WorldWideScience

Sample records for web-based 3d virtual

  1. 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.

  2. 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...

  3. 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.

  4. 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.

  5. 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…

  6. Interactive WebGL-based 3D visualizations for EAST experiment

    International Nuclear Information System (INIS)

    Xia, J.Y.; Xiao, B.J.; Li, Dan; Wang, K.R.

    2016-01-01

    Highlights: • Developing a user-friendly interface to visualize the EAST experimental data and the device is important to scientists and engineers. • The Web3D visualization system is based on HTML5 and WebGL, which runs without the need for plug-ins or third party components. • The interactive WebGL-based 3D visualization system is a web-portal integrating EAST 3D models, experimental data and plasma videos. • The original CAD model was discretized into different layers with different simplification to enable realistic rendering and improve performance. - Abstract: In recent years EAST (Experimental Advanced Superconducting Tokamak) experimental data are being shared and analyzed by an increasing number of international collaborators. Developing a user-friendly interface to visualize the data, meta data and the relevant parts of the device is becoming more and more important to aid scientists and engineers. Compared with the previous virtual EAST system based on VRML/Java3D [1] (Li et al., 2014), a new technology is being adopted to create a 3D visualization system based on HTML5 and WebGL, which runs without the need for plug-ins or third party components. The interactive WebGL-based 3D visualization system is a web-portal integrating EAST 3D models, experimental data and plasma videos. It offers a highly interactive interface allowing scientists to roam inside EAST device and view the complex 3-D structure of the machine. It includes technical details of the device and various diagnostic components, and provides visualization of diagnostic metadata with a direct link to each signal name and its stored data. In order for the quick access to the device 3D model, the original CAD model was discretized into different layers with different simplification. It allows users to search for plasma videos in any experiment and analyze the video frame by frame. In this paper, we present the implementation details to enable realistic rendering and improve performance.

  7. Interactive WebGL-based 3D visualizations for EAST experiment

    Energy Technology Data Exchange (ETDEWEB)

    Xia, J.Y., E-mail: jyxia@ipp.ac.cn [Institute of Plasma Physics, Chinese Academy of Sciences, Hefei, Anhui (China); University of Science and Technology of China, Hefei, Anhui (China); Xiao, B.J. [Institute of Plasma Physics, Chinese Academy of Sciences, Hefei, Anhui (China); University of Science and Technology of China, Hefei, Anhui (China); Li, Dan [Institute of Plasma Physics, Chinese Academy of Sciences, Hefei, Anhui (China); Wang, K.R. [Institute of Plasma Physics, Chinese Academy of Sciences, Hefei, Anhui (China); University of Science and Technology of China, Hefei, Anhui (China)

    2016-11-15

    Highlights: • Developing a user-friendly interface to visualize the EAST experimental data and the device is important to scientists and engineers. • The Web3D visualization system is based on HTML5 and WebGL, which runs without the need for plug-ins or third party components. • The interactive WebGL-based 3D visualization system is a web-portal integrating EAST 3D models, experimental data and plasma videos. • The original CAD model was discretized into different layers with different simplification to enable realistic rendering and improve performance. - Abstract: In recent years EAST (Experimental Advanced Superconducting Tokamak) experimental data are being shared and analyzed by an increasing number of international collaborators. Developing a user-friendly interface to visualize the data, meta data and the relevant parts of the device is becoming more and more important to aid scientists and engineers. Compared with the previous virtual EAST system based on VRML/Java3D [1] (Li et al., 2014), a new technology is being adopted to create a 3D visualization system based on HTML5 and WebGL, which runs without the need for plug-ins or third party components. The interactive WebGL-based 3D visualization system is a web-portal integrating EAST 3D models, experimental data and plasma videos. It offers a highly interactive interface allowing scientists to roam inside EAST device and view the complex 3-D structure of the machine. It includes technical details of the device and various diagnostic components, and provides visualization of diagnostic metadata with a direct link to each signal name and its stored data. In order for the quick access to the device 3D model, the original CAD model was discretized into different layers with different simplification. It allows users to search for plasma videos in any experiment and analyze the video frame by frame. In this paper, we present the implementation details to enable realistic rendering and improve performance.

  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. 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.

  10. 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.

  11. 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.

  12. 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.

  13. 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.

  14. 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.

  15. 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.

  16. 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.

  17. SPIDERGL: A GRAPHICS LIBRARY FOR 3D WEB APPLICATIONS

    Directory of Open Access Journals (Sweden)

    M. Di Benedetto

    2012-09-01

    Full Text Available The recent introduction of the WebGL API for leveraging the power of 3D graphics accelerators within Web browsers opens the possibility to develop advanced graphics applications without the need for an ad-hoc plug-in. There are several contexts in which this new technology can be exploited to enhance user experience and data fruition, like e-commerce applications, games and, in particular, Cultural Heritage. In fact, it is now possible to use the Web platform to present a virtual reconstruction hypothesis of ancient pasts, to show detailed 3D models of artefacts of interests to a wide public, and to create virtual museums. We introduce SpiderGL, a JavaScript library for developing 3D graphics Web applications. SpiderGL provides data structures and algorithms to ease the use of WebGL, to define and manipulate shapes, to import 3D models in various formats, and to handle asynchronous data loading. We show the potential of this novel library with a number of demo applications and give details about its future uses in the context of Cultural Heritage applications.

  18. 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…

  19. Grid-optimized Web 3D applications on wide area network

    Science.gov (United States)

    Wang, Frank; Helian, Na; Meng, Lingkui; Wu, Sining; Zhang, Wen; Guo, Yike; Parker, Michael Andrew

    2008-08-01

    Geographical information system has come into the Web Service times now. In this paper, Web3D applications have been developed based on our developed Gridjet platform, which provides a more effective solution for massive 3D geo-dataset sharing in distributed environments. Web3D services enabling web users could access the services as 3D scenes, virtual geographical environment and so on. However, Web3D services should be shared by thousands of essential users that inherently distributed on different geography locations. Large 3D geo-datasets need to be transferred to distributed clients via conventional HTTP, NFS and FTP protocols, which often encounters long waits and frustration in distributed wide area network environments. GridJet was used as the underlying engine between the Web 3D application node and geo-data server that utilizes a wide range of technologies including the one of paralleling the remote file access, which is a WAN/Grid-optimized protocol and provides "local-like" accesses to remote 3D geo-datasets. No change in the way of using software is required since the multi-streamed GridJet protocol remains fully compatible with existing IP infrastructures. Our recent progress includes a real-world test that Web3D applications as Google Earth over the GridJet protocol beats those over the classic ones by a factor of 2-7 where the transfer distance is over 10,000 km.

  20. 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.

  1. 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.

  2. 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.

  3. 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

  4. 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.

  5. WebVR: an interactive web browser for virtual environments

    Science.gov (United States)

    Barsoum, Emad; Kuester, Falko

    2005-03-01

    The pervasive nature of web-based content has lead to the development of applications and user interfaces that port between a broad range of operating systems and databases, while providing intuitive access to static and time-varying information. However, the integration of this vast resource into virtual environments has remained elusive. In this paper we present an implementation of a 3D Web Browser (WebVR) that enables the user to search the internet for arbitrary information and to seamlessly augment this information into virtual environments. WebVR provides access to the standard data input and query mechanisms offered by conventional web browsers, with the difference that it generates active texture-skins of the web contents that can be mapped onto arbitrary surfaces within the environment. Once mapped, the corresponding texture functions as a fully integrated web-browser that will respond to traditional events such as the selection of links or text input. As a result, any surface within the environment can be turned into a web-enabled resource that provides access to user-definable data. In order to leverage from the continuous advancement of browser technology and to support both static as well as streamed content, WebVR uses ActiveX controls to extract the desired texture skin from industry strength browsers, providing a unique mechanism for data fusion and extensibility.

  6. 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.

  7. D Virtual CH Interactive Information Systems for a Smart Web Browsing Experience for Desktop Pcs and Mobile Devices

    Science.gov (United States)

    Scianna, A.; La Guardia, M.

    2018-05-01

    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.

  8. 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.

  9. Using Cesium for 3D Thematic Visualisations on the Web

    Science.gov (United States)

    Gede, Mátyás

    2018-05-01

    Cesium (http://cesiumjs.org) is an open source, WebGL-based JavaScript library for virtual globes and 3D maps. It is an excellent tool for 3D thematic visualisations, but to use its full functionality it has to be feed with its own file format, CZML. Unfortunately, this format is not yet supported by any major GIS software. This paper intro- duces a plugin for QGIS, developed by the author, which facilitates the creation of CZML file for various types of visualisations. The usability of Cesium is also examined in various hardware/software environments.

  10. 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.

  11. 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

  12. 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

  13. X3DOM AS CARRIER OF THE VIRTUAL HERITAGE

    Directory of Open Access Journals (Sweden)

    Y. Jung

    2012-09-01

    Full Text Available Virtual Museums (VM are a new model of communication that aims at creating a personalized, immersive, and interactive way to enhance our understanding of the world around us. The term "VM" is a short-cut that comprehends various types of digital creations. One of the carriers for the communication of the virtual heritage at future internet level as de-facto standard is browser front-ends presenting the content and assets of museums. A major driving technology for the documentation and presentation of heritage driven media is real-time 3D content, thus imposing new strategies for a web inclusion. 3D content must become a first class web media that can be created, modified, and shared in the same way as text, images, audio and video are handled on the web right now. A new integration model based on a DOM integration into the web browsers' architecture opens up new possibilities for declarative 3 D content on the web and paves the way for new application scenarios for the virtual heritage at future internet level. With special regards to the X3DOM project as enabling technology for declarative 3D in HTML, this paper describes application scenarios and analyses its technological requirements for an efficient presentation and manipulation of virtual heritage assets on the web.

  14. 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.

  15. 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.

  16. Virtual Web Services

    OpenAIRE

    Rykowski, Jarogniew

    2007-01-01

    In this paper we propose an application of software agents to provide Virtual Web Services. A Virtual Web Service is a linked collection of several real and/or virtual Web Services, and public and private agents, accessed by the user in the same way as a single real Web Service. A Virtual Web Service allows unrestricted comparison, information merging, pipelining, etc., of data coming from different sources and in different forms. Detailed architecture and functionality of a single Virtual We...

