In the experiments, we also consider the perceptual quality model of audiovisual content, so as to see the difference with semantic quality model.

  6. Design Graphics

    Science.gov (United States)

    1990-01-01

    A mathematician, David R. Hedgley, Jr. developed a computer program that considers whether a line in a graphic model of a three-dimensional object should or should not be visible. Known as the Hidden Line Computer Code, the program automatically removes superfluous lines and displays an object from a specific viewpoint, just as the human eye would see it. An example of how one company uses the program is the experience of Birdair which specializes in production of fabric skylights and stadium covers. The fabric called SHEERFILL is a Teflon coated fiberglass material developed in cooperation with DuPont Company. SHEERFILL glazed structures are either tension structures or air-supported tension structures. Both are formed by patterned fabric sheets supported by a steel or aluminum frame or cable network. Birdair uses the Hidden Line Computer Code, to illustrate a prospective structure to an architect or owner. The program generates a three- dimensional perspective with the hidden lines removed. This program is still used by Birdair and continues to be commercially available to the public.

  7. Real-time processing for full-range Fourier-domain optical-coherence tomography with zero-filling interpolation using multiple graphic processing units.

    Science.gov (United States)

    Watanabe, Yuuki; Maeno, Seiya; Aoshima, Kenji; Hasegawa, Haruyuki; Koseki, Hitoshi

    2010-09-01

    The real-time display of full-range, 2048?axial pixelx1024?lateral pixel, Fourier-domain optical-coherence tomography (FD-OCT) images is demonstrated. The required speed was achieved by using dual graphic processing units (GPUs) with many stream processors to realize highly parallel processing. We used a zero-filling technique, including a forward Fourier transform, a zero padding to increase the axial data-array size to 8192, an inverse-Fourier transform back to the spectral domain, a linear interpolation from wavelength to wavenumber, a lateral Hilbert transform to obtain the complex spectrum, a Fourier transform to obtain the axial profiles, and a log scaling. The data-transfer time of the frame grabber was 15.73?ms, and the processing time, which includes the data transfer between the GPU memory and the host computer, was 14.75?ms, for a total time shorter than the 36.70?ms frame-interval time using a line-scan CCD camera operated at 27.9?kHz. That is, our OCT system achieved a processed-image display rate of 27.23 frames/s.

  8. Mapping the Information Trace in Local Field Potentials by a Computational Method of Two-Dimensional Time-Shifting Synchronization Likelihood Based on Graphic Processing Unit Acceleration.

    Science.gov (United States)

    Zhao, Zi-Fang; Li, Xue-Zhu; Wan, You

    2017-12-01

    The local field potential (LFP) is a signal reflecting the electrical activity of neurons surrounding the electrode tip. Synchronization between LFP signals provides important details about how neural networks are organized. Synchronization between two distant brain regions is hard to detect using linear synchronization algorithms like correlation and coherence. Synchronization likelihood (SL) is a non-linear synchronization-detecting algorithm widely used in studies of neural signals from two distant brain areas. One drawback of non-linear algorithms is the heavy computational burden. In the present study, we proposed a graphic processing unit (GPU)-accelerated implementation of an SL algorithm with optional 2-dimensional time-shifting. We tested the algorithm with both artificial data and raw LFP data. The results showed that this method revealed detailed information from original data with the synchronization values of two temporal axes, delay time and onset time, and thus can be used to reconstruct the temporal structure of a neural network. Our results suggest that this GPU-accelerated method can be extended to other algorithms for processing time-series signals (like EEG and fMRI) using similar recording techniques.

  9. Study on efficiency of time computation in x-ray imaging simulation base on Monte Carlo algorithm using graphics processing unit

    International Nuclear Information System (INIS)

    Setiani, Tia Dwi; Suprijadi; Haryanto, Freddy

    2016-01-01

    Monte Carlo (MC) is one of the powerful techniques for simulation in x-ray imaging. MC method can simulate the radiation transport within matter with high accuracy and provides a natural way to simulate radiation transport in complex systems. One of the codes based on MC algorithm that are widely used for radiographic images simulation is MC-GPU, a codes developed by Andrea Basal. This study was aimed to investigate the time computation of x-ray imaging simulation in GPU (Graphics Processing Unit) compared to a standard CPU (Central Processing Unit). Furthermore, the effect of physical parameters to the quality of radiographic images and the comparison of image quality resulted from simulation in the GPU and CPU are evaluated in this paper. The simulations were run in CPU which was simulated in serial condition, and in two GPU with 384 cores and 2304 cores. In simulation using GPU, each cores calculates one photon, so, a large number of photon were calculated simultaneously. Results show that the time simulations on GPU were significantly accelerated compared to CPU. The simulations on the 2304 core of GPU were performed about 64 -114 times faster than on CPU, while the simulation on the 384 core of GPU were performed about 20 – 31 times faster than in a single core of CPU. Another result shows that optimum quality of images from the simulation was gained at the history start from 10"8 and the energy from 60 Kev to 90 Kev. Analyzed by statistical approach, the quality of GPU and CPU images are relatively the same.

  10. Study on efficiency of time computation in x-ray imaging simulation base on Monte Carlo algorithm using graphics processing unit

    Energy Technology Data Exchange (ETDEWEB)

    Setiani, Tia Dwi, E-mail: tiadwisetiani@gmail.com [Computational Science, Faculty of Mathematics and Natural Sciences, Institut Teknologi Bandung Jalan Ganesha 10 Bandung, 40132 (Indonesia); Suprijadi [Computational Science, Faculty of Mathematics and Natural Sciences, Institut Teknologi Bandung Jalan Ganesha 10 Bandung, 40132 (Indonesia); Nuclear Physics and Biophysics Reaserch Division, Faculty of Mathematics and Natural Sciences, Institut Teknologi Bandung Jalan Ganesha 10 Bandung, 40132 (Indonesia); Haryanto, Freddy [Nuclear Physics and Biophysics Reaserch Division, Faculty of Mathematics and Natural Sciences, Institut Teknologi Bandung Jalan Ganesha 10 Bandung, 40132 (Indonesia)

    2016-03-11

    Monte Carlo (MC) is one of the powerful techniques for simulation in x-ray imaging. MC method can simulate the radiation transport within matter with high accuracy and provides a natural way to simulate radiation transport in complex systems. One of the codes based on MC algorithm that are widely used for radiographic images simulation is MC-GPU, a codes developed by Andrea Basal. This study was aimed to investigate the time computation of x-ray imaging simulation in GPU (Graphics Processing Unit) compared to a standard CPU (Central Processing Unit). Furthermore, the effect of physical parameters to the quality of radiographic images and the comparison of image quality resulted from simulation in the GPU and CPU are evaluated in this paper. The simulations were run in CPU which was simulated in serial condition, and in two GPU with 384 cores and 2304 cores. In simulation using GPU, each cores calculates one photon, so, a large number of photon were calculated simultaneously. Results show that the time simulations on GPU were significantly accelerated compared to CPU. The simulations on the 2304 core of GPU were performed about 64 -114 times faster than on CPU, while the simulation on the 384 core of GPU were performed about 20 – 31 times faster than in a single core of CPU. Another result shows that optimum quality of images from the simulation was gained at the history start from 10{sup 8} and the energy from 60 Kev to 90 Kev. Analyzed by statistical approach, the quality of GPU and CPU images are relatively the same.

  11. Audiovisual Discrimination between Laughter and Speech

    NARCIS (Netherlands)

    Petridis, Stavros; Pantic, Maja

    Past research on automatic laughter detection has focused mainly on audio-based detection. Here we present an audiovisual approach to distinguishing laughter from speech and we show that integrating the information from audio and video leads to an improved reliability of audiovisual approach in

  12. Fusion for Audio-Visual Laughter Detection

    NARCIS (Netherlands)

    Reuderink, B.

    2007-01-01

    Laughter is a highly variable signal, and can express a spectrum of emotions. This makes the automatic detection of laughter a challenging but interesting task. We perform automatic laughter detection using audio-visual data from the AMI Meeting Corpus. Audio-visual laughter detection is performed

  13. Decreased BOLD responses in audiovisual processing

    NARCIS (Netherlands)

    Wiersinga-Post, Esther; Tomaskovic, Sonja; Slabu, Lavinia; Renken, Remco; de Smit, Femke; Duifhuis, Hendrikus

    2010-01-01

    Audiovisual processing was studied in a functional magnetic resonance imaging study using the McGurk effect. Perceptual responses and the brain activity patterns were measured as a function of audiovisual delay. In several cortical and subcortical brain areas, BOLD responses correlated negatively

  14. Audiovisual signs and information science: an evaluation

    Directory of Open Access Journals (Sweden)

    Jalver Bethônico

    2006-12-01

    Full Text Available This work evaluates the relationship of Information Science with audiovisual signs, pointing out conceptual limitations, difficulties imposed by the verbal fundament of knowledge, the reduced use within libraries and the ways in the direction of a more consistent analysis of the audiovisual means, supported by the semiotics of Charles Peirce.

  15. Printing--Graphic Arts--Graphic Communications

    Science.gov (United States)

    Hauenstein, A. Dean

    1975-01-01

    Recently, "graphic arts" has shifted from printing skills to a conceptual approach of production processes. "Graphic communications" must embrace the total system of communication through graphic media, to serve broad career education purposes; students taught concepts and principles can be flexible and adaptive. The author…

  16. Nuclear reactors; graphical symbols

    International Nuclear Information System (INIS)

    1987-11-01

    This standard contains graphical symbols that reveal the type of nuclear reactor and is used to design graphical and technical presentations. Distinguishing features for nuclear reactors are laid down in graphical symbols. (orig.) [de

  17. Self-organizing maps for measuring similarity of audiovisual speech percepts

    DEFF Research Database (Denmark)

    Bothe, Hans-Heinrich

    The goal of this work is to find a way to measure similarity of audiovisual speech percepts. Phoneme-related self-organizing maps (SOM) with a rectangular basis are trained with data material from a (labeled) video film. For the training, a combination of auditory speech features and corresponding....... Dependent on the training data, these other units may also be contextually immediate neighboring units. The poster demonstrates the idea with text material spoken by one individual subject using a set of simple audio-visual features. The data material for the training process consists of 44 labeled...... sentences in German with a balanced phoneme repertoire. As a result it can be stated that (i) the SOM can be trained to map auditory and visual features in a topology-preserving way and (ii) they show strain due to the influence of other audio-visual units. The SOM can be used to measure similarity amongst...

  18. Cinco discursos da digitalidade audiovisual

    Directory of Open Access Journals (Sweden)

    Gerbase, Carlos

    2001-01-01

    Full Text Available Michel Foucault ensina que toda fala sistemática - inclusive aquela que se afirma “neutra” ou “uma desinteressada visão objetiva do que acontece” - é, na verdade, mecanismo de articulação do saber e, na seqüência, de formação de poder. O aparecimento de novas tecnologias, especialmente as digitais, no campo da produção audiovisual, provoca uma avalanche de declarações de cineastas, ensaios de acadêmicos e previsões de demiurgos da mídia.

  19. El documento audiovisual en las emisoras de televisión: selección, conservación y tratamiento

    OpenAIRE

    Rodríguez-Bravo, Blanca

    2004-01-01

    Analysis of the audiovisual material’s peculiarities and its management in television information units. According with the aims of the television information centers: conservation and treatment, the main approaches for the selection of audiovisual messages are considered and some thoughts about their content analysis with a view to their retrieval are carried out.

  20. 29 CFR 2.13 - Audiovisual coverage prohibited.

    Science.gov (United States)

    2010-07-01

    ... 29 Labor 1 2010-07-01 2010-07-01 true Audiovisual coverage prohibited. 2.13 Section 2.13 Labor Office of the Secretary of Labor GENERAL REGULATIONS Audiovisual Coverage of Administrative Hearings § 2.13 Audiovisual coverage prohibited. The Department shall not permit audiovisual coverage of the...

  1. Tecnología y estética. Los motion graphics como exponente de la imagen interfaz

    OpenAIRE

    Ràfols Cabrisses, Rafael

    2016-01-01

    El objeto de estudio de esta tesis son los motion graphics (MG), el género audiovisual nacido con la tecnología audiovisual digital y que es resultado de la introducción de la cultura gráfica en la imagen en movimiento. Es un formato que incorpora desde expresiones netamente artísticas hasta aquellas que con carácter funcional constituyen el diseño audiovisual. Sus formatos más característicos son: los títulos de crédito de las películas, la publicidad, los videoclips, la imagen de los canale...

  2. Tecnología y estética los motions graphics como como exponente de la imagen interfaz /

    OpenAIRE

    Ràfols Cabrisses, Rafael

    2016-01-01

    El objeto de estudio de esta tesis son los motion graphics (MG), el género audiovisual nacido con la tecnología audiovisual digital y que es resultado de la introducción de la cultura gráfica en la imagen en movimiento. Es un formato que incorpora desde expresiones netamente artísticas hasta aquellas que con carácter funcional constituyen el diseño audiovisual. Sus formatos más característicos son: los títulos de crédito de las películas, la publicidad, los videoclips, la imagen de los canale...

  3. An audiovisual emotion recognition system

    Science.gov (United States)

    Han, Yi; Wang, Guoyin; Yang, Yong; He, Kun

    2007-12-01

    Human emotions could be expressed by many bio-symbols. Speech and facial expression are two of them. They are both regarded as emotional information which is playing an important role in human-computer interaction. Based on our previous studies on emotion recognition, an audiovisual emotion recognition system is developed and represented in this paper. The system is designed for real-time practice, and is guaranteed by some integrated modules. These modules include speech enhancement for eliminating noises, rapid face detection for locating face from background image, example based shape learning for facial feature alignment, and optical flow based tracking algorithm for facial feature tracking. It is known that irrelevant features and high dimensionality of the data can hurt the performance of classifier. Rough set-based feature selection is a good method for dimension reduction. So 13 speech features out of 37 ones and 10 facial features out of 33 ones are selected to represent emotional information, and 52 audiovisual features are selected due to the synchronization when speech and video fused together. The experiment results have demonstrated that this system performs well in real-time practice and has high recognition rate. Our results also show that the work in multimodules fused recognition will become the trend of emotion recognition in the future.

  4. Development of a prototype chest digital tomosynthesis (CDT) R/F system with fast image reconstruction using graphics processing unit (GPU) programming

    Energy Technology Data Exchange (ETDEWEB)

    Choi, Sunghoon, E-mail: choi.sh@yonsei.ac.kr [Department of Radiological Science, College of Health Science, Yonsei University, 1 Yonseidae-gil, Wonju, Gangwon-do 220-710 (Korea, Republic of); Lee, Seungwan [Department of Radiological Science, College of Medical Science, Konyang University, 158 Gwanjeodong-ro, Daejeon, 308-812 (Korea, Republic of); Lee, Haenghwa [Department of Radiological Science, College of Health Science, Yonsei University, 1 Yonseidae-gil, Wonju, Gangwon-do 220-710 (Korea, Republic of); Lee, Donghoon; Choi, Seungyeon [Department of Radiation Convergence Engineering, College of Health Science, Yonsei University, 1 Yonseidae-gil, Wonju, Gangwon-do 220-710 (Korea, Republic of); Shin, Jungwook [LISTEM Corporation, 94 Donghwagongdan-ro, Munmak-eup, Wonju (Korea, Republic of); Seo, Chang-Woo [Department of Radiological Science, College of Health Science, Yonsei University, 1 Yonseidae-gil, Wonju, Gangwon-do 220-710 (Korea, Republic of); Kim, Hee-Joung, E-mail: hjk1@yonsei.ac.kr [Department of Radiological Science, College of Health Science, Yonsei University, 1 Yonseidae-gil, Wonju, Gangwon-do 220-710 (Korea, Republic of); Department of Radiation Convergence Engineering, College of Health Science, Yonsei University, 1 Yonseidae-gil, Wonju, Gangwon-do 220-710 (Korea, Republic of)

    2017-03-11

    Digital tomosynthesis offers the advantage of low radiation doses compared to conventional computed tomography (CT) by utilizing small numbers of projections (~80) acquired over a limited angular range. It produces 3D volumetric data, although there are artifacts due to incomplete sampling. Based upon these characteristics, we developed a prototype digital tomosynthesis R/F system for applications in chest imaging. Our prototype chest digital tomosynthesis (CDT) R/F system contains an X-ray tube with high power R/F pulse generator, flat-panel detector, R/F table, electromechanical radiographic subsystems including a precise motor controller, and a reconstruction server. For image reconstruction, users select between analytic and iterative reconstruction methods. Our reconstructed images of Catphan700 and LUNGMAN phantoms clearly and rapidly described the internal structures of phantoms using graphics processing unit (GPU) programming. Contrast-to-noise ratio (CNR) values of the CTP682 module of Catphan700 were higher in images using a simultaneous algebraic reconstruction technique (SART) than in those using filtered back-projection (FBP) for all materials by factors of 2.60, 3.78, 5.50, 2.30, 3.70, and 2.52 for air, lung foam, low density polyethylene (LDPE), Delrin{sup ®} (acetal homopolymer resin), bone 50% (hydroxyapatite), and Teflon, respectively. Total elapsed times for producing 3D volume were 2.92 s and 86.29 s on average for FBP and SART (20 iterations), respectively. The times required for reconstruction were clinically feasible. Moreover, the total radiation dose from our system (5.68 mGy) was lower than that of conventional chest CT scan. Consequently, our prototype tomosynthesis R/F system represents an important advance in digital tomosynthesis applications.

  5. Graphics Processing Unit-Accelerated Nonrigid Registration of MR Images to CT Images During CT-Guided Percutaneous Liver Tumor Ablations.

    Science.gov (United States)

    Tokuda, Junichi; Plishker, William; Torabi, Meysam; Olubiyi, Olutayo I; Zaki, George; Tatli, Servet; Silverman, Stuart G; Shekher, Raj; Hata, Nobuhiko

    2015-06-01

    Accuracy and speed are essential for the intraprocedural nonrigid magnetic resonance (MR) to computed tomography (CT) image registration in the assessment of tumor margins during CT-guided liver tumor ablations. Although both accuracy and speed can be improved by limiting the registration to a region of interest (ROI), manual contouring of the ROI prolongs the registration process substantially. To achieve accurate and fast registration without the use of an ROI, we combined a nonrigid registration technique on the basis of volume subdivision with hardware acceleration using a graphics processing unit (GPU). We compared the registration accuracy and processing time of GPU-accelerated volume subdivision-based nonrigid registration technique to the conventional nonrigid B-spline registration technique. Fourteen image data sets of preprocedural MR and intraprocedural CT images for percutaneous CT-guided liver tumor ablations were obtained. Each set of images was registered using the GPU-accelerated volume subdivision technique and the B-spline technique. Manual contouring of ROI was used only for the B-spline technique. Registration accuracies (Dice similarity coefficient [DSC] and 95% Hausdorff distance [HD]) and total processing time including contouring of ROIs and computation were compared using a paired Student t test. Accuracies of the GPU-accelerated registrations and B-spline registrations, respectively, were 88.3 ± 3.7% versus 89.3 ± 4.9% (P = .41) for DSC and 13.1 ± 5.2 versus 11.4 ± 6.3 mm (P = .15) for HD. Total processing time of the GPU-accelerated registration and B-spline registration techniques was 88 ± 14 versus 557 ± 116 seconds (P processing time. The GPU-accelerated volume subdivision technique may enable the implementation of nonrigid registration into routine clinical practice. Copyright © 2015 AUR. Published by Elsevier Inc. All rights reserved.

  6. Modelling multi-phase liquid-sediment scour and resuspension induced by rapid flows using Smoothed Particle Hydrodynamics (SPH) accelerated with a Graphics Processing Unit (GPU)

    Science.gov (United States)

    Fourtakas, G.; Rogers, B. D.

    2016-06-01

    A two-phase numerical model using Smoothed Particle Hydrodynamics (SPH) is applied to two-phase liquid-sediments flows. The absence of a mesh in SPH is ideal for interfacial and highly non-linear flows with changing fragmentation of the interface, mixing and resuspension. The rheology of sediment induced under rapid flows undergoes several states which are only partially described by previous research in SPH. This paper attempts to bridge the gap between the geotechnics, non-Newtonian and Newtonian flows by proposing a model that combines the yielding, shear and suspension layer which are needed to predict accurately the global erosion phenomena, from a hydrodynamics prospective. The numerical SPH scheme is based on the explicit treatment of both phases using Newtonian and the non-Newtonian Bingham-type Herschel-Bulkley-Papanastasiou constitutive model. This is supplemented by the Drucker-Prager yield criterion to predict the onset of yielding of the sediment surface and a concentration suspension model. The multi-phase model has been compared with experimental and 2-D reference numerical models for scour following a dry-bed dam break yielding satisfactory results and improvements over well-known SPH multi-phase models. With 3-D simulations requiring a large number of particles, the code is accelerated with a graphics processing unit (GPU) in the open-source DualSPHysics code. The implementation and optimisation of the code achieved a speed up of x58 over an optimised single thread serial code. A 3-D dam break over a non-cohesive erodible bed simulation with over 4 million particles yields close agreement with experimental scour and water surface profiles.

  7. Audiovisual quality assessment and prediction for videotelephony

    CERN Document Server

    Belmudez, Benjamin

    2015-01-01

    The work presented in this book focuses on modeling audiovisual quality as perceived by the users of IP-based solutions for video communication like videotelephony. It also extends the current framework for the parametric prediction of audiovisual call quality. The book addresses several aspects related to the quality perception of entire video calls, namely, the quality estimation of the single audio and video modalities in an interactive context, the audiovisual quality integration of these modalities and the temporal pooling of short sample-based quality scores to account for the perceptual quality impact of time-varying degradations.

  8. Graphics Technology Study. Volume 1. State of Graphics Technology

    Science.gov (United States)

    1986-12-01

    reaction of special heat sensitive paper when exposed to the heated elements of a thermal print head. Copy quality was poor due to characteristics...Vendors are now attempting to offer smaller units aimed at applications such as typography , graphic arts, CAD, and office automation. The key element in

  9. Speech cues contribute to audiovisual spatial integration.

    Directory of Open Access Journals (Sweden)

    Christopher W Bishop

    Full Text Available Speech is the most important form of human communication but ambient sounds and competing talkers often degrade its acoustics. Fortunately the brain can use visual information, especially its highly precise spatial information, to improve speech comprehension in noisy environments. Previous studies have demonstrated that audiovisual integration depends strongly on spatiotemporal factors. However, some integrative phenomena such as McGurk interference persist even with gross spatial disparities, suggesting that spatial alignment is not necessary for robust integration of audiovisual place-of-articulation cues. It is therefore unclear how speech-cues interact with audiovisual spatial integration mechanisms. Here, we combine two well established psychophysical phenomena, the McGurk effect and the ventriloquist's illusion, to explore this dependency. Our results demonstrate that conflicting spatial cues may not interfere with audiovisual integration of speech, but conflicting speech-cues can impede integration in space. This suggests a direct but asymmetrical influence between ventral 'what' and dorsal 'where' pathways.

  10. Audiovisual Styling and the Film Experience

    DEFF Research Database (Denmark)

    Langkjær, Birger

    2015-01-01

    Approaches to music and audiovisual meaning in film appear to be very different in nature and scope when considered from the point of view of experimental psychology or humanistic studies. Nevertheless, this article argues that experimental studies square with ideas of audiovisual perception...... and meaning in humanistic film music studies in two ways: through studies of vertical synchronous interaction and through studies of horizontal narrative effects. Also, it is argued that the combination of insights from quantitative experimental studies and qualitative audiovisual film analysis may actually...... be combined into a more complex understanding of how audiovisual features interact in the minds of their audiences. This is demonstrated through a review of a series of experimental studies. Yet, it is also argued that textual analysis and concepts from within film and music studies can provide insights...

  11. Audiovisual segregation in cochlear implant users.

    Directory of Open Access Journals (Sweden)

    Simon Landry

    Full Text Available It has traditionally been assumed that cochlear implant users de facto perform atypically in audiovisual tasks. However, a recent study that combined an auditory task with visual distractors suggests that only those cochlear implant users that are not proficient at recognizing speech sounds might show abnormal audiovisual interactions. The present study aims at reinforcing this notion by investigating the audiovisual segregation abilities of cochlear implant users in a visual task with auditory distractors. Speechreading was assessed in two groups of cochlear implant users (proficient and non-proficient at sound recognition, as well as in normal controls. A visual speech recognition task (i.e. speechreading was administered either in silence or in combination with three types of auditory distractors: i noise ii reverse speech sound and iii non-altered speech sound. Cochlear implant users proficient at speech recognition performed like normal controls in all conditions, whereas non-proficient users showed significantly different audiovisual segregation patterns in both speech conditions. These results confirm that normal-like audiovisual segregation is possible in highly skilled cochlear implant users and, consequently, that proficient and non-proficient CI users cannot be lumped into a single group. This important feature must be taken into account in further studies of audiovisual interactions in cochlear implant users.

  12. PC Graphic file programing

    International Nuclear Information System (INIS)

    Yang, Jin Seok

    1993-04-01

    This book gives description of basic of graphic knowledge and understanding and realization of graphic file form. The first part deals with graphic with graphic data, store of graphic data and compress of data, programing language such as assembling, stack, compile and link of program and practice and debugging. The next part mentions graphic file form such as Mac paint file, GEM/IMG file, PCX file, GIF file, and TIFF file, consideration of hardware like mono screen driver and color screen driver in high speed, basic conception of dithering and conversion of formality.

  13. Teaching Graphics in Technical Communication Classes.

    Science.gov (United States)

    Spurgeon, Kristene C.

    Perhaps because the United States is undergoing a video revolution, perhaps because of its increasing sales of goods to non-English speaking markets where graphics can help explain the products, perhaps because of the decreasing communication skills of the work force, graphic aids are becoming more and more widely used and more and more important.…

  14. VAX Professional Workstation goes graphic

    International Nuclear Information System (INIS)

    Downward, J.G.

    1984-01-01

    The VAX Professional Workstation (VPW) is a collection of programs and procedures designed to provide an integrated work-station environment for the staff at KMS Fusion's research laboratories. During the past year numerous capabilities have been added to VPW, including support for VT125/VT240/4014 graphic workstations, editing windows, and additional desk utilities. Graphics workstation support allows users to create, edit, and modify graph data files, enter the data via a graphic tablet, create simple plots with DATATRIEVE or DECgraph on ReGIS terminals, or elaborate plots with TEKGRAPH on ReGIS or Tektronix terminals. Users may assign display error bars to the data and interactively plot it in a variety of ways. Users also can create and display viewgraphs. Hard copy output for a large network of office terminals is obtained by multiplexing each terminal's video output into a recently developed video multiplexer front ending a single channel video hard copy unit

  15. Graphic Turbulence Guidance

    Data.gov (United States)

    National Oceanic and Atmospheric Administration, Department of Commerce — Forecast turbulence hazards identified by the Graphical Turbulence Guidance algorithm. The Graphical Turbulence Guidance product depicts mid-level and upper-level...

  16. Graphical Turbulence Guidance - Composite

    Data.gov (United States)

    National Oceanic and Atmospheric Administration, Department of Commerce — Forecast turbulence hazards identified by the Graphical Turbulence Guidance algorithm. The Graphical Turbulence Guidance product depicts mid-level and upper-level...

  17. Graphical Rasch models

    DEFF Research Database (Denmark)

    Kreiner, Svend; Christensen, Karl Bang

    Rasch models; Partial Credit models; Rating Scale models; Item bias; Differential item functioning; Local independence; Graphical models......Rasch models; Partial Credit models; Rating Scale models; Item bias; Differential item functioning; Local independence; Graphical models...

  18. RECURSO AUDIOVISUAL PAA ENSEÑAR Y APRENDER EN EL AULA: ANÁLISIS Y PROPUESTA DE UN MODELO FORMATIVO

    Directory of Open Access Journals (Sweden)

    Damian Marilu Mendoza Zambrano

    2015-09-01

    Full Text Available La usabilidad de los recursos audiovisuales, gráficos y digitales, que en la actualidad se están introduciendo en el sistema educativo se despliega en varios países de la región como Chile, Colombia, México, Cuba, El Salvador, Uruguay y Venezuela. Se analiza y se justifica subtemas relacionados con la enseñanza de los medios, desde la iniciativa de España y Portugal; países que fueron convirtiéndose en protagonistas internacionales de algunos modelos educativos en el contexto universitario. Debido a la extensión y focalización en la informática y las redes de información y comunicación en la internet; el audiovisual como instrumento tecnológico va ganando espacios como un recurso dinámico e integrador; con características especiales que lo distingue del resto de los medios que conforman el ecosistema audiovisual. Como resultado de esta investigación se proponen dos líneas de aplicación: A. Propuesta del lenguaje icónico y audiovisual como objetivo de aprendizaje y/o materia curricular en los planes de estudio universitarios con talleres para el desarrollo del documento audiovisual, la fotografía digital y la producción audiovisual y B. Uso de los recursos audiovisuales como medio educativo, lo que implicaría un proceso previo de capacitación a la comunidad docente en actividades recomendadas al profesorado y alumnado respectivamente. En consecuencia, se presentan sugerencias que permiten implementar ambas líneas de acción académica.PALABRAS CLAVE: Alfabetización Mediática; Educación Audiovisual; Competencia Mediática; Educomunicación.AUDIOVISUAL RESOURCE FOR TEACHING AND LEARNING IN THE CLASSROOM: ANALYSIS AND PROPOSAL OF A TRAINING MODELABSTRACTThe usage of the graphic and digital audiovisual resources in Education that is been applied in the present, have displayed in countries such as Chile, Colombia, Mexico, Cuba, El Salvador, Uruguay, and Venezuela. The analysis and justification of the topics related to the

  19. Graphics in DAQSIM

    International Nuclear Information System (INIS)

    Wang, C.C.; Booth, A.W.; Chen, Y.M.; Botlo, M.

