WorldWideScience

Sample records for web-based 3d virtual

  1. Web-based three-dimensional Virtual Body Structures: W3D-VBS.

    Science.gov (United States)

    Temkin, Bharti; Acosta, Eric; Hatfield, Paul; Onal, Erhan; Tong, Alex

    2002-01-01

    Major efforts are being made to improve the teaching of human anatomy to foster cognition of visuospatial relationships. The Visible Human Project of the National Library of Medicine makes it possible to create virtual reality-based applications for teaching anatomy. Integration of traditional cadaver and illustration-based methods with Internet-based simulations brings us closer to this goal. Web-based three-dimensional Virtual Body Structures (W3D-VBS) is a next-generation immersive anatomical training system for teaching human anatomy over the Internet. It uses Visible Human data to dynamically explore, select, extract, visualize, manipulate, and stereoscopically palpate realistic virtual body structures with a haptic device. Tracking user's progress through evaluation tools helps customize lesson plans. A self-guided "virtual tour" of the whole body allows investigation of labeled virtual dissections repetitively, at any time and place a user requires it.

  2. M3D (Media 3D): a new programming language for web-based virtual reality in E-Learning and Edutainment

    Science.gov (United States)

    Chakaveh, Sepideh; Skaley, Detlef; Laine, Patricia; Haeger, Ralf; Maad, Soha

    2003-01-01

    Today, interactive multimedia educational systems are well established, as they prove useful instruments to enhance one's learning capabilities. Hitherto, the main difficulty with almost all E-Learning systems was latent in the rich media implementation techniques. This meant that each and every system should be created individually as reapplying the media, be it only a part, or the whole content was not directly possible, as everything must be applied mechanically i.e. by hand. Consequently making E-learning systems exceedingly expensive to generate, both in time and money terms. Media-3D or M3D is a new platform independent programming language, developed at the Fraunhofer Institute Media Communication to enable visualisation and simulation of E-Learning multimedia content. M3D is an XML-based language, which is capable of distinguishing between the3D models from that of the 3D scenes, as well as handling provisions for animations, within the programme. Here we give a technical account of M3D programming language and briefly describe two specific application scenarios where M3D is applied to create virtual reality E-Learning content for training of technical personnel.

  3. Web based 3-D medical image visualization on the PC.

    Science.gov (United States)

    Kim, N; Lee, D H; Kim, J H; Kim, Y; Cho, H J

    1998-01-01

    With the recent advance of Web and its associated technologies, information sharing on distribute computing environments has gained a great amount of attention from many researchers in many application areas, such as medicine, engineering, and business. One basic requirement of distributed medical consultation systems is that geographically dispersed, disparate participants are allowed to exchange information readily with each other. Such software also needs to be supported on a broad range of computer platforms to increase the softwares accessibility. In this paper, the development of world-wide-web based medical consultation system for radiology imaging is addressed to provide platform independence and greater accessibility. The system supports sharing of 3-dimensional objects. We use VRML (Virtual Reality Modeling Language), which is the defacto standard in 3-D modeling on the Web. 3-D objects are reconstructed from CT or MRI volume data using a VRML format, which can be viewed and manipulated easily in Web-browsers with a VRML plug-in. A Marching cubes method is used in the transformation of scanned volume data sets to polygonal surfaces of VRML. A decimation algorithm is adopted to reduce the number of meshes in the resulting VRML file. 3-D volume data are often very large in size, hence loading the data on PC level computers requires a significant reduction of the size of the data, while minimizing the loss of the original shape information. This is also important to decrease network delays. A prototype system has been implemented (http://cybernet5.snu.ac.kr/-cyber/mrivrml .html), and several sessions of experiments are carried out.

  4. A web-based virtual lighting simulator

    Energy Technology Data Exchange (ETDEWEB)

    Papamichael, Konstantinos; Lai, Judy; Fuller, Daniel; Tariq, Tara

    2002-05-06

    This paper is about a web-based ''virtual lighting simulator,'' which is intended to allow architects and lighting designers to quickly assess the effect of key parameters on the daylighting and lighting performance in various space types. The virtual lighting simulator consists of a web-based interface that allows navigation through a large database of images and data, which were generated through parametric lighting simulations. At its current form, the virtual lighting simulator has two main modules, one for daylighting and one for electric lighting. The daylighting module includes images and data for a small office space, varying most key daylighting parameters, such as window size and orientation, glazing type, surface reflectance, sky conditions, time of the year, etc. The electric lighting module includes images and data for five space types (classroom, small office, large open office, warehouse and small retail), varying key lighting parameters, such as the electric lighting system, surface reflectance, dimming/switching, etc. The computed images include perspectives and plans and are displayed in various formats to support qualitative as well as quantitative assessment. The quantitative information is in the form of iso-contour lines superimposed on the images, as well as false color images and statistical information on work plane illuminance. The qualitative information includes images that are adjusted to account for the sensitivity and adaptation of the human eye. The paper also includes a section on the major technical issues and their resolution.

  5. 3D MODELLING AND INTERACTIVE WEB-BASED VISUALIZATION OF CULTURAL HERITAGE OBJECTS

    Directory of Open Access Journals (Sweden)

    M. N. Koeva

    2016-06-01

    comparative study discusses the advantages and disadvantages of these three approaches and their integration in multiple domains, such as web-based 3D city modelling, tourism and architectural 3D visualization. It was concluded that image-based modelling and panoramic visualisation are simple, fast and effective techniques suitable for simultaneous virtual representation of many objects. However, additional measurements or CAD information will be beneficial for obtaining higher accuracy.

  6. A web-based platform for virtual screening.

    Science.gov (United States)

    Watson, Paul; Verdonk, Marcel; Hartshorn, Michael J

    2003-09-01

    A fully integrated, web-based, virtual screening platform has been developed to allow rapid virtual screening of large numbers of compounds. ORACLE is used to store information at all stages of the process. The system includes a large database of historical compounds from high throughput screenings (HTS) chemical suppliers, ATLAS, containing over 3.1 million unique compounds with their associated physiochemical properties (ClogP, MW, etc.). The database can be screened using a web-based interface to produce compound subsets for virtual screening or virtual library (VL) enumeration. In order to carry out the latter task within ORACLE a reaction data cartridge has been developed. Virtual libraries can be enumerated rapidly using the web-based interface to the cartridge. The compound subsets can be seamlessly submitted for virtual screening experiments, and the results can be viewed via another web-based interface allowing ad hoc querying of the virtual screening data stored in ORACLE.

  7. 3D Elevation Program—Virtual USA in 3D

    Science.gov (United States)

    Lukas, Vicki; Stoker, J.M.

    2016-04-14

    The U.S. Geological Survey (USGS) 3D Elevation Program (3DEP) uses a laser system called ‘lidar’ (light detection and ranging) to create a virtual reality map of the Nation that is very accurate. 3D maps have many uses with new uses being discovered all the time.  

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

    Directory of Open Access Journals (Sweden)

    Muennoi Atitayaporn

    2016-01-01

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

  9. The Idaho Virtualization Laboratory 3D Pipeline

    Directory of Open Access Journals (Sweden)

    Nicholas A. Holmer

    2014-05-01

    Full Text Available Three dimensional (3D virtualization and visualization is an important component of industry, art, museum curation and cultural heritage, yet the step by step process of 3D virtualization has been little discussed. Here we review the Idaho Virtualization Laboratory’s (IVL process of virtualizing a cultural heritage item (artifact from start to finish. Each step is thoroughly explained and illustrated including how the object and its metadata are digitally preserved and ultimately distributed to the world.

  10. Web-based applications for virtual laboratories

    NARCIS (Netherlands)

    Bier, H.H.

    2011-01-01

    Web-based applications for academic education facilitate, usually, exchange of multimedia files, while design-oriented domains such as architectural and urban design require additional support in collaborative real-time drafting and modeling. In this context, multi-user interactive interfaces

  11. Intelligent web agents for a 3D virtual community

    Science.gov (United States)

    Dave, T. M.; Zhang, Yanqing; Owen, G. S. S.; Sunderraman, Rajshekhar

    2003-08-01

    In this paper, we propose an Avatar-based intelligent agent technique for 3D Web based Virtual Communities based on distributed artificial intelligence, intelligent agent techniques, and databases and knowledge bases in a digital library. One of the goals of this joint NSF (IIS-9980130) and ACM SIGGRAPH Education Committee (ASEC) project is to create a virtual community of educators and students who have a common interest in comptuer graphics, visualization, and interactive techniqeus. In this virtual community (ASEC World) Avatars will represent the educators, students, and other visitors to the world. Intelligent agents represented as specially dressed Avatars will be available to assist the visitors to ASEC World. The basic Web client-server architecture of the intelligent knowledge-based avatars is given. Importantly, the intelligent Web agent software system for the 3D virtual community is implemented successfully.

  12. Web-Based Scientific Exploration and Analysis of 3D Scanned Cuneiform Datasets for Collaborative Research

    Directory of Open Access Journals (Sweden)

    Denis Fisseler

    2017-12-01

    Full Text Available The three-dimensional cuneiform script is one of the oldest known writing systems and a central object of research in Ancient Near Eastern Studies and Hittitology. An important step towards the understanding of the cuneiform script is the provision of opportunities and tools for joint analysis. This paper presents an approach that contributes to this challenge: a collaborative compatible web-based scientific exploration and analysis of 3D scanned cuneiform fragments. The WebGL -based concept incorporates methods for compressed web-based content delivery of large 3D datasets and high quality visualization. To maximize accessibility and to promote acceptance of 3D techniques in the field of Hittitology, the introduced concept is integrated into the Hethitologie-Portal Mainz, an established leading online research resource in the field of Hittitology, which until now exclusively included 2D content. The paper shows that increasing the availability of 3D scanned archaeological data through a web-based interface can provide significant scientific value while at the same time finding a trade-off between copyright induced restrictions and scientific usability.

  13. The National 3-D Geospatial Information Web-Based Service of Korea

    Science.gov (United States)

    Lee, D. T.; Kim, C. W.; Kang, I. G.

    2013-09-01

    3D geospatial information systems should provide efficient spatial analysis tools and able to use all capabilities of the third dimension, and a visualization. Currently, many human activities make steps toward the third dimension like land use, urban and landscape planning, cadastre, environmental monitoring, transportation monitoring, real estate market, military applications, etc. To reflect this trend, the Korean government has been started to construct the 3D geospatial data and service platform. Since the geospatial information was introduced in Korea, the construction of geospatial information (3D geospatial information, digital maps, aerial photographs, ortho photographs, etc.) has been led by the central government. The purpose of this study is to introduce the Korean government-lead 3D geospatial information web-based service for the people who interested in this industry and we would like to introduce not only the present conditions of constructed 3D geospatial data but methodologies and applications of 3D geospatial information. About 15% (about 3,278.74 km2) of the total urban area's 3D geospatial data have been constructed by the national geographic information institute (NGII) of Korea from 2005 to 2012. Especially in six metropolitan cities and Dokdo (island belongs to Korea) on level of detail (LOD) 4 which is photo-realistic textured 3D models including corresponding ortho photographs were constructed in 2012. In this paper, we represented web-based 3D map service system composition and infrastructure and comparison of V-world with Google Earth service will be presented. We also represented Open API based service cases and discussed about the protection of location privacy when we construct 3D indoor building models. In order to prevent an invasion of privacy, we processed image blurring, elimination and camouflage. The importance of public-private cooperation and advanced geospatial information policy is emphasized in Korea. Thus, the progress of

  14. Virtual 3-D Facial Reconstruction

    Directory of Open Access Journals (Sweden)

    Martin Paul Evison

    2000-06-01

    Full Text Available Facial reconstructions in archaeology allow empathy with people who lived in the past and enjoy considerable popularity with the public. It is a common misconception that facial reconstruction will produce an exact likeness; a resemblance is the best that can be hoped for. Research at Sheffield University is aimed at the development of a computer system for facial reconstruction that will be accurate, rapid, repeatable, accessible and flexible. This research is described and prototypical 3-D facial reconstructions are presented. Interpolation models simulating obesity, ageing and ethnic affiliation are also described. Some strengths and weaknesses in the models, and their potential for application in archaeology are discussed.

  15. 3D VISUALIZATION FOR VIRTUAL MUSEUM DEVELOPMENT

    Directory of Open Access Journals (Sweden)

    M. Skamantzari

    2016-06-01

    Full Text Available The interest in the development of virtual museums is nowadays rising rapidly. During the last decades there have been numerous efforts concerning the 3D digitization of cultural heritage and the development of virtual museums, digital libraries and serious games. The realistic result has always been the main concern and a real challenge when it comes to 3D modelling of monuments, artifacts and especially sculptures. This paper implements, investigates and evaluates the results of the photogrammetric methods and 3D surveys that were used for the development of a virtual museum. Moreover, the decisions, the actions, the methodology and the main elements that this kind of application should include and take into consideration are described and analysed. It is believed that the outcomes of this application will be useful to researchers who are planning to develop and further improve the attempts made on virtual museums and mass production of 3D models.

  16. 3D web based learning of medical equipment employed in intensive care units.

    Science.gov (United States)

    Cetin, Aydın

    2012-02-01

    In this paper, both synchronous and asynchronous web based learning of 3D medical equipment models used in hospital intensive care unit have been described over the moodle course management system. 3D medical equipment models were designed with 3ds Max 2008, then converted to ASE format and added interactivity displayed with Viewpoint-Enliven. 3D models embedded in a web page in html format with dynamic interactivity-rotating, panning and zooming by dragging a mouse over images-and descriptive information is embedded to 3D model by using xml format. A pilot test course having 15 h was applied to technicians who is responsible for intensive care unit at Medical Devices Repairing and Maintenance Center (TABOM) of Turkish High Specialized Hospital.

  17. Web-Based Virtual Laboratory for Food Analysis Course

    Science.gov (United States)

    Handayani, M. N.; Khoerunnisa, I.; Sugiarti, Y.

    2018-02-01

    Implementation of learning on food analysis course in Program Study of Agro-industrial Technology Education faced problems. These problems include the availability of space and tools in the laboratory that is not comparable with the number of students also lack of interactive learning tools. On the other hand, the information technology literacy of students is quite high as well the internet network is quite easily accessible on campus. This is a challenge as well as opportunities in the development of learning media that can help optimize learning in the laboratory. This study aims to develop web-based virtual laboratory as one of the alternative learning media in food analysis course. This research is R & D (research and development) which refers to Borg & Gall model. The results showed that assessment’s expert of web-based virtual labs developed, in terms of software engineering aspects; visual communication; material relevance; usefulness and language used, is feasible as learning media. The results of the scaled test and wide-scale test show that students strongly agree with the development of web based virtual laboratory. The response of student to this virtual laboratory was positive. Suggestions from students provided further opportunities for improvement web based virtual laboratory and should be considered for further research.

  18. Modelling of web-based virtual university administration for Nigerian ...

    African Journals Online (AJOL)

    This research work focused on development of a model of web based virtual University Administration for Nigerian universities. This is necessary as there is still a noticeable administrative constraint in our Universities, the establishment of many University Web portals notwithstanding. More efforts are therefore needed to ...

  19. PDBlocal: A web-based tool for local inspection of biological macromolecular 3D structures

    Directory of Open Access Journals (Sweden)

    Pan Wang

    2018-03-01

    Full Text Available Functional research on biological macromolecules must focus on specific local regions. PDBlocal is a web-based tool developed to overcome the limitations of traditional molecular visualization tools for three-dimensional (3D inspection of local regions. PDBlocal provides an intuitive and easy-to-manipulate web page interface and some new useful functions. It can keep local regions flashing, display sequence text that is dynamically consistent with the 3D structure in local appearance under multiple local manipulations, use two scenes to help users inspect the same local region with different statuses, list all historical manipulation statuses with a tree structure, allow users to annotate regions of interest, and save all historical statuses and other data to a web server for future research. PDBlocal has met expectations and shown satisfactory performance for both expert and novice users. This tool is available at http://labsystem.scuec.edu.cn/pdblocal/.

  20. 3D super-virtual refraction interferometry

    KAUST Repository

    Lu, Kai; AlTheyab, Abdullah; Schuster, Gerard T.

    2014-01-01

    Super-virtual refraction interferometry enhances the signal-to-noise ratio of far-offset refractions. However, when applied to 3D cases, traditional 2D SVI suffers because the stationary positions of the source-receiver pairs might be any place

  1. 3D virtual table in anatomy education

    DEFF Research Database (Denmark)

    Dahl, Mads Ronald; Simonsen, Eivind Ortind

    The ‘Anatomage’ is a 3D virtual human anatomy table, with touchscreen functionality, where it is possible to upload CT-scans and digital. Learning the human anatomy terminology requires time, a very good memory, anatomy atlas, books and lectures. Learning the 3 dimensional structure, connections...

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

    NARCIS (Netherlands)

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

    2001-01-01

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

  3. Web-based volume slicer for 3D electron-microscopy data from EMDB.

    Science.gov (United States)

    Salavert-Torres, José; Iudin, Andrii; Lagerstedt, Ingvar; Sanz-García, Eduardo; Kleywegt, Gerard J; Patwardhan, Ardan

    2016-05-01

    We describe the functionality and design of the Volume slicer - a web-based slice viewer for EMDB entries. This tool uniquely provides the facility to view slices from 3D EM reconstructions along the three orthogonal axes and to rapidly switch between them and navigate through the volume. We have employed multiple rounds of user-experience testing with members of the EM community to ensure that the interface is easy and intuitive to use and the information provided is relevant. The impetus to develop the Volume slicer has been calls from the EM community to provide web-based interactive visualisation of 2D slice data. This would be useful for quick initial checks of the quality of a reconstruction. Again in response to calls from the community, we plan to further develop the Volume slicer into a fully-fledged Volume browser that provides integrated visualisation of EMDB and PDB entries from the molecular to the cellular scale. Copyright © 2016 The Authors. Published by Elsevier Inc. All rights reserved.

  4. Research on Web-Based Networked Virtual Instrument System

    International Nuclear Information System (INIS)

    Tang, B P; Xu, C; He, Q Y; Lu, D

    2006-01-01

    The web-based networked virtual instrument (NVI) system is designed by using the object oriented methodology (OOM). The architecture of the NVI system consists of two major parts: client-web server interaction and instrument server-virtual instrument (VI) communication. The web server communicates with the instrument server and the clients connected to it over the Internet, and it handles identifying the user's name, managing the connection between the user and the instrument server, adding, removing and configuring VI's information. The instrument server handles setting the parameters of VI, confirming the condition of VI and saving the VI's condition information into the database. The NVI system is required to be a general-purpose measurement system that is easy to maintain, adapt and extend. Virtual instruments are connected to the instrument server and clients can remotely configure and operate these virtual instruments. An application of The NVI system is given in the end of the paper

  5. Development of a Web-Based 3D Module for Enhanced Neuroanatomy Education.

    Science.gov (United States)

    Allen, Lauren K; Ren, He Zhen; Eagleson, Roy; de Ribaupierre, Sandrine

    2016-01-01

    Neuroanatomy is a challenging subject, with novice medical students often experiencing difficulty grasping the intricate 3D spatial relationships. Most of the anatomical teaching in undergraduate medicine utilizes conventional 2D resources. E-learning technologies facilitate the development of learner-centered educational tools that can be tailored to meet each student's educational needs, and may foster improved learning in neuroanatomy, however this has yet to be examined fully in the literature. An interactive 3D e-learning module was developed to complement gross anatomy laboratory instruction. Incorporating such 3D modules may provide additional support for students in areas of anatomy that are spatially challenging, such as neuroanatomy. Specific anatomical structures and their relative spatial positions to other structures can be clearly defined in the 3D virtual environment from viewpoints that may not readily be available using cadaveric or 2D image modalities. Providing an interactive user interface for the 3D module in which the student controls many factors may enable the student to develop an improved understanding of the spatial relationships. This work outlines the process for the development of a 3D interactive module of the cerebral structures included in the anatomy curriculum for undergraduate medical students in their second year of study.

  6. 3D Virtual Reality for Teaching Astronomy

    Science.gov (United States)

    Speck, Angela; Ruzhitskaya, L.; Laffey, J.; Ding, N.

    2012-01-01

    We are developing 3D virtual learning environments (VLEs) as learning materials for an undergraduate astronomy course, in which will utilize advances both in technologies available and in our understanding of the social nature of learning. These learning materials will be used to test whether such VLEs can indeed augment science learning so that it is more engaging, active, visual and effective. Our project focuses on the challenges and requirements of introductory college astronomy classes. Here we present our virtual world of the Jupiter system and how we plan to implement it to allow students to learn course material - physical laws and concepts in astronomy - while engaging them into exploration of the Jupiter's system, encouraging their imagination, curiosity, and motivation. The VLE can allow students to work individually or collaboratively. The 3D world also provides an opportunity for research in astronomy education to investigate impact of social interaction, gaming features, and use of manipulatives offered by a learning tool on students’ motivation and learning outcomes. Use of this VLE is also a valuable source for exploration of how the learners’ spatial awareness can be enhanced by working in 3D environment. We will present the Jupiter-system environment along with a preliminary study of the efficacy and usability of our Jupiter 3D VLE.

  7. Virtual VMASC: A 3D Game Environment

    Science.gov (United States)

    Manepalli, Suchitra; Shen, Yuzhong; Garcia, Hector M.; Lawsure, Kaleen

    2010-01-01

    The advantages of creating interactive 3D simulations that allow viewing, exploring, and interacting with land improvements, such as buildings, in digital form are manifold and range from allowing individuals from anywhere in the world to explore those virtual land improvements online, to training military personnel in dealing with war-time environments, and to making those land improvements available in virtual worlds such as Second Life. While we haven't fully explored the true potential of such simulations, we have identified a requirement within our organization to use simulations like those to replace our front-desk personnel and allow visitors to query, naVigate, and communicate virtually with various entities within the building. We implemented the Virtual VMASC 3D simulation of the Virginia Modeling Analysis and Simulation Center (VMASC) office building to not only meet our front-desk requirement but also to evaluate the effort required in designing such a simulation and, thereby, leverage the experience we gained in future projects of this kind. This paper describes the goals we set for our implementation, the software approach taken, the modeling contribution made, and the technologies used such as XNA Game Studio, .NET framework, Autodesk software packages, and, finally, the applicability of our implementation on a variety of architectures including Xbox 360 and PC. This paper also summarizes the result of our evaluation and the lessons learned from our effort.

  8. Implementing Virtual Reality Technology as an Effective Web Based Kiosk: Darulaman's Teacher Training College Tour (Ipda Vr Tour)

    Science.gov (United States)

    Fadzil, Azman

    2006-01-01

    At present, the development of Virtual Reality (VR) technology is expanding due to the importance and needs to use the 3D elements and 360 degrees panorama in expressing a clearer picture to consumers in various fields such as education, military, medicine, entertainment and so on. The web based VR kiosk project in Darulaman's Teacher Training…

  9. An Integrated Web-Based 3d Modeling and Visualization Platform to Support Sustainable Cities

    Science.gov (United States)

    Amirebrahimi, S.; Rajabifard, A.

    2012-07-01

    Sustainable Development is found as the key solution to preserve the sustainability of cities in oppose to ongoing population growth and its negative impacts. This is complex and requires a holistic and multidisciplinary decision making. Variety of stakeholders with different backgrounds also needs to be considered and involved. Numerous web-based modeling and visualization tools have been designed and developed to support this process. There have been some success stories; however, majority failed to bring a comprehensive platform to support different aspects of sustainable development. In this work, in the context of SDI and Land Administration, CSDILA Platform - a 3D visualization and modeling platform -was proposed which can be used to model and visualize different dimensions to facilitate the achievement of sustainability, in particular, in urban context. The methodology involved the design of a generic framework for development of an analytical and visualization tool over the web. CSDILA Platform was then implemented via number of technologies based on the guidelines provided by the framework. The platform has a modular structure and uses Service-Oriented Architecture (SOA). It is capable of managing spatial objects in a 4D data store and can flexibly incorporate a variety of developed models using the platform's API. Development scenarios can be modeled and tested using the analysis and modeling component in the platform and the results are visualized in seamless 3D environment. The platform was further tested using number of scenarios and showed promising results and potentials to serve a wider need. In this paper, the design process of the generic framework, the implementation of CSDILA Platform and technologies used, and also findings and future research directions will be presented and discussed.

  10. Development of Web-based Virtual Training Environment for Machining

    Science.gov (United States)

    Yang, Zhixin; Wong, S. F.

    2010-05-01

    With the booming in the manufacturing sector of shoe, garments and toy, etc. in pearl region, training the usage of various facilities and design the facility layout become crucial for the success of industry companies. There is evidence that the use of virtual training may provide benefits in improving the effect of learning and reducing risk in the physical work environment. This paper proposed an advanced web-based training environment that could demonstrate the usage of a CNC machine in terms of working condition and parameters selection. The developed virtual environment could provide training at junior level and advanced level. Junior level training is to explain machining knowledge including safety factors, machine parameters (ex. material, speed, feed rate). Advanced level training enables interactive programming of NG coding and effect simulation. Operation sequence was used to assist the user to choose the appropriate machining condition. Several case studies were also carried out with animation of milling and turning operations.

  11. a Web-Based Interactive Tool for Multi-Resolution 3d Models of a Maya Archaeological Site

    Science.gov (United States)

    Agugiaro, G.; Remondino, F.; Girardi, G.; von Schwerin, J.; Richards-Rissetto, H.; De Amicis, R.

    2011-09-01

    Continuous technological advances in surveying, computing and digital-content delivery are strongly contributing to a change in the way Cultural Heritage is "perceived": new tools and methodologies for documentation, reconstruction and research are being created to assist not only scholars, but also to reach more potential users (e.g. students and tourists) willing to access more detailed information about art history and archaeology. 3D computer-simulated models, sometimes set in virtual landscapes, offer for example the chance to explore possible hypothetical reconstructions, while on-line GIS resources can help interactive analyses of relationships and change over space and time. While for some research purposes a traditional 2D approach may suffice, this is not the case for more complex analyses concerning spatial and temporal features of architecture, like for example the relationship of architecture and landscape, visibility studies etc. The project aims therefore at creating a tool, called "QueryArch3D" tool, which enables the web-based visualisation and queries of an interactive, multi-resolution 3D model in the framework of Cultural Heritage. More specifically, a complete Maya archaeological site, located in Copan (Honduras), has been chosen as case study to test and demonstrate the platform's capabilities. Much of the site has been surveyed and modelled at different levels of detail (LoD) and the geometric model has been semantically segmented and integrated with attribute data gathered from several external data sources. The paper describes the characteristics of the research work, along with its implementation issues and the initial results of the developed prototype.

  12. 3D super-virtual refraction interferometry

    KAUST Repository

    Lu, Kai

    2014-08-05

    Super-virtual refraction interferometry enhances the signal-to-noise ratio of far-offset refractions. However, when applied to 3D cases, traditional 2D SVI suffers because the stationary positions of the source-receiver pairs might be any place along the recording plane, not just along a receiver line. Moreover, the effect of enhancing the SNR can be limited because of the limitations in the number of survey lines, irregular line geometries, and azimuthal range of arrivals. We have developed a 3D SVI method to overcome these problems. By integrating along the source or receiver lines, the cross-correlation or the convolution result of a trace pair with the source or receiver at the stationary position can be calculated without the requirement of knowing the stationary locations. In addition, the amplitudes of the cross-correlation and convolution results are largely strengthened by integration, which is helpful to further enhance the SNR. In this paper, both synthetic and field data examples are presented, demonstrating that the super-virtual refractions generated by our method have accurate traveltimes and much improved SNR.

  13. 3D Virtual Reality Check: Learner Engagement and Constructivist Theory

    Science.gov (United States)

    Bair, Richard A.

    2013-01-01

    The inclusion of three-dimensional (3D) virtual tools has created a need to communicate the engagement of 3D tools and specify learning gains that educators and the institutions, which are funding 3D tools, can expect. A review of literature demonstrates that specific models and theories for 3D Virtual Reality (VR) learning do not exist "per…

  14. 3D Flow visualization in virtual reality

    Science.gov (United States)

    Pietraszewski, Noah; Dhillon, Ranbir; Green, Melissa

    2017-11-01

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

  15. Virtual hand: a 3D tactile interface to virtual environments

    Science.gov (United States)

    Rogowitz, Bernice E.; Borrel, Paul

    2008-02-01

    We introduce a novel system that allows users to experience the sensation of touch in a computer graphics environment. In this system, the user places his/her hand on an array of pins, which is moved about space on a 6 degree-of-freedom robot arm. The surface of the pins defines a surface in the virtual world. This "virtual hand" can move about the virtual world. When the virtual hand encounters an object in the virtual world, the heights of the pins are adjusted so that they represent the object's shape, surface, and texture. A control system integrates pin and robot arm motions to transmit information about objects in the computer graphics world to the user. It also allows the user to edit, change and move the virtual objects, shapes and textures. This system provides a general framework for touching, manipulating, and modifying objects in a 3-D computer graphics environment, which may be useful in a wide range of applications, including computer games, computer aided design systems, and immersive virtual worlds.

  16. A 3D virtual reality ophthalmoscopy trainer.

    Science.gov (United States)

    Wilson, Andrew S; O'Connor, Jake; Taylor, Lewis; Carruthers, David

    2017-12-01

    Performing eye examinations is an important clinical skill that medical students often find difficult to become proficient in. This paper describes the development and evaluation of an innovative 3D virtual reality (VR) training application to support learning these skills. The VR ophthalmoscope was developed by a clinical team and technologist using the unity game engine, smartphone and virtual reality headset. It has a series of tasks that include performing systematic eye examinations, identifying common eye pathologies and a knowledge quiz. As part of their clinical training, 15 fourth-year medical students were surveyed for their views on this teaching approach. The Technology Acceptance Model was used to evaluate perceived usefulness and ease of use. Data were also collected on the usability of the app, together with the students' written comments about it. Users agreed that the teaching approach improved their understanding of ophthalmoscopy (n = 14), their ability to identify landmarks in the eye (n = 14) and their ability to recognise abnormalities (n = 15). They found the app easy to use (n = 15), the teaching approach informative (n = 13) and that it would increase students' confidence when performing these tasks in future (n = 15). Performing eye examinations is an important clinical skill DISCUSSION: The evaluation showed that a VR app can successfully simulate the processes involved in performing eye examinations. The app was highly rated for all elements of perceived usefulness, ease of use and usability. Medical students stated that they would like to be taught other medical skills in this way in future. © 2017 John Wiley & Sons Ltd and The Association for the Study of Medical Education.

  17. Semi- and virtual 3D dosimetry in clinical practice

    DEFF Research Database (Denmark)

    Korreman, S. S.

    2013-01-01

    In this review, 3D dosimetry is divided in three categories; "true" 3D, semi-3D and virtual 3D. Virtual 3D involves the use of measurement arrays either before or after beam entry in the patient/phantom, whereas semi-3D involves use of measurement arrays in phantoms mimicking the patient. True 3D...... involves the measurement of dose in a volume mimicking the patient.There are different advantages and limitations of all three categories and of systems within these categories. Choice of measurement method in a given case depends on the aim of the measurement, and examples are given of verification...... measurements with various aims....

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

    Science.gov (United States)

    Demir, I.

    2014-12-01

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

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

    Science.gov (United States)

    Demir, I.

    2015-12-01

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

  20. Web based Interactive 3D Learning Objects for Learning Management Systems

    Directory of Open Access Journals (Sweden)

    Stefan Hesse

    2012-02-01

    Full Text Available In this paper, we present an approach to create and integrate interactive 3D learning objects of high quality for higher education into a learning management system. The use of these resources allows to visualize topics, such as electro-technical and physical processes in the interior of complex devices. This paper addresses the challenge of combining rich interactivity and adequate realism with 3D exercise material for distance elearning.

  1. Embryonic staging using a 3D virtual reality system

    NARCIS (Netherlands)

    C.M. Verwoerd-Dikkeboom (Christine); A.H.J. Koning (Anton); P.J. van der Spek (Peter); N. Exalto (Niek); R.P.M. Steegers-Theunissen (Régine)

    2008-01-01

    textabstractBACKGROUND: The aim of this study was to demonstrate that Carnegie Stages could be assigned to embryos visualized with a 3D virtual reality system. METHODS: We analysed 48 3D ultrasound scans of 19 IVF/ICSI pregnancies at 7-10 weeks' gestation. These datasets were visualized as 3D

  2. 3D imaging, 3D printing and 3D virtual planning in endodontics.

    Science.gov (United States)

    Shah, Pratik; Chong, B S

    2018-03-01

    The adoption and adaptation of recent advances in digital technology, such as three-dimensional (3D) printed objects and haptic simulators, in dentistry have influenced teaching and/or management of cases involving implant, craniofacial, maxillofacial, orthognathic and periodontal treatments. 3D printed models and guides may help operators plan and tackle complicated non-surgical and surgical endodontic treatment and may aid skill acquisition. Haptic simulators may assist in the development of competency in endodontic procedures through the acquisition of psycho-motor skills. This review explores and discusses the potential applications of 3D printed models and guides, and haptic simulators in the teaching and management of endodontic procedures. An understanding of the pertinent technology related to the production of 3D printed objects and the operation of haptic simulators are also presented.

  3. Implementation of a 3D Virtual Drummer

    NARCIS (Netherlands)

    Magnenat-ThalmannThalmann, M.; Kragtwijk, M.; Nijholt, Antinus; Thalmann, D.; Zwiers, Jakob

    2001-01-01

    We describe a system for the automatic generation of a 3D animation of a drummer playing along with a given piece of music. The input, consisting of a sound wave, is analysed to determine which drums are struck at what moments. The Standard MIDI File format is used to store the recognised notes.

  4. Dynamic 3D echocardiography in virtual reality.

    NARCIS (Netherlands)

    A.E. van den Bosch (Annemien); A.H.J. Koning (Anton); F.J. Meijboom (Folkert); J.S. Vletter-McGhie (Jackie); M.L. Simoons (Maarten); P.J. van der Spek (Peter); A.J.J.C. Bogers (Ad)

    2005-01-01

    textabstractBACKGROUND: This pilot study was performed to evaluate whether virtual reality is applicable for three-dimensional echocardiography and if three-dimensional echocardiographic 'holograms' have the potential to become a clinically useful tool. METHODS: Three-dimensional echocardiographic

  5. QueryArch3D: Querying and Visualising 3D Models of a Maya Archaeological Site in a Web-Based Interface

    Directory of Open Access Journals (Sweden)

    Giorgio Agugiaro

    2011-12-01

    Full Text Available Constant improvements in the field of surveying, computing and distribution of digital-content are reshaping the way Cultural Heritage can be digitised and virtually accessed, even remotely via web. A traditional 2D approach for data access, exploration, retrieval and exploration may generally suffice, however more complex analyses concerning spatial and temporal features require 3D tools, which, in some cases, have not yet been implemented or are not yet generally commercially available. Efficient organisation and integration strategies applicable to the wide array of heterogeneous data in the field of Cultural Heritage represent a hot research topic nowadays. This article presents a visualisation and query tool (QueryArch3D conceived to deal with multi-resolution 3D models. Geometric data are organised in successive levels of detail (LoD, provided with geometric and semantic hierarchies and enriched with attributes coming from external data sources. The visualisation and query front-end enables the 3D navigation of the models in a virtual environment, as well as the interaction with the objects by means of queries based on attributes or on geometries. The tool can be used as a standalone application, or served through the web. The characteristics of the research work, along with some implementation issues and the developed QueryArch3D tool will be discussed and presented.

  6. Websim3d: A Web-based System for Generation, Storage and Dissemination of Earthquake Ground Motion Simulations.

    Science.gov (United States)

    Olsen, K. B.

    2003-12-01

    Synthetic time histories from large-scale 3D ground motion simulations generally constitute large 'data' sets which typically require 100's of Mbytes or Gbytes of storage capacity. For the same reason, getting access to a researchers simulation output, for example for an earthquake engineer to perform site analysis, or a seismologist to perform seismic hazard analysis, can be a tedious procedure. To circumvent this problem we have developed a web-based ``community model'' (websim3D) for the generation, storage, and dissemination of ground motion simulation results. Websim3D allows user-friendly and fast access to view and download such simulation results for an earthquake-prone area. The user selects an earthquake scenario from a map of the region, which brings up a map of the area where simulation data is available. Now, by clicking on an arbitrary site location, synthetic seismograms and/or soil parameters for the site can be displayed at fixed or variable scaling and/or downloaded. Websim3D relies on PHP scripts for the dynamic plots of synthetic seismograms and soil profiles. Although not limited to a specific area, we illustrate the community model for simulation results from the Los Angeles basin, Wellington (New Zealand), and Mexico.

  7. Semantic Web-based digital, field and virtual geological

    Science.gov (United States)

    Babaie, H. A.

    2012-12-01

    Digital, field and virtual Semantic Web-based education (SWBE) of geological mapping requires the construction of a set of searchable, reusable, and interoperable digital learning objects (LO) for learners, teachers, and authors. These self-contained units of learning may be text, image, or audio, describing, for example, how to calculate the true dip of a layer from two structural contours or find the apparent dip along a line of section. A collection of multi-media LOs can be integrated, through domain and task ontologies, with mapping-related learning activities and Web services, for example, to search for the description of lithostratigraphic units in an area, or plotting orientation data on stereonet. Domain ontologies (e.g., GeologicStructure, Lithostratigraphy, Rock) represent knowledge in formal languages (RDF, OWL) by explicitly specifying concepts, relations, and theories involved in geological mapping. These ontologies are used by task ontologies that formalize the semantics of computational tasks (e.g., measuring the true thickness of a formation) and activities (e.g., construction of cross section) for all actors to solve specific problems (making map, instruction, learning support, authoring). A SWBE system for geological mapping should also involve ontologies to formalize teaching strategy (pedagogical styles), learner model (e.g., for student performance, personalization of learning), interface (entry points for activities of all actors), communication (exchange of messages among different components and actors), and educational Web services (for interoperability). In this ontology-based environment, actors interact with the LOs through educational servers, that manage (reuse, edit, delete, store) ontologies, and through tools which communicate with Web services to collect resources and links to other tools. Digital geological mapping involves a location-based, spatial organization of geological elements in a set of GIS thematic layers. Each layer

  8. Dynamic 3D echocardiography in virtual reality

    Directory of Open Access Journals (Sweden)

    Simoons Maarten L

    2005-12-01

    Full Text Available Abstract Background This pilot study was performed to evaluate whether virtual reality is applicable for three-dimensional echocardiography and if three-dimensional echocardiographic 'holograms' have the potential to become a clinically useful tool. Methods Three-dimensional echocardiographic data sets from 2 normal subjects and from 4 patients with a mitral valve pathological condition were included in the study. The three-dimensional data sets were acquired with the Philips Sonos 7500 echo-system and transferred to the BARCO (Barco N.V., Kortrijk, Belgium I-space. Ten independent observers assessed the 6 three-dimensional data sets with and without mitral valve pathology. After 10 minutes' instruction in the I-Space, all of the observers could use the virtual pointer that is necessary to create cut planes in the hologram. Results The 10 independent observers correctly assessed the normal and pathological mitral valve in the holograms (analysis time approximately 10 minutes. Conclusion this report shows that dynamic holographic imaging of three-dimensional echocardiographic data is feasible. However, the applicability and use-fullness of this technology in clinical practice is still limited.

  9. Virtual 3d City Modeling: Techniques and Applications

    Science.gov (United States)

    Singh, S. P.; Jain, K.; Mandla, V. R.

    2013-08-01

    3D city model is a digital representation of the Earth's surface and it's related objects such as Building, Tree, Vegetation, and some manmade feature belonging to urban area. There are various terms used for 3D city models such as "Cybertown", "Cybercity", "Virtual City", or "Digital City". 3D city models are basically a computerized or digital model of a city contains the graphic representation of buildings and other objects in 2.5 or 3D. Generally three main Geomatics approach are using for Virtual 3-D City models generation, in first approach, researcher are using Conventional techniques such as Vector Map data, DEM, Aerial images, second approach are based on High resolution satellite images with LASER scanning, In third method, many researcher are using Terrestrial images by using Close Range Photogrammetry with DSM & Texture mapping. We start this paper from the introduction of various Geomatics techniques for 3D City modeling. These techniques divided in to two main categories: one is based on Automation (Automatic, Semi-automatic and Manual methods), and another is Based on Data input techniques (one is Photogrammetry, another is Laser Techniques). After details study of this, finally in short, we are trying to give the conclusions of this study. In the last, we are trying to give the conclusions of this research paper and also giving a short view for justification and analysis, and present trend for 3D City modeling. This paper gives an overview about the Techniques related with "Generation of Virtual 3-D City models using Geomatics Techniques" and the Applications of Virtual 3D City models. Photogrammetry, (Close range, Aerial, Satellite), Lasergrammetry, GPS, or combination of these modern Geomatics techniques play a major role to create a virtual 3-D City model. Each and every techniques and method has some advantages and some drawbacks. Point cloud model is a modern trend for virtual 3-D city model. Photo-realistic, Scalable, Geo-referenced virtual 3

  10. Game-Like Language Learning in 3-D Virtual Environments

    Science.gov (United States)

    Berns, Anke; Gonzalez-Pardo, Antonio; Camacho, David

    2013-01-01

    This paper presents our recent experiences with the design of game-like applications in 3-D virtual environments as well as its impact on student motivation and learning. Therefore our paper starts with a brief analysis of the motivational aspects of videogames and virtual worlds (VWs). We then go on to explore the possible benefits of both in the…

  11. Exploring the educational potential of 3D virtual environments

    Directory of Open Access Journals (Sweden)

    Francesc Marc ESTEVE MON

    2013-12-01

    Full Text Available 3D virtual environments are advanced technology systems, with some potentialities in the teaching and learning process.In recent years, different institutions have promoted the acquisition of XXI century skills. Competences such as initiative, teamwork, creativity, flexibility or digital literacy.Multi-user virtual environments, sometimes called virtual worlds or 3D simulators, are immersive, interactive, customizable, accessible and programmable systems. This kind of environments allow to design educational complex activities to develop these key competences. For this purpose it’s necessary to set an appropriate teaching strategy to put this knowledge and skills into action, and design suitable mechanisms for registration and systematization. This paper analyzes the potential of these environments and presents two experiences in 3D virtual environments: (1 to develop teamwork and self-management skills, and (2 to assess digital literacy in preservice teachers.

  12. 3D Virtual Dig: a 3D Application for Teaching Fieldwork in Archaeology

    Directory of Open Access Journals (Sweden)

    Paola Di Giuseppantonio Di Franco

    2012-12-01

    Full Text Available Archaeology is a material, embodied discipline; communicating this experience is critical to student success. In the context of lower-division archaeology courses, the present study examines the efficacy of 3D virtual and 2D archaeological representations of digs. This presentation aims to show a 3D application created to teach the archaeological excavation process to freshmen students. An archaeological environment was virtually re-created in 3D, and inserted in a virtual reality software application that allows users to work with the reconstructed excavation area. The software was tested in class for teaching the basics of archaeological fieldwork. The application interface is user-friendly and especially easy for 21st century students. The study employed a pre-survey, post-test, and post-survey design, used to understand the students' previous familiarity with archaeology, and test their awareness after the use of the application. Their level of knowledge was then compared with that of those students who had accessed written material only. This case-study demonstrates how a digital approach to laboratory work can positively affect student learning. Increased abilities to complete ill-defined problems (characteristic of the high-order thinking in the field, can, in fact, be demonstrated. 3D Virtual reconstruction serves, then, as an important bridge from traditional coursework to fieldwork.

  13. 3D natural emulation design approach to virtual communities

    OpenAIRE

    DiPaola, Steve

    2010-01-01

    The design goal for OnLive’s Internet-based Virtual Community system was to develop avatars and virtual communities where the participants sense a tele-presence – that they are really there in the virtual space with other people. This collective sense of "being-there" does not happen over the phone or with teleconferencing; it is a new and emerging phenomenon, unique to 3D virtual communities. While this group presence paradigm is a simple idea, the design and technical issues needed to begin...

  14. Organizational Learning Goes Virtual?: A Study of Employees' Learning Achievement in Stereoscopic 3D Virtual Reality

    Science.gov (United States)

    Lau, Kung Wong

    2015-01-01

    Purpose: This study aims to deepen understanding of the use of stereoscopic 3D technology (stereo3D) in facilitating organizational learning. The emergence of advanced virtual technologies, in particular to the stereo3D virtual reality, has fundamentally changed the ways in which organizations train their employees. However, in academic or…

  15. Realistic terrain visualization based on 3D virtual world technology

    Science.gov (United States)

    Huang, Fengru; Lin, Hui; Chen, Bin; Xiao, Cai

    2010-11-01

    The rapid advances in information technologies, e.g., network, graphics processing, and virtual world, have provided challenges and opportunities for new capabilities in information systems, Internet applications, and virtual geographic environments, especially geographic visualization and collaboration. In order to achieve meaningful geographic capabilities, we need to explore and understand how these technologies can be used to construct virtual geographic environments to help to engage geographic research. The generation of three-dimensional (3D) terrain plays an important part in geographical visualization, computer simulation, and virtual geographic environment applications. The paper introduces concepts and technologies of virtual worlds and virtual geographic environments, explores integration of realistic terrain and other geographic objects and phenomena of natural geographic environment based on SL/OpenSim virtual world technologies. Realistic 3D terrain visualization is a foundation of construction of a mirror world or a sand box model of the earth landscape and geographic environment. The capabilities of interaction and collaboration on geographic information are discussed as well. Further virtual geographic applications can be developed based on the foundation work of realistic terrain visualization in virtual environments.

  16. Novel interactive virtual showcase based on 3D multitouch technology

    Science.gov (United States)

    Yang, Tao; Liu, Yue; Lu, You; Wang, Yongtian

    2009-11-01

    A new interactive virtual showcase is proposed in this paper. With the help of virtual reality technology, the user of the proposed system can watch the virtual objects floating in the air from all four sides and interact with the virtual objects by touching the four surfaces of the virtual showcase. Unlike traditional multitouch system, this system cannot only realize multi-touch on a plane to implement 2D translation, 2D scaling, and 2D rotation of the objects; it can also realize the 3D interaction of the virtual objects by recognizing and analyzing the multi-touch that can be simultaneously captured from the four planes. Experimental results show the potential of the proposed system to be applied in the exhibition of historical relics and other precious goods.

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

    NARCIS (Netherlands)

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

    2004-01-01

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

  18. Cognitive Aspects of Collaboration in 3d Virtual Environments

    Science.gov (United States)

    Juřík, V.; Herman, L.; Kubíček, P.; Stachoň, Z.; Šašinka, Č.

    2016-06-01

    Human-computer interaction has entered the 3D era. The most important models representing spatial information — maps — are transferred into 3D versions regarding the specific content to be displayed. Virtual worlds (VW) become promising area of interest because of possibility to dynamically modify content and multi-user cooperation when solving tasks regardless to physical presence. They can be used for sharing and elaborating information via virtual images or avatars. Attractiveness of VWs is emphasized also by possibility to measure operators' actions and complex strategies. Collaboration in 3D environments is the crucial issue in many areas where the visualizations are important for the group cooperation. Within the specific 3D user interface the operators' ability to manipulate the displayed content is explored regarding such phenomena as situation awareness, cognitive workload and human error. For such purpose, the VWs offer a great number of tools for measuring the operators' responses as recording virtual movement or spots of interest in the visual field. Study focuses on the methodological issues of measuring the usability of 3D VWs and comparing them with the existing principles of 2D maps. We explore operators' strategies to reach and interpret information regarding the specific type of visualization and different level of immersion.

  19. COGNITIVE ASPECTS OF COLLABORATION IN 3D VIRTUAL ENVIRONMENTS

    Directory of Open Access Journals (Sweden)

    V. Juřík

    2016-06-01

    Full Text Available Human-computer interaction has entered the 3D era. The most important models representing spatial information — maps — are transferred into 3D versions regarding the specific content to be displayed. Virtual worlds (VW become promising area of interest because of possibility to dynamically modify content and multi-user cooperation when solving tasks regardless to physical presence. They can be used for sharing and elaborating information via virtual images or avatars. Attractiveness of VWs is emphasized also by possibility to measure operators’ actions and complex strategies. Collaboration in 3D environments is the crucial issue in many areas where the visualizations are important for the group cooperation. Within the specific 3D user interface the operators' ability to manipulate the displayed content is explored regarding such phenomena as situation awareness, cognitive workload and human error. For such purpose, the VWs offer a great number of tools for measuring the operators’ responses as recording virtual movement or spots of interest in the visual field. Study focuses on the methodological issues of measuring the usability of 3D VWs and comparing them with the existing principles of 2D maps. We explore operators’ strategies to reach and interpret information regarding the specific type of visualization and different level of immersion.

  20. 3D vision in a virtual reality robotics environment

    Science.gov (United States)

    Schutz, Christian L.; Natonek, Emerico; Baur, Charles; Hugli, Heinz

    1996-12-01

    Virtual reality robotics (VRR) needs sensing feedback from the real environment. To show how advanced 3D vision provides new perspectives to fulfill these needs, this paper presents an architecture and system that integrates hybrid 3D vision and VRR and reports about experiments and results. The first section discusses the advantages of virtual reality in robotics, the potential of a 3D vision system in VRR and the contribution of a knowledge database, robust control and the combination of intensity and range imaging to build such a system. Section two presents the different modules of a hybrid 3D vision architecture based on hypothesis generation and verification. Section three addresses the problem of the recognition of complex, free- form 3D objects and shows how and why the newer approaches based on geometric matching solve the problem. This free- form matching can be efficiently integrated in a VRR system as a hypothesis generation knowledge-based 3D vision system. In the fourth part, we introduce the hypothesis verification based on intensity images which checks object pose and texture. Finally, we show how this system has been implemented and operates in a practical VRR environment used for an assembly task.

  1. Web-Based Virtual Environments for Facilitating Assessment of L2 Oral Communication Ability

    Science.gov (United States)

    Ockey, Gary J.; Gu, Lin; Keehner, Madeleine

    2017-01-01

    A growing number of stakeholders argue for the use of second language (L2) speaking assessments that measure the ability to orally communicate in real time. A Web-based virtual environment (VE) that allows live voice communication among individuals may have potential for aiding in delivering such assessments. While off-the-shelf voice…

  2. Learning in Virtual Forest: A Forest Ecosystem in the Web-Based Learning Environment

    Science.gov (United States)

    Jussila, Terttu; Virtanen, Viivi

    2014-01-01

    Virtual Forest is a web-based, open-access learning environment about forests designed for primary-school pupils between the ages of 10 and 13 years. It is pedagogically designed to develop an understanding of ecology, to enhance conceptual development and to give a holistic view of forest ecosystems. Various learning tools, such as concept maps,…

  3. Virtual 3D planning of tracheostomy placement and clinical applicability of 3D cannula design : A three-step study

    NARCIS (Netherlands)

    de Kleijn, Bertram J; Kraeima, Joep; Wachters, Jasper E; van der Laan, Bernard F A M; Wedman, Jan; Witjes, M J H; Halmos, Gyorgy B

    AIM: We aimed to investigate the potential of 3D virtual planning of tracheostomy tube placement and 3D cannula design to prevent tracheostomy complications due to inadequate cannula position. MATERIALS AND METHODS: 3D models of commercially available cannula were positioned in 3D models of the

  4. Web-based e-learning and virtual lab of human-artificial immune system.

    Science.gov (United States)

    Gong, Tao; Ding, Yongsheng; Xiong, Qin

    2014-05-01

    Human immune system is as important in keeping the body healthy as the brain in supporting the intelligence. However, the traditional models of the human immune system are built on the mathematics equations, which are not easy for students to understand. To help the students to understand the immune systems, a web-based e-learning approach with virtual lab is designed for the intelligent system control course by using new intelligent educational technology. Comparing the traditional graduate educational model within the classroom, the web-based e-learning with the virtual lab shows the higher inspiration in guiding the graduate students to think independently and innovatively, as the students said. It has been found that this web-based immune e-learning system with the online virtual lab is useful for teaching the graduate students to understand the immune systems in an easier way and design their simulations more creatively and cooperatively. The teaching practice shows that the optimum web-based e-learning system can be used to increase the learning effectiveness of the students.

  5. LED Virtual Simulation based on Web3D

    OpenAIRE

    Lilan Liu; Liu Han; Zhiqi Lin; Manping Li; Tao Yu

    2014-01-01

    Regarding to the high price and low market popularity of current LED indoor lighting products, a LED indoor lighting platform is proposed based on Web3D technology. The internet virtual reality technology is integrated and applied into the LED collaborative e-commerce website with Virtools. According to the characteristics of the LED indoor lighting products, this paper introduced the method to build encapsulated model and three characteristics of LED lighting: geometrical, optical and behavi...

  6. 3-D Sound for Virtual Reality and Multimedia

    Science.gov (United States)

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

    2000-01-01

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

  7. The 3D virtual environment online for real shopping

    OpenAIRE

    Khalil, Nahla

    2015-01-01

    The development of information technology and Internet has led to rapidly progressed in e-commerce and online shopping, due to the convenience that they provide consumers. E-commerce and online shopping are still not able to fully replace onsite shopping. In contrast, conventional online shopping websites often cannot provide enough information about a product for the customer to make an informed decision before checkout. 3D virtual shopping environment show great potential for enhancing e-co...

  8. Building intuitive 3D interfaces for virtual reality systems

    Science.gov (United States)

    Vaidya, Vivek; Suryanarayanan, Srikanth; Seitel, Mathias; Mullick, Rakesh

    2007-03-01

    An exploration of techniques for developing intuitive, and efficient user interfaces for virtual reality systems. Work seeks to understand which paradigms from the better-understood world of 2D user interfaces remain viable within 3D environments. In order to establish this a new user interface was created that applied various understood principles of interface design. A user study was then performed where it was compared with an earlier interface for a series of medical visualization tasks.

  9. Dental impressions using 3D digital scanners: virtual becomes reality.

    Science.gov (United States)

    Birnbaum, Nathan S; Aaronson, Heidi B

    2008-10-01

    The technologies that have made the use of three-dimensional (3D) digital scanners an integral part of many industries for decades have been improved and refined for application to dentistry. Since the introduction of the first dental impressioning digital scanner in the 1980s, development engineers at a number of companies have enhanced the technologies and created in-office scanners that are increasingly user-friendly and able to produce precisely fitting dental restorations. These systems are capable of capturing 3D virtual images of tooth preparations, from which restorations may be fabricated directly (ie, CAD/CAM systems) or fabricated indirectly (ie, dedicated impression scanning systems for the creation of accurate master models). The use of these products is increasing rapidly around the world and presents a paradigm shift in the way in which dental impressions are made. Several of the leading 3D dental digital scanning systems are presented and discussed in this article.

  10. Interactive 3D visualization for theoretical virtual observatories

    Science.gov (United States)

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

    2018-06-01

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

  11. Interactive 3D Visualization for Theoretical Virtual Observatories

    Science.gov (United States)

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

    2018-04-01

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

  12. Augmented Reality versus Virtual Reality for 3D Object Manipulation.

    Science.gov (United States)

    Krichenbauer, Max; Yamamoto, Goshiro; Taketom, Takafumi; Sandor, Christian; Kato, Hirokazu

    2018-02-01

    Virtual Reality (VR) Head-Mounted Displays (HMDs) are on the verge of becoming commodity hardware available to the average user and feasible to use as a tool for 3D work. Some HMDs include front-facing cameras, enabling Augmented Reality (AR) functionality. Apart from avoiding collisions with the environment, interaction with virtual objects may also be affected by seeing the real environment. However, whether these effects are positive or negative has not yet been studied extensively. For most tasks it is unknown whether AR has any advantage over VR. In this work we present the results of a user study in which we compared user performance measured in task completion time on a 9 degrees of freedom object selection and transformation task performed either in AR or VR, both with a 3D input device and a mouse. Our results show faster task completion time in AR over VR. When using a 3D input device, a purely VR environment increased task completion time by 22.5 percent on average compared to AR ( ). Surprisingly, a similar effect occurred when using a mouse: users were about 17.3 percent slower in VR than in AR ( ). Mouse and 3D input device produced similar task completion times in each condition (AR or VR) respectively. We further found no differences in reported comfort.

  13. Beyond Virtual Replicas: 3D Modeling and Maltese Prehistoric Architecture

    Directory of Open Access Journals (Sweden)

    Filippo Stanco

    2013-01-01

    Full Text Available In the past decade, computer graphics have become strategic for the development of projects aimed at the interpretation of archaeological evidence and the dissemination of scientific results to the public. Among all the solutions available, the use of 3D models is particularly relevant for the reconstruction of poorly preserved sites and monuments destroyed by natural causes or human actions. These digital replicas are, at the same time, a virtual environment that can be used as a tool for the interpretative hypotheses of archaeologists and as an effective medium for a visual description of the cultural heritage. In this paper, the innovative methodology and aims and outcomes of a virtual reconstruction of the Borg in-Nadur megalithic temple, carried out by Archeomatica Project of the University of Catania, are offered as a case study for a virtual archaeology of prehistoric Malta.

  14. Managing and delivering of 3D geo data across institutions has a web based solution - intermediate results of the project GeoMol.

    Science.gov (United States)

    Gietzel, Jan; Schaeben, Helmut; Gabriel, Paul

    2014-05-01

    serve the GSOs concerned and the scientific community. Recently common users spaces have been installed providing a central access point to manage locally stored data at each of the project partners' IT sites. This distributed-organized system allows to keep the data of the live system locally and to share just cleared portions of the data, thus adhering to national regulations on geo data access. GST also allows for a dynamic generation of virtual drilling profiles and cross sections of the stored models. As this enables to deduce classified borehole data, a role based log in giving full access to the live system only for legally mandated or licensed bodies. The beta version of GeoMol's GST based geo data infrastructure and dissemination tool for multi-dimensional information, implemented incrementally, will be installed on GeoMol's website (http://geomol.eu) by end of February. It will be available for testing to further improve the performance and applicability of GeoMol's 3D-Explorer for instant web based access to GeoMol's future outputs. The project GeoMol is co-funded by the Alpine Space Program as part of the European Territorial Cooperation 2007-2013. The project integrates partners from Austria, France, Germany, Italy, Slovenia and Switzerland and runs from September 2012 to June 2015. Further information on http://geomol.eu.

  15. Interactive Scientific Visualization in 3D Virtual Reality Model

    Directory of Open Access Journals (Sweden)

    Filip Popovski

    2016-11-01

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

  16. Training and Assessing Interprofessional Virtual Teams Using a Web-Based Case System.

    Science.gov (United States)

    Dow, Alan W; Boling, Peter A; Lockeman, Kelly S; Mazmanian, Paul E; Feldman, Moshe; DiazGranados, Deborah; Browning, Joel; Coe, Antoinette; Selby-Penczak, Rachel; Hobgood, Sarah; Abbey, Linda; Parsons, Pamela; Delafuente, Jeffrey; Taylor, Suzanne F

    2016-01-01

    Today, clinical care is often provided by interprofessional virtual teams-groups of practitioners who work asynchronously and use technology to communicate. Members of such teams must be competent in interprofessional practice and the use of information technology, two targets for health professions education reform. The authors created a Web-based case system to teach and assess these competencies in health professions students. They created a four-module, six-week geriatric learning experience using a Web-based case system. Health professions students were divided into interprofessional virtual teams. Team members received profession-specific information, entered a summary of this information into the case system's electronic health record, answered knowledge questions about the case individually, then collaborated asynchronously to answer the same questions as a team. Individual and team knowledge scores and case activity measures--number of logins, message board posts/replies, views of message board posts--were tracked. During academic year 2012-2013, 80 teams composed of 522 students from medicine, nursing, pharmacy, and social work participated. Knowledge scores varied by profession and within professions. Team scores were higher than individual scores (P Web-based case system provided a novel approach to teach and assess the competencies needed for virtual teams. This approach may be a valuable new tool for measuring competency in interprofessional practice.

  17. Enhanced LOD Concepts for Virtual 3d City Models

    Science.gov (United States)

    Benner, J.; Geiger, A.; Gröger, G.; Häfele, K.-H.; Löwner, M.-O.

    2013-09-01

    Virtual 3D city models contain digital three dimensional representations of city objects like buildings, streets or technical infrastructure. Because size and complexity of these models continuously grow, a Level of Detail (LoD) concept effectively supporting the partitioning of a complete model into alternative models of different complexity and providing metadata, addressing informational content, complexity and quality of each alternative model is indispensable. After a short overview on various LoD concepts, this paper discusses the existing LoD concept of the CityGML standard for 3D city models and identifies a number of deficits. Based on this analysis, an alternative concept is developed and illustrated with several examples. It differentiates between first, a Geometric Level of Detail (GLoD) and a Semantic Level of Detail (SLoD), and second between the interior building and its exterior shell. Finally, a possible implementation of the new concept is demonstrated by means of an UML model.

  18. Virtual reality 3D headset based on DMD light modulators

    Energy Technology Data Exchange (ETDEWEB)

    Bernacki, Bruce E.; Evans, Allan; Tang, Edward

    2014-06-13

    We present the design of an immersion-type 3D headset suitable for virtual reality applications based upon digital micro-mirror devices (DMD). Our approach leverages silicon micro mirrors offering 720p resolution displays in a small form-factor. Supporting chip sets allow rapid integration of these devices into wearable displays with high resolution and low power consumption. Applications include night driving, piloting of UAVs, fusion of multiple sensors for pilots, training, vision diagnostics and consumer gaming. Our design is described in which light from the DMD is imaged to infinity and the user’s own eye lens forms a real image on the user’s retina.