  17. 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.

  18. 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

  19. 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.

  20. 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.

  1. VirtualBot, un entorn de programació de robots en format web

    OpenAIRE

    Moreu Reñé, Xavi

    2016-01-01

    VirtualBot és una web on es programen una sèrie de robots en un llenguatge virtual que es mouran per un entorn 3D. Es pot programar més d'un robot per poder experimentar cooperacions. El programa permet editar l'entorn com són els murs i balises, les quals un robot podrà agafar i desar a un interruptor. VirtualBox es una web donde se programan una serie de robots en un lenguaje virtual que se moverán por un entorno 3D. Se puede programar más de un robot para poder experimentar cooperacione...

  2. 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.

  3. CLOUD BASED WEB 3D GIS TAIWAN PLATFORM

    Directory of Open Access Journals (Sweden)

    W.-F. Tsai

    2012-09-01

    Full Text Available This article presents the status of the web 3D GIS platform, which has been developed in the National Applied Research Laboratories. The purpose is to develop a global earth observation 3D GIS platform for applications to disaster monitoring and assessment in Taiwan. For quick response to preliminary and detailed assessment after a natural disaster occurs, the web 3D GIS platform is useful to access, transfer, integrate, display and analyze the multi-scale huge data following the international OGC standard. The framework of cloud service for data warehousing management and efficiency enhancement using VMWare is illustrated in this article.

  4. 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.

  5. 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...

  6. 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

  7. 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 ...

  8. 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.

  9. 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.

  10. vrmlgen: An R Package for 3D Data Visualization on the Web

    Directory of Open Access Journals (Sweden)

    Enrico Glaab

    2010-10-01

    Full Text Available The 3-dimensional representation and inspection of complex data is a frequently used strategy in many data analysis domains. Existing data mining software often lacks functionality that would enable users to explore 3D data interactively, especially if one wishes to make dynamic graphical representations directly viewable on the web.In this paper we present vrmlgen, a software package for the statistical programming language R to create 3D data visualizations in web formats like the Virtual Reality Markup Language (VRML and LiveGraphics3D. vrmlgen can be used to generate 3D charts and bar plots, scatter plots with density estimation contour surfaces, and visualizations of height maps, 3D object models and parametric functions. For greater flexibility, the user can also access low-level plotting methods through a unified interface and freely group different function calls together to create new higher-level plotting methods. Additionally, we present a web tool allowing users to visualize 3D data online and test some of vrmlgen's features without the need to install any software on their computer.

  11. 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…

  12. 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.

  13. 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…

  14. 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.

  15. “Wrapping” X3DOM around Web Audio API

    Directory of Open Access Journals (Sweden)

    Andreas Stamoulias

    2015-12-01

    Full Text Available Spatial sound has a conceptual role in the Web3D environments, due to highly realism scenes that can provide. Lately the efforts are concentrated on the extension of the X3D/ X3DOM through spatial sound attributes. This paper presents a novel method for the introduction of spatial sound components in the X3DOM framework, based on X3D specification and Web Audio API. The proposed method incorporates the introduction of enhanced sound nodes for X3DOM which are derived by the implementation of the X3D standard components, enriched with accessional features of Web Audio API. Moreover, several examples-scenarios developed for the evaluation of our approach. The implemented examples established the achievability of new registered nodes in X3DOM, for spatial sound characteristics in Web3D virtual worlds.

  16. 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.

  17. 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

  18. A web-system of virtual morphometric globes

    Science.gov (United States)

    Florinsky, Igor; Garov, Andrei; Karachevtseva, Irina

    2017-04-01

    Virtual globes — programs implementing interactive three-dimensional (3D) models of planets — are increasingly used in geo- and planetary sciences. We develop a web-system of virtual morphometric globes. As the initial data, we used the following global digital elevation models (DEMs): (1) a DEM of the Earth extracted from SRTM30_PLUS database; (2) a DEM of Mars extracted from the Mars Orbiter Laser Altimeter (MOLA) gridded data record archive; and (3) A DEM of the Moon extracted from the Lunar Orbiter Laser Altimeter (LOLA) gridded data record archive. From these DEMs, we derived global digital models of the following 16 local, nonlocal, and combined morphometric variables: horizontal curvature, vertical curvature, mean curvature, Gaussian curvature, minimal curvature, maximal curvature, unsphericity curvature, difference curvature, vertical excess curvature, horizontal excess curvature, ring curvature, accumulation curvature, catchment area, dispersive area, topographic index, and stream power index (definitions, formulae, and interpretations can be found elsewhere [1]). To calculate local morphometric variables, we applied a finite-difference method intended for spheroidal equal angular grids [1]. Digital models of a nonlocal and combined morphometric variables were derived by a method of Martz and de Jong adapted to spheroidal equal angular grids [1]. DEM processing was performed in the software LandLord [1]. The calculated morphometric models were integrated into the testing version of the system. The following main functions are implemented in the system: (1) selection of a celestial body; (2) selection of a morphometric variable; (3) 2D visualization of a calculated global morphometric model (a map in equirectangular projection); (4) 3D visualization of a calculated global morphometric model on the sphere surface (a globe by itself); (5) change of a globe scale (zooming); and (6) globe rotation by an arbitrary angle. The testing version of the system

  19. VISUALIZATION OF VGI DATA THROUGH THE NEW NASA WEB WORLD WIND VIRTUAL GLOBE

    Directory of Open Access Journals (Sweden)

    M. A. Brovelli

    2016-06-01

    Full Text Available GeoWeb 2.0, laying the foundations of Volunteered Geographic Information (VGI systems, has led to platforms where users can contribute to the geographic knowledge that is open to access. Moreover, as a result of the advancements in 3D visualization, virtual globes able to visualize geographic data even on browsers emerged. However the integration of VGI systems and virtual globes has not been fully realized. The study presented aims to visualize volunteered data in 3D, considering also the ease of use aspects for general public, using Free and Open Source Software (FOSS. The new Application Programming Interface (API of NASA, Web World Wind, written in JavaScript and based on Web Graphics Library (WebGL is cross-platform and cross-browser, so that the virtual globe created using this API can be accessible through any WebGL supported browser on different operating systems and devices, as a result not requiring any installation or configuration on the client-side, making the collected data more usable to users, which is not the case with the World Wind for Java as installation and configuration of the Java Virtual Machine (JVM is required. Furthermore, the data collected through various VGI platforms might be in different formats, stored in a traditional relational database or in a NoSQL database. The project developed aims to visualize and query data collected through Open Data Kit (ODK platform and a cross-platform application, where data is stored in a relational PostgreSQL and NoSQL CouchDB databases respectively.

  20. Visualization of Vgi Data Through the New NASA Web World Wind Virtual Globe

    Science.gov (United States)

    Brovelli, M. A.; Kilsedar, C. E.; Zamboni, G.

    2016-06-01

    GeoWeb 2.0, laying the foundations of Volunteered Geographic Information (VGI) systems, has led to platforms where users can contribute to the geographic knowledge that is open to access. Moreover, as a result of the advancements in 3D visualization, virtual globes able to visualize geographic data even on browsers emerged. However the integration of VGI systems and virtual globes has not been fully realized. The study presented aims to visualize volunteered data in 3D, considering also the ease of use aspects for general public, using Free and Open Source Software (FOSS). The new Application Programming Interface (API) of NASA, Web World Wind, written in JavaScript and based on Web Graphics Library (WebGL) is cross-platform and cross-browser, so that the virtual globe created using this API can be accessible through any WebGL supported browser on different operating systems and devices, as a result not requiring any installation or configuration on the client-side, making the collected data more usable to users, which is not the case with the World Wind for Java as installation and configuration of the Java Virtual Machine (JVM) is required. Furthermore, the data collected through various VGI platforms might be in different formats, stored in a traditional relational database or in a NoSQL database. The project developed aims to visualize and query data collected through Open Data Kit (ODK) platform and a cross-platform application, where data is stored in a relational PostgreSQL and NoSQL CouchDB databases respectively.

  1. 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

  2. Teaching Web Security Using Portable Virtual Labs

    Science.gov (United States)

    Chen, Li-Chiou; Tao, Lixin

    2012-01-01

    We have developed a tool called Secure WEb dEvelopment Teaching (SWEET) to introduce security concepts and practices for web application development. This tool provides introductory tutorials, teaching modules utilizing virtualized hands-on exercises, and project ideas in web application security. In addition, the tool provides pre-configured…

  3. 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.

  4. 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.  

  5. 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.

  6. 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.

  7. Professional WebGL Programming Developing 3D Graphics for the Web

    CERN Document Server

    Anyuru, Andreas

    2012-01-01

    Everything you need to know about developing hardware-accelerated 3D graphics with WebGL! As the newest technology for creating 3D graphics on the web, in both games, applications, and on regular websites, WebGL gives web developers the capability to produce eye-popping graphics. This book teaches you how to use WebGL to create stunning cross-platform apps. The book features several detailed examples that show you how to develop 3D graphics with WebGL, including explanations of code snippets that help you understand the why behind the how. You will also develop a stronger understanding of W

  8. 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.

  9. EarthServer - an FP7 project to enable the web delivery and analysis of 3D/4D models

    Science.gov (United States)

    Laxton, John; Sen, Marcus; Passmore, James

    2013-04-01

    EarthServer aims at open access and ad-hoc analytics on big Earth Science data, based on the OGC geoservice standards Web Coverage Service (WCS) and Web Coverage Processing Service (WCPS). The WCS model defines "coverages" as a unifying paradigm for multi-dimensional raster data, point clouds, meshes, etc., thereby addressing a wide range of Earth Science data including 3D/4D models. WCPS allows declarative SQL-style queries on coverages. The project is developing a pilot implementing these standards, and will also investigate the use of GeoSciML to describe coverages. Integration of WCPS with XQuery will in turn allow coverages to be queried in combination with their metadata and GeoSciML description. The unified service will support navigation, extraction, aggregation, and ad-hoc analysis on coverage data from SQL. Clients will range from mobile devices to high-end immersive virtual reality, and will enable 3D model visualisation using web browser technology coupled with developing web standards. EarthServer is establishing open-source client and server technology intended to be scalable to Petabyte/Exabyte volumes, based on distributed processing, supercomputing, and cloud virtualization. Implementation will be based on the existing rasdaman server technology developed. Services using rasdaman technology are being installed serving the atmospheric, oceanographic, geological, cryospheric, planetary and general earth observation communities. The geology service (http://earthserver.bgs.ac.uk/) is being provided by BGS and at present includes satellite imagery, superficial thickness data, onshore DTMs and 3D models for the Glasgow area. It is intended to extend the data sets available to include 3D voxel models. Use of the WCPS standard allows queries to be constructed against single or multiple coverages. For example on a single coverage data for a particular area can be selected or data with a particular range of pixel values. Queries on multiple surfaces can be

  10. 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.