    1993-06-01

    At the Superconducting Super Collider Laboratory (SSCL) a tool called DAQSIM has been developed to study the behavior of Data Acquisition (DAQ) systems. This paper reports and discusses the graphics used in DAQSIM. DAQSIM graphics includes graphical user interface (GUI), animation, debugging, and control facilities. DAQSIM graphics not only provides a convenient DAQ simulation environment, it also serves as an efficient manager in simulation development and verification

  20. Bayesian Graphical Models

    DEFF Research Database (Denmark)

    Jensen, Finn Verner; Nielsen, Thomas Dyhre

    2016-01-01

    Mathematically, a Bayesian graphical model is a compact representation of the joint probability distribution for a set of variables. The most frequently used type of Bayesian graphical models are Bayesian networks. The structural part of a Bayesian graphical model is a graph consisting of nodes...

  1. Hysteresis in audiovisual synchrony perception.

    Directory of Open Access Journals (Sweden)

    Jean-Rémy Martin

    Full Text Available The effect of stimulation history on the perception of a current event can yield two opposite effects, namely: adaptation or hysteresis. The perception of the current event thus goes in the opposite or in the same direction as prior stimulation, respectively. In audiovisual (AV synchrony perception, adaptation effects have primarily been reported. Here, we tested if perceptual hysteresis could also be observed over adaptation in AV timing perception by varying different experimental conditions. Participants were asked to judge the synchrony of the last (test stimulus of an AV sequence with either constant or gradually changing AV intervals (constant and dynamic condition, respectively. The onset timing of the test stimulus could be cued or not (prospective vs. retrospective condition, respectively. We observed hysteretic effects for AV synchrony judgments in the retrospective condition that were independent of the constant or dynamic nature of the adapted stimuli; these effects disappeared in the prospective condition. The present findings suggest that knowing when to estimate a stimulus property has a crucial impact on perceptual simultaneity judgments. Our results extend beyond AV timing perception, and have strong implications regarding the comparative study of hysteresis and adaptation phenomena.

  2. A promessa do audiovisual interativo

    Directory of Open Access Journals (Sweden)

    João Baptista Winck

    Full Text Available A cadeia produtiva do audiovisual utiliza o capital cultural, especialmente a criatividade, como sua principal fonte de recursos, inaugurando o que se vem chamando de economia criativa. Essa cadeia de valor manufatura a inventividade como matéria-prima, transformado idéias em objetos de consumo de larga escala. A indústria da televisão está inserida num conglomerado maior de indústrias, como a da moda, das artes, da música etc. Esse gigantesco parque tecnológico reúne as atividades que têm a criação como valor, sua produção em escala como meio e o incremento da propriedade intelectual como fim em si mesmo. A industrialização da criatividade, aos poucos, está alterando o corpo teórico acerca do que se pensa sobre as relações de trabalho, as ferramentas e, acima de tudo, o conceito de bens como produto da inteligência.

  3. Audiovisual integration in speech perception: a multi-stage process

    DEFF Research Database (Denmark)

    Eskelund, Kasper; Tuomainen, Jyrki; Andersen, Tobias

    2011-01-01

    investigate whether the integration of auditory and visual speech observed in these two audiovisual integration effects are specific traits of speech perception. We further ask whether audiovisual integration is undertaken in a single processing stage or multiple processing stages....

  4. The PC graphics handbook

    CERN Document Server

    Sanchez, Julio

    2003-01-01

    Part I - Graphics Fundamentals PC GRAPHICS OVERVIEW History and Evolution Short History of PC Video PS/2 Video Systems SuperVGA Graphics Coprocessors and Accelerators Graphics Applications State-of-the-Art in PC Graphics 3D Application Programming Interfaces POLYGONAL MODELING Vector and Raster Data Coordinate Systems Modeling with Polygons IMAGE TRANSFORMATIONS Matrix-based Representations Matrix Arithmetic 3D Transformations PROGRAMMING MATRIX TRANSFORMATIONS Numeric Data in Matrix Form Array Processing PROJECTIONS AND RENDERING Perspective The Rendering Pipeline LIGHTING AND SHADING Lightin

  5. Graphics gems II

    CERN Document Server

    Arvo, James

    1991-01-01

    Graphics Gems II is a collection of articles shared by a diverse group of people that reflect ideas and approaches in graphics programming which can benefit other computer graphics programmers.This volume presents techniques for doing well-known graphics operations faster or easier. The book contains chapters devoted to topics on two-dimensional and three-dimensional geometry and algorithms, image processing, frame buffer techniques, and ray tracing techniques. The radiosity approach, matrix techniques, and numerical and programming techniques are likewise discussed.Graphics artists and comput

  6. Rough surface scattering simulations using graphics cards

    International Nuclear Information System (INIS)

    Klapetek, Petr; Valtr, Miroslav; Poruba, Ales; Necas, David; Ohlidal, Miloslav

    2010-01-01

    In this article we present results of rough surface scattering calculations using a graphical processing unit implementation of the Finite Difference in Time Domain algorithm. Numerical results are compared to real measurements and computational performance is compared to computer processor implementation of the same algorithm. As a basis for computations, atomic force microscope measurements of surface morphology are used. It is shown that the graphical processing unit capabilities can be used to speedup presented computationally demanding algorithms without loss of precision.

  7. Lip movements affect infants' audiovisual speech perception.

    Science.gov (United States)

    Yeung, H Henny; Werker, Janet F

    2013-05-01

    Speech is robustly audiovisual from early in infancy. Here we show that audiovisual speech perception in 4.5-month-old infants is influenced by sensorimotor information related to the lip movements they make while chewing or sucking. Experiment 1 consisted of a classic audiovisual matching procedure, in which two simultaneously displayed talking faces (visual [i] and [u]) were presented with a synchronous vowel sound (audio /i/ or /u/). Infants' looking patterns were selectively biased away from the audiovisual matching face when the infants were producing lip movements similar to those needed to produce the heard vowel. Infants' looking patterns returned to those of a baseline condition (no lip movements, looking longer at the audiovisual matching face) when they were producing lip movements that did not match the heard vowel. Experiment 2 confirmed that these sensorimotor effects interacted with the heard vowel, as looking patterns differed when infants produced these same lip movements while seeing and hearing a talking face producing an unrelated vowel (audio /a/). These findings suggest that the development of speech perception and speech production may be mutually informative.

  8. Audiovisual preservation strategies, data models and value-chains

    OpenAIRE

    Addis, Matthew; Wright, Richard

    2010-01-01

    This is a report on preservation strategies, models and value-chains for digital file-based audiovisual content. The report includes: (a)current and emerging value-chains and business-models for audiovisual preservation;(b) a comparison of preservation strategies for audiovisual content including their strengths and weaknesses, and(c) a review of current preservation metadata models, and requirements for extension to support audiovisual files.

  9. A Catalan code of best practices for the audiovisual sector

    OpenAIRE

    Teodoro, Emma; Casanovas, Pompeu

    2010-01-01

    In spite of a new general law regarding Audiovisual Communication, the regulatory framework of the audiovisual sector in Spain can still be defined as huge, disperse and obsolete. The first part of this paper provides an overview of the major challenges of the Spanish audiovisual sector as a result of the convergence of platforms, services and operators, paying especial attention to the Audiovisual Sector in Catalonia. In the second part, we will present an example of self-regulation through...

  10. Graphical Models with R

    DEFF Research Database (Denmark)

    Højsgaard, Søren; Edwards, David; Lauritzen, Steffen

    Graphical models in their modern form have been around since the late 1970s and appear today in many areas of the sciences. Along with the ongoing developments of graphical models, a number of different graphical modeling software programs have been written over the years. In recent years many...... of these software developments have taken place within the R community, either in the form of new packages or by providing an R ingerface to existing software. This book attempts to give the reader a gentle introduction to graphical modeling using R and the main features of some of these packages. In addition......, the book provides examples of how more advanced aspects of graphical modeling can be represented and handled within R. Topics covered in the seven chapters include graphical models for contingency tables, Gaussian and mixed graphical models, Bayesian networks and modeling high dimensional data...

  11. 29 CFR 2.12 - Audiovisual coverage permitted.

    Science.gov (United States)

    2010-07-01

    ... 29 Labor 1 2010-07-01 2010-07-01 true Audiovisual coverage permitted. 2.12 Section 2.12 Labor Office of the Secretary of Labor GENERAL REGULATIONS Audiovisual Coverage of Administrative Hearings § 2.12 Audiovisual coverage permitted. The following are the types of hearings where the Department...

  12. Audiovisual Speech Synchrony Measure: Application to Biometrics

    Directory of Open Access Journals (Sweden)

    Gérard Chollet

    2007-01-01

    Full Text Available Speech is a means of communication which is intrinsically bimodal: the audio signal originates from the dynamics of the articulators. This paper reviews recent works in the field of audiovisual speech, and more specifically techniques developed to measure the level of correspondence between audio and visual speech. It overviews the most common audio and visual speech front-end processing, transformations performed on audio, visual, or joint audiovisual feature spaces, and the actual measure of correspondence between audio and visual speech. Finally, the use of synchrony measure for biometric identity verification based on talking faces is experimented on the BANCA database.

  13. Deterministic Graphical Games Revisited

    DEFF Research Database (Denmark)

    Andersson, Daniel; Hansen, Kristoffer Arnsfelt; Miltersen, Peter Bro

    2008-01-01

    We revisit the deterministic graphical games of Washburn. A deterministic graphical game can be described as a simple stochastic game (a notion due to Anne Condon), except that we allow arbitrary real payoffs but disallow moves of chance. We study the complexity of solving deterministic graphical...... games and obtain an almost-linear time comparison-based algorithm for computing an equilibrium of such a game. The existence of a linear time comparison-based algorithm remains an open problem....

  14. EASI graphics - Version II

    International Nuclear Information System (INIS)

    Allensworth, J.A.

    1984-04-01

    EASI (Estimate of Adversary Sequence Interruption) is an analytical technique for measuring the effectiveness of physical protection systems. EASI Graphics is a computer graphics extension of EASI which provides a capability for performing sensitivity and trade-off analyses of the parameters of a physical protection system. This document reports on the implementation of the Version II of EASI Graphics and illustrates its application with some examples. 5 references, 15 figures, 6 tables

  15. Graphical Models with R

    CERN Document Server

    Højsgaard, Søren; Lauritzen, Steffen

    2012-01-01

    Graphical models in their modern form have been around since the late 1970s and appear today in many areas of the sciences. Along with the ongoing developments of graphical models, a number of different graphical modeling software programs have been written over the years. In recent years many of these software developments have taken place within the R community, either in the form of new packages or by providing an R interface to existing software. This book attempts to give the reader a gentle introduction to graphical modeling using R and the main features of some of these packages. In add

  16. The computer graphics metafile

    CERN Document Server

    Henderson, LR; Shepherd, B; Arnold, D B

    1990-01-01

    The Computer Graphics Metafile deals with the Computer Graphics Metafile (CGM) standard and covers topics ranging from the structure and contents of a metafile to CGM functionality, metafile elements, and real-world applications of CGM. Binary Encoding, Character Encoding, application profiles, and implementations are also discussed. This book is comprised of 18 chapters divided into five sections and begins with an overview of the CGM standard and how it can meet some of the requirements for storage of graphical data within a graphics system or application environment. The reader is then intr

  17. The computer graphics interface

    CERN Document Server

    Steinbrugge Chauveau, Karla; Niles Reed, Theodore; Shepherd, B

    2014-01-01

    The Computer Graphics Interface provides a concise discussion of computer graphics interface (CGI) standards. The title is comprised of seven chapters that cover the concepts of the CGI standard. Figures and examples are also included. The first chapter provides a general overview of CGI; this chapter covers graphics standards, functional specifications, and syntactic interfaces. Next, the book discusses the basic concepts of CGI, such as inquiry, profiles, and registration. The third chapter covers the CGI concepts and functions, while the fourth chapter deals with the concept of graphic obje

  18. Audiovisual Blindsight: Audiovisual learning in the absence of primary visual cortex

    OpenAIRE

    Mehrdad eSeirafi; Peter eDe Weerd; Alan J Pegna; Beatrice ede Gelder

    2016-01-01

    Learning audiovisual associations is mediated by the primary cortical areas; however, recent animal studies suggest that such learning can take place even in the absence of the primary visual cortex. Other studies have demonstrated the involvement of extra-geniculate pathways and especially the superior colliculus (SC) in audiovisual association learning. Here, we investigated such learning in a rare human patient with complete loss of the bilateral striate cortex. We carried out an implicit...

  19. Search in audiovisual broadcast archives : doctoral abstract

    NARCIS (Netherlands)

    Huurnink, B.

    Documentary makers, journalists, news editors, and other media professionals routinely require previously recorded audiovisual material for new productions. For example, a news editor might wish to reuse footage shot by overseas services for the evening news, or a documentary maker might require

  20. Audiovisual laughter detection based on temporal features

    NARCIS (Netherlands)

    Petridis, Stavros; Nijholt, Antinus; Nijholt, A.; Pantic, M.; Pantic, Maja; Poel, Mannes; Poel, M.; Hondorp, G.H.W.

    2008-01-01

    Previous research on automatic laughter detection has mainly been focused on audio-based detection. In this study we present an audiovisual approach to distinguishing laughter from speech based on temporal features and we show that the integration of audio and visual information leads to improved

  1. Ordinal models of audiovisual speech perception

    DEFF Research Database (Denmark)

    Andersen, Tobias

    2011-01-01

    Audiovisual information is integrated in speech perception. One manifestation of this is the McGurk illusion in which watching the articulating face alters the auditory phonetic percept. Understanding this phenomenon fully requires a computational model with predictive power. Here, we describe...

  2. Rapid, generalized adaptation to asynchronous audiovisual speech.

    Science.gov (United States)

    Van der Burg, Erik; Goodbourn, Patrick T

    2015-04-07

    The brain is adaptive. The speed of propagation through air, and of low-level sensory processing, differs markedly between auditory and visual stimuli; yet the brain can adapt to compensate for the resulting cross-modal delays. Studies investigating temporal recalibration to audiovisual speech have used prolonged adaptation procedures, suggesting that adaptation is sluggish. Here, we show that adaptation to asynchronous audiovisual speech occurs rapidly. Participants viewed a brief clip of an actor pronouncing a single syllable. The voice was either advanced or delayed relative to the corresponding lip movements, and participants were asked to make a synchrony judgement. Although we did not use an explicit adaptation procedure, we demonstrate rapid recalibration based on a single audiovisual event. We find that the point of subjective simultaneity on each trial is highly contingent upon the modality order of the preceding trial. We find compelling evidence that rapid recalibration generalizes across different stimuli, and different actors. Finally, we demonstrate that rapid recalibration occurs even when auditory and visual events clearly belong to different actors. These results suggest that rapid temporal recalibration to audiovisual speech is primarily mediated by basic temporal factors, rather than higher-order factors such as perceived simultaneity and source identity. © 2015 The Author(s) Published by the Royal Society. All rights reserved.

  3. Audiovisual Asynchrony Detection in Human Speech

    Science.gov (United States)

    Maier, Joost X.; Di Luca, Massimiliano; Noppeney, Uta

    2011-01-01

    Combining information from the visual and auditory senses can greatly enhance intelligibility of natural speech. Integration of audiovisual speech signals is robust even when temporal offsets are present between the component signals. In the present study, we characterized the temporal integration window for speech and nonspeech stimuli with…

  4. Longevity and Depreciation of Audiovisual Equipment.

    Science.gov (United States)

    Post, Richard

    1987-01-01

    Describes results of survey of media service directors at public universities in Ohio to determine the expected longevity of audiovisual equipment. Use of the Delphi technique for estimates is explained, results are compared with an earlier survey done in 1977, and use of spreadsheet software to calculate depreciation is discussed. (LRW)

  5. Quantifying temporal ventriloquism in audiovisual synchrony perception

    NARCIS (Netherlands)

    Kuling, I.A.; Kohlrausch, A.G.; Juola, J.F.

    2013-01-01

    The integration of visual and auditory inputs in the human brain works properly only if the components are perceived in close temporal proximity. In the present study, we quantified cross-modal interactions in the human brain for audiovisual stimuli with temporal asynchronies, using a paradigm from

  6. Interactive Graphic Journalism

    NARCIS (Netherlands)

    Schlichting, Laura

    2016-01-01

    textabstractThis paper examines graphic journalism (GJ) in a transmedial context, and argues that transmedial graphic journalism (TMGJ) is an important and fruitful new form of visual storytelling, that will re-invigorate the field of journalism, as it steadily tests out and plays with new media,

  7. Mathematics for computer graphics

    CERN Document Server

    Vince, John

    2006-01-01

    Helps you understand the mathematical ideas used in computer animation, virtual reality, CAD, and other areas of computer graphics. This work also helps you to rediscover the mathematical techniques required to solve problems and design computer programs for computer graphic applications

  8. Graphic Communications. Curriculum Guide.

    Science.gov (United States)

    North Dakota State Board for Vocational Education, Bismarck.

    This guide provides the basic foundation to develop a one-semester course based on the cluster concept, graphic communications. One of a set of six guides for an industrial arts curriculum at the junior high school level, it suggests exploratory experiences designed to (1) develop an awareness and understanding of the drafting and graphic arts…

  9. Reduced audiovisual recalibration in the elderly.

    Science.gov (United States)

    Chan, Yu Man; Pianta, Michael J; McKendrick, Allison M

    2014-01-01

    Perceived synchrony of visual and auditory signals can be altered by exposure to a stream of temporally offset stimulus pairs. Previous literature suggests that adapting to audiovisual temporal offsets is an important recalibration to correctly combine audiovisual stimuli into a single percept across a range of source distances. Healthy aging results in synchrony perception over a wider range of temporally offset visual and auditory signals, independent of age-related unisensory declines in vision and hearing sensitivities. However, the impact of aging on audiovisual recalibration is unknown. Audiovisual synchrony perception for sound-lead and sound-lag stimuli was measured for 15 younger (22-32 years old) and 15 older (64-74 years old) healthy adults using a method-of-constant-stimuli, after adapting to a stream of visual and auditory pairs. The adaptation pairs were either synchronous or asynchronous (sound-lag of 230 ms). The adaptation effect for each observer was computed as the shift in the mean of the individually fitted psychometric functions after adapting to asynchrony. Post-adaptation to synchrony, the younger and older observers had average window widths (±standard deviation) of 326 (±80) and 448 (±105) ms, respectively. There was no adaptation effect for sound-lead pairs. Both the younger and older observers, however, perceived more sound-lag pairs as synchronous. The magnitude of the adaptation effect in the older observers was not correlated with how often they saw the adapting sound-lag stimuli as asynchronous. Our finding demonstrates that audiovisual synchrony perception adapts less with advancing age.

  10. Perception in statistical graphics

    Science.gov (United States)

    VanderPlas, Susan Ruth

    There has been quite a bit of research on statistical graphics and visualization, generally focused on new types of graphics, new software to create graphics, interactivity, and usability studies. Our ability to interpret and use statistical graphics hinges on the interface between the graph itself and the brain that perceives and interprets it, and there is substantially less research on the interplay between graph, eye, brain, and mind than is sufficient to understand the nature of these relationships. The goal of the work presented here is to further explore the interplay between a static graph, the translation of that graph from paper to mental representation (the journey from eye to brain), and the mental processes that operate on that graph once it is transferred into memory (mind). Understanding the perception of statistical graphics should allow researchers to create more effective graphs which produce fewer distortions and viewer errors while reducing the cognitive load necessary to understand the information presented in the graph. Taken together, these experiments should lay a foundation for exploring the perception of statistical graphics. There has been considerable research into the accuracy of numerical judgments viewers make from graphs, and these studies are useful, but it is more effective to understand how errors in these judgments occur so that the root cause of the error can be addressed directly. Understanding how visual reasoning relates to the ability to make judgments from graphs allows us to tailor graphics to particular target audiences. In addition, understanding the hierarchy of salient features in statistical graphics allows us to clearly communicate the important message from data or statistical models by constructing graphics which are designed specifically for the perceptual system.

  11. 77 FR 16561 - Certain Audiovisual Components and Products Containing the Same; Notice of Receipt of Complaint...

    Science.gov (United States)

    2012-03-21

    ... INTERNATIONAL TRADE COMMISSION [DN 2884] Certain Audiovisual Components and Products Containing.... International Trade Commission has received a complaint entitled Certain Audiovisual Components and Products... audiovisual components and products containing the same. The complaint names as respondents Funai Electric...

  12. 77 FR 16560 - Certain Audiovisual Components and Products Containing the Same; Notice of Receipt of Complaint...

    Science.gov (United States)

    2012-03-21

    ... INTERNATIONAL TRADE COMMISSION [DN 2884] Certain Audiovisual Components and Products Containing.... International Trade Commission has received a complaint entitled Certain Audiovisual Components and Products... audiovisual components and products containing the same. The complaint names as respondents Funai Electric...

  13. Computer graphics at VAX JINR

    International Nuclear Information System (INIS)

    Balashov, V.K.

    1991-01-01

    The structure of the software for computer graphics at VAX JINR is described. It consists of graphical packages GKS, WAND and a set graphicals packages for High Energy Physics application designed at CERN. 17 refs.; 1 tab

  14. Inactivation of Primate Prefrontal Cortex Impairs Auditory and Audiovisual Working Memory.

    Science.gov (United States)

    Plakke, Bethany; Hwang, Jaewon; Romanski, Lizabeth M

    2015-07-01

    The prefrontal cortex is associated with cognitive functions that include planning, reasoning, decision-making, working memory, and communication. Neurophysiology and neuropsychology studies have established that dorsolateral prefrontal cortex is essential in spatial working memory while the ventral frontal lobe processes language and communication signals. Single-unit recordings in nonhuman primates has shown that ventral prefrontal (VLPFC) neurons integrate face and vocal information and are active during audiovisual working memory. However, whether VLPFC is essential in remembering face and voice information is unknown. We therefore trained nonhuman primates in an audiovisual working memory paradigm using naturalistic face-vocalization movies as memoranda. We inactivated VLPFC, with reversible cortical cooling, and examined performance when faces, vocalizations or both faces and vocalization had to be remembered. We found that VLPFC inactivation impaired subjects' performance in audiovisual and auditory-alone versions of the task. In contrast, VLPFC inactivation did not disrupt visual working memory. Our studies demonstrate the importance of VLPFC in auditory and audiovisual working memory for social stimuli but suggest a different role for VLPFC in unimodal visual processing. The ventral frontal lobe, or inferior frontal gyrus, plays an important role in audiovisual communication in the human brain. Studies with nonhuman primates have found that neurons within ventral prefrontal cortex (VLPFC) encode both faces and vocalizations and that VLPFC is active when animals need to remember these social stimuli. In the present study, we temporarily inactivated VLPFC by cooling the cortex while nonhuman primates performed a working memory task. This impaired the ability of subjects to remember a face and vocalization pair or just the vocalization alone. Our work highlights the importance of the primate VLPFC in the processing of faces and vocalizations in a manner that

  15. Automated social skills training with audiovisual information.

    Science.gov (United States)

    Tanaka, Hiroki; Sakti, Sakriani; Neubig, Graham; Negoro, Hideki; Iwasaka, Hidemi; Nakamura, Satoshi

    2016-08-01

    People with social communication difficulties tend to have superior skills using computers, and as a result computer-based social skills training systems are flourishing. Social skills training, performed by human trainers, is a well-established method to obtain appropriate skills in social interaction. Previous works have attempted to automate one or several parts of social skills training through human-computer interaction. However, while previous work on simulating social skills training considered only acoustic and linguistic features, human social skills trainers take into account visual features (e.g. facial expression, posture). In this paper, we create and evaluate a social skills training system that closes this gap by considering audiovisual features regarding ratio of smiling, yaw, and pitch. An experimental evaluation measures the difference in effectiveness of social skill training when using audio features and audiovisual features. Results showed that the visual features were effective to improve users' social skills.

  16. Graphical symbol recognition

    OpenAIRE

    K.C. , Santosh; Wendling , Laurent

    2015-01-01

    International audience; The chapter focuses on one of the key issues in document image processing i.e., graphical symbol recognition. Graphical symbol recognition is a sub-field of a larger research domain: pattern recognition. The chapter covers several approaches (i.e., statistical, structural and syntactic) and specially designed symbol recognition techniques inspired by real-world industrial problems. It, in general, contains research problems, state-of-the-art methods that convey basic s...

  17. Flowfield computer graphics

    Science.gov (United States)

    Desautel, Richard

    1993-01-01

    The objectives of this research include supporting the Aerothermodynamics Branch's research by developing graphical visualization tools for both the branch's adaptive grid code and flow field ray tracing code. The completed research for the reporting period includes development of a graphical user interface (GUI) and its implementation into the NAS Flowfield Analysis Software Tool kit (FAST), for both the adaptive grid code (SAGE) and the flow field ray tracing code (CISS).

  18. Alterations in audiovisual simultaneity perception in amblyopia

    OpenAIRE

    Richards, Michael D.; Goltz, Herbert C.; Wong, Agnes M. F.

    2017-01-01

    Amblyopia is a developmental visual impairment that is increasingly recognized to affect higher-level perceptual and multisensory processes. To further investigate the audiovisual (AV) perceptual impairments associated with this condition, we characterized the temporal interval in which asynchronous auditory and visual stimuli are perceived as simultaneous 50% of the time (i.e., the AV simultaneity window). Adults with unilateral amblyopia (n = 17) and visually normal controls (n = 17) judged...

  19. Cortical Integration of Audio-Visual Information

    Science.gov (United States)

    Vander Wyk, Brent C.; Ramsay, Gordon J.; Hudac, Caitlin M.; Jones, Warren; Lin, David; Klin, Ami; Lee, Su Mei; Pelphrey, Kevin A.

    2013-01-01

    We investigated the neural basis of audio-visual processing in speech and non-speech stimuli. Physically identical auditory stimuli (speech and sinusoidal tones) and visual stimuli (animated circles and ellipses) were used in this fMRI experiment. Relative to unimodal stimuli, each of the multimodal conjunctions showed increased activation in largely non-overlapping areas. The conjunction of Ellipse and Speech, which most resembles naturalistic audiovisual speech, showed higher activation in the right inferior frontal gyrus, fusiform gyri, left posterior superior temporal sulcus, and lateral occipital cortex. The conjunction of Circle and Tone, an arbitrary audio-visual pairing with no speech association, activated middle temporal gyri and lateral occipital cortex. The conjunction of Circle and Speech showed activation in lateral occipital cortex, and the conjunction of Ellipse and Tone did not show increased activation relative to unimodal stimuli. Further analysis revealed that middle temporal regions, although identified as multimodal only in the Circle-Tone condition, were more strongly active to Ellipse-Speech or Circle-Speech, but regions that were identified as multimodal for Ellipse-Speech were always strongest for Ellipse-Speech. Our results suggest that combinations of auditory and visual stimuli may together be processed by different cortical networks, depending on the extent to which speech or non-speech percepts are evoked. PMID:20709442

  20. Introduction to regression graphics

    CERN Document Server

    Cook, R Dennis

    2009-01-01

    Covers the use of dynamic and interactive computer graphics in linear regression analysis, focusing on analytical graphics. Features new techniques like plot rotation. The authors have composed their own regression code, using Xlisp-Stat language called R-code, which is a nearly complete system for linear regression analysis and can be utilized as the main computer program in a linear regression course. The accompanying disks, for both Macintosh and Windows computers, contain the R-code and Xlisp-Stat. An Instructor's Manual presenting detailed solutions to all the problems in the book is ava

  1. Mikado: A graphic program

    Science.gov (United States)

    Secretan, Y.

    A discussion of the modular program Mikado is presented. Mikado was developed with the goal of creating a flexible graphic tool to display and help analyze the results of finite element fluid flow computations. Mikado works on unstructured meshes, with elements of mixed geometric type, but also offers the possibility of using structured meshes. The program can be operated by both menu and mouse (interactive), or by command file (batch). Mikado is written in FORTRAN, except for a few system dependent subroutines which are in C. It runs presently on Silicon Graphics' workstations and could be easily ported to the IBM-RISC System/6000 family of workstations.

  2. Understanding the basics of audiovisual archiving in Africa and the ...

    African Journals Online (AJOL)

    In the developed world, the cultural value of the audiovisual media gained legitimacy and widening acceptance after World War II, and this is what Africa still requires. There are a lot of problems in Africa, and because of this, activities such as preservation of a historical record, especially in the audiovisual media are seen as ...

  3. Trigger videos on the Web: Impact of audiovisual design

    NARCIS (Netherlands)

    Verleur, R.; Heuvelman, A.; Verhagen, Pleunes Willem

    2011-01-01

    Audiovisual design might impact emotional responses, as studies from the 1970s and 1980s on movie and television content show. Given today's abundant presence of web-based videos, this study investigates whether audiovisual design will impact web-video content in a similar way. The study is

  4. Audiovisual Archive Exploitation in the Networked Information Society

    NARCIS (Netherlands)

    Ordelman, Roeland J.F.

    2011-01-01

    Safeguarding the massive body of audiovisual content, including rich music collections, in audiovisual archives and enabling access for various types of user groups is a prerequisite for unlocking the social-economic value of these collections. Data quantities and the need for specific content

  5. Decision-level fusion for audio-visual laughter detection

    NARCIS (Netherlands)

    Reuderink, B.; Poel, M.; Truong, K.; Poppe, R.; Pantic, M.