  19. 3D for Geosciences: Interactive Tangibles and Virtual Models

    Science.gov (United States)

    Pippin, J. E.; Matheney, M.; Kitsch, N.; Rosado, G.; Thompson, Z.; Pierce, S. A.

    2016-12-01

    Point cloud processing provides a method of studying and modelling geologic features relevant to geoscience systems and processes. Here, software including Skanect, MeshLab, Blender, PDAL, and PCL are used in conjunction with 3D scanning hardware, including a Structure scanner and a Kinect camera, to create and analyze point cloud images of small scale topography, karst features, tunnels, and structures at high resolution. This project successfully scanned internal karst features ranging from small stalactites to large rooms, as well as an external waterfall feature. For comparison purposes, multiple scans of the same object were merged into single object files both automatically, using commercial software, and manually using open source libraries and code. Files with format .ply were manually converted into numeric data sets to be analyzed for similar regions between files in order to match them together. We can assume a numeric process would be more powerful and efficient than the manual method, however it could lack other useful features that GUI's may have. The digital models have applications in mining as efficient means of replacing topography functions such as measuring distances and areas. Additionally, it is possible to make simulation models such as drilling templates and calculations related to 3D spaces. Advantages of using methods described here for these procedures include the relatively quick time to obtain data and the easy transport of the equipment. With regard to openpit mining, obtaining 3D images of large surfaces and with precision would be a high value tool by georeferencing scan data to interactive maps. The digital 3D images obtained from scans may be saved as printable files to create physical 3D-printable models to create tangible objects based on scientific information, as well as digital "worlds" able to be navigated virtually. The data, models, and algorithms explored here can be used to convey complex scientific ideas to a range of

  20. The use of virtual laboratories and other web-based tools in a drug assay course.

    Science.gov (United States)

    Dunham, Marissa Waldman; Ghirtis, Konstantine; Beleh, Mustapha

    2012-06-18

    To determine students' perceptions of and performance in a drug assay laboratory course after the addition of Web-based multimedia tools. Video modules and other Web-based tools to deliver instructions and emulate the laboratory set up for experiments were implemented in 2005 to improve student preparation for laboratory sessions and eliminate the need for graduate students to present instructions live. Data gathered from quizzes, final examinations, and post-course surveys administered over 6 years were analyzed. Students' scores on online quizzes after implementation of the virtual laboratories reflected improved student understanding and preparation. Students' perception of the course improved significantly after the introduction of the tools and the new teaching model. Implementation of an active-learning model in a laboratory course led to improvement in students' educational experience and satisfaction. Additional benefits included improved resource use, student exposure to a variety of educational methods, and having a highly structured laboratory format that reduced inconsistencies in delivered instructions.

  1. Virtual reality 3D headset based on DMD light modulators

    Science.gov (United States)

    Bernacki, Bruce E.; Evans, Allan; Tang, Edward

    2014-06-01

    We present the design of an immersion-type 3D headset suitable for virtual reality applications based upon digital micromirror devices (DMD). Current methods for presenting information for virtual reality are focused on either polarizationbased modulators such as liquid crystal on silicon (LCoS) devices, or miniature LCD or LED displays often using lenses to place the image at infinity. LCoS modulators are an area of active research and development, and reduce the amount of viewing light by 50% due to the use of polarization. Viewable LCD or LED screens may suffer low resolution, cause eye fatigue, and exhibit a "screen door" or pixelation effect due to the low pixel fill factor. Our approach leverages a mature technology based on silicon micro mirrors delivering 720p resolution displays in a small form-factor with high fill factor. Supporting chip sets allow rapid integration of these devices into wearable displays with high-definition resolution and low power consumption, and many of the design methods developed for DMD projector applications can be adapted to display use. Potential applications include night driving with natural depth perception, piloting of UAVs, fusion of multiple sensors for pilots, training, vision diagnostics and consumer gaming. Our design concept is described in which light from the DMD is imaged to infinity and the user's own eye lens forms a real image on the user's retina resulting in a virtual retinal display.

  2. Virtual 3D planning of tracheostomy placement and clinical applicability of 3D cannula design: a three-step study.

    Science.gov (United States)

    de Kleijn, Bertram J; Kraeima, Joep; Wachters, Jasper E; van der Laan, Bernard F A M; Wedman, Jan; Witjes, M J H; Halmos, Gyorgy B

    2018-02-01

    We aimed to investigate the potential of 3D virtual planning of tracheostomy tube placement and 3D cannula design to prevent tracheostomy complications due to inadequate cannula position. 3D models of commercially available cannula were positioned in 3D models of the airway. In study (1), a cohort that underwent tracheostomy between 2013 and 2015 was selected (n = 26). The cannula was virtually placed in the airway in the pre-operative CT scan and its position was compared to the cannula position on post-operative CT scans. In study (2), a cohort with neuromuscular disease (n = 14) was analyzed. Virtual cannula placing was performed in CT scans and tested if problems could be anticipated. Finally (3), for a patient with Duchenne muscular dystrophy and complications of conventional tracheostomy cannula, a patient-specific cannula was 3D designed, fabricated, and placed. (1) The 3D planned and post-operative tracheostomy position differed significantly. (2) Three groups of patients were identified: (A) normal anatomy; (B) abnormal anatomy, commercially available cannula fits; and (C) abnormal anatomy, custom-made cannula, may be necessary. (3) The position of the custom-designed cannula was optimal and the trachea healed. Virtual planning of the tracheostomy did not correlate with actual cannula position. Identifying patients with abnormal airway anatomy in whom commercially available cannula cannot be optimally positioned is advantageous. Patient-specific cannula design based on 3D virtualization of the airway was beneficial in a patient with abnormal airway anatomy.

  3. 3D Technology Selection for a Virtual Learning Environment by Blending ISO 9126 Standard and AHP

    Science.gov (United States)

    Cetin, Aydin; Guler, Inan

    2011-01-01

    Web3D presents many opportunities for learners in a virtual world or virtual environment over the web. This is a great opportunity for open-distance education institutions to benefit from web3d technologies to create courses with interactive 3d materials. There are many open source and commercial products offering 3d technologies over the web…

  4. 3D Boolean operations in virtual surgical planning.

    Science.gov (United States)

    Charton, Jerome; Laurentjoye, Mathieu; Kim, Youngjun

    2017-10-01

    Boolean operations in computer-aided design or computer graphics are a set of operations (e.g. intersection, union, subtraction) between two objects (e.g. a patient model and an implant model) that are important in performing accurate and reproducible virtual surgical planning. This requires accurate and robust techniques that can handle various types of data, such as a surface extracted from volumetric data, synthetic models, and 3D scan data. This article compares the performance of the proposed method (Boolean operations by a robust, exact, and simple method between two colliding shells (BORES)) and an existing method based on the Visualization Toolkit (VTK). In all tests presented in this article, BORES could handle complex configurations as well as report impossible configurations of the input. In contrast, the VTK implementations were unstable, do not deal with singular edges and coplanar collisions, and have created several defects. The proposed method of Boolean operations, BORES, is efficient and appropriate for virtual surgical planning. Moreover, it is simple and easy to implement. In future work, we will extend the proposed method to handle non-colliding components.

  5. Virtual environment display for a 3D audio room simulation

    Science.gov (United States)

    Chapin, William L.; Foster, Scott

    1992-06-01

    Recent developments in virtual 3D audio and synthetic aural environments have produced a complex acoustical room simulation. The acoustical simulation models a room with walls, ceiling, and floor of selected sound reflecting/absorbing characteristics and unlimited independent localizable sound sources. This non-visual acoustic simulation, implemented with 4 audio ConvolvotronsTM by Crystal River Engineering and coupled to the listener with a Poihemus IsotrakTM, tracking the listener's head position and orientation, and stereo headphones returning binaural sound, is quite compelling to most listeners with eyes closed. This immersive effect should be reinforced when properly integrated into a full, multi-sensory virtual environment presentation. This paper discusses the design of an interactive, visual virtual environment, complementing the acoustic model and specified to: 1) allow the listener to freely move about the space, a room of manipulable size, shape, and audio character, while interactively relocating the sound sources; 2) reinforce the listener's feeling of telepresence into the acoustical environment with visual and proprioceptive sensations; 3) enhance the audio with the graphic and interactive components, rather than overwhelm or reduce it; and 4) serve as a research testbed and technology transfer demonstration. The hardware/software design of two demonstration systems, one installed and one portable, are discussed through the development of four iterative configurations. The installed system implements a head-coupled, wide-angle, stereo-optic tracker/viewer and multi-computer simulation control. The portable demonstration system implements a head-mounted wide-angle, stereo-optic display, separate head and pointer electro-magnetic position trackers, a heterogeneous parallel graphics processing system, and object oriented C++ program code.

  6. Objective and subjective quality assessment of geometry compression of reconstructed 3D humans in a 3D virtual room

    Science.gov (United States)

    Mekuria, Rufael; Cesar, Pablo; Doumanis, Ioannis; Frisiello, Antonella

    2015-09-01

    Compression of 3D object based video is relevant for 3D Immersive applications. Nevertheless, the perceptual aspects of the degradation introduced by codecs for meshes and point clouds are not well understood. In this paper we evaluate the subjective and objective degradations introduced by such codecs in a state of art 3D immersive virtual room. In the 3D immersive virtual room, users are captured with multiple cameras, and their surfaces are reconstructed as photorealistic colored/textured 3D meshes or point clouds. To test the perceptual effect of compression and transmission, we render degraded versions with different frame rates in different contexts (near/far) in the scene. A quantitative subjective study with 16 users shows that negligible distortion of decoded surfaces compared to the original reconstructions can be achieved in the 3D virtual room. In addition, a qualitative task based analysis in a full prototype field trial shows increased presence, emotion, user and state recognition of the reconstructed 3D Human representation compared to animated computer avatars.

  7. Web-based training in radiology - student course in the Virtual University of Bavaria

    International Nuclear Information System (INIS)

    Grunewald, M.; Jakob, C.; Wagner, M.; Bautz, W.A.; Geess, H.R.; Gebhard, H.; Hothorn, T.; Neuhuber, W.L.

    2004-01-01

    Purpose: The nint version of the licensing regulation for medical doctors (Approbation Regulation (AR)) sets a benchmark in terms of practical experience, interdigitation of preclinical and clinical studies, interdisciplinary approach, economic efficiency, independence of students, added new teaching and learning modalities, and ongoing evaluation of the progress of the medical students. It is the aim to implement these major points of the AR in a model course for diagnostic radiology and radiation protection within the scope of the Virtual University of Bavaria and test them in practice. Materials and Methods: In cooperation with residents and board certified radiologists, students developed the virtual course 'Web-Based Training (WBT) Radiology' in diagnostic radiology and radiation protection for students in the first clinical semester. A representative target group taken from the student body was asked about the options to get access to the World Wide Web (Internet), and the satisfaction concerning configuration and content of the newly developed program. A comparison was made between the results of the final examination taken by students who made use of the virtual course in addition to conventional lessons and taken by students who did not subscribe to the virtual course and exclusively relied on conventional lessons. In addition, a pilot study was conducted in the winter semester 2002/03, which compared students taking either the traditional lessons or the new virtual course on the Internet. Results: The virtual course-model had test results with a positive trend. All targeted students had Internet access. Constructive criticism was immediately implemented and contributed to rapid optimization. The learning success of the additive or alternative virtual course was in no way less than the learning success achieved with the conventional course. (orig.) [de

  8. 3D face reconstruction from 2D pictures: first results of a web-based computer aided system for aesthetic procedures.

    Science.gov (United States)

    Oliveira-Santos, Thiago; Baumberger, Christian; Constantinescu, Mihai; Olariu, Radu; Nolte, Lutz-Peter; Alaraibi, Salman; Reyes, Mauricio

    2013-05-01

    The human face is a vital component of our identity and many people undergo medical aesthetics procedures in order to achieve an ideal or desired look. However, communication between physician and patient is fundamental to understand the patient's wishes and to achieve the desired results. To date, most plastic surgeons rely on either "free hand" 2D drawings on picture printouts or computerized picture morphing. Alternatively, hardware dependent solutions allow facial shapes to be created and planned in 3D, but they are usually expensive or complex to handle. To offer a simple and hardware independent solution, we propose a web-based application that uses 3 standard 2D pictures to create a 3D representation of the patient's face on which facial aesthetic procedures such as filling, skin clearing or rejuvenation, and rhinoplasty are planned in 3D. The proposed application couples a set of well-established methods together in a novel manner to optimize 3D reconstructions for clinical use. Face reconstructions performed with the application were evaluated by two plastic surgeons and also compared to ground truth data. Results showed the application can provide accurate 3D face representations to be used in clinics (within an average of 2 mm error) in less than 5 min.

  9. Intelligent Open Data 3D Maps in a Collaborative Virtual World

    Directory of Open Access Journals (Sweden)

    Juho-Pekka Virtanen

    2015-05-01

    Full Text Available Three-dimensional (3D maps have many potential applications, such as navigation and urban planning. In this article, we present the use of a 3D virtual world platform Meshmoon to create intelligent open data 3D maps. A processing method is developed to enable the generation of 3D virtual environments from the open data of the National Land Survey of Finland. The article combines the elements needed in contemporary smart city concepts, such as the connection between attribute information and 3D objects, and the creation of collaborative virtual worlds from open data. By using our 3D virtual world platform, it is possible to create up-to-date, collaborative 3D virtual models, which are automatically updated on all viewers. In the scenes, all users are able to interact with the model, and with each other. With the developed processing methods, the creation of virtual world scenes was partially automated for collaboration activities.

  10. Implementation of virtual models from sheet metal forming simulation into physical 3D colour models using 3D printing

    Science.gov (United States)

    Junk, S.

    2016-08-01

    Today the methods of numerical simulation of sheet metal forming offer a great diversity of possibilities for optimization in product development and in process design. However, the results from simulation are only available as virtual models. Because there are any forming tools available during the early stages of product development, physical models that could serve to represent the virtual results are therefore lacking. Physical 3D-models can be created using 3D-printing and serve as an illustration and present a better understanding of the simulation results. In this way, the results from the simulation can be made more “comprehensible” within a development team. This paper presents the possibilities of 3D-colour printing with particular consideration of the requirements regarding the implementation of sheet metal forming simulation. Using concrete examples of sheet metal forming, the manufacturing of 3D colour models will be expounded upon on the basis of simulation results.

  11. NanTroSEIZE in 3-D: Creating a Virtual Research Experience in Undergraduate Geoscience Courses

    Science.gov (United States)

    Reed, D. L.; Bangs, N. L.; Moore, G. F.; Tobin, H.

    2009-12-01

    Marine research programs, both large and small, have increasingly added a web-based component to facilitate outreach to K-12 and the public, in general. These efforts have included, among other activities, information-rich websites, ship-to-shore communication with scientists during expeditions, blogs at sea, clips on YouTube, and information about daily shipboard activities. Our objective was to leverage a portion of the vast collection of data acquired through the NSF-MARGINS program to create a learning tool with a long lifespan for use in undergraduate geoscience courses. We have developed a web-based virtual expedition, NanTroSEIZE in 3-D, based on a seismic survey associated with the NanTroSEIZE program of NSF-MARGINS and IODP to study the properties of the plate boundary fault system in the upper limit of the seismogenic zone off Japan. The virtual voyage can be used in undergraduate classes at anytime, since it is not directly tied to the finite duration of a specific seagoing project. The website combines text, graphics, audio and video to place learning in an experiential framework as students participate on the expedition and carry out research. Students learn about the scientific background of the program, especially the critical role of international collaboration, and meet the chief scientists before joining the sea-going expedition. Students are presented with the principles of 3-D seismic imaging, data processing and interpretation while mapping and identifying the active faults that were the likely sources of devastating earthquakes and tsunamis in Japan in 1944 and 1948. They also learn about IODP drilling that began in 2007 and will extend through much of the next decade. The website is being tested in undergraduate classes in fall 2009 and will be distributed through the NSF-MARGINS website (http://www.nsf-margins.org/) and the MARGINS Mini-lesson section of the Science Education Resource Center (SERC) (http

  12. 3D-e-Chem-VM: Structural Cheminformatics Research Infrastructure in a Freely Available Virtual Machine

    NARCIS (Netherlands)

    McGuire, R.; Verhoeven, S.; Vass, M.; Vriend, G.; Esch, I.J. de; Lusher, S.J.; Leurs, R.; Ridder, L.; Kooistra, A.J.; Ritschel, T.; Graaf, C. de

    2017-01-01

    3D-e-Chem-VM is an open source, freely available Virtual Machine ( http://3d-e-chem.github.io/3D-e-Chem-VM/ ) that integrates cheminformatics and bioinformatics tools for the analysis of protein-ligand interaction data. 3D-e-Chem-VM consists of software libraries, and database and workflow tools

  13. 3D-e-Chem-VM : Structural Cheminformatics Research Infrastructure in a Freely Available Virtual Machine

    NARCIS (Netherlands)

    McGuire, Ross; Verhoeven, Stefan; Vass, Márton; Vriend, Gerrit; De Esch, Iwan J P; Lusher, Scott J.; Leurs, Rob; Ridder, Lars; Kooistra, Albert J.; Ritschel, Tina; de Graaf, C.

    2017-01-01

    3D-e-Chem-VM is an open source, freely available Virtual Machine ( http://3d-e-chem.github.io/3D-e-Chem-VM/ ) that integrates cheminformatics and bioinformatics tools for the analysis of protein-ligand interaction data. 3D-e-Chem-VM consists of software libraries, and database and workflow tools

  14. Virtual Space Exploration: Let's Use Web-Based Computer Game Technology to Boost IYA 2009 Public Interest

    Science.gov (United States)

    Hussey, K.; Doronila, P.; Kulikov, A.; Lane, K.; Upchurch, P.; Howard, J.; Harvey, S.; Woodmansee, L.

    2008-09-01

    With the recent releases of both Google's "Sky" and Microsoft's "WorldWide Telescope" and the large and increasing popularity of video games, the time is now for using these tools, and those crafted at NASA's Jet Propulsion Laboratory, to engage the public in astronomy like never before. This presentation will use "Cassini at Saturn Interactive Explorer " (CASSIE) to demonstrate the power of web-based video-game engine technology in providing the public a "first-person" look at space exploration. The concept of virtual space exploration is to allow the public to "see" objects in space as if they were either riding aboard or "flying" next to an ESA/NASA spacecraft. Using this technology, people are able to immediately "look" in any direction from their virtual location in space and "zoom-in" at will. Users can position themselves near Saturn's moons and observe the Cassini Spacecraft's "encounters" as they happened. Whenever real data for their "view" exists it is incorporated into the scene. Where data is missing, a high-fidelity simulation of the view is generated to fill in the scene. The observer can also change the time of observation into the past or future. Our approach is to utilize and extend the Unity 3d game development tool, currently in use by the computer gaming industry, along with JPL mission specific telemetry and instrument data to build our virtual explorer. The potential of the application of game technology for the development of educational curricula and public engagement are huge. We believe this technology can revolutionize the way the general public and the planetary science community views ESA/NASA missions and provides an educational context that is attractive to the younger generation. This technology is currently under development and application at JPL to assist our missions in viewing their data, communicating with the public and visualizing future mission plans. Real-time demonstrations of CASSIE and other applications in development

  15. VEDA: a web-based virtual environment for dynamic atomic force microscopy.

    Science.gov (United States)

    Melcher, John; Hu, Shuiqing; Raman, Arvind

    2008-06-01

    We describe here the theory and applications of virtual environment dynamic atomic force microscopy (VEDA), a suite of state-of-the-art simulation tools deployed on nanoHUB (www.nanohub.org) for the accurate simulation of tip motion in dynamic atomic force microscopy (dAFM) over organic and inorganic samples. VEDA takes advantage of nanoHUB's cyberinfrastructure to run high-fidelity dAFM tip dynamics computations on local clusters and the teragrid. Consequently, these tools are freely accessible and the dAFM simulations are run using standard web-based browsers without requiring additional software. A wide range of issues in dAFM ranging from optimal probe choice, probe stability, and tip-sample interaction forces, power dissipation, to material property extraction and scanning dynamics over hetereogeneous samples can be addressed.

  16. Invited Article: VEDA: A web-based virtual environment for dynamic atomic force microscopy

    Science.gov (United States)

    Melcher, John; Hu, Shuiqing; Raman, Arvind

    2008-06-01

    We describe here the theory and applications of virtual environment dynamic atomic force microscopy (VEDA), a suite of state-of-the-art simulation tools deployed on nanoHUB (www.nanohub.org) for the accurate simulation of tip motion in dynamic atomic force microscopy (dAFM) over organic and inorganic samples. VEDA takes advantage of nanoHUB's cyberinfrastructure to run high-fidelity dAFM tip dynamics computations on local clusters and the teragrid. Consequently, these tools are freely accessible and the dAFM simulations are run using standard web-based browsers without requiring additional software. A wide range of issues in dAFM ranging from optimal probe choice, probe stability, and tip-sample interaction forces, power dissipation, to material property extraction and scanning dynamics over hetereogeneous samples can be addressed.

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

    OpenAIRE

    Gomez Jauregui , David Antonio; Horain , Patrick

    2012-01-01

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

  18. Enhancing Learning within the 3-D Virtual Learning Environment

    OpenAIRE

    Shirin Shafieiyoun; Akbar Moazen Safaei

    2013-01-01

    Today’s using of virtual learning environments becomes more remarkable in education. The potential of virtual learning environments has frequently been related to the expansion of sense of social presence which is obtained from students and educators. This study investigated the effectiveness of social presence within virtual learning environments and analysed the impact of social presence on increasing learning satisfaction within virtual learning environments. Second Life, as an example of ...

  19. [Web-based training in radiology - student course in the Virtual University of Bavaria].

    Science.gov (United States)

    Grunewald, M; Gebhard, H; Jakob, C; Wagner, M; Hothorn, T; Neuhuber, W L; Bautz, W A; Greess, H R

    2004-06-01

    The ninth version of the licensing regulation for medical doctors (Approbation Regulation (AR)) sets a benchmark in terms of practical experience, interdigitation of preclinical and clinical studies, interdisciplinary approach, economic efficiency, independence of students, added new teaching and learning modalities, and ongoing evaluation of the progress of the medical students. It is the aim to implement these major points of the AR in a model course for diagnostic radiology and radiation protection within the scope of the Virtual University of Bavaria and test them in practice. In cooperation with residents and board certified radiologists, students developed the virtual course "Web-Based Training (WBT) Radiology" in diagnostic radiology and radiation protection for students in the first clinical semester. A representative target group taken from the student body was asked about the options to get access to the World Wide Web (Internet), and the satisfaction concerning configuration and content of the newly developed program. A comparison was made between the results of the final examination taken by students who made use of the virtual course in addition to conventional lessons and taken by students who did not subscribe to the virtual course and exclusively relied on conventional lessons. In addition, a pilot study was conducted in the winter semester 2002/03, which compared students taking either the traditional lessons or the new virtual course on the Internet. The virtual course-model had test results with a positive trend. All targeted students had Internet access. Constructive criticism was immediately implemented and contributed to rapid optimization. The learning success of the additive or alternative virtual course was in no way less than the learning success achieved with the conventional course. The learning success as measure of quality in teaching and the acceptance by students and teachers justify the continuation of this course model and its

  20. Building a virtual archive using brain architecture and Web 3D to deliver neuropsychopharmacology content over the Internet.

    Science.gov (United States)

    Mongeau, R; Casu, M A; Pani, L; Pillolla, G; Lianas, L; Giachetti, A

    2008-05-01

    The vast amount of heterogeneous data generated in various fields of neurosciences such as neuropsychopharmacology can hardly be classified using traditional databases. We present here the concept of a virtual archive, spatially referenced over a simplified 3D brain map and accessible over the Internet. A simple prototype (available at http://aquatics.crs4.it/neuropsydat3d) has been realized using current Web-based virtual reality standards and technologies. It illustrates how primary literature or summary information can easily be retrieved through hyperlinks mapped onto a 3D schema while navigating through neuroanatomy. Furthermore, 3D navigation and visualization techniques are used to enhance the representation of brain's neurotransmitters, pathways and the involvement of specific brain areas in any particular physiological or behavioral functions. The system proposed shows how the use of a schematic spatial organization of data, widely exploited in other fields (e.g. Geographical Information Systems) can be extremely useful to develop efficient tools for research and teaching in neurosciences.

  1. Integration of the virtual 3D model of a control system with the virtual controller

    Science.gov (United States)

    Herbuś, K.; Ociepka, P.

    2015-11-01

    Nowadays the design process includes simulation analysis of different components of a constructed object. It involves the need for integration of different virtual object to simulate the whole investigated technical system. The paper presents the issues related to the integration of a virtual 3D model of a chosen control system of with a virtual controller. The goal of integration is to verify the operation of an adopted object of in accordance with the established control program. The object of the simulation work is the drive system of a tunneling machine for trenchless work. In the first stage of work was created an interactive visualization of functioning of the 3D virtual model of a tunneling machine. For this purpose, the software of the VR (Virtual Reality) class was applied. In the elaborated interactive application were created adequate procedures allowing controlling the drive system of a translatory motion, a rotary motion and the drive system of a manipulator. Additionally was created the procedure of turning on and off the output crushing head, mounted on the last element of the manipulator. In the elaborated interactive application have been established procedures for receiving input data from external software, on the basis of the dynamic data exchange (DDE), which allow controlling actuators of particular control systems of the considered machine. In the next stage of work, the program on a virtual driver, in the ladder diagram (LD) language, was created. The control program was developed on the basis of the adopted work cycle of the tunneling machine. The element integrating the virtual model of the tunneling machine for trenchless work with the virtual controller is the application written in a high level language (Visual Basic). In the developed application was created procedures responsible for collecting data from the running, in a simulation mode, virtual controller and transferring them to the interactive application, in which is verified the

  2. The Engelbourg's ruins: from 3D TLS point cloud acquisition to 3D virtual and historic models

    Science.gov (United States)

    Koehl, Mathieu; Berger, Solveig; Nobile, Sylvain

    2014-05-01

    The Castle of Engelbourg was built at the beginning of the 13th century, at the top of the Schlossberg. It is situated on the territory of the municipality of Thann (France), at the crossroads of Alsace and Lorraine, and dominates the outlet of the valley of Thur. Its strategic position was one of the causes of its systematic destructions during the 17th century, and Louis XIV finished his fate by ordering his demolition in 1673. Today only few vestiges remain, of which a section of the main tower from about 7m of diameter and 4m of wide laying on its slice, unique characteristic in the regional castral landscape. It is visible since the valley, was named "the Eye of the witch", and became a key attraction of the region. The site, which extends over approximately one hectare, is for several years the object of numerous archaeological studies and is at the heart of a project of valuation of the vestiges today. It was indeed a key objective, among the numerous planned works, to realize a 3D model of the site in its current state, in other words, a virtual model "such as seized", exploitable as well from a cultural and tourist point of view as by scientists and in archaeological researches. The team of the ICube/INSA lab had in responsibility the realization of this model, the acquisition of the data until the delivery of the virtual model, thanks to 3D TLS and topographic surveying methods. It was also planned to integrate into this 3D model, data of 2D archives, stemming from series of former excavations. The objectives of this project were the following ones: • Acquisition of 3D digital data of the site and 3D modelling • Digitization of the 2D archaeological data and integration in the 3D model • Implementation of a database connected to the 3D model • Virtual Visit of the site The obtained results allowed us to visualize every 3D object individually, under several forms (point clouds, 3D meshed objects and models, etc.) and at several levels of detail

  3. PAST AND FUTURE APPLICATIONS OF 3-D (VIRTUAL REALITY) TECHNOLOGY

    OpenAIRE

    Nigel Foreman; Liliya Korallo

    2014-01-01

    Virtual Reality (virtual environment technology, VET) has been widely available for twenty years. In that time, the benefits of using virtual environments (VEs) have become clear in many areas of application, including assessment and training, education, rehabilitation and psychological research in spatial cognition. The flexibility, reproducibility and adaptability of VEs are especially important, particularly in the training and testing of navigational and way-finding skills. Transfer of tr...

  4. Development, implementation and pilot evaluation of a Web-based Virtual Patient Case Simulation environment – Web-SP

    OpenAIRE

    Boberg Jonas; Johnson Gunilla; Zary Nabil; Fors Uno GH

    2006-01-01

    Abstract Background The Web-based Simulation of Patients (Web-SP) project was initiated in order to facilitate the use of realistic and interactive virtual patients (VP) in medicine and healthcare education. Web-SP focuses on moving beyond the technology savvy teachers, when integrating simulation-based education into health sciences curricula, by making the creation and use of virtual patients easier. The project strives to provide a common generic platform for design/creation, management, e...

  5. 3D Virtual Learning Environments in Education: A Meta-Review

    Science.gov (United States)

    Reisoglu, I.; Topu, B.; Yilmaz, R.; Karakus Yilmaz, T.; Göktas, Y.

    2017-01-01

    The aim of this study is to investigate recent empirical research studies about 3D virtual learning environments. A total of 167 empirical studies that involve the use of 3D virtual worlds in education were examined by meta-review. Our findings show that the "Second Life" platform has been frequently used in studies. Among the reviewed…

  6. RandomSpot: A web-based tool for systematic random sampling of virtual slides.

    Science.gov (United States)

    Wright, Alexander I; Grabsch, Heike I; Treanor, Darren E

    2015-01-01

    This paper describes work presented at the Nordic Symposium on Digital Pathology 2014, Linköping, Sweden. Systematic random sampling (SRS) is a stereological tool, which provides a framework to quickly build an accurate estimation of the distribution of objects or classes within an image, whilst minimizing the number of observations required. RandomSpot is a web-based tool for SRS in stereology, which systematically places equidistant points within a given region of interest on a virtual slide. Each point can then be visually inspected by a pathologist in order to generate an unbiased sample of the distribution of classes within the tissue. Further measurements can then be derived from the distribution, such as the ratio of tumor to stroma. RandomSpot replicates the fundamental principle of traditional light microscope grid-shaped graticules, with the added benefits associated with virtual slides, such as facilitated collaboration and automated navigation between points. Once the sample points have been added to the region(s) of interest, users can download the annotations and view them locally using their virtual slide viewing software. Since its introduction, RandomSpot has been used extensively for international collaborative projects, clinical trials and independent research projects. So far, the system has been used to generate over 21,000 sample sets, and has been used to generate data for use in multiple publications, identifying significant new prognostic markers in colorectal, upper gastro-intestinal and breast cancer. Data generated using RandomSpot also has significant value for training image analysis algorithms using sample point coordinates and pathologist classifications.

  7. Rapid prototyping 3D virtual world interfaces within a virtual factory environment

    Science.gov (United States)

    Kosta, Charles Paul; Krolak, Patrick D.

    1993-01-01

    On-going work into user requirements analysis using CLIPS (NASA/JSC) expert systems as an intelligent event simulator has led to research into three-dimensional (3D) interfaces. Previous work involved CLIPS and two-dimensional (2D) models. Integral to this work was the development of the University of Massachusetts Lowell parallel version of CLIPS, called PCLIPS. This allowed us to create both a Software Bus and a group problem-solving environment for expert systems development. By shifting the PCLIPS paradigm to use the VEOS messaging protocol we have merged VEOS (HlTL/Seattle) and CLIPS into a distributed virtual worlds prototyping environment (VCLIPS). VCLIPS uses the VEOS protocol layer to allow multiple experts to cooperate on a single problem. We have begun to look at the control of a virtual factory. In the virtual factory there are actors and objects as found in our Lincoln Logs Factory of the Future project. In this artificial reality architecture there are three VCLIPS entities in action. One entity is responsible for display and user events in the 3D virtual world. Another is responsible for either simulating the virtual factory or communicating with the real factory. The third is a user interface expert. The interface expert maps user input levels, within the current prototype, to control information for the factory. The interface to the virtual factory is based on a camera paradigm. The graphics subsystem generates camera views of the factory on standard X-Window displays. The camera allows for view control and object control. Control or the factory is accomplished by the user reaching into the camera views to perform object interactions. All communication between the separate CLIPS expert systems is done through VEOS.

  8. Contextual EFL Learning in a 3D Virtual Environment

    Science.gov (United States)

    Lan, Yu-Ju

    2015-01-01

    The purposes of the current study are to develop virtually immersive EFL learning contexts for EFL learners in Taiwan to pre- and review English materials beyond the regular English class schedule. A 2-iteration action research lasting for one semester was conducted to evaluate the effects of virtual contexts on learners' EFL learning. 132…

  9. Effectiveness of Collaborative Learning with 3D Virtual Worlds

    Science.gov (United States)

    Cho, Young Hoan; Lim, Kenneth Y. T.

    2017-01-01

    Virtual worlds have affordances to enhance collaborative learning in authentic contexts. Despite the potential of collaborative learning with a virtual world, few studies investigated whether it is more effective in student achievements than teacher-directed instruction. This study investigated the effectiveness of collaborative problem solving…

  10. Virtual historical reconstitution of the main altarpiece of the Espírito Santo Church, in Évora: application of web-based infographics to Cultural Heritage

    Directory of Open Access Journals (Sweden)

    Catarina Pereira

    2016-01-01

    Full Text Available As a part of a multidisciplinary and integrated research, including conservation sciences and history, a proposal is presented for the historical reconstitution and the virtual restoration of the mannerist altarpiece of the main altar at the Espírito Santo Church, in Évora. The collected data is abundant and the scientific information, because of its technicality, is less prone to be easily understood by the general public, thus becoming less accessible. Web-based infographics are explored as privileged forms of disseminating results and raising awareness to Cultural Heritage. The project materializes as an Internet platform where data and a reconstitution proposal are shared in a visual and interactive way. In addition to the digital virtual reconstitution (2D, some tridimensional models (3D are presented of various elements of the altarpiece, obtained using methods of computer graphics and digital photogrammetry.

  11. Mutating the realities in fashion design: virtual clothing for 3D avatars

    OpenAIRE

    Taylor, Andrew; Unver, Ertu

    2007-01-01

    “My fantasy is to be Uma Thurman in Kill Bill…and now I can… I’d pay $10 for her yellow jumpsuit and sword moves and I’m sure other people would too… \\ud Hundreds and thousands of humans living in different time zones around the world are choosing to re-create and express themselves as three dimensional avatars in 3D virtual online worlds: An avatar is defined as an interactive 3D image or character, representing a user in a multi-user virtual world/virtual reality space. 3D virtual online wo...

  12. Virtual and Printed 3D Models for Teaching Crystal Symmetry and Point Groups

    Science.gov (United States)

    Casas, Lluís; Estop, Euge`nia

    2015-01-01

    Both, virtual and printed 3D crystal models can help students and teachers deal with chemical education topics such as symmetry and point groups. In the present paper, two freely downloadable tools (interactive PDF files and a mobile app) are presented as examples of the application of 3D design to study point-symmetry. The use of 3D printing to…

  13. Distance Learning for Students with Special Needs through 3D Virtual Learning

    Science.gov (United States)

    Laffey, James M.; Stichter, Janine; Galyen, Krista

    2014-01-01

    iSocial is a 3D Virtual Learning Environment (3D VLE) to develop social competency for students who have been identified with High-Functioning Autism Spectrum Disorders. The motivation for developing a 3D VLE is to improve access to special needs curriculum for students who live in rural or small school districts. The paper first describes a…

  14. OmicsNet: a web-based tool for creation and visual analysis of biological networks in 3D space.

    Science.gov (United States)

    Zhou, Guangyan; Xia, Jianguo

    2018-06-07

    Biological networks play increasingly important roles in omics data integration and systems biology. Over the past decade, many excellent tools have been developed to support creation, analysis and visualization of biological networks. However, important limitations remain: most tools are standalone programs, the majority of them focus on protein-protein interaction (PPI) or metabolic networks, and visualizations often suffer from 'hairball' effects when networks become large. To help address these limitations, we developed OmicsNet - a novel web-based tool that allows users to easily create different types of molecular interaction networks and visually explore them in a three-dimensional (3D) space. Users can upload one or multiple lists of molecules of interest (genes/proteins, microRNAs, transcription factors or metabolites) to create and merge different types of biological networks. The 3D network visualization system was implemented using the powerful Web Graphics Library (WebGL) technology that works natively in most major browsers. OmicsNet supports force-directed layout, multi-layered perspective layout, as well as spherical layout to help visualize and navigate complex networks. A rich set of functions have been implemented to allow users to perform coloring, shading, topology analysis, and enrichment analysis. OmicsNet is freely available at http://www.omicsnet.ca.

  15. LIME: 3D visualisation and interpretation of virtual geoscience models

    Science.gov (United States)

    Buckley, Simon; Ringdal, Kari; Dolva, Benjamin; Naumann, Nicole; Kurz, Tobias

    2017-04-01

    Three-dimensional and photorealistic acquisition of surface topography, using methods such as laser scanning and photogrammetry, has become widespread across the geosciences over the last decade. With recent innovations in photogrammetric processing software, robust and automated data capture hardware, and novel sensor platforms, including unmanned aerial vehicles, obtaining 3D representations of exposed topography has never been easier. In addition to 3D datasets, fusion of surface geometry with imaging sensors, such as multi/hyperspectral, thermal and ground-based InSAR, and geophysical methods, create novel and highly visual datasets that provide a fundamental spatial framework to address open geoscience research questions. Although data capture and processing routines are becoming well-established and widely reported in the scientific literature, challenges remain related to the analysis, co-visualisation and presentation of 3D photorealistic models, especially for new users (e.g. students and scientists new to geomatics methods). Interpretation and measurement is essential for quantitative analysis of 3D datasets, and qualitative methods are valuable for presentation purposes, for planning and in education. Motivated by this background, the current contribution presents LIME, a lightweight and high performance 3D software for interpreting and co-visualising 3D models and related image data in geoscience applications. The software focuses on novel data integration and visualisation of 3D topography with image sources such as hyperspectral imagery, logs and interpretation panels, geophysical datasets and georeferenced maps and images. High quality visual output can be generated for dissemination purposes, to aid researchers with communication of their research results. The background of the software is described and case studies from outcrop geology, in hyperspectral mineral mapping and geophysical-geospatial data integration are used to showcase the novel

  16. The role of virtual reality and 3D modelling in built environment education

    OpenAIRE

    Horne, Margaret; Thompson, Emine Mine

    2007-01-01

    This study builds upon previous research on the integration of Virtual Reality (VR) within the built environment curriculum and aims to investigate the role of Virtual Reality and three-dimensional (3D) computer modelling on learning and teaching in a school of the built environment. In order to achieve this aim a number of academic experiences were analysed to explore the applicability and viability of 3D computer modelling and Virtual Reality (VR) into built environment subject areas. Altho...

  17. PAST AND FUTURE APPLICATIONS OF 3-D (VIRTUAL REALITY TECHNOLOGY

    Directory of Open Access Journals (Sweden)

    Nigel Foreman

    2014-11-01

    Full Text Available Virtual Reality (virtual environment technology, VET has been widely available for twenty years. In that time, the benefits of using virtual environments (VEs have become clear in many areas of application, including assessment and training, education, rehabilitation and psychological research in spatial cognition. The flexibility, reproducibility and adaptability of VEs are especially important, particularly in the training and testing of navigational and way-finding skills. Transfer of training between real and virtual environments has been found to be reliable. However, input device usage can compromise spatial information acquisition from VEs, and distances in VEs are invariably underestimated. The present review traces the evolution of VET, anticipates future areas in which developments are likely to occur, and highlights areas in which research is needed to optimise usage.

  18. 3D multiplayer virtual pets game using Google Card Board

    Science.gov (United States)

    Herumurti, Darlis; Riskahadi, Dimas; Kuswardayan, Imam

    2017-08-01

    Virtual Reality (VR) is a technology which allows user to interact with the virtual environment. This virtual environment is generated and simulated by computer. This technology can make user feel the sensation when they are in the virtual environment. The VR technology provides real virtual environment view for user and it is not viewed from screen. But it needs another additional device to show the view of virtual environment. This device is known as Head Mounted Device (HMD). Oculust Rift and Microsoft Hololens are the most famous HMD devices used in VR. And in 2014, Google Card Board was introduced at Google I/O developers conference. Google Card Board is VR platform which allows user to enjoy the VR with simple and cheap way. In this research, we explore Google Card Board to develop simulation game of raising pet. The Google Card Board is used to create view for the VR environment. The view and control in VR environment is built using Unity game engine. And the simulation process is designed using Finite State Machine (FSM). This FSM can help to design the process clearly. So the simulation process can describe the simulation of raising pet well. Raising pet is fun activity. But sometimes, there are many conditions which cause raising pet become difficult to do, i.e. environment condition, disease, high cost, etc. this research aims to explore and implement Google Card Board in simulation of raising pet.

  19. Image fusion in craniofacial virtual reality modeling based on CT and 3dMD photogrammetry.

    Science.gov (United States)

    Xin, Pengfei; Yu, Hongbo; Cheng, Huanchong; Shen, Shunyao; Shen, Steve G F

    2013-09-01

    The aim of this study was to demonstrate the feasibility of building a craniofacial virtual reality model by image fusion of 3-dimensional (3D) CT models and 3 dMD stereophotogrammetric facial surface. A CT scan and stereophotography were performed. The 3D CT models were reconstructed by Materialise Mimics software, and the stereophotogrammetric facial surface was reconstructed by 3 dMD patient software. All 3D CT models were exported as Stereo Lithography file format, and the 3 dMD model was exported as Virtual Reality Modeling Language file format. Image registration and fusion were performed in Mimics software. Genetic algorithm was used for precise image fusion alignment with minimum error. The 3D CT models and the 3 dMD stereophotogrammetric facial surface were finally merged into a single file and displayed using Deep Exploration software. Errors between the CT soft tissue model and 3 dMD facial surface were also analyzed. Virtual model based on CT-3 dMD image fusion clearly showed the photorealistic face and bone structures. Image registration errors in virtual face are mainly located in bilateral cheeks and eyeballs, and the errors are more than 1.5 mm. However, the image fusion of whole point cloud sets of CT and 3 dMD is acceptable with a minimum error that is less than 1 mm. The ease of use and high reliability of CT-3 dMD image fusion allows the 3D virtual head to be an accurate, realistic, and widespread tool, and has a great benefit to virtual face model.

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

    Science.gov (United States)

    Ma, Minhua; Zheng, Huiru; Lallie, Harjinder

    2010-09-01

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

  1. METHODOLOGY TO CREATE DIGITAL AND VIRTUAL 3D ARTEFACTS IN ARCHAEOLOGY

    Directory of Open Access Journals (Sweden)

    Calin Neamtu

    2016-12-01

    Full Text Available The paper presents a methodology to create 3D digital and virtual artefacts in the field of archaeology using CAD software solution. The methodology includes the following steps: the digitalization process, the digital restoration and the dissemination process within a virtual environment. The resulted 3D digital artefacts have to be created in files formats that are compatible with a large variety of operating systems and hardware configurations such as: computers, graphic tablets and smartphones. The compatibility and portability of these 3D file formats has led to a series of quality related compromises to the 3D models in order to integrate them on in a wide variety of application that are running on different hardware configurations. The paper illustrates multiple virtual reality and augmented reality application that make use of the virtual 3D artefacts that have been generated using this methodology.

  2. Web-based, virtual course units as a didactic concept for medical teaching.

    Science.gov (United States)

    Schultze-Mosgau, Stefan; Zielinski, Thomas; Lochner, Jürgen

    2004-06-01

    The objective was to develop a web-based, virtual series of lectures for evidence-based, standardized knowledge transfer independent of location and time with possibilities for interactive participation and a concluding web-based online examination. Within the framework of a research project, specific Intranet and Internet capable course modules were developed together with a concluding examination. The concept of integrating digital and analogue course units supported by sound was based on FlashCam (Nexus Concepts), Flash MX (Macromedia), HTML and JavaScript. A Web server/SGI Indigo Unix server was used as a platform by the course provider. A variety of independent formats (swf, avi, mpeg, DivX, etc.) were integrated in the individual swf modules. An online examination was developed to monitor the learning effect. The examination papers are automatically forwarded by email after completion. The results are also returned to the user automatically after they have been processed by a key program and an evaluation program. The system requirements for the user PC have deliberately been kept low (Internet Explorer 5.0, Flash-Player 6, 56 kbit/s modem, 200 MHz PC). Navigation is intuitive. Users were provided with a technical online introduction and a FAQ list. Eighty-two students of dentistry in their 3rd to 5th years of study completed a questionnaire to assess the course content and the user friendliness (SPSS V11) with grades 1 to 6 (1 = 'excellent' and 6 = 'unsatisfactory'). The course units can be viewed under the URL: http://giga.rrze.uni-erlangen.de/movies/MKG/trailer and URL: http://giga.rrze.uni-erlangen.de/movies/MKG/demo/index. Some 89% of the students gave grades 1 (excellent) and 2 (good) for accessibility independent of time and 83% for access independent of location. Grades 1 and 2 were allocated for an objectivization of the knowledge transfer by 67% of the students and for the use of video sequences for demonstrating surgical techniques by 91% of the

  3. 3D Urban Virtual Models generation methodology for smart cities

    Directory of Open Access Journals (Sweden)

    M. Álvarez

    2018-04-01

    Full Text Available Currently the use of Urban 3D Models goes beyond the mere support of three-dimensional image for the visualization of our urban surroundings. The three-dimensional Urban Models are in themselves fundamental tools to manage the different phenomena that occur in smart cities. It is therefore necessary to generate realistic models, in which BIM building design information can be integrated with GIS and other space technologies. The generation of 3D Urban Models benefit from the amount of data from sensors with the latest technologies such as airborne sensors and of the existence of international standards such as CityGML. This paper presents a methodology for the development of a three - dimensional Urban Model, based on LiDAR data and the CityGML standard, applied to the city of Lorca.

  4. Application of computer virtual simulation technology in 3D animation production

    Science.gov (United States)

    Mo, Can

    2017-11-01

    In the continuous development of computer technology, the application system of virtual simulation technology has been further optimized and improved. It also has been widely used in various fields of social development, such as city construction, interior design, industrial simulation and tourism teaching etc. This paper mainly introduces the virtual simulation technology used in 3D animation. Based on analyzing the characteristics of virtual simulation technology, the application ways and means of this technology in 3D animation are researched. The purpose is to provide certain reference for the 3D effect promotion days after.

  5. Assessing 3D Virtual World Disaster Training Through Adult Learning Theory

    Directory of Open Access Journals (Sweden)

    Lee Taylor-Nelms

    2014-10-01

    Full Text Available As role-play, virtual reality, and simulated environments gain popularity through virtual worlds such as Second Life, the importance of identifying best practices for education and emergency management training becomes necessary. Using a formal needs assessment approach, we examined the extent to which 3D virtual tornado simulation trainings follow the principles of adult learning theory employed by the Federal Emergency Management Agency's (FEMA National Training and Education Division. Through a three-fold methodology of observation, interviews, and reflection on action, 3D virtual world tornado trainings were analyzed for congruence to adult learning theory.

  6. Communicating Archaeological Risk with Web-Based Virtual Reality: A Case Study

    Directory of Open Access Journals (Sweden)

    Giacomo Landeschi

    2011-12-01

    Full Text Available In the last decade 3D technologies have become very effective and are widely used for managing and interpreting archaeological data. A better way to perceive, understand and communicate Cultural Heritage has been achieved through VR applications, which have enabled archaeologists to make both reconstructions of original landscapes and to put artefacts in their original context. Furthermore, the exponential growth of the Web has led to a massive availability of digital content, even in the field of Cultural Heritage, that can be accessed in an easier and more intuitive manner by a broader audience. The case study presented here is designed to demonstrate the potential importance of Web3D technologies for communicating specific research aspects, such as the ones connected to the GIS-based spatial analysis applied to the archaeological landscape. To this end, a research project was undertaken in order to get a final predictive model for detecting archaeological presence in an area of the Pisa coastal plain, implemented in a Web-orientated Virtual Reality system. The end-user is able to navigate the model in real-time and observe different thematic layers, such as the distribution of the archaeological sites, maps of lithology, land use and, finally, the assessment of the archaeological risk.

  7. Collaborative Virtual 3D Environment for Internet-Accessible Physics Experiments

    Directory of Open Access Journals (Sweden)

    Bettina Scheucher

    2009-08-01

    Full Text Available Abstract—Immersive 3D worlds have increasingly raised the interest of researchers and practitioners for various learning and training settings over the last decade. These virtual worlds can provide multiple communication channels between users and improve presence and awareness in the learning process. Consequently virtual 3D environments facilitate collaborative learning and training scenarios. In this paper we focus on the integration of internet-accessible physics experiments (iLabs combined with the TEALsim 3D simulation toolkit in Project Wonderland, Sun's toolkit for creating collaborative 3D virtual worlds. Within such a collaborative environment these tools provide the opportunity for teachers and students to work together as avatars as they control actual equipment, visualize physical phenomenon generated by the experiment, and discuss the results. In particular we will outline the steps of integration, future goals, as well as the value of a collaboration space in Wonderland's virtual world.

  8. Anesthesiology training using 3D imaging and virtual reality

    Science.gov (United States)

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

    1996-04-01

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

  9. Tactile display for virtual 3D shape rendering

    CERN Document Server

    Mansutti, Alessandro; Bordegoni, Monica; Cugini, Umberto

    2017-01-01

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

  10. The virtual craniofacial patient: 3D jaw modeling and animation.

    Science.gov (United States)

    Enciso, Reyes; Memon, Ahmed; Fidaleo, Douglas A; Neumann, Ulrich; Mah, James

    2003-01-01

    In this paper, we present new developments in the area of 3D human jaw modeling and animation. CT (Computed Tomography) scans have traditionally been used to evaluate patients with dental implants, assess tumors, cysts, fractures and surgical procedures. More recently this data has been utilized to generate models. Researchers have reported semi-automatic techniques to segment and model the human jaw from CT images and manually segment the jaw from MRI images. Recently opto-electronic and ultrasonic-based systems (JMA from Zebris) have been developed to record mandibular position and movement. In this research project we introduce: (1) automatic patient-specific three-dimensional jaw modeling from CT data and (2) three-dimensional jaw motion simulation using jaw tracking data from the JMA system (Zebris).

  11. A standardized set of 3-D objects for virtual reality research and applications.

    Science.gov (United States)

    Peeters, David

    2018-06-01

    The use of immersive virtual reality as a research tool is rapidly increasing in numerous scientific disciplines. By combining ecological validity with strict experimental control, immersive virtual reality provides the potential to develop and test scientific theories in rich environments that closely resemble everyday settings. This article introduces the first standardized database of colored three-dimensional (3-D) objects that can be used in virtual reality and augmented reality research and applications. The 147 objects have been normed for name agreement, image agreement, familiarity, visual complexity, and corresponding lexical characteristics of the modal object names. The availability of standardized 3-D objects for virtual reality research is important, because reaching valid theoretical conclusions hinges critically on the use of well-controlled experimental stimuli. Sharing standardized 3-D objects across different virtual reality labs will allow for science to move forward more quickly.

  12. Immersive Learning Environment Using 3D Virtual Worlds and Integrated Remote Experimentation

    Directory of Open Access Journals (Sweden)

    Roderval Marcelino

    2013-01-01

    Full Text Available This project seeks to demonstrate the use of remote experimentation and 3D virtual environments applied to the teaching-learning in the areas of exact sciences-physics. In proposing the combination of remote experimentation and 3D virtual worlds in teaching-learning process, we intend to achieve greater geographic coverage, contributing to the construction of new methodologies of teaching support, speed of access and foremost motivation for students to continue in scientific study of the technology areas. The proposed architecture is based on a model implemented fully featured open source and open hardware. The virtual world was built in OpenSim software and integrated it a remote physics experiment called "electrical panel". Accessing the virtual world the user has total control of the experiment within the 3D virtual world.

  13. The Arnolfini Portrait in 3d: Creating Virtual World of a Painting with Inconsistent Perspective

    NARCIS (Netherlands)

    Jansen, P.H.; Ruttkay, Z.M.; Arnold, D. B.; Ferko, A.

    We report on creating a 3d virtual reconstruction of the scene shown in "The Arnolfini Portrait" by Jan van Eyck. This early Renaissance painting, if painted faithfully, should confirm to one-point perspective, however it has several vanishing points instead of one. Hence our 3d reconstruction had

  14. Preoperative Planning Using 3D Reconstructions and Virtual Endoscopy for Location of the Frontal Sinus

    Directory of Open Access Journals (Sweden)

    Abreu, João Paulo Saraiva

    2011-01-01

    Full Text Available Introduction: Computed tomography (TC generated tridimensional (3D reconstructions allow the observation of cavities and anatomic structures of our body with detail. In our specialty there have been attempts to carry out virtual endoscopies and laryngoscopies. However, such application has been practically abandoned due to its complexity and need for computers with high power of graphic processing. Objective: To demonstrate the production of 3D reconstructions from CTs of patients in personal computers, with a free specific program and compare them to the surgery actual endoscopic images. Method: Prospective study in which the CTs proper files of 10 patients were reconstructed with the program Intage Realia, version 2009, 0, 0, 702 (KGT Inc., Japan. The reconstructions were carried out before the surgeries and a virtual endoscopy was made to assess the recess and frontal sinus region. After this study, the surgery was digitally performed and stored. The actual endoscopic images of the recess and frontal sinus region were compared to the virtual images. Results: The 3D reconstruction and virtual endoscopy were made in 10 patients submitted to the surgery. The virtual images had a large resemblance with the actual surgical images. Conclusion: With relatively simple tools and personal computer, we demonstrated the possibility to generate 3D reconstructions and virtual endoscopies. The preoperative knowledge of the frontal sinus natural draining path location may generate benefits during the performance of surgeries. However, more studies must be developed for the evaluation of the real roles of such 3D reconstructions and virtual endoscopies.

  15. A Collaborative Virtual Environment for Situated Language Learning Using VEC3D

    Science.gov (United States)

    Shih, Ya-Chun; Yang, Mau-Tsuen

    2008-01-01

    A 3D virtually synchronous communication architecture for situated language learning has been designed to foster communicative competence among undergraduate students who have studied English as a foreign language (EFL). We present an innovative approach that offers better e-learning than the previous virtual reality educational applications. The…

  16. Teaching Physics to Deaf College Students in a 3-D Virtual Lab

    Science.gov (United States)

    Robinson, Vicki

    2013-01-01

    Virtual worlds are used in many educational and business applications. At the National Technical Institute for the Deaf at Rochester Institute of Technology (NTID/RIT), deaf college students are introduced to the virtual world of Second Life, which is a 3-D immersive, interactive environment, accessed through computer software. NTID students use…

  17. Launching a virtual decision lab: development and field-testing of a web-based patient decision support research platform.

    Science.gov (United States)

    Hoffman, Aubri S; Llewellyn-Thomas, Hilary A; Tosteson, Anna N A; O'Connor, Annette M; Volk, Robert J; Tomek, Ivan M; Andrews, Steven B; Bartels, Stephen J

    2014-12-12

    Over 100 trials show that patient decision aids effectively improve patients' information comprehension and values-based decision making. However, gaps remain in our understanding of several fundamental and applied questions, particularly related to the design of interactive, personalized decision aids. This paper describes an interdisciplinary development process for, and early field testing of, a web-based patient decision support research platform, or virtual decision lab, to address these questions. An interdisciplinary stakeholder panel designed the web-based research platform with three components: a) an introduction to shared decision making, b) a web-based patient decision aid, and c) interactive data collection items. Iterative focus groups provided feedback on paper drafts and online prototypes. A field test assessed a) feasibility for using the research platform, in terms of recruitment, usage, and acceptability; and b) feasibility of using the web-based decision aid component, compared to performance of a videobooklet decision aid in clinical care. This interdisciplinary, theory-based, patient-centered design approach produced a prototype for field-testing in six months. Participants (n = 126) reported that: the decision aid component was easy to use (98%), information was clear (90%), the length was appropriate (100%), it was appropriately detailed (90%), and it held their interest (97%). They spent a mean of 36 minutes using the decision aid and 100% preferred using their home/library computer. Participants scored a mean of 75% correct on the Decision Quality, Knowledge Subscale, and 74 out of 100 on the Preparation for Decision Making Scale. Completing the web-based decision aid reduced mean Decisional Conflict scores from 31.1 to 19.5 (p development of a web-based patient decision support research platform that was feasible for use in research studies in terms of recruitment, acceptability, and usage. Within this platform, the web-based

  18. Avatar-mediation and Transformation of Practice in a 3D Virtual World

    DEFF Research Database (Denmark)

    Riis, Marianne

    The purpose of this study is to understand and conceptualize the transformation of a particular community of pedagogical practice based on the implementation of the 3D virtual world, Second Life™. The community setting is a course at the Master's programme on ICT and Learning (MIL), Aalborg...... with knowledge about 3D Virtual Worlds, the influence of the avatar phenomenon and the consequences of 3D-remediation in relation to teaching and learning in online education. Based on the findings, a conceptual design model, a set of design principles, and a design framework has been developed....

  19. Development and application of visual support module for remote operator in 3D virtual environment

    International Nuclear Information System (INIS)

    Choi, Kyung Hyun; Cho, Soo Jeong; Yang, Kyung Boo; Bae, Chang Hyun

    2006-02-01

    In this research, the 3D graphic environment was developed for remote operation, and included the visual support module. The real operation environment was built by employing a experiment robot, and also the identical virtual model was developed. The well-designed virtual models can be used to retrieve the necessary conditions for developing the devices and processes. The integration of 3D virtual models, the experimental operation environment, and the visual support module was used for evaluating the operation efficiency and accuracy by applying different methods such as only monitor image and with visual support module

  20. Development and application of visual support module for remote operator in 3D virtual environment

    Energy Technology Data Exchange (ETDEWEB)

    Choi, Kyung Hyun; Cho, Soo Jeong; Yang, Kyung Boo [Cheju Nat. Univ., Jeju (Korea, Republic of); Bae, Chang Hyun [Pusan Nat. Univ., Busan (Korea, Republic of)

    2006-02-15

    In this research, the 3D graphic environment was developed for remote operation, and included the visual support module. The real operation environment was built by employing a experiment robot, and also the identical virtual model was developed. The well-designed virtual models can be used to retrieve the necessary conditions for developing the devices and processes. The integration of 3D virtual models, the experimental operation environment, and the visual support module was used for evaluating the operation efficiency and accuracy by applying different methods such as only monitor image and with visual support module.

  1. 3D virtual human rapid modeling method based on top-down modeling mechanism

    Directory of Open Access Journals (Sweden)

    LI Taotao

    2017-01-01

    Full Text Available Aiming to satisfy the vast custom-made character demand of 3D virtual human and the rapid modeling in the field of 3D virtual reality, a new virtual human top-down rapid modeling method is put for-ward in this paper based on the systematic analysis of the current situation and shortage of the virtual hu-man modeling technology. After the top-level realization of virtual human hierarchical structure frame de-sign, modular expression of the virtual human and parameter design for each module is achieved gradu-al-level downwards. While the relationship of connectors and mapping restraints among different modules is established, the definition of the size and texture parameter is also completed. Standardized process is meanwhile produced to support and adapt the virtual human top-down rapid modeling practice operation. Finally, the modeling application, which takes a Chinese captain character as an example, is carried out to validate the virtual human rapid modeling method based on top-down modeling mechanism. The result demonstrates high modelling efficiency and provides one new concept for 3D virtual human geometric mod-eling and texture modeling.

  2. Development, implementation and pilot evaluation of a Web-based Virtual Patient Case Simulation environment--Web-SP.

    Science.gov (United States)

    Zary, Nabil; Johnson, Gunilla; Boberg, Jonas; Fors, Uno G H

    2006-02-21

    The Web-based Simulation of Patients (Web-SP) project was initiated in order to facilitate the use of realistic and interactive virtual patients (VP) in medicine and healthcare education. Web-SP focuses on moving beyond the technology savvy teachers, when integrating simulation-based education into health sciences curricula, by making the creation and use of virtual patients easier. The project strives to provide a common generic platform for design/creation, management, evaluation and sharing of web-based virtual patients. The aim of this study was to evaluate if it was possible to develop a web-based virtual patient case simulation environment where the entire case authoring process might be handled by teachers and which would be flexible enough to be used in different healthcare disciplines. The Web-SP system was constructed to support easy authoring, management and presentation of virtual patient cases. The case authoring environment was found to facilitate for teachers to create full-fledged patient cases without the assistance of computer specialists. Web-SP was successfully implemented at several universities by taking into account key factors such as cost, access, security, scalability and flexibility. Pilot evaluations in medical, dentistry and pharmacy courses shows that students regarded Web-SP as easy to use, engaging and to be of educational value. Cases adapted for all three disciplines were judged to be of significant educational value by the course leaders. The Web-SP system seems to fulfil the aim of providing a common generic platform for creation, management and evaluation of web-based virtual patient cases. The responses regarding the authoring environment indicated that the system might be user-friendly enough to appeal to a majority of the academic staff. In terms of implementation strengths, Web-SP seems to fulfil most needs from course directors and teachers from various educational institutions and disciplines. The system is currently in

  3. Development, implementation and pilot evaluation of a Web-based Virtual Patient Case Simulation environment – Web-SP

    Directory of Open Access Journals (Sweden)

    Boberg Jonas

    2006-02-01

    Full Text Available Abstract Background The Web-based Simulation of Patients (Web-SP project was initiated in order to facilitate the use of realistic and interactive virtual patients (VP in medicine and healthcare education. Web-SP focuses on moving beyond the technology savvy teachers, when integrating simulation-based education into health sciences curricula, by making the creation and use of virtual patients easier. The project strives to provide a common generic platform for design/creation, management, evaluation and sharing of web-based virtual patients. The aim of this study was to evaluate if it was possible to develop a web-based virtual patient case simulation environment where the entire case authoring process might be handled by teachers and which would be flexible enough to be used in different healthcare disciplines. Results The Web-SP system was constructed to support easy authoring, management and presentation of virtual patient cases. The case authoring environment was found to facilitate for teachers to create full-fledged patient cases without the assistance of computer specialists. Web-SP was successfully implemented at several universities by taking into account key factors such as cost, access, security, scalability and flexibility. Pilot evaluations in medical, dentistry and pharmacy courses shows that students regarded Web-SP as easy to use, engaging and to be of educational value. Cases adapted for all three disciplines were judged to be of significant educational value by the course leaders. Conclusion The Web-SP system seems to fulfil the aim of providing a common generic platform for creation, management and evaluation of web-based virtual patient cases. The responses regarding the authoring environment indicated that the system might be user-friendly enough to appeal to a majority of the academic staff. In terms of implementation strengths, Web-SP seems to fulfil most needs from course directors and teachers from various educational

  4. Mobile viewer system for virtual 3D space using infrared LED point markers and camera

    Science.gov (United States)

    Sakamoto, Kunio; Taneji, Shoto

    2006-09-01

    The authors have developed a 3D workspace system using collaborative imaging devices. A stereoscopic display enables this system to project 3D information. In this paper, we describe the position detecting system for a see-through 3D viewer. A 3D display system is useful technology for virtual reality, mixed reality and augmented reality. We have researched spatial imaging and interaction system. We have ever proposed 3D displays using the slit as a parallax barrier, the lenticular screen and the holographic optical elements(HOEs) for displaying active image 1)2)3)4). The purpose of this paper is to propose the interactive system using these 3D imaging technologies. The observer can view virtual images in the real world when the user watches the screen of a see-through 3D viewer. The goal of our research is to build the display system as follows; when users see the real world through the mobile viewer, the display system gives users virtual 3D images, which is floating in the air, and the observers can touch these floating images and interact them such that kids can make play clay. The key technologies of this system are the position recognition system and the spatial imaging display. The 3D images are presented by the improved parallax barrier 3D display. Here the authors discuss the measuring method of the mobile viewer using infrared LED point markers and a camera in the 3D workspace (augmented reality world). The authors show the geometric analysis of the proposed measuring method, which is the simplest method using a single camera not the stereo camera, and the results of our viewer system.