  11. The rendering context for stereoscopic 3D web

    Science.gov (United States)

    Chen, Qinshui; Wang, Wenmin; Wang, Ronggang

    2014-03-01

    3D technologies on the Web has been studied for many years, but they are basically monoscopic 3D. With the stereoscopic technology gradually maturing, we are researching to integrate the binocular 3D technology into the Web, creating a stereoscopic 3D browser that will provide users with a brand new experience of human-computer interaction. In this paper, we propose a novel approach to apply stereoscopy technologies to the CSS3 3D Transforms. Under our model, each element can create or participate in a stereoscopic 3D rendering context, in which 3D Transforms such as scaling, translation and rotation, can be applied and be perceived in a truly 3D space. We first discuss the underlying principles of stereoscopy. After that we discuss how these principles can be applied to the Web. A stereoscopic 3D browser with backward compatibility is also created for demonstration purposes. We take advantage of the open-source WebKit project, integrating the 3D display ability into the rendering engine of the web browser. For each 3D web page, our 3D browser will create two slightly different images, each representing the left-eye view and right-eye view, both to be combined on the 3D display to generate the illusion of depth. And as the result turns out, elements can be manipulated in a truly 3D space.

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

    OpenAIRE

    Gomez Jauregui , David Antonio; Horain , Patrick

    2012-01-01

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

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

    Science.gov (United States)

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

    2015-09-01

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

  14. 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.

  15. Brandenburg 3D - a comprehensive 3D Subsurface Model, Conception of an Infrastructure Node and a Web Application

    Science.gov (United States)

    Kerschke, Dorit; Schilling, Maik; Simon, Andreas; Wächter, Joachim

    2014-05-01

    The Energiewende and the increasing scarcity of raw materials will lead to an intensified utilization of the subsurface in Germany. Within this context, geological 3D modeling is a fundamental approach for integrated decision and planning processes. Initiated by the development of the European Geospatial Infrastructure INSPIRE, the German State Geological Offices started digitizing their predominantly analog archive inventory. Until now, a comprehensive 3D subsurface model of Brandenburg did not exist. Therefore the project B3D strived to develop a new 3D model as well as a subsequent infrastructure node to integrate all geological and spatial data within the Geodaten-Infrastruktur Brandenburg (Geospatial Infrastructure, GDI-BB) and provide it to the public through an interactive 2D/3D web application. The functionality of the web application is based on a client-server architecture. Server-sided, all available spatial data is published through GeoServer. GeoServer is designed for interoperability and acts as the reference implementation of the Open Geospatial Consortium (OGC) Web Feature Service (WFS) standard that provides the interface that allows requests for geographical features. In addition, GeoServer implements, among others, the high performance certified compliant Web Map Service (WMS) that serves geo-referenced map images. For publishing 3D data, the OGC Web 3D Service (W3DS), a portrayal service for three-dimensional geo-data, is used. The W3DS displays elements representing the geometry, appearance, and behavior of geographic objects. On the client side, the web application is solely based on Free and Open Source Software and leans on the JavaScript API WebGL that allows the interactive rendering of 2D and 3D graphics by means of GPU accelerated usage of physics and image processing as part of the web page canvas without the use of plug-ins. WebGL is supported by most web browsers (e.g., Google Chrome, Mozilla Firefox, Safari, and Opera). The web

  16. 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...

  17. 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.

  18. Developing a Tile-Based Rendering Method to Improve Rendering Speed of 3D Geospatial Data with HTML5 and WebGL

    Directory of Open Access Journals (Sweden)

    Seokchan Kang

    2017-01-01

    Full Text Available A dedicated plug-in has been installed to visualize three-dimensional (3D city modeling spatial data in web-based applications. However, plug-in methods are gradually becoming obsolete, owing to their limited performance with respect to installation errors, unsupported cross-browsers, and security vulnerability. Particularly, in 2015, the NPAPI service was terminated in most existing web browsers except Internet Explorer. To overcome these problems, the HTML5/WebGL (next-generation web standard, confirmed in October 2014 technology emerged. In particular, WebGL is able to display 3D spatial data without plug-ins in browsers. In this study, we attempted to identify the requirements and limitations of displaying 3D city modeling spatial data using HTML5/WebGL, and we propose alternative ways based on the bin-packing algorithm that aggregates individual 3D city modeling data including buildings in tile units. The proposed method reduces the operational complexity and the number and volume of transmissions required for rendering processing to improve the speed of 3D data rendering. The proposed method was validated on real data for evaluating its effectiveness in 3D visualization of city modeling data in web-based applications.

  19. 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.

  20. 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.

  1. 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.

  2. 3dRPC: a web server for 3D RNA-protein structure prediction.

    Science.gov (United States)

    Huang, Yangyu; Li, Haotian; Xiao, Yi

    2018-04-01

    RNA-protein interactions occur in many biological processes. To understand the mechanism of these interactions one needs to know three-dimensional (3D) structures of RNA-protein complexes. 3dRPC is an algorithm for prediction of 3D RNA-protein complex structures and consists of a docking algorithm RPDOCK and a scoring function 3dRPC-Score. RPDOCK is used to sample possible complex conformations of an RNA and a protein by calculating the geometric and electrostatic complementarities and stacking interactions at the RNA-protein interface according to the features of atom packing of the interface. 3dRPC-Score is a knowledge-based potential that uses the conformations of nucleotide-amino-acid pairs as statistical variables and that is used to choose the near-native complex-conformations obtained from the docking method above. Recently, we built a web server for 3dRPC. The users can easily use 3dRPC without installing it locally. RNA and protein structures in PDB (Protein Data Bank) format are the only needed input files. It can also incorporate the information of interface residues or residue-pairs obtained from experiments or theoretical predictions to improve the prediction. The address of 3dRPC web server is http://biophy.hust.edu.cn/3dRPC. yxiao@hust.edu.cn.

  3. 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.

  4. 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.

  5. 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.

  6. 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/.

  7. Maximum Spanning Tree Model on Personalized Web Based Collaborative Learning in Web 3.0

    OpenAIRE

    Padma, S.; Seshasaayee, Ananthi

    2012-01-01

    Web 3.0 is an evolving extension of the current web environme bnt. Information in web 3.0 can be collaborated and communicated when queried. Web 3.0 architecture provides an excellent learning experience to the students. Web 3.0 is 3D, media centric and semantic. Web based learning has been on high in recent days. Web 3.0 has intelligent agents as tutors to collect and disseminate the answers to the queries by the students. Completely Interactive learner's query determine the customization of...

  8. 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....

  9. 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.

  10. WebViz: A web browser based application for collaborative analysis of 3D data

    Science.gov (United States)

    Ruegg, C. S.

    2011-12-01

    In the age of high speed Internet where people can interact instantly, scientific tools have lacked technology which can incorporate this concept of communication using the web. To solve this issue a web application for geological studies has been created, tentatively titled WebViz. This web application utilizes tools provided by Google Web Toolkit to create an AJAX web application capable of features found in non web based software. Using these tools, a web application can be created to act as piece of software from anywhere in the globe with a reasonably speedy Internet connection. An application of this technology can be seen with data regarding the recent tsunami from the major japan earthquakes. After constructing the appropriate data to fit a computer render software called HVR, WebViz can request images of the tsunami data and display it to anyone who has access to the application. This convenience alone makes WebViz a viable solution, but the option to interact with this data with others around the world causes WebViz to be taken as a serious computational tool. WebViz also can be used on any javascript enabled browser such as those found on modern tablets and smart phones over a fast wireless connection. Due to the fact that WebViz's current state is built using Google Web Toolkit the portability of the application is in it's most efficient form. Though many developers have been involved with the project, each person has contributed to increase the usability and speed of the application. In the project's most recent form a dramatic speed increase has been designed as well as a more efficient user interface. The speed increase has been informally noticed in recent uses of the application in China and Australia with the hosting server being located at the University of Minnesota. The user interface has been improved to not only look better but the functionality has been improved. Major functions of the application are rotating the 3D object using buttons

  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; 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

  13. PENGEMBANGAN TERMINAL AGRIBISNIS VIRTUAL BERBASIS WEB

    Directory of Open Access Journals (Sweden)

    Arif Imam Suroso

    2011-08-01

    Full Text Available Normal 0 false false false MicrosoftInternetExplorer4 This study was conducted to develop the prototype of web based virtual agribusiness center as an instrument to increase the scope of marketing channel of agribusiness products in Indonesia.  Using web engineering approach, this virtual agribusiness center information which conceptually has the same role as wholesaler marketing center was developed and tested using one month data of fruits and vegetables prices in traditonal market. There are tree main components of the system: catalog online, cart, and order tracking.  To ensure the quality of the system, the system was tested using Pressman approach and evaluation was done based on its functionality, usability, and reliability . 

  14. 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.)

  15. 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.

  16. 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.

  17. 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.

  18. 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....

  19. 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…

  20. 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

  1. 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.

  2. 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.