    2008-01-01

    Laughter is a highly variable signal, which can be caused by a spectrum of emotions. This makes the automatic detection of laughter a challenging, but interesting task. We perform automatic laughter detection using audio-visual data from the AMI Meeting Corpus. Audio-visual laughter detection is

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

    NARCIS (Netherlands)

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

    2010-01-01

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

  7. Knowledge Generated by Audiovisual Narrative Action Research Loops

    Science.gov (United States)

    Bautista Garcia-Vera, Antonio

    2012-01-01

    We present data collected from the research project funded by the Ministry of Education and Science of Spain entitled "Audiovisual Narratives and Intercultural Relations in Education." One of the aims of the research was to determine the nature of thought processes occurring during audiovisual narratives. We studied the possibility of…

  8. Perception of Intersensory Synchrony in Audiovisual Speech: Not that Special

    Science.gov (United States)

    Vroomen, Jean; Stekelenburg, Jeroen J.

    2011-01-01

    Perception of intersensory temporal order is particularly difficult for (continuous) audiovisual speech, as perceivers may find it difficult to notice substantial timing differences between speech sounds and lip movements. Here we tested whether this occurs because audiovisual speech is strongly paired ("unity assumption"). Participants made…

  9. Use of Audiovisual Texts in University Education Process

    Science.gov (United States)

    Aleksandrov, Evgeniy P.

    2014-01-01

    Audio-visual learning technologies offer great opportunities in the development of students' analytical and projective abilities. These technologies can be used in classroom activities and for homework. This article discusses the features of audiovisual media texts use in a series of social sciences and humanities in the University curriculum.

  10. Neural Correlates of Audiovisual Integration of Semantic Category Information

    Science.gov (United States)

    Hu, Zhonghua; Zhang, Ruiling; Zhang, Qinglin; Liu, Qiang; Li, Hong

    2012-01-01

    Previous studies have found a late frontal-central audiovisual interaction during the time period about 150-220 ms post-stimulus. However, it is unclear to which process is this audiovisual interaction related: to processing of acoustical features or to classification of stimuli? To investigate this question, event-related potentials were recorded…

  11. Audiovisual Integration in High Functioning Adults with Autism

    Science.gov (United States)

    Keane, Brian P.; Rosenthal, Orna; Chun, Nicole H.; Shams, Ladan

    2010-01-01

    Autism involves various perceptual benefits and deficits, but it is unclear if the disorder also involves anomalous audiovisual integration. To address this issue, we compared the performance of high-functioning adults with autism and matched controls on experiments investigating the audiovisual integration of speech, spatiotemporal relations, and…

  12. Development of Sensitivity to Audiovisual Temporal Asynchrony during Midchildhood

    Science.gov (United States)

    Kaganovich, Natalya

    2016-01-01

    Temporal proximity is one of the key factors determining whether events in different modalities are integrated into a unified percept. Sensitivity to audiovisual temporal asynchrony has been studied in adults in great detail. However, how such sensitivity matures during childhood is poorly understood. We examined perception of audiovisual temporal…

  13. Selective Audiovisual Semantic Integration Enabled by Feature-Selective Attention.

    Science.gov (United States)

    Li, Yuanqing; Long, Jinyi; Huang, Biao; Yu, Tianyou; Wu, Wei; Li, Peijun; Fang, Fang; Sun, Pei

    2016-01-13

    An audiovisual object may contain multiple semantic features, such as the gender and emotional features of the speaker. Feature-selective attention and audiovisual semantic integration are two brain functions involved in the recognition of audiovisual objects. Humans often selectively attend to one or several features while ignoring the other features of an audiovisual object. Meanwhile, the human brain integrates semantic information from the visual and auditory modalities. However, how these two brain functions correlate with each other remains to be elucidated. In this functional magnetic resonance imaging (fMRI) study, we explored the neural mechanism by which feature-selective attention modulates audiovisual semantic integration. During the fMRI experiment, the subjects were presented with visual-only, auditory-only, or audiovisual dynamical facial stimuli and performed several feature-selective attention tasks. Our results revealed that a distribution of areas, including heteromodal areas and brain areas encoding attended features, may be involved in audiovisual semantic integration. Through feature-selective attention, the human brain may selectively integrate audiovisual semantic information from attended features by enhancing functional connectivity and thus regulating information flows from heteromodal areas to brain areas encoding the attended features.

  14. Trigger Videos on the Web: Impact of Audiovisual Design

    Science.gov (United States)

    Verleur, Ria; Heuvelman, Ard; Verhagen, Plon W.

    2011-01-01

    Audiovisual design might impact emotional responses, as studies from the 1970s and 1980s on movie and television content show. Given today's abundant presence of web-based videos, this study investigates whether audiovisual design will impact web-video content in a similar way. The study is motivated by the potential influence of video-evoked…

  15. Audiovisual consumption and its social logics on the web

    OpenAIRE

    Rose Marie Santini; Juan C. Calvi

    2013-01-01

    This article analyzes the social logics underlying audiovisualconsumption on digital networks. We retrieved some data on the Internet globaltraffic of audiovisual files since 2008 to identify formats, modes of distributionand consumption of audiovisual contents that tend to prevail on the Web. Thisresearch shows the types of social practices which are dominant among usersand its relation to what we designate as “Internet culture”.

  16. Mathematical structures for computer graphics

    CERN Document Server

    Janke, Steven J

    2014-01-01

    A comprehensive exploration of the mathematics behind the modeling and rendering of computer graphics scenes Mathematical Structures for Computer Graphics presents an accessible and intuitive approach to the mathematical ideas and techniques necessary for two- and three-dimensional computer graphics. Focusing on the significant mathematical results, the book establishes key algorithms used to build complex graphics scenes. Written for readers with various levels of mathematical background, the book develops a solid foundation for graphics techniques and fills in relevant grap

  17. Multistage audiovisual integration of speech: dissociating identification and detection.

    Science.gov (United States)

    Eskelund, Kasper; Tuomainen, Jyrki; Andersen, Tobias S

    2011-02-01

    Speech perception integrates auditory and visual information. This is evidenced by the McGurk illusion where seeing the talking face influences the auditory phonetic percept and by the audiovisual detection advantage where seeing the talking face influences the detectability of the acoustic speech signal. Here, we show that identification of phonetic content and detection can be dissociated as speech-specific and non-specific audiovisual integration effects. To this end, we employed synthetically modified stimuli, sine wave speech (SWS), which is an impoverished speech signal that only observers informed of its speech-like nature recognize as speech. While the McGurk illusion only occurred for informed observers, the audiovisual detection advantage occurred for naïve observers as well. This finding supports a multistage account of audiovisual integration of speech in which the many attributes of the audiovisual speech signal are integrated by separate integration processes.

  18. Audiovisual perception in amblyopia: A review and synthesis.

    Science.gov (United States)

    Richards, Michael D; Goltz, Herbert C; Wong, Agnes M F

    2018-05-17

    Amblyopia is a common developmental sensory disorder that has been extensively and systematically investigated as a unisensory visual impairment. However, its effects are increasingly recognized to extend beyond vision to the multisensory domain. Indeed, amblyopia is associated with altered cross-modal interactions in audiovisual temporal perception, audiovisual spatial perception, and audiovisual speech perception. Furthermore, although the visual impairment in amblyopia is typically unilateral, the multisensory abnormalities tend to persist even when viewing with both eyes. Knowledge of the extent and mechanisms of the audiovisual impairments in amblyopia, however, remains in its infancy. This work aims to review our current understanding of audiovisual processing and integration deficits in amblyopia, and considers the possible mechanisms underlying these abnormalities. Copyright © 2018. Published by Elsevier Ltd.

  19. The natural statistics of audiovisual speech.

    Directory of Open Access Journals (Sweden)

    Chandramouli Chandrasekaran

    2009-07-01

    Full Text Available Humans, like other animals, are exposed to a continuous stream of signals, which are dynamic, multimodal, extended, and time varying in nature. This complex input space must be transduced and sampled by our sensory systems and transmitted to the brain where it can guide the selection of appropriate actions. To simplify this process, it's been suggested that the brain exploits statistical regularities in the stimulus space. Tests of this idea have largely been confined to unimodal signals and natural scenes. One important class of multisensory signals for which a quantitative input space characterization is unavailable is human speech. We do not understand what signals our brain has to actively piece together from an audiovisual speech stream to arrive at a percept versus what is already embedded in the signal structure of the stream itself. In essence, we do not have a clear understanding of the natural statistics of audiovisual speech. In the present study, we identified the following major statistical features of audiovisual speech. First, we observed robust correlations and close temporal correspondence between the area of the mouth opening and the acoustic envelope. Second, we found the strongest correlation between the area of the mouth opening and vocal tract resonances. Third, we observed that both area of the mouth opening and the voice envelope are temporally modulated in the 2-7 Hz frequency range. Finally, we show that the timing of mouth movements relative to the onset of the voice is consistently between 100 and 300 ms. We interpret these data in the context of recent neural theories of speech which suggest that speech communication is a reciprocally coupled, multisensory event, whereby the outputs of the signaler are matched to the neural processes of the receiver.

  20. Vicarious audiovisual learning in perfusion education.

    Science.gov (United States)

    Rath, Thomas E; Holt, David W

    2010-12-01

    Perfusion technology is a mechanical and visual science traditionally taught with didactic instruction combined with clinical experience. It is difficult to provide perfusion students the opportunity to experience difficult clinical situations, set up complex perfusion equipment, or observe corrective measures taken during catastrophic events because of patient safety concerns. Although high fidelity simulators offer exciting opportunities for future perfusion training, we explore the use of a less costly low fidelity form of simulation instruction, vicarious audiovisual learning. Two low fidelity modes of instruction; description with text and a vicarious, first person audiovisual production depicting the same content were compared. Students (n = 37) sampled from five North American perfusion schools were prospectively randomized to one of two online learning modules, text or video.These modules described the setup and operation of the MAQUET ROTAFLOW stand-alone centrifugal console and pump. Using a 10 question multiple-choice test, students were assessed immediately after viewing the module (test #1) and then again 2 weeks later (test #2) to determine cognition and recall of the module content. In addition, students completed a questionnaire assessing the learning preferences of today's perfusion student. Mean test scores from test #1 for video learners (n = 18) were significantly higher (88.89%) than for text learners (n = 19) (74.74%), (p audiovisual learning modules may be an efficacious, low cost means of delivering perfusion training on subjects such as equipment setup and operation. Video learning appears to improve cognition and retention of learned content and may play an important role in how we teach perfusion in the future, as simulation technology becomes more prevalent.

  1. Textbook Graphics and Maps: Keys to Learning.

    Science.gov (United States)

    Danzer, Gerald A.

    1980-01-01

    Explains how social studies pupils can use an awareness of textbook design to become better students. Suggestions include reproducing the collage on an American history textbook as a large poster for classroom use and directing students to design a graphic unit opener in the same style as the ones in their textbooks. (DB)

  2. Harvesting graphics power for MD simulations

    NARCIS (Netherlands)

    van Meel, J.A.; Arnold, A.; Frenkel, D.; Portegies Zwart, S.F.; Belleman, R.G.

    2008-01-01

    We discuss an implementation of molecular dynamics (MD) simulations on a graphic processing unit (GPU) in the NVIDIA CUDA language. We tested our code on a modern GPU, the NVIDIA GeForce 8800 GTX. Results for two MD algorithms suitable for short-ranged and long-ranged interactions, and a

  3. Harvesting graphics power for MD simulations

    NARCIS (Netherlands)

    Meel, J.A. van; Arnold, A.; Frenkel, D.; Portegies Zwart, S.F.; Belleman, R.G.

    We discuss an implementation of molecular dynamics (MD) simulations on a graphic processing unit (GPU) in the NVIDIA CUDA language. We tested our code on a modern GPU, the NVIDIA GeForce 8800 GTX. Results for two MD algorithms suitable for short-ranged and long-ranged interactions, and a

  4. Fault tree graphics

    International Nuclear Information System (INIS)

    Bass, L.; Wynholds, H.W.; Porterfield, W.R.

    1975-01-01

    Described is an operational system that enables the user, through an intelligent graphics terminal, to construct, modify, analyze, and store fault trees. With this system, complex engineering designs can be analyzed. This paper discusses the system and its capabilities. Included is a brief discussion of fault tree analysis, which represents an aspect of reliability and safety modeling

  5. Mathematical Graphic Organizers

    Science.gov (United States)

    Zollman, Alan

    2009-01-01

    As part of a math-science partnership, a university mathematics educator and ten elementary school teachers developed a novel approach to mathematical problem solving derived from research on reading and writing pedagogy. Specifically, research indicates that students who use graphic organizers to arrange their ideas improve their comprehension…

  6. Graphical Interfaces for Simulation.

    Science.gov (United States)

    Hollan, J. D.; And Others

    This document presents a discussion of the development of a set of software tools to assist in the construction of interfaces to simulations and real-time systems. Presuppositions to the approach to interface design that was used are surveyed, the tools are described, and the conclusions drawn from these experiences in graphical interface design…

  7. Printer Graphics Package

    Science.gov (United States)

    Blanchard, D. C.

    1986-01-01

    Printer Graphics Package (PGP) is tool for making two-dimensional symbolic plots on line printer. PGP created to support development of Heads-Up Display (HUD) simulation. Standard symbols defined with HUD in mind. Available symbols include circle, triangle, quadrangle, window, line, numbers, and text. Additional symbols easily added or built up from available symbols.

  8. Comics & Graphic Novels

    Science.gov (United States)

    Cleaver, Samantha

    2008-01-01

    Not so many years ago, comic books in school were considered the enemy. Students caught sneaking comics between the pages of bulky--and less engaging--textbooks were likely sent to the principal. Today, however, comics, including classics such as "Superman" but also their generally more complex, nuanced cousins, graphic novels, are not only…

  9. Graphics gems V (Macintosh version)

    CERN Document Server

    Paeth, Alan W

    1995-01-01

    Graphics Gems V is the newest volume in The Graphics Gems Series. It is intended to provide the graphics community with a set of practical tools for implementing new ideas and techniques, and to offer working solutions to real programming problems. These tools are written by a wide variety of graphics programmers from industry, academia, and research. The books in the series have become essential, time-saving tools for many programmers.Latest collection of graphics tips in The Graphics Gems Series written by the leading programmers in the field.Contains over 50 new gems displaying some of t

  10. Dissociating verbal and nonverbal audiovisual object processing.

    Science.gov (United States)

    Hocking, Julia; Price, Cathy J

    2009-02-01

    This fMRI study investigates how audiovisual integration differs for verbal stimuli that can be matched at a phonological level and nonverbal stimuli that can be matched at a semantic level. Subjects were presented simultaneously with one visual and one auditory stimulus and were instructed to decide whether these stimuli referred to the same object or not. Verbal stimuli were simultaneously presented spoken and written object names, and nonverbal stimuli were photographs of objects simultaneously presented with naturally occurring object sounds. Stimulus differences were controlled by including two further conditions that paired photographs of objects with spoken words and object sounds with written words. Verbal matching, relative to all other conditions, increased activation in a region of the left superior temporal sulcus that has previously been associated with phonological processing. Nonverbal matching, relative to all other conditions, increased activation in a right fusiform region that has previously been associated with structural and conceptual object processing. Thus, we demonstrate how brain activation for audiovisual integration depends on the verbal content of the stimuli, even when stimulus and task processing differences are controlled.

  11. Categorization of natural dynamic audiovisual scenes.

    Directory of Open Access Journals (Sweden)

    Olli Rummukainen

    Full Text Available This work analyzed the perceptual attributes of natural dynamic audiovisual scenes. We presented thirty participants with 19 natural scenes in a similarity categorization task, followed by a semi-structured interview. The scenes were reproduced with an immersive audiovisual display. Natural scene perception has been studied mainly with unimodal settings, which have identified motion as one of the most salient attributes related to visual scenes, and sound intensity along with pitch trajectories related to auditory scenes. However, controlled laboratory experiments with natural multimodal stimuli are still scarce. Our results show that humans pay attention to similar perceptual attributes in natural scenes, and a two-dimensional perceptual map of the stimulus scenes and perceptual attributes was obtained in this work. The exploratory results show the amount of movement, perceived noisiness, and eventfulness of the scene to be the most important perceptual attributes in naturalistically reproduced real-world urban environments. We found the scene gist properties openness and expansion to remain as important factors in scenes with no salient auditory or visual events. We propose that the study of scene perception should move forward to understand better the processes behind multimodal scene processing in real-world environments. We publish our stimulus scenes as spherical video recordings and sound field recordings in a publicly available database.

  12. Summarizing Audiovisual Contents of a Video Program

    Science.gov (United States)

    Gong, Yihong

    2003-12-01

    In this paper, we focus on video programs that are intended to disseminate information and knowledge such as news, documentaries, seminars, etc, and present an audiovisual summarization system that summarizes the audio and visual contents of the given video separately, and then integrating the two summaries with a partial alignment. The audio summary is created by selecting spoken sentences that best present the main content of the audio speech while the visual summary is created by eliminating duplicates/redundancies and preserving visually rich contents in the image stream. The alignment operation aims to synchronize each spoken sentence in the audio summary with its corresponding speaker's face and to preserve the rich content in the visual summary. A Bipartite Graph-based audiovisual alignment algorithm is developed to efficiently find the best alignment solution that satisfies these alignment requirements. With the proposed system, we strive to produce a video summary that: (1) provides a natural visual and audio content overview, and (2) maximizes the coverage for both audio and visual contents of the original video without having to sacrifice either of them.

  13. Alterations in audiovisual simultaneity perception in amblyopia.

    Science.gov (United States)

    Richards, Michael D; Goltz, Herbert C; Wong, Agnes M F

    2017-01-01

    Amblyopia is a developmental visual impairment that is increasingly recognized to affect higher-level perceptual and multisensory processes. To further investigate the audiovisual (AV) perceptual impairments associated with this condition, we characterized the temporal interval in which asynchronous auditory and visual stimuli are perceived as simultaneous 50% of the time (i.e., the AV simultaneity window). Adults with unilateral amblyopia (n = 17) and visually normal controls (n = 17) judged the simultaneity of a flash and a click presented with both eyes viewing. The signal onset asynchrony (SOA) varied from 0 ms to 450 ms for auditory-lead and visual-lead conditions. A subset of participants with amblyopia (n = 6) was tested monocularly. Compared to the control group, the auditory-lead side of the AV simultaneity window was widened by 48 ms (36%; p = 0.002), whereas that of the visual-lead side was widened by 86 ms (37%; p = 0.02). The overall mean window width was 500 ms, compared to 366 ms among controls (37% wider; p = 0.002). Among participants with amblyopia, the simultaneity window parameters were unchanged by viewing condition, but subgroup analysis revealed differential effects on the parameters by amblyopia severity, etiology, and foveal suppression status. Possible mechanisms to explain these findings include visual temporal uncertainty, interocular perceptual latency asymmetry, and disruption of normal developmental tuning of sensitivity to audiovisual asynchrony.

  14. Alterations in audiovisual simultaneity perception in amblyopia.

    Directory of Open Access Journals (Sweden)

    Michael D Richards

    Full Text Available Amblyopia is a developmental visual impairment that is increasingly recognized to affect higher-level perceptual and multisensory processes. To further investigate the audiovisual (AV perceptual impairments associated with this condition, we characterized the temporal interval in which asynchronous auditory and visual stimuli are perceived as simultaneous 50% of the time (i.e., the AV simultaneity window. Adults with unilateral amblyopia (n = 17 and visually normal controls (n = 17 judged the simultaneity of a flash and a click presented with both eyes viewing. The signal onset asynchrony (SOA varied from 0 ms to 450 ms for auditory-lead and visual-lead conditions. A subset of participants with amblyopia (n = 6 was tested monocularly. Compared to the control group, the auditory-lead side of the AV simultaneity window was widened by 48 ms (36%; p = 0.002, whereas that of the visual-lead side was widened by 86 ms (37%; p = 0.02. The overall mean window width was 500 ms, compared to 366 ms among controls (37% wider; p = 0.002. Among participants with amblyopia, the simultaneity window parameters were unchanged by viewing condition, but subgroup analysis revealed differential effects on the parameters by amblyopia severity, etiology, and foveal suppression status. Possible mechanisms to explain these findings include visual temporal uncertainty, interocular perceptual latency asymmetry, and disruption of normal developmental tuning of sensitivity to audiovisual asynchrony.

  15. Topographic Digital Raster Graphics - USGS DIGITAL RASTER GRAPHICS

    Data.gov (United States)

    NSGIC Local Govt | GIS Inventory — USGS Topographic Digital Raster Graphics downloaded from LABINS (http://data.labins.org/2003/MappingData/drg/drg_stpl83.cfm). A digital raster graphic (DRG) is a...

  16. Homology modeling, docking studies and molecular dynamic simulations using graphical processing unit architecture to probe the type-11 phosphodiesterase catalytic site: a computational approach for the rational design of selective inhibitors.

    Science.gov (United States)

    Cichero, Elena; D'Ursi, Pasqualina; Moscatelli, Marco; Bruno, Olga; Orro, Alessandro; Rotolo, Chiara; Milanesi, Luciano; Fossa, Paola

    2013-12-01

    Phosphodiesterase 11 (PDE11) is the latest isoform of the PDEs family to be identified, acting on both cyclic adenosine monophosphate and cyclic guanosine monophosphate. The initial reports of PDE11 found evidence for PDE11 expression in skeletal muscle, prostate, testis, and salivary glands; however, the tissue distribution of PDE11 still remains a topic of active study and some controversy. Given the sequence similarity between PDE11 and PDE5, several PDE5 inhibitors have been shown to cross-react with PDE11. Accordingly, many non-selective inhibitors, such as IBMX, zaprinast, sildenafil, and dipyridamole, have been documented to inhibit PDE11. Only recently, a series of dihydrothieno[3,2-d]pyrimidin-4(3H)-one derivatives proved to be selective toward the PDE11 isoform. In the absence of experimental data about PDE11 X-ray structures, we found interesting to gain a better understanding of the enzyme-inhibitor interactions using in silico simulations. In this work, we describe a computational approach based on homology modeling, docking, and molecular dynamics simulation to derive a predictive 3D model of PDE11. Using a Graphical Processing Unit architecture, it is possible to perform long simulations, find stable interactions involved in the complex, and finally to suggest guideline for the identification and synthesis of potent and selective inhibitors. © 2013 John Wiley & Sons A/S.

  17. Three-directional motion-compensation mask-based novel look-up table on graphics processing units for video-rate generation of digital holographic videos of three-dimensional scenes.

    Science.gov (United States)

    Kwon, Min-Woo; Kim, Seung-Cheol; Kim, Eun-Soo

    2016-01-20

    A three-directional motion-compensation mask-based novel look-up table method is proposed and implemented on graphics processing units (GPUs) for video-rate generation of digital holographic videos of three-dimensional (3D) scenes. Since the proposed method is designed to be well matched with the software and memory structures of GPUs, the number of compute-unified-device-architecture kernel function calls can be significantly reduced. This results in a great increase of the computational speed of the proposed method, allowing video-rate generation of the computer-generated hologram (CGH) patterns of 3D scenes. Experimental results reveal that the proposed method can generate 39.8 frames of Fresnel CGH patterns with 1920×1080 pixels per second for the test 3D video scenario with 12,088 object points on dual GPU boards of NVIDIA GTX TITANs, and they confirm the feasibility of the proposed method in the practical application fields of electroholographic 3D displays.

  18. Development of a Monte Carlo software to photon transportation in voxel structures using graphic processing units; Desenvolvimento de um software de Monte Carlo para transporte de fotons em estruturas de voxels usando unidades de processamento grafico

    Energy Technology Data Exchange (ETDEWEB)

    Bellezzo, Murillo

    2014-09-01

    As the most accurate method to estimate absorbed dose in radiotherapy, Monte Carlo Method (MCM) has been widely used in radiotherapy treatment planning. Nevertheless, its efficiency can be improved for clinical routine applications. In this thesis, the CUBMC code is presented, a GPU-based MC photon transport algorithm for dose calculation under the Compute Unified Device Architecture (CUDA) platform. The simulation of physical events is based on the algorithm used in PENELOPE, and the cross section table used is the one generated by the MATERIAL routine, also present in PENELOPE code. Photons are transported in voxel-based geometries with different compositions. There are two distinct approaches used for transport simulation. The rst of them forces the photon to stop at every voxel frontier, the second one is the Woodcock method, where the photon ignores the existence of borders and travels in homogeneous fictitious media. The CUBMC code aims to be an alternative of Monte Carlo simulator code that, by using the capability of parallel processing of graphics processing units (GPU), provide high performance simulations in low cost compact machines, and thus can be applied in clinical cases and incorporated in treatment planning systems for radiotherapy. (author)

  19. Interactive Graphic Journalism

    Directory of Open Access Journals (Sweden)

    Laura Schlichting

    2016-12-01

    Full Text Available This paper examines graphic journalism (GJ in a transmedial context, and argues that transmedial graphic journalism (TMGJ is an important and fruitful new form of visual storytelling, that will re-invigorate the field of journalism, as it steadily tests out and plays with new media, ultimately leading to new challenges in both the production and reception process. With TMGJ, linear narratives may be broken up and ethical issues concerning the emotional and entertainment value are raised when it comes to ‘playing the news’. The aesthetic characteristics of TMGJ will be described and interactivity’s influence on non-fiction storytelling will be explored in an analysis of The Nisoor Square Shooting (2011 and Ferguson Firsthand (2015.

  20. On the Importance of Audiovisual Coherence for the Perceived Quality of Synthesized Visual Speech

    Directory of Open Access Journals (Sweden)

    Wesley Mattheyses

    2009-01-01

    Full Text Available Audiovisual text-to-speech systems convert a written text into an audiovisual speech signal. Typically, the visual mode of the synthetic speech is synthesized separately from the audio, the latter being either natural or synthesized speech. However, the perception of mismatches between these two information streams requires experimental exploration since it could degrade the quality of the output. In order to increase the intermodal coherence in synthetic 2D photorealistic speech, we extended the well-known unit selection audio synthesis technique to work with multimodal segments containing original combinations of audio and video. Subjective experiments confirm that the audiovisual signals created by our multimodal synthesis strategy are indeed perceived as being more synchronous than those of systems in which both modes are not intrinsically coherent. Furthermore, it is shown that the degree of coherence between the auditory mode and the visual mode has an influence on the perceived quality of the synthetic visual speech fragment. In addition, the audio quality was found to have only a minor influence on the perceived visual signal's quality.

  1. Teleconferences and Audiovisual Materials in Earth Science Education

    Science.gov (United States)

    Cortina, L. M.

    2007-05-01

    Unidad de Educacion Continua y a Distancia, Universidad Nacional Autonoma de Mexico, Coyoaca 04510 Mexico, MEXICO As stated in the special session description, 21st century undergraduate education has access to resources/experiences that go beyond university classrooms. However in some cases, resources may go largely unused and a number of factors may be cited such as logistic problems, restricted internet and telecommunication service access, miss-information, etc. We present and comment on our efforts and experiences at the National University of Mexico in a new unit dedicated to teleconferences and audio-visual materials. The unit forms part of the geosciences institutes, located in the central UNAM campus and campuses in other States. The use of teleconference in formal graduate and undergraduate education allows teachers and lecturers to distribute course material as in classrooms. Course by teleconference requires learning and student and teacher effort without physical contact, but they have access to multimedia available to support their exhibition. Well selected multimedia material allows the students to identify and recognize digital information to aid understanding natural phenomena integral to Earth Sciences. Cooperation with international partnerships providing access to new materials and experiences and to field practices will greatly add to our efforts. We will present specific examples of the experiences that we have at the Earth Sciences Postgraduate Program of UNAM with the use of technology in the education in geosciences.

  2. Audiovisual Simultaneity Judgment and Rapid Recalibration throughout the Lifespan.

    Science.gov (United States)

    Noel, Jean-Paul; De Niear, Matthew; Van der Burg, Erik; Wallace, Mark T

    2016-01-01

    Multisensory interactions are well established to convey an array of perceptual and behavioral benefits. One of the key features of multisensory interactions is the temporal structure of the stimuli combined. In an effort to better characterize how temporal factors influence multisensory interactions across the lifespan, we examined audiovisual simultaneity judgment and the degree of rapid recalibration to paired audiovisual stimuli (Flash-Beep and Speech) in a sample of 220 participants ranging from 7 to 86 years of age. Results demonstrate a surprisingly protracted developmental time-course for both audiovisual simultaneity judgment and rapid recalibration, with neither reaching maturity until well into adolescence. Interestingly, correlational analyses revealed that audiovisual simultaneity judgments (i.e., the size of the audiovisual temporal window of simultaneity) and rapid recalibration significantly co-varied as a function of age. Together, our results represent the most complete description of age-related changes in audiovisual simultaneity judgments to date, as well as being the first to describe changes in the degree of rapid recalibration as a function of age. We propose that the developmental time-course of rapid recalibration scaffolds the maturation of more durable audiovisual temporal representations.

  3. Audiovisual integration facilitates monkeys' short-term memory.

    Science.gov (United States)

    Bigelow, James; Poremba, Amy

    2016-07-01

    Many human behaviors are known to benefit from audiovisual integration, including language and communication, recognizing individuals, social decision making, and memory. Exceptionally little is known about the contributions of audiovisual integration to behavior in other primates. The current experiment investigated whether short-term memory in nonhuman primates is facilitated by the audiovisual presentation format. Three macaque monkeys that had previously learned an auditory delayed matching-to-sample (DMS) task were trained to perform a similar visual task, after which they were tested with a concurrent audiovisual DMS task with equal proportions of auditory, visual, and audiovisual trials. Parallel to outcomes in human studies, accuracy was higher and response times were faster on audiovisual trials than either unisensory trial type. Unexpectedly, two subjects exhibited superior unimodal performance on auditory trials, a finding that contrasts with previous studies, but likely reflects their training history. Our results provide the first demonstration of a bimodal memory advantage in nonhuman primates, lending further validation to their use as a model for understanding audiovisual integration and memory processing in humans.