  5. A new approach towards image based virtual 3D city modeling by using close range photogrammetry

    Science.gov (United States)

    Singh, S. P.; Jain, K.; Mandla, V. R.

    2014-05-01

    3D city model is a digital representation of the Earth's surface and it's related objects such as building, tree, vegetation, and some manmade feature belonging to urban area. The demand of 3D city modeling is increasing day to day for various engineering and non-engineering applications. Generally three main image based approaches are using for virtual 3D city models generation. In first approach, researchers used Sketch based modeling, second method is Procedural grammar based modeling and third approach is Close range photogrammetry based modeling. Literature study shows that till date, there is no complete solution available to create complete 3D city model by using images. These image based methods also have limitations This paper gives a new approach towards image based virtual 3D city modeling by using close range photogrammetry. This approach is divided into three sections. First, data acquisition process, second is 3D data processing, and third is data combination process. In data acquisition process, a multi-camera setup developed and used for video recording of an area. Image frames created from video data. Minimum required and suitable video image frame selected for 3D processing. In second section, based on close range photogrammetric principles and computer vision techniques, 3D model of area created. In third section, this 3D model exported to adding and merging of other pieces of large area. Scaling and alignment of 3D model was done. After applying the texturing and rendering on this model, a final photo-realistic textured 3D model created. This 3D model transferred into walk-through model or in movie form. Most of the processing steps are automatic. So this method is cost effective and less laborious. Accuracy of this model is good. For this research work, study area is the campus of department of civil engineering, Indian Institute of Technology, Roorkee. This campus acts as a prototype for city. Aerial photography is restricted in many country

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

    Science.gov (United States)

    Ren, Jinsong; Aggoun, Amar; McCormick, Malcolm

    2002-11-01

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

  7. Virtual Reality Simulations and Animations in a Web-Based Interactive Manufacturing Engineering Module

    Science.gov (United States)

    Ong, S. K.; Mannan, M. A.

    2004-01-01

    This paper presents a web-based interactive teaching package that provides a comprehensive and conducive yet dynamic and interactive environment for a module on automated machine tools in the Manufacturing Division at the National University of Singapore. The use of Internet technologies in this teaching tool makes it possible to conjure…

  8. Virtual Soil Monoliths: Blending Traditional and Web-Based Educational Approaches

    Science.gov (United States)

    Krzic, Maja; Strivelli, Rachel A.; Holmes, Emma; Grand, Stephanie; Dyanatkar, Saeed; Lavkulich, Les M.; Crowley, Chris

    2013-01-01

    Since soil plays a crucial role in all aspects of global environmental change, it is essential that post-secondary institutions provide students with a strong foundation in soil science concepts including soil classification. The onset of information technology (IT) and web-based multimedia have opened new avenues to better incorporate…

  9. Virtual communities of practice in web-based second language learning

    DEFF Research Database (Denmark)

    Petersen, Karen Bjerg

    2013-01-01

    in communities of practice and of situated and collaborative learning have deeply inspired educators and teachers and, to a certain degree, become the theoretical and practical framework for developing web-based learning platforms, while findings from this research indicate that students perceive e...

  10. CyberWalk : a web-based distributed virtual walkthrough environment.

    OpenAIRE

    Chim, J.; Lau, R. W. H.; Leong, H. V.; Si, A.

    2003-01-01

    A distributed virtual walkthrough environment allows users connected to the geometry server to walk through a specific place of interest, without having to travel physically. This place of interest may be a virtual museum, virtual library or virtual university. There are two basic approaches to distribute the virtual environment from the geometry server to the clients, complete replication and on-demand transmission. Although the on-demand transmission approach saves waiting time and optimize...

  11. Avatar-mediation and transformation of practice in a 3D virtual world

    DEFF Research Database (Denmark)

    Riis, Marianne

    2016-01-01

    The purpose of this study is to understand and conceptualize the transformation of a particular community of pedagogical practice based on the implementation of the 3D virtual world, Second Life™. The community setting is a course at the Danish online postgraduate Master's programme on ICT...... and Learning, which is formally situated at Aalborg University. The study is guided by two research questions focusing on the participants' responses to the avatar phenomenon and the design of the course. In order to conduct and theorize about the transformation of this community of practice due to the 3D....... In summary, the study contributes with knowledge about 3D Virtual Worlds, the influence of the avatar phenomenon and the consequences of 3D-remediation in relation to teaching and learning in online education. Based on the findings, a conceptual design model, a set of design principles, and a design...

  12. Self-instructional "virtual pathology" laboratories using web-based technology enhance medical school teaching of pathology.

    Science.gov (United States)

    Marchevsky, Alberto M; Relan, Anju; Baillie, Susan

    2003-05-01

    Second-year medical students have traditionally been taught pulmonary pathophysiology at the University of California-Los Angeles (UCLA) School of Medicine using lectures, discussion groups, and laboratory sessions. Since 1998, the laboratory sessions have been replaced by 4 interactive, self-instructional sessions using web-based technology and case-based instruction. This article addresses nature of transformation that occurred from within the course in response to the infusion of new technologies. The vast majority of the course content has been digitized and incorporated into the website of the Pathophysiology of Disease course. The teaching histological slides have been photographed digitally and organized into "cases" with clinical information, digital images and text, and audio descriptions. The students study the materials from these cases at their own pace in 2 "virtual pathology" laboratory, with a few instructors supervising the on-site sessions. The students discuss additional cases available on the website in 2 other laboratory sessions supervised by a pulmonologist and a pathologist. Marked improvement in student participation and satisfaction was seen with the use of web-based instruction. Attendance at laboratory sessions, where the students had previously been required to bring their own microscopes to study histological slides at their own pace, increased from approximately 30% to 40% of the class in previous years to almost 100%. Satisfaction surveys showed progressive improvement over the past 4 years, as various suggestions were implemented. The value of web-based instruction of pathology at the UCLA School of Medicine is discussed.

  13. Web-based virtual microscopy at the RWTH Aachen University: didactic concept, methods and analysis of acceptance by the students.

    Science.gov (United States)

    Merk, Magdalene; Knuechel, Ruth; Perez-Bouza, Alberto

    2010-12-20

    Fundamental knowledge of microscopic anatomy and pathology has always been an essential part in medical education. The traditional didactic concept comprises theoretical and practical lessons using a light microscope and glass slides. High-speed Internet connections and technical improvement in whole-slide digital microscopy (commonly termed "virtual microscopy") provide a new and attractive approach for both teachers and students. High picture quality and unlimited temporal and spatial availability of histology samples from different fields are key advantages of web-based digital microscopy. In this report we discuss the technical requirements, system efficiency, optical resolution and didactic concept. Furthermore, we present a review of the experience gained in the course of one year based on an analysis of student acceptance. Three groups with a total of 192 students between the 3rd and 5th year of medical studies attending the practical courses of general and advanced histopathology had access to both glass-mounted and digitalized slides. Prior to exams, students were asked to answer an anonymous questionnaire. The results of the study reflect the high acceptance and intensive use of the web-based digital histology by students, thus encouraging the development of further Web-based learning strategies for the teaching of histology and pathology. 2010 Elsevier GmbH. All rights reserved.

  14. Generation of 3D Virtual Geographic Environment Based on Laser Scanning Technique

    Institute of Scientific and Technical Information of China (English)

    DU Jie; CHEN Xiaoyong; FumioYamazaki

    2003-01-01

    This paper demonstrates an experiment on the generation of 3D virtual geographic environment on the basis of experimental flight laser scanning data by a set of algorithms and methods that were developed to automatically interpret range images for extracting geo-spatial features and then to reconstruct geo-objects. The algorithms and methods for the interpretation and modeling of laser scanner data include triangulated-irregular-network (TIN)-based range image interpolation ; mathematical-morphology(MM)-based range image filtering,feature extraction and range image segmentation, feature generalization and optimization, 3D objects reconstruction and modeling; computergraphics (CG)-based visualization and animation of geographic virtual reality environment.

  15. APPLICATION OF 3D MODEL OF CULTURAL RELICS IN VIRTUAL RESTORATION

    Directory of Open Access Journals (Sweden)

    S. Zhao

    2018-04-01

    Full Text Available In the traditional cultural relics splicing process, in order to identify the correct spatial location of the cultural relics debris, experts need to manually splice the existing debris. The repeated contact between debris can easily cause secondary damage to the cultural relics. In this paper, the application process of 3D model of cultural relic in virtual restoration is put forward, and the relevant processes and ideas are verified with the example of Terracotta Warriors data. Through the combination of traditional cultural relics restoration methods and computer virtual reality technology, virtual restoration of high-precision 3D models of cultural relics can provide a scientific reference for virtual restoration, avoiding the secondary damage to the cultural relics caused by improper restoration. The efficiency and safety of the preservation and restoration of cultural relics have been improved.

  16. Application of 3d Model of Cultural Relics in Virtual Restoration

    Science.gov (United States)

    Zhao, S.; Hou, M.; Hu, Y.; Zhao, Q.

    2018-04-01

    In the traditional cultural relics splicing process, in order to identify the correct spatial location of the cultural relics debris, experts need to manually splice the existing debris. The repeated contact between debris can easily cause secondary damage to the cultural relics. In this paper, the application process of 3D model of cultural relic in virtual restoration is put forward, and the relevant processes and ideas are verified with the example of Terracotta Warriors data. Through the combination of traditional cultural relics restoration methods and computer virtual reality technology, virtual restoration of high-precision 3D models of cultural relics can provide a scientific reference for virtual restoration, avoiding the secondary damage to the cultural relics caused by improper restoration. The efficiency and safety of the preservation and restoration of cultural relics have been improved.

  17. Navigation and wayfinding in learning spaces in 3D virtual worlds

    OpenAIRE

    Minocha, Shailey; Hardy, Christopher

    2016-01-01

    There is a lack of published research on the design guidelines of learning spaces in virtual worlds. Therefore, when institutions aspire to create learning spaces in Second Life, there are few studies or guidelines to inform them except for individual case studies. The Design of Learning Spaces in 3D Virtual Environments (DELVE) project, funded by the Joint Information Systems Committee in the UK, was one of the first initiatives that identified through empirical investigations the usability ...

  18. Virtual inspector: a flexible visualizer for dense 3D scanned models

    OpenAIRE

    Callieri, Marco; Ponchio, Federico; Cignoni, Paolo; Scopigno, Roberto

    2008-01-01

    The rapid evolution of automatic shape acquisition technologies will make huge amount of sampled 3D data available in the near future. Cul- tural Heritage (CH) domain is one of the ideal fields of application of 3D scanned data, while some issues in the use of those data are: how to visualize at interactive rates and full quality on commodity computers; how to improve visualization ease of use; how to support the integrated visualization of a virtual 3D artwork and the multimedia data which t...

  19. 3D virtual environment of Taman Mini Indonesia Indah in a web

    Science.gov (United States)

    Wardijono, B. A.; Wardhani, I. P.; Chandra, Y. I.; Pamungkas, B. U. G.

    2018-05-01

    Taman Mini Indonesia Indah known as TMII is a largest recreational park based on culture in Indonesia. This park has 250 acres that consist of houses from provinces in Indonesia. In TMII, there are traditional houses of the various provinces in Indonesia. The official website of TMII has informed the traditional houses, but the information was limited to public. To provide information more detail about TMII to the public, this research aims to create and develop virtual traditional houses as 3d graphics models and show it via website. The Virtual Reality (VR) technology was used to display the visualization of the TMII and the surrounding environment. This research used Blender software to create the 3D models and Unity3D software to make virtual reality models that can be showed on a web. This research has successfully created 33 virtual traditional houses of province in Indonesia. The texture of traditional house was taken from original to make the culture house realistic. The result of this research was the website of TMII including virtual culture houses that can be displayed through the web browser. The website consists of virtual environment scenes and internet user can walkthrough and navigates inside the scenes.

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

    Science.gov (United States)

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

    2012-09-01

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

  1. Evaluation of a low-cost 3D sound system for immersive virtual reality training systems.

    Science.gov (United States)

    Doerr, Kai-Uwe; Rademacher, Holger; Huesgen, Silke; Kubbat, Wolfgang

    2007-01-01

    Since Head Mounted Displays (HMD), datagloves, tracking systems, and powerful computer graphics resources are nowadays in an affordable price range, the usage of PC-based "Virtual Training Systems" becomes very attractive. However, due to the limited field of view of HMD devices, additional modalities have to be provided to benefit from 3D environments. A 3D sound simulation can improve the capabilities of VR systems dramatically. Unfortunately, realistic 3D sound simulations are expensive and demand a tremendous amount of computational power to calculate reverberation, occlusion, and obstruction effects. To use 3D sound in a PC-based training system as a way to direct and guide trainees to observe specific events in 3D space, a cheaper alternative has to be provided, so that a broader range of applications can take advantage of this modality. To address this issue, we focus in this paper on the evaluation of a low-cost 3D sound simulation that is capable of providing traceable 3D sound events. We describe our experimental system setup using conventional stereo headsets in combination with a tracked HMD device and present our results with regard to precision, speed, and used signal types for localizing simulated sound events in a virtual training environment.

  2. APPROACH TO CONSTRUCTING 3D VIRTUAL SCENE OF IRRIGATION AREA USING MULTI-SOURCE DATA

    Directory of Open Access Journals (Sweden)

    S. Cheng

    2015-10-01

    Full Text Available For an irrigation area that is often complicated by various 3D artificial ground features and natural environment, disadvantages of traditional 2D GIS in spatial data representation, management, query, analysis and visualization is becoming more and more evident. Building a more realistic 3D virtual scene is thus especially urgent for irrigation area managers and decision makers, so that they can carry out various irrigational operations lively and intuitively. Based on previous researchers' achievements, a simple, practical and cost-effective approach was proposed in this study, by adopting3D geographic information system (3D GIS, remote sensing (RS technology. Based on multi-source data such as Google Earth (GE high-resolution remote sensing image, ASTER G-DEM, hydrological facility maps and so on, 3D terrain model and ground feature models were created interactively. Both of the models were then rendered with texture data and integrated under ArcGIS platform. A vivid, realistic 3D virtual scene of irrigation area that has a good visual effect and possesses primary GIS functions about data query and analysis was constructed.Yet, there is still a long way to go for establishing a true 3D GIS for the irrigation are: issues of this study were deeply discussed and future research direction was pointed out in the end of the paper.

  3. [3D Virtual Reality Laparoscopic Simulation in Surgical Education - Results of a Pilot Study].

    Science.gov (United States)

    Kneist, W; Huber, T; Paschold, M; Lang, H

    2016-06-01

    The use of three-dimensional imaging in laparoscopy is a growing issue and has led to 3D systems in laparoscopic simulation. Studies on box trainers have shown differing results concerning the benefit of 3D imaging. There are currently no studies analysing 3D imaging in virtual reality laparoscopy (VRL). Five surgical fellows, 10 surgical residents and 29 undergraduate medical students performed abstract and procedural tasks on a VRL simulator using conventional 2D and 3D imaging in a randomised order. No significant differences between the two imaging systems were shown for students or medical professionals. Participants who preferred three-dimensional imaging showed significantly better results in 2D as wells as in 3D imaging. First results on three-dimensional imaging on box trainers showed different results. Some studies resulted in an advantage of 3D imaging for laparoscopic novices. This study did not confirm the superiority of 3D imaging over conventional 2D imaging in a VRL simulator. In the present study on 3D imaging on a VRL simulator there was no significant advantage for 3D imaging compared to conventional 2D imaging. Georg Thieme Verlag KG Stuttgart · New York.

  4. Exploring 3-D Virtual Reality Technology for Spatial Ability and Chemistry Achievement

    Science.gov (United States)

    Merchant, Z.; Goetz, E. T.; Keeney-Kennicutt, W.; Cifuentes, L.; Kwok, O.; Davis, T. J.

    2013-01-01

    We investigated the potential of Second Life® (SL), a three-dimensional (3-D) virtual world, to enhance undergraduate students' learning of a vital chemistry concept. A quasi-experimental pre-posttest control group design was used to conduct the study. A total of 387 participants completed three assignment activities either in SL or using…

  5. Supporting Distributed Team Working in 3D Virtual Worlds: A Case Study in Second Life

    Science.gov (United States)

    Minocha, Shailey; Morse, David R.

    2010-01-01

    Purpose: The purpose of this paper is to report on a study into how a three-dimensional (3D) virtual world (Second Life) can facilitate socialisation and team working among students working on a team project at a distance. This models the situation in many commercial sectors where work is increasingly being conducted across time zones and between…

  6. Reduced Mental Load in Learning a Motor Visual Task with Virtual 3D Method

    Science.gov (United States)

    Dan, A.; Reiner, M.

    2018-01-01

    Distance learning is expanding rapidly, fueled by the novel technologies for shared recorded teaching sessions on the Web. Here, we ask whether 3D stereoscopic (3DS) virtual learning environment teaching sessions are more compelling than typical two-dimensional (2D) video sessions and whether this type of teaching results in superior learning. The…

  7. A 3D virtual plant-modelling study : Tillering in spring wheat

    NARCIS (Netherlands)

    Evers, J.B.; Vos, J.

    2007-01-01

    Tillering in wheat (Triticum aestivum L.) is influenced by both light intensity and the ratio between the intensities of red and far-red light. The relationships between canopy architecture, light properties within the canopy, and tillering in spring-wheat plants were studied using a 3D virtual

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

    Science.gov (United States)

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

    2016-01-01

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

  9. Interaksi pada Museum Virtual Menggunakan Pengindera Tangan dengan Penyajian Stereoscopic 3D

    Directory of Open Access Journals (Sweden)

    Gary Almas Samaita

    2017-01-01

    Full Text Available Kemajuan teknologi menjadikan museum mengembangkan cara penyajian koleksinya. Salah satu teknologi yang diadaptasi dalam penyajian museum virtual adalah Virtual Reality (VR dengan stereoscopic 3D. Sayangnya, museum virtual dengan teknik penyajian stereoscopic masih menggunakan keyboard dan mouse sebagai perangkat interaksi. Penelitian ini bertujuan untuk merancang dan menerapkan interaksi dengan pengindera tangan pada museum virtual dengan penyajian stereoscopic 3D. Museum virtual divisualisasikan dengan teknik stereoscopic side-by-side melalui Head Mounting Display (HMD berbasis Android. HMD juga memiliki fungsi head tracking dengan membaca orientasi kepala. Interaksi tangan diterapkan dengan menggunakan pengindera tangan yang ditempatkan pada HMD. Karena pengindera tangan tidak didukung oleh HMD berbasis Android, maka digunakan server sebagai perantara HMD dan pengindera tangan. Setelah melalui pengujian, diketahui bahwa rata-rata confidence rate dari pembacaan pengindera tangan pada pola tangan untuk memicu interaksi adalah sebesar 99,92% dengan rata-rata efektifitas 92,61%. Uji ketergunaan juga dilakukan dengan pendasaran ISO/IEC 9126-4 untuk mengukur efektifitas, efisiensi, dan kepuasan pengguna dari sistem yang dirancang dengan meminta partisipan untuk melakukan 9 tugas yang mewakili interaksi tangan dalam museum virtual. Hasil pengujian menunjukkan bahwa semua pola tangan yang dirancang dapat dilakukan oleh partisipan meskipun pola tangan dinilai cukup sulit dilakukan. Melalui kuisioner diketahui bahwa total 86,67% partisipan setuju bahwa interaksi tangan memberikan pengalaman baru dalam menikmati museum virtual.

  10. 3D Adaptive Virtual Exhibit for the University of Denver Digital Collections

    Directory of Open Access Journals (Sweden)

    Shea-Tinn Yeh

    2015-07-01

    Full Text Available While the gaming industry has taken the world by storm with its three-dimensional (3D user interfaces, current digital collection exhibits presented by museums, historical societies, and libraries are still limited to a two-dimensional (2D interface display. Why can’t digital collections take advantage of this 3D interface advancement? The prototype discussed in this paper presents to the visitor a 3D virtual exhibit containing a set of digital objects from the University of Denver Libraries’ digital image collections, giving visitors an immersive experience when viewing the collections. In particular, the interface is adaptive to the visitor’s browsing behaviors and alters the selection and display of the objects throughout the exhibit to encourage serendipitous discovery. Social media features were also integrated to allow visitors to share items of interest and to create a sense of virtual community.

  11. An Interactive 3D Virtual Anatomy Puzzle for Learning and Simulation - Initial Demonstration and Evaluation.

    Science.gov (United States)

    Messier, Erik; Wilcox, Jascha; Dawson-Elli, Alexander; Diaz, Gabriel; Linte, Cristian A

    2016-01-01

    To inspire young students (grades 6-12) to become medical practitioners and biomedical engineers, it is necessary to expose them to key concepts of the field in a way that is both exciting and informative. Recent advances in medical image acquisition, manipulation, processing, visualization, and display have revolutionized the approach in which the human body and internal anatomy can be seen and studied. It is now possible to collect 3D, 4D, and 5D medical images of patient specific data, and display that data to the end user using consumer level 3D stereoscopic display technology. Despite such advancements, traditional 2D modes of content presentation such as textbooks and slides are still the standard didactic equipment used to teach young students anatomy. More sophisticated methods of display can help to elucidate the complex 3D relationships between structures that are so often missed when viewing only 2D media, and can instill in students an appreciation for the interconnection between medicine and technology. Here we describe the design, implementation, and preliminary evaluation of a 3D virtual anatomy puzzle dedicated to helping users learn the anatomy of various organs and systems by manipulating 3D virtual data. The puzzle currently comprises several components of the human anatomy and can be easily extended to include additional organs and systems. The 3D virtual anatomy puzzle game was implemented and piloted using three display paradigms - a traditional 2D monitor, a 3D TV with active shutter glass, and the DK2 version Oculus Rift, as well as two different user interaction devices - a space mouse and traditional keyboard controls.

  12. Virtual cardiotomy based on 3-D MRI for preoperative planning in congenital heart disease

    International Nuclear Information System (INIS)

    Soerensen, Thomas Sangild; Beerbaum, Philipp; Razavi, Reza; Greil, Gerald Franz; Mosegaard, Jesper; Rasmusson, Allan; Schaeffter, Tobias; Austin, Conal

    2008-01-01

    Patient-specific preoperative planning in complex congenital heart disease may be greatly facilitated by virtual cardiotomy. Surgeons can perform an unlimited number of surgical incisions on a virtual 3-D reconstruction to evaluate the feasibility of different surgical strategies. To quantitatively evaluate the quality of the underlying imaging data and the accuracy of the corresponding segmentation, and to qualitatively evaluate the feasibility of virtual cardiotomy. A whole-heart MRI sequence was applied in 42 children with congenital heart disease (age 3±3 years, weight 13±9 kg, heart rate 96± 21 bpm). Image quality was graded 1-4 (diagnostic image quality ≥2) by two independent blinded observers. In patients with diagnostic image quality the segmentation quality was also graded 1-4 (4 no discrepancies, 1 misleading error). The average image quality score was 2.7 - sufficient for virtual reconstruction in 35 of 38 patients (92%) older than 1 month. Segmentation time was 59±10 min (average quality score 3.5). Virtual cardiotomy was performed in 19 patients. Accurate virtual reconstructions of patient-specific cardiac anatomy can be produced in less than 1 h from 3-D MRI. The presented work thus introduces a new, clinically feasible noninvasive technique for improved preoperative planning in complex cases of congenital heart disease. (orig.)

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

    Science.gov (United States)

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

    2014-05-01

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

  14. 3D-e-Chem-VM: Structural Cheminformatics Research Infrastructure in a Freely Available Virtual Machine.

    Science.gov (United States)

    McGuire, Ross; Verhoeven, Stefan; Vass, Márton; Vriend, Gerrit; de Esch, Iwan J P; Lusher, Scott J; Leurs, Rob; Ridder, Lars; Kooistra, Albert J; Ritschel, Tina; de Graaf, Chris

    2017-02-27

    3D-e-Chem-VM is an open source, freely available Virtual Machine ( http://3d-e-chem.github.io/3D-e-Chem-VM/ ) that integrates cheminformatics and bioinformatics tools for the analysis of protein-ligand interaction data. 3D-e-Chem-VM consists of software libraries, and database and workflow tools that can analyze and combine small molecule and protein structural information in a graphical programming environment. New chemical and biological data analytics tools and workflows have been developed for the efficient exploitation of structural and pharmacological protein-ligand interaction data from proteomewide databases (e.g., ChEMBLdb and PDB), as well as customized information systems focused on, e.g., G protein-coupled receptors (GPCRdb) and protein kinases (KLIFS). The integrated structural cheminformatics research infrastructure compiled in the 3D-e-Chem-VM enables the design of new approaches in virtual ligand screening (Chemdb4VS), ligand-based metabolism prediction (SyGMa), and structure-based protein binding site comparison and bioisosteric replacement for ligand design (KRIPOdb).

  15. A framework for different levels of integration of computational models into web-based virtual patients.

    Science.gov (United States)

    Kononowicz, Andrzej A; Narracott, Andrew J; Manini, Simone; Bayley, Martin J; Lawford, Patricia V; McCormack, Keith; Zary, Nabil

    2014-01-23

    Virtual patients are increasingly common tools used in health care education to foster learning of clinical reasoning skills. One potential way to expand their functionality is to augment virtual patients' interactivity by enriching them with computational models of physiological and pathological processes. The primary goal of this paper was to propose a conceptual framework for the integration of computational models within virtual patients, with particular focus on (1) characteristics to be addressed while preparing the integration, (2) the extent of the integration, (3) strategies to achieve integration, and (4) methods for evaluating the feasibility of integration. An additional goal was to pilot the first investigation of changing framework variables on altering perceptions of integration. The framework was constructed using an iterative process informed by Soft System Methodology. The Virtual Physiological Human (VPH) initiative has been used as a source of new computational models. The technical challenges associated with development of virtual patients enhanced by computational models are discussed from the perspectives of a number of different stakeholders. Concrete design and evaluation steps are discussed in the context of an exemplar virtual patient employing the results of the VPH ARCH project, as well as improvements for future iterations. The proposed framework consists of four main elements. The first element is a list of feasibility features characterizing the integration process from three perspectives: the computational modelling researcher, the health care educationalist, and the virtual patient system developer. The second element included three integration levels: basic, where a single set of simulation outcomes is generated for specific nodes in the activity graph; intermediate, involving pre-generation of simulation datasets over a range of input parameters; advanced, including dynamic solution of the model. The third element is the

  16. Seamless 3D interaction for virtual tables, projection planes, and CAVEs

    Science.gov (United States)

    Encarnacao, L. M.; Bimber, Oliver; Schmalstieg, Dieter; Barton, Robert J., III

    2000-08-01

    The Virtual Table presents stereoscopic graphics to a user in a workbench-like setting. This device shares with other large- screen display technologies (such as data walls and surround- screen projection systems) the lack of human-centered unencumbered user interfaces and 3D interaction technologies. Such shortcomings present severe limitations to the application of virtual reality (VR) technology to time- critical applications as well as employment scenarios that involve heterogeneous groups of end-users without high levels of computer familiarity and expertise. Traditionally such employment scenarios are common in planning-related application areas such as mission rehearsal and command and control. For these applications, a high grade of flexibility with respect to the system requirements (display and I/O devices) as well as to the ability to seamlessly and intuitively switch between different interaction modalities and interaction are sought. Conventional VR techniques may be insufficient to meet this challenge. This paper presents novel approaches for human-centered interfaces to Virtual Environments focusing on the Virtual Table visual input device. It introduces new paradigms for 3D interaction in virtual environments (VE) for a variety of application areas based on pen-and-clipboard, mirror-in-hand, and magic-lens metaphors, and introduces new concepts for combining VR and augmented reality (AR) techniques. It finally describes approaches toward hybrid and distributed multi-user interaction environments and concludes by hypothesizing on possible use cases for defense applications.

  17. APLIKASI 3D TERRAIN VIRTUAL RECREATION GARUDA WISNU KENCANA CULTURAL PARK

    Directory of Open Access Journals (Sweden)

    Gede Indra Raditya Martha

    2016-08-01

    Full Text Available Aplikasi 3D Terrain Garuda Wisnu Kencana Cultural Park (GWK atau GWK 3DVR adalah sebuah aplikasi virtual recreation yang merupakan salah satu cara tercepat untuk merampungkan proyek prestisius GWK secara virtual yang terhambat pembangunannya karena krisis moneter Indonesia di Tahun 1997. Aplikasi ini dibuat dengan menggabungkan objek 3 dimensi kedalam virtual environtment yang didesain agar menyerupai keadaan lapangan GWK berdasarkan masterplan 2014, digabungkan dengan wawancara langsung kepada pihak arsitektur GWK. Aplikasi GWK 3DVR merupakan aplikasi yang memerlukan spesifikasi perangkat keras yang cukup tinggi sehingga GWK 3DVR dilengkapi dengan fitur pengaturan kualitas grafis. Pengguna aplikasi seakan-akan berjalan di areal kompleks GWK dengan mengunakan tombol navigasi dan mode kamera first person yang terdapat pada aplikasi. Sensasi immersive dan realitas dapat dirasakan apabila pengoperasiannya disertai dengan pengunaan head mounted display yang kedepannya lebih mudah didapat. Hal tersebut dikarenakan virtual reality saat ini mulai berkembang cepat seiring dengan kepopulerannya pada bidang multimedia dan gaming. Walaupun hanya berbentuk virtual setidaknya aplikasi ini diharapkan dapat memvisualisasikan bentuk jadi dari GWK dan secara keseluruhan aplikasi telah mampu berjalan dengan baik serta menampilkan bentuk dan perkiraan tata letak juga tempat dari GWK yang saat ini belum rampung dengan bentuk virtual 3 dimensi. Kata kunci: Virtual recreation, first person point of view, Garuda Wisnu Kencana.

  18. Objective and subjective quality assessment of geometry compression of reconstructed 3D Humans in a 3D virtual room

    NARCIS (Netherlands)

    R.N. Mekuria (Rufael); P.S. Cesar Garcia (Pablo Santiago); A. Frisiello (Antonella); I. Doumanis (Ioannis)

    2015-01-01

    htmlabstractCompression of 3D object based video is relevant for 3D Immersive applications. Nevertheless, the perceptual aspects of the degradation introduced by codecs for meshes and point clouds are not well understood. In this paper we evaluate the subjective and objective degradations introduced

  19. A web-based virtual laboratory workbench for electrical circuits with ...

    African Journals Online (AJOL)

    A distinguishing feature of this Virtual Laboratory Workbench is that it allows the instructor flexibility in designing laboratory exercises so as to integrate specific knowledge objectives, outcome concepts and pre-requisites with the activity instructions. Another important benefit is that it has a watch-dog monitor that keeps a log ...

  20. Using the CAVE virtual-reality environment as an aid to 3-D electromagnetic field computation

    International Nuclear Information System (INIS)

    Turner, L.R.; Levine, D.; Huang, M.; Papka, M.

    1995-01-01

    One of the major problems in three-dimensional (3-D) field computation is visualizing the resulting 3-D field distributions. A virtual-reality environment, such as the CAVE, (CAVE Automatic Virtual Environment) is helping to overcome this problem, thus making the results of computation more usable for designers and users of magnets and other electromagnetic devices. As a demonstration of the capabilities of the CAVE, the elliptical multipole wiggler (EMW), an insertion device being designed for the Advanced Photon Source (APS) now being commissioned at Argonne National Laboratory (ANL), wa made visible, along with its fields and beam orbits. Other uses of the CAVE in preprocessing and postprocessing computation for electromagnetic applications are also discussed

  1. Encountered-Type Haptic Interface for Representation of Shape and Rigidity of 3D Virtual Objects.

    Science.gov (United States)

    Takizawa, Naoki; Yano, Hiroaki; Iwata, Hiroo; Oshiro, Yukio; Ohkohchi, Nobuhiro

    2017-01-01

    This paper describes the development of an encountered-type haptic interface that can generate the physical characteristics, such as shape and rigidity, of three-dimensional (3D) virtual objects using an array of newly developed non-expandable balloons. To alter the rigidity of each non-expandable balloon, the volume of air in it is controlled through a linear actuator and a pressure sensor based on Hooke's law. Furthermore, to change the volume of each balloon, its exposed surface area is controlled by using another linear actuator with a trumpet-shaped tube. A position control mechanism is constructed to display virtual objects using the balloons. The 3D position of each balloon is controlled using a flexible tube and a string. The performance of the system is tested and the results confirm the effectiveness of the proposed principle and interface.

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

    Science.gov (United States)

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

    1995-01-01

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

  3. Versatile, immersive, creative and dynamic virtual 3-D healthcare learning environments: a review of the literature.

    Science.gov (United States)

    Hansen, Margaret M

    2008-09-01

    The author provides a critical overview of three-dimensional (3-D) virtual worlds and "serious gaming" that are currently being developed and used in healthcare professional education and medicine. The relevance of this e-learning innovation for teaching students and professionals is debatable and variables influencing adoption, such as increased knowledge, self-directed learning, and peer collaboration, by academics, healthcare professionals, and business executives are examined while looking at various Web 2.0/3.0 applications. There is a need for more empirical research in order to unearth the pedagogical outcomes and advantages associated with this e-learning technology. A brief description of Roger's Diffusion of Innovations Theory and Siemens' Connectivism Theory for today's learners is presented as potential underlying pedagogical tenets to support the use of virtual 3-D learning environments in higher education and healthcare.

  4. Analysis of scalability of high-performance 3D image processing platform for virtual colonoscopy.

    Science.gov (United States)

    Yoshida, Hiroyuki; Wu, Yin; Cai, Wenli

    2014-03-19

    One of the key challenges in three-dimensional (3D) medical imaging is to enable the fast turn-around time, which is often required for interactive or real-time response. This inevitably requires not only high computational power but also high memory bandwidth due to the massive amount of data that need to be processed. For this purpose, we previously developed a software platform for high-performance 3D medical image processing, called HPC 3D-MIP platform, which employs increasingly available and affordable commodity computing systems such as the multicore, cluster, and cloud computing systems. To achieve scalable high-performance computing, the platform employed size-adaptive, distributable block volumes as a core data structure for efficient parallelization of a wide range of 3D-MIP algorithms, supported task scheduling for efficient load distribution and balancing, and consisted of a layered parallel software libraries that allow image processing applications to share the common functionalities. We evaluated the performance of the HPC 3D-MIP platform by applying it to computationally intensive processes in virtual colonoscopy. Experimental results showed a 12-fold performance improvement on a workstation with 12-core CPUs over the original sequential implementation of the processes, indicating the efficiency of the platform. Analysis of performance scalability based on the Amdahl's law for symmetric multicore chips showed the potential of a high performance scalability of the HPC 3D-MIP platform when a larger number of cores is available.

  5. The Learner Characteristics, Features of Desktop 3D Virtual Reality Environments, and College Chemistry Instruction: A Structural Equation Modeling Analysis

    Science.gov (United States)

    Merchant, Zahira; Goetz, Ernest T.; Keeney-Kennicutt, Wendy; Kwok, Oi-man; Cifuentes, Lauren; Davis, Trina J.

    2012-01-01

    We examined a model of the impact of a 3D desktop virtual reality environment on the learner characteristics (i.e. perceptual and psychological variables) that can enhance chemistry-related learning achievements in an introductory college chemistry class. The relationships between the 3D virtual reality features and the chemistry learning test as…

  6. The Application of the Technology of 3D Satellite Cloud Imaging in Virtual Reality Simulation

    Directory of Open Access Journals (Sweden)

    Xiao-fang Xie

    2007-05-01

    Full Text Available Using satellite cloud images to simulate clouds is one of the new visual simulation technologies in Virtual Reality (VR. Taking the original data of satellite cloud images as the source, this paper depicts specifically the technology of 3D satellite cloud imaging through the transforming of coordinates and projection, creating a DEM (Digital Elevation Model of cloud imaging and 3D simulation. A Mercator projection was introduced to create a cloud image DEM, while solutions for geodetic problems were introduced to calculate distances, and the outer-trajectory science of rockets was introduced to obtain the elevation of clouds. For demonstration, we report on a computer program to simulate the 3D satellite cloud images.

  7. 2D virtual texture on 3D real object with coded structured light

    Science.gov (United States)

    Molinier, Thierry; Fofi, David; Salvi, Joaquim; Gorria, Patrick

    2008-02-01

    Augmented reality is used to improve color segmentation on human body or on precious no touch artifacts. We propose a technique to project a synthesized texture on real object without contact. Our technique can be used in medical or archaeological application. By projecting a suitable set of light patterns onto the surface of a 3D real object and by capturing images with a camera, a large number of correspondences can be found and the 3D points can be reconstructed. We aim to determine these points of correspondence between cameras and projector from a scene without explicit points and normals. We then project an adjusted texture onto the real object surface. We propose a global and automatic method to virtually texture a 3D real object.

  8. Faster acquisition of laparoscopic skills in virtual reality with haptic feedback and 3D vision.

    Science.gov (United States)

    Hagelsteen, Kristine; Langegård, Anders; Lantz, Adam; Ekelund, Mikael; Anderberg, Magnus; Bergenfelz, Anders

    2017-10-01

    The study investigated whether 3D vision and haptic feedback in combination in a virtual reality environment leads to more efficient learning of laparoscopic skills in novices. Twenty novices were allocated to two groups. All completed a training course in the LapSim ® virtual reality trainer consisting of four tasks: 'instrument navigation', 'grasping', 'fine dissection' and 'suturing'. The study group performed with haptic feedback and 3D vision and the control group without. Before and after the LapSim ® course, the participants' metrics were recorded when tying a laparoscopic knot in the 2D video box trainer Simball ® Box. The study group completed the training course in 146 (100-291) minutes compared to 215 (175-489) minutes in the control group (p = .002). The number of attempts to reach proficiency was significantly lower. The study group had significantly faster learning of skills in three out of four individual tasks; instrument navigation, grasping and suturing. Using the Simball ® Box, no difference in laparoscopic knot tying after the LapSim ® course was noted when comparing the groups. Laparoscopic training in virtual reality with 3D vision and haptic feedback made training more time efficient and did not negatively affect later video box-performance in 2D. [Formula: see text].

  9. The Photogrammetric Survey Methodologies Applied to Low Cost 3d Virtual Exploration in Multidisciplinary Field

    Science.gov (United States)

    Palestini, C.; Basso, A.

    2017-11-01

    In recent years, an increase in international investment in hardware and software technology to support programs that adopt algorithms for photomodeling or data management from laser scanners significantly reduced the costs of operations in support of Augmented Reality and Virtual Reality, designed to generate real-time explorable digital environments integrated to virtual stereoscopic headset. The research analyzes transversal methodologies related to the acquisition of these technologies in order to intervene directly on the phenomenon of acquiring the current VR tools within a specific workflow, in light of any issues related to the intensive use of such devices , outlining a quick overview of the possible "virtual migration" phenomenon, assuming a possible integration with the new internet hyper-speed systems, capable of triggering a massive cyberspace colonization process that paradoxically would also affect the everyday life and more in general, on human space perception. The contribution aims at analyzing the application systems used for low cost 3d photogrammetry by means of a precise pipeline, clarifying how a 3d model is generated, automatically retopologized, textured by color painting or photo-cloning techniques, and optimized for parametric insertion on virtual exploration platforms. Workflow analysis will follow some case studies related to photomodeling, digital retopology and "virtual 3d transfer" of some small archaeological artifacts and an architectural compartment corresponding to the pronaus of Aurum, a building designed in the 1940s by Michelucci. All operations will be conducted on cheap or free licensed software that today offer almost the same performance as their paid counterparts, progressively improving in the data processing speed and management.

  10. Mackay campus of environmental education and digital cultural construction: the application of 3D virtual reality

    Science.gov (United States)

    Chien, Shao-Chi; Chung, Yu-Wei; Lin, Yi-Hsuan; Huang, Jun-Yi; Chang, Jhih-Ting; He, Cai-Ying; Cheng, Yi-Wen

    2012-04-01

    This study uses 3D virtual reality technology to create the "Mackay campus of the environmental education and digital cultural 3D navigation system" for local historical sites in the Tamsui (Hoba) area, in hopes of providing tourism information and navigation through historical sites using a 3D navigation system. We used Auto CAD, Sketch Up, and SpaceEyes 3D software to construct the virtual reality scenes and create the school's historical sites, such as the House of Reverends, the House of Maidens, the Residence of Mackay, and the Education Hall. We used this technology to complete the environmental education and digital cultural Mackay campus . The platform we established can indeed achieve the desired function of providing tourism information and historical site navigation. The interactive multimedia style and the presentation of the information will allow users to obtain a direct information response. In addition to showing the external appearances of buildings, the navigation platform can also allow users to enter the buildings to view lifelike scenes and textual information related to the historical sites. The historical sites are designed according to their actual size, which gives users a more realistic feel. In terms of the navigation route, the navigation system does not force users along a fixed route, but instead allows users to freely control the route they would like to take to view the historical sites on the platform.

  11. 3D virtual character reconstruction from projections: a NURBS-based approach

    Science.gov (United States)

    Triki, Olfa; Zaharia, Titus B.; Preteux, Francoise J.

    2004-05-01

    This work has been carried out within the framework of the industrial project, so-called TOON, supported by the French government. TOON aims at developing tools for automating the traditional 2D cartoon content production. This paper presents preliminary results of the TOON platform. The proposed methodology concerns the issues of 2D/3D reconstruction from a limited number of drawn projections, and 2D/3D manipulation/deformation/refinement of virtual characters. Specifically, we show that the NURBS-based modeling approach developed here offers a well-suited framework for generating deformable 3D virtual characters from incomplete 2D information. Furthermore, crucial functionalities such as animation and non-rigid deformation can be also efficiently handled and solved. Note that user interaction is enabled exclusively in 2D by achieving a multiview constraint specification method. This is fully consistent and compliant with the cartoon creator traditional practice and makes it possible to avoid the use of 3D modeling software packages which are generally complex to manipulate.

  12. Effects of Different Types of 3D Rest Frames on Reducing Cybersickness in a Virtual Environment

    Directory of Open Access Journals (Sweden)

    KyungHun Han

    2011-10-01

    Full Text Available A virtual environment (VE presents several kinds of sensory stimuli for creating a virtual reality. Some sensory stimuli presented in the VE have been reported to provoke cybersickness, which is caused by conflicts between sensory stimuli, especially conflicts between visual and vestibular sensations. Application of a rest frame has been known to be effective on reducing cybersickness by alleviating sensory conflict. The form and the way rest frames are presented in 3D VEs have different effects on reducing cybersickness. In this study, two different types of 3D rest frames were created. For verifying the rest frames' effects in reducing cybersickness, twenty subjects were exposed to two different rest frame conditions and a non-rest frame condition after an interval of three days in 3D VE. We observed the characteristic changes in the physiology of cybersickness in terms of autonomic regulation. Psychophysiological signals including EEG, EGG, and HRV were recorded and a simulator sickness questionnaire (SSQ was used for measuring the intensity of the sickness before and after the exposure to the different conditions. In the results, the SSQ was reduced significantly in the rest frame conditions. Psychophysiological responses changed significantly in the rest frame conditions compared to the non-rest frame condition. The results suggest that the rest frame conditions have condition-specific effects on reducing cybersickness by differentially alleviating aspects of visual and vestibular sensory conflicts in 3D VE.

  13. Elderly Healthcare Monitoring Using an Avatar-Based 3D Virtual Environment

    Directory of Open Access Journals (Sweden)

    Matti Pouke

    2013-12-01

    Full Text Available Homecare systems for elderly people are becoming increasingly important due to both economic reasons as well as patients’ preferences. Sensor-based surveillance technologies are an expected future trend, but research so far has devoted little attention to the User Interface (UI design of such systems and the user-centric design approach. In this paper, we explore the possibilities of an avatar-based 3D visualization system, which exploits wearable sensors and human activity simulations. We present a technical prototype and the evaluation of alternative concept designs for UIs based on a 3D virtual world. The evaluation was conducted with homecare providers through focus groups and an online survey. Our results show firstly that systems taking advantage of 3D virtual world visualization techniques have potential especially due to the privacy preserving and simplified information presentation style, and secondly that simple representations and glancability should be emphasized in the design. The identified key use cases highlight that avatar-based 3D presentations can be helpful if they provide an overview as well as details on demand.

  14. 3D Visualization of Cultural Heritage Artefacts with Virtual Reality devices

    Science.gov (United States)

    Gonizzi Barsanti, S.; Caruso, G.; Micoli, L. L.; Covarrubias Rodriguez, M.; Guidi, G.

    2015-08-01

    Although 3D models are useful to preserve the information about historical artefacts, the potential of these digital contents are not fully accomplished until they are not used to interactively communicate their significance to non-specialists. Starting from this consideration, a new way to provide museum visitors with more information was investigated. The research is aimed at valorising and making more accessible the Egyptian funeral objects exhibited in the Sforza Castle in Milan. The results of the research will be used for the renewal of the current exhibition, at the Archaeological Museum in Milan, by making it more attractive. A 3D virtual interactive scenario regarding the "path of the dead", an important ritual in ancient Egypt, was realized to augment the experience and the comprehension of the public through interactivity. Four important artefacts were considered for this scope: two ushabty, a wooden sarcophagus and a heart scarab. The scenario was realized by integrating low-cost Virtual Reality technologies, as the Oculus Rift DK2 and the Leap Motion controller, and implementing a specific software by using Unity. The 3D models were implemented by adding responsive points of interest in relation to important symbols or features of the artefact. This allows highlighting single parts of the artefact in order to better identify the hieroglyphs and provide their translation. The paper describes the process for optimizing the 3D models, the implementation of the interactive scenario and the results of some test that have been carried out in the lab.

  15. Virtual 3D bladder reconstruction for augmented medical records from white light cystoscopy (Conference Presentation)

    Science.gov (United States)

    Lurie, Kristen L.; Zlatev, Dimitar V.; Angst, Roland; Liao, Joseph C.; Ellerbee, Audrey K.

    2016-02-01

    Bladder cancer has a high recurrence rate that necessitates lifelong surveillance to detect mucosal lesions. Examination with white light cystoscopy (WLC), the standard of care, is inherently subjective and data storage limited to clinical notes, diagrams, and still images. A visual history of the bladder wall can enhance clinical and surgical management. To address this clinical need, we developed a tool to transform in vivo WLC videos into virtual 3-dimensional (3D) bladder models using advanced computer vision techniques. WLC videos from rigid cystoscopies (1280 x 720 pixels) were recorded at 30 Hz followed by immediate camera calibration to control for image distortions. Video data were fed into an automated structure-from-motion algorithm that generated a 3D point cloud followed by a 3D mesh to approximate the bladder surface. The highest quality cystoscopic images were projected onto the approximated bladder surface to generate a virtual 3D bladder reconstruction. In intraoperative WLC videos from 36 patients undergoing transurethral resection of suspected bladder tumors, optimal reconstruction was achieved from frames depicting well-focused vasculature, when the bladder was maintained at constant volume with minimal debris, and when regions of the bladder wall were imaged multiple times. A significant innovation of this work is the ability to perform the reconstruction using video from a clinical procedure collected with standard equipment, thereby facilitating rapid clinical translation, application to other forms of endoscopy and new opportunities for longitudinal studies of cancer recurrence.

  16. Supporting virtual enterprise design by a web-based information model

    Science.gov (United States)

    Li, Dong; Barn, Balbir; McKay, Alison; de Pennington, Alan

    2001-10-01

    Development of IT and its applications have led to significant changes in business processes. To pursue agility, flexibility and best service to customers, enterprises focus on their core competence and dynamically build relationships with partners to form virtual enterprises as customer driven temporary demand chains/networks. Building the networked enterprise needs responsively interactive decisions instead of a single-direction partner selection process. Benefits and risks in the combination should be systematically analysed, and aggregated information about value-adding abilities and risks of networks needs to be derived from interactions of all partners. In this research, a hierarchical information model to assess partnerships for designing virtual enterprises was developed. Internet technique has been applied to the evaluation process so that interactive decisions can be visualised and made responsively during the design process. The assessment is based on the process which allows each partner responds to requirements of the virtual enterprise by planning its operational process as a bidder. The assessment is then produced by making an aggregated value to represent prospect of the combination of partners given current bidding. Final design is a combination of partners with the greatest total value-adding capability and lowest risk.

  17. 3D Virtual Worlds as Art Media and Exhibition Arenas: Students' Responses and Challenges in Contemporary Art Education

    Science.gov (United States)

    Lu, Lilly

    2013-01-01

    3D virtual worlds (3D VWs) are considered one of the emerging learning spaces of the 21st century; however, few empirical studies have investigated educational applications and student learning aspects in art education. This study focused on students' responses to and challenges with 3D VWs in both aspects. The findings show that most participants…

  18. Virtual endoscopic images by 3D FASE cisternography for neurovascular compression

    International Nuclear Information System (INIS)

    Ishimori, Takashi; Nakano, Satoru; Kagawa, Masahiro

    2003-01-01

    Three-dimensional fast asymmetric spin echo (3D FASE) cisternography provides high spatial resolution and excellent contrast as a water image acquisition technique. It is also useful for the evaluation of various anatomical regions. This study investigated the usefulness and limitations of virtual endoscopic images obtained by 3D FASE MR cisternography in the preoperative evaluation of patients with neurovascular compression. The study included 12 patients with neurovascular compression: 10 with hemifacial spasm and two with trigeminal neuralgia. The diagnosis was surgically confirmed in all patients. The virtual endoscopic images obtained were judged to be of acceptable quality for interpretation in all cases. The areas of compression identified in preoperative diagnosis with virtual endoscopic images showed good agreement with those observed from surgery, except in one case in which the common trunk of the anterior inferior cerebellar artery and posterior inferior cerebellar artery (AICA-PICA) bifurcated near the root exit zone of the facial nerve. The veins are displayed in some cases but not in others. The main advantage of generating virtual endoscopic images is that such images can be used for surgical simulation, allowing the neurosurgeon to perform surgical procedures with greater confidence. (author)

  19. Virtual Boutique: a 3D modeling and content-based management approach to e-commerce

    Science.gov (United States)

    Paquet, Eric; El-Hakim, Sabry F.

    2000-12-01

    The Virtual Boutique is made out of three modules: the decor, the market and the search engine. The decor is the physical space occupied by the Virtual Boutique. It can reproduce any existing boutique. For this purpose, photogrammetry is used. A set of pictures of a real boutique or space is taken and a virtual 3D representation of this space is calculated from them. Calculations are performed with software developed at NRC. This representation consists of meshes and texture maps. The camera used in the acquisition process determines the resolution of the texture maps. Decorative elements are added like painting, computer generated objects and scanned objects. The objects are scanned with laser scanner developed at NRC. This scanner allows simultaneous acquisition of range and color information based on white laser beam triangulation. The second module, the market, is made out of all the merchandises and the manipulators, which are used to manipulate and compare the objects. The third module, the search engine, can search the inventory based on an object shown by the customer in order to retrieve similar objects base don shape and color. The items of interest are displayed in the boutique by reconfiguring the market space, which mean that the boutique can be continuously customized according to the customer's needs. The Virtual Boutique is entirely written in Java 3D and can run in mono and stereo mode and has been optimized in order to allow high quality rendering.

  20. 3D virtual facilities with interactive instructions for nuclear education and training

    International Nuclear Information System (INIS)

    Satoh, Yoshinori; Li, Ye; Zhu, Yuefeng; Rizwan-uddin

    2015-01-01

    Efficient and effective education and training of nuclear engineering students and future operators are critical for the safe operation and maintenance of nuclear power plants. Students and future operators used to receive some of the education and training at university laboratories and research reactors. With many university research reactors now shutdown, both students and future operators are deprived of this valuable training source. With an eye toward this need and to take advantage of recent developments in human machine interface technologies, we have focused on the development of 3D virtual laboratories for nuclear engineering education and training as well as to conduct virtual experiments. These virtual laboratories are expected to supplement currently available resources and education and training experiences. Resent focus is on adding interactivity and physics model to allow trainees to conduct virtual experiments. This paper reports some recent extensions to our virtual nuclear education laboratory and research reactor laboratory. These include head mounted display as well as hand tracking devices for virtual operations. (author)

  1. Putting 3D modelling and 3D printing into practice: virtual surgery and preoperative planning to reconstruct complex post-traumatic skeletal deformities and defects.

    Science.gov (United States)

    Tetsworth, Kevin; Block, Steve; Glatt, Vaida

    2017-01-01

    3D printing technology has revolutionized and gradually transformed manufacturing across a broad spectrum of industries, including healthcare. Nowhere is this more apparent than in orthopaedics with many surgeons already incorporating aspects of 3D modelling and virtual procedures into their routine clinical practice. As a more extreme application, patient-specific 3D printed titanium truss cages represent a novel approach for managing the challenge of segmental bone defects. This review illustrates the potential indications of this innovative technique using 3D printed titanium truss cages in conjunction with the Masquelet technique. These implants are custom designed during a virtual surgical planning session with the combined input of an orthopaedic surgeon, an orthopaedic engineering professional and a biomedical design engineer. The ability to 3D model an identical replica of the original intact bone in a virtual procedure is of vital importance when attempting to precisely reconstruct normal anatomy during the actual procedure. Additionally, other important factors must be considered during the planning procedure, such as the three-dimensional configuration of the implant. Meticulous design is necessary to allow for successful implantation through the planned surgical exposure, while being aware of the constraints imposed by local anatomy and prior implants. This review will attempt to synthesize the current state of the art as well as discuss our personal experience using this promising technique. It will address implant design considerations including the mechanical, anatomical and functional aspects unique to each case. © The Authors, published by EDP Sciences, 2017.

  2. Putting 3D modelling and 3D printing into practice: virtual surgery and preoperative planning to reconstruct complex post-traumatic skeletal deformities and defects

    Directory of Open Access Journals (Sweden)

    Tetsworth Kevin

    2017-01-01

    Full Text Available 3D printing technology has revolutionized and gradually transformed manufacturing across a broad spectrum of industries, including healthcare. Nowhere is this more apparent than in orthopaedics with many surgeons already incorporating aspects of 3D modelling and virtual procedures into their routine clinical practice. As a more extreme application, patient-specific 3D printed titanium truss cages represent a novel approach for managing the challenge of segmental bone defects. This review illustrates the potential indications of this innovative technique using 3D printed titanium truss cages in conjunction with the Masquelet technique. These implants are custom designed during a virtual surgical planning session with the combined input of an orthopaedic surgeon, an orthopaedic engineering professional and a biomedical design engineer. The ability to 3D model an identical replica of the original intact bone in a virtual procedure is of vital importance when attempting to precisely reconstruct normal anatomy during the actual procedure. Additionally, other important factors must be considered during the planning procedure, such as the three-dimensional configuration of the implant. Meticulous design is necessary to allow for successful implantation through the planned surgical exposure, while being aware of the constraints imposed by local anatomy and prior implants. This review will attempt to synthesize the current state of the art as well as discuss our personal experience using this promising technique. It will address implant design considerations including the mechanical, anatomical and functional aspects unique to each case.

  3. Web GIS in practice VII: stereoscopic 3-D solutions for online maps and virtual globes

    Science.gov (United States)

    Boulos, Maged N.K.; Robinson, Larry R.

    2009-01-01

    Because our pupils are about 6.5 cm apart, each eye views a scene from a different angle and sends a unique image to the visual cortex, which then merges the images from both eyes into a single picture. The slight difference between the right and left images allows the brain to properly perceive the 'third dimension' or depth in a scene (stereopsis). However, when a person views a conventional 2-D (two-dimensional) image representation of a 3-D (three-dimensional) scene on a conventional computer screen, each eye receives essentially the same information. Depth in such cases can only be approximately inferred from visual clues in the image, such as perspective, as only one image is offered to both eyes. The goal of stereoscopic 3-D displays is to project a slightly different image into each eye to achieve a much truer and realistic perception of depth, of different scene planes, and of object relief. This paper presents a brief review of a number of stereoscopic 3-D hardware and software solutions for creating and displaying online maps and virtual globes (such as Google Earth) in "true 3D", with costs ranging from almost free to multi-thousand pounds sterling. A practical account is also given of the experience of the USGS BRD UMESC (United States Geological Survey's Biological Resources Division, Upper Midwest Environmental Sciences Center) in setting up a low-cost, full-colour stereoscopic 3-D system.

  4. Holistic Web-based Virtual Micro Controller Framework for Research and Education

    Directory of Open Access Journals (Sweden)

    Sven Seiler

    2012-11-01

    Full Text Available Education in the field of embedded system programming became an even more important aspect in the qualification of young engineers during the last decade. This development is accompanied by a rapidly increasing complexity of the software environments used with such devices. Therefore a qualified and solid teaching methodology is necessary, accompanied by industry driven technological innovation with an emphasis on programming. As part of three European projects regarding lifelong-learning a comprehensive blended learning concept for teaching embedded systems and robotics was developed by paper authors. It comprises basic exercises in micro controller programming up to high-level student robotic challenges. These implemented measures are supported by a distance learning environment. The programming of embedded systems and microcontroller technology has to be seen as the precursor for more complex robotic systems in this context, but with a high importance for later successfully working with the technology for further professional utilization with these technologies. Current paper introduces the most novel part; the online accessible Virtual Micro Controller Platform (VMCU and its underlying simulation framework platform. This approach conquers the major existing problems in engineering education: outdated hardware and limited lab times. This paper answers the question about advantages of using virtual hardware in an educational environment.

  5. WashingtonOnline Virtual Campus: Infusing Culture in Dispersed Web-Based Higher Education

    Directory of Open Access Journals (Sweden)

    Shalin Hai-Jew

    2004-08-01

    Full Text Available Started in 1997, WashingtonOnline Virtual Campus (WAOL consists of a consortium of 34 community colleges around Washington State to provide asynchronous online learning. WAOL bears many of the features of a loosely coupled organization with its geographically dispersed frontline instructors, fragmented external environment, modularity of courses and supervision, and its use of enhanced leadership and technology to communicate a culture. Recent surveys of its administration, instructors, and staff found disparities in various constituencies’ perspectives on the organization’s culture, decision-making, values, brand or reputation, communications, and WAOL’s authorizing environment. Research suggests that WAOL benefits from some aspects of loose coupling: greater adaptive abilities and responsiveness to the State’s college system; “fast” course development and launching; and isolated breakdowns. There is, however, a persistent difficulty in conveying a cohesive culture. There is a perception of WAOL’s invisibility among its varied constituencies. This organization is at a crossroads, with the threat of colleges disconnecting from this consortium. WAOL should redefine its direction and purpose, such as coupling with local universities to provide not only associates degrees but full Baccalaureate and/ or Masters degrees. It may strengthen its position by improving learner supports, publicizing its decisions, creating a stronger sense of virtual community among the instructors (as in its recent creation of an online community for instructors, increased participative decision-making and use of line faculty and staff insights, and greater course varieties.