  3. WebGL-rajapinta ja 3D-grafiikkakirjaston luominen

    OpenAIRE

    Kuokkanen, Juuso

    2015-01-01

    Opinnäytetyössä tutkittiin 3D-grafiikkaa ja sen ohjelmointia WebGL-ohjelmointirajapinnan avulla, ja opinnäytetyön tuotoksena tuotettiin WebGL-rajapintaa hyödyntävä 3D-grafiikkakirjaston prototyyppi, jolla voi luoda 3D-grafiikkaa hyödyntäviä sovelluksia, jotka toimivat selaimessa. Aihe valittiin opinnäytetyön tekijän henkilökohtaisesta kiinnostuksesta 3D-grafiikkaa kohtaan. Työssä tutkitaan 3D-grafiikkaan liittyviä matemaattisia käsitteitä ja laskutoimituksia sekä selvitetään, kuinka niitä...

  4. 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.

  5. 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.

  6. R3D Align web server for global nucleotide to nucleotide alignments of RNA 3D structures.

    Science.gov (United States)

    Rahrig, Ryan R; Petrov, Anton I; Leontis, Neocles B; Zirbel, Craig L

    2013-07-01

    The R3D Align web server provides online access to 'RNA 3D Align' (R3D Align), a method for producing accurate nucleotide-level structural alignments of RNA 3D structures. The web server provides a streamlined and intuitive interface, input data validation and output that is more extensive and easier to read and interpret than related servers. The R3D Align web server offers a unique Gallery of Featured Alignments, providing immediate access to pre-computed alignments of large RNA 3D structures, including all ribosomal RNAs, as well as guidance on effective use of the server and interpretation of the output. By accessing the non-redundant lists of RNA 3D structures provided by the Bowling Green State University RNA group, R3D Align connects users to structure files in the same equivalence class and the best-modeled representative structure from each group. The R3D Align web server is freely accessible at http://rna.bgsu.edu/r3dalign/.

  7. 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.

  8. 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

  9. Virtual real-time inspection of nuclear material via VRML and secure web pages

    International Nuclear Information System (INIS)

    Nilsen, C.; Jortner, J.; Damico, J.; Friesen, J.; Schwegel, J.

    1996-01-01

    Sandia National Laboratories'' Straight-Line project is working to provide the right sensor information to the right user to enhance the safety, security, and international accountability of nuclear material. One of Straight-Line''s efforts is to create a system to securely disseminate this data on the Internet''s World-Wide-Web. To make the user interface more intuitive, Sandia has generated a three dimensional VRML (virtual reality modeling language) interface for a secure web page. This paper will discuss the implementation of the Straight-Line secure 3-D web page. A discussion of the pros and cons of a 3-D web page is also presented. The public VRML demonstration described in this paper can be found on the Internet at this address, http://www.ca.sandia.gov/NMM/. A Netscape browser, version 3 is strongly recommended

  10. Virtual real-time inspection of nuclear material via VRML and secure web pages

    International Nuclear Information System (INIS)

    Nilsen, C.; Jortner, J.; Damico, J.; Friesen, J.; Schwegel, J.

    1997-04-01

    Sandia National Laboratories' Straight Line project is working to provide the right sensor information to the right user to enhance the safety, security, and international accountability of nuclear material. One of Straight Line's efforts is to create a system to securely disseminate this data on the Internet's World-Wide-Web. To make the user interface more intuitive, Sandia has generated a three dimensional VRML (virtual reality modeling language) interface for a secure web page. This paper will discuss the implementation of the Straight Line secure 3-D web page. A discussion of the ''pros and cons'' of a 3-D web page is also presented. The public VRML demonstration described in this paper can be found on the Internet at the following address: http://www.ca.sandia.gov/NMM/. A Netscape browser, version 3 is strongly recommended

  11. Collaboration system for simulation using commercial Web3D

    International Nuclear Information System (INIS)

    Okamoto, Koji; Ohkubo, Kohei

    2004-01-01

    The Web-3D system has been widely used in the internet. It can show the 3D environment easily and friendly. In order to develop the network collaboration system, the Web-3D system is used as the front end of the visualization tool. The 3D geometries have been transferred from the server using HTTP with the viewpoint, one of the commercialized Web-3D. The simulation results are directly transferred to the client using the TCP/IP socket with JAVA. The viewpoint can be controlled by the JAVA, so the transferred simulation data are displayed on the web, in real-time. The multi-client system enables the visualization of the real-time simulation results with remote site. The same results are shown on the remote web site, simultaneously. This means the remote collaboration can be achievable for the real-time simulation. Also, the system has the feedback system, which control the simulation parameter remotely. In this prototype system, the key feature of the collaboration system are discussed using the viewpoint as the frontend. (author)

  12. 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.

  13. A novel 2.5D approach for interfacing with web applications

    OpenAIRE

    Sarkar, Saurabh

    2012-01-01

    Web applications need better user interface to be interactive and attractive. A new approach/concept of dimensional enhancement - 2.5D "a 2D display of a virtual 3D environment", which can be implemented in social networking sites and further in other system applications.

  14. 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...

  15. 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.

  16. Measurable realistic image-based 3D mapping

    Science.gov (United States)

    Liu, W.; Wang, J.; Wang, J. J.; Ding, W.; Almagbile, A.

    2011-12-01

    Maps with 3D visual models are becoming a remarkable feature of 3D map services. High-resolution image data is obtained for the construction of 3D visualized models.The3D map not only provides the capabilities of 3D measurements and knowledge mining, but also provides the virtual experienceof places of interest, such as demonstrated in the Google Earth. Applications of 3D maps are expanding into the areas of architecture, property management, and urban environment monitoring. However, the reconstruction of high quality 3D models is time consuming, and requires robust hardware and powerful software to handle the enormous amount of data. This is especially for automatic implementation of 3D models and the representation of complicated surfacesthat still need improvements with in the visualisation techniques. The shortcoming of 3D model-based maps is the limitation of detailed coverage since a user can only view and measure objects that are already modelled in the virtual environment. This paper proposes and demonstrates a 3D map concept that is realistic and image-based, that enables geometric measurements and geo-location services. Additionally, image-based 3D maps provide more detailed information of the real world than 3D model-based maps. The image-based 3D maps use geo-referenced stereo images or panoramic images. The geometric relationships between objects in the images can be resolved from the geometric model of stereo images. The panoramic function makes 3D maps more interactive with users but also creates an interesting immersive circumstance. Actually, unmeasurable image-based 3D maps already exist, such as Google street view, but only provide virtual experiences in terms of photos. The topographic and terrain attributes, such as shapes and heights though are omitted. This paper also discusses the potential for using a low cost land Mobile Mapping System (MMS) to implement realistic image 3D mapping, and evaluates the positioning accuracy that a measureable

  17. 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.

  18. 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…

  19. Virtual patients on the semantic Web: a proof-of-application study.

    Science.gov (United States)

    Dafli, Eleni; Antoniou, Panagiotis; Ioannidis, Lazaros; Dombros, Nicholas; Topps, David; Bamidis, Panagiotis D

    2015-01-22

    and filtering of resources. Usability weaknesses were primarily related to standard computer applications' ease of use provisions. Most evaluators provided positive feedback regarding educational experiences on both content and system usability. Evaluation results replicated across several independent evaluation events. The OpenLabyrinth extension, as part of the semantic mEducator3.0 approach, is a virtual patient sharing approach that builds on a collection of Semantic Web services and federates existing sources of clinical and educational data. It is an effective sharing tool for virtual patients and has been merged into the next version of the app (OpenLabyrinth 3.3). Such tool extensions may enhance the medical education arsenal with capacities of creating simulation/game-based learning episodes, massive open online courses, curricular transformations, and a future robust infrastructure for enabling mobile learning.

  20. 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.

  1. 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...

  2. 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.

  3. 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.

  4. 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.

  5. 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

  6. WebVR——Web Virtual Reality Engine Based on P2P network

    OpenAIRE

    zhihan LV; Tengfei Yin; Yong Han; Yong Chen; Ge Chen

    2011-01-01

    WebVR, a multi-user online virtual reality engine, is introduced. The main contributions are mapping the geographical space and virtual space to the P2P overlay network space, and dividing the three spaces by quad-tree method. The geocoding is identified with Hash value, which is used to index the user list, terrain data, and the model object data. Sharing of data through improved Kademlia network model is designed and implemented. In this model, XOR algorithm is used to calculate the distanc...

  7. A Watercolor NPR System with Web-Mining 3D Color Charts

    Science.gov (United States)

    Chen, Lieu-Hen; Ho, Yi-Hsin; Liu, Ting-Yu; Hsieh, Wen-Chieh

    In this paper, we propose a watercolor image synthesizing system which integrates the user-personalized color charts based on web-mining technologies with the 3D Watercolor NPR system. Through our system, users can personalize their own color palette by using keywords such as the name of the artist or by choosing color sets on an emotional map. The related images are searched from web by adopting web mining technology, and the appropriate colors are extracted to construct the color chart by analyzing these images. Then, the color chart is rendered in a 3D visualization system which allows users to view and manage the distribution of colors interactively. Then, users can use these colors on our watercolor NPR system with a sketch-based GUI which allows users to manipulate watercolor attributes of object intuitively and directly.

  8. Exploring design requirements for repurposing dental virtual patients from the web to second life: a focus group study.

    Science.gov (United States)

    Antoniou, Panagiotis E; Athanasopoulou, Christina A; Dafli, Eleni; Bamidis, Panagiotis D

    2014-06-13

    Since their inception, virtual patients have provided health care educators with a way to engage learners in an experience simulating the clinician's environment without danger to learners and patients. This has led this learning modality to be accepted as an essential component of medical education. With the advent of the visually and audio-rich 3-dimensional multi-user virtual environment (MUVE), a new deployment platform has emerged for educational content. Immersive, highly interactive, multimedia-rich, MUVEs that seamlessly foster collaboration provide a new hotbed for the deployment of medical education content. This work aims to assess the suitability of the Second Life MUVE as a virtual patient deployment platform for undergraduate dental education, and to explore the requirements and specifications needed to meaningfully repurpose Web-based virtual patients in MUVEs. Through the scripting capabilities and available art assets in Second Life, we repurposed an existing Web-based periodontology virtual patient into Second Life. Through a series of point-and-click interactions and multiple-choice queries, the user experienced a specific periodontology case and was asked to provide the optimal responses for each of the challenges of the case. A focus group of 9 undergraduate dentistry students experienced both the Web-based and the Second Life version of this virtual patient. The group convened 3 times and discussed relevant issues such as the group's computer literacy, the assessment of Second Life as a virtual patient deployment platform, and compared the Web-based and MUVE-deployed virtual patients. A comparison between the Web-based and the Second Life virtual patient revealed the inherent advantages of the more experiential and immersive Second Life virtual environment. However, several challenges for the successful repurposing of virtual patients from the Web to the MUVE were identified. The identified challenges for repurposing of Web virtual patients to

  9. The Problem Patron and the Academic Library Web Site as Virtual Reference Desk.

    Science.gov (United States)

    Taylor, Daniel; Porter, George S.