  4. Absent Audiovisual Integration Elicited by Peripheral Stimuli in Parkinson's Disease.

    Science.gov (United States)

    Ren, Yanna; Suzuki, Keisuke; Yang, Weiping; Ren, Yanling; Wu, Fengxia; Yang, Jiajia; Takahashi, Satoshi; Ejima, Yoshimichi; Wu, Jinglong; Hirata, Koichi

    2018-01-01

    The basal ganglia, which have been shown to be a significant multisensory hub, are disordered in Parkinson's disease (PD). This study was to investigate the audiovisual integration of peripheral stimuli in PD patients with/without sleep disturbances. Thirty-six age-matched normal controls (NC) and 30 PD patients were recruited for an auditory/visual discrimination experiment. The mean response times for each participant were analyzed using repeated measures ANOVA and race model. The results showed that the response to all stimuli was significantly delayed for PD compared to NC (all p audiovisual stimuli was significantly faster than that to unimodal stimuli in both NC and PD ( p audiovisual integration was absent in PD; however, it did occur in NC. Further analysis showed that there was no significant audiovisual integration in PD with/without cognitive impairment or in PD with/without sleep disturbances. Furthermore, audiovisual facilitation was not associated with Hoehn and Yahr stage, disease duration, or the presence of sleep disturbances (all p > 0.05). The current results showed that audiovisual multisensory integration for peripheral stimuli is absent in PD regardless of sleep disturbances and further suggested the abnormal audiovisual integration might be a potential early manifestation of PD.

  5. Advanced diagnostic graphics

    International Nuclear Information System (INIS)

    Bray, M.A.; Petersen, R.J.; Clark, M.T.; Gertman, D.I.

    1981-01-01

    This paper reports US NRC-sponsored research at the Idaho National Engineering Laboratory (INEL) involving evaluation of computer-based diagnostic graphics. The specific targets of current evaluations are multivariate data display formats which may be used in Safety Parameter Display Systems (SPDS) being developed for nuclear power plant control rooms. The purpose of the work is to provide a basis for NRC action in regulating licensee SPDSs or later computer/cathode ray tube (CRT) applications in nuclear control rooms

  6. Graphic Grown Up

    Science.gov (United States)

    Kim, Ann

    2009-01-01

    It's no secret that children and YAs are clued in to graphic novels (GNs) and that comics-loving adults are positively giddy that this format is getting the recognition it deserves. Still, there is a whole swath of library card-carrying grown-up readers out there with no idea where to start. Splashy movies such as "300" and "Spider-Man" and their…

  7. Audiovisual Interval Size Estimation Is Associated with Early Musical Training.

    Directory of Open Access Journals (Sweden)

    Mary Kathryn Abel

    Full Text Available Although pitch is a fundamental attribute of auditory perception, substantial individual differences exist in our ability to perceive differences in pitch. Little is known about how these individual differences in the auditory modality might affect crossmodal processes such as audiovisual perception. In this study, we asked whether individual differences in pitch perception might affect audiovisual perception, as it relates to age of onset and number of years of musical training. Fifty-seven subjects made subjective ratings of interval size when given point-light displays of audio, visual, and audiovisual stimuli of sung intervals. Audiovisual stimuli were divided into congruent and incongruent (audiovisual-mismatched stimuli. Participants' ratings correlated strongly with interval size in audio-only, visual-only, and audiovisual-congruent conditions. In the audiovisual-incongruent condition, ratings correlated more with audio than with visual stimuli, particularly for subjects who had better pitch perception abilities and higher nonverbal IQ scores. To further investigate the effects of age of onset and length of musical training, subjects were divided into musically trained and untrained groups. Results showed that among subjects with musical training, the degree to which participants' ratings correlated with auditory interval size during incongruent audiovisual perception was correlated with both nonverbal IQ and age of onset of musical training. After partialing out nonverbal IQ, pitch discrimination thresholds were no longer associated with incongruent audio scores, whereas age of onset of musical training remained associated with incongruent audio scores. These findings invite future research on the developmental effects of musical training, particularly those relating to the process of audiovisual perception.

  8. Audiovisual Interval Size Estimation Is Associated with Early Musical Training.

    Science.gov (United States)

    Abel, Mary Kathryn; Li, H Charles; Russo, Frank A; Schlaug, Gottfried; Loui, Psyche

    2016-01-01

    Although pitch is a fundamental attribute of auditory perception, substantial individual differences exist in our ability to perceive differences in pitch. Little is known about how these individual differences in the auditory modality might affect crossmodal processes such as audiovisual perception. In this study, we asked whether individual differences in pitch perception might affect audiovisual perception, as it relates to age of onset and number of years of musical training. Fifty-seven subjects made subjective ratings of interval size when given point-light displays of audio, visual, and audiovisual stimuli of sung intervals. Audiovisual stimuli were divided into congruent and incongruent (audiovisual-mismatched) stimuli. Participants' ratings correlated strongly with interval size in audio-only, visual-only, and audiovisual-congruent conditions. In the audiovisual-incongruent condition, ratings correlated more with audio than with visual stimuli, particularly for subjects who had better pitch perception abilities and higher nonverbal IQ scores. To further investigate the effects of age of onset and length of musical training, subjects were divided into musically trained and untrained groups. Results showed that among subjects with musical training, the degree to which participants' ratings correlated with auditory interval size during incongruent audiovisual perception was correlated with both nonverbal IQ and age of onset of musical training. After partialing out nonverbal IQ, pitch discrimination thresholds were no longer associated with incongruent audio scores, whereas age of onset of musical training remained associated with incongruent audio scores. These findings invite future research on the developmental effects of musical training, particularly those relating to the process of audiovisual perception.

  9. Graphics supercomputer for computational fluid dynamics research

    Science.gov (United States)

    Liaw, Goang S.

    1994-11-01

    The objective of this project is to purchase a state-of-the-art graphics supercomputer to improve the Computational Fluid Dynamics (CFD) research capability at Alabama A & M University (AAMU) and to support the Air Force research projects. A cutting-edge graphics supercomputer system, Onyx VTX, from Silicon Graphics Computer Systems (SGI), was purchased and installed. Other equipment including a desktop personal computer, PC-486 DX2 with a built-in 10-BaseT Ethernet card, a 10-BaseT hub, an Apple Laser Printer Select 360, and a notebook computer from Zenith were also purchased. A reading room has been converted to a research computer lab by adding some furniture and an air conditioning unit in order to provide an appropriate working environments for researchers and the purchase equipment. All the purchased equipment were successfully installed and are fully functional. Several research projects, including two existing Air Force projects, are being performed using these facilities.

  10. Career Opportunities in Computer Graphics.

    Science.gov (United States)

    Langer, Victor

    1983-01-01

    Reviews the impact of computer graphics on industrial productivity. Details the computer graphics technician curriculum at Milwaukee Area Technical College and the cooperative efforts of business and industry to fund and equip the program. (SK)

  11. Speech-specificity of two audiovisual integration effects

    DEFF Research Database (Denmark)

    Eskelund, Kasper; Tuomainen, Jyrki; Andersen, Tobias

    2010-01-01

    Seeing the talker’s articulatory mouth movements can influence the auditory speech percept both in speech identification and detection tasks. Here we show that these audiovisual integration effects also occur for sine wave speech (SWS), which is an impoverished speech signal that naïve observers...... often fail to perceive as speech. While audiovisual integration in the identification task only occurred when observers were informed of the speech-like nature of SWS, integration occurred in the detection task both for informed and naïve observers. This shows that both speech-specific and general...... mechanisms underlie audiovisual integration of speech....

  12. Critical frameworks for graphic design: graphic design and visual culture

    OpenAIRE

    Dauppe, Michele-Anne

    2011-01-01

    The paper considers an approach to the study of graphic design which addresses the expanding nature of graphic design in the 21st century and the purposeful application of theory to the subject of graphic design. In recent years graphic design has expanded its domain from the world of print culture (e.g. books, posters) into what is sometimes called screen culture. Everything from a mobile phone to a display in an airport lounge to the A.T.M. carries graphic design. It has become ever more ub...

  13. First Year Engineering Graphics Curricula in Major Engineering Colleges.

    Science.gov (United States)

    Meyers, Frederick D.

    2000-01-01

    Investigates the commonalities and differences of graphics programs among nine universities in the United States by analyzing the course structure and reviewing attendance and course syllabi. (Author/YDS)

  14. The Case for Graphic Novels

    Directory of Open Access Journals (Sweden)

    Steven Hoover

    2012-04-01

    Full Text Available Many libraries and librarians have embraced graphic novels. A number of books, articles, and presentations have focused on the history of the medium and offered advice on building and maintaining collections, but very little attention has been given the question of how integrate graphic novels into a library’s instructional efforts. This paper will explore the characteristics of graphic novels that make them a valuable resource for librarians who focus on research and information literacy instruction, identify skills and competencies that can be taught by the study of graphic novels, and will provide specific examples of how to incorporate graphic novels into instruction.

  15. Graphics Gems III IBM version

    CERN Document Server

    Kirk, David

    1994-01-01

    This sequel to Graphics Gems (Academic Press, 1990), and Graphics Gems II (Academic Press, 1991) is a practical collection of computer graphics programming tools and techniques. Graphics Gems III contains a larger percentage of gems related to modeling and rendering, particularly lighting and shading. This new edition also covers image processing, numerical and programming techniques, modeling and transformations, 2D and 3D geometry and algorithms,ray tracing and radiosity, rendering, and more clever new tools and tricks for graphics programming. Volume III also includes a

  16. Prediction and constraint in audiovisual speech perception.

    Science.gov (United States)

    Peelle, Jonathan E; Sommers, Mitchell S

    2015-07-01

    During face-to-face conversational speech listeners must efficiently process a rapid and complex stream of multisensory information. Visual speech can serve as a critical complement to auditory information because it provides cues to both the timing of the incoming acoustic signal (the amplitude envelope, influencing attention and perceptual sensitivity) and its content (place and manner of articulation, constraining lexical selection). Here we review behavioral and neurophysiological evidence regarding listeners' use of visual speech information. Multisensory integration of audiovisual speech cues improves recognition accuracy, particularly for speech in noise. Even when speech is intelligible based solely on auditory information, adding visual information may reduce the cognitive demands placed on listeners through increasing the precision of prediction. Electrophysiological studies demonstrate that oscillatory cortical entrainment to speech in auditory cortex is enhanced when visual speech is present, increasing sensitivity to important acoustic cues. Neuroimaging studies also suggest increased activity in auditory cortex when congruent visual information is available, but additionally emphasize the involvement of heteromodal regions of posterior superior temporal sulcus as playing a role in integrative processing. We interpret these findings in a framework of temporally-focused lexical competition in which visual speech information affects auditory processing to increase sensitivity to acoustic information through an early integration mechanism, and a late integration stage that incorporates specific information about a speaker's articulators to constrain the number of possible candidates in a spoken utterance. Ultimately it is words compatible with both auditory and visual information that most strongly determine successful speech perception during everyday listening. Thus, audiovisual speech perception is accomplished through multiple stages of integration

  17. Talker Variability in Audiovisual Speech Perception

    Directory of Open Access Journals (Sweden)

    Shannon eHeald

    2014-07-01

    Full Text Available A change in talker is a change in the context for the phonetic interpretation of acoustic patterns of speech. Different talkers have different mappings between acoustic patterns and phonetic categories and listeners need to adapt to these differences. Despite this complexity, listeners are adept at comprehending speech in multiple-talker contexts, albeit at a slight but measurable performance cost (e.g., slower recognition. So far, this talker-variability cost has been demonstrated only in audio-only speech. Other research in single-talker contexts have shown, however, that when listeners are able to see a talker’s face, speech recognition is improved under adverse listening (e.g., noise or distortion conditions that can increase uncertainty in the mapping between acoustic patterns and phonetic categories. Does seeing a talker's face reduce the cost of word recognition in multiple-talker contexts? We used a speeded word-monitoring task in which listeners make quick judgments about target-word recognition in single- and multiple-talker contexts. Results show faster recognition performance in single-talker conditions compared to multiple-talker conditions for both audio-only and audio-visual speech. However, recognition time in a multiple-talker context was slower in the audio-visual condition compared to audio-only condition. These results suggest that seeing a talker’s face during speech perception may slow recognition by increasing the importance of talker identification, signaling to the listener a change in talker has occurred.

  18. Prediction and constraint in audiovisual speech perception

    Science.gov (United States)

    Peelle, Jonathan E.; Sommers, Mitchell S.

    2015-01-01

    During face-to-face conversational speech listeners must efficiently process a rapid and complex stream of multisensory information. Visual speech can serve as a critical complement to auditory information because it provides cues to both the timing of the incoming acoustic signal (the amplitude envelope, influencing attention and perceptual sensitivity) and its content (place and manner of articulation, constraining lexical selection). Here we review behavioral and neurophysiological evidence regarding listeners' use of visual speech information. Multisensory integration of audiovisual speech cues improves recognition accuracy, particularly for speech in noise. Even when speech is intelligible based solely on auditory information, adding visual information may reduce the cognitive demands placed on listeners through increasing precision of prediction. Electrophysiological studies demonstrate oscillatory cortical entrainment to speech in auditory cortex is enhanced when visual speech is present, increasing sensitivity to important acoustic cues. Neuroimaging studies also suggest increased activity in auditory cortex when congruent visual information is available, but additionally emphasize the involvement of heteromodal regions of posterior superior temporal sulcus as playing a role in integrative processing. We interpret these findings in a framework of temporally-focused lexical competition in which visual speech information affects auditory processing to increase sensitivity to auditory information through an early integration mechanism, and a late integration stage that incorporates specific information about a speaker's articulators to constrain the number of possible candidates in a spoken utterance. Ultimately it is words compatible with both auditory and visual information that most strongly determine successful speech perception during everyday listening. Thus, audiovisual speech perception is accomplished through multiple stages of integration, supported

  19. Deterministic Graphical Games Revisited

    DEFF Research Database (Denmark)

    Andersson, Klas Olof Daniel; Hansen, Kristoffer Arnsfelt; Miltersen, Peter Bro

    2012-01-01

    Starting from Zermelo’s classical formal treatment of chess, we trace through history the analysis of two-player win/lose/draw games with perfect information and potentially infinite play. Such chess-like games have appeared in many different research communities, and methods for solving them......, such as retrograde analysis, have been rediscovered independently. We then revisit Washburn’s deterministic graphical games (DGGs), a natural generalization of chess-like games to arbitrary zero-sum payoffs. We study the complexity of solving DGGs and obtain an almost-linear time comparison-based algorithm...

  20. Audiovisual interpretative skills: between textual culture and formalized literacy

    Directory of Open Access Journals (Sweden)

    Estefanía Jiménez, Ph. D.

    2010-01-01

    Full Text Available This paper presents the results of a study on the process of acquiring interpretative skills to decode audiovisual texts among adolescents and youth. Based on the conception of such competence as the ability to understand the meanings connoted beneath the literal discourses of audiovisual texts, this study compared two variables: the acquisition of such skills from the personal and social experience in the consumption of audiovisual products (which is affected by age difference, and, on the second hand, the differences marked by the existence of formalized processes of media literacy. Based on focus groups of young students, the research assesses the existing academic debate about these processes of acquiring skills to interpret audiovisual materials.

  1. Exposure to audiovisual programs as sources of authentic language ...

    African Journals Online (AJOL)

    Exposure to audiovisual programs as sources of authentic language input and second ... Southern African Linguistics and Applied Language Studies ... The findings of the present research contribute more insights on the type and amount of ...

  2. On-line repository of audiovisual material feminist research methodology

    Directory of Open Access Journals (Sweden)

    Lena Prado

    2014-12-01

    Full Text Available This paper includes a collection of audiovisual material available in the repository of the Interdisciplinary Seminar of Feminist Research Methodology SIMReF (http://www.simref.net.

  3. Electrophysiological assessment of audiovisual integration in speech perception

    DEFF Research Database (Denmark)

    Eskelund, Kasper; Dau, Torsten

    Speech perception integrates signal from ear and eye. This is witnessed by a wide range of audiovisual integration effects, such as ventriloquism and the McGurk illusion. Some behavioral evidence suggest that audiovisual integration of specific aspects is special for speech perception. However, our...... knowledge of such bimodal integration would be strengthened if the phenomena could be investigated by objective, neutrally based methods. One key question of the present work is if perceptual processing of audiovisual speech can be gauged with a specific signature of neurophysiological activity...... on the auditory speech percept? In two experiments, which both combine behavioral and neurophysiological measures, an uncovering of the relation between perception of faces and of audiovisual integration is attempted. Behavioral findings suggest a strong effect of face perception, whereas the MMN results are less...

  4. Multistage audiovisual integration of speech: dissociating identification and detection

    DEFF Research Database (Denmark)

    Eskelund, Kasper; Tuomainen, Jyrki; Andersen, Tobias

    2011-01-01

    Speech perception integrates auditory and visual information. This is evidenced by the McGurk illusion where seeing the talking face influences the auditory phonetic percept and by the audiovisual detection advantage where seeing the talking face influences the detectability of the acoustic speech...... signal. Here we show that identification of phonetic content and detection can be dissociated as speech-specific and non-specific audiovisual integration effects. To this end, we employed synthetically modified stimuli, sine wave speech (SWS), which is an impoverished speech signal that only observers...... informed of its speech-like nature recognize as speech. While the McGurk illusion only occurred for informed observers the audiovisual detection advantage occurred for naïve observers as well. This finding supports a multi-stage account of audiovisual integration of speech in which the many attributes...

  5. Proper Use of Audio-Visual Aids: Essential for Educators.

    Science.gov (United States)

    Dejardin, Conrad

    1989-01-01

    Criticizes educators as the worst users of audio-visual aids and among the worst public speakers. Offers guidelines for the proper use of an overhead projector and the development of transparencies. (DMM)

  6. An Instrumented Glove for Control Audiovisual Elements in Performing Arts

    Directory of Open Access Journals (Sweden)

    Rafael Tavares

    2018-02-01

    Full Text Available The use of cutting-edge technologies such as wearable devices to control reactive audiovisual systems are rarely applied in more conventional stage performances, such as opera performances. This work reports a cross-disciplinary approach for the research and development of the WMTSensorGlove, a data-glove used in an opera performance to control audiovisual elements on stage through gestural movements. A system architecture of the interaction between the wireless wearable device and the different audiovisual systems is presented, taking advantage of the Open Sound Control (OSC protocol. The developed wearable system was used as audiovisual controller in “As sete mulheres de Jeremias Epicentro”, a portuguese opera by Quarteto Contratempus, which was premiered in September 2017.

  7. Audiovisual consumption and its social logics on the web

    Directory of Open Access Journals (Sweden)

    Rose Marie Santini

    2013-06-01

    Full Text Available This article analyzes the social logics underlying audiovisualconsumption on digital networks. We retrieved some data on the Internet globaltraffic of audiovisual files since 2008 to identify formats, modes of distributionand consumption of audiovisual contents that tend to prevail on the Web. Thisresearch shows the types of social practices which are dominant among usersand its relation to what we designate as “Internet culture”.

  8. Narrativa audiovisual. Estrategias y recursos [Reseña

    OpenAIRE

    Cuenca Jaramillo, María Dolores

    2011-01-01

    Reseña del libro "Narrativa audiovisual. Estrategias y recursos" de Fernando Canet y Josep Prósper. Cuenca Jaramillo, MD. (2011). Narrativa audiovisual. Estrategias y recursos [Reseña]. Vivat Academia. Revista de Comunicación. Año XIV(117):125-130. http://hdl.handle.net/10251/46210 Senia 125 130 Año XIV 117

  9. [Audio-visual communication in the history of psychiatry].

    Science.gov (United States)

    Farina, B; Remoli, V; Russo, F

    1993-12-01

    The authors analyse the evolution of visual communication in the history of psychiatry. From the 18th century oil paintings to the first dagherrotic prints until the cinematography and the modern audiovisual systems they observed an increasing diffusion of the new communication techniques in psychiatry, and described the use of the different techniques in psychiatric practice. The article ends with a brief review of the current applications of the audiovisual in therapy, training, teaching, and research.

  10. Plan empresa productora de audiovisuales : La Central Audiovisual y Publicidad

    OpenAIRE

    Arroyave Velasquez, Alejandro

    2015-01-01

    El presente documento corresponde al plan de creación de empresa La Central Publicidad y Audiovisual, una empresa dedicada a la pre-producción, producción y post-producción de material de tipo audiovisual. La empresa estará ubicada en la ciudad de Cali y tiene como mercado objetivo atender los diferentes tipos de empresas de la ciudad, entre las cuales se encuentran las pequeñas, medianas y grandes empresas.

  11. Audiovisual Association Learning in the Absence of Primary Visual Cortex

    OpenAIRE

    Seirafi, Mehrdad; De Weerd, Peter; Pegna, Alan J.; de Gelder, Beatrice

    2016-01-01

    Learning audiovisual associations is mediated by the primary cortical areas; however, recent animal studies suggest that such learning can take place even in the absence of the primary visual cortex. Other studies have demonstrated the involvement of extra-geniculate pathways and especially the superior colliculus (SC) in audiovisual association learning. Here, we investigated such learning in a rare human patient with complete loss of the bilateral striate cortex. We carried out an implicit ...

  12. Influences of selective adaptation on perception of audiovisual speech

    Science.gov (United States)

    Dias, James W.; Cook, Theresa C.; Rosenblum, Lawrence D.

    2016-01-01

    Research suggests that selective adaptation in speech is a low-level process dependent on sensory-specific information shared between the adaptor and test-stimuli. However, previous research has only examined how adaptors shift perception of unimodal test stimuli, either auditory or visual. In the current series of experiments, we investigated whether adaptation to cross-sensory phonetic information can influence perception of integrated audio-visual phonetic information. We examined how selective adaptation to audio and visual adaptors shift perception of speech along an audiovisual test continuum. This test-continuum consisted of nine audio-/ba/-visual-/va/ stimuli, ranging in visual clarity of the mouth. When the mouth was clearly visible, perceivers “heard” the audio-visual stimulus as an integrated “va” percept 93.7% of the time (e.g., McGurk & MacDonald, 1976). As visibility of the mouth became less clear across the nine-item continuum, the audio-visual “va” percept weakened, resulting in a continuum ranging in audio-visual percepts from /va/ to /ba/. Perception of the test-stimuli was tested before and after adaptation. Changes in audiovisual speech perception were observed following adaptation to visual-/va/ and audiovisual-/va/, but not following adaptation to auditory-/va/, auditory-/ba/, or visual-/ba/. Adaptation modulates perception of integrated audio-visual speech by modulating the processing of sensory-specific information. The results suggest that auditory and visual speech information are not completely integrated at the level of selective adaptation. PMID:27041781

  13. Elevated audiovisual temporal interaction in patients with migraine without aura

    Science.gov (United States)

    2014-01-01

    Background Photophobia and phonophobia are the most prominent symptoms in patients with migraine without aura. Hypersensitivity to visual stimuli can lead to greater hypersensitivity to auditory stimuli, which suggests that the interaction between visual and auditory stimuli may play an important role in the pathogenesis of migraine. However, audiovisual temporal interactions in migraine have not been well studied. Therefore, our aim was to examine auditory and visual interactions in migraine. Methods In this study, visual, auditory, and audiovisual stimuli with different temporal intervals between the visual and auditory stimuli were randomly presented to the left or right hemispace. During this time, the participants were asked to respond promptly to target stimuli. We used cumulative distribution functions to analyze the response times as a measure of audiovisual integration. Results Our results showed that audiovisual integration was significantly elevated in the migraineurs compared with the normal controls (p audiovisual suppression was weaker in the migraineurs compared with the normal controls (p < 0.05). Conclusions Our findings further objectively support the notion that migraineurs without aura are hypersensitive to external visual and auditory stimuli. Our study offers a new quantitative and objective method to evaluate hypersensitivity to audio-visual stimuli in patients with migraine. PMID:24961903

  14. Investigating the impact of audio instruction and audio-visual biofeedback for lung cancer radiation therapy

    Science.gov (United States)

    George, Rohini

    Lung cancer accounts for 13% of all cancers in the Unites States and is the leading cause of deaths among both men and women. The five-year survival for lung cancer patients is approximately 15%.(ACS facts & figures) Respiratory motion decreases accuracy of thoracic radiotherapy during imaging and delivery. To account for respiration, generally margins are added during radiation treatment planning, which may cause a substantial dose delivery to normal tissues and increase the normal tissue toxicity. To alleviate the above-mentioned effects of respiratory motion, several motion management techniques are available which can reduce the doses to normal tissues, thereby reducing treatment toxicity and allowing dose escalation to the tumor. This may increase the survival probability of patients who have lung cancer and are receiving radiation therapy. However the accuracy of these motion management techniques are inhibited by respiration irregularity. The rationale of this thesis was to study the improvement in regularity of respiratory motion by breathing coaching for lung cancer patients using audio instructions and audio-visual biofeedback. A total of 331 patient respiratory motion traces, each four minutes in length, were collected from 24 lung cancer patients enrolled in an IRB-approved breathing-training protocol. It was determined that audio-visual biofeedback significantly improved the regularity of respiratory motion compared to free breathing and audio instruction, thus improving the accuracy of respiratory gated radiotherapy. It was also observed that duty cycles below 30% showed insignificant reduction in residual motion while above 50% there was a sharp increase in residual motion. The reproducibility of exhale based gating was higher than that of inhale base gating. Modeling the respiratory cycles it was found that cosine and cosine 4 models had the best correlation with individual respiratory cycles. The overall respiratory motion probability distribution

  15. 36 CFR 1237.14 - What are the additional scheduling requirements for audiovisual, cartographic, and related records?

    Science.gov (United States)

    2010-07-01

    ... scheduling requirements for audiovisual, cartographic, and related records? 1237.14 Section 1237.14 Parks, Forests, and Public Property NATIONAL ARCHIVES AND RECORDS ADMINISTRATION RECORDS MANAGEMENT AUDIOVISUAL... audiovisual, cartographic, and related records? The disposition instructions should also provide that...

  16. Accelerating Solution Proposal of AES Using a Graphic Processor

    Directory of Open Access Journals (Sweden)

    STRATULAT, M.

    2011-11-01

    Full Text Available The main goal of this work is to analyze the possibility of using a graphic processing unit in non graphical calculations. Graphic Processing Units are being used nowadays not only for game engines and movie encoding/decoding, but also for a vast area of applications, like Cryptography. We used the graphic processing unit as a cryptographic coprocessor in order accelerate AES algorithm. Our implementation of AES is on a GPU using CUDA architecture. The performances obtained show that the CUDA implementation can offer speedups of 11.95Gbps. The tests are conducted in two directions: running the tests on small data sizes that are located in memory and large data that are stored in files on hard drives.

  17. Can we be more Graphic about Graphic Design?

    OpenAIRE

    Vienne, Véronique

    2012-01-01

    Can you objectify a subjective notion? This is the question graphic designers must face when they talk about their work. Even though graphic design artifacts are omnipresent in our culture, graphic design is still an exceptionally ill-defined profession. This is one of the reasons design criticism is still a rudimentary discipline. No one knows for sure what is this thing we sometimes call “graphic communication” for lack of a better word–a technique my Webster’s dictionary describes as “the ...

  18. [Hardware for graphics systems].

    Science.gov (United States)

    Goetz, C

    1991-02-01

    In all personal computer applications, be it for private or professional use, the decision of which "brand" of computer to buy is of central importance. In the USA Apple computers are mainly used in universities, while in Europe computers of the so-called "industry standard" by IBM (or clones thereof) have been increasingly used for many years. Independently of any brand name considerations, the computer components purchased must meet the current (and projected) needs of the user. Graphic capabilities and standards, processor speed, the use of co-processors, as well as input and output devices such as "mouse", printers and scanners are discussed. This overview is meant to serve as a decision aid. Potential users are given a short but detailed summary of current technical features.

  19. Safety Parameters Graphical Interface

    International Nuclear Information System (INIS)

    Canamero, B.

    1998-01-01

    Nuclear power plant data are received at the Operations Center of the Consejo de Seguridad Nuclear in emergency situations. In order to achieve the required interface and to prepare those data to perform simulation and forecasting with already existing computer codes a Safety Parameters Graphical Interface (IGPS) has been developed. The system runs in a UNIX environment and use the Xwindows capabilities. The received data are stored in such a way that it can be easily used for further analysis and training activities. The system consists of task-oriented modules (processes) which communicate each other using well known UNIX mechanisms (signals, sockets and shared memory segments). IGPS conceptually have two different parts: Data collection and preparation, and Data monitorization. (Author)

  20. Graphics and visualization principles & algorithms

    CERN Document Server

    Theoharis, T; Platis, Nikolaos; Patrikalakis, Nicholas M

    2008-01-01

    Computer and engineering collections strong in applied graphics and analysis of visual data via computer will find Graphics & Visualization: Principles and Algorithms makes an excellent classroom text as well as supplemental reading. It integrates coverage of computer graphics and other visualization topics, from shadow geneeration and particle tracing to spatial subdivision and vector data visualization, and it provides a thorough review of literature from multiple experts, making for a comprehensive review essential to any advanced computer study.-California Bookw

  1. The Case for Graphic Novels

    OpenAIRE

    Steven Hoover

    2012-01-01

    Many libraries and librarians have embraced graphic novels. A number of books, articles, and presentations have focused on the history of the medium and offered advice on building and maintaining collections, but very little attention has been given the question of how integrate graphic novels into a library’s instructional efforts. This paper will explore the characteristics of graphic novels that make them a valuable resource for librarians who focus on research and information literacy i...

  2. Graphical models for genetic analyses

    DEFF Research Database (Denmark)

    Lauritzen, Steffen Lilholt; Sheehan, Nuala A.