  6. Micro-CTvlab: A web based virtual gallery of biological specimens using X-ray microtomography (micro-CT).

    Science.gov (United States)

    Keklikoglou, Kleoniki; Faulwetter, Sarah; Chatzinikolaou, Eva; Michalakis, Nikitas; Filiopoulou, Irene; Minadakis, Nikos; Panteri, Emmanouela; Perantinos, George; Gougousis, Alexandros; Arvanitidis, Christos

    2016-01-01

    During recent years, X-ray microtomography (micro-CT) has seen an increasing use in biological research areas, such as functional morphology, taxonomy, evolutionary biology and developmental research. Micro-CT is a technology which uses X-rays to create sub-micron resolution images of external and internal features of specimens. These images can then be rendered in a three-dimensional space and used for qualitative and quantitative 3D analyses. However, the online exploration and dissemination of micro-CT datasets are rarely made available to the public due to their large size and a lack of dedicated online platforms for the interactive manipulation of 3D data. Here, the development of a virtual micro-CT laboratory (Micro-CT vlab ) is described, which can be used by everyone who is interested in digitisation methods and biological collections and aims at making the micro-CT data exploration of natural history specimens freely available over the internet. The Micro-CT vlab offers to the user virtual image galleries of various taxa which can be displayed and downloaded through a web application. With a few clicks, accurate, detailed and three-dimensional models of species can be studied and virtually dissected without destroying the actual specimen. The data and functions of the Micro-CT vlab can be accessed either on a normal computer or through a dedicated version for mobile devices.

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

    Science.gov (United States)

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

    2014-09-30

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

  8. Virtual Team Work : Group Decision Making in 3D Virtual Environments

    NARCIS (Netherlands)

    Schouten, Alexander P.; van den Hooff, Bart; Feldberg, Frans

    This study investigates how three-dimensional virtual environments (3DVEs) support shared understanding and group decision making. Based on media synchronicity theory, we pose that the shared environment and avatar-based interaction allowed by 3DVEs aid convergence processes in teams working on a

  9. Virtual Team Work : Group Decision Making in 3D Virtual Environments

    NARCIS (Netherlands)

    Schouten, A.P.; van den Hooff, B.; Feldberg, F.

    2016-01-01

    This study investigates how three-dimensional virtual environments (3DVEs) support shared understanding and group decision making. Based on media synchronicity theory, we pose that the shared environment and avatar-based interaction allowed by 3DVEs aid convergence processes in teams working on a

  10. Improving Pediatric Basic Life Support Performance Through Blended Learning With Web-Based Virtual Patients: Randomized Controlled Trial.

    Science.gov (United States)

    Lehmann, Ronny; Thiessen, Christiane; Frick, Barbara; Bosse, Hans Martin; Nikendei, Christoph; Hoffmann, Georg Friedrich; Tönshoff, Burkhard; Huwendiek, Sören

    2015-07-02

    E-learning and blended learning approaches gain more and more popularity in emergency medicine curricula. So far, little data is available on the impact of such approaches on procedural learning and skill acquisition and their comparison with traditional approaches. This study investigated the impact of a blended learning approach, including Web-based virtual patients (VPs) and standard pediatric basic life support (PBLS) training, on procedural knowledge, objective performance, and self-assessment. A total of 57 medical students were randomly assigned to an intervention group (n=30) and a control group (n=27). Both groups received paper handouts in preparation of simulation-based PBLS training. The intervention group additionally completed two Web-based VPs with embedded video clips. Measurements were taken at randomization (t0), after the preparation period (t1), and after hands-on training (t2). Clinical decision-making skills and procedural knowledge were assessed at t0 and t1. PBLS performance was scored regarding adherence to the correct algorithm, conformance to temporal demands, and the quality of procedural steps at t1 and t2. Participants' self-assessments were recorded in all three measurements. Procedural knowledge of the intervention group was significantly superior to that of the control group at t1. At t2, the intervention group showed significantly better adherence to the algorithm and temporal demands, and better procedural quality of PBLS in objective measures than did the control group. These aspects differed between the groups even at t1 (after VPs, prior to practical training). Self-assessments differed significantly only at t1 in favor of the intervention group. Training with VPs combined with hands-on training improves PBLS performance as judged by objective measures.

  11. Lead-oriented synthesis: Investigation of organolithium-mediated routes to 3-D scaffolds and 3-D shape analysis of a virtual lead-like library.

    Science.gov (United States)

    Lüthy, Monique; Wheldon, Mary C; Haji-Cheteh, Chehasnah; Atobe, Masakazu; Bond, Paul S; O'Brien, Peter; Hubbard, Roderick E; Fairlamb, Ian J S

    2015-06-01

    Synthetic routes to six 3-D scaffolds containing piperazine, pyrrolidine and piperidine cores have been developed. The synthetic methodology focused on the use of N-Boc α-lithiation-trapping chemistry. Notably, suitably protected and/or functionalised medicinal chemistry building blocks were synthesised via concise, connective methodology. This represents a rare example of lead-oriented synthesis. A virtual library of 190 compounds was then enumerated from the six scaffolds. Of these, 92 compounds (48%) fit the lead-like criteria of: (i) -1⩽AlogP⩽3; (ii) 14⩽number of heavy atoms⩽26; (iii) total polar surface area⩾50Å(2). The 3-D shapes of the 190 compounds were analysed using a triangular plot of normalised principal moments of inertia (PMI). From this, 46 compounds were identified which had lead-like properties and possessed 3-D shapes in under-represented areas of pharmaceutical space. Thus, the PMI analysis of the 190 member virtual library showed that whilst scaffolds which may appear on paper to be 3-D in shape, only 24% of the compounds actually had 3-D structures in the more interesting areas of 3-D drug space. Copyright © 2015 Elsevier Ltd. All rights reserved.

  12. iConnect CKD - Virtual Medical Consulting: a web-based Chronic Kidney Disease, Hypertension and Diabetes Integrated Care Program.

    Science.gov (United States)

    Katz, Ivor J; Pirabhahar, Saiyini; Williamson, Paula; Raghunath, Vishwas; Brennan, Frank; O'Sullivan, Anthony; Youssef, George; Lane, Cathie; Jacobson, Gary; Feldman, Peter; Kelly, John

    2017-05-04

    Chronic kidney disease (CKD) patients overwhelm specialist services and can potentially be managed in the primary care (PC). Opportunistic screening of high risk (HR) patients and follow-up in PC is the most sustainable model of care. A 'virtual consultation' (VC) model instead of traditional face to face (F2F) consultations was used, aiming to assess efficacy and safety of the model. Seventy patients were recruited from PC sites and hospital clinics, and followed for one year. The HR patients (eGFR 30 mg/mmol/L) were randomised to either VC or F2F. Patients were monitored 6 monthly by a Clinical Nurse Specialist (CNS). The specialist team provided virtual or clinical support and included a Nephrologist, Endocrinologist, Cardiologist and Renal 'Palliative' Supportive Care. Sixty one (87%) patients were virtually tracked or consulted with 14 (23%) being HR. At 12 months there was no difference in outcomes between VC and F2F patients. All patients were successfully monitored. GPs reported high level of satisfaction and supported the model, but found software integration challenging. Patients found the system attractive and felt well managed. Specialist consults occurred within a week and if a second specialist opinion was required it took another two weeks. The program demonstrated safe, expedited and efficient follow up with a clinical and web based program. Support from the GPs and patients was encouraging, despite logistical issues. Ongoing evaluation of VC services will continue and feasibility to larger networks and more chronic diseases remains the long term goal. This article is protected by copyright. All rights reserved.

  13. Research on 3D virtual campus scene modeling based on 3ds Max and VRML

    Science.gov (United States)

    Kang, Chuanli; Zhou, Yanliu; Liang, Xianyue

    2015-12-01

    With the rapid development of modem technology, the digital information management and the virtual reality simulation technology has become a research hotspot. Virtual campus 3D model can not only express the real world objects of natural, real and vivid, and can expand the campus of the reality of time and space dimension, the combination of school environment and information. This paper mainly uses 3ds Max technology to create three-dimensional model of building and on campus buildings, special land etc. And then, the dynamic interactive function is realized by programming the object model in 3ds Max by VRML .This research focus on virtual campus scene modeling technology and VRML Scene Design, and the scene design process in a variety of real-time processing technology optimization strategy. This paper guarantees texture map image quality and improve the running speed of image texture mapping. According to the features and architecture of Guilin University of Technology, 3ds Max, AutoCAD and VRML were used to model the different objects of the virtual campus. Finally, the result of virtual campus scene is summarized.

  14. Generating classes of 3D virtual mandibles for AR-based medical simulation.

    Science.gov (United States)

    Hippalgaonkar, Neha R; Sider, Alexa D; Hamza-Lup, Felix G; Santhanam, Anand P; Jaganathan, Bala; Imielinska, Celina; Rolland, Jannick P

    2008-01-01

    Simulation and modeling represent promising tools for several application domains from engineering to forensic science and medicine. Advances in 3D imaging technology convey paradigms such as augmented reality (AR) and mixed reality inside promising simulation tools for the training industry. Motivated by the requirement for superimposing anatomically correct 3D models on a human patient simulator (HPS) and visualizing them in an AR environment, the purpose of this research effort was to develop and validate a method for scaling a source human mandible to a target human mandible within a 2 mm root mean square (RMS) error. Results show that, given a distance between 2 same landmarks on 2 different mandibles, a relative scaling factor may be computed. Using this scaling factor, results show that a 3D virtual mandible model can be made morphometrically equivalent to a real target-specific mandible within a 1.30 mm RMS error. The virtual mandible may be further used as a reference target for registering other anatomic models, such as the lungs, on the HPS. Such registration will be made possible by physical constraints among the mandible and the spinal column in the horizontal normal rest position.

  15. A 3D virtual reality simulator for training of minimally invasive surgery.

    Science.gov (United States)

    Mi, Shao-Hua; Hou, Zeng-Gunag; Yang, Fan; Xie, Xiao-Liang; Bian, Gui-Bin

    2014-01-01

    For the last decade, remarkable progress has been made in the field of cardiovascular disease treatment. However, these complex medical procedures require a combination of rich experience and technical skills. In this paper, a 3D virtual reality simulator for core skills training in minimally invasive surgery is presented. The system can generate realistic 3D vascular models segmented from patient datasets, including a beating heart, and provide a real-time computation of force and force feedback module for surgical simulation. Instruments, such as a catheter or guide wire, are represented by a multi-body mass-spring model. In addition, a realistic user interface with multiple windows and real-time 3D views are developed. Moreover, the simulator is also provided with a human-machine interaction module that gives doctors the sense of touch during the surgery training, enables them to control the motion of a virtual catheter/guide wire inside a complex vascular model. Experimental results show that the simulator is suitable for minimally invasive surgery training.

  16. Options in virtual 3D, optical-impression-based planning of dental implants.

    Science.gov (United States)

    Reich, Sven; Kern, Thomas; Ritter, Lutz

    2014-01-01

    If a 3D radiograph, which in today's dentistry often consists of a CBCT dataset, is available for computerized implant planning, the 3D planning should also consider functional prosthetic aspects. In a conventional workflow, the CBCT is done with a specially produced radiopaque prosthetic setup that makes the desired prosthetic situation visible during virtual implant planning. If an exclusively digital workflow is chosen, intraoral digital impressions are taken. On these digital models, the desired prosthetic suprastructures are designed. The entire datasets are virtually superimposed by a "registration" process on the corresponding structures (teeth) in the CBCTs. Thus, both the osseous and prosthetic structures are visible in one single 3D application and make it possible to consider surgical and prosthetic aspects. After having determined the implant positions on the computer screen, a drilling template is designed digitally. According to this design (CAD), a template is printed or milled in CAM process. This template is the first physically extant product in the entire workflow. The article discusses the options and limitations of this workflow.

  17. HERRAMIENTAS EN 3D PARA EL MODELADO DE ESCENARIOS VIRTUALES BASADOS EN LOGO. ESTADO DEL ARTE

    Directory of Open Access Journals (Sweden)

    Luz Santamaría Granados

    2009-01-01

    Full Text Available Este artículo revisa la comprobada fundamentación pedagógica de LOGO (Papert, 2003 que a su vez ofrece interesantes estrategias de motivación para los niños, en aspectos tales como el desarrollo de habilidades espaciales a través de su propia exploración de mundos virtuales. La metodología original fue propuesta por Seymour Papert para escenarios en dos dimensiones (2D. Por lo tanto, se analiza la posibilidad de integrar las ventajas pedagógicas de LOGO con una interfaz gráfica en tres dimensiones (3D, al aprovechar la tecnología contemplada en los estándares del consorcio Web3D. Además menciona los componentes X3D que permiten el uso de avatares (humanoides para facilitar la interacción de los usuarios en mundos virtuales dinámicos, al disponer de personajes adicionales al de la tortuga de LOGO.

  18. Employing 3D Virtual Reality and the Unity Game Engine to Support Nuclear Verification Research

    International Nuclear Information System (INIS)

    Patton, T.

    2015-01-01

    This project centres on the development of a virtual nuclear facility environment to assist non-proliferation and nuclear arms control practitioners - including researchers, negotiators, or inspectors - in developing and refining a verification system and secure chain of custody of material or equipment. The platform for creating the virtual facility environment is the Unity 3D game engine. This advanced platform offers both the robust capability and flexibility necessary to support the design goals of the facility. The project also employs Trimble SketchUp and Blender 3D for constructing the model components. The development goal of this phase of the project was to generate a virtual environment that includes basic physics in which avatars can interact with their environment through actions such as picking up objects, operating vehicles, dismantling a warhead through a spherical representation system, opening/closing doors through a custom security access system, and conducting CCTV surveillance. Initial testing of virtual radiation simulation techniques was also explored in preparation for the next phase of development. Some of the eventual utilities and applications for this platform include: 1. conducting live multi-person exercises of verification activities within a single, shared virtual environment, 2. refining procedures, individual roles, and equipment placement in the contexts of non-proliferation or arms control negotiations 3. hands on training for inspectors, and 4. a portable tool/reference for inspectors to use while carrying out inspections. This project was developed under the Multilateral Verification Project, led by the Verification Research, Training and Information Centre (VERTIC) in the United Kingdom, and financed by the Norwegian Ministry of Foreign Affairs. The environment was constructed at the Vienna Center for Disarmament and Non-Proliferation (VCDNP). (author)

  19. Virtual reality hardware for use in interactive 3D data fusion and visualization

    Science.gov (United States)

    Gourley, Christopher S.; Abidi, Mongi A.

    1997-09-01

    Virtual reality has become a tool for use in many areas of research. We have designed and built a VR system for use in range data fusion and visualization. One major VR tool is the CAVE. This is the ultimate visualization tool, but comes with a large price tag. Our design uses a unique CAVE whose graphics are powered by a desktop computer instead of a larger rack machine making it much less costly. The system consists of a screen eight feet tall by twenty-seven feet wide giving a variable field-of-view currently set at 160 degrees. A silicon graphics Indigo2 MaxImpact with the impact channel option is used for display. This gives the capability to drive three projectors at a resolution of 640 by 480 for use in displaying the virtual environment and one 640 by 480 display for a user control interface. This machine is also the first desktop package which has built-in hardware texture mapping. This feature allows us to quickly fuse the range and intensity data and other multi-sensory data. The final goal is a complete 3D texture mapped model of the environment. A dataglove, magnetic tracker, and spaceball are to be used for manipulation of the data and navigation through the virtual environment. This system gives several users the ability to interactively create 3D models from multiple range images.

  20. Wikis, blogs and podcasts: a new generation of Web-based tools for virtual collaborative clinical practice and education

    Directory of Open Access Journals (Sweden)

    Maramba Inocencio

    2006-08-01

    Full Text Available Abstract Background We have witnessed a rapid increase in the use of Web-based 'collaborationware' in recent years. These Web 2.0 applications, particularly wikis, blogs and podcasts, have been increasingly adopted by many online health-related professional and educational services. Because of their ease of use and rapidity of deployment, they offer the opportunity for powerful information sharing and ease of collaboration. Wikis are Web sites that can be edited by anyone who has access to them. The word 'blog' is a contraction of 'Web Log' – an online Web journal that can offer a resource rich multimedia environment. Podcasts are repositories of audio and video materials that can be "pushed" to subscribers, even without user intervention. These audio and video files can be downloaded to portable media players that can be taken anywhere, providing the potential for "anytime, anywhere" learning experiences (mobile learning. Discussion Wikis, blogs and podcasts are all relatively easy to use, which partly accounts for their proliferation. The fact that there are many free and Open Source versions of these tools may also be responsible for their explosive growth. Thus it would be relatively easy to implement any or all within a Health Professions' Educational Environment. Paradoxically, some of their disadvantages also relate to their openness and ease of use. With virtually anybody able to alter, edit or otherwise contribute to the collaborative Web pages, it can be problematic to gauge the reliability and accuracy of such resources. While arguably, the very process of collaboration leads to a Darwinian type 'survival of the fittest' content within a Web page, the veracity of these resources can be assured through careful monitoring, moderation, and operation of the collaborationware in a closed and secure digital environment. Empirical research is still needed to build our pedagogic evidence base about the different aspects of these tools in

  1. GE3D: A Virtual Campus for Technology-Enhanced Distance Learning

    Directory of Open Access Journals (Sweden)

    Jean Grieu

    2010-09-01

    Full Text Available A lot of learning systems platforms are used all over the world. But these conventional E-learning platforms aim at students who are used to work on their own. Our students are young (19 years old – 22 years old, and in their first year at the university. Following extensive interviews with our students, we have designed GE3D, an E-learning platform, according to their expectations and our criteria. In this paper, we describe the students’ demands, resulting from the interviews. Then, we describe our virtual campus. Even if our platform uses some elements coming from the 3D games world, it is always a pedagogical tool. Using this technology, we developed a 3D representation of the real world. GE3D is a multi-users tool, with a synchronous technology, an intuitive interface for end-users and an embedded Intelligent Tutoring System to support learners. We also describe the process of a lecture on the Programmable Logic Controllers (PLC’s in this new universe.

  2. Virtual 3D tumor marking-exact intraoperative coordinate mapping improve post-operative radiotherapy

    International Nuclear Information System (INIS)

    Essig, Harald; Gellrich, Nils-Claudius; Rana, Majeed; Meyer, Andreas; Eckardt, André M; Kokemueller, Horst; See, Constantin von; Lindhorst, Daniel; Tavassol, Frank; Ruecker, Martin

    2011-01-01

    The quality of the interdisciplinary interface in oncological treatment between surgery, pathology and radiotherapy is mainly dependent on reliable anatomical three-dimensional (3D) allocation of specimen and their context sensitive interpretation which defines further treatment protocols. Computer-assisted preoperative planning (CAPP) allows for outlining macroscopical tumor size and margins. A new technique facilitates the 3D virtual marking and mapping of frozen sections and resection margins or important surgical intraoperative information. These data could be stored in DICOM format (Digital Imaging and Communication in Medicine) in terms of augmented reality and transferred to communicate patient's specific tumor information (invasion to vessels and nerves, non-resectable tumor) to oncologists, radiotherapists and pathologists

  3. Virtual 3D tumor marking-exact intraoperative coordinate mapping improve post-operative radiotherapy

    Directory of Open Access Journals (Sweden)

    Essig Harald

    2011-11-01

    Full Text Available Abstract The quality of the interdisciplinary interface in oncological treatment between surgery, pathology and radiotherapy is mainly dependent on reliable anatomical three-dimensional (3D allocation of specimen and their context sensitive interpretation which defines further treatment protocols. Computer-assisted preoperative planning (CAPP allows for outlining macroscopical tumor size and margins. A new technique facilitates the 3D virtual marking and mapping of frozen sections and resection margins or important surgical intraoperative information. These data could be stored in DICOM format (Digital Imaging and Communication in Medicine in terms of augmented reality and transferred to communicate patient's specific tumor information (invasion to vessels and nerves, non-resectable tumor to oncologists, radiotherapists and pathologists.

  4. 3D Visualization of Cultural Heritage Artefacts with Virtual Reality devices

    Directory of Open Access Journals (Sweden)

    S. Gonizzi Barsanti

    2015-08-01

    Full Text Available Although 3D models are useful to preserve the information about historical artefacts, the potential of these digital contents are not fully accomplished until they are not used to interactively communicate their significance to non-specialists. Starting from this consideration, a new way to provide museum visitors with more information was investigated. The research is aimed at valorising and making more accessible the Egyptian funeral objects exhibited in the Sforza Castle in Milan. The results of the research will be used for the renewal of the current exhibition, at the Archaeological Museum in Milan, by making it more attractive. A 3D virtual interactive scenario regarding the “path of the dead”, an important ritual in ancient Egypt, was realized to augment the experience and the comprehension of the public through interactivity. Four important artefacts were considered for this scope: two ushabty, a wooden sarcophagus and a heart scarab. The scenario was realized by integrating low-cost Virtual Reality technologies, as the Oculus Rift DK2 and the Leap Motion controller, and implementing a specific software by using Unity. The 3D models were implemented by adding responsive points of interest in relation to important symbols or features of the artefact. This allows highlighting single parts of the artefact in order to better identify the hieroglyphs and provide their translation. The paper describes the process for optimizing the 3D models, the implementation of the interactive scenario and the results of some test that have been carried out in the lab.

  5. IMAGE-BASED VIRTUAL TOURS AND 3D MODELING OF PAST AND CURRENT AGES FOR THE ENHANCEMENT OF ARCHAEOLOGICAL PARKS: THE VISUALVERSILIA 3D PROJECT

    Directory of Open Access Journals (Sweden)

    C. Castagnetti

    2017-05-01

    Full Text Available The research project VisualVersilia 3D aims at offering a new way to promote the territory and its heritage by matching the traditional reading of the document and the potential use of modern communication technologies for the cultural tourism. Recently, the research on the use of new technologies applied to cultural heritage have turned their attention mainly to technologies to reconstruct and narrate the complexity of the territory and its heritage, including 3D scanning, 3D printing and augmented reality. Some museums and archaeological sites already exploit the potential of digital tools to preserve and spread their heritage but interactive services involving tourists in an immersive and more modern experience are still rare. The innovation of the project consists in the development of a methodology for documenting current and past historical ages and integrating their 3D visualizations with rendering capable of returning an immersive virtual reality for a successful enhancement of the heritage. The project implements the methodology in the archaeological complex of Massaciuccoli, one of the best preserved roman site of the Versilia Area (Tuscany, Italy. The activities of the project briefly consist in developing: 1. the virtual tour of the site in its current configuration on the basis of spherical images then enhanced by texts, graphics and audio guides in order to enable both an immersive and remote tourist experience; 2. 3D reconstruction of the evidences and buildings in their current condition for documentation and conservation purposes on the basis of a complete metric survey carried out through laser scanning; 3. 3D virtual reconstructions through the main historical periods on the basis of historical investigation and the analysis of data acquired.

  6. Image-Based Virtual Tours and 3d Modeling of Past and Current Ages for the Enhancement of Archaeological Parks: the Visualversilia 3d Project

    Science.gov (United States)

    Castagnetti, C.; Giannini, M.; Rivola, R.

    2017-05-01

    The research project VisualVersilia 3D aims at offering a new way to promote the territory and its heritage by matching the traditional reading of the document and the potential use of modern communication technologies for the cultural tourism. Recently, the research on the use of new technologies applied to cultural heritage have turned their attention mainly to technologies to reconstruct and narrate the complexity of the territory and its heritage, including 3D scanning, 3D printing and augmented reality. Some museums and archaeological sites already exploit the potential of digital tools to preserve and spread their heritage but interactive services involving tourists in an immersive and more modern experience are still rare. The innovation of the project consists in the development of a methodology for documenting current and past historical ages and integrating their 3D visualizations with rendering capable of returning an immersive virtual reality for a successful enhancement of the heritage. The project implements the methodology in the archaeological complex of Massaciuccoli, one of the best preserved roman site of the Versilia Area (Tuscany, Italy). The activities of the project briefly consist in developing: 1. the virtual tour of the site in its current configuration on the basis of spherical images then enhanced by texts, graphics and audio guides in order to enable both an immersive and remote tourist experience; 2. 3D reconstruction of the evidences and buildings in their current condition for documentation and conservation purposes on the basis of a complete metric survey carried out through laser scanning; 3. 3D virtual reconstructions through the main historical periods on the basis of historical investigation and the analysis of data acquired.

  7. 3-D Imaging In Virtual Environment: A Scientific Clinical and Teaching Tool

    Science.gov (United States)

    Ross, Muriel D.; DeVincenzi, Donald L. (Technical Monitor)

    1996-01-01

    The advent of powerful graphics workstations and computers has led to the advancement of scientific knowledge through three-dimensional (3-D) reconstruction and imaging of biological cells and tissues. The Biocomputation Center at NASA Ames Research Center pioneered the effort to produce an entirely computerized method for reconstruction of objects from serial sections studied in a transmission electron microscope (TEM). The software developed, ROSS (Reconstruction of Serial Sections), is now being distributed to users across the United States through Space Act Agreements. The software is in widely disparate fields such as geology, botany, biology and medicine. In the Biocomputation Center, ROSS serves as the basis for development of virtual environment technologies for scientific and medical use. This report will describe the Virtual Surgery Workstation Project that is ongoing with clinicians at Stanford University Medical Center, and the role of the Visible Human data in the project.

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

    Science.gov (United States)

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

    2003-01-01

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

  9. DEVELOPMENT OF A VIRTUAL 3D-SIMULATOR OF THE FEED PELLETING TECHNOLOGICAL PROCESS

    Directory of Open Access Journals (Sweden)

    N. Shcherbakov

    2017-08-01

    Full Text Available The process of developing a virtual 3D simulator of the process of granulation of mixed fodders is considered. The consequences of errors in the operation of press granulator operators are considered. The difficulties associated with the training of high-tech and expensive equipment operators are described. The necessity and described difficulties of acquiring practical skills of working with such equipment at the training stage are substantiated. It is argued the need to introduce computer simulators in educational institutions in order to improve the quality of the acquired knowledge, form a complex decision-making skill for future operators of technological processes. The results of a survey on improving the efficiency of management of technological processes after the introduction of simulators at enterprises are considered. The data of the simulator market and its forecasts for 2017 by regions and types of the interface used are presented. The conclusion is drawn about the growing popularity of simulators based on the 3D interface. The advantage of using the 3D interface with respect to the 2D interface is substantiated. The types of immersion in the learning environment in various simulator interfaces are considered. The vulnerabilities of the 3D simulator are noted. The goal is to develop a 3D simulator for a press granulator operator. A solution of a set of tasks is proposed to achieve this goal. The plan for creating a simulator was developed. A detailed consideration of the development stages of the simulator is given. The possibilities of using the simulator being developed are considered. The possibility of developing a simulator of emergency situations is described. The relevance of this development is justified.

  10. 3D virtual human atria: A computational platform for studying clinical atrial fibrillation.

    Science.gov (United States)

    Aslanidi, Oleg V; Colman, Michael A; Stott, Jonathan; Dobrzynski, Halina; Boyett, Mark R; Holden, Arun V; Zhang, Henggui

    2011-10-01

    Despite a vast amount of experimental and clinical data on the underlying ionic, cellular and tissue substrates, the mechanisms of common atrial arrhythmias (such as atrial fibrillation, AF) arising from the functional interactions at the whole atria level remain unclear. Computational modelling provides a quantitative framework for integrating such multi-scale data and understanding the arrhythmogenic behaviour that emerges from the collective spatio-temporal dynamics in all parts of the heart. In this study, we have developed a multi-scale hierarchy of biophysically detailed computational models for the human atria--the 3D virtual human atria. Primarily, diffusion tensor MRI reconstruction of the tissue geometry and fibre orientation in the human sinoatrial node (SAN) and surrounding atrial muscle was integrated into the 3D model of the whole atria dissected from the Visible Human dataset. The anatomical models were combined with the heterogeneous atrial action potential (AP) models, and used to simulate the AP conduction in the human atria under various conditions: SAN pacemaking and atrial activation in the normal rhythm, break-down of regular AP wave-fronts during rapid atrial pacing, and the genesis of multiple re-entrant wavelets characteristic of AF. Contributions of different properties of the tissue to mechanisms of the normal rhythm and arrhythmogenesis were investigated. Primarily, the simulations showed that tissue heterogeneity caused the break-down of the normal AP wave-fronts at rapid pacing rates, which initiated a pair of re-entrant spiral waves; and tissue anisotropy resulted in a further break-down of the spiral waves into multiple meandering wavelets characteristic of AF. The 3D virtual atria model itself was incorporated into the torso model to simulate the body surface ECG patterns in the normal and arrhythmic conditions. Therefore, a state-of-the-art computational platform has been developed, which can be used for studying multi

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

    Science.gov (United States)

    Belina, Stanko; Cuk, Viseslav; Klapan, Ivica

    2009-12-01

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

  12. Utilising a Collaborative Macro-Script to Enhance Student Engagement: A Mixed Method Study in a 3D Virtual Environment

    Science.gov (United States)

    Bouta, Hara; Retalis, Symeon; Paraskeva, Fotini

    2012-01-01

    This study examines the effect of using an online 3D virtual environment in teaching Mathematics in Primary Education. In particular, it explores the extent to which student engagement--behavioral, affective and cognitive--is fostered by such tools in order to enhance collaborative learning. For the study we used a purpose-created 3D virtual…

  13. Application of advanced virtual reality and 3D computer assisted technologies in tele-3D-computer assisted surgery in rhinology.

    Science.gov (United States)

    Klapan, Ivica; Vranjes, Zeljko; Prgomet, Drago; Lukinović, Juraj

    2008-03-01

    The real-time requirement means that the simulation should be able to follow the actions of the user that may be moving in the virtual environment. The computer system should also store in its memory a three-dimensional (3D) model of the virtual environment. In that case a real-time virtual reality system will update the 3D graphic visualization as the user moves, so that up-to-date visualization is always shown on the computer screen. Upon completion of the tele-operation, the surgeon compares the preoperative and postoperative images and models of the operative field, and studies video records of the procedure itself Using intraoperative records, animated images of the real tele-procedure performed can be designed. Virtual surgery offers the possibility of preoperative planning in rhinology. The intraoperative use of computer in real time requires development of appropriate hardware and software to connect medical instrumentarium with the computer and to operate the computer by thus connected instrumentarium and sophisticated multimedia interfaces.

  14. Development of Virtual Field Experiences for undergraduate geoscience using 3D models from aerial drone imagery and other data

    Science.gov (United States)

    Karchewski, B.; Dolphin, G.; Dutchak, A.; Cooper, J.

    2017-12-01

    In geoscience one must develop important skills related to data collection, analysis and interpretation in the field. The quadrupling of student enrollment in geoscience at the University of Calgary in recent years presents a unique challenge in providing field experience. With introductory classes ranging from 300-500 students, field trips are logistical impossibilities and the impact on the quality of student learning and engagement is major and negative. Field experience is fundamental to geoscience education, but is presently lacking prior to the third year curriculum. To mitigate the absence of field experience in the introductory curricula, we are developing a set of Virtual Field Experiences (VFEs) that approximate field experiences via inquiry-based exploration of geoscientific principles. We incorporate a variety of data into the VFEs including gigapan photographs, geologic maps and high resolution 3D models constructed from aerial drone imagery. We link the data using a web-based platform to support lab exercises guided by a set of inquiry questions. An important feature that distinguishes a VFE is that students explore the data in a nonlinear fashion to construct and revise models that explain the nature of the field site. The aim is to approximate an actual field experience rather than provide a virtual guided tour where the explanation of the site comes pre-packaged. Thus far, our group has collected data at three sites in Southern Alberta: Mt. Yamnuska, Drumheller environs and the North Saskatchewan River valley near the toe of the Saskatchewan Glacier. The Mt. Yamnuska site focusses on a prominent thrust fault in the front ranges of the Western Cordillera. The Drumheller environs site demonstrates the siliciclastic sedimentation and stratigraphy typical of southeastern Alberta. The Saskatchewan Glacier site highlights periglacial geomorphology and glacial recession. All three sites were selected because they showcase a broad range of geoscientific

  15. Rehabilitation after Stroke using Immersive User Interfaces in 3D Virtual and Augmented Gaming Environments

    Directory of Open Access Journals (Sweden)

    E. Vogiatzaki

    2015-05-01

    Full Text Available Stroke is one of most common diseases of our modern societies with high socio-economic impact. Hence, rehabilitation approach involving patients in their rehabilitation process while lowering costly involvement of specialised human personnel is needed. This article describes a novel approach, offering an integrated rehabilitation training for stroke patients using a serious gaming approach based on a Unity3D virtual reality engine combined with a range of advanced technologies and immersive user interfaces. It puts patients and caretakers in control of the rehabilitation protocols, while leading physicians are enabled to supervise the progress of the rehabilitation via Personal Health Record. Possibility to perform training in a familiar home environment directly improves the effectiveness of the rehabilitation. The work presented herein has been conducted within the "StrokeBack" project co-funded by the European Commission under the Framework 7 Program in the ICT domain.

  16. 3-D thermal weight function method and multiple virtual crack extension technique for thermal shock problems

    International Nuclear Information System (INIS)

    Lu Yanlin; Zhou Xiao; Qu Jiadi; Dou Yikang; He Yinbiao

    2005-01-01

    An efficient scheme, 3-D thermal weight function (TWF) method, and a novel numerical technique, multiple virtual crack extension (MVCE) technique, were developed for determination of histories of transient stress intensity factor (SIF) distributions along 3-D crack fronts of a body subjected to thermal shock. The TWF is a universal function, which is dependent only on the crack configuration and body geometry. TWF is independent of time during thermal shock, so the whole history of transient SIF distributions along crack fronts can be directly calculated through integration of the products of TWF and transient temperatures and temperature gradients. The repeated determinations of the distributions of stresses (or displacements) fields for individual time instants are thus avoided in the TWF method. An expression of the basic equation for the 3-D universal weight function method for Mode I in an isotropic elastic body is derived. This equation can also be derived from Bueckner-Rice's 3-D WF formulations in the framework of transformation strain. It can be understood from this equation that the so-called thermal WF is in fact coincident with the mechanical WF except for some constants of elasticity. The details and formulations of the MVCE technique are given for elliptical cracks. The MVCE technique possesses several advantages. The specially selected linearly independent VCE modes can directly be used as shape functions for the interpolation of unknown SIFs. As a result, the coefficient matrix of the final system of equations in the MVCE method is a triple-diagonal matrix and the values of the coefficients on the main diagonal are large. The system of equations has good numerical properties. The number of linearly independent VCE modes that can be introduced in a problem is unlimited. Complex situations in which the SIFs vary dramatically along crack fronts can be numerically well simulated by the MVCE technique. An integrated system of programs for solving the

  17. Reaching to virtual targets: The oblique effect reloaded in 3-D.

    Science.gov (United States)

    Kaspiris-Rousellis, Christos; Siettos, Constantinos I; Evdokimidis, Ioannis; Smyrnis, Nikolaos

    2017-02-20

    Perceiving and reproducing direction of visual stimuli in 2-D space produces the visual oblique effect, which manifests as increased precision in the reproduction of cardinal compared to oblique directions. A second cognitive oblique effect emerges when stimulus information is degraded (such as when reproducing stimuli from memory) and manifests as a systematic distortion where reproduced directions close to the cardinal axes deviate toward the oblique, leading to space expansion at cardinal and contraction at oblique axes. We studied the oblique effect in 3-D using a virtual reality system to present a large number of stimuli, covering the surface of an imaginary half sphere, to which subjects had to reach. We used two conditions, one with no delay (no-memory condition) and one where a three-second delay intervened between stimulus presentation and movement initiation (memory condition). A visual oblique effect was observed for the reproduction of cardinal directions compared to oblique, which did not differ with memory condition. A cognitive oblique effect also emerged, which was significantly larger in the memory compared to the no-memory condition, leading to distortion of directional space with expansion near the cardinal axes and compression near the oblique axes on the hemispherical surface. This effect provides evidence that existing models of 2-D directional space categorization could be extended in the natural 3-D space. Copyright © 2016 IBRO. Published by Elsevier Ltd. All rights reserved.

  18. Combinatorial Pharmacophore-Based 3D-QSAR Analysis and Virtual Screening of FGFR1 Inhibitors

    Directory of Open Access Journals (Sweden)

    Nannan Zhou

    2015-06-01

    Full Text Available The fibroblast growth factor/fibroblast growth factor receptor (FGF/FGFR signaling pathway plays crucial roles in cell proliferation, angiogenesis, migration, and survival. Aberration in FGFRs correlates with several malignancies and disorders. FGFRs have proved to be attractive targets for therapeutic intervention in cancer, and it is of high interest to find FGFR inhibitors with novel scaffolds. In this study, a combinatorial three-dimensional quantitative structure-activity relationship (3D-QSAR model was developed based on previously reported FGFR1 inhibitors with diverse structural skeletons. This model was evaluated for its prediction performance on a diverse test set containing 232 FGFR inhibitors, and it yielded a SD value of 0.75 pIC50 units from measured inhibition affinities and a Pearson’s correlation coefficient R2 of 0.53. This result suggests that the combinatorial 3D-QSAR model could be used to search for new FGFR1 hit structures and predict their potential activity. To further evaluate the performance of the model, a decoy set validation was used to measure the efficiency of the model by calculating EF (enrichment factor. Based on the combinatorial pharmacophore model, a virtual screening against SPECS database was performed. Nineteen novel active compounds were successfully identified, which provide new chemical starting points for further structural optimization of FGFR1 inhibitors.

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

    Science.gov (United States)

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

    2012-12-01

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

  20. 3D VIRTUAL RECONSTRUCTION OF AN URBAN HISTORICAL SPACE: A CONSIDERATION ON THE METHOD

    Directory of Open Access Journals (Sweden)

    M. Galizia

    2012-09-01

    Full Text Available Urban historical spaces are often characterized by a variety of shapes, geometries, volumes, materials. Their virtual reconstruction requires a critical approach in terms of acquired data's density, timing optimization, final product's quality and slimness. The research team has focused its attention on the study on Francesco Neglia square (previously named Saint Thomas square in Enna. This square is an urban space fronted by architectures which present historical and stylistic differences. For example you can find the Saint Thomas'church belfry (in aragounese-catalan stile dated XIV century and the porch, the Anime Sante baroque's church (XVII century, Saint Mary of the Grace's nunnery (XVIII century and as well as some civil buildings of minor importance built in the mid twentieth century. The research has compared two different modeling tools approaches: the first one is based on the construction of triangulated surfaces which are segmented and simplified; the second one is based on the detection of surfaces geometrical features, the extraction of the more significant profiles by using a software dedicated to the elaboration of cloud points and the subsequent mathematical reconstruction by using a 3d modelling software. The following step was aimed to process the virtual reconstruction of urban scene by assembling the single optimized models. This work highlighted the importance of the image of the operator and of its cultural contribution, essential to recognize geometries which generates surfaces in order to create high quality semantic models.

  1. Clinical anatomy and 3D virtual reconstruction of the lumbar plexus with respect to lumbar surgery

    Directory of Open Access Journals (Sweden)

    Ding Zi-hai

    2011-04-01

    Full Text Available Abstract Background Exposure of the anterior or lateral lumbar via the retroperitoneal approach easily causes injuries to the lumbar plexus. Lumbar plexus injuries which occur during anterior or transpsoas lumbar spine exposure and placement of instruments have been reported. This study aims is to provide more anatomical data and surgical landmarks in operations concerning the lumbar plexus in order to prevent lumbar plexus injuries and to increase the possibility of safety in anterior approach lumbar surgery. Methods To study the applied anatomy related to the lumbar plexus of fifteen formaldehyde-preserved cadavers, Five sets of Virtual Human (VH data set were prepared and used in the study. Three-dimensional (3D computerized reconstructions of the lumbar plexus and their adjacent structures were conducted from the VH female data set. Results The order of lumbar nerves is regular. From the anterior view, lumbar plexus nerves are arranged from medial at L5 to lateral at L2. From the lateral view, lumbar nerves are arranged from ventral at L2 to dorsal at L5. The angle of each nerve root exiting outward to the corresponding intervertebral foramen increases from L1 to L5. The lumbar plexus nerves are observed to be in close contact with transverse processes (TP. All parts of the lumbar plexus were located by sectional anatomy in the dorsal third of the psoas muscle. Thus, access to the psoas major muscle at the ventral 2/3 region can safely prevent nerve injuries. 3D reconstruction of the lumbar plexus based on VCH data can clearly show the relationships between the lumbar plexus and the blood vessels, vertebral body, kidney, and psoas muscle. Conclusion The psoas muscle can be considered as a surgical landmark since incision at the ventral 2/3 of the region can prevent lumbar plexus injuries for procedures requiring exposure of the lateral anterior of the lumbar. The transverse process can be considered as a landmark and reference in surgical

  2. Clinical anatomy and 3D virtual reconstruction of the lumbar plexus with respect to lumbar surgery.

    Science.gov (United States)

    Lu, Sheng; Chang, Shan; Zhang, Yuan-zhi; Ding, Zi-hai; Xu, Xin Ming; Xu, Yong-qing

    2011-04-14

    Exposure of the anterior or lateral lumbar via the retroperitoneal approach easily causes injuries to the lumbar plexus. Lumbar plexus injuries which occur during anterior or transpsoas lumbar spine exposure and placement of instruments have been reported. This study aims is to provide more anatomical data and surgical landmarks in operations concerning the lumbar plexus in order to prevent lumbar plexus injuries and to increase the possibility of safety in anterior approach lumbar surgery. To study the applied anatomy related to the lumbar plexus of fifteen formaldehyde-preserved cadavers, Five sets of Virtual Human (VH) data set were prepared and used in the study. Three-dimensional (3D) computerized reconstructions of the lumbar plexus and their adjacent structures were conducted from the VH female data set. The order of lumbar nerves is regular. From the anterior view, lumbar plexus nerves are arranged from medial at L5 to lateral at L2. From the lateral view, lumbar nerves are arranged from ventral at L2 to dorsal at L5. The angle of each nerve root exiting outward to the corresponding intervertebral foramen increases from L1 to L5. The lumbar plexus nerves are observed to be in close contact with transverse processes (TP). All parts of the lumbar plexus were located by sectional anatomy in the dorsal third of the psoas muscle. Thus, access to the psoas major muscle at the ventral 2/3 region can safely prevent nerve injuries. 3D reconstruction of the lumbar plexus based on VCH data can clearly show the relationships between the lumbar plexus and the blood vessels, vertebral body, kidney, and psoas muscle. The psoas muscle can be considered as a surgical landmark since incision at the ventral 2/3 of the region can prevent lumbar plexus injuries for procedures requiring exposure of the lateral anterior of the lumbar. The transverse process can be considered as a landmark and reference in surgical operations by its relative position to the lumbar plexus. 3D

  3. From survey to 3d model and from 3d model to “videogame”. The virtual reconstruction of a Roman Camp in Masada, Israel.

    Directory of Open Access Journals (Sweden)

    Sandro Parrinello

    2017-12-01

    Full Text Available The archaeological survey is carried out by com-bining the study and observation of material rea-lity with the in-depth study of historical sources, thus allowing to “translate” the signs of history into drawings, or rather as complex represen-tations of an embedded system of information. The MRP-Masada Research Project was deve-loped by the Joint Inter-University Laboratory Landscaper,Survey & Design with the aim of ex-perimenting with various digital technologies in order to create a complete digital documenta-tion of the important archaeological site, now protected by UNESCO. The paper describes the case study of the virtual 3D reconstruction of the F2 Roman camp, so-called “Campo del Generale Silva” and the potentialities that 3d models offer in terms of communication and dissemination of the Archaeological Heritage.

  4. 3D-ANTLERS: Virtual Reconstruction and Three-Dimensional Measurement

    Science.gov (United States)

    Barba, S.; Fiorillo, F.; De Feo, E.

    2013-02-01

    . In the ARTEC digital mock-up for example, it shows the ability to select the individual frames, already polygonal and geo-referenced at the time of capture; however, it is not possible to make an automated texturization differently from the low-cost environment which allows to produce a good graphics' definition. Once the final 3D models were obtained, we have proceeded to do a geometric and graphic comparison of the results. Therefore, in order to provide an accuracy requirement and an assessment for the 3D reconstruction we have taken into account the following benchmarks: cost, captured points, noise (local and global), shadows and holes, operability, degree of definition, quality and accuracy. Subsequently, these studies carried out in an empirical way on the virtual reconstructions, a 3D documentation was codified with a procedural method endorsing the use of terrestrial sensors for the documentation of antlers. The results thus pursued were compared with the standards set by the current provisions (see "Manual de medición" of Government of Andalusia-Spain); to date, in fact, the identification is based on data such as length, volume, colour, texture, openness, tips, structure, etc. Data, which is currently only appreciated with traditional instruments, such as tape measure, would be well represented by a process of virtual reconstruction and cataloguing.

  5. Stereoselective virtual screening of the ZINC database using atom pair 3D-fingerprints.

    Science.gov (United States)

    Awale, Mahendra; Jin, Xian; Reymond, Jean-Louis

    2015-01-01

    Tools to explore large compound databases in search for analogs of query molecules provide a strategically important support in drug discovery to help identify available analogs of any given reference or hit compound by ligand based virtual screening (LBVS). We recently showed that large databases can be formatted for very fast searching with various 2D-fingerprints using the city-block distance as similarity measure, in particular a 2D-atom pair fingerprint (APfp) and the related category extended atom pair fingerprint (Xfp) which efficiently encode molecular shape and pharmacophores, but do not perceive stereochemistry. Here we investigated related 3D-atom pair fingerprints to enable rapid stereoselective searches in the ZINC database (23.2 million 3D structures). Molecular fingerprints counting atom pairs at increasing through-space distance intervals were designed using either all atoms (16-bit 3DAPfp) or different atom categories (80-bit 3DXfp). These 3D-fingerprints retrieved molecular shape and pharmacophore analogs (defined by OpenEye ROCS scoring functions) of 110,000 compounds from the Cambridge Structural Database with equal or better accuracy than the 2D-fingerprints APfp and Xfp, and showed comparable performance in recovering actives from decoys in the DUD database. LBVS by 3DXfp or 3DAPfp similarity was stereoselective and gave very different analogs when starting from different diastereomers of the same chiral drug. Results were also different from LBVS with the parent 2D-fingerprints Xfp or APfp. 3D- and 2D-fingerprints also gave very different results in LBVS of folded molecules where through-space distances between atom pairs are much shorter than topological distances. 3DAPfp and 3DXfp are suitable for stereoselective searches for shape and pharmacophore analogs of query molecules in large databases. Web-browsers for searching ZINC by 3DAPfp and 3DXfp similarity are accessible at www.gdb.unibe.ch and should provide useful assistance to drug

  6. Using virtual ridge augmentation and 3D printing to fabricate a titanium mesh positioning device: A novel technique letter.

    Science.gov (United States)

    Al-Ardah, Aladdin; Alqahtani, Nasser; AlHelal, Abdulaziz; Goodacre, Brian; Swamidass, Rajesh; Garbacea, Antoanela; Lozada, Jaime

    2018-05-02

    This technique describes a novel approach for planning and augmenting a large bony defect using a titanium mesh (TiMe). A 3-dimensional (3D) surgical model was virtually created from a cone beam computed tomography (CBCT) and wax-pattern of the final prosthetic outcome. The required bone volume (horizontally and vertically) was digitally augmented and then 3D printed to create a bone model. The 3D model was then used to contour the TiMe in accordance with the digital augmentation. With the contoured / preformed TiMe on the 3D printed model a positioning jig was made to aid the placement of the TiMe as planned during surgery. Although this technique does not impact the final outcome of the augmentation procedure, it allows the clinician to virtually design the augmentation, preform and contour the TiMe, and create a positioning jig reducing surgical time and error.

  7. Viewing medium affects arm motor performance in 3D virtual environments.

    Science.gov (United States)

    Subramanian, Sandeep K; Levin, Mindy F

    2011-06-30

    2D and 3D virtual reality platforms are used for designing individualized training environments for post-stroke rehabilitation. Virtual environments (VEs) are viewed using media like head mounted displays (HMDs) and large screen projection systems (SPS) which can influence the quality of perception of the environment. We estimated if there were differences in arm pointing kinematics when subjects with and without stroke viewed a 3D VE through two different media: HMD and SPS. Two groups of subjects participated (healthy control, n=10, aged 53.6 ± 17.2 yrs; stroke, n=20, 66.2 ± 11.3 yrs). Arm motor impairment and spasticity were assessed in the stroke group which was divided into mild (n=10) and moderate-to-severe (n=10) sub-groups based on Fugl-Meyer Scores. Subjects pointed (8 times each) to 6 randomly presented targets located at two heights in the ipsilateral, middle and contralateral arm workspaces. Movements were repeated in the same VE viewed using HMD (Kaiser XL50) and SPS. Movement kinematics were recorded using an Optotrak system (Certus, 6 markers, 100 Hz). Upper limb motor performance (precision, velocity, trajectory straightness) and movement pattern (elbow, shoulder ranges and trunk displacement) outcomes were analyzed using repeated measures ANOVAs. For all groups, there were no differences in endpoint trajectory straightness, shoulder flexion and shoulder horizontal adduction ranges and sagittal trunk displacement between the two media. All subjects, however, made larger errors in the vertical direction using HMD compared to SPS. Healthy subjects also made larger errors in the sagittal direction, slower movements overall and used less range of elbow extension for the lower central target using HMD compared to SPS. The mild and moderate-to-severe sub-groups made larger RMS errors with HMD. The only advantage of using the HMD was that movements were 22% faster in the moderate-to-severe stroke sub-group compared to the SPS. Despite the similarity in

  8. Viewing medium affects arm motor performance in 3D virtual environments

    Directory of Open Access Journals (Sweden)

    Subramanian Sandeep K

    2011-06-01

    Full Text Available Abstract Background 2D and 3D virtual reality platforms are used for designing individualized training environments for post-stroke rehabilitation. Virtual environments (VEs are viewed using media like head mounted displays (HMDs and large screen projection systems (SPS which can influence the quality of perception of the environment. We estimated if there were differences in arm pointing kinematics when subjects with and without stroke viewed a 3D VE through two different media: HMD and SPS. Methods Two groups of subjects participated (healthy control, n = 10, aged 53.6 ± 17.2 yrs; stroke, n = 20, 66.2 ± 11.3 yrs. Arm motor impairment and spasticity were assessed in the stroke group which was divided into mild (n = 10 and moderate-to-severe (n = 10 sub-groups based on Fugl-Meyer Scores. Subjects pointed (8 times each to 6 randomly presented targets located at two heights in the ipsilateral, middle and contralateral arm workspaces. Movements were repeated in the same VE viewed using HMD (Kaiser XL50 and SPS. Movement kinematics were recorded using an Optotrak system (Certus, 6 markers, 100 Hz. Upper limb motor performance (precision, velocity, trajectory straightness and movement pattern (elbow, shoulder ranges and trunk displacement outcomes were analyzed using repeated measures ANOVAs. Results For all groups, there were no differences in endpoint trajectory straightness, shoulder flexion and shoulder horizontal adduction ranges and sagittal trunk displacement between the two media. All subjects, however, made larger errors in the vertical direction using HMD compared to SPS. Healthy subjects also made larger errors in the sagittal direction, slower movements overall and used less range of elbow extension for the lower central target using HMD compared to SPS. The mild and moderate-to-severe sub-groups made larger RMS errors with HMD. The only advantage of using the HMD was that movements were 22% faster in the moderate-to-severe stroke sub

  9. A simplified 2D to 3D video conversion technology——taking virtual campus video production as an example

    Directory of Open Access Journals (Sweden)

    ZHUANG Huiyang

    2012-10-01

    Full Text Available This paper describes a simplified 2D to 3D Video Conversion Technology, taking virtual campus 3D video production as an example. First, it clarifies the meaning of the 2D to 3D Video Conversion Technology, and points out the disadvantages of traditional methods. Second, it forms an innovative and convenient method. A flow diagram, software and hardware configurations are presented. Finally, detailed description of the conversion steps and precautions are given in turn to the three processes, namely, preparing materials, modeling objects and baking landscapes, recording screen and converting videos .

  10. EFFECTIVE 3D DIGITIZATION OF ARCHAEOLOGICAL ARTIFACTS FOR INTERACTIVE VIRTUAL MUSEUM

    Directory of Open Access Journals (Sweden)

    G. Tucci

    2012-09-01

    Full Text Available This paper presents a set of results of an on-going research on digital 3D reproduction of medium and small size archaeological artifacts which is intended to support the elaboration of a virtual and interactive exhibition environment, and also to provide a scientific archive of highly accurate models for specialists. After a short illustration of the background project and its finalities, we present the data acquisition through triangulation-based laser scanning and the post-processing methods we used to face the challenge of obtaining a large number of reliable digital copies at reasonable costs and within a short time frame, giving an account of the most recurrent problematic issues of the established work-flow and how they were solved (the careful placing of the artifacts to be digitized so to achieve the best results, the cleaning operations in order to build a coherent single polygon mesh, how to deal with unavoidable missing parts or defected textures in the generated model, etc..

  11. Assessing the precision of gaze following using a stereoscopic 3D virtual reality setting.

    Science.gov (United States)

    Atabaki, Artin; Marciniak, Karolina; Dicke, Peter W; Thier, Peter

    2015-07-01

    Despite the ecological importance of gaze following, little is known about the underlying neuronal processes, which allow us to extract gaze direction from the geometric features of the eye and head of a conspecific. In order to understand the neuronal mechanisms underlying this ability, a careful description of the capacity and the limitations of gaze following at the behavioral level is needed. Previous studies of gaze following, which relied on naturalistic settings have the disadvantage of allowing only very limited control of potentially relevant visual features guiding gaze following, such as the contrast of iris and sclera, the shape of the eyelids and--in the case of photographs--they lack depth. Hence, in order to get full control of potentially relevant features we decided to study gaze following of human observers guided by the gaze of a human avatar seen stereoscopically. To this end we established a stereoscopic 3D virtual reality setup, in which we tested human subjects' abilities to detect at which target a human avatar was looking at. Following the gaze of the avatar showed all the features of the gaze following of a natural person, namely a substantial degree of precision associated with a consistent pattern of systematic deviations from the target. Poor stereo vision affected performance surprisingly little (only in certain experimental conditions). Only gaze following guided by targets at larger downward eccentricities exhibited a differential effect of the presence or absence of accompanying movements of the avatar's eyelids and eyebrows. Copyright © 2015 Elsevier Ltd. All rights reserved.

  12. CamMedNP: building the Cameroonian 3D structural natural products database for virtual screening.

    Science.gov (United States)

    Ntie-Kang, Fidele; Mbah, James A; Mbaze, Luc Meva'a; Lifongo, Lydia L; Scharfe, Michael; Hanna, Joelle Ngo; Cho-Ngwa, Fidelis; Onguéné, Pascal Amoa; Owono Owono, Luc C; Megnassan, Eugene; Sippl, Wolfgang; Efange, Simon M N

    2013-04-16

    Computer-aided drug design (CADD) often involves virtual screening (VS) of large compound datasets and the availability of such is vital for drug discovery protocols. We present CamMedNP - a new database beginning with more than 2,500 compounds of natural origin, along with some of their derivatives which were obtained through hemisynthesis. These are pure compounds which have been previously isolated and characterized using modern spectroscopic methods and published by several research teams spread across Cameroon. In the present study, 224 distinct medicinal plant species belonging to 55 plant families from the Cameroonian flora have been considered. About 80 % of these have been previously published and/or referenced in internationally recognized journals. For each compound, the optimized 3D structure, drug-like properties, plant source, collection site and currently known biological activities are given, as well as literature references. We have evaluated the "drug-likeness" of this database using Lipinski's "Rule of Five". A diversity analysis has been carried out in comparison with the ChemBridge diverse database. CamMedNP could be highly useful for database screening and natural product lead generation programs.

  13. Virtual film technique used in 3d and step-shot IMRT planning check

    International Nuclear Information System (INIS)

    Wang, Y.; Zealey, W.; Deng, X.; Huang, S.; Qi, Z.

    2004-01-01

    Full text: A virtual film technique developed and used in segmented field dose reconstruction for IMRT planning dose distribution check. Film dosimetry analysis is commonly used for the isodose curve comparison but the result can be affected by film dosimetry technical problems, and the film processing also takes a significant amount of workload. This study is focused on using digital image technique to reconstruct dose distribution for a 3D plan by mapping water-scanning data on screen in black and white intensity value, and by simulating the film analysis process to plot equivalent Isodose curve for the planning Isodose comparison check. In-house developed software is used to select the TPR (Tissue-Phantom Ratio) and OCR (Off Central-Axis Ratio) data for different beam field types and sizes; each point dose of the field is interpolated and converted into the greyscale pixel value. The location of the pixel is calculated by the triangular function according to the beam entry position and gantry/collimator angles. After each segment field is processed, the program gathers all the segments and overlays the greyscale value pixel by pixel for all the segments into a combined map. The background value is calibrated to match the water scan curve background level. The penumbra slope is adjusted by an interpolated divergent angle according to the OAD (Off Central-Axis Distance) of the field. A normal film dosimetry analysis can then be performed to plot the Isodose curves. By comparing some typical fields with both single beam and segmented IMRT fields, with the point dose checked by ionization measurement, the central point dose discrepancy is within ±2% and the maximum 3-5% for a random point using TLD technique. Compare the Isodose overlaying result to planning curves for both perpendicular and lateral beam. Although the curve shape for the virtual film viewed is more artificial compared with real film, the results are easier to compare for the quantity analysis with

  14. A 3-D Virtual Reality Model of the Sun and the Moon for E-Learning at Elementary Schools

    Science.gov (United States)

    Sun, Koun-Tem; Lin, Ching-Ling; Wang, Sheng-Min

    2010-01-01

    The relative positions of the sun, moon, and earth, their movements, and their relationships are abstract and difficult to understand astronomical concepts in elementary school science. This study proposes a three-dimensional (3-D) virtual reality (VR) model named the "Sun and Moon System." This e-learning resource was designed by…

  15. A cone-beam CT based technique to augment the 3D virtual skull model with a detailed dental surface.

    NARCIS (Netherlands)

    Swennen, G.R.J.; Mommaerts, M.Y.; Abeloos, J.V.S.; Clercq, C. De; Lamoral, P.; Neyt, N.; Casselman, J.W.; Schutyser, F.A.C.

    2009-01-01

    Cone-beam computed tomography (CBCT) is used for maxillofacial imaging. 3D virtual planning of orthognathic and facial orthomorphic surgery requires detailed visualisation of the interocclusal relationship. This study aimed to introduce and evaluate the use of a double CBCT scan procedure with a

  16. Virtual reality 3D echocardiography in the assessment of tricuspid valve function after surgical closure of ventricular septal defect

    NARCIS (Netherlands)

    G. Bol-Raap (Goris); A.H.J. Koning (Anton); T.V. Scohy (Thierry); A.D.J. ten Harkel (Arend); F.J. Meijboom (Folkert); A.P. Kappetein (Arie Pieter); P.J. van der Spek (Peter); A.J.J.C. Bogers (Ad)

    2007-01-01

    textabstractBackground. This study was done to investigate the potential additional role of virtual reality, using three-dimensional (3D) echocardiographic holograms, in the postoperative assessment of tricuspid valve function after surgical closure of ventricular septal defect (VSD). Methods. 12

  17. Virtual surgical planning and 3D printing in prosthetic orbital reconstruction with percutaneous implants: a technical case report.

    Science.gov (United States)

    Huang, Yu-Hui; Seelaus, Rosemary; Zhao, Linping; Patel, Pravin K; Cohen, Mimis

    2016-01-01

    Osseointegrated titanium implants to the cranial skeleton for retention of facial prostheses have proven to be a reliable replacement for adhesive systems. However, improper placement of the implants can jeopardize prosthetic outcomes, and long-term success of an implant-retained prosthesis. Three-dimensional (3D) computer imaging, virtual planning, and 3D printing have become accepted components of the preoperative planning and design phase of treatment. Computer-aided design and computer-assisted manufacture that employ cone-beam computed tomography data offer benefits to patient treatment by contributing to greater predictability and improved treatment efficiencies with more reliable outcomes in surgical and prosthetic reconstruction. 3D printing enables transfer of the virtual surgical plan to the operating room by fabrication of surgical guides. Previous studies have shown that accuracy improves considerably with guided implantation when compared to conventional template or freehand implant placement. This clinical case report demonstrates the use of a 3D technological pathway for preoperative virtual planning through prosthesis fabrication, utilizing 3D printing, for a patient with an acquired orbital defect that was restored with an implant-retained silicone orbital prosthesis.

  18. A second life for eHealth: prospects for the use of 3-D virtual worlds in clinical psychology.

    Science.gov (United States)

    Gorini, Alessandra; Gaggioli, Andrea; Vigna, Cinzia; Riva, Giuseppe

    2008-08-05

    The aim of the present paper is to describe the role played by three-dimensional (3-D) virtual worlds in eHealth applications, addressing some potential advantages and issues related to the use of this emerging medium in clinical practice. Due to the enormous diffusion of the World Wide Web (WWW), telepsychology, and telehealth in general, have become accepted and validated methods for the treatment of many different health care concerns. The introduction of the Web 2.0 has facilitated the development of new forms of collaborative interaction between multiple users based on 3-D virtual worlds. This paper describes the development and implementation of a form of tailored immersive e-therapy called p-health whose key factor is interreality, that is, the creation of a hybrid augmented experience merging physical and virtual worlds. We suggest that compared with conventional telehealth applications such as emails, chat, and videoconferences, the interaction between real and 3-D virtual worlds may convey greater feelings of presence, facilitate the clinical communication process, positively influence group processes and cohesiveness in group-based therapies, and foster higher levels of interpersonal trust between therapists and patients. However, challenges related to the potentially addictive nature of such virtual worlds and questions related to privacy and personal safety will also be discussed.