    2002-01-01

    Considers problem library patrons in a virtual environment based on experiences at California Institute of Technology's Web site and its use for virtual reference. Discusses the virtual reference desk concept; global visibility and access to the World Wide Web; problematic email; and advantages in the electronic environment. (LRW)

  10. 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.

  11. 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.

  12. 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.

  13. 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.

  14. 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.

  15. 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…

  16. 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.

  17. 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

  18. Virtual Sensor Web Architecture

    Science.gov (United States)

    Bose, P.; Zimdars, A.; Hurlburt, N.; Doug, S.

    2006-12-01

    NASA envisions the development of smart sensor webs, intelligent and integrated observation network that harness distributed sensing assets, their associated continuous and complex data sets, and predictive observation processing mechanisms for timely, collaborative hazard mitigation and enhanced science productivity and reliability. This paper presents Virtual Sensor Web Infrastructure for Collaborative Science (VSICS) Architecture for sustained coordination of (numerical and distributed) model-based processing, closed-loop resource allocation, and observation planning. VSICS's key ideas include i) rich descriptions of sensors as services based on semantic markup languages like OWL and SensorML; ii) service-oriented workflow composition and repair for simple and ensemble models; event-driven workflow execution based on event-based and distributed workflow management mechanisms; and iii) development of autonomous model interaction management capabilities providing closed-loop control of collection resources driven by competing targeted observation needs. We present results from initial work on collaborative science processing involving distributed services (COSEC framework) that is being extended to create VSICS.

  19. 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.

  20. 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…

  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. 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.

  3. 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

  4. 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

  5. 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…

  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. 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.

  8. 2-D tiles declustering method based on virtual devices

    Science.gov (United States)

    Li, Zhongmin; Gao, Lu

    2009-10-01

    Generally, 2-D spatial data are divided as a series of tiles according to the plane grid. To satisfy the effect of vision, the tiles in the query window including the view point would be displayed quickly at the screen. Aiming at the performance difference of real storage devices, we propose a 2-D tiles declustering method based on virtual device. Firstly, we construct a group of virtual devices which have same storage performance and non-limited capacity, then distribute the tiles into M virtual devices according to the query window of 2-D tiles. Secondly, we equably map the tiles in M virtual devices into M equidistant intervals in [0, 1) using pseudo-random number generator. Finally, we devide [0, 1) into M intervals according to the tiles distribution percentage of every real storage device, and distribute the tiles in each interval in the corresponding real storage device. We have designed and realized a prototype GlobeSIGht, and give some related test results. The results show that the average response time of each tile in the query window including the view point using 2-D tiles declustering method based on virtual device is more efficient than using other methods.

  9. 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.

  10. Development of Virtual Resource Based IoT Proxy for Bridging Heterogeneous Web Services in IoT Networks

    Directory of Open Access Journals (Sweden)

    Wenquan Jin

    2018-05-01

    Full Text Available The Internet of Things is comprised of heterogeneous devices, applications, and platforms using multiple communication technologies to connect the Internet for providing seamless services ubiquitously. With the requirement of developing Internet of Things products, many protocols, program libraries, frameworks, and standard specifications have been proposed. Therefore, providing a consistent interface to access services from those environments is difficult. Moreover, bridging the existing web services to sensor and actuator networks is also important for providing Internet of Things services in various industry domains. In this paper, an Internet of Things proxy is proposed that is based on virtual resources to bridge heterogeneous web services from the Internet to the Internet of Things network. The proxy enables clients to have transparent access to Internet of Things devices and web services in the network. The proxy is comprised of server and client to forward messages for different communication environments using the virtual resources which include the server for the message sender and the client for the message receiver. We design the proxy for the Open Connectivity Foundation network where the virtual resources are discovered by the clients as Open Connectivity Foundation resources. The virtual resources represent the resources which expose services in the Internet by web service providers. Although the services are provided by web service providers from the Internet, the client can access services using the consistent communication protocol in the Open Connectivity Foundation network. For discovering the resources to access services, the client also uses the consistent discovery interface to discover the Open Connectivity Foundation devices and virtual resources.

  11. Development of Virtual Resource Based IoT Proxy for Bridging Heterogeneous Web Services in IoT Networks.

    Science.gov (United States)

    Jin, Wenquan; Kim, DoHyeun

    2018-05-26

    The Internet of Things is comprised of heterogeneous devices, applications, and platforms using multiple communication technologies to connect the Internet for providing seamless services ubiquitously. With the requirement of developing Internet of Things products, many protocols, program libraries, frameworks, and standard specifications have been proposed. Therefore, providing a consistent interface to access services from those environments is difficult. Moreover, bridging the existing web services to sensor and actuator networks is also important for providing Internet of Things services in various industry domains. In this paper, an Internet of Things proxy is proposed that is based on virtual resources to bridge heterogeneous web services from the Internet to the Internet of Things network. The proxy enables clients to have transparent access to Internet of Things devices and web services in the network. The proxy is comprised of server and client to forward messages for different communication environments using the virtual resources which include the server for the message sender and the client for the message receiver. We design the proxy for the Open Connectivity Foundation network where the virtual resources are discovered by the clients as Open Connectivity Foundation resources. The virtual resources represent the resources which expose services in the Internet by web service providers. Although the services are provided by web service providers from the Internet, the client can access services using the consistent communication protocol in the Open Connectivity Foundation network. For discovering the resources to access services, the client also uses the consistent discovery interface to discover the Open Connectivity Foundation devices and virtual resources.

  12. A Topological Framework for Interactive Queries on 3D Models in the Web

    Science.gov (United States)

    Figueiredo, Mauro; Rodrigues, José I.; Silvestre, Ivo; Veiga-Pires, Cristina

    2014-01-01

    Several technologies exist to create 3D content for the web. With X3D, WebGL, and X3DOM, it is possible to visualize and interact with 3D models in a web browser. Frequently, three-dimensional objects are stored using the X3D file format for the web. However, there is no explicit topological information, which makes it difficult to design fast algorithms for applications that require adjacency and incidence data. This paper presents a new open source toolkit TopTri (Topological model for Triangle meshes) for Web3D servers that builds the topological model for triangular meshes of manifold or nonmanifold models. Web3D client applications using this toolkit make queries to the web server to get adjacent and incidence information of vertices, edges, and faces. This paper shows the application of the topological information to get minimal local points and iso-lines in a 3D mesh in a web browser. As an application, we present also the interactive identification of stalactites in a cave chamber in a 3D web browser. Several tests show that even for large triangular meshes with millions of triangles, the adjacency and incidence information is returned in real time making the presented toolkit appropriate for interactive Web3D applications. PMID:24977236

  13. A Topological Framework for Interactive Queries on 3D Models in the Web

    Directory of Open Access Journals (Sweden)

    Mauro Figueiredo

    2014-01-01

    Full Text Available Several technologies exist to create 3D content for the web. With X3D, WebGL, and X3DOM, it is possible to visualize and interact with 3D models in a web browser. Frequently, three-dimensional objects are stored using the X3D file format for the web. However, there is no explicit topological information, which makes it difficult to design fast algorithms for applications that require adjacency and incidence data. This paper presents a new open source toolkit TopTri (Topological model for Triangle meshes for Web3D servers that builds the topological model for triangular meshes of manifold or nonmanifold models. Web3D client applications using this toolkit make queries to the web server to get adjacent and incidence information of vertices, edges, and faces. This paper shows the application of the topological information to get minimal local points and iso-lines in a 3D mesh in a web browser. As an application, we present also the interactive identification of stalactites in a cave chamber in a 3D web browser. Several tests show that even for large triangular meshes with millions of triangles, the adjacency and incidence information is returned in real time making the presented toolkit appropriate for interactive Web3D applications.

  14. Design, Implementation and Applications of 3d Web-Services in DB4GEO

    Science.gov (United States)

    Breunig, M.; Kuper, P. V.; Dittrich, A.; Wild, P.; Butwilowski, E.; Al-Doori, M.

    2013-09-01

    The object-oriented database architecture DB4GeO was originally designed to support sub-surface applications in the geo-sciences. This is reflected in DB4GeO's geometric data model as well as in its import and export functions. Initially, these functions were designed for communication with 3D geological modeling and visualization tools such as GOCAD or MeshLab. However, it soon became clear that DB4GeO was suitable for a much wider range of applications. Therefore it is natural to move away from a standalone solution and to open the access to DB4GeO data by standardized OGC web-services. Though REST and OGC services seem incompatible at first sight, the implementation in DB4GeO shows that OGC-based implementation of web-services may use parts of the DB4GeO-REST implementation. Starting with initial solutions in the history of DB4GeO, this paper will introduce the design, adaptation (i.e. model transformation), and first steps in the implementation of OGC Web Feature (WFS) and Web Processing Services (WPS), as new interfaces to DB4GeO data and operations. Among its capabilities, DB4GeO can provide data in different data formats like GML, GOCAD, or DB3D XML through a WFS, as well as its ability to run operations like a 3D-to-2D service, or mesh-simplification (Progressive Meshes) through a WPS. We then demonstrate, an Android-based mobile 3D augmented reality viewer for DB4GeO that uses the Web Feature Service to visualize 3D geo-database query results. Finally, we explore future research work considering DB4GeO in the framework of the research group "Computer-Aided Collaborative Subway Track Planning in Multi-Scale 3D City and Building Models".