    2003-01-01

    This paper introduces graphical models as a natural environment in which to formulate and solve problems in genetics and related areas. Particular emphasis is given to the relationships among various local computation algorithms which have been developed within the hitherto mostly separate areas...... of graphical models and genetics. The potential of graphical models is explored and illustrated through a number of example applications where the genetic element is substantial or dominating....

  3. 3D for Graphic Designers

    CERN Document Server

    Connell, Ellery

    2011-01-01

    Helping graphic designers expand their 2D skills into the 3D space The trend in graphic design is towards 3D, with the demand for motion graphics, animation, photorealism, and interactivity rapidly increasing. And with the meteoric rise of iPads, smartphones, and other interactive devices, the design landscape is changing faster than ever.2D digital artists who need a quick and efficient way to join this brave new world will want 3D for Graphic Designers. Readers get hands-on basic training in working in the 3D space, including product design, industrial design and visualization, modeling, ani

  4. Computer graphics and research projects

    International Nuclear Information System (INIS)

    Ingtrakul, P.

    1994-01-01

    This report was prepared as an account of scientific visualization tools and application tools for scientists and engineers. It is provided a set of tools to create pictures and to interact with them in natural ways. It applied many techniques of computer graphics and computer animation through a number of full-color presentations as computer animated commercials, 3D computer graphics, dynamic and environmental simulations, scientific modeling and visualization, physically based modelling, and beavioral, skelatal, dynamics, and particle animation. It took in depth at original hardware and limitations of existing PC graphics adapters contain syste m performance, especially with graphics intensive application programs and user interfaces

  5. Computer graphics in engineering education

    CERN Document Server

    Rogers, David F

    2013-01-01

    Computer Graphics in Engineering Education discusses the use of Computer Aided Design (CAD) and Computer Aided Manufacturing (CAM) as an instructional material in engineering education. Each of the nine chapters of this book covers topics and cites examples that are relevant to the relationship of CAD-CAM with engineering education. The first chapter discusses the use of computer graphics in the U.S. Naval Academy, while Chapter 2 covers key issues in instructional computer graphics. This book then discusses low-cost computer graphics in engineering education. Chapter 4 discusses the uniform b

  6. The contribution of dynamic visual cues to audiovisual speech perception.

    Science.gov (United States)

    Jaekl, Philip; Pesquita, Ana; Alsius, Agnes; Munhall, Kevin; Soto-Faraco, Salvador

    2015-08-01

    Seeing a speaker's facial gestures can significantly improve speech comprehension, especially in noisy environments. However, the nature of the visual information from the speaker's facial movements that is relevant for this enhancement is still unclear. Like auditory speech signals, visual speech signals unfold over time and contain both dynamic configural information and luminance-defined local motion cues; two information sources that are thought to engage anatomically and functionally separate visual systems. Whereas, some past studies have highlighted the importance of local, luminance-defined motion cues in audiovisual speech perception, the contribution of dynamic configural information signalling changes in form over time has not yet been assessed. We therefore attempted to single out the contribution of dynamic configural information to audiovisual speech processing. To this aim, we measured word identification performance in noise using unimodal auditory stimuli, and with audiovisual stimuli. In the audiovisual condition, speaking faces were presented as point light displays achieved via motion capture of the original talker. Point light displays could be isoluminant, to minimise the contribution of effective luminance-defined local motion information, or with added luminance contrast, allowing the combined effect of dynamic configural cues and local motion cues. Audiovisual enhancement was found in both the isoluminant and contrast-based luminance conditions compared to an auditory-only condition, demonstrating, for the first time the specific contribution of dynamic configural cues to audiovisual speech improvement. These findings imply that globally processed changes in a speaker's facial shape contribute significantly towards the perception of articulatory gestures and the analysis of audiovisual speech. Copyright © 2015 Elsevier Ltd. All rights reserved.

  7. Evaluating Texts for Graphical Literacy Instruction: The Graphic Rating Tool

    Science.gov (United States)

    Roberts, Kathryn L.; Brugar, Kristy A.; Norman, Rebecca R.

    2015-01-01

    In this article, we present the Graphical Rating Tool (GRT), which is designed to evaluate the graphical devices that are commonly found in content-area, non-fiction texts, in order to identify books that are well suited for teaching about those devices. We also present a "best of" list of science and social studies books, which includes…

  8. Memory and learning with rapid audiovisual sequences

    Science.gov (United States)

    Keller, Arielle S.; Sekuler, Robert

    2015-01-01

    We examined short-term memory for sequences of visual stimuli embedded in varying multisensory contexts. In two experiments, subjects judged the structure of the visual sequences while disregarding concurrent, but task-irrelevant auditory sequences. Stimuli were eight-item sequences in which varying luminances and frequencies were presented concurrently and rapidly (at 8 Hz). Subjects judged whether the final four items in a visual sequence identically replicated the first four items. Luminances and frequencies in each sequence were either perceptually correlated (Congruent) or were unrelated to one another (Incongruent). Experiment 1 showed that, despite encouragement to ignore the auditory stream, subjects' categorization of visual sequences was strongly influenced by the accompanying auditory sequences. Moreover, this influence tracked the similarity between a stimulus's separate audio and visual sequences, demonstrating that task-irrelevant auditory sequences underwent a considerable degree of processing. Using a variant of Hebb's repetition design, Experiment 2 compared musically trained subjects and subjects who had little or no musical training on the same task as used in Experiment 1. Test sequences included some that intermittently and randomly recurred, which produced better performance than sequences that were generated anew for each trial. The auditory component of a recurring audiovisual sequence influenced musically trained subjects more than it did other subjects. This result demonstrates that stimulus-selective, task-irrelevant learning of sequences can occur even when such learning is an incidental by-product of the task being performed. PMID:26575193

  9. Audiovisual perceptual learning with multiple speakers.

    Science.gov (United States)

    Mitchel, Aaron D; Gerfen, Chip; Weiss, Daniel J

    2016-05-01

    One challenge for speech perception is between-speaker variability in the acoustic parameters of speech. For example, the same phoneme (e.g. the vowel in "cat") may have substantially different acoustic properties when produced by two different speakers and yet the listener must be able to interpret these disparate stimuli as equivalent. Perceptual tuning, the use of contextual information to adjust phonemic representations, may be one mechanism that helps listeners overcome obstacles they face due to this variability during speech perception. Here we test whether visual contextual cues to speaker identity may facilitate the formation and maintenance of distributional representations for individual speakers, allowing listeners to adjust phoneme boundaries in a speaker-specific manner. We familiarized participants to an audiovisual continuum between /aba/ and /ada/. During familiarization, the "b-face" mouthed /aba/ when an ambiguous token was played, while the "D-face" mouthed /ada/. At test, the same ambiguous token was more likely to be identified as /aba/ when paired with a stilled image of the "b-face" than with an image of the "D-face." This was not the case in the control condition when the two faces were paired equally with the ambiguous token. Together, these results suggest that listeners may form speaker-specific phonemic representations using facial identity cues.

  10. Memory and learning with rapid audiovisual sequences.

    Science.gov (United States)

    Keller, Arielle S; Sekuler, Robert

    2015-01-01

    We examined short-term memory for sequences of visual stimuli embedded in varying multisensory contexts. In two experiments, subjects judged the structure of the visual sequences while disregarding concurrent, but task-irrelevant auditory sequences. Stimuli were eight-item sequences in which varying luminances and frequencies were presented concurrently and rapidly (at 8 Hz). Subjects judged whether the final four items in a visual sequence identically replicated the first four items. Luminances and frequencies in each sequence were either perceptually correlated (Congruent) or were unrelated to one another (Incongruent). Experiment 1 showed that, despite encouragement to ignore the auditory stream, subjects' categorization of visual sequences was strongly influenced by the accompanying auditory sequences. Moreover, this influence tracked the similarity between a stimulus's separate audio and visual sequences, demonstrating that task-irrelevant auditory sequences underwent a considerable degree of processing. Using a variant of Hebb's repetition design, Experiment 2 compared musically trained subjects and subjects who had little or no musical training on the same task as used in Experiment 1. Test sequences included some that intermittently and randomly recurred, which produced better performance than sequences that were generated anew for each trial. The auditory component of a recurring audiovisual sequence influenced musically trained subjects more than it did other subjects. This result demonstrates that stimulus-selective, task-irrelevant learning of sequences can occur even when such learning is an incidental by-product of the task being performed.

  11. Neural circuits in auditory and audiovisual memory.

    Science.gov (United States)

    Plakke, B; Romanski, L M

    2016-06-01

    Working memory is the ability to employ recently seen or heard stimuli and apply them to changing cognitive context. Although much is known about language processing and visual working memory, the neurobiological basis of auditory working memory is less clear. Historically, part of the problem has been the difficulty in obtaining a robust animal model to study auditory short-term memory. In recent years there has been neurophysiological and lesion studies indicating a cortical network involving both temporal and frontal cortices. Studies specifically targeting the role of the prefrontal cortex (PFC) in auditory working memory have suggested that dorsal and ventral prefrontal regions perform different roles during the processing of auditory mnemonic information, with the dorsolateral PFC performing similar functions for both auditory and visual working memory. In contrast, the ventrolateral PFC (VLPFC), which contains cells that respond robustly to auditory stimuli and that process both face and vocal stimuli may be an essential locus for both auditory and audiovisual working memory. These findings suggest a critical role for the VLPFC in the processing, integrating, and retaining of communication information. This article is part of a Special Issue entitled SI: Auditory working memory. Copyright © 2015 Elsevier B.V. All rights reserved.

  12. Causal inference of asynchronous audiovisual speech

    Directory of Open Access Journals (Sweden)

    John F Magnotti

    2013-11-01

    Full Text Available During speech perception, humans integrate auditory information from the voice with visual information from the face. This multisensory integration increases perceptual precision, but only if the two cues come from the same talker; this requirement has been largely ignored by current models of speech perception. We describe a generative model of multisensory speech perception that includes this critical step of determining the likelihood that the voice and face information have a common cause. A key feature of the model is that it is based on a principled analysis of how an observer should solve this causal inference problem using the asynchrony between two cues and the reliability of the cues. This allows the model to make predictions abut the behavior of subjects performing a synchrony judgment task, predictive power that does not exist in other approaches, such as post hoc fitting of Gaussian curves to behavioral data. We tested the model predictions against the performance of 37 subjects performing a synchrony judgment task viewing audiovisual speech under a variety of manipulations, including varying asynchronies, intelligibility, and visual cue reliability. The causal inference model outperformed the Gaussian model across two experiments, providing a better fit to the behavioral data with fewer parameters. Because the causal inference model is derived from a principled understanding of the task, model parameters are directly interpretable in terms of stimulus and subject properties.

  13. "Audio-visuel Integre" et Communication(s) ("Integrated Audiovisual" and Communication)

    Science.gov (United States)

    Moirand, Sophie

    1974-01-01

    This article examines the usefullness of the audiovisual method in teaching communication competence, and calls for research in audiovisual methods as well as in communication theory for improvement in these areas. (Text is in French.) (AM)

  14. Challenges and opportunities for audiovisual diversity in the Internet

    Directory of Open Access Journals (Sweden)

    Trinidad García Leiva

    2017-06-01

    Full Text Available http://dx.doi.org/10.5007/2175-7984.2017v16n35p132 At the gates of the first quarter of the XXI century, nobody doubts the fact that the value chain of the audiovisual industry has suffered important transformations. The digital era presents opportunities for cultural enrichment as well as displays new challenges. After presenting a general portray of the audiovisual industries in the digital era, taking as a point of departure the Spanish case and paying attention to players and logics in tension, this paper will present some notes about the advantages and disadvantages that exist for the diversity of audiovisual production, distribution and consumption online. It is here sustained that the diversity of the audiovisual sector online is not guaranteed because the formula that has made some players successful and powerful is based on walled-garden models to monetize contents (which, besides, add restrictions to their reproduction and circulation by and among consumers. The final objective is to present some ideas about the elements that prevent the strengthening of the diversity of the audiovisual industry in the digital scenario. Barriers to overcome are classified as technological, financial, social, legal and political.

  15. The production of audiovisual teaching tools in minimally invasive surgery.

    Science.gov (United States)

    Tolerton, Sarah K; Hugh, Thomas J; Cosman, Peter H

    2012-01-01

    Audiovisual learning resources have become valuable adjuncts to formal teaching in surgical training. This report discusses the process and challenges of preparing an audiovisual teaching tool for laparoscopic cholecystectomy. The relative value in surgical education and training, for both the creator and viewer are addressed. This audiovisual teaching resource was prepared as part of the Master of Surgery program at the University of Sydney, Australia. The different methods of video production used to create operative teaching tools are discussed. Collating and editing material for an audiovisual teaching resource can be a time-consuming and technically challenging process. However, quality learning resources can now be produced even with limited prior video editing experience. With minimal cost and suitable guidance to ensure clinically relevant content, most surgeons should be able to produce short, high-quality education videos of both open and minimally invasive surgery. Despite the challenges faced during production of audiovisual teaching tools, these resources are now relatively easy to produce using readily available software. These resources are particularly attractive to surgical trainees when real time operative footage is used. They serve as valuable adjuncts to formal teaching, particularly in the setting of minimally invasive surgery. Copyright © 2012 Association of Program Directors in Surgery. Published by Elsevier Inc. All rights reserved.

  16. The role of visual spatial attention in audiovisual speech perception

    DEFF Research Database (Denmark)

    Andersen, Tobias; Tiippana, K.; Laarni, J.

    2009-01-01

    Auditory and visual information is integrated when perceiving speech, as evidenced by the McGurk effect in which viewing an incongruent talking face categorically alters auditory speech perception. Audiovisual integration in speech perception has long been considered automatic and pre-attentive b......Auditory and visual information is integrated when perceiving speech, as evidenced by the McGurk effect in which viewing an incongruent talking face categorically alters auditory speech perception. Audiovisual integration in speech perception has long been considered automatic and pre...... from each of the faces and from the voice on the auditory speech percept. We found that directing visual spatial attention towards a face increased the influence of that face on auditory perception. However, the influence of the voice on auditory perception did not change suggesting that audiovisual...... integration did not change. Visual spatial attention was also able to select between the faces when lip reading. This suggests that visual spatial attention acts at the level of visual speech perception prior to audiovisual integration and that the effect propagates through audiovisual integration...

  17. Parametric packet-based audiovisual quality model for IPTV services

    CERN Document Server

    Garcia, Marie-Neige

    2014-01-01

    This volume presents a parametric packet-based audiovisual quality model for Internet Protocol TeleVision (IPTV) services. The model is composed of three quality modules for the respective audio, video and audiovisual components. The audio and video quality modules take as input a parametric description of the audiovisual processing path, and deliver an estimate of the audio and video quality. These outputs are sent to the audiovisual quality module which provides an estimate of the audiovisual quality. Estimates of perceived quality are typically used both in the network planning phase and as part of the quality monitoring. The same audio quality model is used for both these phases, while two variants of the video quality model have been developed for addressing the two application scenarios. The addressed packetization scheme is MPEG2 Transport Stream over Real-time Transport Protocol over Internet Protocol. In the case of quality monitoring, that is the case for which the network is already set-up, the aud...

  18. Audiovisual Association Learning in the Absence of Primary Visual Cortex.

    Science.gov (United States)

    Seirafi, Mehrdad; De Weerd, Peter; Pegna, Alan J; de Gelder, Beatrice

    2015-01-01

    Learning audiovisual associations is mediated by the primary cortical areas; however, recent animal studies suggest that such learning can take place even in the absence of the primary visual cortex. Other studies have demonstrated the involvement of extra-geniculate pathways and especially the superior colliculus (SC) in audiovisual association learning. Here, we investigated such learning in a rare human patient with complete loss of the bilateral striate cortex. We carried out an implicit audiovisual association learning task with two different colors of red and purple (the latter color known to minimally activate the extra-genicular pathway). Interestingly, the patient learned the association between an auditory cue and a visual stimulus only when the unseen visual stimulus was red, but not when it was purple. The current study presents the first evidence showing the possibility of audiovisual association learning in humans with lesioned striate cortex. Furthermore, in line with animal studies, it supports an important role for the SC in audiovisual associative learning.

  19. The Fungible Audio-Visual Mapping and its Experience

    Directory of Open Access Journals (Sweden)

    Adriana Sa

    2014-12-01

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

  20. Media Aid Beyond the Factual: Culture, Development, and Audiovisual Assistance

    Directory of Open Access Journals (Sweden)

    Benjamin A. J. Pearson

    2015-01-01

    Full Text Available This paper discusses audiovisual assistance, a form of development aid that focuses on the production and distribution of cultural and entertainment media such as fictional films and TV shows. While the first audiovisual assistance program dates back to UNESCO’s International Fund for the Promotion of Culture in the 1970s, the past two decades have seen a proliferation of audiovisual assistance that, I argue, is related to a growing concern for culture in post-2015 global development agendas. In this paper, I examine the aims and motivations behind the EU’s audiovisual assistance programs to countries in the Global South, using data from policy documents and semi-structured, in-depth interviews with Program Managers and administrative staff in Brussels. These programs prioritize forms of audiovisual content that are locally specific, yet globally tradable. Furthermore, I argue that they have an ambivalent relationship with traditional notions of international development, one that conceptualizes media not only as a means to achieve economic development and human rights aims, but as a form of development itself.

  1. Oklahoma's Mobile Computer Graphics Laboratory.

    Science.gov (United States)

    McClain, Gerald R.

    This Computer Graphics Laboratory houses an IBM 1130 computer, U.C.C. plotter, printer, card reader, two key punch machines, and seminar-type classroom furniture. A "General Drafting Graphics System" (GDGS) is used, based on repetitive use of basic coordinate and plot generating commands. The system is used by 12 institutions of higher education…

  2. Software for graphic display systems

    International Nuclear Information System (INIS)

    Karlov, A.A.

    1978-01-01

    In this paper some aspects of graphic display systems are discussed. The design of a display subroutine library is described, with an example, and graphic dialogue software is considered primarily from the point of view of the programmer who uses a high-level language. (Auth.)

  3. Graphics Education Survey. Part II.

    Science.gov (United States)

    Ernst, Sandra B.

    After a 1977 survey reflected the importance of graphics education for news students, a study was developed to investigate the state of graphics education in the whole field of journalism. A questionnaire was sent to professors and administrators in four print-oriented professional fields of education: magazine, advertising, public relations, and…

  4. Documentary management of the sport audio-visual information in the generalist televisions

    OpenAIRE

    Jorge Caldera Serrano; Felipe Alonso

    2007-01-01

    The management of the sport audio-visual documentation of the Information Systems of the state, zonal and local chains is analyzed within the framework. For it it is made makes a route by the documentary chain that makes the sport audio-visual information with the purpose of being analyzing each one of the parameters, showing therefore a series of recommendations and norms for the preparation of the sport audio-visual registry. Evidently the audio-visual sport documentation difference i...

  5. Fast DRR splat rendering using common consumer graphics hardware

    International Nuclear Information System (INIS)

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

    2007-01-01

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

  6. Spatial Frequency Requirements and Gaze Strategy in Visual-Only and Audiovisual Speech Perception

    Science.gov (United States)

    Wilson, Amanda H.; Alsius, Agnès; Parè, Martin; Munhall, Kevin G.

    2016-01-01

    Purpose: The aim of this article is to examine the effects of visual image degradation on performance and gaze behavior in audiovisual and visual-only speech perception tasks. Method: We presented vowel-consonant-vowel utterances visually filtered at a range of frequencies in visual-only, audiovisual congruent, and audiovisual incongruent…

  7. 36 CFR 1237.26 - What materials and processes must agencies use to create audiovisual records?

    Science.gov (United States)

    2010-07-01

    ... must agencies use to create audiovisual records? 1237.26 Section 1237.26 Parks, Forests, and Public Property NATIONAL ARCHIVES AND RECORDS ADMINISTRATION RECORDS MANAGEMENT AUDIOVISUAL, CARTOGRAPHIC, AND RELATED RECORDS MANAGEMENT § 1237.26 What materials and processes must agencies use to create audiovisual...

  8. 36 CFR 1237.20 - What are special considerations in the maintenance of audiovisual records?

    Science.gov (United States)

    2010-07-01

    ... considerations in the maintenance of audiovisual records? 1237.20 Section 1237.20 Parks, Forests, and Public Property NATIONAL ARCHIVES AND RECORDS ADMINISTRATION RECORDS MANAGEMENT AUDIOVISUAL, CARTOGRAPHIC, AND RELATED RECORDS MANAGEMENT § 1237.20 What are special considerations in the maintenance of audiovisual...

  9. 36 CFR 1237.18 - What are the environmental standards for audiovisual records storage?

    Science.gov (United States)

    2010-07-01

    ... standards for audiovisual records storage? 1237.18 Section 1237.18 Parks, Forests, and Public Property NATIONAL ARCHIVES AND RECORDS ADMINISTRATION RECORDS MANAGEMENT AUDIOVISUAL, CARTOGRAPHIC, AND RELATED RECORDS MANAGEMENT § 1237.18 What are the environmental standards for audiovisual records storage? (a...

  10. 36 CFR 1237.16 - How do agencies store audiovisual records?

    Science.gov (United States)

    2010-07-01

    ... audiovisual records? 1237.16 Section 1237.16 Parks, Forests, and Public Property NATIONAL ARCHIVES AND RECORDS ADMINISTRATION RECORDS MANAGEMENT AUDIOVISUAL, CARTOGRAPHIC, AND RELATED RECORDS MANAGEMENT § 1237.16 How do agencies store audiovisual records? Agencies must maintain appropriate storage conditions for permanent...

  11. 36 CFR 1237.10 - How must agencies manage their audiovisual, cartographic, and related records?

    Science.gov (United States)

    2010-07-01

    ... their audiovisual, cartographic, and related records? 1237.10 Section 1237.10 Parks, Forests, and Public Property NATIONAL ARCHIVES AND RECORDS ADMINISTRATION RECORDS MANAGEMENT AUDIOVISUAL, CARTOGRAPHIC, AND RELATED RECORDS MANAGEMENT § 1237.10 How must agencies manage their audiovisual, cartographic, and related...

  12. ElectroEncephaloGraphics: Making waves in computer graphics research.

    Science.gov (United States)

    Mustafa, Maryam; Magnor, Marcus

    2014-01-01

    Electroencephalography (EEG) is a novel modality for investigating perceptual graphics problems. Until recently, EEG has predominantly been used for clinical diagnosis, in psychology, and by the brain-computer-interface community. Researchers are extending it to help understand the perception of visual output from graphics applications and to create approaches based on direct neural feedback. Researchers have applied EEG to graphics to determine perceived image and video quality by detecting typical rendering artifacts, to evaluate visualization effectiveness by calculating the cognitive load, and to automatically optimize rendering parameters for images and videos on the basis of implicit neural feedback.

  13. Enhancing audiovisual experience with haptic feedback: a survey on HAV.

    Science.gov (United States)

    Danieau, F; Lecuyer, A; Guillotel, P; Fleureau, J; Mollet, N; Christie, M

    2013-01-01

    Haptic technology has been widely employed in applications ranging from teleoperation and medical simulation to art and design, including entertainment, flight simulation, and virtual reality. Today there is a growing interest among researchers in integrating haptic feedback into audiovisual systems. A new medium emerges from this effort: haptic-audiovisual (HAV) content. This paper presents the techniques, formalisms, and key results pertinent to this medium. We first review the three main stages of the HAV workflow: the production, distribution, and rendering of haptic effects. We then highlight the pressing necessity for evaluation techniques in this context and discuss the key challenges in the field. By building on existing technologies and tackling the specific challenges of the enhancement of audiovisual experience with haptics, we believe the field presents exciting research perspectives whose financial and societal stakes are significant.

  14. Multisensory integration in complete unawareness: evidence from audiovisual congruency priming.

    Science.gov (United States)

    Faivre, Nathan; Mudrik, Liad; Schwartz, Naama; Koch, Christof

    2014-11-01

    Multisensory integration is thought to require conscious perception. Although previous studies have shown that an invisible stimulus could be integrated with an audible one, none have demonstrated integration of two subliminal stimuli of different modalities. Here, pairs of identical or different audiovisual target letters (the sound /b/ with the written letter "b" or "m," respectively) were preceded by pairs of masked identical or different audiovisual prime digits (the sound /6/ with the written digit "6" or "8," respectively). In three experiments, awareness of the audiovisual digit primes was manipulated, such that participants were either unaware of the visual digit, the auditory digit, or both. Priming of the semantic relations between the auditory and visual digits was found in all experiments. Moreover, a further experiment showed that unconscious multisensory integration was not obtained when participants did not undergo prior conscious training of the task. This suggests that following conscious learning, unconscious processing suffices for multisensory integration. © The Author(s) 2014.

  15. Specialization in audiovisual speech perception: a replication study

    DEFF Research Database (Denmark)

    Eskelund, Kasper; Andersen, Tobias

    Speech perception is audiovisual as evidenced by bimodal integration in the McGurk effect. This integration effect may be specific to speech or be applied to all stimuli in general. To investigate this, Tuomainen et al. (2005) used sine-wave speech, which naïve observers may perceive as non......-speech, but hear as speech once informed of the linguistic origin of the signal. Combinations of sine-wave speech and incongruent video of the talker elicited a McGurk effect only for informed observers. This indicates that the audiovisual integration effect is specific to speech perception. However, observers...... that observers did look near the mouth. We conclude that eye-movements did not influence the results of Tuomainen et al. and that their results thus can be taken as evidence of a speech specific mode of audiovisual integration underlying the McGurk illusion....

  16. BILINGUAL MULTIMODAL SYSTEM FOR TEXT-TO-AUDIOVISUAL SPEECH AND SIGN LANGUAGE SYNTHESIS

    Directory of Open Access Journals (Sweden)

    A. A. Karpov

    2014-09-01

    Full Text Available We present a conceptual model, architecture and software of a multimodal system for audio-visual speech and sign language synthesis by the input text. The main components of the developed multimodal synthesis system (signing avatar are: automatic text processor for input text analysis; simulation 3D model of human's head; computer text-to-speech synthesizer; a system for audio-visual speech synthesis; simulation 3D model of human’s hands and upper body; multimodal user interface integrating all the components for generation of audio, visual and signed speech. The proposed system performs automatic translation of input textual information into speech (audio information and gestures (video information, information fusion and its output in the form of multimedia information. A user can input any grammatically correct text in Russian or Czech languages to the system; it is analyzed by the text processor to detect sentences, words and characters. Then this textual information is converted into symbols of the sign language notation. We apply international «Hamburg Notation System» - HamNoSys, which describes the main differential features of each manual sign: hand shape, hand orientation, place and type of movement. On their basis the 3D signing avatar displays the elements of the sign language. The virtual 3D model of human’s head and upper body has been created using VRML virtual reality modeling language, and it is controlled by the software based on OpenGL graphical library. The developed multimodal synthesis system is a universal one since it is oriented for both regular users and disabled people (in particular, for the hard-of-hearing and visually impaired, and it serves for multimedia output (by audio and visual modalities of input textual information.

  17. Graphic Arts: Book Three. The Press and Related Processes.

    Science.gov (United States)

    Farajollahi, Karim; And Others

    The third of a three-volume set of instructional materials for a graphic arts course, this manual consists of nine instructional units dealing with presses and related processes. Covered in the units are basic press fundamentals, offset press systems, offset press operating procedures, offset inks and dampening chemistry, preventive maintenance…

  18. Audiovisual biofeedback improves motion prediction accuracy.

    Science.gov (United States)

    Pollock, Sean; Lee, Danny; Keall, Paul; Kim, Taeho

    2013-04-01

    The accuracy of motion prediction, utilized to overcome the system latency of motion management radiotherapy systems, is hampered by irregularities present in the patients' respiratory pattern. Audiovisual (AV) biofeedback has been shown to reduce respiratory irregularities. The aim of this study was to test the hypothesis that AV biofeedback improves the accuracy of motion prediction. An AV biofeedback system combined with real-time respiratory data acquisition and MR images were implemented in this project. One-dimensional respiratory data from (1) the abdominal wall (30 Hz) and (2) the thoracic diaphragm (5 Hz) were obtained from 15 healthy human subjects across 30 studies. The subjects were required to breathe with and without the guidance of AV biofeedback during each study. The obtained respiratory signals were then implemented in a kernel density estimation prediction algorithm. For each of the 30 studies, five different prediction times ranging from 50 to 1400 ms were tested (150 predictions performed). Prediction error was quantified as the root mean square error (RMSE); the RMSE was calculated from the difference between the real and predicted respiratory data. The statistical significance of the prediction results was determined by the Student's t-test. Prediction accuracy was considerably improved by the implementation of AV biofeedback. Of the 150 respiratory predictions performed, prediction accuracy was improved 69% (103/150) of the time for abdominal wall data, and 78% (117/150) of the time for diaphragm data. The average reduction in RMSE due to AV biofeedback over unguided respiration was 26% (p biofeedback improves prediction accuracy. This would result in increased efficiency of motion management techniques affected by system latencies used in radiotherapy.