  19. Novel 3D modeling methods for virtual fabrication and EDA compatible design of MEMS via parametric libraries

    International Nuclear Information System (INIS)

    Schröpfer, Gerold; Lorenz, Gunar; Rouvillois, Stéphane; Breit, Stephen

    2010-01-01

    This paper provides a brief summary of the state-of-the-art of MEMS-specific modeling techniques and describes the validation of new models for a parametric component library. Two recently developed 3D modeling tools are described in more detail. The first one captures a methodology for designing MEMS devices and simulating them together with integrated electronics within a standard electronic design automation (EDA) environment. The MEMS designer can construct the MEMS model directly in a 3D view. The resulting 3D model differs from a typical feature-based 3D CAD modeling tool in that there is an underlying behavioral model and parametric layout associated with each MEMS component. The model of the complete MEMS device that is shared with the standard EDA environment can be fully parameterized with respect to manufacturing- and design-dependent variables. Another recent innovation is a process modeling tool that allows accurate and highly realistic visualization of the step-by-step creation of 3D micro-fabricated devices. The novelty of the tool lies in its use of voxels (3D pixels) rather than conventional 3D CAD techniques to represent the 3D geometry. Case studies for experimental devices are presented showing how the examination of these virtual prototypes can reveal design errors before mask tape out, support process development before actual fabrication and also enable failure analysis after manufacturing.

  20. Virtual surgical planning and 3D printing in prosthetic orbital reconstruction with percutaneous implants: a technical case report

    Directory of Open Access Journals (Sweden)

    Huang Y

    2016-10-01

    Full Text Available Yu-Hui Huang,1,2 Rosemary Seelaus,1,2 Linping Zhao,1,2 Pravin K Patel,1,2 Mimis Cohen1,2 1The Craniofacial Center, Department of Surgery, Division of Plastic & Reconstructive Surgery, University of Illinois Hospital & Health Sciences System, 2University of Illinois College of Medicine at Chicago, Chicago, IL, USA Abstract: Osseointegrated titanium implants to the cranial skeleton for retention of facial prostheses have proven to be a reliable replacement for adhesive systems. However, improper placement of the implants can jeopardize prosthetic outcomes, and long-term success of an implant-retained prosthesis. Three-dimensional (3D computer imaging, virtual planning, and 3D printing have become accepted components of the preoperative planning and design phase of treatment. Computer-aided design and computer-assisted manufacture that employ cone-beam computed tomography data offer benefits to patient treatment by contributing to greater predictability and improved treatment efficiencies with more reliable outcomes in surgical and prosthetic reconstruction. 3D printing enables transfer of the virtual surgical plan to the operating room by fabrication of surgical guides. Previous studies have shown that accuracy improves considerably with guided implantation when compared to conventional template or freehand implant placement. This clinical case report demonstrates the use of a 3D technological pathway for preoperative virtual planning through prosthesis fabrication, utilizing 3D printing, for a patient with an acquired orbital defect that was restored with an implant-retained silicone orbital prosthesis. Keywords: computer-assisted surgery, virtual surgical planning (VSP, 3D printing, orbital prosthetic reconstruction, craniofacial implants

  1. Development of real-time motion capture system for 3D on-line games linked with virtual character

    Science.gov (United States)

    Kim, Jong Hyeong; Ryu, Young Kee; Cho, Hyung Suck

    2004-10-01

    Motion tracking method is being issued as essential part of the entertainment, medical, sports, education and industry with the development of 3-D virtual reality. Virtual human character in the digital animation and game application has been controlled by interfacing devices; mouse, joysticks, midi-slider, and so on. Those devices could not enable virtual human character to move smoothly and naturally. Furthermore, high-end human motion capture systems in commercial market are expensive and complicated. In this paper, we proposed a practical and fast motion capturing system consisting of optic sensors, and linked the data with 3-D game character with real time. The prototype experiment setup is successfully applied to a boxing game which requires very fast movement of human character.

  2. Hsp90 inhibitors, part 1: definition of 3-D QSAutogrid/R models as a tool for virtual screening.

    Science.gov (United States)

    Ballante, Flavio; Caroli, Antonia; Wickersham, Richard B; Ragno, Rino

    2014-03-24

    The multichaperone heat shock protein (Hsp) 90 complex mediates the maturation and stability of a variety of oncogenic signaling proteins. For this reason, Hsp90 has emerged as a promising target for anticancer drug development. Herein, we describe a complete computational procedure for building several 3-D QSAR models used as a ligand-based (LB) component of a comprehensive ligand-based (LB) and structure-based (SB) virtual screening (VS) protocol to identify novel molecular scaffolds of Hsp90 inhibitors. By the application of the 3-D QSAutogrid/R method, eight SB PLS 3-D QSAR models were generated, leading to a final multiprobe (MP) 3-D QSAR pharmacophoric model capable of recognizing the most significant chemical features for Hsp90 inhibition. Both the monoprobe and multiprobe models were optimized, cross-validated, and tested against an external test set. The obtained statistical results confirmed the models as robust and predictive to be used in a subsequent VS.

  3. Virtual 3-D operational planning in the maintenance of main mine equipment; Virtuelle 3D-Ablaufplanung in der Instandhaltung von Tagebaugrossgeraeten

    Energy Technology Data Exchange (ETDEWEB)

    Suchodoll, Dirk; Eberlein, Mark [RWE Power AG, Frechen (Germany). Technikzentrum Tagebaue/HW; Stock, Wilhelm [RWE Power AG, Koeln (Germany)

    2012-09-15

    To optimise the sequence of operations for replacing the ball race of a bucket-wheel excavator during an outage of several weeks using a virtual 3-D model of this ball race, an interdisciplinary project team consisting of employees of the Fraunhofer Institute of Factory Operation and Automation (IFF) in Magdeburg, mechanical engineers specialised in maintenance and main mine equipment and employees of RWE Power AG specialised in technical further education developed, optimised and applied such a model. Owing to the fact that a process of this complexity has never been examined, documented and assessed at this level of detail before, immense knowledge present only in experts' minds so far could be recorded and transferred to the model. This constitutes a significant added value to RWE Power AG's maintenance core competency. Following a modification of its data set, this model can be used further for subsequent projects in connection with other bucket-wheel excavators. This model combines engineering, maintenance and occupational safety and can be equally applied for process optimisation, trainings on the construction site and technical further education. This is promoted by the fact that the virtual model is intuitive to use and has no special hardware requirements. The results have shown that virtualising processes and plants also opens up new ways in knowledge retention and transfer to respond more effectively, promptly and in a more demand-oriented manner to the further-education requirements of a modern company. The use of this virtual 3-D model cannot be assessed reliably in terms of costs and benefits because of its manifold and complex application fields on the one hand and due to the difficulty of evaluating the process improvements achieved on the other hand. In addition, it must be taken into account that those process improvements could only be made in the first place because of the development of this model, allowing the &apos

  4. Simulation of mirror surfaces for virtual estimation of visibility lines for 3D motor vehicle collision reconstruction.

    Science.gov (United States)

    Leipner, Anja; Dobler, Erika; Braun, Marcel; Sieberth, Till; Ebert, Lars

    2017-10-01

    3D reconstructions of motor vehicle collisions are used to identify the causes of these events and to identify potential violations of traffic regulations. Thus far, the reconstruction of mirrors has been a problem since they are often based on approximations or inaccurate data. Our aim with this paper was to confirm that structured light scans of a mirror improve the accuracy of simulating the field of view of mirrors. We analyzed the performances of virtual mirror surfaces based on structured light scans using real mirror surfaces and their reflections as references. We used an ATOS GOM III scanner to scan the mirrors and processed the 3D data using Geomagic Wrap. For scene reconstruction and to generate virtual images, we used 3ds Max. We compared the simulated virtual images and photographs of real scenes using Adobe Photoshop. Our results showed that we achieved clear and even mirror results and that the mirrors behaved as expected. The greatest measured deviation between an original photo and the corresponding virtual image was 20 pixels in the transverse direction for an image width of 4256 pixels. We discussed the influences of data processing and alignment of the 3D models on the results. The study was limited to a distance of 1.6m, and the method was not able to simulate an interior mirror. In conclusion, structured light scans of mirror surfaces can be used to simulate virtual mirror surfaces with regard to 3D motor vehicle collision reconstruction. Copyright © 2017 Elsevier B.V. All rights reserved.

  5. Evaluation of two 3D virtual computer reconstructions for comparison of cleft lip and palate to normal fetal microanatomy.

    Science.gov (United States)

    Landes, Constantin A; Weichert, Frank; Geis, Philipp; Helga, Fritsch; Wagner, Mathias

    2006-03-01

    Cleft lip and palate reconstructive surgery requires thorough knowledge of normal and pathological labial, palatal, and velopharyngeal anatomy. This study compared two software algorithms and their 3D virtual anatomical reconstruction because exact 3D micromorphological reconstruction may improve learning, reveal spatial relationships, and provide data for mathematical modeling. Transverse and frontal serial sections of the midface of 18 fetal specimens (11th to 32nd gestational week) were used for two manual segmentation approaches. The first manual segmentation approach used bitmap images and either Windows-based or Mac-based SURFdriver commercial software that allowed manual contour matching, surface generation with average slice thickness, 3D triangulation, and real-time interactive virtual 3D reconstruction viewing. The second manual segmentation approach used tagged image format and platform-independent prototypical SeViSe software developed by one of the authors (F.W.). Distended or compressed structures were dynamically transformed. Registration was automatic but allowed manual correction, such as individual section thickness, surface generation, and interactive virtual 3D real-time viewing. SURFdriver permitted intuitive segmentation, easy manual offset correction, and the reconstruction showed complex spatial relationships in real time. However, frequent software crashes and erroneous landmarks appearing "out of the blue," requiring manual correction, were tedious. Individual section thickness, defined smoothing, and unlimited structure number could not be integrated. The reconstruction remained underdimensioned and not sufficiently accurate for this study's reconstruction problem. SeViSe permitted unlimited structure number, late addition of extra sections, and quantified smoothing and individual slice thickness; however, SeViSe required more elaborate work-up compared to SURFdriver, yet detailed and exact 3D reconstructions were created.

  6. Second Life: an overview of the potential of 3-D virtual worlds in medical and health education.

    Science.gov (United States)

    Boulos, Maged N Kamel; Hetherington, Lee; Wheeler, Steve

    2007-12-01

    This hybrid review-case study introduces three-dimensional (3-D) virtual worlds and their educational potential to medical/health librarians and educators. Second life (http://secondlife.com/) is perhaps the most popular virtual world platform in use today, with an emphasis on social interaction. We describe some medical and health education examples from Second Life, including Second Life Medical and Consumer Health Libraries (Healthinfo Island-funded by a grant from the US National Library of Medicine), and VNEC (Virtual Neurological Education Centre-developed at the University of Plymouth, UK), which we present as two detailed 'case studies'. The pedagogical potentials of Second Life are then discussed, as well as some issues and challenges related to the use of virtual worlds. We have also compiled an up-to-date resource page (http://healthcybermap.org/sl.htm), with additional online material and pointers to support and extend this study.

  7. Design of a 3D virtual geographic interface for access to geoinformatin in real time

    DEFF Research Database (Denmark)

    Bodum, Lars

    2004-01-01

    as VR Media Lab. The Centre for 3D GeoInformation was opened in 2001 and the main purpose of this facility is to extrude the region from 2D to 3D. Through the means of traditional geoinformation such as building footprints, geocoding, building and dwelling register and a DTM the region will be build...

  8. Virtual animation of victim-specific 3D models obtained from CT scans for forensic reconstructions

    DEFF Research Database (Denmark)

    Villa, C; Olsen, K B; Hansen, S H

    2017-01-01

    Post-mortem CT scanning (PMCT) has been introduced at several forensic medical institutions many years ago and has proved to be a useful tool. 3D models of bones, skin, internal organs and bullet paths can rapidly be generated using post-processing software. These 3D models reflect the individual...

  9. A Method for Teaching the Modeling of Manikins Suitable for Third-Person 3-D Virtual Worlds and Games

    Directory of Open Access Journals (Sweden)

    Nick V. Flor

    2012-08-01

    Full Text Available Virtual Worlds have the potential to transform the way people learn, work, and play. With the emerging fields of service science and design science, professors and students at universities are in a unique position to lead the research and development of innovative and value-adding virtual worlds. However, a key barrier in the development of virtual worlds—especially for business, technical, and non-artistic students—is the ability to model human figures in 3-D for use as avatars and automated characters in virtual worlds. There are no articles in either research or teaching journals which describe methods that non-artists can use to create 3-D human figures. This paper presents a repeatable and flexible method I have taught successfully to both artists and business students, which allows them to quickly model human-like figures (manikins that are sufficient for prototype purposes and that allows students and researchers alike to explore the development of new kinds of virtual worlds.

  10. Virtual animation of victim-specific 3D models obtained from CT scans for forensic reconstructions: Living and dead subjects.

    Science.gov (United States)

    Villa, C; Olsen, K B; Hansen, S H

    2017-09-01

    Post-mortem CT scanning (PMCT) has been introduced at several forensic medical institutions many years ago and has proved to be a useful tool. 3D models of bones, skin, internal organs and bullet paths can rapidly be generated using post-processing software. These 3D models reflect the individual physiognomics and can be used to create whole-body 3D virtual animations. In such way, virtual reconstructions of the probable ante-mortem postures of victims can be constructed and contribute to understand the sequence of events. This procedure is demonstrated in two victims of gunshot injuries. Case #1 was a man showing three perforating gunshot wounds, who died due to the injuries of the incident. Whole-body PMCT was performed and 3D reconstructions of bones, relevant internal organs and bullet paths were generated. Using 3ds Max software and a human anatomy 3D model, a virtual animated body was built and probable ante-mortem postures visualized. Case #2 was a man presenting three perforating gunshot wounds, who survived the incident: one in the left arm and two in the thorax. Only CT scans of the thorax, abdomen and the injured arm were provided by the hospital. Therefore, a whole-body 3D model reflecting the anatomical proportions of the patient was made combining the actual bones of the victim with those obtained from the human anatomy 3D model. The resulted 3D model was used for the animation process. Several probable postures were also visualized in this case. It has be shown that in Case #1 the lesions and the bullet path were not consistent with an upright standing position; instead, the victim was slightly bent forward, i.e. he was sitting or running when he was shot. In Case #2, one of the bullets could have passed through the arm and continued into the thorax. In conclusion, specialized 3D modelling and animation techniques allow for the reconstruction of ante-mortem postures based on both PMCT and clinical CT. Copyright © 2017 Elsevier B.V. All rights

  11. "Thanks for Letting Us All Share Your Mammogram Experience Virtually": Developing a Web-Based Hub for Breast Cancer Screening.

    Science.gov (United States)

    Galpin, Adam; Meredith, Joanne; Ure, Cathy; Robinson, Leslie

    2017-10-27

    The decision around whether to attend breast cancer screening can often involve making sense of confusing and contradictory information on its risks and benefits. The Word of Mouth Mammogram e-Network (WoMMeN) project was established to create a Web-based resource to support decision making regarding breast cancer screening. This paper presents data from our user-centered approach in engaging stakeholders (both health professionals and service users) in the design of this Web-based resource. Our novel approach involved creating a user design group within Facebook to allow them access to ongoing discussion between researchers, radiographers, and existing and potential service users. This study had two objectives. The first was to examine the utility of an online user design group for generating insight for the creation of Web-based health resources. We sought to explore the advantages and limitations of this approach. The second objective was to analyze what women want from a Web-based resource for breast cancer screening. We recruited a user design group on Facebook and conducted a survey within the group, asking questions about design considerations for a Web-based breast cancer screening hub. Although the membership of the Facebook group varied over time, there were 71 members in the Facebook group at the end point of analysis. We next conducted a framework analysis on 70 threads from Facebook and a thematic analysis on the 23 survey responses. We focused additionally on how the themes were discussed by the different stakeholders within the context of the design group. Two major themes were found across both the Facebook discussion and the survey data: (1) the power of information and (2) the hub as a place for communication and support. Information was considered as empowering but also recognized as threatening. Communication and the sharing of experiences were deemed important, but there was also recognition of potential miscommunication within online

  12. Scalable Multi-Platform Distribution of Spatial 3d Contents

    Science.gov (United States)

    Klimke, J.; Hagedorn, B.; Döllner, J.

    2013-09-01

    Virtual 3D city models provide powerful user interfaces for communication of 2D and 3D geoinformation. Providing high quality visualization of massive 3D geoinformation in a scalable, fast, and cost efficient manner is still a challenging task. Especially for mobile and web-based system environments, software and hardware configurations of target systems differ significantly. This makes it hard to provide fast, visually appealing renderings of 3D data throughout a variety of platforms and devices. Current mobile or web-based solutions for 3D visualization usually require raw 3D scene data such as triangle meshes together with textures delivered from server to client, what makes them strongly limited in terms of size and complexity of the models they can handle. In this paper, we introduce a new approach for provisioning of massive, virtual 3D city models on different platforms namely web browsers, smartphones or tablets, by means of an interactive map assembled from artificial oblique image tiles. The key concept is to synthesize such images of a virtual 3D city model by a 3D rendering service in a preprocessing step. This service encapsulates model handling and 3D rendering techniques for high quality visualization of massive 3D models. By generating image tiles using this service, the 3D rendering process is shifted from the client side, which provides major advantages: (a) The complexity of the 3D city model data is decoupled from data transfer complexity (b) the implementation of client applications is simplified significantly as 3D rendering is encapsulated on server side (c) 3D city models can be easily deployed for and used by a large number of concurrent users, leading to a high degree of scalability of the overall approach. All core 3D rendering techniques are performed on a dedicated 3D rendering server, and thin-client applications can be compactly implemented for various devices and platforms.

  13. Using virtual reality technology and hand tracking technology to create software for training surgical skills in 3D game

    Science.gov (United States)

    Zakirova, A. A.; Ganiev, B. A.; Mullin, R. I.

    2015-11-01

    The lack of visible and approachable ways of training surgical skills is one of the main problems in medical education. Existing simulation training devices are not designed to teach students, and are not available due to the high cost of the equipment. Using modern technologies such as virtual reality and hands movements fixation technology we want to create innovative method of learning the technics of conducting operations in 3D game format, which can make education process interesting and effective. Creating of 3D format virtual simulator will allow to solve several conceptual problems at once: opportunity of practical skills improvement unlimited by the time without the risk for patient, high realism of environment in operational and anatomic body structures, using of game mechanics for information perception relief and memorization of methods acceleration, accessibility of this program.

  14. 4Cin: A computational pipeline for 3D genome modeling and virtual Hi-C analyses from 4C data.

    Directory of Open Access Journals (Sweden)

    Ibai Irastorza-Azcarate

    2018-03-01

    Full Text Available The use of 3C-based methods has revealed the importance of the 3D organization of the chromatin for key aspects of genome biology. However, the different caveats of the variants of 3C techniques have limited their scope and the range of scientific fields that could benefit from these approaches. To address these limitations, we present 4Cin, a method to generate 3D models and derive virtual Hi-C (vHi-C heat maps of genomic loci based on 4C-seq or any kind of 4C-seq-like data, such as those derived from NG Capture-C. 3D genome organization is determined by integrative consideration of the spatial distances derived from as few as four 4C-seq experiments. The 3D models obtained from 4C-seq data, together with their associated vHi-C maps, allow the inference of all chromosomal contacts within a given genomic region, facilitating the identification of Topological Associating Domains (TAD boundaries. Thus, 4Cin offers a much cheaper, accessible and versatile alternative to other available techniques while providing a comprehensive 3D topological profiling. By studying TAD modifications in genomic structural variants associated to disease phenotypes and performing cross-species evolutionary comparisons of 3D chromatin structures in a quantitative manner, we demonstrate the broad potential and novel range of applications of our method.

  15. Using a 3D virtual supermarket to measure food purchase behavior: a validation study.

    Science.gov (United States)

    Waterlander, Wilma Elzeline; Jiang, Yannan; Steenhuis, Ingrid Hendrika Margaretha; Ni Mhurchu, Cliona

    2015-04-28

    There is increasing recognition that supermarkets are an important environment for health-promoting interventions such as fiscal food policies or front-of-pack nutrition labeling. However, due to the complexities of undertaking such research in the real world, well-designed randomized controlled trials on these kinds of interventions are lacking. The Virtual Supermarket is a 3-dimensional computerized research environment designed to enable experimental studies in a supermarket setting without the complexity or costs normally associated with undertaking such research. The primary objective was to validate the Virtual Supermarket by comparing virtual and real-life food purchasing behavior. A secondary objective was to obtain participant feedback on perceived sense of "presence" (the subjective experience of being in one place or environment even if physically located in another) in the Virtual Supermarket. Eligible main household shoppers (New Zealand adults aged ≥18 years) were asked to conduct 3 shopping occasions in the Virtual Supermarket over 3 consecutive weeks, complete the validated Presence Questionnaire Items Stems, and collect their real supermarket grocery till receipts for that same period. Proportional expenditure (NZ$) and the proportion of products purchased over 18 major food groups were compared between the virtual and real supermarkets. Data were analyzed using repeated measures mixed models. A total of 123 participants consented to take part in the study. In total, 69.9% (86/123) completed 1 shop in the Virtual Supermarket, 64.2% (79/123) completed 2 shops, 60.2% (74/123) completed 3 shops, and 48.8% (60/123) returned their real supermarket till receipts. The 4 food groups with the highest relative expenditures were the same for the virtual and real supermarkets: fresh fruit and vegetables (virtual estimate: 14.3%; real: 17.4%), bread and bakery (virtual: 10.0%; real: 8.2%), dairy (virtual: 19.1%; real: 12.6%), and meat and fish (virtual: 16

  16. L2 Immersion in 3D Virtual Worlds: The Next Thing to Being There?

    Science.gov (United States)

    Paillat, Edith

    2014-01-01

    Second Life is one of the many three-dimensional virtual environments accessible through a computer and a fast broadband connection. Thousands of participants connect to this platform to interact virtually with the world, join international communities of practice and, for some, role play groups. Unlike online role play games however, Second Life…

  17. Impact of 3D virtual planning on reconstruction of mandibular and maxillary surgical defects in head and neck oncology.

    Science.gov (United States)

    Witjes, Max J H; Schepers, Rutger H; Kraeima, Joep

    2018-04-01

    This review describes the advances in 3D virtual planning for mandibular and maxillary reconstruction surgical defects with full prosthetic rehabilitation. The primary purpose is to provide an overview of various techniques that apply 3D technology safely in primary and secondary reconstructive cases of patients suffering from head and neck cancer. Methods have been developed to overcome the problem of control over the margin during surgery while the crucial decision with regard to resection margin and planning of osteotomies were predetermined by virtual planning. The unlimited possibilities of designing patient-specific implants can result in creative uniquely applied solutions for single cases but should be applied wisely with knowledge of biomechanical engineering principles. The high surgical accuracy of an executed 3D virtual plan provides tumor margin control during ablative surgery and the possibility of planned combined use of osseus free flaps and dental implants in the reconstruction in one surgical procedure. A thorough understanding of the effects of radiotherapy on the reconstruction, soft tissue management, and prosthetic rehabilitation is imperative in individual cases when deciding to use dental implants in patients who received radiotherapy.

  18. On the Usability and Usefulness of 3d (geo)visualizations - a Focus on Virtual Reality Environments

    Science.gov (United States)

    Çöltekin, A.; Lokka, I.; Zahner, M.

    2016-06-01

    Whether and when should we show data in 3D is an on-going debate in communities conducting visualization research. A strong opposition exists in the information visualization (Infovis) community, and seemingly unnecessary/unwarranted use of 3D, e.g., in plots, bar or pie charts, is heavily criticized. The scientific visualization (Scivis) community, on the other hand, is more supportive of the use of 3D as it allows `seeing' invisible phenomena, or designing and printing things that are used in e.g., surgeries, educational settings etc. Geographic visualization (Geovis) stands between the Infovis and Scivis communities. In geographic information science, most visuo-spatial analyses have been sufficiently conducted in 2D or 2.5D, including analyses related to terrain and much of the urban phenomena. On the other hand, there has always been a strong interest in 3D, with similar motivations as in Scivis community. Among many types of 3D visualizations, a popular one that is exploited both for visual analysis and visualization is the highly realistic (geo)virtual environments. Such environments may be engaging and memorable for the viewers because they offer highly immersive experiences. However, it is not yet well-established if we should opt to show the data in 3D; and if yes, a) what type of 3D we should use, b) for what task types, and c) for whom. In this paper, we identify some of the central arguments for and against the use of 3D visualizations around these three considerations in a concise interdisciplinary literature review.

  19. 3D Interactions between Virtual Worlds and Real Life in an E-Learning Community

    Directory of Open Access Journals (Sweden)

    Ulrike Lucke

    2011-01-01

    Full Text Available Virtual worlds became an appealing and fascinating component of today's internet. In particular, the number of educational providers that see a potential for E-Learning in such new platforms increases. Unfortunately, most of the environments and processes implemented up to now do not exceed a virtual modelling of real-world scenarios. In particular, this paper shows that Second Life can be more than just another learning platform. A flexible and bidirectional link between the reality and the virtual world enables synchronous and seamless interaction between users and devices across both worlds. The primary advantages of this interconnection are a spatial extension of face-to-face and online learning scenarios and a closer relationship between virtual learners and the real world.

  20. Evaluation of Binocular Eye Trackers and Algorithms for 3D Gaze Interaction in Virtual Reality Environments

    OpenAIRE

    Thies Pfeiffer; Ipke Wachsmuth; Marc E. Latoschik

    2009-01-01

    Tracking user's visual attention is a fundamental aspect in novel human-computer interaction paradigms found in Virtual Reality. For example, multimodal interfaces or dialogue-based communications with virtual and real agents greatly benefit from the analysis of the user's visual attention as a vital source for deictic references or turn-taking signals. Current approaches to determine visual attention rely primarily on monocular eye trackers. Hence they are restricted to the interpretation of...

  1. Accident or homicide--virtual crime scene reconstruction using 3D methods.

    Science.gov (United States)

    Buck, Ursula; Naether, Silvio; Räss, Beat; Jackowski, Christian; Thali, Michael J

    2013-02-10

    The analysis and reconstruction of forensically relevant events, such as traffic accidents, criminal assaults and homicides are based on external and internal morphological findings of the injured or deceased person. For this approach high-tech methods are gaining increasing importance in forensic investigations. The non-contact optical 3D digitising system GOM ATOS is applied as a suitable tool for whole body surface and wound documentation and analysis in order to identify injury-causing instruments and to reconstruct the course of event. In addition to the surface documentation, cross-sectional imaging methods deliver medical internal findings of the body. These 3D data are fused into a whole body model of the deceased. Additional to the findings of the bodies, the injury inflicting instruments and incident scene is documented in 3D. The 3D data of the incident scene, generated by 3D laser scanning and photogrammetry, is also included into the reconstruction. Two cases illustrate the methods. In the fist case a man was shot in his bedroom and the main question was, if the offender shot the man intentionally or accidentally, as he declared. In the second case a woman was hit by a car, driving backwards into a garage. It was unclear if the driver drove backwards once or twice, which would indicate that he willingly injured and killed the woman. With this work, we demonstrate how 3D documentation, data merging and animation enable to answer reconstructive questions regarding the dynamic development of patterned injuries, and how this leads to a real data based reconstruction of the course of event. Copyright © 2012 Elsevier Ireland Ltd. All rights reserved.

  2. 3D Virtual CH Interactive Information Systems for a smart web browsing experience for desktop PCs and mobile devices

    Directory of Open Access Journals (Sweden)

    A. Scianna

    2018-05-01

    Full Text Available Recently, the diffusion of knowledge on Cultural Heritage (CH has become an element of primary importance for its valorization. At the same time, the diffusion of surveys based on UAV Unmanned Aerial Vehicles (UAV technologies and new methods of photogrammetric reconstruction have opened new possibilities for 3D CH representation. Furthermore the recent development of faster and more stable internet connections leads people to increase the use of mobile devices. In the light of all this, the importance of the development of Virtual Reality (VR environments applied to CH is strategic for the diffusion of knowledge in a smart solution. In particular, the present work shows how, starting from a basic survey and the further photogrammetric reconstruction of a cultural good, is possible to built a 3D CH interactive information system useful for desktop and mobile devices. For this experimentation the Arab-Norman church of the Trinity of Delia (in Castelvetrano-Sicily-Italy has been adopted as case study. The survey operations have been carried out considering different rapid methods of acquisition (UAV camera, SLR camera and smartphone camera. The web platform to publish the 3D information has been built using HTML5 markup language and WebGL JavaScript libraries (Three.js libraries. This work presents the construction of a 3D navigation system for a web-browsing of a virtual CH environment, with the integration of first person controls and 3D popup links. This contribution adds a further step to enrich the possibilities of open-source technologies applied to the world of CH valorization on web.

  3. Proteopedia: A Collaborative, Virtual 3D Web-Resource for Protein and Biomolecule Structure and Function

    Science.gov (United States)

    Hodis, Eran; Prilusky, Jaime, Sussman, Joel L.

    2010-01-01

    Protein structures are hard to represent on paper. They are large, complex, and three-dimensional (3D)--four-dimensional if conformational changes count! Unlike most of their substrates, which can easily be drawn out in full chemical formula, drawing every atom in a protein would usually be a mess. Simplifications like showing only the surface of…

  4. User requirements for geo-collaborative work with spatio-temporal data in a web-based virtual globe environment.

    Science.gov (United States)

    Yovcheva, Zornitza; van Elzakker, Corné P J M; Köbben, Barend

    2013-11-01

    Web-based tools developed in the last couple of years offer unique opportunities to effectively support scientists in their effort to collaborate. Communication among environmental researchers often involves not only work with geographical (spatial), but also with temporal data and information. Literature still provides limited documentation when it comes to user requirements for effective geo-collaborative work with spatio-temporal data. To start filling this gap, our study adopted a User-Centered Design approach and first explored the user requirements of environmental researchers working on distributed research projects for collaborative dissemination, exchange and work with spatio-temporal data. Our results show that system design will be mainly influenced by the nature and type of data users work with. From the end-users' perspective, optimal conversion of huge files of spatio-temporal data for further dissemination, accuracy of conversion, organization of content and security have a key role for effective geo-collaboration. Copyright © 2012 Elsevier Ltd and The Ergonomics Society. All rights reserved.

  5. Three-dimensional immersive virtual reality for studying cellular compartments in 3D models from EM preparations of neural tissues

    KAUST Repository

    Cali, Corrado

    2015-07-14

    Advances for application of electron microscopy to serial imaging are opening doors to new ways of analyzing cellular structure. New and improved algorithms and workflows for manual and semiautomated segmentation allow to observe the spatial arrangement of the smallest cellular features with unprecedented detail in full three-dimensions (3D). From larger samples, higher complexity models can be generated; however, they pose new challenges to data management and analysis. Here, we review some currently available solutions and present our approach in detail. We use the fully immersive virtual reality (VR) environment CAVE (cave automatic virtual environment), a room where we are able to project a cellular reconstruction and visualize in 3D, to step into a world created with Blender, a free, fully customizable 3D modeling software with NeuroMorph plug-ins for visualization and analysis of electron microscopy (EM) preparations of brain tissue. Our workflow allows for full and fast reconstructions of volumes of brain neuropil using ilastik, a software tool for semiautomated segmentation of EM stacks. With this visualization environment, we can walk into the model containing neuronal and astrocytic processes to study the spatial distribution of glycogen granules, a major energy source that is selectively stored in astrocytes. The use of CAVE was key to observe a nonrandom distribution of glycogen, and led us to develop tools to quantitatively analyze glycogen clustering and proximity to other subcellular features. This article is protected by copyright. All rights reserved.

  6. A LOW-COST AND LIGHTWEIGHT 3D INTERACTIVE REAL ESTATE-PURPOSED INDOOR VIRTUAL REALITY APPLICATION

    Directory of Open Access Journals (Sweden)

    K. Ozacar

    2017-11-01

    Full Text Available Interactive 3D architectural indoor design have been more popular after it benefited from Virtual Reality (VR technologies. VR brings computer-generated 3D content to real life scale and enable users to observe immersive indoor environments so that users can directly modify it. This opportunity enables buyers to purchase a property off-the-plan cheaper through virtual models. Instead of showing property through 2D plan or renders, this visualized interior architecture of an on-sale unbuilt property is demonstrated beforehand so that the investors have an impression as if they were in the physical building. However, current applications either use highly resource consuming software, or are non-interactive, or requires specialist to create such environments. In this study, we have created a real-estate purposed low-cost high quality fully interactive VR application that provides a realistic interior architecture of the property by using free and lightweight software: Sweet Home 3D and Unity. A preliminary study showed that participants generally liked proposed real estate-purposed VR application, and it satisfied the expectation of the property buyers.

  7. a Low-Cost and Lightweight 3d Interactive Real Estate-Purposed Indoor Virtual Reality Application

    Science.gov (United States)

    Ozacar, K.; Ortakci, Y.; Kahraman, I.; Durgut, R.; Karas, I. R.

    2017-11-01

    Interactive 3D architectural indoor design have been more popular after it benefited from Virtual Reality (VR) technologies. VR brings computer-generated 3D content to real life scale and enable users to observe immersive indoor environments so that users can directly modify it. This opportunity enables buyers to purchase a property off-the-plan cheaper through virtual models. Instead of showing property through 2D plan or renders, this visualized interior architecture of an on-sale unbuilt property is demonstrated beforehand so that the investors have an impression as if they were in the physical building. However, current applications either use highly resource consuming software, or are non-interactive, or requires specialist to create such environments. In this study, we have created a real-estate purposed low-cost high quality fully interactive VR application that provides a realistic interior architecture of the property by using free and lightweight software: Sweet Home 3D and Unity. A preliminary study showed that participants generally liked proposed real estate-purposed VR application, and it satisfied the expectation of the property buyers.

  8. 3DPublish: solución web para crear museos virtuales 3D dinámicos

    Directory of Open Access Journals (Sweden)

    P. Aguirrezabal

    2012-11-01

    aplicación 3DPublish que representa una alternativa a estas 2 soluciones estáticas ya que ofrece la posibilidad de gestionar dinámicamente un escenario 3D (real o virtual y las obras de arte que componen la exposición. 3DPublish proporciona además al usuario una experiencia realista a través de diferentes exposiciones, usando métodos que añaden valor como los visitas virtuales guiadas o la técnica de storytelling. 3DPublish facilitará las tareas diarias de los comisarios de los museos y mejorará el resultado final de las exposiciones de los muesos virtuales en 3D. Este artículo presentará también el caso de aplicación de la Sala Kubo en San Sebastián (ESPAÑA como ejemplo de un caso de uso de 3DPublish.

  9. Using a Web-Based Resource to Prepare Students for Fieldwork: Evaluating the Dark Peak Virtual Tour

    Science.gov (United States)

    McMorrow, Julia

    2005-01-01

    This paper reports on development of a Dark Peak website and its use to prepare first-year geography students for a one-day physical geography field course in the south Pennines. The Virtual Tour (VT) component of the website is the main focus of this paper. Pre- and post-fieldwork evaluations of the first version of the VT by 195 students are…

  10. An investigation of 3D images of the simultaneous-lightness-contrast illusion using a virtual-reality technique

    Directory of Open Access Journals (Sweden)

    Menshikova, G.Ya.

    2013-09-01

    Full Text Available This article investigates the problem of lightness perception. To clarify the role of depth in lightness perception two current models—the albedo hypothesis and the coplanar-ratio hypothesis—are discussed. To compare them the strength of the simultaneous-lightnesscontrast (SLC illusion was investigated as a function of three-dimensional (3D configurations of the test and background squares. In accordance with both hypotheses the changes in the depth arrangements of the test and background squares should result in changes in the illusory effect. However, the reasons for and the directions of these changes should be different. Five different types of 3D configurations were created in which the test squares were tilted at different angles to the background squares. A virtual-reality technique was used to present stereo pairs of different 3D configurations. Thirty-seven observers took part in the experiment. The method of constant stimuli was used to obtain psychometric functions. The displacements of these functions for 3D configurations in comparison with the 2D configuration allowed the estimation of illusion strength. The analysis of individual values of illusion strength revealed two groups of subjects. For the first group (38% of all participants the strength changed insignificantly depending on the 3D configurations. For the second group (62% of all participants significant differences were obtained for those configurations in which the test and background squares were perceived as differently illuminated. The changes in the SLC illusion strength for the second group were consistent with predictions made by the albedo hypothesis. Thus, it seems that the perceived illumination of a surface should be considered the main parameter for lightness estimations in 3D scenes.

  11. Effectiveness of a multidevice 3D virtual environment application to train car service maintenance procedures

    NARCIS (Netherlands)

    Borsci, Simone; Lawson, Glyn; Jha, Bhavna; Burges, Mark; Salanitri, Davide

    2016-01-01

    This paper reports a study which demonstrates the advantages of using virtual-reality-based systems for training automotive assembly tasks. Sixty participants were randomly assigned to one of the following three training experiences to learn a car service procedure: (1) observational training

  12. A 3D Planetary Neocartographic Tool in Education: A Game on Virtual Moon and Mars Globes

    Science.gov (United States)

    Hargitai, H.; Simonné-Dombóvári, E.; Gede, M.

    2012-03-01

    The paper describes the educational use of online virtual globes of Mars and the Moon. The game uses topographic globes of Mars (MOLA) and the Moon (LRO DTM) that includes IAU nomenclature + informal names. Students have to position the points described.

  13. Designing Interactive and Collaborative Learning Tasks in a 3-D Virtual Environment

    Science.gov (United States)

    Berns, Anke; Palomo-Duarte, Manuel; Fernández, David Camacho

    2012-01-01

    The aim of our study is to explore several possibilities to use virtual worlds (VWs) and game-applications with learners of the A1 level (CEFR) of German as a foreign language. Our interest focuses especially on designing those learning tools which increase firstly, learner motivation towards online-learning and secondly, enhance autonomous…

  14. Implementation of 3D virtual learning environment to improve students’ cognitive achievement

    Science.gov (United States)

    Rasim; Langi, A. Z. R.; Rosmansyah, Y.; Munir

    2018-05-01

    Virtual Learning Environment (VLE) has been widely used in assisting learning. This study aims to implement VLE-based learning in software engineering course. VLE provides many facilities for learning. In this research, VLE components used were presenter and quiz chair components. Evaluation results showed a significant difference from classical learning.

  15. Enhancing Time-Connectives with 3D Immersive Virtual Reality (IVR)

    Science.gov (United States)

    Passig, David; Eden, Sigal

    2010-01-01

    This study sought to test the most efficient representation mode with which children with hearing impairment could express a story while producing connectives indicating relations of time and of cause and effect. Using Bruner's (1973, 1986, 1990) representation stages, we tested the comparative effectiveness of Virtual Reality (VR) as a mode of…

  16. Special Section: New Ways to Detect Colon Cancer 3-D virtual screening now being used

    Science.gov (United States)

    ... the respirator pipe and submersed the pipe in water, scanned it, looked at the results—and ‘Bingo!' We had proved you could scan a tubular structure—such as a human organ, like the colon—and view it in virtual reality." Later, he and his team used it ...

  17. Virtual Presence and the Mind's Eye in 3-D Online Communities

    Science.gov (United States)

    Beacham, R. C.; Denard, H.; Baker, D.

    2011-09-01

    Digital technologies have introduced fundamental changes in the forms, content, and media of communication. Indeed, some have suggested we are in the early stages of a seismic shift comparable to that in antiquity with the transition from a primarily oral culture to one based upon writing. The digital transformation is rapidly displacing the long-standing hegemony of text, and restoring in part social, bodily, oral and spatial elements, but in radically reconfigured forms and formats. Contributing to and drawing upon such changes and possibilities, scholars and those responsible for sites preserving or displaying cultural heritage, have undertaken projects to explore the properties and potential of the online communities enabled by "Virtual Worlds" and related platforms for teaching, collaboration, publication, and new modes of disciplinary research. Others, keenly observing and evaluating such work, are poised to contribute to it. It is crucial that leadership be provided to ensure that serious and sustained investigation be undertaken by scholars who have experience, and achievements, in more traditional forms of research, and who perceive the emerging potential of Virtual World work to advance their investigations. The Virtual Museums Transnational Network will seek to engage such scholars and provide leadership in this emerging and immensely attractive new area of cultural heritage exploration and experience. This presentation reviews examples of the current "state of the art" in heritage based Virtual World initiatives, looking at the new modes of social interaction and experience enabled by such online communities, and some of the achievements and future aspirations of this work.

  18. Generic precise augmented reality guiding system and its calibration method based on 3D virtual model.

    Science.gov (United States)

    Liu, Miao; Yang, Shourui; Wang, Zhangying; Huang, Shujun; Liu, Yue; Niu, Zhenqi; Zhang, Xiaoxuan; Zhu, Jigui; Zhang, Zonghua

    2016-05-30

    Augmented reality system can be applied to provide precise guidance for various kinds of manual works. The adaptability and guiding accuracy of such systems are decided by the computational model and the corresponding calibration method. In this paper, a novel type of augmented reality guiding system and the corresponding designing scheme are proposed. Guided by external positioning equipment, the proposed system can achieve high relative indication accuracy in a large working space. Meanwhile, the proposed system is realized with a digital projector and the general back projection model is derived with geometry relationship between digitized 3D model and the projector in free space. The corresponding calibration method is also designed for the proposed system to obtain the parameters of projector. To validate the proposed back projection model, the coordinate data collected by a 3D positioning equipment is used to calculate and optimize the extrinsic parameters. The final projecting indication accuracy of the system is verified with subpixel pattern projecting technique.

  19. Towards a Transcription System of Sign Language for 3D Virtual Agents

    Science.gov (United States)

    Do Amaral, Wanessa Machado; de Martino, José Mario

    Accessibility is a growing concern in computer science. Since virtual information is mostly presented visually, it may seem that access for deaf people is not an issue. However, for prelingually deaf individuals, those who were deaf since before acquiring and formally learn a language, written information is often of limited accessibility than if presented in signing. Further, for this community, signing is their language of choice, and reading text in a spoken language is akin to using a foreign language. Sign language uses gestures and facial expressions and is widely used by deaf communities. To enabling efficient production of signed content on virtual environment, it is necessary to make written records of signs. Transcription systems have been developed to describe sign languages in written form, but these systems have limitations. Since they were not originally designed with computer animation in mind, in general, the recognition and reproduction of signs in these systems is an easy task only to those who deeply know the system. The aim of this work is to develop a transcription system to provide signed content in virtual environment. To animate a virtual avatar, a transcription system requires explicit enough information, such as movement speed, signs concatenation, sequence of each hold-and-movement and facial expressions, trying to articulate close to reality. Although many important studies in sign languages have been published, the transcription problem remains a challenge. Thus, a notation to describe, store and play signed content in virtual environments offers a multidisciplinary study and research tool, which may help linguistic studies to understand the sign languages structure and grammar.

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

    Science.gov (United States)

    Borrel, Alexandre; Fourches, Denis

    2017-12-01

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

  1. Between the Real and the Virtual: 3D visualization in the Cultural Heritage domain - expectations and prospects

    Directory of Open Access Journals (Sweden)

    Sorin Hermon

    2011-05-01

    Full Text Available The paper discusses two uses of 3D Visualization and Virtual Reality (hereafter VR of Cultural Heritage (CH assets: a less used one, in the archaeological / historical research and a more frequent one, as a communication medium in CH museums. While technological effort has been mainly invested in improving the “accuracy” of VR (determined as how truthfully it reproduces the “CH reality”, issues related to scientific requirements, (data transparency, separation between “real” and “virtual”, etc., are largely neglected, or at least not directly related to the 3D outcome, which may explain why, after more than twenty years of producing VR models, they are still rarely used in the archaeological research. The paper will present a proposal for developing VR tools as such as to be meaningful CH research tools as well as a methodology for designing VR outcomes to be used as a communication medium in CH museums.

  2. 3D virtual reconstruction and visualisation of the archaeological site Castellet de Bernabé (Llíria, Spain

    Directory of Open Access Journals (Sweden)

    Cristina Portalés

    2017-05-01

    Full Text Available 3D virtual reconstruction of cultural heritage is a useful tool to reach many goals: the accurate documentation of our tangible cultural legacy, the determination of mechanical alteration on the assets, or the mere shape acquisition prior to restoration and/or reconstruction works, etc. Among these goals, when planning and managing tourism enhancement of heritage sites, it demands setting up specific instruments and tools to guarantee both, the site conservation and the visitors’ satisfaction. Archaeological sites are physical witnesses of the past and an open window to research works and scientific discoveries, but usually, the major structures do no exist nowadays, and the general public takes long time and many efforts to elaborate a mental reconstruction of the volumetry and appearance from these remains. This mental reconstruction is essential to build up a storyline that communicates efficiently the archaeological and historic knowledge and awares the public about its conservation. To develop this process of awareness about conservation, heritage interpretation starts with the mental inmersion of the visitors in the archaeological site, what 3D reconstruction definitely helps to achieve. Different technologies exist nowadays for the3D reconstruction of assets, but when dealing with archaeological sites, the data acquisition requires alternative approaches to be used, as most part of the assets do not exist nowadays. In this work, we will deal with the virtual reconstruction and visualisation of the archaeological site Castellet de Bernabé by following a mixed approach (surveying techniques and archaeological research. We further give a methodology to process and merge the real and virtual data in order to create augmented views of the site.

  3. Optimization of TRPV6 Calcium Channel Inhibitors Using a 3D Ligand-Based Virtual Screening Method.

    OpenAIRE

    Simonin Céline; Awale Mahendra; Brand Michael; van Deursen Ruud; Schwartz Julian; Fine Michael; Kovacs Gergely; Häfliger Pascal; Gyimesi Gergely; Sithampari Abilashan; Charles Roch-Philippe; Hediger Matthias A; Reymond Jean-Louis

    2015-01-01

    Herein we report the discovery of the first potent and selective inhibitor of TRPV6 a calcium channel overexpressed in breast and prostate cancer and its use to test the effect of blocking TRPV6 mediated Ca(2+) influx on cell growth. The inhibitor was discovered through a computational method xLOS a 3D shape and pharmacophore similarity algorithm a type of ligand based virtual screening (LBVS) method described briefly here. Starting with a single weakly active seed molecule two successive rou...

  4. High potency fish oil supplement improves omega-3 fatty acid status in healthy adults: an open-label study using a web-based, virtual platform.

    Science.gov (United States)

    Udani, Jay K; Ritz, Barry W

    2013-08-08

    The health benefits of omega-3 fatty acids from fish are well known, and fish oil supplements are used widely in a preventive manner to compensate the low intake in the general population. The aim of this open-label study was to determine if consumption of a high potency fish oil supplement could improve blood levels of eicosapentaenoic acid (EPA) and docosahexaenoic acid (DHA) and impact SF-12 mental and physical health scores in healthy adults. A novel virtual clinical research organization was used along with the HS-Omega-3 Index, a measure of EPA and DHA in red blood cell membranes expressed as a percentage of total fatty acids that has been shown to correlate with a reduction in cardiovascular and other risk factors. Briefly, adult subjects (mean age 44 years) were recruited from among U.S. health food store employees and supplemented with 1.1 g/d of omega-3 from fish oil (756 mg EPA, 228 mg DHA, Minami Nutrition MorEPA Platinum) for 120 days (n = 157). Omega-3 status and mental health scores increased with supplementation (p < 0.001), while physical health scores remained unchanged. The use of a virtual, web-based platform shows considerable potential for engaging in clinical research with normal, healthy subjects. A high potency fish oil supplement may further improve omega-3 status in a healthy population regularly consuming an omega-3 supplement.

  5. Natural interaction in Virtual Environments for Cultural Heritage: Giotto in 3D and Etruscanning study cases

    Directory of Open Access Journals (Sweden)

    Eva Pietroni

    2012-11-01

    Full Text Available A basic limit of most of VR applications created by the scientific community and reproducing cultural sites or artefacts is that they do not fire up the attention of public, in comparison with the great potentialities of VR system for cultural transmission: they are often lacking in emotional storytelling and difficult to manage. An important factor is the need of more natural and simple interfaces, especially for applications hosted inside museums. Starting from our experience in this domain, we propose new metaphors of narration and paradigm of interaction based on natural interfaces (body movements, presenting three study cases: “The Rule confirmation: virtual experience among Giotto's characters”, “Etruscanning3D”, “Virtual Exploration of the ancient Pharmacy of S. Maria della Scaletta Hospital at Imola”.

  6. Classroom Simulation for Trainee Teachers Using 3D Virtual Environments and Simulated Smartbot Student Behaviours

    OpenAIRE

    Alotaibi, Fahad Mazaed

    2014-01-01

    his thesis consists of an analysis of a classroom simulation using a Second Life (SL) experiment that aims to investigate the teaching impact on smartbots (virtual students) from trainee teacher avatars with respect to interaction, simulated behaviour, and observed teaching roles. The classroom-based SL experiments’ motivation is to enable the trainee teacher to acquire the necessary skills and experience to manage a real classroom environment through simulations of a real classroom. This ty...

  7. Visualization of spatial-temporal data based on 3D virtual scene

    Science.gov (United States)

    Wang, Xianghong; Liu, Jiping; Wang, Yong; Bi, Junfang

    2009-10-01

    The main purpose of this paper is to realize the expression of the three-dimensional dynamic visualization of spatialtemporal data based on three-dimensional virtual scene, using three-dimensional visualization technology, and combining with GIS so that the people's abilities of cognizing time and space are enhanced and improved by designing dynamic symbol and interactive expression. Using particle systems, three-dimensional simulation, virtual reality and other visual means, we can simulate the situations produced by changing the spatial location and property information of geographical entities over time, then explore and analyze its movement and transformation rules by changing the interactive manner, and also replay history and forecast of future. In this paper, the main research object is the vehicle track and the typhoon path and spatial-temporal data, through three-dimensional dynamic simulation of its track, and realize its timely monitoring its trends and historical track replaying; according to visualization techniques of spatialtemporal data in Three-dimensional virtual scene, providing us with excellent spatial-temporal information cognitive instrument not only can add clarity to show spatial-temporal information of the changes and developments in the situation, but also be used for future development and changes in the prediction and deduction.

  8. 3D dual-virtual-pinhole assisted single particle tracking microscopy

    International Nuclear Information System (INIS)

    Ma, Ye; Wang, Yifan; Zhou, Xin; Kuang, Cuifang; Liu, Xu

    2014-01-01

    We propose a novel approach for high-speed, three-dimensional single particle tracking (SPT), which we refer to as dual-virtual-pinhole assisted single particle tracking microscopy (DVPaSPTM). DVPaSPTM system can obtain axial information of the sample without optical or mechanical depth scanning, so as to offer numbers of advantages including faster imaging, improved efficiency and a great reduction of photobleaching and phototoxicity. In addition, by the use of the dual-virtual-pinhole, the effect that the quantum yield exerts to the fluorescent signal can be eliminated, which makes the measurement independent of the surroundings and increases the accuracy of the result. DVPaSPTM system measures the intensity within different virtual pinholes of which the radii are given by the host computer. Axial information of fluorophores can be measured by the axial response curve through the ratio of intensity signals. We demonstrated the feasibility of the proposed method by a series of experiments. Results showed that the standard deviation of the axial measurement was 19.2 nm over a 2.5 μm range with 30 ms temporal resolution. (papers)

  9. Amplified Head Rotation in Virtual Reality and the Effects on 3D Search, Training Transfer, and Spatial Orientation.

    Science.gov (United States)

    Ragan, Eric D; Scerbo, Siroberto; Bacim, Felipe; Bowman, Doug A

    2017-08-01

    Many types of virtual reality (VR) systems allow users to use natural, physical head movements to view a 3D environment. In some situations, such as when using systems that lack a fully surrounding display or when opting for convenient low-effort interaction, view control can be enabled through a combination of physical and virtual turns to view the environment, but the reduced realism could potentially interfere with the ability to maintain spatial orientation. One solution to this problem is to amplify head rotations such that smaller physical turns are mapped to larger virtual turns, allowing trainees to view the entire surrounding environment with small head movements. This solution is attractive because it allows semi-natural physical view control rather than requiring complete physical rotations or a fully-surrounding display. However, the effects of amplified head rotations on spatial orientation and many practical tasks are not well understood. In this paper, we present an experiment that evaluates the influence of amplified head rotation on 3D search, spatial orientation, and cybersickness. In the study, we varied the amount of amplification and also varied the type of display used (head-mounted display or surround-screen CAVE) for the VR search task. By evaluating participants first with amplification and then without, we were also able to study training transfer effects. The findings demonstrate the feasibility of using amplified head rotation to view 360 degrees of virtual space, but noticeable problems were identified when using high amplification with a head-mounted display. In addition, participants were able to more easily maintain a sense of spatial orientation when using the CAVE version of the application, which suggests that visibility of the user's body and awareness of the CAVE's physical environment may have contributed to the ability to use the amplification technique while keeping track of orientation.

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

    Science.gov (United States)

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

    2001-07-01

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

  11. Effectiveness of a Web-Based Tailored Intervention With Virtual Assistants Promoting the Acceptability of HPV Vaccination Among Mothers of Invited Girls: Randomized Controlled Trial.

    Science.gov (United States)

    Pot, Mirjam; Paulussen, Theo Gwm; Ruiter, Robert Ac; Eekhout, Iris; de Melker, Hester E; Spoelstra, Maxine Ea; van Keulen, Hilde M

    2017-09-06

    In 2010, the human papillomavirus (HPV) vaccination was introduced in the Dutch National Immunization Program for 12-year-old girls, aiming to reduce the incidence of cervical cancer in women. HPV vaccination uptake turned out to be lower than expected: 61% versus 70%, respectively. Mothers were shown to play the most important role in the immunization decision about this vaccination. They had also expressed their need for interactive personal information about the HPV vaccination over and above the existing universal general information. To improve the effectiveness of the existing education about the HPV vaccination, we systematically developed a Web-based tailored intervention with virtual assistants providing mothers of girls to be invited with tailored feedback on their decision making about the HPV vaccination. The aim of this study was to evaluate the effectiveness of the Web-based tailored intervention for promoting HPV vaccination acceptance by means of a randomized controlled trial (RCT). Mothers were recruited via the Dutch vaccination register (Praeventis) (n=36,000) and three Web-based panels (n=2483). Those who gave informed consent (N=8062) were randomly assigned to the control (n=4067) or intervention condition (n=3995). HPV vaccination uptake, as registered by Praeventis once the HPV vaccination round was completed, was used as the primary outcome. Secondary outcomes were differential scores across conditions between baseline (before the provided access to the new tailored intervention) and follow-up (just before the first vaccination) regarding the mothers' degree of informed decision making (IDM), decisional conflict, and critical determinants of HPV vaccination uptake among which are intention, attitude, risk perception, and outcome beliefs. Intention-to-treat analysis (N=8062) showed a significant positive effect of the intervention on IDM, decisional conflict, and nearly all determinants of HPV vaccination uptake (Padmin/rctview.asp?TC=4935

  12. 3D visualisation of the middle ear and adjacent structures using reconstructed multi-slice CT datasets, correlating 3D images and virtual endoscopy to the 2D cross-sectional images

    International Nuclear Information System (INIS)

    Rodt, T.; Ratiu, P.; Kacher, D.F.; Anderson, M.; Jolesz, F.A.; Kikinis, R.; Becker, H.; Bartling, S.

    2002-01-01

    The 3D imaging of the middle ear facilitates better understanding of the patient's anatomy. Cross-sectional slices, however, often allow a more accurate evaluation of anatomical structures, as some detail may be lost through post-processing. In order to demonstrate the advantages of combining both approaches, we performed computed tomography (CT) imaging in two normal and 15 different pathological cases, and the 3D models were correlated to the cross-sectional CT slices. Reconstructed CT datasets were acquired by multi-slice CT. Post-processing was performed using the in-house software ''3D Slicer'', applying thresholding and manual segmentation. 3D models of the individual anatomical structures were generated and displayed in different colours. The display of relevant anatomical and pathological structures was evaluated in the greyscale 2D slices, 3D images, and the 2D slices showing the segmented 2D anatomy in different colours for each structure. Correlating 2D slices to the 3D models and virtual endoscopy helps to combine the advantages of each method. As generating 3D models can be extremely time-consuming, this approach can be a clinically applicable way of gaining a 3D understanding of the patient's anatomy by using models as a reference. Furthermore, it can help radiologists and otolaryngologists evaluating the 2D slices by adding the correct 3D information that would otherwise have to be mentally integrated. The method can be applied to radiological diagnosis, surgical planning, and especially, to teaching. (orig.)

  13. Simulating Navigation with Virtual 3d Geovisualizations - a Focus on Memory Related Factors

    Science.gov (United States)

    Lokka, I.; Çöltekin, A.

    2016-06-01

    The use of virtual environments (VE) for navigation-related studies, such as spatial cognition and path retrieval has been widely adopted in cognitive psychology and related fields. What motivates the use of VEs for such studies is that, as opposed to real-world, we can control for the confounding variables in simulated VEs. When simulating a geographic environment as a virtual world with the intention to train navigational memory in humans, an effective and efficient visual design is important to facilitate the amount of recall. However, it is not yet clear what amount of information should be included in such visual designs intended to facilitate remembering: there can be too little or too much of it. Besides the amount of information or level of detail, the types of visual features (`elements' in a visual scene) that should be included in the representations to create memorable scenes and paths must be defined. We analyzed the literature in cognitive psychology, geovisualization and information visualization, and identified the key factors for studying and evaluating geovisualization designs for their function to support and strengthen human navigational memory. The key factors we identified are: i) the individual abilities and age of the users, ii) the level of realism (LOR) included in the representations and iii) the context in which the navigation is performed, thus specific tasks within a case scenario. Here we present a concise literature review and our conceptual development for follow-up experiments.

  14. 2D and 3D virtual interactive laboratories of physics on Unity platform

    Science.gov (United States)

    González, J. D.; Escobar, J. H.; Sánchez, H.; De la Hoz, J.; Beltrán, J. R.

    2017-12-01

    Using the cross-platform game engine Unity, we develop virtual laboratories for PC, consoles, mobile devices and website as an innovative tool to study physics. There is extensive uptake of ICT in the teaching of science and its impact on the learning, and considering the limited availability of laboratories for physics teaching and the difficulties this causes in the learning of school students, we design the virtual laboratories to enhance studentâĂŹs knowledge of concepts in physics. To achieve this goal, we use Unity due to provide support bump mapping, reflection mapping, parallax mapping, dynamics shadows using shadows maps, full-screen post-processing effects and render-to-texture. Unity can use the best variant for the current video hardware and, if none are compatible, to use an alternative shader that may sacrifice features for performance. The control over delivery to mobile devices, web browsers, consoles and desktops is the main reason Unity is the best option among the same kind cross-platform. Supported platforms include Android, Apple TV, Linux, iOS, Nintendo 3DS line, macOS, PlayStation 4, Windows Phone 8, Wii but also an asset server and Nvidia’s PhysX physics engine which is the most relevant tool on Unity for our PhysLab.

  15. 3D synthetic aperture imaging using a virtual source element in the elevation plane

    DEFF Research Database (Denmark)

    Nikolov, Svetoslav; Jensen, Jørgen Arendt

    2000-01-01

    . However, the resolution in the elevation plane is determined by the fixed mechanical elevation focus. This paper suggests to post-focus the RF lines from several adjacent planes in the elevation direction using the elevation focal point of the transducer as a virtual source element, in order to obtain...... dynamic focusing in the elevation plane. A 0.1 mm point scatterer was mounted in an agar block and scanned in a water bath. The transducer is a 64 elements linear array with a pitch of 209 μm. The transducer height is 4 mm in the elevation plane and it is focused at 20 mm giving a F-number of 5. The point...... are passed through a second beamformer, in which the fixed focal points in the elevation plane are treated as virtual sources of spherical waves. Synthetic aperture focusing is applied on them. The -6 dB resolution in the elevation plane is increased from 7 mm to 2 mm. This gives a uniform point spread...

  16. ARC+(Registered Trademark) and ARC PC Welding Simulators: Teach Welders with Virtual Interactive 3D Technologies

    Science.gov (United States)

    Choquet, Claude

    2011-01-01

    123 Certification Inc., a Montreal based company, has developed an innovative hands-on welding simulator solution to help build the welding workforce in the most simple way. The solution lies in virtual reality technology, which has been fully tested since the early 90's. President and founder of 123 Certification Inc., Mr. Claude Choquet Ing. Msc. IWE. acts as a bridge between the welding and the programming world. Working in these fields for more than 20 years. he has filed 12 patents world-wide for a gesture control platform with leading edge hardware related to simulation. In the summer of 2006. Mr Choquet was proud to be invited to the annual IIW International Weld ing Congress in Quebec City to launch the ARC+ welding simulator. A 100% virtual reality system and web based training center was developed to simulate multi process. multi-materiaL multi-position and multi pass welding. The simulator is intended to train welding students and apprentices in schools or industries. The welding simulator is composed of a real welding e[eetrode holder (SMAW-GTAW) and gun (GMAW-FCAW). a head mounted display (HMD), a 6 degrees of freedom tracking system for interaction between the user's hands and head. as well as external audio speakers. Both guns and HMD are interacting online and simultaneously. The welding simulation is based on the law of physics and empirical results from detailed analysis of a series of welding tests based on industrial applications tested over the last 20 years. The simulation runs in real-time, using a local logic network to determine the quality and shape of the created weld. These results are based on the orientation distance. and speed of the welding torch and depth of penetration. The welding process and resulting weld bc.1d are displayed in a virtual environment with screenplay interactive training modules. For review. weld quality and recorded process values can be displayed and diagnosed after welding. To help in the le.tming process, a

  17. A video, text, and speech-driven realistic 3-d virtual head for human-machine interface.

    Science.gov (United States)

    Yu, Jun; Wang, Zeng-Fu

    2015-05-01

    A multiple inputs-driven realistic facial animation system based on 3-D virtual head for human-machine interface is proposed. The system can be driven independently by video, text, and speech, thus can interact with humans through diverse interfaces. The combination of parameterized model and muscular model is used to obtain a tradeoff between computational efficiency and high realism of 3-D facial animation. The online appearance model is used to track 3-D facial motion from video in the framework of particle filtering, and multiple measurements, i.e., pixel color value of input image and Gabor wavelet coefficient of illumination ratio image, are infused to reduce the influence of lighting and person dependence for the construction of online appearance model. The tri-phone model is used to reduce the computational consumption of visual co-articulation in speech synchronized viseme synthesis without sacrificing any performance. The objective and subjective experiments show that the system is suitable for human-machine interaction.