  15. 3d N=2 mirror symmetry, pq-webs and monopole superpotentials

    Energy Technology Data Exchange (ETDEWEB)

    Benvenuti, Sergio [International School of Advanced Studies (SISSA),via Bonomea 265, 34136 Trieste (Italy); INFN, Sezione di Trieste,Trieste (Italy); Pasquetti, Sara [Dipartimento di Fisica, Università di Milano-Bicocca,I-20126 Milano (Italy)

    2016-08-23

    D3 branes stretching between webs of (p,q) 5branes provide an interesting class of 3dN=2 theories. For generic pq-webs however the low energy field theory is not known. We use 3d mirror symmetry and Type IIB S-duality to construct Abelian gauge theories corresponding to D3 branes ending on both sides of a pq-web made of many coincident NS5’s intersecting one D5. These theories contain chiral monopole operators in the superpotential and enjoy a non trivial pattern of global symmetry enhancements. In the special case of the pq-web with one D5 and one NS5, the 3d low energy SCFT admits three dual formulations. This triality can be applied locally inside bigger quiver gauge theories. We prove our statements using partial mirror symmetry à la Kapustin-Strassler, showing the equality of the S{sub b}{sup 3} partition functions and studying the quantum chiral rings.

  16. 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,…

  17. 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.

  18. 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

  19. Cytoscape tools for the web age: D3.js and Cytoscape.js exporters.

    Science.gov (United States)

    Ono, Keiichiro; Demchak, Barry; Ideker, Trey

    2014-01-01

    In this paper we present new data export modules for Cytoscape 3 that can generate network files for Cytoscape.js and D3.js. Cytoscape.js exporter is implemented as a core feature of Cytoscape 3, and D3.js exporter is available as a Cytoscape 3 app. These modules enable users to seamlessly export network and table data sets generated in Cytoscape to popular JavaScript library readable formats. In addition, we implemented template web applications for browser-based interactive network visualization that can be used as basis for complex data visualization applications for bioinformatics research. Example web applications created with these tools demonstrate how Cytoscape works in modern data visualization workflows built with traditional desktop tools and emerging web-based technologies. This interactivity enables researchers more flexibility than with static images, thereby greatly improving the quality of insights researchers can gain from them.

  20. 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.

  1. 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.

  2. 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.

  3. 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.

  4. The GB/3D Type Fossils Online Web Portal

    Science.gov (United States)

    McCormick, T.; Howe, M. P.

    2013-12-01

    Fossils are the remains of once-living organisms that existed and played out their lives in 3-dimensional environments. The information content provided by a 3d representation of a fossil is much greater than that provided by a traditional photograph, and can grab the attention and imagination of the younger and older general public alike. The British Geological Survey has been leading a consortium of UK natural history museums including the Oxford University Museum of Natural History, the Sedgwick Museum Cambridge, the National Museum of Wales Cardiff, and a number of smaller regional British museums to construct a web portal giving access to metadata, high resolution images and interactive 3d models of type fossils from the UK. The web portal at www.3d-fossils.ac.uk was officially launched in August 2013. It can be used to discover metadata describing the provenance, taxonomy, and stratigraphy of the specimens. Zoom-able high resolution digital photographs are available, including for many specimens ';anaglyph' stereo images that can be viewed in 3d using red-cyan stereo spectacles. For many of the specimens interactive 3d models were generated by scanning with portable ';NextEngine 3D HD' 3d scanners. These models can be downloaded in zipped .OBJ and .PLY format from the web portal, or may be viewed and manipulated directly in certain web browsers. The images and scans may be freely downloaded subject to a Creative Commons Attribution ShareAlike Non-Commercial license. There is a simple application programming interface (API) allowing metadata to be downloaded, with links to the images and models, in a standardised format for use in data mash-ups and third party applications. The web portal also hosts ';open educational resources' explaining the process of fossilization and the importance of type specimens in taxonomy, as well as providing introductions to the most important fossil groups. We have experimented with using a 3d printer to create replicas of the

  5. 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…

  6. Sensor Webs as Virtual Data Systems for Earth Science

    Science.gov (United States)

    Moe, K. L.; Sherwood, R.

    2008-05-01

    The NASA Earth Science Technology Office established a 3-year Advanced Information Systems Technology (AIST) development program in late 2006 to explore the technical challenges associated with integrating sensors, sensor networks, data assimilation and modeling components into virtual data systems called "sensor webs". The AIST sensor web program was initiated in response to a renewed emphasis on the sensor web concepts. In 2004, NASA proposed an Earth science vision for a more robust Earth observing system, coupled with remote sensing data analysis tools and advances in Earth system models. The AIST program is conducting the research and developing components to explore the technology infrastructure that will enable the visionary goals. A working statement for a NASA Earth science sensor web vision is the following: On-demand sensing of a broad array of environmental and ecological phenomena across a wide range of spatial and temporal scales, from a heterogeneous suite of sensors both in-situ and in orbit. Sensor webs will be dynamically organized to collect data, extract information from it, accept input from other sensor / forecast / tasking systems, interact with the environment based on what they detect or are tasked to perform, and communicate observations and results in real time. The focus on sensor webs is to develop the technology and prototypes to demonstrate the evolving sensor web capabilities. There are 35 AIST projects ranging from 1 to 3 years in duration addressing various aspects of sensor webs involving space sensors such as Earth Observing-1, in situ sensor networks such as the southern California earthquake network, and various modeling and forecasting systems. Some of these projects build on proof-of-concept demonstrations of sensor web capabilities like the EO-1 rapid fire response initially implemented in 2003. Other projects simulate future sensor web configurations to evaluate the effectiveness of sensor-model interactions for producing

  7. 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.

  8. 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.

  9. [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

  10. 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.

  11. 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

  12. Project Photofly: New 3d Modeling Online Web Service (case Studies and Assessments)

    Science.gov (United States)

    Abate, D.; Furini, G.; Migliori, S.; Pierattini, S.

    2011-09-01

    During summer 2010, Autodesk has released a still ongoing project called Project Photofly, freely downloadable from AutodeskLab web site until August 1 2011. Project Photofly based on computer-vision and photogrammetric principles, exploiting the power of cloud computing, is a web service able to convert collections of photographs into 3D models. Aim of our research was to evaluate the Project Photofly, through different case studies, for 3D modeling of cultural heritage monuments and objects, mostly to identify for which goals and objects it is suitable. The automatic approach will be mainly analyzed.

  13. Documents hipertextuals per a entorns virtuals d'aprenentatge

    Directory of Open Access Journals (Sweden)

    Cristòfol Rovira

    1999-11-01

    Full Text Available L'article mostra les noves oportunitats que la Web d'Internet ha generat en el camp de la creació de documents hipertextuals. A partir de la grandària dels nodes, s'analitzen les característiques essencials del hipertextos d'abans de l'aparició de la Web per comparar-les amb les pàgines d'Internet. També es comenten les avantatges educatives que poden tenir aquest tipus de documents per entorns virtuals d'aprenentatge i finalment es presenta una proposta per escriure hipertextos basada en la grandària dels nodes.

  14. Virtual working systems to support R&D groups

    Science.gov (United States)

    Dew, Peter M.; Leigh, Christine; Drew, Richard S.; Morris, David; Curson, Jayne

    1995-03-01

    The paper reports on the progress at Leeds University to build a Virtual Science Park (VSP) to enhance the University's ability to interact with industry, grow its applied research and workplace learning activities. The VSP exploits the advances in real time collaborative computing and networking to provide an environment that meets the objectives of physically based science parks without the need for the organizations to relocate. It provides an integrated set of services (e.g. virtual consultancy, workbased learning) built around a structured person- centered information model. This model supports the integration of tools for: (a) navigating around the information space; (b) browsing information stored within the VSP database; (c) communicating through a variety of Person-to-Person collaborative tools; and (d) the ability to the information stored in the VSP including the relationships to other information that support the underlying model. The paper gives an overview of a generic virtual working system based on X.500 directory services and the World-Wide Web that can be used to support the Virtual Science Park. Finally the paper discusses some of the research issues that need to be addressed to fully realize a Virtual Science Park.

  15. 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

  16. 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

  17. 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

  18. 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

  19. 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.

  20. 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.

  1. 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.

  2. 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.

  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. 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).

  5. A Collisional Database and Web Service within the Virtual Atomic ...

    Indian Academy of Sciences (India)

    MOL-D database is a collection of cross-sections and rate coefficients for specific collisional processes and a web service within the Serbian Virtual Observatory ... Hydrogen and helium molecular ion data are important for calculation of solar and stellar atmosphere models and for radiative transport, as well as for kinetics of ...

  6. Scientific Workflows and the Sensor Web for Virtual Environmental Observatories

    Science.gov (United States)

    Simonis, I.; Vahed, A.

    2008-12-01

    Virtual observatories mature from their original domain and become common practice for earth observation research and policy building. The term Virtual Observatory originally came from the astronomical research community. Here, virtual observatories provide universal access to the available astronomical data archives of space and ground-based observatories. Further on, as those virtual observatories aim at integrating heterogeneous ressources provided by a number of participating organizations, the virtual observatory acts as a coordinating entity that strives for common data analysis techniques and tools based on common standards. The Sensor Web is on its way to become one of the major virtual observatories outside of the astronomical research community. Like the original observatory that consists of a number of telescopes, each observing a specific part of the wave spectrum and with a collection of astronomical instruments, the Sensor Web provides a multi-eyes perspective on the current, past, as well as future situation of our planet and its surrounding spheres. The current view of the Sensor Web is that of a single worldwide collaborative, coherent, consistent and consolidated sensor data collection, fusion and distribution system. The Sensor Web can perform as an extensive monitoring and sensing system that provides timely, comprehensive, continuous and multi-mode observations. This technology is key to monitoring and understanding our natural environment, including key areas such as climate change, biodiversity, or natural disasters on local, regional, and global scales. The Sensor Web concept has been well established with ongoing global research and deployment of Sensor Web middleware and standards and represents the foundation layer of systems like the Global Earth Observation System of Systems (GEOSS). The Sensor Web consists of a huge variety of physical and virtual sensors as well as observational data, made available on the Internet at standardized

  7. Webs on the Web (WOW): 3D visualization of ecological networks on the WWW for collaborative research and education

    Science.gov (United States)

    Yoon, Ilmi; Williams, Rich; Levine, Eli; Yoon, Sanghyuk; Dunne, Jennifer; Martinez, Neo

    2004-06-01

    This paper describes information technology being developed to improve the quality, sophistication, accessibility, and pedagogical simplicity of ecological network data, analysis, and visualization. We present designs for a WWW demonstration/prototype web site that provides database, analysis, and visualization tools for research and education related to food web research. Our early experience with a prototype 3D ecological network visualization guides our design of a more flexible architecture design. 3D visualization algorithms include variable node and link sizes, placements according to node connectivity and tropic levels, and visualization of other node and link properties in food web data. The flexible architecture includes an XML application design, FoodWebML, and pipelining of computational components. Based on users" choices of data and visualization options, the WWW prototype site will connect to an XML database (Xindice) and return the visualization in VRML format for browsing and further interactions.