  19. The process of developing audiovisual patient information: challenges and opportunities.

    Science.gov (United States)

    Hutchison, Catherine; McCreaddie, May

    2007-11-01

    The aim of this project was to produce audiovisual patient information, which was user friendly and fit for purpose. The purpose of the audiovisual patient information is to inform patients about randomized controlled trials, as a supplement to their trial-specific written information sheet. Audiovisual patient information is known to be an effective way of informing patients about treatment. User involvement is also recognized as being important in the development of service provision. The aim of this paper is (i) to describe and discuss the process of developing the audiovisual patient information and (ii) to highlight the challenges and opportunities, thereby identifying implications for practice. A future study will test the effectiveness of the audiovisual patient information in the cancer clinical trial setting. An advisory group was set up to oversee the project and provide guidance in relation to information content, level and delivery. An expert panel of two patients provided additional guidance and a dedicated operational team dealt with the logistics of the project including: ethics; finance; scriptwriting; filming; editing and intellectual property rights. Challenges included the limitations of filming in a busy clinical environment, restricted technical and financial resources, ethical needs and issues around copyright. There were, however, substantial opportunities that included utilizing creative skills, meaningfully involving patients, teamworking and mutual appreciation of clinical, multidisciplinary and technical expertise. Developing audiovisual patient information is an important area for nurses to be involved with. However, this must be performed within the context of the multiprofessional team. Teamworking, including patient involvement, is crucial as a wide variety of expertise is required. Many aspects of the process are transferable and will provide information and guidance for nurses, regardless of specialty, considering developing this

  20. Boosting pitch encoding with audiovisual interactions in congenital amusia.

    Science.gov (United States)

    Albouy, Philippe; Lévêque, Yohana; Hyde, Krista L; Bouchet, Patrick; Tillmann, Barbara; Caclin, Anne

    2015-01-01

    The combination of information across senses can enhance perception, as revealed for example by decreased reaction times or improved stimulus detection. Interestingly, these facilitatory effects have been shown to be maximal when responses to unisensory modalities are weak. The present study investigated whether audiovisual facilitation can be observed in congenital amusia, a music-specific disorder primarily ascribed to impairments of pitch processing. Amusic individuals and their matched controls performed two tasks. In Task 1, they were required to detect auditory, visual, or audiovisual stimuli as rapidly as possible. In Task 2, they were required to detect as accurately and as rapidly as possible a pitch change within an otherwise monotonic 5-tone sequence that was presented either only auditorily (A condition), or simultaneously with a temporally congruent, but otherwise uninformative visual stimulus (AV condition). Results of Task 1 showed that amusics exhibit typical auditory and visual detection, and typical audiovisual integration capacities: both amusics and controls exhibited shorter response times for audiovisual stimuli than for either auditory stimuli or visual stimuli. Results of Task 2 revealed that both groups benefited from simultaneous uninformative visual stimuli to detect pitch changes: accuracy was higher and response times shorter in the AV condition than in the A condition. The audiovisual improvements of response times were observed for different pitch interval sizes depending on the group. These results suggest that both typical listeners and amusic individuals can benefit from multisensory integration to improve their pitch processing abilities and that this benefit varies as a function of task difficulty. These findings constitute the first step towards the perspective to exploit multisensory paradigms to reduce pitch-related deficits in congenital amusia, notably by suggesting that audiovisual paradigms are effective in an appropriate

  1. Perceived synchrony for realistic and dynamic audiovisual events.

    Science.gov (United States)

    Eg, Ragnhild; Behne, Dawn M

    2015-01-01

    In well-controlled laboratory experiments, researchers have found that humans can perceive delays between auditory and visual signals as short as 20 ms. Conversely, other experiments have shown that humans can tolerate audiovisual asynchrony that exceeds 200 ms. This seeming contradiction in human temporal sensitivity can be attributed to a number of factors such as experimental approaches and precedence of the asynchronous signals, along with the nature, duration, location, complexity and repetitiveness of the audiovisual stimuli, and even individual differences. In order to better understand how temporal integration of audiovisual events occurs in the real world, we need to close the gap between the experimental setting and the complex setting of everyday life. With this work, we aimed to contribute one brick to the bridge that will close this gap. We compared perceived synchrony for long-running and eventful audiovisual sequences to shorter sequences that contain a single audiovisual event, for three types of content: action, music, and speech. The resulting windows of temporal integration showed that participants were better at detecting asynchrony for the longer stimuli, possibly because the long-running sequences contain multiple corresponding events that offer audiovisual timing cues. Moreover, the points of subjective simultaneity differ between content types, suggesting that the nature of a visual scene could influence the temporal perception of events. An expected outcome from this type of experiment was the rich variation among participants' distributions and the derived points of subjective simultaneity. Hence, the designs of similar experiments call for more participants than traditional psychophysical studies. Heeding this caution, we conclude that existing theories on multisensory perception are ready to be tested on more natural and representative stimuli.

  2. Electrophysiological evidence for speech-specific audiovisual integration.

    Science.gov (United States)

    Baart, Martijn; Stekelenburg, Jeroen J; Vroomen, Jean

    2014-01-01

    Lip-read speech is integrated with heard speech at various neural levels. Here, we investigated the extent to which lip-read induced modulations of the auditory N1 and P2 (measured with EEG) are indicative of speech-specific audiovisual integration, and we explored to what extent the ERPs were modulated by phonetic audiovisual congruency. In order to disentangle speech-specific (phonetic) integration from non-speech integration, we used Sine-Wave Speech (SWS) that was perceived as speech by half of the participants (they were in speech-mode), while the other half was in non-speech mode. Results showed that the N1 obtained with audiovisual stimuli peaked earlier than the N1 evoked by auditory-only stimuli. This lip-read induced speeding up of the N1 occurred for listeners in speech and non-speech mode. In contrast, if listeners were in speech-mode, lip-read speech also modulated the auditory P2, but not if listeners were in non-speech mode, thus revealing speech-specific audiovisual binding. Comparing ERPs for phonetically congruent audiovisual stimuli with ERPs for incongruent stimuli revealed an effect of phonetic stimulus congruency that started at ~200 ms after (in)congruence became apparent. Critically, akin to the P2 suppression, congruency effects were only observed if listeners were in speech mode, and not if they were in non-speech mode. Using identical stimuli, we thus confirm that audiovisual binding involves (partially) different neural mechanisms for sound processing in speech and non-speech mode. © 2013 Published by Elsevier Ltd.

  3. Cross-modal cueing in audiovisual spatial attention

    DEFF Research Database (Denmark)

    Blurton, Steven Paul; Greenlee, Mark W.; Gondan, Matthias

    2015-01-01

    effects have been reported for endogenous visual cues while exogenous cues seem to be mostly ineffective. In three experiments, we investigated cueing effects on the processing of audiovisual signals. In Experiment 1 we used endogenous cues to investigate their effect on the detection of auditory, visual......, and audiovisual targets presented with onset asynchrony. Consistent cueing effects were found in all target conditions. In Experiment 2 we used exogenous cues and found cueing effects only for visual target detection, but not auditory target detection. In Experiment 3 we used predictive exogenous cues to examine...

  4. A conceptual framework for audio-visual museum media

    DEFF Research Database (Denmark)

    Kirkedahl Lysholm Nielsen, Mikkel

    2017-01-01

    In today's history museums, the past is communicated through many other means than original artefacts. This interdisciplinary and theoretical article suggests a new approach to studying the use of audio-visual media, such as film, video and related media types, in a museum context. The centre...... and museum studies, existing case studies, and real life observations, the suggested framework instead stress particular characteristics of contextual use of audio-visual media in history museums, such as authenticity, virtuality, interativity, social context and spatial attributes of the communication...

  5. 36 CFR 1237.12 - What record elements must be created and preserved for permanent audiovisual records?

    Science.gov (United States)

    2010-07-01

    ... created and preserved for permanent audiovisual records? 1237.12 Section 1237.12 Parks, Forests, and Public Property NATIONAL ARCHIVES AND RECORDS ADMINISTRATION RECORDS MANAGEMENT AUDIOVISUAL, CARTOGRAPHIC... permanent audiovisual records? For permanent audiovisual records, the following record elements must be...

  6. Stereoscopic 3D graphics generation

    Science.gov (United States)

    Li, Zhi; Liu, Jianping; Zan, Y.

    1997-05-01

    Stereoscopic display technology is one of the key techniques of areas such as simulation, multimedia, entertainment, virtual reality, and so on. Moreover, stereoscopic 3D graphics generation is an important part of stereoscopic 3D display system. In this paper, at first, we describe the principle of stereoscopic display and summarize some methods to generate stereoscopic 3D graphics. Secondly, to overcome the problems which came from the methods of user defined models (such as inconvenience, long modifying period and so on), we put forward the vector graphics files defined method. Thus we can design more directly; modify the model simply and easily; generate more conveniently; furthermore, we can make full use of graphics accelerator card and so on. Finally, we discuss the problem of how to speed up the generation.

  7. EPA Communications Stylebook: Graphics Guide

    Science.gov (United States)

    Includes standards and guidance for graphics typography, layout, composition, color scheme, appropriate use of charts and graphs, logos and related symbols, and consistency with the message of accompanied content.

  8. IAU Graphics Extension - Gnu C

    DEFF Research Database (Denmark)

    Denver, Troelz; Jørgensen, John Leif; Riis, Troels

    1999-01-01

    This document contains a description of the library GrxIau (former UtilVesa and UTILLE). The library acts as shell to the graphics commands used at the exercises at the course 50240 Image Analysis with Microcomputers....

  9. Digital Raster Graphics (DRG) Lambert

    Data.gov (United States)

    Kansas Data Access and Support Center — The Digital Raster Graphic-Lambert (DRG-Lam) is a raster image of a scanned USGS topographic map with the collar information clipped out, georeferenced to the...

  10. Storyboard dalam Pembuatan Motion Graphic

    OpenAIRE

    Satrya Mahardhika; A.F. Choiril Anam Fathoni

    2013-01-01

    Motion graphics is one category in the animation that makes animation with lots of design elements in each component. Motion graphics needs long process including preproduction, production, and postproduction. Preproduction has an important role so that the next stage may provide guidance or instructions for the production process or the animation process. Preproduction includes research, making the story, script, screenplay, character, environment design and storyboards. The storyboard will ...

  11. The graphics editor in ROOT

    International Nuclear Information System (INIS)

    Antcheva, Ilka; Brun, Rene; Hof, Carsten; Rademakers, Fons

    2006-01-01

    A well-designed Graphical User Interface (GUI) has critical importance in any computer application. The user interface is where the end users and the complex system intersect. An effective interface design can make a powerful and complex system, such as ROOT, easy and intuitive to learn and operate. This paper describes the main goals we defined and the design solution we found developing the graphics editor in ROOT

  12. Randomness in Contemporary Graphic Art

    OpenAIRE

    Zavřelová, Veronika

    2016-01-01

    Veronika Zavřelová Bachelor thesis Charles University in Prague, Faculty of Education, Department of Art Education Randomness in contemporary graphic art imaginative picture card game ANNOTATION This (bachelor) thesis concerns itself with a connection between verbal and visual character system within the topic of Randomness in contemporary graphic art - imaginative picture card game. The thesis is mainly based on the practical part - exclusively created card game Piktim. The card game uses as...

  13. Graphic design of pinhole cameras

    Science.gov (United States)

    Edwards, H. B.; Chu, W. P.

    1979-01-01

    The paper describes a graphic technique for the analysis and optimization of pinhole size and focal length. The technique is based on the use of the transfer function of optical elements described by Scott (1959) to construct the transfer function of a circular pinhole camera. This transfer function is the response of a component or system to a pattern of lines having a sinusoidally varying radiance at varying spatial frequencies. Some specific examples of graphic design are presented.

  14. The third language: A recurrent textual restriction that translators come across in audiovisual translation.

    Directory of Open Access Journals (Sweden)

    Montse Corrius Gimbert

    2005-01-01

    Full Text Available If the process of translating is not at all simple, the process of translating an audiovisual text is still more complex. Apart rom technical problems such as lip synchronisation, there are other factors to be considered such as the use of the language and textual structures deemed appropriate to the channel of communication. Bearing in mind that most of the films we are continually seeing on our screens were and are produced in the United States, there is an increasing need to translate them into the different languages of the world. But sometimes the source audiovisual text contains more than one language, and, thus, a new problem arises: the ranslators face additional difficulties in translating this “third language” (language or dialect into the corresponding target culture. There are many films containing two languages in the original version but in this paper we will focus mainly on three films: Butch Cassidy and the Sundance Kid (1969, Raid on Rommel (1999 and Blade Runner (1982. This paper aims at briefly illustrating different solutions which may be applied when we come across a “third language”.

  15. Audio-visual materials usage preference among agricultural ...

    African Journals Online (AJOL)

    It was found that respondents preferred radio, television, poster, advert, photographs, specimen, bulletin, magazine, cinema, videotape, chalkboard, and bulletin board as audio-visual materials for extension work. These are the materials that can easily be manipulated and utilized for extension work. Nigerian Journal of ...

  16. Audio-Visual Aids for Cooperative Education and Training.

    Science.gov (United States)

    Botham, C. N.

    Within the context of cooperative education, audiovisual aids may be used for spreading the idea of cooperatives and helping to consolidate study groups; for the continuous process of education, both formal and informal, within the cooperative movement; for constant follow up purposes; and for promoting loyalty to the movement. Detailed…

  17. Content-based analysis improves audiovisual archive retrieval

    NARCIS (Netherlands)

    Huurnink, B.; Snoek, C.G.M.; de Rijke, M.; Smeulders, A.W.M.

    2012-01-01

    Content-based video retrieval is maturing to the point where it can be used in real-world retrieval practices. One such practice is the audiovisual archive, whose users increasingly require fine-grained access to broadcast television content. In this paper, we take into account the information needs

  18. Today's and tomorrow's retrieval practice in the audiovisual archive

    NARCIS (Netherlands)

    Huurnink, B.; Snoek, C.G.M.; de Rijke, M.; Smeulders, A.W.M.

    2010-01-01

    Content-based video retrieval is maturing to the point where it can be used in real-world retrieval practices. One such practice is the audiovisual archive, whose users increasingly require fine-grained access to broadcast television content. We investigate to what extent content-based video

  19. The Role of Audiovisual Mass Media News in Language Learning

    Science.gov (United States)

    Bahrani, Taher; Sim, Tam Shu

    2011-01-01

    The present paper focuses on the role of audio/visual mass media news in language learning. In this regard, the two important issues regarding the selection and preparation of TV news for language learning are the content of the news and the linguistic difficulty. Content is described as whether the news is specialized or universal. Universal…

  20. Narrativa audiovisual i cinema d'animació per ordinador

    OpenAIRE

    Duran Castells, Jaume

    2009-01-01

    DE LA TESI:Aquesta tesi doctoral estudia les relacions entre la narrativa audiovisual i el cinema d'animació per ordinador i fa una anàlisi al respecte dels llargmetratges de Pixar Animation Studios compresos entre 1995 i 2006.

  1. School Building Design and Audio-Visual Resources.

    Science.gov (United States)

    National Committee for Audio-Visual Aids in Education, London (England).

    The design of new schools should facilitate the use of audiovisual resources by ensuring that the materials used in the construction of the buildings provide adequate sound insulation and acoustical and viewing conditions in all learning spaces. The facilities to be considered are: electrical services; electronic services; light control and…

  2. Market potential for interactive audio-visual media

    NARCIS (Netherlands)

    Leurdijk, A.; Limonard, S.

    2005-01-01

    NM2 (New Media for a New Millennium) develops tools for interactive, personalised and non-linear audio-visual content that will be tested in seven pilot productions. This paper looks at the market potential for these productions from a technological, a business and a users' perspective. It shows

  3. Skill dependent audiovisual integration in the fusiform induces repetition suppression.

    Science.gov (United States)

    McNorgan, Chris; Booth, James R

    2015-02-01

    Learning to read entails mapping existing phonological representations to novel orthographic representations and is thus an ideal context for investigating experience driven audiovisual integration. Because two dominant brain-based theories of reading development hinge on the sensitivity of the visual-object processing stream to phonological information, we were interested in how reading skill relates to audiovisual integration in this area. Thirty-two children between 8 and 13 years of age spanning a range of reading skill participated in a functional magnetic resonance imaging experiment. Participants completed a rhyme judgment task to word pairs presented unimodally (auditory- or visual-only) and cross-modally (auditory followed by visual). Skill-dependent sub-additive audiovisual modulation was found in left fusiform gyrus, extending into the putative visual word form area, and was correlated with behavioral orthographic priming. These results suggest learning to read promotes facilitatory audiovisual integration in the ventral visual-object processing stream and may optimize this region for orthographic processing. Copyright © 2014 Elsevier Inc. All rights reserved.

  4. Segmentation of the Speaker's Face Region with Audiovisual Correlation

    Science.gov (United States)

    Liu, Yuyu; Sato, Yoichi

    The ability to find the speaker's face region in a video is useful for various applications. In this work, we develop a novel technique to find this region within different time windows, which is robust against the changes of view, scale, and background. The main thrust of our technique is to integrate audiovisual correlation analysis into a video segmentation framework. We analyze the audiovisual correlation locally by computing quadratic mutual information between our audiovisual features. The computation of quadratic mutual information is based on the probability density functions estimated by kernel density estimation with adaptive kernel bandwidth. The results of this audiovisual correlation analysis are incorporated into graph cut-based video segmentation to resolve a globally optimum extraction of the speaker's face region. The setting of any heuristic threshold in this segmentation is avoided by learning the correlation distributions of speaker and background by expectation maximization. Experimental results demonstrate that our method can detect the speaker's face region accurately and robustly for different views, scales, and backgrounds.

  5. Audiovisual Cues and Perceptual Learning of Spectrally Distorted Speech

    Science.gov (United States)

    Pilling, Michael; Thomas, Sharon

    2011-01-01

    Two experiments investigate the effectiveness of audiovisual (AV) speech cues (cues derived from both seeing and hearing a talker speak) in facilitating perceptual learning of spectrally distorted speech. Speech was distorted through an eight channel noise-vocoder which shifted the spectral envelope of the speech signal to simulate the properties…

  6. Computationally efficient clustering of audio-visual meeting data

    NARCIS (Netherlands)

    Hung, H.; Friedland, G.; Yeo, C.; Shao, L.; Shan, C.; Luo, J.; Etoh, M.

    2010-01-01

    This chapter presents novel computationally efficient algorithms to extract semantically meaningful acoustic and visual events related to each of the participants in a group discussion using the example of business meeting recordings. The recording setup involves relatively few audio-visual sensors,

  7. Decision-Level Fusion for Audio-Visual Laughter Detection

    NARCIS (Netherlands)

    Reuderink, B.; Poel, Mannes; Truong, Khiet Phuong; Poppe, Ronald Walter; Pantic, Maja; Popescu-Belis, Andrei; Stiefelhagen, Rainer

    Laughter is a highly variable signal, which can be caused by a spectrum of emotions. This makes the automatic detection of laugh- ter a challenging, but interesting task. We perform automatic laughter detection using audio-visual data from the AMI Meeting Corpus. Audio- visual laughter detection is

  8. Temporal Ventriloquism Reveals Intact Audiovisual Temporal Integration in Amblyopia.

    Science.gov (United States)

    Richards, Michael D; Goltz, Herbert C; Wong, Agnes M F

    2018-02-01

    We have shown previously that amblyopia involves impaired detection of asynchrony between auditory and visual events. To distinguish whether this impairment represents a defect in temporal integration or nonintegrative multisensory processing (e.g., cross-modal matching), we used the temporal ventriloquism effect in which visual temporal order judgment (TOJ) is normally enhanced by a lagging auditory click. Participants with amblyopia (n = 9) and normally sighted controls (n = 9) performed a visual TOJ task. Pairs of clicks accompanied the two lights such that the first click preceded the first light, or second click lagged the second light by 100, 200, or 450 ms. Baseline audiovisual synchrony and visual-only conditions also were tested. Within both groups, just noticeable differences for the visual TOJ task were significantly reduced compared with baseline in the 100- and 200-ms click lag conditions. Within the amblyopia group, poorer stereo acuity and poorer visual acuity in the amblyopic eye were significantly associated with greater enhancement in visual TOJ performance in the 200-ms click lag condition. Audiovisual temporal integration is intact in amblyopia, as indicated by perceptual enhancement in the temporal ventriloquism effect. Furthermore, poorer stereo acuity and poorer visual acuity in the amblyopic eye are associated with a widened temporal binding window for the effect. These findings suggest that previously reported abnormalities in audiovisual multisensory processing may result from impaired cross-modal matching rather than a diminished capacity for temporal audiovisual integration.

  9. Skill Dependent Audiovisual Integration in the Fusiform Induces Repetition Suppression

    Science.gov (United States)

    McNorgan, Chris; Booth, James R.

    2015-01-01

    Learning to read entails mapping existing phonological representations to novel orthographic representations and is thus an ideal context for investigating experience driven audiovisual integration. Because two dominant brain-based theories of reading development hinge on the sensitivity of the visual-object processing stream to phonological information, we were interested in how reading skill relates to audiovisual integration in this area. Thirty-two children between 8 and 13 years of age spanning a range of reading skill participated in a functional magnetic resonance imaging experiment. Participants completed a rhyme judgment task to word pairs presented unimodally (auditory- or visual-only) and cross-modally (auditory followed by visual). Skill-dependent sub-additive audiovisual modulation was found in left fusiform gyrus, extending into the putative visual word form area, and was correlated with behavioral orthographic priming. These results suggest learning to read promotes facilitatory audiovisual integration in the ventral visual-object processing stream and may optimize this region for orthographic processing. PMID:25585276

  10. Electrophysiological evidence for speech-specific audiovisual integration

    NARCIS (Netherlands)

    Baart, M.; Stekelenburg, J.J.; Vroomen, J.

    2014-01-01

    Lip-read speech is integrated with heard speech at various neural levels. Here, we investigated the extent to which lip-read induced modulations of the auditory N1 and P2 (measured with EEG) are indicative of speech-specific audiovisual integration, and we explored to what extent the ERPs were

  11. Voice activity detection using audio-visual information

    DEFF Research Database (Denmark)

    Petsatodis, Theodore; Pnevmatikakis, Aristodemos; Boukis, Christos

    2009-01-01

    An audio-visual voice activity detector that uses sensors positioned distantly from the speaker is presented. Its constituting unimodal detectors are based on the modeling of the temporal variation of audio and visual features using Hidden Markov Models; their outcomes are fused using a post...

  12. Audio-Visual Equipment Depreciation. RDU-75-07.

    Science.gov (United States)

    Drake, Miriam A.; Baker, Martha

    A study was conducted at Purdue University to gather operational and budgetary planning data for the Libraries and Audiovisual Center. The objectives were: (1) to complete a current inventory of equipment including year of purchase, costs, and salvage value; (2) to determine useful life data for general classes of equipment; and (3) to determine…

  13. Users Requirements in Audiovisual Search: A Quantitative Approach

    NARCIS (Netherlands)

    Nadeem, Danish; Ordelman, Roeland J.F.; Aly, Robin; Verbruggen, Erwin; Aalberg, Trond; Papatheodorou, Christos; Dobreva, Milena; Tsakonas, Giannis; Farrugia, Charles J.

    2013-01-01

    This paper reports on the results of a quantitative analysis of user requirements for audiovisual search that allow the categorisation of requirements and to compare requirements across user groups. The categorisation provides clear directions with respect to the prioritisation of system features

  14. Selected Audio-Visual Materials for Consumer Education. [New Version.

    Science.gov (United States)

    Johnston, William L.

    Ninety-two films, filmstrips, multi-media kits, slides, and audio cassettes, produced between 1964 and 1974, are listed in this selective annotated bibliography on consumer education. The major portion of the bibliography is devoted to films and filmstrips. The main topics of the audio-visual materials include purchasing, advertising, money…

  15. Cortical oscillations modulated by congruent and incongruent audiovisual stimuli.

    Science.gov (United States)

    Herdman, A T; Fujioka, T; Chau, W; Ross, B; Pantev, C; Picton, T W

    2004-11-30

    Congruent or incongruent grapheme-phoneme stimuli are easily perceived as one or two linguistic objects. The main objective of this study was to investigate the changes in cortical oscillations that reflect the processing of congruent and incongruent audiovisual stimuli. Graphemes were Japanese Hiragana characters for four different vowels (/a/, /o/, /u/, and /i/). They were presented simultaneously with their corresponding phonemes (congruent) or non-corresponding phonemes (incongruent) to native-speaking Japanese participants. Participants' reaction times to the congruent audiovisual stimuli were significantly faster by 57 ms as compared to reaction times to incongruent stimuli. We recorded the brain responses for each condition using a whole-head magnetoencephalograph (MEG). A novel approach to analysing MEG data, called synthetic aperture magnetometry (SAM), was used to identify event-related changes in cortical oscillations involved in audiovisual processing. The SAM contrast between congruent and incongruent responses revealed greater event-related desynchonization (8-16 Hz) bilaterally in the occipital lobes and greater event-related synchronization (4-8 Hz) in the left transverse temporal gyrus. Results from this study further support the concept of interactions between the auditory and visual sensory cortices in multi-sensory processing of audiovisual objects.

  16. Graphics processor efficiency for realization of rapid tabular computations

    International Nuclear Information System (INIS)

    Dudnik, V.A.; Kudryavtsev, V.I.; Us, S.A.; Shestakov, M.V.

    2016-01-01

    Capabilities of graphics processing units (GPU) and central processing units (CPU) have been investigated for realization of fast-calculation algorithms with the use of tabulated functions. The realization of tabulated functions is exemplified by the GPU/CPU architecture-based processors. Comparison is made between the operating efficiencies of GPU and CPU, employed for tabular calculations at different conditions of use. Recommendations are formulated for the use of graphical and central processors to speed up scientific and engineering computations through the use of tabulated functions

  17. Context-specific effects of musical expertise on audiovisual integration

    Science.gov (United States)

    Bishop, Laura; Goebl, Werner

    2014-01-01

    Ensemble musicians exchange auditory and visual signals that can facilitate interpersonal synchronization. Musical expertise improves how precisely auditory and visual signals are perceptually integrated and increases sensitivity to asynchrony between them. Whether expertise improves sensitivity to audiovisual asynchrony in all instrumental contexts or only in those using sound-producing gestures that are within an observer's own motor repertoire is unclear. This study tested the hypothesis that musicians are more sensitive to audiovisual asynchrony in performances featuring their own instrument than in performances featuring other instruments. Short clips were extracted from audio-video recordings of clarinet, piano, and violin performances and presented to highly-skilled clarinetists, pianists, and violinists. Clips either maintained the audiovisual synchrony present in the original recording or were modified so that the video led or lagged behind the audio. Participants indicated whether the audio and video channels in each clip were synchronized. The range of asynchronies most often endorsed as synchronized was assessed as a measure of participants' sensitivities to audiovisual asynchrony. A positive relationship was observed between musical training and sensitivity, with data pooled across stimuli. While participants across expertise groups detected asynchronies most readily in piano stimuli and least readily in violin stimuli, pianists showed significantly better performance for piano stimuli than for either clarinet or violin. These findings suggest that, to an extent, the effects of expertise on audiovisual integration can be instrument-specific; however, the nature of the sound-producing gestures that are observed has a substantial effect on how readily asynchrony is detected as well. PMID:25324819

  18. Transforming Graphical System Models to Graphical Attack Models

    DEFF Research Database (Denmark)

    Ivanova, Marieta Georgieva; Probst, Christian W.; Hansen, Rene Rydhof

    2016-01-01

    Manually identifying possible attacks on an organisation is a complex undertaking; many different factors must be considered, and the resulting attack scenarios can be complex and hard to maintain as the organisation changes. System models provide a systematic representation of organisations...... approach to transforming graphical system models to graphical attack models in the form of attack trees. Based on an asset in the model, our transformations result in an attack tree that represents attacks by all possible actors in the model, after which the actor in question has obtained the asset....

  19. Configurable software for satellite graphics

    Energy Technology Data Exchange (ETDEWEB)

    Hartzman, P D

    1977-12-01

    An important goal in interactive computer graphics is to provide users with both quick system responses for basic graphics functions and enough computing power for complex calculations. One solution is to have a distributed graphics system in which a minicomputer and a powerful large computer share the work. The most versatile type of distributed system is an intelligent satellite system in which the minicomputer is programmable by the application user and can do most of the work while the large remote machine is used for difficult computations. At New York University, the hardware was configured from available equipment. The level of system intelligence resulted almost completely from software development. Unlike previous work with intelligent satellites, the resulting system had system control centered in the satellite. It also had the ability to reconfigure software during realtime operation. The design of the system was done at a very high level using set theoretic language. The specification clearly illustrated processor boundaries and interfaces. The high-level specification also produced a compact, machine-independent virtual graphics data structure for picture representation. The software was written in a systems implementation language; thus, only one set of programs was needed for both machines. A user can program both machines in a single language. Tests of the system with an application program indicate that is has very high potential. A major result of this work is the demonstration that a gigantic investment in new hardware is not necessary for computing facilities interested in graphics.

  20. Sistema audiovisual para reconocimiento de comandos Audiovisual system for recognition of commands

    Directory of Open Access Journals (Sweden)

    Alexander Ceballos

    2011-08-01

    Full Text Available Se presenta el desarrollo de un sistema automático de reconocimiento audiovisual del habla enfocado en el reconocimiento de comandos. La representación del audio se realizó mediante los coeficientes cepstrales de Mel y las primeras dos derivadas temporales. Para la caracterización del vídeo se hizo seguimiento automático de características visuales de alto nivel a través de toda la secuencia. Para la inicialización automática del algoritmo se emplearon transformaciones de color y contornos activos con información de flujo del vector gradiente ("GVF snakes" sobre la región labial, mientras que para el seguimiento se usaron medidas de similitud entre vecindarios y restricciones morfológicas definidas en el estándar MPEG-4. Inicialmente, se presenta el diseño del sistema de reconocimiento automático del habla, empleando únicamente información de audio (ASR, mediante Modelos Ocultos de Markov (HMMs y un enfoque de palabra aislada; posteriormente, se muestra el diseño de los sistemas empleando únicamente características de vídeo (VSR, y empleando características de audio y vídeo combinadas (AVSR. Al final se comparan los resultados de los tres sistemas para una base de datos propia en español y francés, y se muestra la influencia del ruido acústico, mostrando que el sistema de AVSR es más robusto que ASR y VSR.We present the development of an automatic audiovisual speech recognition system focused on the recognition of commands. Signal audio representation was done using Mel cepstral coefficients and their first and second order time derivatives. In order to characterize the video signal, a set of high-level visual features was tracked throughout the sequences. Automatic initialization of the algorithm was performed using color transformations and active contour models based on Gradient Vector Flow (GVF Snakes on the lip region, whereas visual tracking used similarity measures across neighborhoods and morphological

  1. Fractal geometry and computer graphics

    CERN Document Server

    Sakas, Georgios; Peitgen, Heinz-Otto; Englert, Gabriele

    1992-01-01

    Fractal geometry has become popular in the last 15 years, its applications can be found in technology, science, or even arts. Fractal methods and formalism are seen today as a general, abstract, but nevertheless practical instrument for the description of nature in a wide sense. But it was Computer Graphics which made possible the increasing popularity of fractals several years ago, and long after their mathematical formulation. The two disciplines are tightly linked. The book contains the scientificcontributions presented in an international workshop in the "Computer Graphics Center" in Darmstadt, Germany. The target of the workshop was to present the wide spectrum of interrelationships and interactions between Fractal Geometry and Computer Graphics. The topics vary from fundamentals and new theoretical results to various applications and systems development. All contributions are original, unpublished papers.The presentations have been discussed in two working groups; the discussion results, together with a...