  18. A Combined Pharmacophore Modeling, 3D QSAR and Virtual Screening Studies on Imidazopyridines as B-Raf Inhibitors

    Directory of Open Access Journals (Sweden)

    Huiding Xie

    2015-05-01

    Full Text Available B-Raf kinase is an important target in treatment of cancers. In order to design and find potent B-Raf inhibitors (BRIs, 3D pharmacophore models were created using the Genetic Algorithm with Linear Assignment of Hypermolecular Alignment of Database (GALAHAD. The best pharmacophore model obtained which was used in effective alignment of the data set contains two acceptor atoms, three donor atoms and three hydrophobes. In succession, comparative molecular field analysis (CoMFA and comparative molecular similarity indices analysis (CoMSIA were performed on 39 imidazopyridine BRIs to build three dimensional quantitative structure-activity relationship (3D QSAR models based on both pharmacophore and docking alignments. The CoMSIA model based on the pharmacophore alignment shows the best result (q2 = 0.621, r2pred = 0.885. This 3D QSAR approach provides significant insights that are useful for designing potent BRIs. In addition, the obtained best pharmacophore model was used for virtual screening against the NCI2000 database. The hit compounds were further filtered with molecular docking, and their biological activities were predicted using the CoMSIA model, and three potential BRIs with new skeletons were obtained.

  19. A Combined Pharmacophore Modeling, 3D QSAR and Virtual Screening Studies on Imidazopyridines as B-Raf Inhibitors.

    Science.gov (United States)

    Xie, Huiding; Chen, Lijun; Zhang, Jianqiang; Xie, Xiaoguang; Qiu, Kaixiong; Fu, Jijun

    2015-05-29

    B-Raf kinase is an important target in treatment of cancers. In order to design and find potent B-Raf inhibitors (BRIs), 3D pharmacophore models were created using the Genetic Algorithm with Linear Assignment of Hypermolecular Alignment of Database (GALAHAD). The best pharmacophore model obtained which was used in effective alignment of the data set contains two acceptor atoms, three donor atoms and three hydrophobes. In succession, comparative molecular field analysis (CoMFA) and comparative molecular similarity indices analysis (CoMSIA) were performed on 39 imidazopyridine BRIs to build three dimensional quantitative structure-activity relationship (3D QSAR) models based on both pharmacophore and docking alignments. The CoMSIA model based on the pharmacophore alignment shows the best result (q(2) = 0.621, r(2)(pred) = 0.885). This 3D QSAR approach provides significant insights that are useful for designing potent BRIs. In addition, the obtained best pharmacophore model was used for virtual screening against the NCI2000 database. The hit compounds were further filtered with molecular docking, and their biological activities were predicted using the CoMSIA model, and three potential BRIs with new skeletons were obtained.

  20. R3D3 in the Wild: Using A Robot for Turn Management in Multi-Party Interaction with a Virtual Human

    NARCIS (Netherlands)

    Theune, Mariet; Wiltenburg, Daan; Bode, Max; Linssen, Jeroen

    R3D3 is a combination of a virtual human with a non-speaking robot capable of head gestures and emotive gaze behaviour. We use the robot to implement various turn management functions for use in multi-party interaction with R3D3, and present the results of a field study investigating their effects

  1. Avatar (A’: Contrasting Lacan’s Theory and 3D Virtual Worlds.A Case Study In Second Life

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    Carlos Hernán González-Campo

    2013-01-01

    Full Text Available Lacan no propuso un sujeto totalizado, pero propuso uno dividido cuya representación se estructura en cada interacción con sus pares a través del lenguaje argumentativo de Saussure. Esto demuestra lo real, lo imaginario y lo simbólico como (a, (a ‘ o (A. Este estudio trata de proponer y discutir que es posible actualmente establecer cuestiones virtuales, teniendo en cuenta los efectos sociales y psicológicos del ci- berespacio y la capacidad de decidir y ejecutar acciones. Prácticamente, la representación es dada por el Avatar conocido como (A ‘, ya que es una evolución de las otras (A. Esta interacción se lleva a cabo mediante el uso del lenguaje, con la construcción de significados y significantes. Significados son concebidos en el mundo virtual y significantes en la real, pero el último podría permitir al primero materializar el Otro (A en el Avatar (A ‘. Second Life es un metaverso, un juego del rol multi- jugador masivo en línea (MMORPG, que muestra mundos virtuales en 3D en el que cada sujeto es capaz de crear sus avatares caracterizar su propia identidad a través de los deseos del sujeto.

  2. Escaneado 3D e interpretación virtual del Teatro romano de Córdoba

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    José Luis Gómez Merino

    2012-11-01

    Full Text Available Del teatro romano de Córdoba se conserva una parte de la cimentación del graderío cuyos restos se conservan en el semisótano de la ampliación del Museo Arqueológico. Para el trabajo infográfico tomamos como punto de partida la nube de puntos obtenida tras una escanometría 3D de los restos. A partir de ahí tratamos de explicar al público visitante con qué se identifican esos restos concretos. El resultado son tres audiovisuales y varios paneles situados a lo largo de la pasarela que el público recorre para visitar los restos. Intentamos así desarrollar lenguajes gráficos en el entorno del dibujo científico en el que se desenvuelven habitualmente los arqueólogos. El reto es hacer que ese entorno sea atractivo para el público.

  3. Inspiring Equal Contribution and Opportunity in a 3D Multi-User Virtual Environment: Bringing Together Men Gamers and Women Non-Gamers in Second Life[R

    Science.gov (United States)

    deNoyelles, Aimee; Seo, Kay Kyeong-Ju

    2012-01-01

    A 3D multi-user virtual environment holds promise to support and enhance student online learning communities due to its ability to promote global synchronous interaction and collaboration, rich multisensory experience and expression, and elaborate design capabilities. Second Life[R], a multi-user virtual environment intended for adult users 18 and…

  4. 3D graphics, virtual reality, and motion-onset visual evoked potentials in neurogaming.

    Science.gov (United States)

    Beveridge, R; Wilson, S; Coyle, D

    2016-01-01

    A brain-computer interface (BCI) offers movement-free control of a computer application and is achieved by reading and translating the cortical activity of the brain into semantic control signals. Motion-onset visual evoked potentials (mVEP) are neural potentials employed in BCIs and occur when motion-related stimuli are attended visually. mVEP dynamics are correlated with the position and timing of the moving stimuli. To investigate the feasibility of utilizing the mVEP paradigm with video games of various graphical complexities including those of commercial quality, we conducted three studies over four separate sessions comparing the performance of classifying five mVEP responses with variations in graphical complexity and style, in-game distractions, and display parameters surrounding mVEP stimuli. To investigate the feasibility of utilizing contemporary presentation modalities in neurogaming, one of the studies compared mVEP classification performance when stimuli were presented using the oculus rift virtual reality headset. Results from 31 independent subjects were analyzed offline. The results show classification performances ranging up to 90% with variations in conditions in graphical complexity having limited effect on mVEP performance; thus, demonstrating the feasibility of using the mVEP paradigm within BCI-based neurogaming. © 2016 Elsevier B.V. All rights reserved.

  5. VIRTUAL ANTI-BULLYING VILLAGE PROJECT FOR COPING WITH BULLYING AND CYBERBULLYING WITHIN A 3D VIRTUAL LEARNING ENVIRONMENT: EVALUATION RESEARCH

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    Dorit Olenik Shemesh

    2014-12-01

    Full Text Available The current study aims to evaluate the implementation of a unique educational project- The Virtual Anti-Bullying Village for Kids and Teens (ABV4KIDS that was designed and operated by the European Commission. A 3D virtual environment as an innovative, international project for adolescents, focused on knowledge acquisition and new ways of coping with bullying and cyberbullying. Sixty seventh graders-Israeli adolescents-completed five questionnaires before and after the project to assess its impacts regarding cyberbullying and socio-emotional variables. They evaluated the project as important, enjoyable, and increasing their knowledge about cyberbullying, but expressed a need for more practical tools for coping. At the end of the project, the control group reported more cyberbullying experiences, as well as a decrease in social support, whereas the research group reported no changes in cyberbullying experiences and in socio-emotional aspects.

  6. Global Warming and the Arctic in 3D: A Virtual Globe for Outreach

    Science.gov (United States)

    Manley, W. F.

    2006-12-01

    Virtual Globes provide a new way to capture and inform the public's interest in environmental change. As an example, a recent Google Earth presentation conveyed 'key findings' from the Arctic Climate Impact Assessment (ACIA, 2004) to middle school students during the 2006 INSTAAR/NSIDC Open House at the University of Colorado. The 20-minute demonstration to 180 eighth graders began with an introduction and a view of the Arctic from space, zooming into the North American Arctic, then to a placemark for the first key finding, 'Arctic climate is now warming rapidly and much larger changes are projected'. An embedded link then opened a custom web page, with brief explanatory text, along with an ACIA graphic illustrating the rise in Arctic temperature, global CO2 concentrations, and carbon emissions for the last millennium. The demo continued with an interactive tour of other key findings (Reduced Sea Ice, Changes for Animals, Melting Glaciers, Coastal Erosion, Changes in Vegetation, Melting Permafrost, and others). Each placemark was located somewhat arbitrarily (which may be a concern for some audiences), but the points represented the messages in a geographic sense and enabled a smooth visual tour of the northern latitudes. Each placemark was linked to custom web pages with photos and concise take-home messages. The demo ended with navigation to Colorado, then Boulder, then the middle school that the students attended, all the while speaking to implications as they live their lives locally. The demo piqued the students' curiosity, and in this way better conveyed important messages about the Arctic and climate change. The use of geospatial visualizations for outreach and education appears to be in its infancy, with much potential.

  7. Spherical subjective refraction with a novel 3D virtual reality based system.

    Science.gov (United States)

    Pujol, Jaume; Ondategui-Parra, Juan Carlos; Badiella, Llorenç; Otero, Carles; Vilaseca, Meritxell; Aldaba, Mikel

    To conduct a clinical validation of a virtual reality-based experimental system that is able to assess the spherical subjective refraction simplifying the methodology of ocular refraction. For the agreement assessment, spherical refraction measurements were obtained from 104 eyes of 52 subjects using three different methods: subjectively with the experimental prototype (Subj.E) and the classical subjective refraction (Subj.C); and objectively with the WAM-5500 autorefractor (WAM). To evaluate precision (intra- and inter-observer variability) of each refractive tool independently, 26 eyes were measured in four occasions. With regard to agreement, the mean difference (±SD) for the spherical equivalent (M) between the new experimental subjective method (Subj.E) and the classical subjective refraction (Subj.C) was -0.034D (±0.454D). The corresponding 95% Limits of Agreement (LoA) were (-0.856D, 0.924D). In relation to precision, intra-observer mean difference for the M component was 0.034±0.195D for the Subj.C, 0.015±0.177D for the WAM and 0.072±0.197D for the Subj.E. Inter-observer variability showed worse precision values, although still clinically valid (below 0.25D) in all instruments. The spherical equivalent obtained with the new experimental system was precise and in good agreement with the classical subjective routine. The algorithm implemented in this new system and its optical configuration has been shown to be a first valid step for spherical error correction in a semiautomated way. Copyright © 2016 Spanish General Council of Optometry. Published by Elsevier España, S.L.U. All rights reserved.

  8. Virtual reality 3D echocardiography in the assessment of tricuspid valve function after surgical closure of ventricular septal defect

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    Kappetein A Pieter

    2007-02-01

    Full Text Available Abstract Background This study was done to investigate the potential additional role of virtual reality, using three-dimensional (3D echocardiographic holograms, in the postoperative assessment of tricuspid valve function after surgical closure of ventricular septal defect (VSD. Methods 12 data sets from intraoperative epicardial echocardiographic studies in 5 operations (patient age at operation 3 weeks to 4 years and bodyweight at operation 3.8 to 17.2 kg after surgical closure of VSD were included in the study. The data sets were analysed as two-dimensional (2D images on the screen of the ultrasound system as well as holograms in an I-space virtual reality (VR system. The 2D images were assessed for tricuspid valve function. In the I-Space, a 6 degrees-of-freedom controller was used to create the necessary projectory positions and cutting planes in the hologram. The holograms were used for additional assessment of tricuspid valve leaflet mobility. Results All data sets could be used for 2D as well as holographic analysis. In all data sets the area of interest could be identified. The 2D analysis showed no tricuspid valve stenosis or regurgitation. Leaflet mobility was considered normal. In the virtual reality of the I-Space, all data sets allowed to assess the tricuspid leaflet level in a single holographic representation. In 3 holograms the septal leaflet showed restricted mobility that was not appreciated in the 2D echocardiogram. In 4 data sets the posterior leaflet and the tricuspid papillary apparatus were not completely included. Conclusion This report shows that dynamic holographic imaging of intraoperative postoperative echocardiographic data regarding tricuspid valve function after VSD closure is feasible. Holographic analysis allows for additional tricuspid valve leaflet mobility analysis. The large size of the probe, in relation to small size of the patient, may preclude a complete data set. At the moment the requirement of an I

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

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    Shioyama Yasukazu

    2010-04-01

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

  10. Development of a system based on 3D vision, interactive virtual environments, ergonometric signals and a humanoid for stroke rehabilitation.

    Science.gov (United States)

    Ibarra Zannatha, Juan Manuel; Tamayo, Alejandro Justo Malo; Sánchez, Angel David Gómez; Delgado, Jorge Enrique Lavín; Cheu, Luis Eduardo Rodríguez; Arévalo, Wilson Alexander Sierra

    2013-11-01

    This paper presents a stroke rehabilitation (SR) system for the upper limbs, developed as an interactive virtual environment (IVE) based on a commercial 3D vision system (a Microsoft Kinect), a humanoid robot (an Aldebaran's Nao), and devices producing ergonometric signals. In one environment, the rehabilitation routines, developed by specialists, are presented to the patient simultaneously by the humanoid and an avatar inside the IVE. The patient follows the rehabilitation task, while his avatar copies his gestures that are captured by the Kinect 3D vision system. The information of the patient movements, together with the signals obtained from the ergonometric measurement devices, is used also to supervise and to evaluate the rehabilitation progress. The IVE can also present an RGB image of the patient. In another environment, that uses the same base elements, four game routines--Touch the balls 1 and 2, Simon says, and Follow the point--are used for rehabilitation. These environments are designed to create a positive influence in the rehabilitation process, reduce costs, and engage the patient. Copyright © 2013 Elsevier Ireland Ltd. All rights reserved.

  11. iSocial: delivering the Social Competence Intervention for Adolescents (SCI-A) in a 3D virtual learning environment for youth with high functioning autism.

    Science.gov (United States)

    Stichter, Janine P; Laffey, James; Galyen, Krista; Herzog, Melissa

    2014-02-01

    One consistent area of need for students with autism spectrum disorders is in the area of social competence. However, the increasing need to provide qualified teachers to deliver evidence-based practices in areas like social competence leave schools, such as those found in rural areas, in need of support. Distance education and in particular, 3D Virtual Learning, holds great promise for supporting schools and youth to gain social competence through knowledge and social practice in context. iSocial, a distance education, 3D virtual learning environment implemented the 31-lesson social competence intervention for adolescents across three small cohorts totaling 11 students over a period of 4 months. Results demonstrated that the social competence curriculum was delivered with fidelity in the 3D virtual learning environment. Moreover, learning outcomes suggest that the iSocial approach shows promise for social competence benefits for youth.

  12. 3D virtual planning in orthognathic surgery and CAD/CAM surgical splints generation in one patient with craniofacial microsomia: a case report

    Science.gov (United States)

    Vale, Francisco; Scherzberg, Jessica; Cavaleiro, João; Sanz, David; Caramelo, Francisco; Maló, Luísa; Marcelino, João Pedro

    2016-01-01

    Objective: In this case report, the feasibility and precision of tridimensional (3D) virtual planning in one patient with craniofacial microsomia is tested using Nemoceph 3D-OS software (Software Nemotec SL, Madrid, Spain) to predict postoperative outcomes on hard tissue and produce CAD/CAM (Computer Aided Design/Computer Aided Manufacturing) surgical splints. Methods: The clinical protocol consists of 3D data acquisition of the craniofacial complex by cone-beam computed tomography (CBCT) and surface scanning of the plaster dental casts. The ''virtual patient'' created underwent virtual surgery and a simulation of postoperative results on hard tissues. Surgical splints were manufactured using CAD/CAM technology in order to transfer the virtual surgical plan to the operating room. Intraoperatively, both CAD/CAM and conventional surgical splints are comparable. A second set of 3D images was obtained after surgery to acquire linear measurements and compare them with measurements obtained when predicting postoperative results virtually. Results: It was found a high similarity between both types of surgical splints with equal fitting on the dental arches. The linear measurements presented some discrepancies between the actual surgical outcomes and the predicted results from the 3D virtual simulation, but caution must be taken in the analysis of these results due to several variables. Conclusions: The reported case confirms the clinical feasibility of the described computer-assisted orthognathic surgical protocol. Further progress in the development of technologies for 3D image acquisition and improvements on software programs to simulate postoperative changes on soft tissue are required. PMID:27007767

  13. 3D Virtual Reality Applied in Tectonic Geomorphic Study of the Gombori Range of Greater Caucasus Mountains

    Science.gov (United States)

    Sukhishvili, Lasha; Javakhishvili, Zurab

    2016-04-01

    Gombori Range represents the southern part of the young Greater Caucasus Mountains and stretches from NW to SE. The range separates Alazani and Iori basins within the eastern Georgian province of Kakheti. The active phase of Caucasian orogeny started in the Pliocene, but according to alluvial sediments of Gombori range (mapped in the Soviet geologic map), we observe its uplift process to be Quaternary event. The highest peak of the Gombori range has an absolute elevation of 1991 m, while its neighboring Alazani valley gains only 400 m. We assume the range has a very fast uplift rate and it could trigger streams flow direction course reverse in Quaternary. To check this preliminary assumptions we are going to use a tectonic and fluvial geomorphic and stratigraphic approaches including paleocurrent analyses and various affordable absolute dating techniques to detect the evidence of river course reverses and date them. For these purposes we have selected river Turdo outcrop. The river itself flows northwards from the Gombori range and nearby region`s main city of Telavi generates 30-40 m high continuous outcrop along 1 km section. Turdo outcrop has very steep walls and requires special climbing skills to work on it. The goal of this particularly study is to avoid time and resource consuming ground survey process of this steep, high and wide outcrop and test 3D aerial and ground base photogrammetric modelling and analyzing approaches in initial stage of the tectonic geomorphic study. Using this type of remote sensing and virtual lab analyses of 3D outcrop model, we roughly delineated stratigraphic layers, selected exact locations for applying various research techniques and planned safe and suitable climbing routes for getting to the investigation sites.

  14. SIG y Paisajes Virtuales en 3D. Posibilidades de divulgación de la Prehistoria Reciente de la Sierra de Atapuerca

    Directory of Open Access Journals (Sweden)

    Francisco Javier Marcos Sáiz

    2010-04-01

    Full Text Available Archaeology has developed several theoretical and methodological perspectives with the application of the Geographical Information Systems (GIS, Digital Terrain Models (DTM, Virtual Reality (VR and the 3D Modelling. In the spreading a gradual progress has begun for mapping the sites on its environmental context with the virtual generation of the topographic and ecological features. The aim of this paper is the analysis of the possibilities of spreading of the settlement patterns in the Late Prehistory around Sierra de Atapuerca (Burgos, VI to II millennium cal. BC-. The technical process is the modelling and 3D animation for video of Virtual Landscapes with GIS. The conclusion is that the Virtual Flying with GIS is a fundamental tool for the graphical spreading of the prehistoric settlement, especially with archaeological sites of surveys.

  15. A new dynamic 3D virtual methodology for teaching the mechanics of atrial septation as seen in the human heart.

    Science.gov (United States)

    Schleich, Jean-Marc; Dillenseger, Jean-Louis; Houyel, Lucile; Almange, Claude; Anderson, Robert H

    2009-01-01

    Learning embryology remains difficult, since it requires understanding of many complex phenomena. The temporal evolution of developmental events has classically been illustrated using cartoons, which create difficulty in linking spatial and temporal aspects, such correlation being the keystone of descriptive embryology. We synthesized the bibliographic data from recent studies of atrial septal development. On the basis of this synthesis, consensus on the stages of atrial septation as seen in the human heart has been reached by a group of experts in cardiac embryology and pediatric cardiology. This has permitted the preparation of three-dimensional (3D) computer graphic objects for the anatomical components involved in the different stages of normal human atrial septation. We have provided a virtual guide to the process of normal atrial septation, the animation providing an appreciation of the temporal and morphologic events necessary to separate the systemic and pulmonary venous returns. We have shown that our animations of normal human atrial septation increase significantly the teaching of the complex developmental processes involved, and provide a new dynamic for the process of learning.

  16. [Application of 3D virtual reality technology with multi-modality fusion in resection of glioma located in central sulcus region].

    Science.gov (United States)

    Chen, T N; Yin, X T; Li, X G; Zhao, J; Wang, L; Mu, N; Ma, K; Huo, K; Liu, D; Gao, B Y; Feng, H; Li, F

    2018-05-08

    Objective: To explore the clinical and teaching application value of virtual reality technology in preoperative planning and intraoperative guide of glioma located in central sulcus region. Method: Ten patients with glioma in the central sulcus region were proposed to surgical treatment. The neuro-imaging data, including CT, CTA, DSA, MRI, fMRI were input to 3dgo sczhry workstation for image fusion and 3D reconstruction. Spatial relationships between the lesions and the surrounding structures on the virtual reality image were obtained. These images were applied to the operative approach design, operation process simulation, intraoperative auxiliary decision and the training of specialist physician. Results: Intraoperative founding of 10 patients were highly consistent with preoperative simulation with virtual reality technology. Preoperative 3D reconstruction virtual reality images improved the feasibility of operation planning and operation accuracy. This technology had not only shown the advantages for neurological function protection and lesion resection during surgery, but also improved the training efficiency and effectiveness of dedicated physician by turning the abstract comprehension to virtual reality. Conclusion: Image fusion and 3D reconstruction based virtual reality technology in glioma resection is helpful for formulating the operation plan, improving the operation safety, increasing the total resection rate, and facilitating the teaching and training of the specialist physician.

  17. EUROPEANA AND 3D

    Directory of Open Access Journals (Sweden)

    D. Pletinckx

    2012-09-01

    Full Text Available The current 3D hype creates a lot of interest in 3D. People go to 3D movies, but are we ready to use 3D in our homes, in our offices, in our communication? Are we ready to deliver real 3D to a general public and use interactive 3D in a meaningful way to enjoy, learn, communicate? The CARARE project is realising this for the moment in the domain of monuments and archaeology, so that real 3D of archaeological sites and European monuments will be available to the general public by 2012. There are several aspects to this endeavour. First of all is the technical aspect of flawlessly delivering 3D content over all platforms and operating systems, without installing software. We have currently a working solution in PDF, but HTML5 will probably be the future. Secondly, there is still little knowledge on how to create 3D learning objects, 3D tourist information or 3D scholarly communication. We are still in a prototype phase when it comes to integrate 3D objects in physical or virtual museums. Nevertheless, Europeana has a tremendous potential as a multi-facetted virtual museum. Finally, 3D has a large potential to act as a hub of information, linking to related 2D imagery, texts, video, sound. We describe how to create such rich, explorable 3D objects that can be used intuitively by the generic Europeana user and what metadata is needed to support the semantic linking.

  18. Eco-Dialogical Learning and Translanguaging in Open-Ended 3D Virtual Learning Environments: Where Place, Time, and Objects Matter

    Science.gov (United States)

    Zheng, Dongping; Schmidt, Matthew; Hu, Ying; Liu, Min; Hsu, Jesse

    2017-01-01

    The purpose of this research was to explore the relationships between design, learning, and translanguaging in a 3D collaborative virtual learning environment for adolescent learners of Chinese and English. We designed an open-ended space congruent with ecological and dialogical perspectives on second language acquisition. In such a space,…

  19. Three Dimensional (3D) Printing: A Straightforward, User-Friendly Protocol to Convert Virtual Chemical Models to Real-Life Objects

    Science.gov (United States)

    Rossi, Sergio; Benaglia, Maurizio; Brenna, Davide; Porta, Riccardo; Orlandi, Manuel

    2015-01-01

    A simple procedure to convert protein data bank files (.pdb) into a stereolithography file (.stl) using VMD software (Virtual Molecular Dynamic) is reported. This tutorial allows generating, with a very simple protocol, three-dimensional customized structures that can be printed by a low-cost 3D-printer, and used for teaching chemical education…

  20. The Avenor Virtual Trainer Project--A 3D Interactive Training Module on Energy Control Procedures: Development and First Validation Results.

    Science.gov (United States)

    Giardina, Max

    This paper examines the implementation of 3D simulation through the development of the Avenor Virtual Trainer and how situated learning and fidelity of model representation become the basis for more effective Interactive Multimedia Training Situations. The discussion will focus of some principles concerned with situated training, simulation,…

  1. Virtual patient 3D dose reconstruction using in air EPID measurements and a back-projection algorithm for IMRT and VMAT treatments.

    Science.gov (United States)

    Olaciregui-Ruiz, Igor; Rozendaal, Roel; van Oers, René F M; Mijnheer, Ben; Mans, Anton

    2017-05-01

    At our institute, a transit back-projection algorithm is used clinically to reconstruct in vivo patient and in phantom 3D dose distributions using EPID measurements behind a patient or a polystyrene slab phantom, respectively. In this study, an extension to this algorithm is presented whereby in air EPID measurements are used in combination with CT data to reconstruct 'virtual' 3D dose distributions. By combining virtual and in vivo patient verification data for the same treatment, patient-related errors can be separated from machine, planning and model errors. The virtual back-projection algorithm is described and verified against the transit algorithm with measurements made behind a slab phantom, against dose measurements made with an ionization chamber and with the OCTAVIUS 4D system, as well as against TPS patient data. Virtual and in vivo patient dose verification results are also compared. Virtual dose reconstructions agree within 1% with ionization chamber measurements. The average γ-pass rate values (3% global dose/3mm) in the 3D dose comparison with the OCTAVIUS 4D system and the TPS patient data are 98.5±1.9%(1SD) and 97.1±2.9%(1SD), respectively. For virtual patient dose reconstructions, the differences with the TPS in median dose to the PTV remain within 4%. Virtual patient dose reconstruction makes pre-treatment verification based on deviations of DVH parameters feasible and eliminates the need for phantom positioning and re-planning. Virtual patient dose reconstructions have additional value in the inspection of in vivo deviations, particularly in situations where CBCT data is not available (or not conclusive). Copyright © 2017 Associazione Italiana di Fisica Medica. Published by Elsevier Ltd. All rights reserved.

  2. EEG-based cognitive load of processing events in 3D virtual worlds is lower than processing events in 2D displays.

    Science.gov (United States)

    Dan, Alex; Reiner, Miriam

    2017-12-01

    Interacting with 2D displays, such as computer screens, smartphones, and TV, is currently a part of our daily routine; however, our visual system is built for processing 3D worlds. We examined the cognitive load associated with a simple and a complex task of learning paper-folding (origami) by observing 2D or stereoscopic 3D displays. While connected to an electroencephalogram (EEG) system, participants watched a 2D video of an instructor demonstrating the paper-folding tasks, followed by a stereoscopic 3D projection of the same instructor (a digital avatar) illustrating identical tasks. We recorded the power of alpha and theta oscillations and calculated the cognitive load index (CLI) as the ratio of the average power of frontal theta (Fz.) and parietal alpha (Pz). The results showed a significantly higher cognitive load index associated with processing the 2D projection as compared to the 3D projection; additionally, changes in the average theta Fz power were larger for the 2D conditions as compared to the 3D conditions, while alpha average Pz power values were similar for 2D and 3D conditions for the less complex task and higher in the 3D state for the more complex task. The cognitive load index was lower for the easier task and higher for the more complex task in 2D and 3D. In addition, participants with lower spatial abilities benefited more from the 3D compared to the 2D display. These findings have implications for understanding cognitive processing associated with 2D and 3D worlds and for employing stereoscopic 3D technology over 2D displays in designing emerging virtual and augmented reality applications. Copyright © 2016 Elsevier B.V. All rights reserved.

  3. Translation of First North American 50 and 70 cc Total Artificial Heart Virtual and Clinical Implantations: Utility of 3D Computed Tomography to Test Fit Devices.

    Science.gov (United States)

    Ferng, Alice S; Oliva, Isabel; Jokerst, Clinton; Avery, Ryan; Connell, Alana M; Tran, Phat L; Smith, Richard G; Khalpey, Zain

    2017-08-01

    Since the creation of SynCardia's 50 cc Total Artificial Hearts (TAHs), patients with irreversible biventricular failure now have two sizing options. Herein, a case series of three patients who have undergone successful 50 and 70 cc TAH implantation with complete closure of the chest cavity utilizing preoperative "virtual implantation" of different sized devices for surgical planning are presented. Computed tomography (CT) images were used for preoperative planning prior to TAH implantation. Three-dimensional (3D) reconstructions of preoperative chest CT images were generated and both 50 and 70 cc TAHs were virtually implanted into patients' thoracic cavities. During the simulation, the TAHs were projected over the native hearts in a similar position to the actual implantation, and the relationship between the devices and the atria, ventricles, chest wall, and diaphragm were assessed. The 3D reconstructed images and virtual modeling were used to simulate and determine for each patient if the 50 or 70 cc TAH would have a higher likelihood of successful implantation without complications. Subsequently, all three patients received clinical implants of the properly sized TAH based on virtual modeling, and their chest cavities were fully closed. This virtual implantation increases our confidence that the selected TAH will better fit within the thoracic cavity allowing for improved surgical outcome. Clinical implantation of the TAHs showed that our virtual modeling was an effective method for determining the correct fit and sizing of 50 and 70 cc TAHs. © 2016 International Center for Artificial Organs and Transplantation and Wiley Periodicals, Inc.

  4. INTERACTIVE 3D SYSTEMS OF VIRTUAL REALITY AS ONE OF THE DIRECTIONS FOR EVOLUTION OF DISTANCE LEARNING TECHNOLOGIES IN HIGHER SCOOL

    Directory of Open Access Journals (Sweden)

    Д В Сенашенко

    2016-12-01

    Full Text Available The article describes history of 3D virtual interactive technology developing and gives story of it’s using for different business companies and universities. Statistical analysis of target audience is provided. Features of such systems are described. Particularly author mentions functionality and advantages of 3D-systmes as one of long-term distant learning technology during educational program realization and formulates arguments for introduction of this technology to distant education systems of Russian Higher school. Discusses usability of it for distance learning in high school.

  5. A Second Chance at Health: How a 3D Virtual World Can Improve Health Self-Efficacy for Weight Loss Management Among Adults.

    Science.gov (United States)

    Behm-Morawitz, Elizabeth; Lewallen, Jennifer; Choi, Grace

    2016-02-01

    Health self-efficacy, or the beliefs in one's capabilities to perform health behaviors, is a significant factor in eliciting health behavior change, such as weight loss. Research has demonstrated that virtual embodiment has the potential to alter one's psychology and physicality, particularly in health contexts; however, little is known about the impacts embodiment in a virtual world has on health self-efficacy. The present research is a randomized controlled trial (N = 90) examining the effectiveness of virtual embodiment and play in a social virtual world (Second Life [SL]) for increasing health self-efficacy (exercise and nutrition efficacy) among overweight adults. Participants were randomly assigned to a 3D social virtual world (avatar virtual interaction experimental condition), 2D social networking site (no avatar virtual interaction control condition), or no intervention (no virtual interaction control condition). The findings of this study provide initial evidence for the use of SL to improve exercise efficacy and to support weight loss. Results also suggest that individuals who have higher self-presence with their avatar reap more benefits. Finally, quantitative findings are triangulated with qualitative data to increase confidence in the results and provide richer insight into the perceived effectiveness and limitations of SL for meeting weight loss goals. Themes resulting from the qualitative analysis indicate that participation in SL can improve motivation and efficacy to try new physical activities; however, individuals who have a dislike for video games may not be benefitted by avatar-based virtual interventions. Implications for research on the transformative potential of virtual embodiment and self-presence in general are discussed.

  6. Research-Grade 3D Virtual Astromaterials Samples: Novel Visualization of NASA's Apollo Lunar Samples and Antarctic Meteorite Samples to Benefit Curation, Research, and Education

    Science.gov (United States)

    Blumenfeld, E. H.; Evans, C. A.; Oshel, E. R.; Liddle, D. A.; Beaulieu, K. R.; Zeigler, R. A.; Righter, K.; Hanna, R. D.; Ketcham, R. A.

    2017-01-01

    NASA's vast and growing collections of astromaterials are both scientifically and culturally significant, requiring unique preservation strategies that need to be recurrently updated to contemporary technological capabilities and increasing accessibility demands. New technologies have made it possible to advance documentation and visualization practices that can enhance conservation and curation protocols for NASA's Astromaterials Collections. Our interdisciplinary team has developed a method to create 3D Virtual Astromaterials Samples (VAS) of the existing collections of Apollo Lunar Samples and Antarctic Meteorites. Research-grade 3D VAS will virtually put these samples in the hands of researchers and educators worldwide, increasing accessibility and visibility of these significant collections. With new sample return missions on the horizon, it is of primary importance to develop advanced curation standards for documentation and visualization methodologies.

  7. The influence of regulatory fit and interactivity on brand satisfaction and trust in E-health marketing inside 3D virtual worlds (Second Life).

    Science.gov (United States)

    Jin, Seung-A Annie; Lee, Kwan Min

    2010-12-01

    Interactive three-dimensional (3D) virtual environments like Second Life have great potential as venues for effective e-health marketing and e-brand management. Drawing from regulatory focus and interactivity literatures, this study examined the effects of the regulatory fit that consumers experience in interactive e-health marketing on their brand satisfaction and brand trust. The results of a two-group comparison experiment conducted within Second Life revealed that consumers in the regulatory fit condition show greater brand satisfaction and brand trust than those in the regulatory misfit condition, thus confirming the persuasive influence of regulatory fit in e-brand management inside 3D virtual worlds. In addition, a structural equation modeling analysis demonstrated the mediating role of consumers' perceived interactivity in explaining the processional link between regulatory fit and brand evaluation. Theoretical contributions and managerial implications of these findings are discussed.

  8. The rare deposition of Neolithic (SBK) grinding tools and longhouse 8 from Hrdlovka (Czech Republic): analysis and 3D virtual reconstruction

    Czech Academy of Sciences Publication Activity Database

    Beneš, J.; Vondrovský, V.; Šída, P.; Divišová, M.; Kovačiková, L.; Kovárník, J.; Vavrečka, Petr

    2015-01-01

    Roč. 6, č. 2 (2015), s. 161-179 ISSN 1804-848X Grant - others:GA ČR(CZ) GAP405/12/2173; GA ČR(CZ) GA13-08169S Program:GA Institutional support: RVO:67985912 Keywords : Stroked Pottery Culture * longhouse * grinding stones * offering * starch analysis * virtual reconstruction Subject RIV: AC - Archeology, Anthropology, Ethnology http://www.iansa.eu/papers/IANSA-2015-02-benes-3D.pdf

  9. 3D virtual world remote laboratory to assist in designing advanced user defined DAQ systems based on FlexRIO and EPICS

    Energy Technology Data Exchange (ETDEWEB)

    Carpeño, A., E-mail: antonio.cruiz@upm.es [Universidad Politécnica de Madrid UPM, Madrid (Spain); Contreras, D.; López, S.; Ruiz, M.; Sanz, D.; Arcas, G. de; Esquembri, S. [Universidad Politécnica de Madrid UPM, Madrid (Spain); Vega, J.; Castro, R. [Laboratorio Nacional de Fusión CIEMAT, Madrid (Spain)

    2016-11-15

    Highlights: • Assist in the design of FPGA-based data acquisition systems using EPICS and FlexRIO. • Virtual Reality technologies are highly effective at creating rich training scenarios. • Virtual actions simulate the behavior of a real system to enhance the training process. • Virtual actions can make real changes remotely in the physical ITER’s Fast Controller. - Abstract: iRIO-3DLab is a platform devised to assist developers in the design and implementation of intelligent and reconfigurable FPGA-based data acquisition systems using EPICS and FlexRIO technologies. Although these architectures are very powerful in defining the behavior of DAQ systems, this advantage comes at the price of greater difficulty in understanding how the system works, and how it should be configured and built according to the hardware available and the processing demanded by the requirements of the diagnostics. In this regard, Virtual Reality technologies are highly effective at creating rich training scenarios due to their ability to provide immersive training experiences and collaborative environments. The designed remote laboratory is based on a 3D virtual world developed in Opensim, which is accessible through a standard free 3D viewer. Using a client-server architecture, the virtual world connects with a service running in a Linux-based computer executing EPICS. Through their avatars, users interact with virtual replicas of this equipment as they would in real-life situations. Some actions can be used to simulate the behavior of a real system to enhance the training process, while others can be used to make real changes remotely in the physical system.

  10. 3D virtual world remote laboratory to assist in designing advanced user defined DAQ systems based on FlexRIO and EPICS

    International Nuclear Information System (INIS)

    Carpeño, A.; Contreras, D.; López, S.; Ruiz, M.; Sanz, D.; Arcas, G. de; Esquembri, S.; Vega, J.; Castro, R.

    2016-01-01

    Highlights: • Assist in the design of FPGA-based data acquisition systems using EPICS and FlexRIO. • Virtual Reality technologies are highly effective at creating rich training scenarios. • Virtual actions simulate the behavior of a real system to enhance the training process. • Virtual actions can make real changes remotely in the physical ITER’s Fast Controller. - Abstract: iRIO-3DLab is a platform devised to assist developers in the design and implementation of intelligent and reconfigurable FPGA-based data acquisition systems using EPICS and FlexRIO technologies. Although these architectures are very powerful in defining the behavior of DAQ systems, this advantage comes at the price of greater difficulty in understanding how the system works, and how it should be configured and built according to the hardware available and the processing demanded by the requirements of the diagnostics. In this regard, Virtual Reality technologies are highly effective at creating rich training scenarios due to their ability to provide immersive training experiences and collaborative environments. The designed remote laboratory is based on a 3D virtual world developed in Opensim, which is accessible through a standard free 3D viewer. Using a client-server architecture, the virtual world connects with a service running in a Linux-based computer executing EPICS. Through their avatars, users interact with virtual replicas of this equipment as they would in real-life situations. Some actions can be used to simulate the behavior of a real system to enhance the training process, while others can be used to make real changes remotely in the physical system.

  11. 3D workflow for HDR image capture of projection systems and objects for CAVE virtual environments authoring with wireless touch-sensitive devices

    Science.gov (United States)

    Prusten, Mark J.; McIntyre, Michelle; Landis, Marvin

    2006-02-01

    A 3D workflow pipeline is presented for High Dynamic Range (HDR) image capture of projected scenes or objects for presentation in CAVE virtual environments. The methods of HDR digital photography of environments vs. objects are reviewed. Samples of both types of virtual authoring being the actual CAVE environment and a sculpture are shown. A series of software tools are incorporated into a pipeline called CAVEPIPE, allowing for high-resolution objects and scenes to be composited together in natural illumination environments [1] and presented in our CAVE virtual reality environment. We also present a way to enhance the user interface for CAVE environments. The traditional methods of controlling the navigation through virtual environments include: glove, HUD's and 3D mouse devices. By integrating a wireless network that includes both WiFi (IEEE 802.11b/g) and Bluetooth (IEEE 802.15.1) protocols the non-graphical input control device can be eliminated. Therefore wireless devices can be added that would include: PDA's, Smart Phones, TabletPC's, Portable Gaming consoles, and PocketPC's.

  12. A comparative analysis of 2D and 3D tasks for virtual reality therapies based on robotic-assisted neurorehabilitation for post-stroke patients

    Directory of Open Access Journals (Sweden)

    Luis Daniel Lledó

    2016-08-01

    Full Text Available Post-stroke neurorehabilitation based on virtual therapies are performed completing repetitive exercises shown in visual electronic devices, whose content represents imaginary or daily life tasks. Currently, there are two ways of visualization of these task. 3D virtual environments are used to get a three dimensional space that represents the real world with a high level of detail, whose realism is determinated by the resolucion and fidelity of the objects of the task. Furthermore, 2D virtual environments are used to represent the tasks with a low degree of realism using techniques of bidimensional graphics. However, the type of visualization can influence the quality of perception of the task, affecting the patient's sensorimotor performance. The purpose of this paper was to evaluate if there were differences in patterns of kinematic movements when post-stroke patients performed a reach task viewing a virtual therapeutic game with two different type of visualization of virtual environment: 2D and 3D. Nine post-stroke patients have participated in the study receiving a virtual therapy assisted by PUPArm rehabilitation robot. Horizontal movements of the upper limb were performed to complete the aim of the tasks, which consist in reaching peripheral or perspective targets depending on the virtual environment shown. Various parameter types such as the maximum speed, reaction time, path length or initial movement are analyzed from the data acquired objectively by the robotic device to evaluate the influence of the task visualization. At the end of the study, a usability survey was provided to each patient to analysis his/her satisfaction level. For all patients, the movement trajectories were enhanced when they completed the therapy. This fact suggests that patient's motor recovery was increased. Despite of the similarity in majority of the kinematic parameters, differences in reaction time and path length were higher using the 3D task. Regarding

  13. Diseño de un Modelo 3D del Politécnico Colombiano Jaime Isaza Cadavid con Realidad Virtual

    OpenAIRE

    Mateus, Sandra P; Giraldo, Jorge E

    2012-01-01

    Este trabajo muestra el desarrollo de un Entorno Virtual de la Sede Poblado del Politécnico Colombiano Jaime Isaza Cadavid, utilizando técnicas de realidad virtual. Esto con el fin de obtener un modelo de la planta física de la Institución que proyecte su imagen, a través de una interfaz gráfica amigable basada en tecnología 3D. El trabajo fue realizado en las siguientes etapas: i) caracterización de la planta física y diseño del modelo virtual, par lo que se seleccionaron 3DMax y Maya de Aut...

  14. Use of the stereoscopic virtual reality display system for the detection and characterization of intracranial aneurysms: A Icomparison with conventional computed tomography workstation and 3D rotational angiography.

    Science.gov (United States)

    Liu, Xiujuan; Tao, Haiquan; Xiao, Xigang; Guo, Binbin; Xu, Shangcai; Sun, Na; Li, Maotong; Xie, Li; Wu, Changjun

    2018-07-01

    This study aimed to compare the diagnostic performance of the stereoscopic virtual reality display system with the conventional computed tomography (CT) workstation and three-dimensional rotational angiography (3DRA) for intracranial aneurysm detection and characterization, with a focus on small aneurysms and those near the bone. First, 42 patients with suspected intracranial aneurysms underwent both 256-row CT angiography (CTA) and 3DRA. Volume rendering (VR) images were captured using the conventional CT workstation. Next, VR images were transferred to the stereoscopic virtual reality display system. Two radiologists independently assessed the results that were obtained using the conventional CT workstation and stereoscopic virtual reality display system. The 3DRA results were considered as the ultimate reference standard. Based on 3DRA images, 38 aneurysms were confirmed in 42 patients. Two cases were misdiagnosed and 1 was missed when the traditional CT workstation was used. The sensitivity, specificity, positive predictive value (PPV), negative predictive value (NPV), and accuracy of the conventional CT workstation were 94.7%, 85.7%, 97.3%, 75%, and99.3%, respectively, on a per-aneurysm basis. The stereoscopic virtual reality display system missed a case. The sensitivity, specificity, PPV, NPV, and accuracy of the stereoscopic virtual reality display system were 100%, 85.7%, 97.4%, 100%, and 97.8%, respectively. No difference was observed in the accuracy of the traditional CT workstation, stereoscopic virtual reality display system, and 3DRA in detecting aneurysms. The stereoscopic virtual reality display system has some advantages in detecting small aneurysms and those near the bone. The virtual reality stereoscopic vision obtained through the system was found as a useful tool in intracranial aneurysm diagnosis and pre-operative 3D imaging. Copyright © 2018 Elsevier B.V. All rights reserved.

  15. Data-Driven Analysis of Virtual 3D Exploration of a Large Sculpture Collection in Real-World Museum Exhibitions

    KAUST Repository

    Agus, Marco

    2018-01-29

    We analyze use of an interactive system for the exploration of highly detailed three-dimensional (3D) models of a collection of protostoric Mediterranean sculptures. In this system, when the object of interest is selected, its detailed 3D model and associated information are presented at high resolution on a large display controlled by a touch-enabled horizontal surface at a suitable distance. The user interface combines an object-Aware interactive camera controller with an interactive point-ofinterest selector and is implemented within a scalable implementation based on multiresolution structures shared between the rendering and user interaction subsystems. The system was installed in several temporary and permanent exhibitions and was extensively used by tens of thousands of visitors. We provide a data-driven analysis of usage experience based on logs gathered during a 27-month period at four exhibitions in archeological museums for a total of more than 75K exploration sessions. We focus on discerning the main visitor behaviors during 3D exploration by employing tools for deriving interest measures on surfaces and tools for clustering and knowledge discovery from high-dimensional data. The results highlight the main trends in visitor behavior during the interactive sessions. These results provide useful insights for the design of 3D exploration user interfaces in future digital installations.© 2017 ACM 1556-4673/2017/12-ART2 $15.00.

  16. Data-Driven Analysis of Virtual 3D Exploration of a Large Sculpture Collection in Real-World Museum Exhibitions

    KAUST Repository

    Agus, Marco; Marton, Fabio; Bettio, Fabio; Hadwiger, Markus; Gobbetti, Enrico

    2018-01-01

    We analyze use of an interactive system for the exploration of highly detailed three-dimensional (3D) models of a collection of protostoric Mediterranean sculptures. In this system, when the object of interest is selected, its detailed 3D model and associated information are presented at high resolution on a large display controlled by a touch-enabled horizontal surface at a suitable distance. The user interface combines an object-Aware interactive camera controller with an interactive point-ofinterest selector and is implemented within a scalable implementation based on multiresolution structures shared between the rendering and user interaction subsystems. The system was installed in several temporary and permanent exhibitions and was extensively used by tens of thousands of visitors. We provide a data-driven analysis of usage experience based on logs gathered during a 27-month period at four exhibitions in archeological museums for a total of more than 75K exploration sessions. We focus on discerning the main visitor behaviors during 3D exploration by employing tools for deriving interest measures on surfaces and tools for clustering and knowledge discovery from high-dimensional data. The results highlight the main trends in visitor behavior during the interactive sessions. These results provide useful insights for the design of 3D exploration user interfaces in future digital installations.© 2017 ACM 1556-4673/2017/12-ART2 $15.00.

  17. The virtual lover: variable and easily guided 3D fish animations as an innovative tool in mate-choice experiments with sailfin mollies-I. Design and implementation.

    Science.gov (United States)

    Müller, Klaus; Smielik, Ievgen; Hütwohl, Jan-Marco; Gierszewski, Stefanie; Witte, Klaudia; Kuhnert, Klaus-Dieter

    2017-02-01

    Animal behavior researchers often face problems regarding standardization and reproducibility of their experiments. This has led to the partial substitution of live animals with artificial virtual stimuli. In addition to standardization and reproducibility, virtual stimuli open new options for researchers since they are easily changeable in morphology and appearance, and their behavior can be defined. In this article, a novel toolchain to conduct behavior experiments with fish is presented by a case study in sailfin mollies Poecilia latipinna . As the toolchain holds many different and novel features, it offers new possibilities for studies in behavioral animal research and promotes the standardization of experiments. The presented method includes options to design, animate, and present virtual stimuli to live fish. The designing tool offers an easy and user-friendly way to define size, coloration, and morphology of stimuli and moreover it is able to configure virtual stimuli randomly without any user influence. Furthermore, the toolchain brings a novel method to animate stimuli in a semiautomatic way with the help of a game controller. These created swimming paths can be applied to different stimuli in real time. A presentation tool combines models and swimming paths regarding formerly defined playlists, and presents the stimuli onto 2 screens. Experiments with live sailfin mollies validated the usage of the created virtual 3D fish models in mate-choice experiments.

  18. Virtual 3-D 18F-FDG PET/CT panendoscopy for assessment of the upper airways of head and neck cancer patients: a feasibility study

    International Nuclear Information System (INIS)

    Buchbender, Christian; Heusner, Till A.; Treffert, Jon; Lehnerdt, Goetz; Mattheis, Stefan; Geiger, Bernhard; Bockisch, Andreas; Forsting, Michael; Antoch, Gerald

    2012-01-01

    The aim of this study was to evaluate whether a virtual 3-D 18 F-fluorodeoxyglucose (FDG) positron emission tomography (PET)/CT panendoscopy is feasible and can be used for noninvasive imaging of the upper airways and pharyngeal/laryngeal tumours. From 18 F-FDG PET/CT data sets of 40 patients (29 men, 11 women; age 61 ± 9 years) with pharyngeal or laryngeal malignancies virtual 3-D 18 F-FDG PET/CT panendoscopies were reconstructed and the image processing time was measured. The feasibility of assessing the oral cavity, nasopharynx, tongue base, soft palate, pharyngeal tonsils, epiglottis, aryepiglottic folds, piriform sinus, postcricoid space, glottis, subglottis, trachea, bronchi and oesophagus and of detecting primary tumours was tested. Results of fibre-optic bronchoscopy and histology served as the reference standard. The nasopharynx, tongue base, soft palate, pharyngeal tonsils, epiglottis, subglottis and the tracheobronchial tree were accessible in all 40, and the aryepiglottic folds, posterior hypopharyngeal wall, postcricoid space, piriform sinus, glottis, oral cavity and oesophagus in 37, 37, 37, 37, 33, 16 and 0 patients, respectively. In all 12 patients with restricted fibre-optic evaluation due to being primarily intubated, the subglottis was accessible via virtual panendoscopy. The primary tumour was depicted in 36 of 40 patients (90 %). The mean processing time for virtual 18 F-FDG PET/CT panendoscopies was 145 ± 98 s. Virtual 18 F-FDG PET/CT panendoscopy of the upper airways is technically feasible and can detect pharyngeal and laryngeal malignancies. This new tool can aid in the complete evaluation of the subglottic space in intubated patients and may be used for planning optical panendoscopies, biopsies and surgery in the future. (orig.)

  19. A demonstration of the ASAP Realizer-Unity3D bridge for virtual and mixed reality applications

    NARCIS (Netherlands)

    Kolkmeier, Jan; Bruijnes, Merijn; Reidsma, Dennis; Beskow, Jonas; Peters, Christopher; Castellano, Ginevra; O'Sullivan, Carol; Leite, Iolanda; Kopp, Stefan

    2017-01-01

    Modern game engines such as Unity make prototyping and developing experiences in virtual and mixed reality environments increasingly accessible and efficient, and their value has long been recognized by the scientific community as well. However, these game engines do not easily allow control of

  20. Effects of 3D virtual haptics force feedback on brand personality perception: the mediating role of physical presence in advergames.

    Science.gov (United States)

    Jin, Seung-A Annie

    2010-06-01

    This study gauged the effects of force feedback in the Novint Falcon haptics system on the sensory and cognitive dimensions of a virtual test-driving experience. First, in order to explore the effects of tactile stimuli with force feedback on users' sensory experience, feelings of physical presence (the extent to which virtual physical objects are experienced as actual physical objects) were measured after participants used the haptics interface. Second, to evaluate the effects of force feedback on the cognitive dimension of consumers' virtual experience, this study investigated brand personality perception. The experiment utilized the Novint Falcon haptics controller to induce immersive virtual test-driving through tactile stimuli. The author designed a two-group (haptics stimuli with force feedback versus no force feedback) comparison experiment (N = 238) by manipulating the level of force feedback. Users in the force feedback condition were exposed to tactile stimuli involving various force feedback effects (e.g., terrain effects, acceleration, and lateral forces) while test-driving a rally car. In contrast, users in the control condition test-drove the rally car using the Novint Falcon but were not given any force feedback. Results of ANOVAs indicated that (a) users exposed to force feedback felt stronger physical presence than those in the no force feedback condition, and (b) users exposed to haptics stimuli with force feedback perceived the brand personality of the car to be more rugged than those in the control condition. Managerial implications of the study for product trial in the business world are discussed.

  1. Transforming Clinical Imaging and 3D Data for Virtual Reality Learning Objects: HTML5 and Mobile Devices Implementation

    Science.gov (United States)

    Trelease, Robert B.; Nieder, Gary L.

    2013-01-01

    Web deployable anatomical simulations or "virtual reality learning objects" can easily be produced with QuickTime VR software, but their use for online and mobile learning is being limited by the declining support for web browser plug-ins for personal computers and unavailability on popular mobile devices like Apple iPad and Android…

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

    Science.gov (United States)

    Seemann, M D; Claussen, C D

    2001-06-01

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

  3. Facilitating 3D Virtual World Learning Environments Creation by Non-Technical End Users through Template-Based Virtual World Instantiation

    Science.gov (United States)

    Liu, Chang; Zhong, Ying; Ozercan, Sertac; Zhu, Qing

    2013-01-01

    This paper presents a template-based solution to overcome technical barriers non-technical computer end users face when developing functional learning environments in three-dimensional virtual worlds (3DVW). "iVirtualWorld," a prototype of a platform-independent 3DVW creation tool that implements the proposed solution, facilitates 3DVW…

  4. Historical Photogrammetry and Terrestrial Laser Scanning for the 3d Virtual Reconstruction of Destroyed Structures: a Case Study in Italy

    Science.gov (United States)

    Bitelli, G.; Dellapasqua, M.; Girelli, V. A.; Sbaraglia, S.; Tinia, M. A.

    2017-05-01

    The current dramatic episodes of destruction of archaeological sites have again highlighted the problem of the safeguarding the threatened heritage and, if possible, recovering those damaged by all the armed conflicts of the past. The historical photogrammetry offers the possibility to recover a posteriori the geometrical and material properties of destroyed structures, reconstructing their 3D model to document, study and maintain their memory, until to support their real anastylosis. The presented work is about the 3D reconstruction of the civic tower of the little town of Sant'Alberto, near the city of Ravenna, Italy. The tower, as a symbol of resistance and pride of the town's population, was destroyed in December 1944 by German troops in retaliation, when they were forced to leave the area. A city committee has subsequently collected all the historical evidence concerning the tower, including a series of photographic images that can be used for the photogrammetric reconstruction; the images calibration and orientation have been solved using the geometric information derived by a terrestrial laser scanner survey realized in the area where the tower was originally located. Despite the scarcity and very poor quality of the available images, the conducted photogrammetric procedure has allowed a complete and qualitatively satisfying object reconstruction, also thanks to the use of geometric constraint tools offered by the chosen software. The integration between the obtained model of the old tower and the 3D TLS survey of the square made it possible to reconstruct the ancient situation of the area.

  5. 3D-Reconstructions and Virtual 4D-Visualization to Study Metamorphic Brain Development in the Sphinx Moth Manduca Sexta.

    Science.gov (United States)

    Huetteroth, Wolf; El Jundi, Basil; El Jundi, Sirri; Schachtner, Joachim

    2010-01-01

    DURING METAMORPHOSIS, THE TRANSITION FROM THE LARVA TO THE ADULT, THE INSECT BRAIN UNDERGOES CONSIDERABLE REMODELING: new neurons are integrated while larval neurons are remodeled or eliminated. One well acknowledged model to study metamorphic brain development is the sphinx moth Manduca sexta. To further understand mechanisms involved in the metamorphic transition of the brain we generated a 3D standard brain based on selected brain areas of adult females and 3D reconstructed the same areas during defined stages of pupal development. Selected brain areas include for example mushroom bodies, central complex, antennal- and optic lobes. With this approach we eventually want to quantify developmental changes in neuropilar architecture, but also quantify changes in the neuronal complement and monitor the development of selected neuronal populations. Furthermore, we used a modeling software (Cinema 4D) to create a virtual 4D brain, morphing through its developmental stages. Thus the didactical advantages of 3D visualization are expanded to better comprehend complex processes of neuropil formation and remodeling during development. To obtain datasets of the M. sexta brain areas, we stained whole brains with an antiserum against the synaptic vesicle protein synapsin. Such labeled brains were then scanned with a confocal laser scanning microscope and selected neuropils were reconstructed with the 3D software AMIRA 4.1.

  6. 3D-reconstructions and virtual 4D-visualization to study metamorphic brain development in the sphinx moth Manduca sexta

    Directory of Open Access Journals (Sweden)

    Wolf Huetteroth

    2010-03-01

    Full Text Available During metamorphosis, the transition from the larva to the adult, the insect brain undergoes considerable remodeling: New neurons are integrated while larval neurons are remodeled or eliminated. One well acknowledged model to study metamorphic brain development is the sphinx moth Manduca sexta. To further understand mechanisms involved in the metamorphic transition of the brain we generated a 3D standard brain based on selected brain areas of adult females and 3D reconstructed the same areas during defined stages of pupal development. Selected brain areas include for example mushroom bodies, central complex, antennal- and optic lobes. With this approach we eventually want to quantify developmental changes in neuropilar architecture, but also quantify changes in the neuronal complement and monitor the development of selected neuronal populations. Furthermore, we used a modeling software (Cinema 4D to create a virtual 4D brain, morphing through its developmental stages. Thus the didactical advantages of 3D visualization are expanded to better comprehend complex processes of neuropil formation and remodeling during development. To obtain datasets of the M. sexta brain areas, we stained whole brains with an antiserum against the synaptic vesicle protein synapsin. Such labeled brains were then scanned with a confocal laser scanning microscope and selected neuropils were reconstructed with the 3D software AMIRA 4.1.

  7. The Virtual 3D Reconstruction of the East Pediment of the Temple of Zeus at Olympia – Presentation of an Interactive CD-ROM

    Directory of Open Access Journals (Sweden)

    András PATAY-HORVÁTH Patay-Horváth

    2011-12-01

    Full Text Available The paper gives an overview of a two-years project concerning a major monument of ancient Greek art and presents the interactive, bilingual (English/Hungarian CD-ROM, which is intended to summarize and visualize its final results. The presented project approaches a century-old controversy in a new way by producing a virtual 3D reconstruction of a monumental marble group. Digital models of the statues were produced by scanning the original fragments and by reconstructing them virtually. The virtual model of the pediment surrounding the sculptures was prepared on the basis of the latest architectural studies and afterwards the reconstructed models were inserted in this frame, in order to test the technical feasibility and aesthetic effects the four possible arrangements. The resulting models enable easy and very instructive experimentation, which would be otherwise impossible with the originals and/or very expensive and not very practicable with traditional tools (e.g. real-size plaster models. The complete model can effectively be used to verify the results of earlier or more recent reconstructions presented only in simple drawings. In addition, the 3D models of the individual fragments can be used for further research and for visualization.  The documentary CD-ROM presenting the full background, the methods and the conclusions of the project contains beside a comprehensive text various kinds of supporting documents (images, 3D models, papers, broadcasts, audiovisual material. It is addressed to a mixed audience: a picture gallery, a short documentary movie some other attachments including a selected bibliography is intended for the general public, but scholarly publications, presentations on related problems are also included for specialists interested in certain details.

  8. Professional Papervision3D

    CERN Document Server

    Lively, Michael

    2010-01-01

    Professional Papervision3D describes how Papervision3D works and how real world applications are built, with a clear look at essential topics such as building websites and games, creating virtual tours, and Adobe's Flash 10. Readers learn important techniques through hands-on applications, and build on those skills as the book progresses. The companion website contains all code examples, video step-by-step explanations, and a collada repository.

  9. 網路虛擬實境博物館之互動展示設計研究 Research of interactive Exhibition Design for the Web-based Virtual Reality Museum

    Directory of Open Access Journals (Sweden)

    E-shin Shen

    2000-03-01

    Full Text Available 無With the rapid growth of network technology, the related software and hardware industries are booming. In the meantime, museums that use computer networks to communicate their exhibition information are continually increasing. in turn, the operation of museum also exposes different features. This research is aimed at exploring the interactive exhibit design for the web-based virtual reality museum. Based upon the exhibit design principles, the researchers take the historical museum of Yuan Ze University as an example to develop an Internet museum exhibit system. In addition to reviewing the related literature and excellent examples on lnternet, the researchers integrate game design ideas into the exhibit system in order to provide visitors more enjoyable experience. Furthermore, the researchers will also verify the feasibility through expert review and user test.

  10. Full scope simulator of a nuclear power plant control room using 3D stereo virtual reality techniques for operators training

    International Nuclear Information System (INIS)

    Aghina, Mauricio A.C.; Mol, Antonio Carlos A.; Almeida, Adino Americo A.; Pereira, Claudio M.N.A.; Varela, Thiago F.B.