  8. 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.

  9. 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.

  10. 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.

  11. Significant Benefits from Libraries in Web 3.0 Environment

    African Journals Online (AJOL)

    pc

    2018-03-05

    Mar 5, 2018 ... Keywords- Web 3.0, library 3.0, Web 3.0 Applications, Semantic. Web ... providing virtual information services, and other services cannot be ... web third generation, definition, beginning, and retrieve system. The study ...

  12. 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.

  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. 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...

  15. Spatial Search Techniques for Mobile 3D Queries in Sensor Web Environments

    Directory of Open Access Journals (Sweden)

    James D. Carswell

    2013-03-01

    Full Text Available Developing mobile geo-information systems for sensor web applications involves technologies that can access linked geographical and semantically related Internet information. Additionally, in tomorrow’s Web 4.0 world, it is envisioned that trillions of inexpensive micro-sensors placed throughout the environment will also become available for discovery based on their unique geo-referenced IP address. Exploring these enormous volumes of disparate heterogeneous data on today’s location and orientation aware smartphones requires context-aware smart applications and services that can deal with “information overload”. 3DQ (Three Dimensional Query is our novel mobile spatial interaction (MSI prototype that acts as a next-generation base for human interaction within such geospatial sensor web environments/urban landscapes. It filters information using “Hidden Query Removal” functionality that intelligently refines the search space by calculating the geometry of a three dimensional visibility shape (Vista space at a user’s current location. This 3D shape then becomes the query “window” in a spatial database for retrieving information on only those objects visible within a user’s actual 3D field-of-view. 3DQ reduces information overload and serves to heighten situation awareness on constrained commercial off-the-shelf devices by providing visibility space searching as a mobile web service. The effects of variations in mobile spatial search techniques in terms of query speed vs. accuracy are evaluated and presented in this paper.

  16. 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

  17. 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.

  18. 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.

  19. KNOWLEDGE AND VALORIZATION OF HISTORICAL SITES THROUGH 3D DOCUMENTATION AND MODELING

    Directory of Open Access Journals (Sweden)

    E. Farella

    2016-06-01

    Full Text Available The paper presents the first results of an interdisciplinary project related to the 3D documentation, dissemination, valorization and digital access of archeological sites. Beside the mere 3D documentation aim, the project has two goals: (i to easily explore and share via web references and results of the interdisciplinary work, including the interpretative process and the final reconstruction of the remains; (ii to promote and valorize archaeological areas using reality-based 3D data and Virtual Reality devices. This method has been verified on the ruins of the archeological site of Pausilypon, a maritime villa of Roman period (Naples, Italy. Using Unity3D, the virtual tour of the heritage site was integrated and enriched with the surveyed 3D data, text documents, CAAD reconstruction hypotheses, drawings, photos, etc. In this way, starting from the actual appearance of the ruins (panoramic images, passing through the 3D digital surveying models and several other historical information, the user is able to access virtual contents and reconstructed scenarios, all in a single virtual, interactive and immersive environment. These contents and scenarios allow to derive documentation and geometrical information, understand the site, perform analyses, see interpretative processes, communicate historical information and valorize the heritage location.

  20. Problem-Based Learning in Web Environments: The Case of ``Virtual eBMS'' for Business Engineering Education

    Science.gov (United States)

    Elia, Gianluca; Secundo, Giustina; Taurino, Cesare

    This chapter presents a case study where Problem Based Learning (PBL) approach is applied to a Web-based environment. It first describes the main features behind the PBL for creating Business Engineers able to face the grand technological challenges of the 2020. Then it introduces a Web Based system supporting the PBL strategy, called the “Virtual eBMS”. This system has been designed and implemented at the e-Business Management Section of the Scuola Superiore ISUFI - University of Salento (Italy), in the framework of a research project carried out in collaboration with IBM. Besides the logical and technological description of Virtual eBMS, the chapter presents two applications of the platform in two different contexts: an academic context (international master) and an entrepreneurial context (awareness workshop with companies and entrepreneurs). The system is illustrated starting from the description of an operational framework for designing curricula PBL based from the author perspective and, then, illustrating a typical scenario of a learner accessing to the curricula. In the description, it is highlighted both the “structured” way and the “unstructured” way to create and follow an entire learning path.

  1. 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.

  2. Image based 3D city modeling : Comparative study

    Directory of Open Access Journals (Sweden)

    S. P. Singh

    2014-06-01

    Full Text Available 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 rapidly for various engineering and non-engineering applications. Generally four main image based approaches were used for virtual 3D city models generation. In first approach, researchers were used Sketch based modeling, second method is Procedural grammar based modeling, third approach is Close range photogrammetry based modeling and fourth approach is mainly based on Computer Vision techniques. SketchUp, CityEngine, Photomodeler and Agisoft Photoscan are the main softwares to represent these approaches respectively. These softwares have different approaches & methods suitable for image based 3D city modeling. Literature study shows that till date, there is no complete such type of comparative study available to create complete 3D city model by using images. This paper gives a comparative assessment of these four image based 3D modeling approaches. This comparative study is mainly based on data acquisition methods, data processing techniques and output 3D model products. For this research work, study area is the campus of civil engineering department, Indian Institute of Technology, Roorkee (India. This 3D campus acts as a prototype for city. This study also explains various governing parameters, factors and work experiences. This research work also gives a brief introduction, strengths and weakness of these four image based techniques. Some personal comment is also given as what can do or what can’t do from these softwares. At the last, this study shows; it concluded that, each and every software has some advantages and limitations. Choice of software depends on user requirements of 3D project. For normal visualization project, SketchUp software is a good option. For 3D documentation record, Photomodeler gives good

  3. 3D visualization based customer experiences of nuclear plant control room

    International Nuclear Information System (INIS)

    Sun Tienlung; Chou Chinmei; Hung Tamin; Cheng Tsungchieh; Yang Chihwei; Yang Lichen

    2011-01-01

    This paper employs virtual reality (VR) technology to develop an interactive virtual nuclear plant control room in which the general public could easily walk into the 'red zone' and play with the control buttons. The VR-based approach allows deeper and richer customer experiences that the real nuclear plant control room could not offer. When people know more about the serious process control procedures enforced in the nuclear plant control room, they will appropriate more about the safety efforts imposed by the nuclear plant and become more comfortable about the nuclear plant. The virtual nuclear plant control room is built using a 3D game development tool called Unity3D. The 3D scene is connected to a nuclear plant simulation system through Windows API programs. To evaluate the usability of the virtual control room, an experiment will be conducted to see how much 'immersion' the users could feel when they played with the virtual control room. (author)

  4. Ray-based approach to integrated 3D visual communication

    Science.gov (United States)

    Naemura, Takeshi; Harashima, Hiroshi

    2001-02-01

    For a high sense of reality in the next-generation communications, it is very important to realize three-dimensional (3D) spatial media, instead of existing 2D image media. In order to comprehensively deal with a variety of 3D visual data formats, the authors first introduce the concept of "Integrated 3D Visual Communication," which reflects the necessity of developing a neutral representation method independent of input/output systems. Then, the following discussions are concentrated on the ray-based approach to this concept, in which any visual sensation is considered to be derived from a set of light rays. This approach is a simple and straightforward to the problem of how to represent 3D space, which is an issue shared by various fields including 3D image communications, computer graphics, and virtual reality. This paper mainly presents the several developments in this approach, including some efficient methods of representing ray data, a real-time video-based rendering system, an interactive rendering system based on the integral photography, a concept of virtual object surface for the compression of tremendous amount of data, and a light ray capturing system using a telecentric lens. Experimental results demonstrate the effectiveness of the proposed techniques.

  5. 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.

  6. Virtual Sensors in a Web 2.0 Digital Watershed

    Science.gov (United States)

    Liu, Y.; Hill, D. J.; Marini, L.; Kooper, R.; Rodriguez, A.; Myers, J. D.

    2008-12-01

    The lack of rainfall data in many watersheds is one of the major barriers for modeling and studying many environmental and hydrological processes and supporting decision making. There are just not enough rain gages on the ground. To overcome this data scarcity issue, a Web 2.0 digital watershed is developed at NCSA(National Center for Supercomputing Applications), where users can point-and-click on a web-based google map interface and create new precipitation virtual sensors at any location within the same coverage region as a NEXRAD station. A set of scientific workflows are implemented to perform spatial, temporal and thematic transformations to the near-real-time NEXRAD Level II data. Such workflows can be triggered by the users' actions and generate either rainfall rate or rainfall accumulation streaming data at a user-specified time interval. We will discuss some underlying components of this digital watershed, which consists of a semantic content management middleware, a semantically enhanced streaming data toolkit, virtual sensor management functionality, and RESTful (REpresentational State Transfer) web service that can trigger the workflow execution. Such loosely coupled architecture presents a generic framework for constructing a Web 2.0 style digital watershed. An implementation of this architecture at the Upper Illinois Rive Basin will be presented. We will also discuss the implications of the virtual sensor concept for the broad environmental observatory community and how such concept will help us move towards a participatory digital watershed.

  7. 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.