  2. Graphical programming of telerobotic tasks

    International Nuclear Information System (INIS)

    Small, D.E.; McDonald, M.J.

    1997-01-01

    With a goal of producing faster, safer, and cheaper technologies for nuclear waste cleanup, Sandia is actively developing and extending intelligent systems technologies. Graphical Programming is a key technology for robotic waste cleanup that Sandia is developing for this goal. This paper describes Sancho, Sandia most advanced Graphical Programming supervisory software. Sancho, now operational on several robot systems, incorporates all of Sandia's recent advances in supervisory control. Sancho, developed to rapidly apply Graphical Programming on a diverse set of robot systems, uses a general set of tools to implement task and operational behavior. Sancho can be rapidly reconfigured for new tasks and operations without modifying the supervisory code. Other innovations include task-based interfaces, event-based sequencing, and sophisticated GUI design. These innovations have resulted in robot control programs and approaches that are easier and safer to use than teleoperation, off-line programming, or full automation

  3. Cartooning History: Canada's Stories in Graphic Novels

    Science.gov (United States)

    King, Alyson E.

    2012-01-01

    In recent years, historical events, issues, and characters have been portrayed in an increasing number of non-fiction graphic texts. Similar to comics and graphic novels, graphic texts are defined as fully developed, non-fiction narratives told through panels of sequential art. Such non-fiction graphic texts are being used to teach history in…

  4. An Opening: Graphic Design's Discursive Spaces.

    Science.gov (United States)

    Blauvelt, Andrew

    1994-01-01

    Introduces a special issue on critical histories of graphic design with a review of the particular problems identified with the history of graphic design as a field of study and the emerging discipline of graphic design history. Makes a case for the examination of graphic design through its relationships with larger discourses. (SR)

  5. Antinomies of Semiotics in Graphic Design

    Science.gov (United States)

    Storkerson, Peter

    2010-01-01

    The following paper assesses the roles played by semiotics in graphic design and in graphic design education, which both reflects and shapes practice. It identifies a series of factors; graphic design education methods and culture; semiotic theories themselves and their application to graphic design; the two wings of Peircian semiotics and…

  6. Graphic Journeys: Graphic Novels' Representations of Immigrant Experiences

    Science.gov (United States)

    Boatright, Michael D.

    2010-01-01

    This article explores how immigrant experiences are represented in the narratives of three graphic novels published in the last decade: Tan's (2007) "The Arrival," Kiyama's (1931/1999) "The Four Immigrants Manga: A Japanese Experience in San Francisco, 1904-1924," and Yang's (2006) "American Born Chinese." Through a theoretical lens informed by…

  7. Audiovisual Rehabilitation in Hemianopia: A Model-Based Theoretical Investigation.

    Science.gov (United States)

    Magosso, Elisa; Cuppini, Cristiano; Bertini, Caterina

    2017-01-01

    Hemianopic patients exhibit visual detection improvement in the blind field when audiovisual stimuli are given in spatiotemporally coincidence. Beyond this "online" multisensory improvement, there is evidence of long-lasting, "offline" effects induced by audiovisual training: patients show improved visual detection and orientation after they were trained to detect and saccade toward visual targets given in spatiotemporal proximity with auditory stimuli. These effects are ascribed to the Superior Colliculus (SC), which is spared in these patients and plays a pivotal role in audiovisual integration and oculomotor behavior. Recently, we developed a neural network model of audiovisual cortico-collicular loops, including interconnected areas representing the retina, striate and extrastriate visual cortices, auditory cortex, and SC. The network simulated unilateral V1 lesion with possible spared tissue and reproduced "online" effects. Here, we extend the previous network to shed light on circuits, plastic mechanisms, and synaptic reorganization that can mediate the training effects and functionally implement visual rehabilitation. The network is enriched by the oculomotor SC-brainstem route, and Hebbian mechanisms of synaptic plasticity, and is used to test different training paradigms (audiovisual/visual stimulation in eye-movements/fixed-eyes condition) on simulated patients. Results predict different training effects and associate them to synaptic changes in specific circuits. Thanks to the SC multisensory enhancement, the audiovisual training is able to effectively strengthen the retina-SC route, which in turn can foster reinforcement of the SC-brainstem route (this occurs only in eye-movements condition) and reinforcement of the SC-extrastriate route (this occurs in presence of survived V1 tissue, regardless of eye condition). The retina-SC-brainstem circuit may mediate compensatory effects: the model assumes that reinforcement of this circuit can translate visual

  8. Audiovisual Temporal Processing and Synchrony Perception in the Rat.

    Science.gov (United States)

    Schormans, Ashley L; Scott, Kaela E; Vo, Albert M Q; Tyker, Anna; Typlt, Marei; Stolzberg, Daniel; Allman, Brian L

    2016-01-01

    Extensive research on humans has improved our understanding of how the brain integrates information from our different senses, and has begun to uncover the brain regions and large-scale neural activity that contributes to an observer's ability to perceive the relative timing of auditory and visual stimuli. In the present study, we developed the first behavioral tasks to assess the perception of audiovisual temporal synchrony in rats. Modeled after the parameters used in human studies, separate groups of rats were trained to perform: (1) a simultaneity judgment task in which they reported whether audiovisual stimuli at various stimulus onset asynchronies (SOAs) were presented simultaneously or not; and (2) a temporal order judgment task in which they reported whether they perceived the auditory or visual stimulus to have been presented first. Furthermore, using in vivo electrophysiological recordings in the lateral extrastriate visual (V2L) cortex of anesthetized rats, we performed the first investigation of how neurons in the rat multisensory cortex integrate audiovisual stimuli presented at different SOAs. As predicted, rats ( n = 7) trained to perform the simultaneity judgment task could accurately (~80%) identify synchronous vs. asynchronous (200 ms SOA) trials. Moreover, the rats judged trials at 10 ms SOA to be synchronous, whereas the majority (~70%) of trials at 100 ms SOA were perceived to be asynchronous. During the temporal order judgment task, rats ( n = 7) perceived the synchronous audiovisual stimuli to be "visual first" for ~52% of the trials, and calculation of the smallest timing interval between the auditory and visual stimuli that could be detected in each rat (i.e., the just noticeable difference (JND)) ranged from 77 ms to 122 ms. Neurons in the rat V2L cortex were sensitive to the timing of audiovisual stimuli, such that spiking activity was greatest during trials when the visual stimulus preceded the auditory by 20-40 ms. Ultimately, given

  9. Trend Monitoring System (TMS) graphics software

    Science.gov (United States)

    Brown, J. S.

    1979-01-01

    A prototype bus communications systems, which is being used to support the Trend Monitoring System (TMS) and to evaluate the bus concept is considered. A set of FORTRAN-callable graphics subroutines for the host MODCOMP comuter, and an approach to splitting graphics work between the host and the system's intelligent graphics terminals are described. The graphics software in the MODCOMP and the operating software package written for the graphics terminals are included.

  10. Collection Of Software For Computer Graphics

    Science.gov (United States)

    Hibbard, Eric A.; Makatura, George

    1990-01-01

    Ames Research Graphics System (ARCGRAPH) collection of software libraries and software utilities assisting researchers in generating, manipulating, and visualizing graphical data. Defines metafile format containing device-independent graphical data. File format used with various computer-graphics-manipulation and -animation software packages at Ames, including SURF (COSMIC Program ARC-12381) and GAS (COSMIC Program ARC-12379). Consists of two-stage "pipeline" used to put out graphical primitives. ARCGRAPH libraries developed on VAX computer running VMS.

  11. One Country, Two Polarised Audiences: Estonia and the Deficiency of the Audiovisual Media Services Directive

    Directory of Open Access Journals (Sweden)

    Andres Jõesaar

    2015-12-01

    Full Text Available This article argues that until recent times, the Estonian media policy has mainly been interpreted as an economic issue and it did not account for the strategic need to build a comprehensive media field to serve all groups in society. This has happened despite the fact the Estonian media policy is in line with the European Union (EU media policy, which should ensure freedom of information, diversity of opinion and media pluralism. Findings of the Estonian case study show that despite these noble aims, Estonia has two radically different information fields: one for Estonian speaking audiences and one for Russian speakers. Events in Ukraine have added to the democratic media policy paradigm a question of national security. Now it is a challenge for the policy makers to unite polarised media fields and how to minimise the impact of Russian propaganda. On the EU level, one supportive measure could be a revision of the Audiovisual Media Service Directive.

  12. The Graphic Arts and the New Copyright Act.

    Science.gov (United States)

    Overbeck, Wayne

    This paper briefly summarizes the Copyright Act recently passed by the United States Congress as it relates to graphic arts and points out that the law ignores the major problem facing that field: the lack of copyright protection for typography and typeface designs. It then explains the reasoning used for denying protection to typography and…

  13. Graphic Arts: Orientation, Composition, and Paste-Up. Third Edition.

    Science.gov (United States)

    Crummett, Dan

    This document contains teacher and student materials for a course in graphic arts. Ten units of instruction cover the following topics: (1) orientation; (2) shop safety; (3) shop organization; (4) printing processes; (5) paper; (6) typography; (7) typesetting; (8) design principles; (9) paste-up principles and procedures; and (10) proof procedures…

  14. Graphic Communications--Commercial Photography. Ohio's Competency Analysis Profile.

    Science.gov (United States)

    Ohio State Univ., Columbus. Vocational Instructional Materials Lab.

    This Ohio Competency Analysis Profile (OCAP), derived from a modified Developing a Curriculum (DACUM) process, is a current comprehensive and verified employer competency program list for graphic communications--commercial photography. Each unit (with or without subunits) contains competencies and competency builders that identify the…

  15. Efficient probabilistic model checking on general purpose graphic processors

    NARCIS (Netherlands)

    Bosnacki, D.; Edelkamp, S.; Sulewski, D.; Pasareanu, C.S.

    2009-01-01

    We present algorithms for parallel probabilistic model checking on general purpose graphic processing units (GPGPUs). For this purpose we exploit the fact that some of the basic algorithms for probabilistic model checking rely on matrix vector multiplication. Since this kind of linear algebraic

  16. Fluid simulation for computer graphics

    CERN Document Server

    Bridson, Robert

    2008-01-01

    Animating fluids like water, smoke, and fire using physics-based simulation is increasingly important in visual effects, in particular in movies, like The Day After Tomorrow, and in computer games. This book provides a practical introduction to fluid simulation for graphics. The focus is on animating fully three-dimensional incompressible flow, from understanding the math and the algorithms to the actual implementation.

  17. Storyboard dalam Pembuatan Motion Graphic

    Directory of Open Access Journals (Sweden)

    Satrya Mahardhika

    2013-10-01

    Full Text Available Motion graphics is one category in the animation that makes animation with lots of design elements in each component. Motion graphics needs long process including preproduction, production, and postproduction. Preproduction has an important role so that the next stage may provide guidance or instructions for the production process or the animation process. Preproduction includes research, making the story, script, screenplay, character, environment design and storyboards. The storyboard will be determined through camera angles, blocking, sets, and many supporting roles involved in a scene. Storyboard is also useful as a production reference in recording or taping each scene in sequence or as an efficient priority. The example used is an ad creation using motion graphic animation storyboard which has an important role as a blueprint for every scene and giving instructions to make the transition movement, layout, blocking, and defining camera movement that everything should be done periodically in animation production. Planning before making the animation or motion graphic will make the job more organized, presentable, and more efficient in the process.  

  18. A Poetics of Graphic Design?

    Science.gov (United States)

    Baker, Steve

    1994-01-01

    Proposes that the work of the French feminist writers Helene Cixous and Luce Irigaray could serve as the basis for devising a more imaginative form of critical writing that might help to draw the history and practice of graphic design into a closer and more purposeful relation. (SR)

  19. Recorded Music and Graphic Design.

    Science.gov (United States)

    Osterer, Irv

    1998-01-01

    Reviews the history of art as an element of music-recording packaging. Describes a project in which students design a jacket for either cassette or CD using a combination of computerized and traditional rendering techniques. Reports that students have been inspired to look into careers in graphic design. (DSK)

  20. GRAPHIC INTERFACES FOR ENGINEERING APPLICATIONS

    Directory of Open Access Journals (Sweden)

    Ion PANA,

    2012-05-01

    Full Text Available Using effective the method of calculating Fitness for Service requires the achievement of graphical interfaces. This paper presents an example of such interfaces, made with Visual Basic program and used in the evaluation of pipelines in a research contract [4

  1. Overview of Graphical User Interfaces.

    Science.gov (United States)

    Hulser, Richard P.

    1993-01-01

    Discussion of graphical user interfaces for online public access catalogs (OPACs) covers the history of OPACs; OPAC front-end design, including examples from Indiana University and the University of Illinois; and planning and implementation of a user interface. (10 references) (EA)

  2. Recording and Validation of Audiovisual Expressions by Faces and Voices

    Directory of Open Access Journals (Sweden)

    Sachiko Takagi

    2011-10-01

    Full Text Available This study aims to further examine the cross-cultural differences in multisensory emotion perception between Western and East Asian people. In this study, we recorded the audiovisual stimulus video of Japanese and Dutch actors saying neutral phrase with one of the basic emotions. Then we conducted a validation experiment of the stimuli. In the first part (facial expression, participants watched a silent video of actors and judged what kind of emotion the actor is expressing by choosing among 6 options (ie, happiness, anger, disgust, sadness, surprise, and fear. In the second part (vocal expression, they listened to the audio part of the same videos without video images while the task was the same. We analyzed their categorization responses based on accuracy and confusion matrix and created a controlled audiovisual stimulus set.

  3. Computationally Efficient Clustering of Audio-Visual Meeting Data

    Science.gov (United States)

    Hung, Hayley; Friedland, Gerald; Yeo, Chuohao

    This chapter presents novel computationally efficient algorithms to extract semantically meaningful acoustic and visual events related to each of the participants in a group discussion using the example of business meeting recordings. The recording setup involves relatively few audio-visual sensors, comprising a limited number of cameras and microphones. We first demonstrate computationally efficient algorithms that can identify who spoke and when, a problem in speech processing known as speaker diarization. We also extract visual activity features efficiently from MPEG4 video by taking advantage of the processing that was already done for video compression. Then, we present a method of associating the audio-visual data together so that the content of each participant can be managed individually. The methods presented in this article can be used as a principal component that enables many higher-level semantic analysis tasks needed in search, retrieval, and navigation.

  4. Audio-Visual Temporal Recalibration Can be Constrained by Content Cues Regardless of Spatial Overlap

    OpenAIRE

    Roseboom, Warrick; Kawabe, Takahiro; Nishida, Shin?Ya

    2013-01-01

    It has now been well established that the point of subjective synchrony for audio and visual events can be shifted following exposure to asynchronous audio-visual presentations, an effect often referred to as temporal recalibration. Recently it was further demonstrated that it is possible to concurrently maintain two such recalibrated, and opposing, estimates of audio-visual temporal synchrony. However, it remains unclear precisely what defines a given audio-visual pair such that it is possib...

  5. Academic e-learning experience in the enhancement of open access audiovisual and media education

    OpenAIRE

    Pacholak, Anna; Sidor, Dorota

    2015-01-01

    The paper presents how the academic e-learning experience and didactic methods of the Centre for Open and Multimedia Education (COME UW), University of Warsaw, enhance the open access to audiovisual and media education at various levels of education. The project is implemented within the Audiovisual and Media Education Programme (PEAM). It is funded by the Polish Film Institute (PISF). The aim of the project is to create a proposal of a comprehensive and open programme for the audiovisual (me...

  6. Neural correlates of quality during perception of audiovisual stimuli

    CERN Document Server

    Arndt, Sebastian

    2016-01-01

    This book presents a new approach to examining perceived quality of audiovisual sequences. It uses electroencephalography to understand how exactly user quality judgments are formed within a test participant, and what might be the physiologically-based implications when being exposed to lower quality media. The book redefines experimental paradigms of using EEG in the area of quality assessment so that they better suit the requirements of standard subjective quality testings. Therefore, experimental protocols and stimuli are adjusted accordingly. .

  7. Psychophysiological effects of audiovisual stimuli during cycle exercise.

    Science.gov (United States)

    Barreto-Silva, Vinícius; Bigliassi, Marcelo; Chierotti, Priscila; Altimari, Leandro R

    2018-05-01

    Immersive environments induced by audiovisual stimuli are hypothesised to facilitate the control of movements and ameliorate fatigue-related symptoms during exercise. The objective of the present study was to investigate the effects of pleasant and unpleasant audiovisual stimuli on perceptual and psychophysiological responses during moderate-intensity exercises performed on an electromagnetically braked cycle ergometer. Twenty young adults were administered three experimental conditions in a randomised and counterbalanced order: unpleasant stimulus (US; e.g. images depicting laboured breathing); pleasant stimulus (PS; e.g. images depicting pleasant emotions); and neutral stimulus (NS; e.g. neutral facial expressions). The exercise had 10 min of duration (2 min of warm-up + 6 min of exercise + 2 min of warm-down). During all conditions, the rate of perceived exertion and heart rate variability were monitored to further understanding of the moderating influence of audiovisual stimuli on perceptual and psychophysiological responses, respectively. The results of the present study indicate that PS ameliorated fatigue-related symptoms and reduced the physiological stress imposed by the exercise bout. Conversely, US increased the global activity of the autonomic nervous system and increased exertional responses to a greater degree when compared to PS. Accordingly, audiovisual stimuli appear to induce a psychophysiological response in which individuals visualise themselves within the story presented in the video. In such instances, individuals appear to copy the behaviour observed in the videos as if the situation was real. This mirroring mechanism has the potential to up-/down-regulate the cardiac work as if in fact the exercise intensities were different in each condition.

  8. Audiovisual speech perception development at varying levels of perceptual processing

    OpenAIRE

    Lalonde, Kaylah; Holt, Rachael Frush

    2016-01-01

    This study used the auditory evaluation framework [Erber (1982). Auditory Training (Alexander Graham Bell Association, Washington, DC)] to characterize the influence of visual speech on audiovisual (AV) speech perception in adults and children at multiple levels of perceptual processing. Six- to eight-year-old children and adults completed auditory and AV speech perception tasks at three levels of perceptual processing (detection, discrimination, and recognition). The tasks differed in the le...

  9. Health Education Audiovisual Media on Mental Illness for Family

    OpenAIRE

    Wahyuningsih, Dyah; Wiyati, Ruti; Subagyo, Widyo

    2012-01-01

    This study aimed to produce health education media in form of Video Compact Disk (VCD). The first disk consist of method how to take care of patient with social isolation and the second disk consist of method how to take care of patient with violence behaviour. The implementation of audiovisual media is giving for family in Psyciatric Ward Banyumas hospital. The family divided in two groups, the first group was given health education about social isolation and the second group was given healt...

  10. TEKLIB, Tektronix Graphics Subroutine Library

    International Nuclear Information System (INIS)

    Wolf, M.L.

    1987-01-01

    1 - Description of program or function: TEKLIB is a library of subroutines that produces graphical output on all Tektronix terminals with model numbers from 4010 through 4115. The application program identifies the model number in the initialization subroutine, GRSTRT, and then uses this number as a flag throughout the run to tailor the graphical output to that specific device. Output includes lines, markers, text, polygons, and panels. Graphic input is supported on all terminals. 2 - Method of solution: TEKLIB uses two coordinate systems, viewport and world, to generate graphic images on the screen. Viewport coordinates refer to an imaginary rectangular grid on the display screen surface. The world coordinate system is a rectangular grid on any x-y plane, defined by the application program. The rectangular portion of the x-y plane specified, termed a w indow , is projected onto a rectangular region of the screen, called a v iewport . In addition to 2-D graphics, TEKLIB also provides subroutines for drawing projections of 3-D objects. The application program first defines a point in space to look at the v iew point , and the direction and distance from that point to the observer's position. A viewing transformation is performed on each x,y,z point to project it onto a v iew plane , a plane perpendicular to the line of sight and passing through the view point. This view plane then becomes the x-y plane of the world window which is mapped into the viewport. 3 - Restrictions on the complexity of the problem: TEKLIB does not attempt to emulate attributes such as line style and marker type in software if the terminal does not support those attributes in hardware

  11. Conditioning Influences Audio-Visual Integration by Increasing Sound Saliency

    Directory of Open Access Journals (Sweden)

    Fabrizio Leo

    2011-10-01

    Full Text Available We investigated the effect of prior conditioning of an auditory stimulus on audiovisual integration in a series of four psychophysical experiments. The experiments factorially manipulated the conditioning procedure (picture vs monetary conditioning and multisensory paradigm (2AFC visual detection vs redundant target paradigm. In the conditioning sessions, subjects were presented with three pure tones (= conditioned stimulus, CS that were paired with neutral, positive, or negative unconditioned stimuli (US, monetary: +50 euro cents,.–50 cents, 0 cents; pictures: highly pleasant, unpleasant, and neutral IAPS. In a 2AFC visual selective attention paradigm, detection of near-threshold Gabors was improved by concurrent sounds that had previously been paired with a positive (monetary or negative (picture outcome relative to neutral sounds. In the redundant target paradigm, sounds previously paired with positive (monetary or negative (picture outcomes increased response speed to both auditory and audiovisual targets similarly. Importantly, prior conditioning did not increase the multisensory response facilitation (ie, (A + V/2 – AV or the race model violation. Collectively, our results suggest that prior conditioning primarily increases the saliency of the auditory stimulus per se rather than influencing audiovisual integration directly. In turn, conditioned sounds are rendered more potent for increasing response accuracy or speed in detection of visual targets.

  12. Infants' preference for native audiovisual speech dissociated from congruency preference.

    Directory of Open Access Journals (Sweden)

    Kathleen Shaw

    Full Text Available Although infant speech perception in often studied in isolated modalities, infants' experience with speech is largely multimodal (i.e., speech sounds they hear are accompanied by articulating faces. Across two experiments, we tested infants' sensitivity to the relationship between the auditory and visual components of audiovisual speech in their native (English and non-native (Spanish language. In Experiment 1, infants' looking times were measured during a preferential looking task in which they saw two simultaneous visual speech streams articulating a story, one in English and the other in Spanish, while they heard either the English or the Spanish version of the story. In Experiment 2, looking times from another group of infants were measured as they watched single displays of congruent and incongruent combinations of English and Spanish audio and visual speech streams. Findings demonstrated an age-related increase in looking towards the native relative to non-native visual speech stream when accompanied by the corresponding (native auditory speech. This increase in native language preference did not appear to be driven by a difference in preference for native vs. non-native audiovisual congruence as we observed no difference in looking times at the audiovisual streams in Experiment 2.

  13. Audiovisual integration of speech falters under high attention demands.

    Science.gov (United States)

    Alsius, Agnès; Navarra, Jordi; Campbell, Ruth; Soto-Faraco, Salvador

    2005-05-10

    One of the most commonly cited examples of human multisensory integration occurs during exposure to natural speech, when the vocal and the visual aspects of the signal are integrated in a unitary percept. Audiovisual association of facial gestures and vocal sounds has been demonstrated in nonhuman primates and in prelinguistic children, arguing for a general basis for this capacity. One critical question, however, concerns the role of attention in such multisensory integration. Although both behavioral and neurophysiological studies have converged on a preattentive conceptualization of audiovisual speech integration, this mechanism has rarely been measured under conditions of high attentional load, when the observers' attention resources are depleted. We tested the extent to which audiovisual integration was modulated by the amount of available attentional resources by measuring the observers' susceptibility to the classic McGurk illusion in a dual-task paradigm. The proportion of visually influenced responses was severely, and selectively, reduced if participants were concurrently performing an unrelated visual or auditory task. In contrast with the assumption that crossmodal speech integration is automatic, our results suggest that these multisensory binding processes are subject to attentional demands.

  14. Modeling the Development of Audiovisual Cue Integration in Speech Perception.

    Science.gov (United States)

    Getz, Laura M; Nordeen, Elke R; Vrabic, Sarah C; Toscano, Joseph C

    2017-03-21

    Adult speech perception is generally enhanced when information is provided from multiple modalities. In contrast, infants do not appear to benefit from combining auditory and visual speech information early in development. This is true despite the fact that both modalities are important to speech comprehension even at early stages of language acquisition. How then do listeners learn how to process auditory and visual information as part of a unified signal? In the auditory domain, statistical learning processes provide an excellent mechanism for acquiring phonological categories. Is this also true for the more complex problem of acquiring audiovisual correspondences, which require the learner to integrate information from multiple modalities? In this paper, we present simulations using Gaussian mixture models (GMMs) that learn cue weights and combine cues on the basis of their distributional statistics. First, we simulate the developmental process of acquiring phonological categories from auditory and visual cues, asking whether simple statistical learning approaches are sufficient for learning multi-modal representations. Second, we use this time course information to explain audiovisual speech perception in adult perceivers, including cases where auditory and visual input are mismatched. Overall, we find that domain-general statistical learning techniques allow us to model the developmental trajectory of audiovisual cue integration in speech, and in turn, allow us to better understand the mechanisms that give rise to unified percepts based on multiple cues.

  15. [Intermodal timing cues for audio-visual speech recognition].

    Science.gov (United States)

    Hashimoto, Masahiro; Kumashiro, Masaharu

    2004-06-01

    The purpose of this study was to investigate the limitations of lip-reading advantages for Japanese young adults by desynchronizing visual and auditory information in speech. In the experiment, audio-visual speech stimuli were presented under the six test conditions: audio-alone, and audio-visually with either 0, 60, 120, 240 or 480 ms of audio delay. The stimuli were the video recordings of a face of a female Japanese speaking long and short Japanese sentences. The intelligibility of the audio-visual stimuli was measured as a function of audio delays in sixteen untrained young subjects. Speech intelligibility under the audio-delay condition of less than 120 ms was significantly better than that under the audio-alone condition. On the other hand, the delay of 120 ms corresponded to the mean mora duration measured for the audio stimuli. The results implied that audio delays of up to 120 ms would not disrupt lip-reading advantage, because visual and auditory information in speech seemed to be integrated on a syllabic time scale. Potential applications of this research include noisy workplace in which a worker must extract relevant speech from all the other competing noises.

  16. Neural correlates of audiovisual speech processing in a second language.

    Science.gov (United States)

    Barrós-Loscertales, Alfonso; Ventura-Campos, Noelia; Visser, Maya; Alsius, Agnès; Pallier, Christophe; Avila Rivera, César; Soto-Faraco, Salvador

    2013-09-01

    Neuroimaging studies of audiovisual speech processing have exclusively addressed listeners' native language (L1). Yet, several behavioural studies now show that AV processing plays an important role in non-native (L2) speech perception. The current fMRI study measured brain activity during auditory, visual, audiovisual congruent and audiovisual incongruent utterances in L1 and L2. BOLD responses to congruent AV speech in the pSTS were stronger than in either unimodal condition in both L1 and L2. Yet no differences in AV processing were expressed according to the language background in this area. Instead, the regions in the bilateral occipital lobe had a stronger congruency effect on the BOLD response (congruent higher than incongruent) in L2 as compared to L1. According to these results, language background differences are predominantly expressed in these unimodal regions, whereas the pSTS is similarly involved in AV integration regardless of language dominance. Copyright © 2013 Elsevier Inc. All rights reserved.