    2007-01-01

    Practical training of nuclear power plants operators are partially performed by means of simulators. Usually these simulators are physical copies of the original control roam, needing a large space on a facility being also very expensive. In this way, the proposal of this paper is to implement the use of Virtual Reality techniques to design a full scope control room simulator, in a manner to reduce costs and physical space usage. (author)

  11. Mundo virtual 3D e internet das coisas para motivar mudança de comportamento saudável

    Directory of Open Access Journals (Sweden)

    Sgobbi, Fabiana

    2017-06-01

    Full Text Available A obesidade, atualmente, é um dos problemas mais importantes de Saúde Pública no Brasil e em diversos países no mundo porque pode ocasionar diversas doenças (cardíacas, diabetes, alteração nas taxas do colesterol e outras. O sucesso do tratamento das doenças crônicas, em especial a obesidade, depende fortemente da participação e envolvimento do indivíduo enquanto sujeito ativo de seu tratamento. O uso de mundos virtuais 3D foi estudado no presente trabalho como estratégia de apoio com vistas a oferecer ao usuário a sensação de “estar presente” num contexto especialmente preparado para promover a motivação e permitir a interação com objetos 3D. Estes elementos têm potencial para motivar e influenciar o indivíduo participante do programa. Este artigo relata um estudo que investigou o impacto da combinação de mundos virtuais 3D com Internet das Coisas e dispositivos móveis como elementos capazes de promover a motivação de sujeitos envolvidos em um programa de controle de obesidade. O trabalho foi apoiado na teoria da autodeterminação usando estratégias de motivação extrínseca, com vistas a alcançar mudança de comportamento e em consequência, ganhos em melhoria da saúde e qualidade de vida.

  12. Building Analysis for Urban Energy Planning Using Key Indicators on Virtual 3d City Models - the Energy Atlas of Berlin

    Science.gov (United States)

    Krüger, A.; Kolbe, T. H.

    2012-07-01

    In the context of increasing greenhouse gas emission and global demographic change with the simultaneous trend to urbanization, it is a big challenge for cities around the world to perform modifications in energy supply chain and building characteristics resulting in reduced energy consumption and carbon dioxide mitigation. Sound knowledge of energy resource demand and supply including its spatial distribution within urban areas is of great importance for planning strategies addressing greater energy efficiency. The understanding of the city as a complex energy system affects several areas of the urban living, e.g. energy supply, urban texture, human lifestyle, and climate protection. With the growing availability of 3D city models around the world based on the standard language and format CityGML, energy system modelling, analysis and simulation can be incorporated into these models. Both domains will profit from that interaction by bringing together official and accurate building models including building geometries, semantics and locations forming a realistic image of the urban structure with systemic energy simulation models. A holistic view on the impacts of energy planning scenarios can be modelled and analyzed including side effects on urban texture and human lifestyle. This paper focuses on the identification, classification, and integration of energy-related key indicators of buildings and neighbourhoods within 3D building models. Consequent application of 3D city models conforming to CityGML serves the purpose of deriving indicators for this topic. These will be set into the context of urban energy planning within the Energy Atlas Berlin. The generation of indicator objects covering the indicator values and related processing information will be presented on the sample scenario estimation of heating energy consumption in buildings and neighbourhoods. In their entirety the key indicators will form an adequate image of the local energy situation for

  13. Workflows and the Role of Images for Virtual 3d Reconstruction of no Longer Extant Historic Objects

    Science.gov (United States)

    Münster, S.

    2013-07-01

    3D reconstruction technologies have gained importance as tools for the research and visualization of no longer extant historic objects during the last decade. Within such reconstruction processes, visual media assumes several important roles: as the most important sources especially for a reconstruction of no longer extant objects, as a tool for communication and cooperation within the production process, as well as for a communication and visualization of results. While there are many discourses about theoretical issues of depiction as sources and as visualization outcomes of such projects, there is no systematic research about the importance of depiction during a 3D reconstruction process and based on empirical findings. Moreover, from a methodological perspective, it would be necessary to understand which role visual media plays during the production process and how it is affected by disciplinary boundaries and challenges specific to historic topics. Research includes an analysis of published work and case studies investigating reconstruction projects. This study uses methods taken from social sciences to gain a grounded view of how production processes would take place in practice and which functions and roles images would play within them. For the investigation of these topics, a content analysis of 452 conference proceedings and journal articles related to 3D reconstruction modeling in the field of humanities has been completed. Most of the projects described in those publications dealt with data acquisition and model building for existing objects. Only a small number of projects focused on structures that no longer or never existed physically. Especially that type of project seems to be interesting for a study of the importance of pictures as sources and as tools for interdisciplinary cooperation during the production process. In the course of the examination the authors of this paper applied a qualitative content analysis for a sample of 26 previously

  14. Implementation of 3D-virtual brachytherapy in the management of breast cancer: a description of a new method of interstitial brachytherapy

    International Nuclear Information System (INIS)

    Vicini, Frank A.; Jaffray, David A.; Horwitz, Eric M.; Edmundson, Gregory K.; DeBiose, David A.; Kini, Vijay R.; Martinez, Alvaro A.

    1998-01-01

    Purpose: We present the initial description of a new technique of interstitial breast brachytherapy in which a computer-generated image of an implant template is applied virtually to serial-computed tomography (CT) scan images of a patient's breast. Optimal placement of the virtual template around the CT images of the proposed target volume provides the physician with a preplan for improved positioning of implant needles around the actual target volume intraoperatively. Methods and Materials: Since March of 1993, 110 patients with early-stage breast cancer were entered onto a protocol of low or high dose rate brachytherapy as the sole radiation modality for part of their breast-conserving therapy. To improve the accuracy and reproducibility of target volume coverage in patients with a closed lumpectomy cavity, 11 of these implants were performed using the virtual brachytherapy technique. The virtual implant procedure was performed by first placing radiopaque skin markers on the breast surface for reference on the CT image and ultimately as intraoperative landmarks for the placement of implant needles. A CT scan of the breast was then performed and the target volume outlined on each CT scan slice by the physician. A virtual image of the brachytherapy template was then positioned around the CT image of the target volume to achieve an idealized implant with optimal coverage. The projected entrance and exit points of all needles on the skin of the breast (from the idealized virtual implant) were then identified (by perspective rendering of multiple 3D views) and hard-copy images taken to the operating room. The implant was then constructed by referencing the virtual implant images (needle entrance and exit points) to the radiopaque skin markers on the breast. After the implant was completed, a CT scan of the breast with the template catheters or needles in position was taken for comparison of the actual target volume coverage with the virtual implant generated

  15. Virtual environments in cancer care: Pilot-testing a three-dimensional web-based platform as a tool for support in young cancer patients

    DEFF Research Database (Denmark)

    Høybye, Mette Terp; Olsen, Pia Riis; Hansson, Helena Eva

    2016-01-01

    Bringing virtual environments into cancer support may offer a particular potential to engage patients and increase adherence to treatment. Developing and pilot-testing an online real-time multi-user three-dimensional platform, this study tested the use of an early prototype of the platform among...

  16. ''Augmented reality'' in conventional simulation by projection of 3-D structures into 2-D images. A comparison with virtual methods

    International Nuclear Information System (INIS)

    Deutschmann, H.; Nairz, O.; Zehentmayr, F.; Fastner, G.; Sedlmayer, F.; Steininger, P.; Kopp, P.; Merz, F.; Wurstbauer, K.; Kranzinger, M.; Kametriser, G.; Kopp, M.

    2008-01-01

    Background and purpose: in this study, a new method is introduced, which allows the overlay of three-dimensional structures, that have been delineated on transverse slices, onto the fluoroscopy from conventional simulators in real time. Patients and methods: setup deviations between volumetric imaging and simulation were visualized, measured and corrected for 701 patient isocenters. Results: comparing the accuracy to mere virtual simulation lacking additional X-ray imaging, a clear benefit of the new method could be shown. On average, virtual prostate simulations had to be corrected by 0.48 cm (standard deviation [SD] 0.38), and those of the breast by 0.67 cm (SD 0.66). Conclusion: the presented method provides an easy way to determine entity-specific safety margins related to patient setup errors upon registration of bony anatomy (prostate 0.9 cm for 90% of cases, breast 1.3 cm). The important role of planar X-ray imaging was clearly demonstrated. The innovation can also be applied to adaptive image-guided radiotherapy (IGRT) protocols. (orig.)

  17. Virtualizing ancient Rome: 3D acquisition and modeling of a large plaster-of-Paris model of imperial Rome

    Science.gov (United States)

    Guidi, Gabriele; Frischer, Bernard; De Simone, Monica; Cioci, Andrea; Spinetti, Alessandro; Carosso, Luca; Micoli, Laura L.; Russo, Michele; Grasso, Tommaso

    2005-01-01

    Computer modeling through digital range images has been used for many applications, including 3D modeling of objects belonging to our cultural heritage. The scales involved range from small objects (e.g. pottery), to middle-sized works of art (statues, architectural decorations), up to very large structures (architectural and archaeological monuments). For any of these applications, suitable sensors and methodologies have been explored by different authors. The object to be modeled within this project is the "Plastico di Roma antica," a large plaster-of-Paris model of imperial Rome (16x17 meters) created in the last century. Its overall size therefore demands an acquisition approach typical of large structures, but it also is characterized extremely tiny details typical of small objects (houses are a few centimeters high; their doors, windows, etc. are smaller than 1 centimeter). This paper gives an account of the procedures followed for solving this "contradiction" and describes how a huge 3D model was acquired and generated by using a special metrology Laser Radar. The procedures for reorienting in a single reference system the huge point clouds obtained after each acquisition phase, thanks to the measurement of fixed redundant references, are described. The data set was split in smaller sub-areas 2 x 2 meters each for purposes of mesh editing. This subdivision was necessary owing to the huge number of points in each individual scan (50-60 millions). The final merge of the edited parts made it possible to create a single mesh. All these processes were made with software specifically designed for this project since no commercial package could be found that was suitable for managing such a large number of points. Preliminary models are presented. Finally, the significance of the project is discussed in terms of the overall project known as "Rome Reborn," of which the present acquisition is an important component.

  18. The virtual lover: variable and easily guided 3D fish animations as an innovative tool in mate-choice experiments with sailfin mollies-II. Validation.

    Science.gov (United States)

    Gierszewski, Stefanie; Müller, Klaus; Smielik, Ievgen; Hütwohl, Jan-Marco; Kuhnert, Klaus-Dieter; Witte, Klaudia

    2017-02-01

    The use of computer animation in behavioral research is a state-of-the-art method for designing and presenting animated animals to live test animals. The major advantages of computer animations are: (1) the creation of animated animal stimuli with high variability of morphology and even behavior; (2) animated stimuli provide highly standardized, controlled and repeatable testing procedures; and (3) they allow a reduction in the number of live test animals regarding the 3Rs principle. But the use of animated animals should be attended by a thorough validation for each test species to verify that behavior measured with live animals toward virtual animals can also be expected with natural stimuli. Here we present results on the validation of a custom-made simulation for animated 3D sailfin mollies Poecilia latipinna and show that responses of live test females were as strong to an animated fish as to a video or a live male fish. Movement of an animated stimulus was important but female response was stronger toward a swimming 3D fish stimulus than to a "swimming" box. Moreover, male test fish were able to discriminate between animated male and female stimuli; hence, rendering the animated 3D fish a useful tool in mate-choice experiments with sailfin mollies.

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

    Science.gov (United States)

    Tavani, Stefano; Corradetti, Amerigo; Billi, Andrea

    2016-05-01

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

  20. Development of the virtual experimental bench on the basis of modernized research centrifugal compressor stage test unit with the 3D impeller.

    Science.gov (United States)

    Aksenov, A. A.; Danilishin, A. M.; Dubenko, A. M.; Kozhukov, Y. V.

    2017-08-01

    Design modernization of the centrifugal compressor stage test bench with three dimensional impeller blades was carried out for the possibility of holding a series of experimental studies of different 3D impeller models. The studies relates to the problem of joint work of the impeller and the stationary channels of the housing when carrying out works on modernization with the aim of improving the parameters of the volumetric capacity or pressure in the presence of design constraints. The object of study is the experimental single end centrifugal compressor stage with the 3D impeller. Compressor stage consists of the 3D impeller, vaneless diffuser (VLD), outlet collector - folded side scroll and downstream pipe. The drive is a DC motor 75 kW. The increase gear (multiplier) was set between the compressor and DC motor, gear ratio is i = 9.8. To obtain the characteristics of the compressor and the flow area the following values were measured: total pressure, static pressure, direction (angles) of the stream in different cross sections. Additional pneumometric probes on the front wall of the VLD of the test bench have been installed. Total pressure probes and foster holes for the measurement of total and static pressure by the new drainage scheme. This allowed carrying out full experimental studies for two elements of centrifugal compressor stage. After the experimental tests the comprehensive information about the performance of model stage were obtained. Was measured geometric parameters and the constructed virtual model of the experimental bench flow part with the help of Creo Parametric 3.0 and ANSYS v. 16.2. Conducted CFD calculations and verification with experimental data. Identifies the steps for further experimental and virtual works.

  1. μCT of ex-vivo stained mouse hearts and embryos enables a precise match between 3D virtual histology, classical histology and immunochemistry

    Science.gov (United States)

    Larsson, Emanuel; Martin, Sabine; Lazzarini, Marcio; Tromba, Giuliana; Missbach-Guentner, Jeannine; Pinkert-Leetsch, Diana; Katschinski, Dörthe M.; Alves, Frauke

    2017-01-01

    The small size of the adult and developing mouse heart poses a great challenge for imaging in preclinical research. The aim of the study was to establish a phosphotungstic acid (PTA) ex-vivo staining approach that efficiently enhances the x-ray attenuation of soft-tissue to allow high resolution 3D visualization of mouse hearts by synchrotron radiation based μCT (SRμCT) and classical μCT. We demonstrate that SRμCT of PTA stained mouse hearts ex-vivo allows imaging of the cardiac atrium, ventricles, myocardium especially its fibre structure and vessel walls in great detail and furthermore enables the depiction of growth and anatomical changes during distinct developmental stages of hearts in mouse embryos. Our x-ray based virtual histology approach is not limited to SRμCT as it does not require monochromatic and/or coherent x-ray sources and even more importantly can be combined with conventional histological procedures. Furthermore, it permits volumetric measurements as we show for the assessment of the plaque volumes in the aortic valve region of mice from an ApoE-/- mouse model. Subsequent, Masson-Goldner trichrome staining of paraffin sections of PTA stained samples revealed intact collagen and muscle fibres and positive staining of CD31 on endothelial cells by immunohistochemistry illustrates that our approach does not prevent immunochemistry analysis. The feasibility to scan hearts already embedded in paraffin ensured a 100% correlation between virtual cut sections of the CT data sets and histological heart sections of the same sample and may allow in future guiding the cutting process to specific regions of interest. In summary, since our CT based virtual histology approach is a powerful tool for the 3D depiction of morphological alterations in hearts and embryos in high resolution and can be combined with classical histological analysis it may be used in preclinical research to unravel structural alterations of various heart diseases. PMID:28178293

  2. Development of microgravity, full body functional reach envelope using 3-D computer graphic models and virtual reality technology

    Science.gov (United States)

    Lindsey, Patricia F.

    1994-01-01

    In microgravity conditions mobility is greatly enhanced and body stability is difficult to achieve. Because of these difficulties, optimum placement and accessibility of objects and controls can be critical to required tasks on board shuttle flights or on the proposed space station. Anthropometric measurement of the maximum reach of occupants of a microgravity environment provide knowledge about maximum functional placement for tasking situations. Calculations for a full body, functional reach envelope for microgravity environments are imperative. To this end, three dimensional computer modeled human figures, providing a method of anthropometric measurement, were used to locate the data points that define the full body, functional reach envelope. Virtual reality technology was utilized to enable an occupant of the microgravity environment to experience movement within the reach envelope while immersed in a simulated microgravity environment.

  3. Shaping 3-D boxes

    DEFF Research Database (Denmark)

    Stenholt, Rasmus; Madsen, Claus B.

    2011-01-01

    Enabling users to shape 3-D boxes in immersive virtual environments is a non-trivial problem. In this paper, a new family of techniques for creating rectangular boxes of arbitrary position, orientation, and size is presented and evaluated. These new techniques are based solely on position data...

  4. Web Based Customized Design

    OpenAIRE

    Moi, Morten Benestad

    2013-01-01

    This thesis studies the methods needed to create a web based application to remotely customize a CAD model. This includes customizing a CAD model by using a graphical user interface to be able to remotely control the inputs to- and outputs from the model in NX, and to get the result sent back to the user. Using CAD systems such as NX requires intensive training, is often a slow process and gives a lot of room for errors. An intuitive, simple user interface will eliminate the need for CAD trai...

  5. Developing an Internet Oriented Platform for Earthquake Engineering Application and Web-based Virtual Reality Simulation System for Seismic hazards: Towards Disaster Mitigation in Metropolises

    Directory of Open Access Journals (Sweden)

    Ali Alaghehbandian

    2003-04-01

    Full Text Available This paper reviews the state of the art on risk communication to the public, with an emphasis on simulation of seismic hazards using VRML. Rapid growth computer technologies, especially the Internet provide human beings new measures to deal with engineering and social problems which were hard to solve in traditional ways. This paper presents a prototype of an application platform based on the Internet using VR (Virtual Reality for civil engineering considering building an information system of risk communication for seismic hazards and at the moment in the case of bridge structure.

  6. Transforming clinical imaging and 3D data for virtual reality learning objects: HTML5 and mobile devices implementation.

    Science.gov (United States)

    Trelease, Robert B; Nieder, Gary L

    2013-01-01

    Web deployable anatomical simulations or "virtual reality learning objects" can easily be produced with QuickTime VR software, but their use for online and mobile learning is being limited by the declining support for web browser plug-ins for personal computers and unavailability on popular mobile devices like Apple iPad and Android tablets. This article describes complementary methods for creating comparable, multiplatform VR learning objects in the new HTML5 standard format, circumventing platform-specific limitations imposed by the QuickTime VR multimedia file format. Multiple types or "dimensions" of anatomical information can be embedded in such learning objects, supporting different kinds of online learning applications, including interactive atlases, examination questions, and complex, multi-structure presentations. Such HTML5 VR learning objects are usable on new mobile devices that do not support QuickTime VR, as well as on personal computers. Furthermore, HTML5 VR learning objects can be embedded in "ebook" document files, supporting the development of new types of electronic textbooks on mobile devices that are increasingly popular and self-adopted for mobile learning. © 2012 American Association of Anatomists.

  7. URBAN ARCHAEOLOGY: HOW TO COMMUNICATE A STORY OF A SITE, 3D VIRTUAL RECONSTRUCTION BUT NOT ONLY

    Directory of Open Access Journals (Sweden)

    M. Capone

    2012-09-01

    Full Text Available Over the past few years experimental systems have been developed to introduce new ways of enjoying cultural heritage using digital media. Technology had a lead role in this testing ground increasing the need to develop new way of communication according to contemporary iconography culture. Most applications are aimed at creating online databases that allow free access to information, that helps to spread the culture and simplify the study about cultural heritage. To this type of application are added others, which are aimed at defining new and different ways of cultural heritage enjoyment. Very interesting applications are those regarding to reconstruction of archaeological landscape. The target of these applications is to develop a new level of knowledge that increases the value of the archaeological find and the level of understanding. In fact, digital media can bridge the gap of communication associated to archaeological find: the virtual simulation offers the possibility to put it in the context and it defines a new way to enjoy the cultural heritage. In most of these cases the spectacular and recreational factor generally prevails. We believe that experimentation is needed in this area, particularly for the development of Urban Archaeology. In this case, another trouble to enjoy is added to the lack of communication, typical of archaeological finds, because it is "hidden" in an irreversible way: it is under water or under city. So, our research is mainly oriented to define a methodological path to elaborate a communication strategy to increase interest about Urban Archaeology.

  8. Service innovation in glaucoma management: using a Web-based electronic patient record to facilitate virtual specialist supervision of a shared care glaucoma programme.

    Science.gov (United States)

    Wright, Heathcote R; Diamond, Jeremy P

    2015-03-01

    To assess the importance of specialist supervision in a new model of glaucoma service delivery. An optometrist supported by three technicians managed each glaucoma clinic. Patients underwent testing and clinical examination before the optometrist triaged them into one of five groups: 'normal', 'stable', 'low risk', 'unstable' and 'high risk'. Patient data were uploaded to an electronic medical record to facilitate virtual review by a glaucoma specialist. 24 257 glaucoma reviews at three glaucoma clinics during a 31-month period were analysed. The clinic optometrists and glaucoma specialists had substantial agreement (κ 0.69). 13 patients were identified to be high risk by the glaucoma specialist that had not been identified as such by the optometrist. Glaucoma specialists amended 13% of the optometrists' interim decisions resulting in an overall reduction in review appointments by 2.4%. Employing technicians and optometrists to triage glaucoma patients into groups defined by risk of blindness allows higher risk patients to be directed to a glaucoma specialist. Virtual review allows the glaucoma specialist to remain in overall control while reducing the risk that patients are treated or followed-up unnecessarily. Demand for glaucoma appointments can be reduced allowing scarce medical resources to be directed to patients most in need. Published by the BMJ Publishing Group Limited. For permission to use (where not already granted under a licence) please go to http://group.bmj.com/group/rights-licensing/permissions.

  9. Diagnostic study of the usefulness of virtual endoscopic images and 3-D modeling for lower urinary tract obstruction

    International Nuclear Information System (INIS)

    Aoki, Hiroaki; Soh, Shigehiro; Ogawa, Kazue

    2012-01-01

    I observed bladder and urethral morphology and lumen by making a virtual endoscopy (VE) of the bladder and a urethra for patients with lower urinary tract symptoms. I have herein reported the procedures to use this model to evaluate the condition of patients more precisely. Of those referred for investigation of lower urinary tract symptoms, subjects were 22 boys (5-13 years old, mean 9) in whom voiding cystourethrography (VCUG) was suspected for urethral obstruction between March, 2009 and October, 2010. Eleven of these 22 cases were extracted at random and underwent voiding computed tomography (VCT). Except one dropped out, the 21 cases were assigned to a VCT/VCUG combination group or a VCUG-single group. We confirmed the two groups, the rate of agreement of imaging views and cystourethroscopy (CS) views, and the effectiveness of endoscopic operation. I made the following imaging diagnoses in the VCT/VCUG combination group: congenital obstructive posterior urethral membrane (COPUM), n =7; Cobb's collar, n =1; and COPUM and Cobb's collar combined, n =3. In contrast, in the VCUG-single group, I diagnosed COPUM, n =5; bulbar region urethral stricture, n =2; posterior urethral expansion, n =2; and bladder form abnormality, n =1. The rate of agreement between preoperative diagnosis and CS views on imaging was 72.7% in the VCT/VCUG combination group, and 33.3% in the VCUG-single group. All patients underwent transurethral incision (TUI) of the urethral obstruction. In the VCT/VCUG combination group, effectiveness of the TUI was assessed as good in 2 cases and moderate in 6 cases giving an overall effectiveness rate (good + moderate) of 72.7%. In the VCUG-single group, effectiveness was rated as moderate in 5 cases (overall effectiveness rate=50%). I developed a method of VE for lower urinary tract obstruction of children and examined the effectiveness. This method was found to be more effective than conventional urinary tract imaging. With the developments in the

  10. High-Energy 3D Calorimeter based on position-sensitive virtual Frisch-grid CdZnTe detectors for use in Gamma-ray Astronomy

    Energy Technology Data Exchange (ETDEWEB)

    Bolotnikov, Alexey [Brookhaven National Lab. (BNL), Upton, NY (United States); De Geronimo, GianLuigi [Brookhaven National Lab. (BNL), Upton, NY (United States); Vernon, Emerson [Brookhaven National Lab. (BNL), Upton, NY (United States); Hays, Elizabeth [NASA Goddard Space Flight Center (GSFC), Greenbelt, MD (United States); Thompson, David [NASA Goddard Space Flight Center (GSFC), Greenbelt, MD (United States); James, Ralph [Savannah River Site (SRS), Aiken, SC (United States). Savannah River National Lab. (SRNL); Moiseev, Alexander [Center for Research and Exploration; Technology, NASA Goddard Space Flight Center (GSFC) and Univ. of Maryland, Greenbelt, MD (United States)

    2017-08-12

    We present a concept for a calorimeter based on a novel approach of 3D position-sensitive virtual Frischgrid CZT detectors. This calorimeter aims to measure photons with energies from ~100 keV to 10 (goal 50) MeV. The expected energy resolution at 662 keV is ~1% FWHM, and the photon interaction positionmeasurement accuracy is ~1 mm in all 3 dimensions. Each CZT bar is a rectangular prism with typical cross-section of 6x6 mm2 and length of 2-4 cm. The bars are arranged in modules of 4 x 4 bars, and the modules themselves can be assembled into a larger array. The 3D virtual voxel approach solves a long-standing problem with CZT detectors associated with material imperfections that limit the performance and usefulness of relatively thick detectors (i.e., > 1 cm). Also, it allows us to relax the requirements on the quality of the crystals, maintaining good energy resolution and significantly reducing the instrument cost. Such a calorimeter can be successfully used in space telescopes that use Compton scattering of γ rays, such as AMEGO, serving as part of its calorimeter and providing the position and energy measurement for Compton-scattered photons. Also, it could provide suitable energy resolution to allow for spectroscopic measurements of γ-ray lines from nuclear decays. Another viable option is to use this calorimeter as a focal plane to conduct spectroscopic measurements of cosmic γ-ray events. In combination with a coded-aperture mask, it potentially could provide mapping of the 511-keV radiation from the Galactic Center region.

  11. Remote Sensing and GIS Applied to the Landscape for the Environmental Restoration of Urbanizations by Means of 3D Virtual Reconstruction and Visualization (Salamanca, Spain

    Directory of Open Access Journals (Sweden)

    Antonio Miguel Martínez-Graña

    2016-01-01

    Full Text Available The key focus of this paper is to establish a procedure that combines the use of Geographical Information Systems (GIS and remote sensing in order to achieve simulation and modeling of the landscape impact caused by construction. The procedure should be easily and inexpensively developed. With the aid of 3D virtual reconstruction and visualization, this paper proposes that the technologies of remote sensing and GIS can be applied to the landscape for post-urbanization environmental restoration. The goal is to create a rural zone in an urban development sector that integrates the residential areas and local infrastructure into the surrounding natural environment in order to measure the changes to the preliminary urban design. The units of the landscape are determined by means of two cartographic methods: (1 indirect, using the components of the landscape; and (2 direct methods, using the landscape’s elements. The visual basins are calculated for the most transited by the population points, while establishing the zones that present major impacts for the urbanization of their landscape. Based on this, the different construction types are distributed (one-family houses, blocks of houses, etc., selecting the types of plant masses either with ornamentals or integration depending on the zone; integrating water channels, creating a water channel in recirculation and green spaces and leisure time facilities. The techniques of remote sensing and GIS allow for the visualization and modeling of the urbanization in 3D, simulating the virtual reality of the infrastructure as well as the actions that need to be taken for restoration, thereby providing at a low cost an understanding of landscape integration before it takes place.

  12. Development of 3D VR plant digital information system

    International Nuclear Information System (INIS)

    Suh, Kune Y.; Ryu, Joong W.; Kang, Myung G.; Kim, H. Y.; Cho, J. G.; Kim, D. H.; Park, J. W.

    2006-07-01

    Currently, there are many ongoing efforts to shorten the plant refueling and maintenance outage durations, and it is expected to become more active as the time goes on. Improved training and education system are required for the personnel to perform efficient inspection on time. This work is focused on establishing virtual Nuclear Power Plant system which will help train the personnel to understand the system characteristics of the plant by creating navigation enabled 3D plant mockups. Furthermore, this project is aimed at constructing information management system over the whole plant area, by integrating safety related data and combining it with web based GUI technology, to make search and management activities easy. This project spans three years. The forst year was spent in 3D mockup modeling of most part of the plant, and prototyping the web based VR plant digital information system. Plant environment, buildings, reactor structure, steam generator, pressurizer, fuel assemblies, pressurizer safety valve, main steamline safety valve, reactor coolant system, main steamline system, auxiliary and main coolant supply system were modeled into 3D mockups. Control functions such as magnification, rotation, movement, transparency, location detection, cross-cut view, full screen toggle and screen capture were implemented to facilitate manipulation of and navigation through the VR mockups. It is expected that the VR plant will serve as an effective support system for power plant regulation and inspection

  13. Three-dimensional modeling and virtual TRIGA reconfigure for specialized training; Modelado 3D y TRIGA virtual reconfigurable para entrenamiento especializado

    Energy Technology Data Exchange (ETDEWEB)

    Plata M, A. C.; Morales S, J. B.; Flores, M. [Facultad de Ingenieria, Division de Estudios de Posgrado, Campus Morelos, UNAM, Paseo Cuauhnahuac 8532, Col. Progreso, 62550 Jiutepec, Morelos (Mexico)], e-mail: yoyuclof@hotmail.com

    2009-10-15

    The news products that have been realized for the training virtual room which is developing in the Engineering Faculty of National Autonomous University of Mexico are presented. These improvements are mainly in modeling of virtual reality of the reactor building, as well as internal parts of reactor. It was modified the dynamic modeling of control rods of reaction in chain and included new elements to reactor. which exist not necessarily in all the TRIGA, but that, for educational purposes are highly useful. Such is the case of addition of valves, pumps, tanks, injection lines of light or borated water, as well as a heat exchanger, with it can recycle only pool water from side to other, or to extract energy toward a secondary controller from the operator console. The models of heat decay were included, of subcooled and nucleated boiling of coolant-moderator in the core, the dynamics of xenon and samarium. These last with independent multipliers of simulation time to allow variations very fast that real time. All these additions modify the coolant-moderator characteristics and consequently the answer of simulator. The controls are separated in: an operator console (student) very similar to the real systems, another of instructor that has additional access to parameters not directly measurement in the facilities but that allow to modify the system to illustrate another not easily possible effects in the real system. The traveling crane is also modeled and is controlled in a third console from where can to replacement to reactor as well as to add or to replacement: intakes and discharges of coolant circulators, measuring instruments, reflectors and neutron sources. The dynamic models have been tested in SCILAB and SCICOS. At present is working in the integration of the dynamic simulator and the virtual reality mainly with the design requirement of allowing functions of increased reality. (Author)

  14. Modeling and Accuracy Assessment for 3D-VIRTUAL Reconstruction in Cultural Heritage Using Low-Cost Photogrammetry: Surveying of the "santa MARÍA Azogue" Church's Front

    Science.gov (United States)

    Robleda Prieto, G.; Pérez Ramos, A.

    2015-02-01

    Sometimes it could be difficult to represent "on paper" an architectural idea, a solution, a detail or a newly created element, depending on the complexity what it want be conveyed through its graphical representation but it may be even harder to represent the existing reality. (a building, a detail,...), at least with an acceptable degree of definition and accuracy. As a solution to this hypothetical problem, this paper try to show a methodology to collect measure data by combining different methods or techniques, to obtain the characteristic geometry of architectonic elements, especially in those highly decorated and/or complex geometry, as well as to assess the accuracy of the results obtained, but in an accuracy level enough and not very expensive costs. In addition, we can obtain a 3D recovery model that allows us a strong support, beyond point clouds obtained through another more expensive methods as using laser scanner, to obtain orthoimages. This methodology was used in the study case of the 3D-virtual reconstruction of a main medieval church façade because of the geometrical complexity in many elements as the existing main doorway with archivolts and many details, as well as the rose window located above it so it's inaccessible due to the height.

  15. Interactive 3d Landscapes on Line

    Science.gov (United States)

    Fanini, B.; Calori, L.; Ferdani, D.; Pescarin, S.

    2011-09-01

    The paper describes challenges identified while developing browser embedded 3D landscape rendering applications, our current approach and work-flow and how recent development in browser technologies could affect. All the data, even if processed by optimization and decimation tools, result in very huge databases that require paging, streaming and Level-of-Detail techniques to be implemented to allow remote web based real time fruition. Our approach has been to select an open source scene-graph based visual simulation library with sufficient performance and flexibility and adapt it to the web by providing a browser plug-in. Within the current Montegrotto VR Project, content produced with new pipelines has been integrated. The whole Montegrotto Town has been generated procedurally by CityEngine. We used this procedural approach, based on algorithms and procedures because it is particularly functional to create extensive and credible urban reconstructions. To create the archaeological sites we used optimized mesh acquired with laser scanning and photogrammetry techniques whereas to realize the 3D reconstructions of the main historical buildings we adopted computer-graphic software like blender and 3ds Max. At the final stage, semi-automatic tools have been developed and used up to prepare and clusterise 3D models and scene graph routes for web publishing. Vegetation generators have also been used with the goal of populating the virtual scene to enhance the user perceived realism during the navigation experience. After the description of 3D modelling and optimization techniques, the paper will focus and discuss its results and expectations.

  16. INTERACTIVE 3D LANDSCAPES ON LINE

    Directory of Open Access Journals (Sweden)

    B. Fanini

    2012-09-01

    Full Text Available The paper describes challenges identified while developing browser embedded 3D landscape rendering applications, our current approach and work-flow and how recent development in browser technologies could affect. All the data, even if processed by optimization and decimation tools, result in very huge databases that require paging, streaming and Level-of-Detail techniques to be implemented to allow remote web based real time fruition. Our approach has been to select an open source scene-graph based visual simulation library with sufficient performance and flexibility and adapt it to the web by providing a browser plug-in. Within the current Montegrotto VR Project, content produced with new pipelines has been integrated. The whole Montegrotto Town has been generated procedurally by CityEngine. We used this procedural approach, based on algorithms and procedures because it is particularly functional to create extensive and credible urban reconstructions. To create the archaeological sites we used optimized mesh acquired with laser scanning and photogrammetry techniques whereas to realize the 3D reconstructions of the main historical buildings we adopted computer-graphic software like blender and 3ds Max. At the final stage, semi-automatic tools have been developed and used up to prepare and clusterise 3D models and scene graph routes for web publishing. Vegetation generators have also been used with the goal of populating the virtual scene to enhance the user perceived realism during the navigation experience. After the description of 3D modelling and optimization techniques, the paper will focus and discuss its results and expectations.

  17. Web Based VRML Modelling

    NARCIS (Netherlands)

    Kiss, S.; Sarfraz, M.

    2004-01-01

    Presents a method to connect VRML (Virtual Reality Modeling Language) and Java components in a Web page using EAI (External Authoring Interface), which makes it possible to interactively generate and edit VRML meshes. The meshes used are based on regular grids, to provide an interaction and modeling

  18. 3D Surgical Simulation

    OpenAIRE

    Cevidanes, Lucia; Tucker, Scott; Styner, Martin; Kim, Hyungmin; Chapuis, Jonas; Reyes, Mauricio; Proffit, William; Turvey, Timothy; Jaskolka, Michael

    2010-01-01

    This paper discusses the development of methods for computer-aided jaw surgery. Computer-aided jaw surgery allows us to incorporate the high level of precision necessary for transferring virtual plans into the operating room. We also present a complete computer-aided surgery (CAS) system developed in close collaboration with surgeons. Surgery planning and simulation include construction of 3D surface models from Cone-beam CT (CBCT), dynamic cephalometry, semi-automatic mirroring, interactive ...

  19. Enhancing Scientific Collaboration, Transparency, and Public Access: Utilizing the Second Life Platform to Convene a Scientific Conference in 3-D Virtual Space

    Science.gov (United States)

    McGee, B. W.

    2006-12-01

    Recent studies reveal a general mistrust of science as well as a distorted perception of the scientific method by the public at-large. Concurrently, the number of science undergraduate and graduate students is in decline. By taking advantage of emergent technologies not only for direct public outreach but also to enhance public accessibility to the science process, it may be possible to both begin a reversal of popular scientific misconceptions and to engage a new generation of scientists. The Second Life platform is a 3-D virtual world produced and operated by Linden Research, Inc., a privately owned company instituted to develop new forms of immersive entertainment. Free and downloadable to the public, Second Life offers an imbedded physics engine, streaming audio and video capability, and unlike other "multiplayer" software, the objects and inhabitants of Second Life are entirely designed and created by its users, providing an open-ended experience without the structure of a traditional video game. Already, educational institutions, virtual museums, and real-world businesses are utilizing Second Life for teleconferencing, pre-visualization, and distance education, as well as to conduct traditional business. However, the untapped potential of Second Life lies in its versatility, where the limitations of traditional scientific meeting venues do not exist, and attendees need not be restricted by prohibitive travel costs. It will be shown that the Second Life system enables scientific authors and presenters at a "virtual conference" to display figures and images at full resolution, employ audio-visual content typically not available to conference organizers, and to perform demonstrations or premier three-dimensional renderings of objects, processes, or information. An enhanced presentation like those possible with Second Life would be more engaging to non- scientists, and such an event would be accessible to the general users of Second Life, who could have an

  20. New weather depiction technology for night vision goggle (NVG) training: 3D virtual/augmented reality scene-weather-atmosphere-target simulation

    Science.gov (United States)

    Folaron, Michelle; Deacutis, Martin; Hegarty, Jennifer; Vollmerhausen, Richard; Schroeder, John; Colby, Frank P.

    2007-04-01

    US Navy and Marine Corps pilots receive Night Vision Goggle (NVG) training as part of their overall training to maintain the superiority of our forces. This training must incorporate realistic targets; backgrounds; and representative atmospheric and weather effects they may encounter under operational conditions. An approach for pilot NVG training is to use the Night Imaging and Threat Evaluation Laboratory (NITE Lab) concept. The NITE Labs utilize a 10' by 10' static terrain model equipped with both natural and cultural lighting that are used to demonstrate various illumination conditions, and visual phenomena which might be experienced when utilizing night vision goggles. With this technology, the military can safely, systematically, and reliably expose pilots to the large number of potentially dangerous environmental conditions that will be experienced in their NVG training flights. A previous SPIE presentation described our work for NAVAIR to add realistic atmospheric and weather effects to the NVG NITE Lab training facility using the NVG - WDT(Weather Depiction Technology) system (Colby, et al.). NVG -WDT consist of a high end multiprocessor server with weather simulation software, and several fixed and goggle mounted Heads Up Displays (HUDs). Atmospheric and weather effects are simulated using state-of-the-art computer codes such as the WRF (Weather Research μ Forecasting) model; and the US Air Force Research Laboratory MODTRAN radiative transport model. Imagery for a variety of natural and man-made obscurations (e.g. rain, clouds, snow, dust, smoke, chemical releases) are being calculated and injected into the scene observed through the NVG via the fixed and goggle mounted HUDs. This paper expands on the work described in the previous presentation and will describe the 3D Virtual/Augmented Reality Scene - Weather - Atmosphere - Target Simulation part of the NVG - WDT. The 3D virtual reality software is a complete simulation system to generate realistic

  1. Advanced 3D Sensing and Visualization System for Unattended Monitoring

    Energy Technology Data Exchange (ETDEWEB)

    Carlson, J.J.; Little, C.Q.; Nelson, C.L.

    1999-01-01

    The purpose of this project was to create a reliable, 3D sensing and visualization system for unattended monitoring. The system provides benefits for several of Sandia's initiatives including nonproliferation, treaty verification, national security and critical infrastructure surety. The robust qualities of the system make it suitable for both interior and exterior monitoring applications. The 3D sensing system combines two existing sensor technologies in a new way to continuously maintain accurate 3D models of both static and dynamic components of monitored areas (e.g., portions of buildings, roads, and secured perimeters in addition to real-time estimates of the shape, location, and motion of humans and moving objects). A key strength of this system is the ability to monitor simultaneous activities on a continuous basis, such as several humans working independently within a controlled workspace, while also detecting unauthorized entry into the workspace. Data from the sensing system is used to identi~ activities or conditions that can signi~ potential surety (safety, security, and reliability) threats. The system could alert a security operator of potential threats or could be used to cue other detection, inspection or warning systems. An interactive, Web-based, 3D visualization capability was also developed using the Virtual Reality Modeling Language (VRML). The intex%ace allows remote, interactive inspection of a monitored area (via the Internet or Satellite Links) using a 3D computer model of the area that is rendered from actual sensor data.

  2. Eye-tracking and EMG supported 3D Virtual Reality - an integrated tool for perceptual and motor development of children with severe physical disabilities: a research concept.

    Science.gov (United States)

    Pulay, Márk Ágoston

    2015-01-01

    Letting children with severe physical disabilities (like Tetraparesis spastica) to get relevant motional experiences of appropriate quality and quantity is now the greatest challenge for us in the field of neurorehabilitation. These motional experiences may establish many cognitive processes, but may also cause additional secondary cognitive dysfunctions such as disorders in body image, figure invariance, visual perception, auditory differentiation, concentration, analytic and synthetic ways of thinking, visual memory etc. Virtual Reality is a technology that provides a sense of presence in a real environment with the help of 3D pictures and animations formed in a computer environment and enable the person to interact with the objects in that environment. One of our biggest challenges is to find a well suited input device (hardware) to let the children with severe physical disabilities to interact with the computer. Based on our own experiences and a thorough literature review we have come to the conclusion that an effective combination of eye-tracking and EMG devices should work well.

  3. The ultra-sensitive Nodewalk technique identifies stochastic from virtual, population-based enhancer hubs regulating MYC in 3D: Implications for the fitness of cancer cells

    KAUST Repository

    Sumida, Noriyuki

    2018-03-27

    The relationship between stochastic transcriptional bursts and dynamic 3D chromatin states is not well understood due to poor sensitivity and/or resolution of current chromatin structure-based assays. Consequently, it is not well established if enhancers operate individually and/or in clusters to coordinate gene transcription. In the current study, we introduce Nodewalk, which uniquely combines high sensitivity with high resolution to enable the analysis of chromatin networks in minute input material. The >10,000-fold increase in sensitivity over other many-to-all competing methods uncovered that active chromatin hubs identified in large input material, corresponding to 10 000 cells, flanking the MYC locus are primarily virtual. Thus, the close agreement between chromatin interactomes generated from aliquots corresponding to less than 10 cells with randomly re-sampled interactomes, we find that numerous distal enhancers positioned within flanking topologically associating domains (TADs) converge on MYC in largely mutually exclusive manners. Moreover, when comparing with several enhancer baits, the assignment of the MYC locus as the node with the highest dynamic importance index, indicates that it is MYC targeting its enhancers, rather than vice versa. Dynamic changes in the configuration of the boundary between TADs flanking MYC underlie numerous stochastic encounters with a diverse set of enhancers to depict the plasticity of its transcriptional regulation. Such an arrangement might increase the fitness of the cancer cell by increasing the probability of MYC transcription in response to a wide range of environmental cues encountered by the cell during the neoplastic process.

  4. The ultra-sensitive Nodewalk technique identifies stochastic from virtual, population-based enhancer hubs regulating MYC in 3D: Implications for the fitness of cancer cells

    KAUST Repository

    Sumida, Noriyuki; Sifakis, Emmanouil; Scholz, Barbara A; Fernandez Woodbridge, Alejandro; Kiani, Narsis A.; Gomez-Cabrero, David; Svensson, J Peter; Tegner, Jesper; Gondor, Anita; Ohlsson, Rolf

    2018-01-01

    The relationship between stochastic transcriptional bursts and dynamic 3D chromatin states is not well understood due to poor sensitivity and/or resolution of current chromatin structure-based assays. Consequently, it is not well established if enhancers operate individually and/or in clusters to coordinate gene transcription. In the current study, we introduce Nodewalk, which uniquely combines high sensitivity with high resolution to enable the analysis of chromatin networks in minute input material. The >10,000-fold increase in sensitivity over other many-to-all competing methods uncovered that active chromatin hubs identified in large input material, corresponding to 10 000 cells, flanking the MYC locus are primarily virtual. Thus, the close agreement between chromatin interactomes generated from aliquots corresponding to less than 10 cells with randomly re-sampled interactomes, we find that numerous distal enhancers positioned within flanking topologically associating domains (TADs) converge on MYC in largely mutually exclusive manners. Moreover, when comparing with several enhancer baits, the assignment of the MYC locus as the node with the highest dynamic importance index, indicates that it is MYC targeting its enhancers, rather than vice versa. Dynamic changes in the configuration of the boundary between TADs flanking MYC underlie numerous stochastic encounters with a diverse set of enhancers to depict the plasticity of its transcriptional regulation. Such an arrangement might increase the fitness of the cancer cell by increasing the probability of MYC transcription in response to a wide range of environmental cues encountered by the cell during the neoplastic process.

  5. 2.5D/3D Models for the enhancement of architectural-urban heritage. An Virtual Tour of design of the Fascist headquarters in Littoria

    Science.gov (United States)

    Ippoliti, E.; Calvano, M.; Mores, L.

    2014-05-01

    Enhancement of cultural heritage is not simply a matter of preserving material objects but comes full circle only when the heritage can be enjoyed and used by the community. This is the rationale behind this presentation: an urban Virtual Tour to explore the 1937 design of the Fascist Headquarters in Littoria, now part of Latina, by the architect Oriolo Frezzotti. Although the application is deliberately "simple", it was part of a much broader framework of goals. One such goal was to create "friendly and perceptively meaningful" interfaces by integrating different "3D models" and so enriching. In fact, by exploiting the activation of natural mechanisms of visual perception and the ensuing emotional emphasis associated with vision, the illusionistic simulation of the scene facilitates access to the data even for "amateur" users. A second goal was to "contextualise the information" on which the concept of cultural heritage is based. In the application, communication of the heritage is linked to its physical and linguistic context; the latter is then used as a basis from which to set out to explore and understand the historical evidence. A third goal was to foster the widespread dissemination and sharing of this heritage of knowledge. On the one hand we worked to make the application usable from the Web, on the other, we established a reliable, rapid operational procedure with high quality processed data and ensuing contents. The procedure was also repeatable on a large scale.

  6. Using 3D in Visualization

    DEFF Research Database (Denmark)

    Wood, Jo; Kirschenbauer, Sabine; Döllner, Jürgen

    2005-01-01

    to display 3D imagery. The extra cartographic degree of freedom offered by using 3D is explored and offered as a motivation for employing 3D in visualization. The use of VR and the construction of virtual environments exploit navigational and behavioral realism, but become most usefil when combined...... with abstracted representations embedded in a 3D space. The interactions between development of geovisualization, the technology used to implement it and the theory surrounding cartographic representation are explored. The dominance of computing technologies, driven particularly by the gaming industry...

  7. Fostering Verbal and Non-Verbal Social Interactions in a 3D Collaborative Virtual Learning Environment: A Case Study of Youth with Autism Spectrum Disorders Learning Social Competence in iSocial

    Science.gov (United States)

    Wang, Xianhui; Laffey, James; Xing, Wanli; Galyen, Krista; Stichter, Janine

    2017-01-01

    This case study describes the verbal and nonverbal social interaction of 11 youth with Autism Spectrum Disorders in a 3D Collaborative Virtual Learning Environment-iSocial. The youth were developing social competence through participation in a social competence intervention curriculum implemented online so as to provide access to high quality…

  8. Design and validation of a 3D virtual reality desktop system for sonographic length and volume measurements in early pregnancy evaluation.

    Science.gov (United States)

    Baken, Leonie; van Gruting, Isabelle M A; Steegers, Eric A P; van der Spek, Peter J; Exalto, Niek; Koning, Anton H J

    2015-03-01

    To design and validate a desktop virtual reality (VR) system, for presentation and assessment of volumetric data, based on commercially off-the-shelf hardware as an alternative to a fully immersive CAVE-like I-Space VR system. We designed a desktop VR system, using a three-dimensional (3D) monitor and a six degrees-of-freedom tracking system. A personal computer uses the V-Scope (Erasmus MC, Rotterdam, The Netherlands) volume-rendering application, developed for the I-Space, to create a hologram of volumetric data. Inter- and intraobserver reliability for crown-rump length and embryonic volume measurements are investigated using Bland-Altman plots and intraclass correlation coefficients. Time required for the measurements was recorded. Comparing the I-Space and the desktop VR system, the mean difference for crown-rump length is -0.34% (limits of agreement -2.58-1.89, ±2.24%) and for embryonic volume -0.92% (limits of agreement -6.97-5.13, ±6.05%). Intra- and interobserver intraclass correlation coefficients of the desktop VR system were all >0.99. Measurement times were longer on the desktop VR system compared with the I-Space, but the differences were not statistically significant. A user-friendly desktop VR system can be put together using commercially off-the-shelf hardware at an acceptable price. This system provides a valid and reliable method for embryonic length and volume measurements and can be used in clinical practice. © 2014 Wiley Periodicals, Inc.

  9. D Modelling and Interactive Web-Based Visualization of Cultural Heritage Objects

    Science.gov (United States)

    Koeva, M. N.

    2016-06-01

    discusses the advantages and disadvantages of these three approaches and their integration in multiple domains, such as web-based 3D city modelling, tourism and architectural 3D visualization. It was concluded that image-based modelling and panoramic visualisation are simple, fast and effective techniques suitable for simultaneous virtual representation of many objects. However, additional measurements or CAD information will be beneficial for obtaining higher accuracy.

  10. 3D Surgical Simulation

    Science.gov (United States)

    Cevidanes, Lucia; Tucker, Scott; Styner, Martin; Kim, Hyungmin; Chapuis, Jonas; Reyes, Mauricio; Proffit, William; Turvey, Timothy; Jaskolka, Michael

    2009-01-01

    This paper discusses the development of methods for computer-aided jaw surgery. Computer-aided jaw surgery allows us to incorporate the high level of precision necessary for transferring virtual plans into the operating room. We also present a complete computer-aided surgery (CAS) system developed in close collaboration with surgeons. Surgery planning and simulation include construction of 3D surface models from Cone-beam CT (CBCT), dynamic cephalometry, semi-automatic mirroring, interactive cutting of bone and bony segment repositioning. A virtual setup can be used to manufacture positioning splints for intra-operative guidance. The system provides further intra-operative assistance with the help of a computer display showing jaw positions and 3D positioning guides updated in real-time during the surgical procedure. The CAS system aids in dealing with complex cases with benefits for the patient, with surgical practice, and for orthodontic finishing. Advanced software tools for diagnosis and treatment planning allow preparation of detailed operative plans, osteotomy repositioning, bone reconstructions, surgical resident training and assessing the difficulties of the surgical procedures prior to the surgery. CAS has the potential to make the elaboration of the surgical plan a more flexible process, increase the level of detail and accuracy of the plan, yield higher operative precision and control, and enhance documentation of cases. Supported by NIDCR DE017727, and DE018962 PMID:20816308

  11. Use of web-based simulators and YouTube for teaching of Magnetic Resonance Imaging

    DEFF Research Database (Denmark)

    Hanson, Lars G.

    Interactive web-based software for teaching of 3D vector dynamics involved in Magnetic Resonance Imaging (MRI) was developed. The software is briefly discussed along with the background, design, implementation, dissemination and educational value....

  12. The Development of a Virtual 3D Model of the Renal Corpuscle from Serial Histological Sections for E-Learning Environments

    Science.gov (United States)

    Roth, Jeremy A.; Wilson, Timothy D.; Sandig, Martin

    2015-01-01

    Histology is a core subject in the anatomical sciences where learners are challenged to interpret two-dimensional (2D) information (gained from histological sections) to extrapolate and understand the three-dimensional (3D) morphology of cells, tissues, and organs. In gross anatomical education 3D models and learning tools have been associated…

  13. Entorno 3D para el análisis y la recreación virtual de las actuaciones arqueológicas en Cueva de la Cocina (Dos Aguas, Valencia, España)

    OpenAIRE

    Agustín Diez Castillo; Alfredo Cortell Nicolau; Oreto García Puchol; Pilar Esribá Ruiz

    2017-01-01

    [EN] In this paper we present our procedure for digitising fieldwork information on the fly (data management), and its combination with the virtual reconstruction of the stratigraphy (virtualisation), of the Cueva de la Cocina site in Dos Aguas (Valencia, Spain). The main tool for the Geographic Information System (GIS) implementation has been OpenJUMP, whilst for the three-dimensional (3D) recreation of the cave virtual environment MeshLab, ParaView, CloudCompare and R open software have bee...

  14. Use of web-based simulators and YouTube for teaching of Magnetic Resonance Imaging

    DEFF Research Database (Denmark)

    Hanson, Lars G.

    Interactive web-based software for teaching of 3D vector dynamics involved in Magnetic Resonance Imaging (MRI) was developed. The software is briefly discussed along with the background, design, implementation, dissemination and educational value.......Interactive web-based software for teaching of 3D vector dynamics involved in Magnetic Resonance Imaging (MRI) was developed. The software is briefly discussed along with the background, design, implementation, dissemination and educational value....

  15. Web Based ATM PVC Management

    NARCIS (Netherlands)

    van der Waaij, B.D.; Sprenkels, Ron; van Beijnum, Bernhard J.F.; Pras, Aiko

    1998-01-01

    This paper discusses the design of a public domain web based ATM PVC Management tool for the Dutch SURFnet research ATM network. The aim of this tool is to assists in the creation and deletion of PVCs through local and remote ATM network domains. The tool includes security mechanisms to restrict the

  16. Acquiring 3D scene information from 2D images

    NARCIS (Netherlands)

    Li, Ping

    2011-01-01

    In recent years, people are becoming increasingly acquainted with 3D technologies such as 3DTV, 3D movies and 3D virtual navigation of city environments in their daily life. Commercial 3D movies are now commonly available for consumers. Virtual navigation of our living environment as used on a

  17. Web-based hybrid-dimensional Visualization and Exploration of Cytological Localization Scenarios

    Directory of Open Access Journals (Sweden)

    Kovanci Gökhan

    2016-10-01

    Full Text Available The CELLmicrocosmos 4.2 PathwayIntegration (CmPI is a tool which provides hybriddimensional visualization and analysis of intracellular protein and gene localizations in the context of a virtual 3D environment. This tool is developed based on Java/Java3D/JOGL and provides a standalone application compatible to all relevant operating systems. However, it requires Java and the local installation of the software. Here we present the prototype of an alternative web-based visualization approach, using Three.js and D3.js. In this way it is possible to visualize and explore CmPI-generated localization scenarios including networks mapped to 3D cell components by just providing a URL to a collaboration partner. This publication describes the integration of the different technologies - Three.js, D3.js and PHP - as well as an application case: a localization scenario of the citrate cycle. The CmPI web viewer is available at: http://CmPIweb.CELLmicrocosmos.org.

  18. Conducting Web-based Surveys.

    OpenAIRE

    David J. Solomon

    2001-01-01

    Web-based surveying is becoming widely used in social science and educational research. The Web offers significant advantages over more traditional survey techniques however there are still serious methodological challenges with using this approach. Currently coverage bias or the fact significant numbers of people do not have access, or choose not to use the Internet is of most concern to researchers. Survey researchers also have much to learn concerning the most effective ways to conduct s...

  19. Applying microCT and 3D visualization to Jurassic silicified conifer seed cones: A virtual advantage over thin-sectioning.

    Science.gov (United States)

    Gee, Carole T

    2013-11-01

    As an alternative to conventional thin-sectioning, which destroys fossil material, high-resolution X-ray computed tomography (also called microtomography or microCT) integrated with scientific visualization, three-dimensional (3D) image segmentation, size analysis, and computer animation is explored as a nondestructive method of imaging the internal anatomy of 150-million-year-old conifer seed cones from the Late Jurassic Morrison Formation, USA, and of recent and other fossil cones. • MicroCT was carried out on cones using a General Electric phoenix v|tome|x s 240D, and resulting projections were processed with visualization software to produce image stacks of serial single sections for two-dimensional (2D) visualization, 3D segmented reconstructions with targeted structures in color, and computer animations. • If preserved in differing densities, microCT produced images of internal fossil tissues that showed important characters such as seed phyllotaxy or number of seeds per cone scale. Color segmentation of deeply embedded seeds highlighted the arrangement of seeds in spirals. MicroCT of recent cones was even more effective. • This is the first paper on microCT integrated with 3D segmentation and computer animation applied to silicified seed cones, which resulted in excellent 2D serial sections and segmented 3D reconstructions, revealing features requisite to cone identification and understanding of strobilus construction.

  20. Applying microCT and 3D visualization to Jurassic silicified conifer seed cones: A virtual advantage over thin-sectioning1

    Science.gov (United States)

    Gee, Carole T.

    2013-01-01

    • Premise of the study: As an alternative to conventional thin-sectioning, which destroys fossil material, high-resolution X-ray computed tomography (also called microtomography or microCT) integrated with scientific visualization, three-dimensional (3D) image segmentation, size analysis, and computer animation is explored as a nondestructive method of imaging the internal anatomy of 150-million-year-old conifer seed cones from the Late Jurassic Morrison Formation, USA, and of recent and other fossil cones. • Methods: MicroCT was carried out on cones using a General Electric phoenix v|tome|x s 240D, and resulting projections were processed with visualization software to produce image stacks of serial single sections for two-dimensional (2D) visualization, 3D segmented reconstructions with targeted structures in color, and computer animations. • Results: If preserved in differing densities, microCT produced images of internal fossil tissues that showed important characters such as seed phyllotaxy or number of seeds per cone scale. Color segmentation of deeply embedded seeds highlighted the arrangement of seeds in spirals. MicroCT of recent cones was even more effective. • Conclusions: This is the first paper on microCT integrated with 3D segmentation and computer animation applied to silicified seed cones, which resulted in excellent 2D serial sections and segmented 3D reconstructions, revealing features requisite to cone identification and understanding of strobilus construction. PMID:25202495

  1. International Journal of Web Based Communities

    DEFF Research Database (Denmark)

    2006-01-01

    Special Issue on Knowledge Communication, culture and communities of practice in web based communities. ......Special Issue on Knowledge Communication, culture and communities of practice in web based communities. ...

  2. A Web-based cost-effective training tool with possible application to brain injury rehabilitation.

    Science.gov (United States)

    Wang, Peijun; Kreutzer, Ina Anna; Bjärnemo, Robert; Davies, Roy C

    2004-06-01

    Virtual reality (VR) has provoked enormous interest in the medical community. In particular, VR offers therapists new approaches for improving rehabilitation effects. However, most of these VR assistant tools are not very portable, extensible or economical. Due to the vast amount of 3D data, they are not suitable for Internet transfer. Furthermore, in order to run these VR systems smoothly, special hardware devices are needed. As a result, existing VR assistant tools tend to be available in hospitals but not in patients' homes. To overcome these disadvantages, as a case study, this paper proposes a Web-based Virtual Ticket Machine, called WBVTM, using VRML [VRML Consortium, The Virtual Reality Modeling Language: International Standard ISO/IEC DIS 14772-1, 1997, available at ], Java and EAI (External Authoring Interface) [Silicon Graphics, Inc., The External Authoring Interface (EAI), available at ], to help people with acquired brain injury (ABI) to relearn basic living skills at home at a low cost. As these technologies are open standard and feature usability on the Internet, WBVTM achieves the goals of portability, easy accessibility and cost-effectiveness.

  3. Auto-adaptative Robot-aided Therapy based in 3D Virtual Tasks controlled by a Supervised and Dynamic Neuro-Fuzzy System

    Directory of Open Access Journals (Sweden)

    Luis Daniel Lledó

    2015-03-01

    Full Text Available This paper presents an application formed by a classification method based on the architecture of ART neural network (Adaptive Resonance Theory and the Fuzzy Set Theory to classify physiological reactions in order to automatically and dynamically adapt a robot-assisted rehabilitation therapy to the patient needs, using a three-dimensional task in a virtual reality system. Firstly, the mathematical and structural model of the neuro-fuzzy classification method is described together with the signal and training data acquisition. Then, the virtual designed task with physics behavior and its development procedure are explained. Finally, the general architecture of the experimentation for the auto-adaptive therapy is presented using the classification method with the virtual reality exercise.

  4. 3D Animation Essentials

    CERN Document Server

    Beane, Andy

    2012-01-01

    The essential fundamentals of 3D animation for aspiring 3D artists 3D is everywhere--video games, movie and television special effects, mobile devices, etc. Many aspiring artists and animators have grown up with 3D and computers, and naturally gravitate to this field as their area of interest. Bringing a blend of studio and classroom experience to offer you thorough coverage of the 3D animation industry, this must-have book shows you what it takes to create compelling and realistic 3D imagery. Serves as the first step to understanding the language of 3D and computer graphics (CG)Covers 3D anim

  5. 3D video

    CERN Document Server

    Lucas, Laurent; Loscos, Céline

    2013-01-01

    While 3D vision has existed for many years, the use of 3D cameras and video-based modeling by the film industry has induced an explosion of interest for 3D acquisition technology, 3D content and 3D displays. As such, 3D video has become one of the new technology trends of this century.The chapters in this book cover a large spectrum of areas connected to 3D video, which are presented both theoretically and technologically, while taking into account both physiological and perceptual aspects. Stepping away from traditional 3D vision, the authors, all currently involved in these areas, provide th

  6. Discovery of novel PPAR ligands by a virtual screening approach based on pharmacophore modeling, 3D shape, and electrostatic similarity screening

    DEFF Research Database (Denmark)

    Markt, Patrick; Petersen, Rasmus K; Flindt, Esben N

    2008-01-01

    Peroxisome proliferator-activated receptors (PPARs) are important targets for drugs used in the treatment of atherosclerosis, dyslipidaemia, obesity, type 2 diabetes, and other diseases caused by abnormal regulation of the glucose and lipid metabolism. We applied a virtual screening workflow base...

  7. Digital Geology from field to 3D modelling and Google Earth virtual environment: methods and goals from the Furlo Gorge (Northern Apennines - Italy)

    Science.gov (United States)

    De Donatis, Mauro; Susini, Sara

    2014-05-01

    A new map of the Furlo Gorge was surveyed and elaborated in a digital way. In every step of work we used digital tools as mobile GIS and 3D modelling software. Phase 1st Starting in the lab, planning the field project development, base cartography, forms and data base were designed in the way we thought was the best for collecting and store data in order of producing a digital n­-dimensional map. Bedding attitudes, outcrops sketches and description, stratigraphic logs, structural features and other informations were collected and organised in a structured database using rugged tablet PC, GPS receiver, digital cameras and later also an Android smartphone with some survey apps in-­house developed. A new mobile GIS (BeeGIS) was developed starting from an open source GIS (uDig): a number of tools like GPS connection, pen drawing annotations, geonotes, fieldbook, photo synchronization and geotagging were originally designed. Phase 2nd After some month of digital field work, all the informations were elaborated for drawing a geologic map in GIS environment. For that we use both commercial (ArcGIS) and open source (gvSig, QGIS, uDig) without big technical problems. Phase 3rd When we get to the step of building a 3D model (using 3DMove), passing trough the assisted drawing of cross-­sections (2DMove), we discovered a number of problems in the interpretation of geological structures (thrusts, normal faults) and more in the interpretation of stratigraphic thickness and boundaries and their relationships with topography. Phase 4th Before an "on­-armchair" redrawing of map, we decide to go back to the field and check directly what was wrong. Two main vantages came from this: (1) the mistakes we found could be reinterpreted and corrected directly in the field having all digital tools we need; (2) previous interpretations could be stored in GIS layers keeping memory of the previous work (also mistakes). Phase 5th A 3D model built with 3D Move is already almost self

  8. Web based emergency room PACS

    International Nuclear Information System (INIS)

    Cha, Soon Joo; Cheon, Yong Kyung; Choi, Sung Woo Kim

    2005-01-01

    We wished to develop the web based Picture Archiving and Communication System in the emergency room for early decision making in emergency treatment planning at a full PACS Hospital. The program tools were Microsoft Visual Studio 6.0 - Visual C++ 6.0, and the Microsoft SQL 7.0 under the Microsoft Windows 2000 server operation system. The achievement of images was performed by an auto transport program installed in the ER and the radiology department. The average compression rates were 5:1 for CT and MR, and 20:1 for CR with JPEG 2000 lossy compression. All the images were stored on hard disk for 3 months. The patients' information was displayed for 2 weeks for reducing the security risk. For interdepartmental consultation, patient query by patient hospital number was available. Our Web based ER PACS could be useful system for early decision making for treatment planning in the emergency room because it reduces the risk factors for the security of the Web Paces by using a system independent from PACS in the hospital and minimizing the information patients

  9. Web based emergency room PACS

    Energy Technology Data Exchange (ETDEWEB)

    Cha, Soon Joo; Cheon, Yong Kyung; Choi, Sung Woo Kim [Ilsan Paik Hospital, Inje University, Seoul (Korea, Republic of)] (and others)

    2005-07-15

    We wished to develop the web based Picture Archiving and Communication System in the emergency room for early decision making in emergency treatment planning at a full PACS Hospital. The program tools were Microsoft Visual Studio 6.0 - Visual C++ 6.0, and the Microsoft SQL 7.0 under the Microsoft Windows 2000 server operation system. The achievement of images was performed by an auto transport program installed in the ER and the radiology department. The average compression rates were 5:1 for CT and MR, and 20:1 for CR with JPEG 2000 lossy compression. All the images were stored on hard disk for 3 months. The patients' information was displayed for 2 weeks for reducing the security risk. For interdepartmental consultation, patient query by patient hospital number was available. Our Web based ER PACS could be useful system for early decision making for treatment planning in the emergency room because it reduces the risk factors for the security of the Web Paces by using a system independent from PACS in the hospital and minimizing the information patients.

  10. 3D Virtual Itinerary for Education Using Google Earth as a Tool for the Recovery of the Geological Heritage of Natural Areas: Application in the “Las Batuecas Valley” Nature Park (Salamanca, Spain

    Directory of Open Access Journals (Sweden)

    Antonio Miguel Martínez-Graña

    2014-11-01

    Full Text Available The objective of this study is to develop a methodology that enhances the value and position of the geological heritage of any natural area in the world using a 3D virtual itinerary. Field applications of this geological itinerary enable students to participate actively in teaching and learning theoretical concepts in the earth sciences and engineering. The educational resources, which include a virtual itinerary, a flight simulator, a field notebook with questionnaires, videos, and an augmented reality developed with Google Earth, provide a familiar and effective learning environment that can be implemented by students daily using new technologies (smartphones, tablets, and iPods and can leverage the power of computer games to achieve the objectives of a specific curriculum. The implementation of geological content in an interactive, educational game has been employed in compulsory levels of secondary education, high school, and college in Batuecas Valley. The geomatic applications are free as they can be accessed from existing computer labs.

  11. View-based 3-D object retrieval

    CERN Document Server

    Gao, Yue

    2014-01-01

    Content-based 3-D object retrieval has attracted extensive attention recently and has applications in a variety of fields, such as, computer-aided design, tele-medicine,mobile multimedia, virtual reality, and entertainment. The development of efficient and effective content-based 3-D object retrieval techniques has enabled the use of fast 3-D reconstruction and model design. Recent technical progress, such as the development of camera technologies, has made it possible to capture the views of 3-D objects. As a result, view-based 3-D object retrieval has become an essential but challenging res

  12. 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.

  13. CMS Web-Based Monitoring

    Energy Technology Data Exchange (ETDEWEB)

    Badgett, William [Fermilab; Lopez-Perez, Juan Antonio [Fermilab; Maeshima, Kaori [Fermilab; Soha, Aron [Fermilab; Sulmanas, Balys [Fermilab; Wan, Zongru [Kansas State U.

    2010-01-01

    With the growth in size and complexity of High Energy Physics experiments, and the accompanying increase in the number of collaborators spread across the globe, the importance of widely relaying timely monitoring and status information has grown. To this end, we present online Web Based Monitoring solutions from the CMS experiment at CERN. The web tools developed present data to the user from many underlying heterogeneous sources, from real time messaging system to relational databases. We provide the power to combine and correlate data in both graphical and tabular formats of interest to the experimentalist, with data such as beam conditions, luminosity, trigger rates, detector conditions and many others, allowing for flexibility on the user side. We also present some examples of how this system has been used during CMS commissioning and early beam collision running at the Large Hadron Collider.

  14. The NIH 3D Print Exchange: A Public Resource for Bioscientific and Biomedical 3D Prints.

    Science.gov (United States)

    Coakley, Meghan F; Hurt, Darrell E; Weber, Nick; Mtingwa, Makazi; Fincher, Erin C; Alekseyev, Vsevelod; Chen, David T; Yun, Alvin; Gizaw, Metasebia; Swan, Jeremy; Yoo, Terry S; Huyen, Yentram

    2014-09-01

    The National Institutes of Health (NIH) has launched the NIH 3D Print Exchange, an online portal for discovering and creating bioscientifically relevant 3D models suitable for 3D printing, to provide both researchers and educators with a trusted source to discover accurate and informative models. There are a number of online resources for 3D prints, but there is a paucity of scientific models, and the expertise required to generate and validate such models remains a barrier. The NIH 3D Print Exchange fills this gap by providing novel, web-based tools that empower users with the ability to create ready-to-print 3D files from molecular structure data, microscopy image stacks, and computed tomography scan data. The NIH 3D Print Exchange facilitates open data sharing in a community-driven environment, and also includes various interactive features, as well as information and tutorials on 3D modeling software. As the first government-sponsored website dedicated to 3D printing, the NIH 3D Print Exchange is an important step forward to bringing 3D printing to the mainstream for scientific research and education.

  15. Remote Collaborative 3D Printing - Process Investigation

    Science.gov (United States)

    2016-04-01

    COLLABORATIVE 3D PRINTING - PROCESS INVESTIGATION Cody M. Reese, PE CAD MODEL PRINT MODEL PRINT PREVIEW PRINTED PART AERIAL VIRTUAL This...REMOTE COLLABORATIVE 3D PRINTING - PROCESS INVESTIGATION 5b. GRANT NUMBER 5c. PROGRAM ELEMENT NUMBER 6. AUTHOR(S) 5d. PROJECT NUMBER Cody M. Reese...release; distribution is unlimited. 13. SUPPLEMENTARY NOTES 14. ABSTRACT The Remote Collaborative 3D Printing project is a collaboration between

  16. Employing WebGL to develop interactive stereoscopic 3D content for use in biomedical visualization

    Science.gov (United States)

    Johnston, Semay; Renambot, Luc; Sauter, Daniel

    2013-03-01

    Web Graphics Library (WebGL), the forthcoming web standard for rendering native 3D graphics in a browser, represents an important addition to the biomedical visualization toolset. It is projected to become a mainstream method of delivering 3D online content due to shrinking support for third-party plug-ins. Additionally, it provides a virtual reality (VR) experience to web users accommodated by the growing availability of stereoscopic displays (3D TV, desktop, and mobile). WebGL's value in biomedical visualization has been demonstrated by applications for interactive anatomical models, chemical and molecular visualization, and web-based volume rendering. However, a lack of instructional literature specific to the field prevents many from utilizing this technology. This project defines a WebGL design methodology for a target audience of biomedical artists with a basic understanding of web languages and 3D graphics. The methodology was informed by the development of an interactive web application depicting the anatomy and various pathologies of the human eye. The application supports several modes of stereoscopic displays for a better understanding of 3D anatomical structures.

  17. 'Augmented reality' in conventional simulation by projection of 3-D structures into 2-D images. A comparison with virtual methods

    Energy Technology Data Exchange (ETDEWEB)

    Deutschmann, H.; Nairz, O.; Zehentmayr, F.; Fastner, G.; Sedlmayer, F. [Univ. Clinic for Radiotherapy and Radio-Oncology, Salzburg (Austria); radART - Inst. for research and development on Advanced Radiation Technologies at the Paracelsus Medical Univ., Salzburg (Austria); Steininger, P. [radART - Inst. for research and development on Advanced Radiation Technologies at the Paracelsus Medical Univ., Salzburg (Austria); Dept. of Medical Computer Science and Technology, Univ. for Health Sciences, Hall i. T. (Austria); Kopp, P.; Merz, F.; Wurstbauer, K.; Kranzinger, M.; Kametriser, G.; Kopp, M. [Univ. Clinic for Radiotherapy and Radio-Oncology, Salzburg (Austria)

    2008-02-15

    Background and purpose: in this study, a new method is introduced, which allows the overlay of three-dimensional structures, that have been delineated on transverse slices, onto the fluoroscopy from conventional simulators in real time. Patients and methods: setup deviations between volumetric imaging and simulation were visualized, measured and corrected for 701 patient isocenters. Results: comparing the accuracy to mere virtual simulation lacking additional X-ray imaging, a clear benefit of the new method could be shown. On average, virtual prostate simulations had to be corrected by 0.48 cm (standard deviation [SD] 0.38), and those of the breast by 0.67 cm (SD 0.66). Conclusion: the presented method provides an easy way to determine entity-specific safety margins related to patient setup errors upon registration of bony anatomy (prostate 0.9 cm for 90% of cases, breast 1.3 cm). The important role of planar X-ray imaging was clearly demonstrated. The innovation can also be applied to adaptive image-guided radiotherapy (IGRT) protocols. (orig.)

  18. E-learning: Web-based education.

    Science.gov (United States)

    Sajeva, Marco

    2006-12-01

    This review introduces state-of-the-art Web-based education and shows how the e-learning model can be applied to an anaesthesia department using Open Source solutions, as well as lifelong learning programs, which is happening in several European research projects. The definition of the term e-learning is still a work in progress due to the fact that technologies are evolving every day and it is difficult to improve teaching methodologies or to adapt traditional methods to a new or already existing educational model. The European Community is funding several research projects to define the new common market place for tomorrow's educational system; this is leading to new frontiers like virtual Erasmus inter-exchange programs based on e-learning. The first step when adapting a course to e-learning is to re-define the educational/learning model adopted: cooperative learning and tutoring are the two key concepts. This means that traditional lecture notes, books and exercises are no longer effective; teaching files must use rich multimedia content and have to be developed using the new media. This can lead to several pitfalls that can be avoided with an accurate design phase.

  19. Open 3D Projects

    Directory of Open Access Journals (Sweden)

    Felician ALECU

    2010-01-01

    Full Text Available Many professionals and 3D artists consider Blender as being the best open source solution for 3D computer graphics. The main features are related to modeling, rendering, shading, imaging, compositing, animation, physics and particles and realtime 3D/game creation.

  20. Web Based Seismological Monitoring (wbsm)

    Science.gov (United States)

    Giudicepietro, F.; Meglio, V.; Romano, S. P.; de Cesare, W.; Ventre, G.; Martini, M.

    Over the last few decades the seismological monitoring systems have dramatically improved tanks to the technological advancements and to the scientific progresses of the seismological studies. The most modern processing systems use the network tech- nologies to realize high quality performances in data transmission and remote controls. Their architecture is designed to favor the real-time signals analysis. This is, usually, realized by adopting a modular structure that allow to easy integrate any new cal- culation algorithm, without affecting the other system functionalities. A further step in the seismic processing systems evolution is the large use of the web based appli- cations. The web technologies can be an useful support for the monitoring activities allowing to automatically publishing the results of signals processing and favoring the remote access to data, software systems and instrumentation. An application of the web technologies to the seismological monitoring has been developed at the "Os- servatorio Vesuviano" monitoring center (INGV) in collaboration with the "Diparti- mento di Informatica e Sistemistica" of the Naples University. A system named Web Based Seismological Monitoring (WBSM) has been developed. Its main objective is to automatically publish the seismic events processing results and to allow displaying, analyzing and downloading seismic data via Internet. WBSM uses the XML tech- nology for hypocentral and picking parameters representation and creates a seismic events data base containing parametric data and wave-forms. In order to give tools for the evaluation of the quality and reliability of the published locations, WBSM also supplies all the quality parameters calculated by the locating program and allow to interactively display the wave-forms and the related parameters. WBSM is a modular system in which the interface function to the data sources is performed by two spe- cific modules so that to make it working in conjunction with a

  1. 3D Exploration of Meteorological Data: Facing the challenges of operational forecasters

    Science.gov (United States)

    Koutek, Michal; Debie, Frans; van der Neut, Ian

    2016-04-01

    In the past years the Royal Netherlands Meteorological Institute (KNMI) has been working on innovation in the field of meteorological data visualization. We are dealing with Numerical Weather Prediction (NWP) model data and observational data, i.e. satellite images, precipitation radar, ground and air-borne measurements. These multidimensional multivariate data are geo-referenced and can be combined in 3D space to provide more intuitive views on the atmospheric phenomena. We developed the Weather3DeXplorer (W3DX), a visualization framework for processing and interactive exploration and visualization using Virtual Reality (VR) technology. We managed to have great successes with research studies on extreme weather situations. In this paper we will elaborate what we have learned from application of interactive 3D visualization in the operational weather room. We will explain how important it is to control the degrees-of-freedom during interaction that are given to the users: forecasters/scientists; (3D camera and 3D slicing-plane navigation appear to be rather difficult for the users, when not implemented properly). We will present a novel approach of operational 3D visualization user interfaces (UI) that for a great deal eliminates the obstacle and the time it usually takes to set up the visualization parameters and an appropriate camera view on a certain atmospheric phenomenon. We have found our inspiration in the way our operational forecasters work in the weather room. We decided to form a bridge between 2D visualization images and interactive 3D exploration. Our method combines WEB-based 2D UI's, pre-rendered 3D visualization catalog for the latest NWP model runs, with immediate entry into interactive 3D session for selected visualization setting. Finally, we would like to present the first user experiences with this approach.

  2. RAG-3D: a search tool for RNA 3D substructures

    Science.gov (United States)

    Zahran, Mai; Sevim Bayrak, Cigdem; Elmetwaly, Shereef; Schlick, Tamar

    2015-01-01

    To address many challenges in RNA structure/function prediction, the characterization of RNA's modular architectural units is required. Using the RNA-As-Graphs (RAG) database, we have previously explored the existence of secondary structure (2D) submotifs within larger RNA structures. Here we present RAG-3D—a dataset of RNA tertiary (3D) structures and substructures plus a web-based search tool—designed to exploit graph representations of RNAs for the goal of searching for similar 3D structural fragments. The objects in RAG-3D consist of 3D structures translated into 3D graphs, cataloged based on the connectivity between their secondary structure elements. Each graph is additionally described in terms of its subgraph building blocks. The RAG-3D search tool then compares a query RNA 3D structure to those in the database to obtain structurally similar structures and substructures. This comparison reveals conserved 3D RNA features and thus may suggest functional connections. Though RNA search programs based on similarity in sequence, 2D, and/or 3D structural elements are available, our graph-based search tool may be advantageous for illuminating similarities that are not obvious; using motifs rather than sequence space also reduces search times considerably. Ultimately, such substructuring could be useful for RNA 3D structure prediction, structure/function inference and inverse folding. PMID:26304547

  3. Expanding the Interaction Lexicon for 3D Graphics

    National Research Council Canada - National Science Library

    Pierce, Jeffrey S

    2001-01-01

    .... This research makes several contributions to 3D interaction and virtual reality. The Voodoo Dolls technique is a new technique for manipulating objects in immersive 3D environments in which users manipulate hand-held copies of objects...

  4. Identification of the Beer Component Hordenine as Food-Derived Dopamine D2 Receptor Agonist by Virtual Screening a 3D Compound Database

    Science.gov (United States)

    Sommer, Thomas; Hübner, Harald; El Kerdawy, Ahmed; Gmeiner, Peter; Pischetsrieder, Monika; Clark, Timothy

    2017-03-01

    The dopamine D2 receptor (D2R) is involved in food reward and compulsive food intake. The present study developed a virtual screening (VS) method to identify food components, which may modulate D2R signalling. In contrast to their common applications in drug discovery, VS methods are rarely applied for the discovery of bioactive food compounds. Here, databases were created that exclusively contain substances occurring in food and natural sources (about 13,000 different compounds in total) as the basis for combined pharmacophore searching, hit-list clustering and molecular docking into D2R homology models. From 17 compounds finally tested in radioligand assays to determine their binding affinities, seven were classified as hits (hit rate = 41%). Functional properties of the five most active compounds were further examined in β-arrestin recruitment and cAMP inhibition experiments. D2R-promoted G-protein activation was observed for hordenine, a constituent of barley and beer, with approximately identical ligand efficacy as dopamine (76%) and a Ki value of 13 μM. Moreover, hordenine antagonised D2-mediated β-arrestin recruitment indicating functional selectivity. Application of our databases provides new perspectives for the discovery of bioactive food constituents using VS methods. Based on its presence in beer, we suggest that hordenine significantly contributes to mood-elevating effects of beer.

  5. The effectiveness of artificial intelligent 3-D virtual reality vocational problem-solving training in enhancing employment opportunities for people with traumatic brain injury.

    Science.gov (United States)

    Man, David Wai Kwong; Poon, Wai Sang; Lam, Chow

    2013-01-01

    People with traumatic brain injury (TBI) often experience cognitive deficits in attention, memory, executive functioning and problem-solving. The purpose of the present research study was to examine the effectiveness of an artificial intelligent virtual reality (VR)-based vocational problem-solving skill training programme designed to enhance employment opportunities for people with TBI. This was a prospective randomized controlled trial (RCT) comparing the effectiveness of the above programme with that of the conventional psycho-educational approach. Forty participants with mild (n = 20) or moderate (n = 20) brain injury were randomly assigned to each training programme. Comparisons of problem-solving skills were performed with the Wisconsin Card Sorting Test, the Tower of London Test and the Vocational Cognitive Rating Scale. Improvement in selective memory processes and perception of memory function were found. Across-group comparison showed that the VR group performed more favourably than the therapist-led one in terms of objective and subjective outcome measures and better vocational outcomes. These results support the potential use of a VR-based approach in memory training in people with MCI. Further VR applications, limitations and future research are described.

  6. EarthServer - 3D Visualization on the Web

    Science.gov (United States)

    Wagner, Sebastian; Herzig, Pasquale; Bockholt, Ulrich; Jung, Yvonne; Behr, Johannes

    2013-04-01

    EarthServer (www.earthserver.eu), funded by the European Commission under its Seventh Framework Program, is a project to enable the management, access and exploration of massive, multi-dimensional datasets using Open GeoSpatial Consortium (OGC) query and processing language standards like WCS 2.0 and WCPS. To this end, a server/client architecture designed to handle Petabyte/Exabyte volumes of multi-dimensional data is being developed and deployed. As an important part of the EarthServer project, six Lighthouse Applications, major scientific data exploitation initiatives, are being established to make cross-domain, Earth Sciences related data repositories available in an open and unified manner, as service endpoints based on solutions and infrastructure developed within the project. Clients technology developed and deployed in EarthServer ranges from mobile and web clients to immersive virtual reality systems, all designed to interact with a physically and logically distributed server infrastructure using exclusively OGC standards. In this contribution, we would like to present our work on a web-based 3D visualization and interaction client for Earth Sciences data using only technology found in standard web browsers without requiring the user to install plugins or addons. Additionally, we are able to run the earth data visualization client on a wide range of different platforms with very different soft- and hardware requirements such as smart phones (e.g. iOS, Android), different desktop systems etc. High-quality, hardware-accelerated visualization of 3D and 4D content in standard web browsers can be realized now and we believe it will become more and more common to use this fast, lightweight and ubiquitous platform to provide insights into big datasets without requiring the user to set up a specialized client first. With that in mind, we will also point out some of the limitations we encountered using current web technologies. Underlying the EarthServer web client

  7. Web-Based Distributed XML Query Processing

    NARCIS (Netherlands)

    Smiljanic, M.; Feng, L.; Jonker, Willem; Blanken, Henk; Grabs, T.; Schek, H-J.; Schenkel, R.; Weikum, G.

    2003-01-01

    Web-based distributed XML query processing has gained in importance in recent years due to the widespread popularity of XML on the Web. Unlike centralized and tightly coupled distributed systems, Web-based distributed database systems are highly unpredictable and uncontrollable, with a rather

  8. Web-based interventions in nursing.

    Science.gov (United States)

    Im, Eun-Ok; Chang, Sun Ju

    2013-02-01

    With recent advances in computer and Internet technologies and high funding priority on technological aspects of nursing research, researchers at the field level began to develop, use, and test various types of Web-based interventions. Despite high potential impacts of Web-based interventions, little is still known about Web-based interventions in nursing. In this article, to identify strengths and weaknesses of Web-based nursing interventions, a literature review was conducted using multiple databases with combined keywords of "online," "Internet" or "Web," "intervention," and "nursing." A total of 95 articles were retrieved through the databases and sorted by research topics. These articles were then analyzed to identify strengths and weaknesses of Web-based interventions in nursing. A strength of the Web-based interventions was their coverage of various content areas. In addition, many of them were theory-driven. They had advantages in their flexibility and comfort. They could provide consistency in interventions and require less cost in the intervention implementation. However, Web-based intervention studies had selected participants. They lacked controllability and had high dropouts. They required technical expertise and high development costs. Based on these findings, directions for future Web-based intervention research were provided.

  9. Refined 3d-3d correspondence

    Energy Technology Data Exchange (ETDEWEB)

    Alday, Luis F.; Genolini, Pietro Benetti; Bullimore, Mathew; Loon, Mark van [Mathematical Institute, University of Oxford, Andrew Wiles Building,Radcliffe Observatory Quarter, Woodstock Road, Oxford, OX2 6GG (United Kingdom)

    2017-04-28

    We explore aspects of the correspondence between Seifert 3-manifolds and 3d N=2 supersymmetric theories with a distinguished abelian flavour symmetry. We give a prescription for computing the squashed three-sphere partition functions of such 3d N=2 theories constructed from boundary conditions and interfaces in a 4d N=2{sup ∗} theory, mirroring the construction of Seifert manifold invariants via Dehn surgery. This is extended to include links in the Seifert manifold by the insertion of supersymmetric Wilson-’t Hooft loops in the 4d N=2{sup ∗} theory. In the presence of a mass parameter for the distinguished flavour symmetry, we recover aspects of refined Chern-Simons theory with complex gauge group, and in particular construct an analytic continuation of the S-matrix of refined Chern-Simons theory.

  10. A 3d-3d appetizer

    Energy Technology Data Exchange (ETDEWEB)

    Pei, Du; Ye, Ke [Walter Burke Institute for Theoretical Physics, California Institute of Technology, Pasadena, CA, 91125 (United States)

    2016-11-02

    We test the 3d-3d correspondence for theories that are labeled by Lens spaces. We find a full agreement between the index of the 3d N=2 “Lens space theory” T[L(p,1)] and the partition function of complex Chern-Simons theory on L(p,1). In particular, for p=1, we show how the familiar S{sup 3} partition function of Chern-Simons theory arises from the index of a free theory. For large p, we find that the index of T[L(p,1)] becomes a constant independent of p. In addition, we study T[L(p,1)] on the squashed three-sphere S{sub b}{sup 3}. This enables us to see clearly, at the level of partition function, to what extent G{sub ℂ} complex Chern-Simons theory can be thought of as two copies of Chern-Simons theory with compact gauge group G.

  11. Education System Using Interactive 3D Computer Graphics (3D-CG) Animation and Scenario Language for Teaching Materials

    Science.gov (United States)

    Matsuda, Hiroshi; Shindo, Yoshiaki

    2006-01-01

    The 3D computer graphics (3D-CG) animation using a virtual actor's speaking is very effective as an educational medium. But it takes a long time to produce a 3D-CG animation. To reduce the cost of producing 3D-CG educational contents and improve the capability of the education system, we have developed a new education system using Virtual Actor.…

  12. e-Drug3D: 3D structure collections dedicated to drug repurposing and fragment-based drug design.

    Science.gov (United States)

    Pihan, Emilie; Colliandre, Lionel; Guichou, Jean-François; Douguet, Dominique

    2012-06-01

    In the drug discovery field, new uses for old drugs, selective optimization of side activities and fragment-based drug design (FBDD) have proved to be successful alternatives to high-throughput screening. e-Drug3D is a database of 3D chemical structures of drugs that provides several collections of ready-to-screen SD files of drugs and commercial drug fragments. They are natural inputs in studies dedicated to drug repurposing and FBDD. e-Drug3D collections are freely available at http://chemoinfo.ipmc.cnrs.fr/e-drug3d.html either for download or for direct in silico web-based screenings.

  13. First Exclusive Measurement of Deeply Virtual Compton Scattering off He4 : Toward the 3D Tomography of Nuclei

    Energy Technology Data Exchange (ETDEWEB)

    Hattawy, M.; Baltzell, N. A.; Dupré, R.; Hafidi, K.; Stepanyan, S.; Bültmann, S.; De Vita, R.; El Alaoui, A.; El Fassi, L.; Egiyan, H.; Girod, F. X.; Guidal, M.; Jenkins, D.; Liuti, S.; Perrin, Y.; Torayev, B.; Voutier, E.; Adhikari, K. P.; Adhikari, S.; Adikaram, D.; Akbar, Z.; Amaryan, M. J.; Anefalos Pereira, S.; Armstrong, Whitney R.; Avakian, H.; Ball, J.; Bashkanov, M.; Battaglieri, M.; Batourine, V.; Bedlinskiy, I.; Biselli, A. S.; Boiarinov, S.; Briscoe, W. J.; Brooks, W. K.; Burkert, V. D.; Thanh Cao, Frank; Carman, D. S.; Celentano, A.; Charles, G.; Chetry, T.; Ciullo, G.; Clark, L.; Colaneri, L.; Cole, P. L.; Contalbrigo, M.; Cortes, O.; Crede, V.; D’Angelo, A.; Dashyan, N.; De Sanctis, E.; Deur, A.; Djalali, C.; Elouadrhiri, L.; Eugenio, P.; Fedotov, G.; Fegan, S.; Fersch, R.; Filippi, A.; Fleming, J. A.; Forest, T. A.; Fradi, A.; Garçon, M.; Gevorgyan, N.; Ghandilyan, Y.; Gilfoyle, G. P.; Giovanetti, K. L.; Gleason, C.; Gohn, W.; Golovatch, E.; Gothe, R. W.; Griffioen, K. A.; Guo, L.; Hakobyan, H.; Hanretty, C.; Harrison, N.; Heddle, D.; Hicks, K.; Holtrop, M.; Hughes, S. M.; Ireland, D. G.; Ishkhanov, B. S.; Isupov, E. L.; Jiang, H.; Joo, K.; Joosten, S.; Keller, D.; Khachatryan, G.; Khachatryan, M.; Khandaker, M.; Kim, A.; Kim, W.; Klein, A.; Klein, F. J.; Kubarovsky, V.; Kuhn, S. E.; Kuleshov, S. V.; Lanza, L.; Lenisa, P.; Livingston, K.; Lu, H. Y.; MacGregor, I. J. D.; Markov, N.; Mayer, M.; McCracken, M. E.; McKinnon, B.; Meyer, C. A.; Meziani, Z. E.; Mineeva, T.; Mirazita, M.; Mokeev, V.; Montgomery, R. A.; Moutarde, H.; Movsisyan, A.; Munoz Camacho, C.; Nadel-Turonski, P.; Net, L. A.; Niccolai, S.; Niculescu, G.; Niculescu, I.; Osipenko, M.; Ostrovidov, A. I.; Paolone, M.; Paremuzyan, R.; Park, K.; Pasyuk, E.; Phelps, E.; Phelps, W.; Pisano, S.; Pogorelko, O.; Price, J. W.; Prok, Y.; Protopopescu, D.; Ripani, M.; Ritchie, B. G.; Rizzo, A.; Rosner, G.; Rossi, P.; Sabatié, F.; Salgado, C.; Schumacher, R. A.; Seder, E.; Sharabian, Y. G.; Simonyan, A.; Skorodumina, Iu.; Smith, G. D.; Sokhan, D.; Sparveris, N.; Strauch, S.; Taiuti, M.; Ungaro, M.; Voskanyan, H.; Walford, N. K.; Watts, D. P.; Wei, X.; Weinstein, L. B.; Wood, M. H.; Zachariou, N.; Zana, L.; Zhang, J.; Zhao, Z. W.

    2017-11-01

    We report on the first measurement of the beam-spin asymmetry in the exclusive process of coherent deeply virtual Compton scattering off a nucleus. The experiment uses the 6 GeV electron beam from the Continuous Electron Beam Accelerator Facility (CEBAF) accelerator at Jefferson Lab incident on a pressurized He-4 gaseous target placed in front of the CEBAF Large Acceptance Spectrometer (CLAS). The scattered electron is detected by CLAS and the photon by a dedicated electromagnetic calorimeter at forward angles. To ensure the exclusivity of the process, a specially designed radial time projection chamber is used to detect the recoiling He-4 nuclei. We measure beam-spin asymmetries larger than those observed on the free proton in the same kinematic domain. From these, we are able to extract, in a model-independent way, the real and imaginary parts of the only He-4 Compton form factor, HA. This first measurement of coherent deeply virtual Compton scattering on the He-4 nucleus, with a fully exclusive final state via nuclear recoil tagging, leads the way toward 3D imaging of the partonic structure of nuclei.

  14. Real and virtual explorations of the environment and interactive tracking of movable objects for the blind on the basis of tactile-acoustical maps and 3D environment models.

    Science.gov (United States)

    Hub, Andreas; Hartter, Tim; Kombrink, Stefan; Ertl, Thomas

    2008-01-01

    PURPOSE.: This study describes the development of a multi-functional assistant system for the blind which combines localisation, real and virtual navigation within modelled environments and the identification and tracking of fixed and movable objects. The approximate position of buildings is determined with a global positioning sensor (GPS), then the user establishes exact position at a specific landmark, like a door. This location initialises indoor navigation, based on an inertial sensor, a step recognition algorithm and map. Tracking of movable objects is provided by another inertial sensor and a head-mounted stereo camera, combined with 3D environmental models. This study developed an algorithm based on shape and colour to identify objects and used a common face detection algorithm to inform the user of the presence and position of others. The system allows blind people to determine their position with approximately 1 metre accuracy. Virtual exploration of the environment can be accomplished by moving one's finger on a touch screen of a small portable tablet PC. The name of rooms, building features and hazards, modelled objects and their positions are presented acoustically or in Braille. Given adequate environmental models, this system offers blind people the opportunity to navigate independently and safely, even within unknown environments. Additionally, the system facilitates education and rehabilitation by providing, in several languages, object names, features and relative positions.

  15. 3D virtuel udstilling

    DEFF Research Database (Denmark)

    Tournay, Bruno; Rüdiger, Bjarne

    2006-01-01

    3d digital model af Arkitektskolens gård med virtuel udstilling af afgangsprojekter fra afgangen sommer 2006. 10 s.......3d digital model af Arkitektskolens gård med virtuel udstilling af afgangsprojekter fra afgangen sommer 2006. 10 s....

  16. Underwater 3D filming

    Directory of Open Access Journals (Sweden)

    Roberto Rinaldi

    2014-12-01

    Full Text Available After an experimental phase of many years, 3D filming is now effective and successful. Improvements are still possible, but the film industry achieved memorable success on 3D movie’s box offices due to the overall quality of its products. Special environments such as space (“Gravity” and the underwater realm look perfect to be reproduced in 3D. “Filming in space” was possible in “Gravity” using special effects and computer graphic. The underwater realm is still difficult to be handled. Underwater filming in 3D was not that easy and effective as filming in 2D, since not long ago. After almost 3 years of research, a French, Austrian and Italian team realized a perfect tool to film underwater, in 3D, without any constrains. This allows filmmakers to bring the audience deep inside an environment where they most probably will never have the chance to be.

  17. Crowdsourcing Based 3d Modeling

    Science.gov (United States)

    Somogyi, A.; Barsi, A.; Molnar, B.; Lovas, T.

    2016-06-01

    Web-based photo albums that support organizing and viewing the users' images are widely used. These services provide a convenient solution for storing, editing and sharing images. In many cases, the users attach geotags to the images in order to enable using them e.g. in location based applications on social networks. Our paper discusses a procedure that collects open access images from a site frequently visited by tourists. Geotagged pictures showing the image of a sight or tourist attraction are selected and processed in photogrammetric processing software that produces the 3D model of the captured object. For the particular investigation we selected three attractions in Budapest. To assess the geometrical accuracy, we used laser scanner and DSLR as well as smart phone photography to derive reference values to enable verifying the spatial model obtained from the web-album images. The investigation shows how detailed and accurate models could be derived applying photogrammetric processing software, simply by using images of the community, without visiting the site.

  18. CROWDSOURCING BASED 3D MODELING

    Directory of Open Access Journals (Sweden)

    A. Somogyi

    2016-06-01

    Full Text Available Web-based photo albums that support organizing and viewing the users’ images are widely used. These services provide a convenient solution for storing, editing and sharing images. In many cases, the users attach geotags to the images in order to enable using them e.g. in location based applications on social networks. Our paper discusses a procedure that collects open access images from a site frequently visited by tourists. Geotagged pictures showing the image of a sight or tourist attraction are selected and processed in photogrammetric processing software that produces the 3D model of the captured object. For the particular investigation we selected three attractions in Budapest. To assess the geometrical accuracy, we used laser scanner and DSLR as well as smart phone photography to derive reference values to enable verifying the spatial model obtained from the web-album images. The investigation shows how detailed and accurate models could be derived applying photogrammetric processing software, simply by using images of the community, without visiting the site.

  19. Simulating 3D deformation using connected polygons

    Science.gov (United States)

    Tarigan, J. T.; Jaya, I.; Hardi, S. M.; Zamzami, E. M.

    2018-03-01

    In modern 3D application, interaction between user and the virtual world is one of an important factor to increase the realism. This interaction can be visualized in many forms; one of them is object deformation. There are many ways to simulate object deformation in virtual 3D world; each comes with different level of realism and performance. Our objective is to present a new method to simulate object deformation by using a graph-connected polygon. In this solution, each object contains multiple level of polygons in different level of volume. The proposed solution focusses on performance rather while maintaining the acceptable level of realism. In this paper, we present the design and implementation of our solution and show that this solution is usable in performance sensitive 3D application such as games and virtual reality.

  20. BrainBrowser: distributed, web-based neurological data visualization

    Directory of Open Access Journals (Sweden)

    Tarek eSherif

    2015-01-01

    Full Text Available Recent years have seen massive, distributed datasets become the norm in neuroimaging research, and the methodologies used analyze them have, in response, become more collaborative and exploratory. Tools and infrastructure are continuously being developed and deployed to facilitate research in this context: grid computation platforms to process the data, distributed data stores to house and share them, high-speed networks to move them around and collaborative, often web-based, platforms to provide access to and sometimes manage the entire system. BrainBrowser is a lightweight, high-performance JavaScript visualization library built to provide easy-to-use, powerful, on-demand visualization of remote datasets in this new research environment. BrainBrowser leverages modern Web technologies, such as WebGL, HTML5 and Web Workers, to visualize 3D surface and volumetric neuroimaging data in any modern web browser without requiring any browser plugins. It is thus trivial to integrate BrainBrowser into any web-based platform. BrainBrowser is simple enough to produce a basic web-based visualization in a few lines of code, while at the same time being robust enough to create full-featured visualization applications. BrainBrowser can dynamically load the data required for a given visualization, so no network bandwidth needs to be waisted on data that will not be used. BrainBrowser's integration into the standardized web platform also allows users to consider using 3D data visualization in novel ways, such as for data distribution, data sharing and dynamic online publications. BrainBrowser is already being used in two major online platforms, CBRAIN and LORIS, and has been used to make the 1TB MACACC dataset openly accessible.

  1. Underwater 3D filming

    OpenAIRE

    Rinaldi, Roberto

    2014-01-01

    After an experimental phase of many years, 3D filming is now effective and successful. Improvements are still possible, but the film industry achieved memorable success on 3D movie’s box offices due to the overall quality of its products. Special environments such as space (“Gravity” ) and the underwater realm look perfect to be reproduced in 3D. “Filming in space” was possible in “Gravity” using special effects and computer graphic. The underwater realm is still difficult to be handled. Unde...

  2. Blender 3D cookbook

    CERN Document Server

    Valenza, Enrico

    2015-01-01

    This book is aimed at the professionals that already have good 3D CGI experience with commercial packages and have now decided to try the open source Blender and want to experiment with something more complex than the average tutorials on the web. However, it's also aimed at the intermediate Blender users who simply want to go some steps further.It's taken for granted that you already know how to move inside the Blender interface, that you already have 3D modeling knowledge, and also that of basic 3D modeling and rendering concepts, for example, edge-loops, n-gons, or samples. In any case, it'

  3. Web-based Project Reporting System

    Data.gov (United States)

    US Agency for International Development — Web-PRS is a web-based system that captures financial information and project status information that is sortable by geographical location, pillar, project type and...

  4. Spatial Visualization Learning in Engineering: Traditional Methods vs. a Web-Based Tool

    Science.gov (United States)

    Pedrosa, Carlos Melgosa; Barbero, Basilio Ramos; Miguel, Arturo Román

    2014-01-01

    This study compares an interactive learning manager for graphic engineering to develop spatial vision (ILMAGE_SV) to traditional methods. ILMAGE_SV is an asynchronous web-based learning tool that allows the manipulation of objects with a 3D viewer, self-evaluation, and continuous assessment. In addition, student learning may be monitored, which…

  5. DELTA 3D PRINTER

    Directory of Open Access Journals (Sweden)

    ȘOVĂILĂ Florin

    2016-07-01

    Full Text Available 3D printing is a very used process in industry, the generic name being “rapid prototyping”. The essential advantage of a 3D printer is that it allows the designers to produce a prototype in a very short time, which is tested and quickly remodeled, considerably reducing the required time to get from the prototype phase to the final product. At the same time, through this technique we can achieve components with very precise forms, complex pieces that, through classical methods, could have been accomplished only in a large amount of time. In this paper, there are presented the stages of a 3D model execution, also the physical achievement after of a Delta 3D printer after the model.

  6. Configurable Input Devices for 3D Interaction using Optical Tracking

    NARCIS (Netherlands)

    A.J. van Rhijn (Arjen)

    2007-01-01

    textabstractThree-dimensional interaction with virtual objects is one of the aspects that needs to be addressed in order to increase the usability and usefulness of virtual reality. Human beings have difficulties understanding 3D spatial relationships and manipulating 3D user interfaces, which

  7. Configurable input devices for 3D interaction using optical tracking

    NARCIS (Netherlands)

    Rhijn, van A.J.

    2007-01-01

    Three-dimensional interaction with virtual objects is one of the aspects that needs to be addressed in order to increase the usability and usefulness of virtual reality. Human beings have difficulties understanding 3D spatial relationships and manipulating 3D user interfaces, which require the

  8. Debris Dispersion Model Using Java 3D

    Science.gov (United States)

    Thirumalainambi, Rajkumar; Bardina, Jorge

    2004-01-01

    This paper describes web based simulation of Shuttle launch operations and debris dispersion. Java 3D graphics provides geometric and visual content with suitable mathematical model and behaviors of Shuttle launch. Because the model is so heterogeneous and interrelated with various factors, 3D graphics combined with physical models provides mechanisms to understand the complexity of launch and range operations. The main focus in the modeling and simulation covers orbital dynamics and range safety. Range safety areas include destruct limit lines, telemetry and tracking and population risk near range. If there is an explosion of Shuttle during launch, debris dispersion is explained. The shuttle launch and range operations in this paper are discussed based on the operations from Kennedy Space Center, Florida, USA.

  9. Virtual Realization using 3D Password

    OpenAIRE

    A.B.Gadicha; V.B.Gadicha

    2012-01-01

    Current authentication systems suffer from many weaknesses. Textual passwords are commonly used; however, users do not follow their requirements. Users tend to choose meaningful words from dictionaries, which make textual passwords easy to break and vulnerable to dictionary or brute force attacks. Many available graphical passwords have a password space that is less than or equal to the textual password space. Smart cards or tokens can be stolen. Many biometric authentications have been pro...

  10. Participation and 3D Visualization Tools

    DEFF Research Database (Denmark)

    Mullins, Michael; Jensen, Mikkel Holm; Henriksen, Sune

    2004-01-01

    With a departure point in a workshop held at the VR Media Lab at Aalborg University , this paper deals with aspects of public participation and the use of 3D visualisation tools. The workshop grew from a desire to involve a broad collaboration between the many actors in the city through using new...... perceptions of architectural representation in urban design where 3D visualisation techniques are used. It is the authors? general finding that, while 3D visualisation media have the potential to increase understanding of virtual space for the lay public, as well as for professionals, the lay public require...

  11. 3D gaze tracking system for NVidia 3D Vision®.

    Science.gov (United States)

    Wibirama, Sunu; Hamamoto, Kazuhiko

    2013-01-01

    Inappropriate parallax setting in stereoscopic content generally causes visual fatigue and visual discomfort. To optimize three dimensional (3D) effects in stereoscopic content by taking into account health issue, understanding how user gazes at 3D direction in virtual space is currently an important research topic. In this paper, we report the study of developing a novel 3D gaze tracking system for Nvidia 3D Vision(®) to be used in desktop stereoscopic display. We suggest an optimized geometric method to accurately measure the position of virtual 3D object. Our experimental result shows that the proposed system achieved better accuracy compared to conventional geometric method by average errors 0.83 cm, 0.87 cm, and 1.06 cm in X, Y, and Z dimensions, respectively.

  12. DEVELOPING 3D AWARENESS WHEN TEACHING TECHNICAL DRAFTING

    OpenAIRE

    RADUICA Felix; RUGESCU Ana-Maria Mihaela

    2017-01-01

    This paper details a new method of developing 3D awareness when teaching technical drafting. The latest advancements in technology allow us to develop 3D parts in a virtual environment relatively easy. Allowing students to see the 2D part they are drawing in a 3D presentation may allow them to better understand the concepts of spatiality and planes of view.

  13. 3D PHOTOGRAPHS IN CULTURAL HERITAGE

    Directory of Open Access Journals (Sweden)

    W. Schuhr

    2013-07-01

    Full Text Available This paper on providing "oo-information" (= objective object-information on cultural monuments and sites, based on 3D photographs is also a contribution of CIPA task group 3 to the 2013 CIPA Symposium in Strasbourg. To stimulate the interest in 3D photography for scientists as well as for amateurs, 3D-Masterpieces are presented. Exemplary it is shown, due to their high documentary value ("near reality", 3D photography support, e.g. the recording, the visualization, the interpretation, the preservation and the restoration of architectural and archaeological objects. This also includes samples for excavation documentation, 3D coordinate calculation, 3D photographs applied for virtual museum purposes and as educational tools. In addition 3D photography is used for virtual museum purposes, as well as an educational tool and for spatial structure enhancement, which in particular holds for inscriptions and in rock arts. This paper is also an invitation to participate in a systematic survey on existing international archives of 3D photographs. In this respect it is also reported on first results, to define an optimum digitization rate for analog stereo views. It is more than overdue, in addition to the access to international archives for 3D photography, the available 3D photography data should appear in a global GIS(cloud-system, like on, e.g., google earth. This contribution also deals with exposing new 3D photographs to document monuments of importance for Cultural Heritage, including the use of 3D and single lense cameras from a 10m telescope staff, to be used for extremely low earth based airborne 3D photography, as well as for "underwater staff photography". In addition it is reported on the use of captive balloon and drone platforms for 3D photography in Cultural Heritage. It is liked to emphasize, the still underestimated 3D effect on real objects even allows, e.g., the spatial perception of extremely small scratches as well as of nuances in

  14. Wearable 3D measurement

    Science.gov (United States)

    Manabe, Yoshitsugu; Imura, Masataka; Tsuchiya, Masanobu; Yasumuro, Yoshihiro; Chihara, Kunihiro

    2003-01-01

    Wearable 3D measurement realizes to acquire 3D information of an objects or an environment using a wearable computer. Recently, we can send voice and sound as well as pictures by mobile phone in Japan. Moreover it will become easy to capture and send data of short movie by it. On the other hand, the computers become compact and high performance. And it can easy connect to Internet by wireless LAN. Near future, we can use the wearable computer always and everywhere. So we will be able to send the three-dimensional data that is measured by wearable computer as a next new data. This paper proposes the measurement method and system of three-dimensional data of an object with the using of wearable computer. This method uses slit light projection for 3D measurement and user"s motion instead of scanning system.

  15. 3D Digital Modelling

    DEFF Research Database (Denmark)

    Hundebøl, Jesper

    wave of new building information modelling tools demands further investigation, not least because of industry representatives' somewhat coarse parlance: Now the word is spreading -3D digital modelling is nothing less than a revolution, a shift of paradigm, a new alphabet... Research qeustions. Based...... on empirical probes (interviews, observations, written inscriptions) within the Danish construction industry this paper explores the organizational and managerial dynamics of 3D Digital Modelling. The paper intends to - Illustrate how the network of (non-)human actors engaged in the promotion (and arrest) of 3...... important to appreciate the analysis. Before turning to the presentation of preliminary findings and a discussion of 3D digital modelling, it begins, however, with an outline of industry specific ICT strategic issues. Paper type. Multi-site field study...

  16. Emergent Stratification in Solid Tumors Selects for Reduced Cohesion of Tumor Cells: A Multi-Cell, Virtual-Tissue Model of Tumor Evolution Using CompuCell3D.

    Directory of Open Access Journals (Sweden)

    Maciej H Swat

    Full Text Available Tumor cells and structure both evolve due to heritable variation of cell behaviors and selection over periods of weeks to years (somatic evolution. Micro-environmental factors exert selection pressures on tumor-cell behaviors, which influence both the rate and direction of evolution of specific behaviors, especially the development of tumor-cell aggression and resistance to chemotherapies. In this paper, we present, step-by-step, the development of a multi-cell, virtual-tissue model of tumor somatic evolution, simulated using the open-source CompuCell3D modeling environment. Our model includes essential cell behaviors, microenvironmental components and their interactions. Our model provides a platform for exploring selection pressures leading to the evolution of tumor-cell aggression, showing that emergent stratification into regions with different cell survival rates drives the evolution of less cohesive cells with lower levels of cadherins and higher levels of integrins. Such reduced cohesivity is a key hallmark in the progression of many types of solid tumors.

  17. 3D ARCHITECTURAL VIDEOMAPPING

    Directory of Open Access Journals (Sweden)

    R. Catanese

    2013-07-01

    Full Text Available 3D architectural mapping is a video projection technique that can be done with a survey of a chosen building in order to realize a perfect correspondence between its shapes and the images in projection. As a performative kind of audiovisual artifact, the real event of the 3D mapping is a combination of a registered video animation file with a real architecture. This new kind of visual art is becoming very popular and its big audience success testifies new expressive chances in the field of urban design. My case study has been experienced in Pisa for the Luminara feast in 2012.

  18. Interaktiv 3D design

    DEFF Research Database (Denmark)

    Villaume, René Domine; Ørstrup, Finn Rude

    2002-01-01

    Projektet undersøger potentialet for interaktiv 3D design via Internettet. Arkitekt Jørn Utzons projekt til Espansiva blev udviklet som et byggesystem med det mål, at kunne skabe mangfoldige planmuligheder og mangfoldige facade- og rumudformninger. Systemets bygningskomponenter er digitaliseret som...... 3D elementer og gjort tilgængelige. Via Internettet er det nu muligt at sammenstille og afprøve en uendelig  række bygningstyper som  systemet blev tænkt og udviklet til....

  19. 3D Projection Installations

    DEFF Research Database (Denmark)

    Halskov, Kim; Johansen, Stine Liv; Bach Mikkelsen, Michelle

    2014-01-01

    Three-dimensional projection installations are particular kinds of augmented spaces in which a digital 3-D model is projected onto a physical three-dimensional object, thereby fusing the digital content and the physical object. Based on interaction design research and media studies, this article ...... Fingerplan to Loop City, is a 3-D projection installation presenting the history and future of city planning for the Copenhagen area in Denmark. The installation was presented as part of the 12th Architecture Biennale in Venice in 2010....

  20. Herramientas SIG 3D

    Directory of Open Access Journals (Sweden)

    Francisco R. Feito Higueruela

    2010-04-01

    Full Text Available Applications of Geographical Information Systems on several Archeology fields have been increasing during the last years. Recent avances in these technologies make possible to work with more realistic 3D models. In this paper we introduce a new paradigm for this system, the GIS Thetrahedron, in which we define the fundamental elements of GIS, in order to provide a better understanding of their capabilities. At the same time the basic 3D characteristics of some comercial and open source software are described, as well as the application to some samples on archeological researchs

  1. Bootstrapping 3D fermions

    Energy Technology Data Exchange (ETDEWEB)

    Iliesiu, Luca [Joseph Henry Laboratories, Princeton University, Princeton, NJ 08544 (United States); Kos, Filip; Poland, David [Department of Physics, Yale University, New Haven, CT 06520 (United States); Pufu, Silviu S. [Joseph Henry Laboratories, Princeton University, Princeton, NJ 08544 (United States); Simmons-Duffin, David [School of Natural Sciences, Institute for Advanced Study, Princeton, NJ 08540 (United States); Yacoby, Ran [Joseph Henry Laboratories, Princeton University, Princeton, NJ 08544 (United States)

    2016-03-17

    We study the conformal bootstrap for a 4-point function of fermions 〈ψψψψ〉 in 3D. We first introduce an embedding formalism for 3D spinors and compute the conformal blocks appearing in fermion 4-point functions. Using these results, we find general bounds on the dimensions of operators appearing in the ψ×ψ OPE, and also on the central charge C{sub T}. We observe features in our bounds that coincide with scaling dimensions in the Gross-Neveu models at large N. We also speculate that other features could coincide with a fermionic CFT containing no relevant scalar operators.

  2. Techniques and architectures for 3D interaction

    NARCIS (Netherlands)

    De Haan, G.

    2009-01-01

    Spatial scientific datasets are all around us, and 3D visualization is a powerful tool to explore details and structures within them. When dealing with complex spatial structures, interactive Virtual Reality (VR) systems can potentially improve exploration over desktop-based systems. However, from

  3. Web3D Technologies in Learning, Education and Training: Motivations, Issues, Opportunities

    Science.gov (United States)

    Chittaro, Luca; Ranon, Roberto

    2007-01-01

    Web3D open standards allow the delivery of interactive 3D virtual learning environments through the Internet, reaching potentially large numbers of learners worldwide, at any time. This paper introduces the educational use of virtual reality based on Web3D technologies. After briefly presenting the main Web3D technologies, we summarize the…

  4. Design Principles of an Open Agent Architecture for Web-Based Learning Community.

    Science.gov (United States)

    Jin, Qun; Ma, Jianhua; Huang, Runhe; Shih, Timothy K.

    A Web-based learning community involves much more than putting learning materials into a Web site. It can be seen as a complex virtual organization involved with people, facilities, and cyber-environment. Tremendous work and manpower for maintaining, upgrading, and managing facilities and the cyber-environment are required. There is presented an…

  5. Analysing a Web-Based E-Commerce Learning Community: A Case Study in Brazil.

    Science.gov (United States)

    Joia, Luiz Antonio

    2002-01-01

    Demonstrates the use of a Web-based participative virtual learning environment for graduate students in Brazil enrolled in an electronic commerce course in a Masters in Business Administration program. Discusses learning communities; computer-supported collaborative work and collaborative learning; influences on student participation; the role of…

  6. Development of Web-Based Remote Desktop to Provide Adaptive User Interfaces in Cloud Platform

    OpenAIRE

    Shuen-Tai Wang; Hsi-Ya Chang

    2014-01-01

    Cloud virtualization technologies are becoming more and more prevalent, cloud users usually encounter the problem of how to access to the virtualized remote desktops easily over the web without requiring the installation of special clients. To resolve this issue, we took advantage of the HTML5 technology and developed web-based remote desktop. It permits users to access the terminal which running in our cloud platform from anywhere. We implemented a sketch of web interfac...

  7. 3D Wire 2015

    DEFF Research Database (Denmark)

    Jordi, Moréton; F, Escribano; J. L., Farias

    This document is a general report on the implementation of gamification in 3D Wire 2015 event. As the second gamification experience in this event, we have delved deeply in the previous objectives (attracting public areas less frequented exhibition in previous years and enhance networking) and have...

  8. 3D Harmonic Echocardiography:

    NARCIS (Netherlands)

    M.M. Voormolen (Marco)

    2007-01-01

    textabstractThree dimensional (3D) echocardiography has recently developed from an experimental technique in the ’90 towards an imaging modality for the daily clinical practice. This dissertation describes the considerations, implementation, validation and clinical application of a unique

  9. Social Interaction and Its Realization in 3-D Virtual Learning Environment%社会性交互及其在三维虚拟学习环境中的实现

    Institute of Scientific and Technical Information of China (English)

    刘永娜; 张树玲; 孙波

    2015-01-01

    Learning is a social process, while the teaching interaction is an important factor affecting the learning effect. Teaching interaction includes individual interaction and social interaction. The social interaction plays a significant role in learning. Its teaching function can strengthen the cognitive process of students, and its social function can enhance the social emotion and social process of students. Though with inconsistent starting time and different attention, the study and cognition of social interaction at home and abroad both developed from the media attribute theory with the narrowest social presence at the beginning gradually to the understanding that the social presence is dynamic, and the key to promote social interaction is to establish and cultivate social presence. Although traditional 2-D virtual learning environment has realized the important value of teaching intelligent agent in supporting teaching interaction, its support to social interaction is still limited. By contrary, 3-D virtual reality learning environment has unique characteristics in the scope, time, and depth of the interaction with its incarnation technology, intelligent virtual agent technology, and 3I specialty. Therefore, it provides a more effective environment and tool in establishing and cultivating social presence and learning social emotion. The support system for social emotion learning based on 3-D virtual learning environment improves the feedback speed of social interaction and promotes the production and deepening of social interaction in virtual learning environment by giving social interaction capability to virtual teachers.%学习是一种社会化的过程,教学交互是影响学习效果的重要因素。教学交互分为个别化交互和社会性交互,社会性交互在学习过程中起着非常重要的作用,其教学功能可以强化学生的认知过程,社会功能可以强化学生的社会情感以及社会过程。国内外对社会性

  10. Nursing satisfaction and Web-based competencies.

    Science.gov (United States)

    McCarthy, Kathleen A; Kuhr, Monica; Buderer, Nancy

    2010-01-01

    This article describes the study of nursing satisfaction with Web-based learning and competency assignment given the learning management system (LMS) change from one LMS to another in 1 year. An anonymous paper-pencil survey was distributed to nursing staff after completing a year with two LMSs and prior to assigning Web-based competency requirements in the newer system (pre) and again after completing requirements (post). Nursing satisfaction and ease of use improved with assignment of requirements. Implications for staff development are described.

  11. Web-based Service Portal in Healthcare

    Science.gov (United States)

    Silhavy, Petr; Silhavy, Radek; Prokopova, Zdenka

    Information delivery is one the most important task in healthcare. The growing sector of electronic healthcare has an important impact on the information delivery. There are two basic approaches towards information delivering. The first is web portal and second is touch-screen terminal. The aim of this paper is to investigate the web-based service portal. The most important advantage of web-based portal in the field of healthcare is an independent access for patients. This paper deals with the conditions and frameworks for healthcare portals

  12. Informing web-based communication curricula in veterinary education: a systematic review of web-based methods used for teaching and assessing clinical communication in medical education.

    Science.gov (United States)

    Artemiou, Elpida; Adams, Cindy L; Toews, Lorraine; Violato, Claudio; Coe, Jason B

    2014-01-01

    We determined the Web-based configurations that are applied to teach medical and veterinary communication skills, evaluated their effectiveness, and suggested future educational directions for Web-based communication teaching in veterinary education. We performed a systematic search of CAB Abstracts, MEDLINE, Scopus, and ERIC limited to articles published in English between 2000 and 2012. The review focused on medical or veterinary undergraduate to clinical- or residency-level students. We selected studies for which the study population was randomized to the Web-based learning (WBL) intervention with a post-test comparison with another WBL or non-WBL method and that reported at least one empirical outcome. Two independent reviewers completed relevancy screening, data extraction, and synthesis of results using Kirkpatrick and Kirkpatrick's framework. The search retrieved 1,583 articles, and 10 met the final inclusion criteria. We identified no published articles on Web based communication platforms in veterinary medicine; however, publications summarized from human medicine demonstrated that WBL provides a potentially reliable and valid approach for teaching and assessing communication skills. Student feedback on the use of virtual patients for teaching clinical communication skills has been positive,though evidence has suggested that practice with virtual patients prompted lower relation-building responses.Empirical outcomes indicate that WBL is a viable method for expanding the approach to teaching history taking and possibly to additional tasks of the veterinary medical interview.

  13. Virtual Reference Services.

    Science.gov (United States)

    Brewer, Sally

    2003-01-01

    As the need to access information increases, school librarians must create virtual libraries. Linked to reliable reference resources, the virtual library extends the physical collection and library hours and lets students learn to use Web-based resources in a protected learning environment. The growing number of virtual schools increases the need…

  14. Evaluating Web-Based Learning Systems

    Science.gov (United States)

    Pergola, Teresa M.; Walters, L. Melissa

    2011-01-01

    Accounting educators continuously seek ways to effectively integrate instructional technology into accounting coursework as a means to facilitate active learning environments and address the technology-driven learning preferences of the current generation of students. Most accounting textbook publishers now provide interactive, web-based learning…

  15. Streaming Media for Web Based Training.

    Science.gov (United States)

    Childers, Chad; Rizzo, Frank; Bangert, Linda

    This paper discusses streaming media for World Wide Web-based training (WBT). The first section addresses WBT in the 21st century, including the Synchronized Multimedia Integration Language (SMIL) standard that allows multimedia content such as text, pictures, sound, and video to be synchronized for a coherent learning experience. The second…

  16. Internet/Web-based administration of benefits.

    Science.gov (United States)

    Vitiello, J

    2001-09-01

    Most funds will face the challenge of deploying at least some Web-based functionality in the near future, if they have not already done so. Clear objectives and careful planning will help ensure success. Issues that must be considered include support requirements, security concerns, functional business objectives, and employer and member Web access.

  17. Web-Based Instruction (WBI): An Introduction.

    Science.gov (United States)

    Khan, Badrul H.

    1998-01-01

    Advances in information technology, coupled with changes in society, are creating new paradigms for education. The Web, as a medium of learning and instruction, has the potential to support the creation of well-designed resources. A table of features and components associated with Web-based instruction learning environments is provided.…

  18. Web Based Remote Access Microcontroller Laboratory

    OpenAIRE

    H. Çimen; İ. Yabanova; M. Nartkaya; S. M. Çinar

    2008-01-01

    This paper presents a web based remote access microcontroller laboratory. Because of accelerated development in electronics and computer technologies, microcontroller-based devices and appliances are found in all aspects of our daily life. Before the implementation of remote access microcontroller laboratory an experiment set is developed by teaching staff for training microcontrollers. Requirement of technical teaching and industrial applications are considered when expe...

  19. Virtual reality in education

    OpenAIRE

    Minocha, Shailey; Tudor, Ana-Despina

    2017-01-01

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

  20. The New Realm of 3-D Vision

    Science.gov (United States)

    2002-01-01

    Dimension Technologies Inc., developed a line of 2-D/3-D Liquid Crystal Display (LCD) screens, including a 15-inch model priced at consumer levels. DTI's family of flat panel LCD displays, called the Virtual Window(TM), provide real-time 3-D images without the use of glasses, head trackers, helmets, or other viewing aids. Most of the company initial 3-D display research was funded through NASA's Small Business Innovation Research (SBIR) program. The images on DTI's displays appear to leap off the screen and hang in space. The display accepts input from computers or stereo video sources, and can be switched from 3-D to full-resolution 2-D viewing with the push of a button. The Virtual Window displays have applications in data visualization, medicine, architecture, business, real estate, entertainment, and other research, design, military, and consumer applications. Displays are currently used for computer games, protein analysis, and surgical imaging. The technology greatly benefits the medical field, as surgical simulators are helping to increase the skills of surgical residents. Virtual Window(TM) is a trademark of Dimension Technologies Inc.