  17. Audiovisual integration for speech during mid-childhood: Electrophysiological evidence

    Science.gov (United States)

    Kaganovich, Natalya; Schumaker, Jennifer

    2014-01-01

    Previous studies have demonstrated that the presence of visual speech cues reduces the amplitude and latency of the N1 and P2 event-related potential (ERP) components elicited by speech stimuli. However, the developmental trajectory of this effect is not yet fully mapped. We examined ERP responses to auditory, visual, and audiovisual speech in two groups of school-age children (7–8-year-olds and 10–11-year-olds) and in adults. Audiovisual speech led to the attenuation of the N1 and P2 components in all groups of participants, suggesting that the neural mechanisms underlying these effects are functional by early school years. Additionally, while the reduction in N1 was largest over the right scalp, the P2 attenuation was largest over the left and midline scalp. The difference in the hemispheric distribution of the N1 and P2 attenuation supports the idea that these components index at least somewhat disparate neural processes within the context of audiovisual speech perception. PMID:25463815

  18. Audiovisual integration of speech in a patient with Broca's Aphasia

    Science.gov (United States)

    Andersen, Tobias S.; Starrfelt, Randi

    2015-01-01

    Lesions to Broca's area cause aphasia characterized by a severe impairment of the ability to speak, with comparatively intact speech perception. However, some studies have found effects on speech perception under adverse listening conditions, indicating that Broca's area is also involved in speech perception. While these studies have focused on auditory speech perception other studies have shown that Broca's area is activated by visual speech perception. Furthermore, one preliminary report found that a patient with Broca's aphasia did not experience the McGurk illusion suggesting that an intact Broca's area is necessary for audiovisual integration of speech. Here we describe a patient with Broca's aphasia who experienced the McGurk illusion. This indicates that an intact Broca's area is not necessary for audiovisual integration of speech. The McGurk illusions this patient experienced were atypical, which could be due to Broca's area having a more subtle role in audiovisual integration of speech. The McGurk illusions of a control subject with Wernicke's aphasia were, however, also atypical. This indicates that the atypical McGurk illusions were due to deficits in speech processing that are not specific to Broca's aphasia. PMID:25972819

  19. The role of emotion in dynamic audiovisual integration of faces and voices.

    Science.gov (United States)

    Kokinous, Jenny; Kotz, Sonja A; Tavano, Alessandro; Schröger, Erich

    2015-05-01

    We used human electroencephalogram to study early audiovisual integration of dynamic angry and neutral expressions. An auditory-only condition served as a baseline for the interpretation of integration effects. In the audiovisual conditions, the validity of visual information was manipulated using facial expressions that were either emotionally congruent or incongruent with the vocal expressions. First, we report an N1 suppression effect for angry compared with neutral vocalizations in the auditory-only condition. Second, we confirm early integration of congruent visual and auditory information as indexed by a suppression of the auditory N1 and P2 components in the audiovisual compared with the auditory-only condition. Third, audiovisual N1 suppression was modulated by audiovisual congruency in interaction with emotion: for neutral vocalizations, there was N1 suppression in both the congruent and the incongruent audiovisual conditions. For angry vocalizations, there was N1 suppression only in the congruent but not in the incongruent condition. Extending previous findings of dynamic audiovisual integration, the current results suggest that audiovisual N1 suppression is congruency- and emotion-specific and indicate that dynamic emotional expressions compared with non-emotional expressions are preferentially processed in early audiovisual integration. © The Author (2014). Published by Oxford University Press. For Permissions, please email: journals.permissions@oup.com.

  20. Audiovisual Temporal Recalibration for Speech in Synchrony Perception and Speech Identification

    Science.gov (United States)

    Asakawa, Kaori; Tanaka, Akihiro; Imai, Hisato

    We investigated whether audiovisual synchrony perception for speech could change after observation of the audiovisual temporal mismatch. Previous studies have revealed that audiovisual synchrony perception is re-calibrated after exposure to a constant timing difference between auditory and visual signals in non-speech. In the present study, we examined whether this audiovisual temporal recalibration occurs at the perceptual level even for speech (monosyllables). In Experiment 1, participants performed an audiovisual simultaneity judgment task (i.e., a direct measurement of the audiovisual synchrony perception) in terms of the speech signal after observation of the speech stimuli which had a constant audiovisual lag. The results showed that the “simultaneous” responses (i.e., proportion of responses for which participants judged the auditory and visual stimuli to be synchronous) at least partly depended on exposure lag. In Experiment 2, we adopted the McGurk identification task (i.e., an indirect measurement of the audiovisual synchrony perception) to exclude the possibility that this modulation of synchrony perception was solely attributable to the response strategy using stimuli identical to those of Experiment 1. The characteristics of the McGurk effect reported by participants depended on exposure lag. Thus, it was shown that audiovisual synchrony perception for speech could be modulated following exposure to constant lag both in direct and indirect measurement. Our results suggest that temporal recalibration occurs not only in non-speech signals but also in monosyllabic speech at the perceptual level.

  1. Reverse-engineering graphical innovation: an introduction to graphical regimes

    Directory of Open Access Journals (Sweden)

    Dominic Arsenault

    2013-03-01

    Full Text Available Technological innovation in the video games industry is a rich area of research that has barely been explored as of yet. Gamers are always clamoring for novelty and a remedy to the oft-decried “sequelitis” that “plagues” the industry, while game publishers and platform holders secretly plan a next-gen platform to capture the ever-shifting market. In this light, the importance of graphics cannot be understated, as it is usually taken for granted in game historiography that “[g]ame graphics were, and to a large extent still are, the main criteria by which advancing video game technology is benchmarked” (Wolf, 2003, p.53.

  2. Turtle Graphics implementation using a graphical dataflow programming approach

    OpenAIRE

    Lovejoy, Robert Steven

    1992-01-01

    Approved for public release; distribution is unlimited This thesis expands the concepts of object-oriented programming to implement a visual dataflow programming language. The main thrust of this research is to develop a functional prototype language, based upon the Turtle Graphics tool provided by LOGO programming language, for children to develop both their problem solving skills as well as their general programming skills. The language developed for this thesis was implemented in the...

  3. A Graphical User Interface to Generalized Linear Models in MATLAB

    Directory of Open Access Journals (Sweden)

    Peter Dunn

    1999-07-01

    Full Text Available Generalized linear models unite a wide variety of statistical models in a common theoretical framework. This paper discusses GLMLAB-software that enables such models to be fitted in the popular mathematical package MATLAB. It provides a graphical user interface to the powerful MATLAB computational engine to produce a program that is easy to use but with many features, including offsets, prior weights and user-defined distributions and link functions. MATLAB's graphical capacities are also utilized in providing a number of simple residual diagnostic plots.

  4. Intuitive Music and Graphic Notation

    DEFF Research Database (Denmark)

    Bergstrøm-Nielsen, Carl

    Describes subjects existing at Aalborg University since the middle eighties. "Intuitive Music" trains free improvisation through exercises including group-dynamic exercises, awareness exercises and parameter exercises. Students also create open compositions. "Graphic notation"concerns aural scores....... Students' works are quoted. The writer discusses the theoretical context and advocates for giving more attention to music as the medium in which music therapy takes place, referring to language theory and Jakobson. NB: the description of the two subjects are, at the present moment (2011) no longer up...... to date. Intuitive music stresses less making compositions and more using the main instrument intuitively. Graphic notation has been integrated into a larger subject (also taught by the present author) which also comprises other methods of description and interpretation of music....

  5. Learning Graphical Models With Hubs.

    Science.gov (United States)

    Tan, Kean Ming; London, Palma; Mohan, Karthik; Lee, Su-In; Fazel, Maryam; Witten, Daniela

    2014-10-01

    We consider the problem of learning a high-dimensional graphical model in which there are a few hub nodes that are densely-connected to many other nodes. Many authors have studied the use of an ℓ 1 penalty in order to learn a sparse graph in the high-dimensional setting. However, the ℓ 1 penalty implicitly assumes that each edge is equally likely and independent of all other edges. We propose a general framework to accommodate more realistic networks with hub nodes, using a convex formulation that involves a row-column overlap norm penalty. We apply this general framework to three widely-used probabilistic graphical models: the Gaussian graphical model, the covariance graph model, and the binary Ising model. An alternating direction method of multipliers algorithm is used to solve the corresponding convex optimization problems. On synthetic data, we demonstrate that our proposed framework outperforms competitors that do not explicitly model hub nodes. We illustrate our proposal on a webpage data set and a gene expression data set.

  6. Graphical Classification of Entangled Qutrits

    Directory of Open Access Journals (Sweden)

    Kentaro Honda

    2012-10-01

    Full Text Available A multipartite quantum state is entangled if it is not separable. Quantum entanglement plays a fundamental role in many applications of quantum information theory, such as quantum teleportation. Stochastic local quantum operations and classical communication (SLOCC cannot essentially change quantum entanglement without destroying it. Therefore, entanglement can be classified by dividing quantum states into equivalence classes, where two states are equivalent if each can be converted into the other by SLOCC. Properties of this classification, especially in the case of non two-dimensional quantum systems, have not been well studied. Graphical representation is sometimes used to clarify the nature and structural features of entangled states. SLOCC equivalence of quantum bits (qubits has been described graphically via a connection between tripartite entangled qubit states and commutative Frobenius algebras (CFAs in monoidal categories. In this paper, we extend this method to qutrits, i.e., systems that have three basis states. We examine the correspondence between CFAs and tripartite entangled qutrits. Using the symmetry property, which is required by the definition of a CFA, we find that there are only three equivalence classes that correspond to CFAs. We represent qutrits graphically, using the connection to CFAs. We derive equations that characterize the three equivalence classes. Moreover, we show that any qutrit can be represented as a composite of three graphs that correspond to the three classes.

  7. TEK11 graphics user's guide

    International Nuclear Information System (INIS)

    Stewart, C.R. Jr.; Joubert, W.D.; Overbey, D.R.; Stewart, K.A.

    1978-10-01

    The TEK11 graphics library was written for use on PDP-11 minicomputers running the RT-11 operating system to drive Tektronix 4010 graphics display terminals. Library subroutines are coded in FORTRAN and assembly language. The library includes routines to draw axes, either linear or semilog, to plot data in terms of logical values without first scaling to screen coordinates, to label graphs, and to plot in a maximum of four regions on the screen. Modes of plotting may be point plot with any character at the point, vector plot, or bar plot. Two features, automatic scaling and windowing, permit the researcher to use computer graphics without spending time first to learn about scaling or ''Tek points'' and preparing long parameter lists for subroutines. Regions on the screen are defined by specifying minima and maxima logical coordinates, i.e., 0 K or milliseconds, and a region number. After definition, a region may be activated for plotting by calling REGN with the region number as an argument

  8. Graphical Language for Data Processing

    Science.gov (United States)

    Alphonso, Keith

    2011-01-01

    A graphical language for processing data allows processing elements to be connected with virtual wires that represent data flows between processing modules. The processing of complex data, such as lidar data, requires many different algorithms to be applied. The purpose of this innovation is to automate the processing of complex data, such as LIDAR, without the need for complex scripting and programming languages. The system consists of a set of user-interface components that allow the user to drag and drop various algorithmic and processing components onto a process graph. By working graphically, the user can completely visualize the process flow and create complex diagrams. This innovation supports the nesting of graphs, such that a graph can be included in another graph as a single step for processing. In addition to the user interface components, the system includes a set of .NET classes that represent the graph internally. These classes provide the internal system representation of the graphical user interface. The system includes a graph execution component that reads the internal representation of the graph (as described above) and executes that graph. The execution of the graph follows the interpreted model of execution in that each node is traversed and executed from the original internal representation. In addition, there are components that allow external code elements, such as algorithms, to be easily integrated into the system, thus making the system infinitely expandable.

  9. 3D Graphics with Spreadsheets

    Directory of Open Access Journals (Sweden)

    Jan Benacka

    2009-06-01

    Full Text Available In the article, the formulas for orthographic parallel projection of 3D bodies on computer screen are derived using secondary school vector algebra. The spreadsheet implementation is demonstrated in six applications that project bodies with increasing intricacy – a convex body (cube with non-solved visibility, convex bodies (cube, chapel with solved visibility, a coloured convex body (chapel with solved visibility, and a coloured non-convex body (church with solved visibility. The projections are revolvable in horizontal and vertical plane, and they are changeable in size. The examples show an unusual way of using spreadsheets as a 3D computer graphics tool. The applications can serve as a simple introduction to the general principles of computer graphics, to the graphics with spreadsheets, and as a tool for exercising stereoscopic vision. The presented approach is usable at visualising 3D scenes within some topics of secondary school curricula as solid geometry (angles and distances of lines and planes within simple bodies or analytic geometry in space (angles and distances of lines and planes in E3, and even at university level within calculus at visualising graphs of z = f(x,y functions. Examples are pictured.

  10. Eidos em movimento: da ação à criação do audiovisual Eidos in movement: from the reception to the creation of the audiovisual

    Directory of Open Access Journals (Sweden)

    Regina Rossetti

    2008-11-01

    Full Text Available A partir da célebre imagem bergsoniana do mecanismo cinematográfico da inteligência e da percepção, adentra-se ao mundo das idéias de Platão em busca da distinção entre o contínuo movimento do real e o eidos como representação estável da instabilidade das coisas. Os conceitos de eidos e movimento serão, então, empregados para analisar a concepção, a produção e a recepção de um produto audiovisual. A necessidade de estabilização do movimento real das coisas e dos acontecimentos é presente em vários momentos do processo audiovisual: no roteiro, que usa palavras de uma linguagem que solidifica a fluidez advinda da criação; no storyboard, que representa gráfica e estaticamente as ações mais importantes; no enquadramento das imagens, que separa do fluxo contínuo da realidade, os momentos privilegiados; no fotograma ou nos quadros videográficos, que são imagens imóveis do movimento real; na percepção do espectador, que capta os instantes da realidade para depois alinhá-los; na memória, que seleciona e separa os momentos mais marcantes do que foi percebido; e, finalmente, nos comentários do espectador, que fragmenta e narra as imagens mentais retidas. Eidos in movement: from the reception to the creation of the audiovisual — Starting from Bergson's well-known image of the cinematographic mechanism of intelligence and perception, we enter the world of Plato's ideas in search of the distinction between the continuous movement of the real and of eidos as a stable representation of the instability of things. The concepts of eidos and of movement are then used to analyze the conception, production and reception of an audiovisual product. The need for stabilizing the real movement of things and of events is present at various moments in the audiovisual process, namely: in the script, which uses words of a language that solidifies the fluidity of the creation; in the storyboard, which represents the most important

  11. User interface graphically improves generator AL diagnostics

    International Nuclear Information System (INIS)

    Gray, R.F.; King, I.J.

    1991-01-01

    In April of 1990, the recently developed Diagnostic Graphical User Interface (DGUI) was installed at a large nuclear power plant in the midwestern United States. Since 1988, the power plant has been using the Generator Artificial Intelligence Diagnostics (GenAID) System, which provides online diagnostic capability for the generator and generator auxiliaries through a plant data center (PDC) and communication link to the diagnostic operations center (DOC) in Orlando, Florida. The enhanced system provides the power plant control room operator with a comprehensive tool to understand and better utilize the information provided by the existing knowledge bases. This paper represents a significant improvement over existing technology by providing the power plant control room operator with the capability of interacting directly with the diagnostic system

  12. Graphic training materials: Your genie in the lamp

    Energy Technology Data Exchange (ETDEWEB)

    Hartley, D.; Stroupe, P.

    1995-11-01

    In the United States, we have overlooked using illustrated narrative materials (comic books) for training. Illustrated narrative training materials have the following benefits: (1) they promote learning by capitalizing on the visual dependency of the American public; (2) they promote retention by reinforcing the written word with graphic illustrations and with job-related stories; (3) they promote efficient transfer of knowledge to those with limited reading skills and those with limited English comprehension skills; and (4) they increase interest and are read! The Japanese have been successfully using graphic tests for education and training for years. Study comics were developed for mathematics, physics, economics, and multi-volume histories of Japan. Our organization decided to capitalize on the popularity and appeal of comic books and develop a graphic text that teaches the On-the-Job Training (OJT) process and good practices.

  13. Graphics-oriented application language for LASNEX

    International Nuclear Information System (INIS)

    Stringer, L.M.

    1985-01-01

    GOAL, a graphics-oriented application language, was developed to help physicists understand the large amounts of data produced by LASNEX. GOAL combines many aspects of the old LASNEX language, computer graphics, and standard computer languages

  14. The influence of annotation in graphical organizers

    NARCIS (Netherlands)

    Bezdan, Eniko; Kester, Liesbeth; Kirschner, Paul A.

    2013-01-01

    Bezdan, E., Kester, L., & Kirschner, P. A. (2012, 29-31 August). The influence of annotation in graphical organizers. Poster presented at the biannual meeting of the EARLI Special Interest Group Comprehension of Text and Graphics, Grenoble, France.

  15. Microcomputer Simulated CAD for Engineering Graphics.

    Science.gov (United States)

    Huggins, David L.; Myers, Roy E.

    1983-01-01

    Describes a simulated computer-aided-graphics (CAD) program at The Pennsylvania State University. Rationale for the program, facilities, microcomputer equipment (Apple) used, and development of a software package for simulating applied engineering graphics are considered. (JN)

  16. Computer Graphics and Administrative Decision-Making.

    Science.gov (United States)

    Yost, Michael

    1984-01-01

    Reduction in prices now makes it possible for almost any institution to use computer graphics for administrative decision making and research. Current and potential uses of computer graphics in these two areas are discussed. (JN)

  17. Computer Graphics for Multimedia and Hypermedia Development.

    Science.gov (United States)

    Mohler, James L.

    1998-01-01

    Discusses several theoretical and technical aspects of computer-graphics development that are useful for creating hypermedia and multimedia materials. Topics addressed include primary bitmap attributes in computer graphics, the jigsaw principle, and raster layering. (MSE)

  18. Graphic-enhanced information improves perceived risks of cigar smoking

    Science.gov (United States)

    Strasser, Andrew A.; Orom, Heather; Tang, Kathy Z.; Dumont, Rachel L.; Cappella, Joseph N.; Kozlowski, Lynn T.

    2011-01-01

    The internet is a major source of health information and several notable health web sites contain information on the risks associated with cigar smoking. Previous research indicates that internet pages containing health information on cigars have high reading levels and are restricted to text material, which can decrease understanding. We examined the effects of existing text-only (from the United States National Cancer Institute website) versus novel graphic-enhanced information on smokers' perceptions of health risks associated with cigar smoking. The study was a laboratory-based single session of current cigarette smokers (n=102) who viewed cigar smoking risk information on a computer monitor then completed cigar risk questionnaire items. Participants were randomized to view either text-only or graphic-enhanced cigar information. The graphic version contained additional risk information about cigarillos and little cigars. Text-only participants were more likely to underestimate perceived health risks associated with cigar smoking compared to graphic-enhanced participants (47.1% versus 17.7%, p=.001); and, graphic-enhanced participants were more likely to report that they would share the cigar health risk information with friends compared to those viewing text-only, 47.0% versus 27.4%, p=.005. Employing graphics to convey health risks associated with cigar smoking increases understanding and likeliness to share information. Integrating information about little cigars and cigarillos risk in conjunction with large cigar risk information is an effective public health strategy to provide more comprehensive risk information. Utilizing graphics on health information internet pages can increase knowledge and perceived risks of cigar smoking. PMID:21481542

  19. Realities of Graphic Novels: An Interview with Frederick Aldama

    Directory of Open Access Journals (Sweden)

    Ruzbeh Babaee

    2017-07-01

    Full Text Available The trend about producing and reading graphic novels has grown since the late twentieth century. These books with comic backgrounds seem to have a miraculous energy. They have been even appealing to unenthusiastic readers. They tempt people of different age groups, races and genders. They are also used for teaching ESL courses, e-learning activities, designing reality games, and teaching creative writing. If you talk to its followers, you may get the feedback that graphic novels can fulfil your demands and dreams from writing your assignments to taking you to the moon. Although many researchers have investigated the benefits of graphic novels, many faculties and librarians are still reluctant to include graphic novels in their curricula. Perhaps it is simply the attitude of many teachers and librarians that graphic novels look like a comic book, and simply are not “real” books. They have too few words, too many pictures, and lack quality to be seriously considered as literature. In the following, I, Ruzbeh Babaee, did an interview with Distinguished Professor Frederick Luis Aldama on realities of graphic novels. Aldama is a distinguished scholar and Professor of English at The Ohio State University, United States. In the departments of English and Spanish & Portuguese he is involved in teaching courses on US Latino and Latin American cultural phenomena, literature, film, music, video games, and comic books.  He has founded and directed the White House Hispanic Bright Spot awarded LASER/Latino and Latin American Space for Enrichment Research. Professor Aldama won the Ohio Education Summit Award for Founding & Directing LASER in 2016. In April 2017, Aldama was awarded OSU’s Alumni Award for Distinguished Teaching and inducted into the Academy of Teaching. He is the author, co-author, and editor of 30 books, including his first book of fiction/graphic fiction, Long Stories Cut Short: Fictions from the Borderlands.

  20. Computer graphics from basic to application

    International Nuclear Information System (INIS)

    Kim, Do Hyeong; Mun, Sung Min

    1998-04-01

    This book mentions conception of computer graphics, background history, necessity and applied field like construction design, image processing, auto mobile design, fashion design and TV broadcast, basic principle of computer, computer graphics hardware, computer graphics software such as adobe illustrator tool box and adobe photo shop, quarkXpress like introduction, application and operating circumstance, 3D graphics with summary, difference of versions of 3D studio and system, and Auto CAD application.

  1. Computer graphics in heat-transfer simulations

    International Nuclear Information System (INIS)

    Hamlin, G.A. Jr.

    1980-01-01

    Computer graphics can be very useful in the setup of heat transfer simulations and in the display of the results of such simulations. The potential use of recently available low-cost graphics devices in the setup of such simulations has not been fully exploited. Several types of graphics devices and their potential usefulness are discussed, and some configurations of graphics equipment are presented in the low-, medium-, and high-price ranges

  2. Hierarchical data structures for graphics program languages

    International Nuclear Information System (INIS)

    Gonauser, M.; Schinner, P.; Weiss, J.

    1978-01-01

    Graphic data processing with a computer makes exacting demands on the interactive capability of the program language and the management of the graphic data. A description of the structure of a graphics program language which has been shown by initial practical experiments to possess a particularly favorable interactive capability is followed by the evaluation of various data structures (list, tree, ring) with respect to their interactive capability in processing graphics. A practical structure is proposed. (orig.) [de

  3. Computer graphics from basic to application

    Energy Technology Data Exchange (ETDEWEB)

    Kim, Do Hyeong; Mun, Sung Min

    1998-04-15

    This book mentions conception of computer graphics, background history, necessity and applied field like construction design, image processing, auto mobile design, fashion design and TV broadcast, basic principle of computer, computer graphics hardware, computer graphics software such as adobe illustrator tool box and adobe photo shop, quarkXpress like introduction, application and operating circumstance, 3D graphics with summary, difference of versions of 3D studio and system, and Auto CAD application.

  4. Data structures, computer graphics, and pattern recognition

    CERN Document Server

    Klinger, A; Kunii, T L

    1977-01-01

    Data Structures, Computer Graphics, and Pattern Recognition focuses on the computer graphics and pattern recognition applications of data structures methodology.This book presents design related principles and research aspects of the computer graphics, system design, data management, and pattern recognition tasks. The topics include the data structure design, concise structuring of geometric data for computer aided design, and data structures for pattern recognition algorithms. The survey of data structures for computer graphics systems, application of relational data structures in computer gr

  5. Childhood trauma in the graphic memoir

    OpenAIRE

    Beskow, Sara H.

    2011-01-01

    In this thesis I examine why the graphic memoir has become such a popular platform for authors to explore their childhood, and how these authors use graphic memoirs in an attempt to understand any trauma that they experienced during their formative years. Graphic memoirs in this context allow for a dual outlet to express these complex traumatic events, both through vivid illustrations and descriptive text. To illustrate how graphic memoirs are used as an outlet for traumatic experiences I hav...

  6. Development of the spent fuel disassembling process by utilizing the 3D graphic design technology

    International Nuclear Information System (INIS)

    Song, T. K.; Lee, J. Y.; Kim, S. H.; Yun, J. S.

    2001-01-01

    For developing the spent fuel disassembling process, the 3D graphic simulation has been established by utilizing the 3D graphic design technology which is widely used in the industry. The spent fuel disassembling process consists of a downender, a rod extraction device, a rod cutting device, a pellet extracting device and a skeleton compaction device. In this study, the 3D graphical design model of these devices is implemented by conceptual design and established the virtual workcell within kinematics to motion of each device. By implementing this graphic simulation, all the unit process involved in the spent fuel disassembling processes are analyzed and optimized. The 3D graphical model and the 3D graphic simulation can be effectively used for designing the process equipment, as well as the optimized process and maintenance process

  7. Narrative Problems of Graphic Design History.

    Science.gov (United States)

    Margolin, Victor

    1994-01-01

    Discusses three major accounts (by Philip Meggs, Enric Satue and Richard Hollis) of graphic design history. Notes that these texts address the history of graphic design, but each raises questions about what material to include, as well as how graphic design is both related to and distinct from other visual practices such as typography, art…

  8. Graphical interpretation of numerical model results

    International Nuclear Information System (INIS)

    Drewes, D.R.

    1979-01-01

    Computer software has been developed to produce high quality graphical displays of data from a numerical grid model. The code uses an existing graphical display package (DISSPLA) and overcomes some of the problems of both line-printer output and traditional graphics. The software has been designed to be flexible enough to handle arbitrarily placed computation grids and a variety of display requirements

  9. A General Audiovisual Temporal Processing Deficit in Adult Readers with Dyslexia

    Science.gov (United States)

    Francisco, Ana A.; Jesse, Alexandra; Groen, Margriet A.; McQueen, James M.

    2017-01-01

    Purpose: Because reading is an audiovisual process, reading impairment may reflect an audiovisual processing deficit. The aim of the present study was to test the existence and scope of such a deficit in adult readers with dyslexia. Method: We tested 39 typical readers and 51 adult readers with dyslexia on their sensitivity to the simultaneity of…

  10. Selective Attention and Audiovisual Integration: Is Attending to Both Modalities a Prerequisite for Early Integration?

    NARCIS (Netherlands)

    Talsma, D.; Doty, Tracy J.; Woldorff, Marty G.

    2007-01-01

    Interactions between multisensory integration and attention were studied using a combined audiovisual streaming design and a rapid serial visual presentation paradigm. Event-related potentials (ERPs) following audiovisual objects (AV) were compared with the sum of the ERPs following auditory (A) and

  11. Audiovisual Narrative Creation and Creative Retrieval: How Searching for a Story Shapes the Story

    NARCIS (Netherlands)

    Sauer, Sabrina

    2017-01-01

    Media professionals – such as news editors, image researchers, and documentary filmmakers - increasingly rely on online access to digital content within audiovisual archives to create narratives. Retrieving audiovisual sources therefore requires an in-depth knowledge of how to find sources

  12. Beyond the usual cognitive suspects: The importance of speechreading and audiovisual temporal sensitivity in reading ability

    NARCIS (Netherlands)

    Francisco, A.A.; Groen, M.A.; Jesse, A.; McQueen, J.M.

    2017-01-01

    The aim of this study was to clarify whether audiovisual processing accounted for variance in reading and reading-related abilities, beyond the effect of a set of measures typically associated with individual differences in both reading and audiovisual processing. Testing adults with and without a

  13. Changes of the Prefrontal EEG (Electroencephalogram) Activities According to the Repetition of Audio-Visual Learning.

    Science.gov (United States)

    Kim, Yong-Jin; Chang, Nam-Kee

    2001-01-01

    Investigates the changes of neuronal response according to a four time repetition of audio-visual learning. Obtains EEG data from the prefrontal (Fp1, Fp2) lobe from 20 subjects at the 8th grade level. Concludes that the habituation of neuronal response shows up in repetitive audio-visual learning and brain hemisphericity can be changed by…

  14. Audiovisual cultural heritage: bridging the gap between digital archives and its users

    NARCIS (Netherlands)

    Ongena, G.; Donoso, Veronica; Geerts, David; Cesar, Pablo; de Grooff, Dirk

    2009-01-01

    This document describes a PhD research track on the disclosure of audiovisual digital archives. The domain of audiovisual material is introduced as well as a problem description is formulated. The main research objective is to investigate the gap between the different users and the digital archives.

  15. First clinical implementation of audiovisual biofeedback in liver cancer stereotactic body radiation therapy

    International Nuclear Information System (INIS)

    Pollock, Sean; Tse, Regina; Martin, Darren

    2015-01-01

    This case report details a clinical trial's first recruited liver cancer patient who underwent a course of stereotactic body radiation therapy treatment utilising audiovisual biofeedback breathing guidance. Breathing motion results for both abdominal wall motion and tumour motion are included. Patient 1 demonstrated improved breathing motion regularity with audiovisual biofeedback. A training effect was also observed.

  16. 78 FR 63243 - Certain Audiovisual Components and Products Containing the Same; Commission Determination To...

    Science.gov (United States)

    2013-10-23

    ... INTERNATIONAL TRADE COMMISSION [Investigation No. 337-TA-837] Certain Audiovisual Components and Products Containing the Same; Commission Determination To Review a Final Initial Determination Finding a... section 337 as to certain audiovisual components and products containing the same with respect to claims 1...

  17. Exploring Student Perceptions of Audiovisual Feedback via Screencasting in Online Courses

    Science.gov (United States)

    Mathieson, Kathleen

    2012-01-01

    Using Moore's (1993) theory of transactional distance as a framework, this action research study explored students' perceptions of audiovisual feedback provided via screencasting as a supplement to text-only feedback. A crossover design was employed to ensure that all students experienced both text-only and text-plus-audiovisual feedback and to…

  18. Audiovisual News, Cartoons, and Films as Sources of Authentic Language Input and Language Proficiency Enhancement

    Science.gov (United States)

    Bahrani, Taher; Sim, Tam Shu

    2012-01-01

    In today's audiovisually driven world, various audiovisual programs can be incorporated as authentic sources of potential language input for second language acquisition. In line with this view, the present research aimed at discovering the effectiveness of exposure to news, cartoons, and films as three different types of authentic audiovisual…

  19. 78 FR 48190 - Certain Audiovisual Components and Products Containing the Same Notice of Request for Statements...

    Science.gov (United States)

    2013-08-07

    ... INTERNATIONAL TRADE COMMISSION [Investigation No. 337-TA-837] Certain Audiovisual Components and Products Containing the Same Notice of Request for Statements on the Public Interest AGENCY: U.S... infringing audiovisual components and products containing the same, imported by Funai Corporation, Inc. of...

  20. A general audiovisual temporal processing deficit in adult readers with dyslexia

    NARCIS (Netherlands)

    Francisco, A.A.; Jesse, A.; Groen, M.A.; McQueen, J.M.

    2017-01-01

    Purpose: Because reading is an audiovisual process, reading impairment may reflect an audiovisual processing deficit. The aim of the present study was to test the existence and scope of such a deficit in adult readers with dyslexia. Method: We tested 39 typical readers and 51 adult readers with