  8. TouchTerrain: A simple web-tool for creating 3D-printable topographic models

    Science.gov (United States)

    Hasiuk, Franciszek J.; Harding, Chris; Renner, Alex Raymond; Winer, Eliot

    2017-12-01

    An open-source web-application, TouchTerrain, was developed to simplify the production of 3D-printable terrain models. Direct Digital Manufacturing (DDM) using 3D Printers can change how geoscientists, students, and stakeholders interact with 3D data, with the potential to improve geoscience communication and environmental literacy. No other manufacturing technology can convert digital data into tangible objects quickly at relatively low cost; however, the expertise necessary to produce a 3D-printed terrain model can be a substantial burden: knowledge of geographical information systems, computer aided design (CAD) software, and 3D printers may all be required. Furthermore, printing models larger than the build volume of a 3D printer can pose further technical hurdles. The TouchTerrain web-application simplifies DDM for elevation data by generating digital 3D models customized for a specific 3D printer's capabilities. The only required user input is the selection of a region-of-interest using the provided web-application with a Google Maps-style interface. Publically available digital elevation data is processed via the Google Earth Engine API. To allow the manufacture of 3D terrain models larger than a 3D printer's build volume the selected area can be split into multiple tiles without third-party software. This application significantly reduces the time and effort required for a non-expert like an educator to obtain 3D terrain models for use in class. The web application is deployed at http://touchterrain.geol.iastate.edu/

  9. 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

  10. Cytoscape tools for the web age: D3.js and Cytoscape.js exporters

    OpenAIRE

    Ono, Keiichiro; Demchak, Barry; Ideker, Trey

    2014-01-01

    In this paper we present new data export modules for Cytoscape 3 that can generate network files for Cytoscape.js and D3.js. Cytoscape.js exporter is implemented as a core feature of Cytoscape 3, and D3.js exporter is available as a Cytoscape 3 app. These modules enable users to seamlessly export network and table data sets generated in Cytoscape to popular JavaScript library readable formats. In addition, we implemented template web applications for browser-based interactive network visualiz...

  11. Real-time virtual EAST physical experiment system

    Energy Technology Data Exchange (ETDEWEB)

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

    2014-05-15

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

  12. Real-time virtual EAST physical experiment system

    International Nuclear Information System (INIS)

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

    2014-01-01

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

  13. Openwebglobe - AN Open Source Sdk for Creating Large-Scale Virtual Globes on a Webgl Basis

    Science.gov (United States)

    Loesch, B.; Christen, M.; Nebiker, S.

    2012-07-01

    This paper introduces the OpenWebGlobe project (www.openwebglobe.org) and the OpenWebGlobe SDK (Software Development Kit) - an open source virtual globe environment using WebGL. Unlike other (web-based) 3d geovisualisation technologies and toolkits, the OpenWebGlobe SDK not only supports the content authoring and web visualization aspects, but also the data processing functionality for generating multi-terabyte terrain, image, map and 3d point cloud data sets in high-performance and cloud-based parallel computing environments. The OpenWebGlobe architecture is described and the paper outlines the processing and the viewer functionality provided by the OpenWebGlobe SDK. It then discusses the generation and updating of a global 3d base map using OpenStreetMap data and finally presents two show cases employing the technology a) for implementing an interactive national 3d geoportal incorporating high resolution national geodata sets and b) for implementing a 3d geoinformation service supporting the real-time incorporation of 3d point cloud data.

  14. Abdominal aortic aneurysms: virtual imaging and analysis through a remote web server

    International Nuclear Information System (INIS)

    Neri, Emanuele; Bargellini, Irene; Vignali, Claudio; Bartolozzi, Carlo; Rieger, Michael; Jaschke, Werner; Giachetti, Andrea; Tuveri, Massimiliano

    2005-01-01

    The study describes the application of a web-based software in the planning of the endovascular treatment of abdominal aortic aneurysms (AAA). The software has been developed in the framework of a 2-year research project called Aneurysm QUAntification Through an Internet Collaborative System (AQUATICS); it allows to manage remotely Virtual Reality Modeling Language (VRML) models of the abdominal aorta, derived from multirow computed tomography angiography (CTA) data sets, and to obtain measurements of diameters, angles and centerline lengths. To test the reliability of measurements, two radiologists performed a detailed analysis of multiple 3D models generated from a synthetic phantom, mimicking an AAA. The system was tested on 30 patients with AAA; CTA data sets were mailed and the time required for segmentation and measurement were collected for each case. The Bland-Altman plot analysis showed that the mean intra- and inter-observer differences in measures on phantoms were clinically acceptable. The mean time required for segmentation was 1 h (range 45-120 min). The mean time required for measurements on the web was 7 min (range 4-11 min). The AQUATICS web server may provide a rapid, standardized and accurate tool for the evaluation of AAA prior to the endovascular treatment. (orig.)

  15. 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.

  16. A Virtual Campus Based on Human Factor Engineering

    Science.gov (United States)

    Yang, Yuting; Kang, Houliang

    2014-01-01

    Three Dimensional or 3D virtual reality has become increasingly popular in many areas, especially in building a digital campus. This paper introduces a virtual campus, which is based on a 3D model of The Tourism and Culture College of Yunnan University (TCYU). Production of the virtual campus was aided by Human Factor and Ergonomics (HF&E), an…

  17. 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.

  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. 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.

  20. 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

  1. 4D Flexible Atom-Pairs: An efficient probabilistic conformational space comparison for ligand-based virtual screening

    Science.gov (United States)

    2011-01-01

    Background The performance of 3D-based virtual screening similarity functions is affected by the applied conformations of compounds. Therefore, the results of 3D approaches are often less robust than 2D approaches. The application of 3D methods on multiple conformer data sets normally reduces this weakness, but entails a significant computational overhead. Therefore, we developed a special conformational space encoding by means of Gaussian mixture models and a similarity function that operates on these models. The application of a model-based encoding allows an efficient comparison of the conformational space of compounds. Results Comparisons of our 4D flexible atom-pair approach with over 15 state-of-the-art 2D- and 3D-based virtual screening similarity functions on the 40 data sets of the Directory of Useful Decoys show a robust performance of our approach. Even 3D-based approaches that operate on multiple conformers yield inferior results. The 4D flexible atom-pair method achieves an averaged AUC value of 0.78 on the filtered Directory of Useful Decoys data sets. The best 2D- and 3D-based approaches of this study yield an AUC value of 0.74 and 0.72, respectively. As a result, the 4D flexible atom-pair approach achieves an average rank of 1.25 with respect to 15 other state-of-the-art similarity functions and four different evaluation metrics. Conclusions Our 4D method yields a robust performance on 40 pharmaceutically relevant targets. The conformational space encoding enables an efficient comparison of the conformational space. Therefore, the weakness of the 3D-based approaches on single conformations is circumvented. With over 100,000 similarity calculations on a single desktop CPU, the utilization of the 4D flexible atom-pair in real-world applications is feasible. PMID:21733172

  2. 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.

  3. Use of WebDAV to Support a Virtual File System in a Coalition Environment

    National Research Council Canada - National Science Library

    Bradney, Jeremiah A

    2006-01-01

    .... By enabling the use of WebDAV in MYSEA, this thesis provides a means for fulfilling the above requirement for secure remote access by creating a virtual web-based file system accessible from the MYSEA MLS network...

  4. Planning and Management of Real-Time Geospatialuas Missions Within a Virtual Globe Environment

    Science.gov (United States)

    Nebiker, S.; Eugster, H.; Flückiger, K.; Christen, M.

    2011-09-01

    This paper presents the design and development of a hardware and software framework supporting all phases of typical monitoring and mapping missions with mini and micro UAVs (unmanned aerial vehicles). The developed solution combines state-of-the art collaborative virtual globe technologies with advanced geospatial imaging techniques and wireless data link technologies supporting the combined and highly reliable transmission of digital video, high-resolution still imagery and mission control data over extended operational ranges. The framework enables the planning, simulation, control and real-time monitoring of UAS missions in application areas such as monitoring of forest fires, agronomical research, border patrol or pipeline inspection. The geospatial components of the project are based on the Virtual Globe Technology i3D OpenWebGlobe of the Institute of Geomatics Engineering at the University of Applied Sciences Northwestern Switzerland (FHNW). i3D OpenWebGlobe is a high-performance 3D geovisualisation engine supporting the web-based streaming of very large amounts of terrain and POI data.

  5. 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.

  6. 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.

  7. 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…

  8. 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.

  9. PLEs from virtual ethnography to social web

    Directory of Open Access Journals (Sweden)

    Luis Torres

    2011-12-01

    Full Text Available En este artículo se presenta una investigación exploratoria basada en la etnografía virtualdesde un entorno de investigación y aprendizaje con nuevas tecnologías. La etnografía esun método de investigación cualitativo de las ciencias sociales que es usadoprincipalmente en la antropología socio-cultural, donde tiene su fundamento teórico. Elobjetivo fue explorar la web 2.0 y sus herramientas desde la etnografía virtual. Elmétodo de investigación es basado en la etnografía virtual y la observación participante,la cual se realizó participando en comunidades virtuales y por medio de un blog y otrasherramientas 2.0. El resultado de la experiencia etnográfica es un modelo descriptivo dela web 2.0 basado en un Entorno Personal de Aprendizaje (PLE.

  10. 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…

  11. 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)

  12. 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.

  13. HOW TO PINPOINT ENERGY-INEFFICIENT BUILDINGS? AN APPROACH BASED ON THE 3D CITY MODEL OF VIENNA

    Directory of Open Access Journals (Sweden)

    B. Skarbal

    2017-09-01

    Full Text Available This paper describes a methodology to assess the energy performance of residential buildings starting from the semantic 3D city model of Vienna. Space heating, domestic hot water and electricity demand are taken into account. The paper deals with aspects related to urban data modelling, with particular attention to the energy-related topics, and with issues related to interactive data exploration/visualisation and management from a plugin-free web-browser, e.g. based on Cesium, a WebGL virtual globe and map engine. While providing references to existing previous works, only some general and introductory information is given about the data collection, harmonisation and integration process necessary to create the CityGML-based 3D city model, which serves as the central information hub for the different applications developed and described more in detail in this paper. The work aims, among the rest, at developing urban decision making and operational optimisation software tools to minimise non-renewable energy use in cities. The results obtained so far, as well as some comments about their quality and limitations, are presented, together with the discussion regarding the next steps and some planned improvements.

  14. How to Pinpoint Energy-Inefficient Buildings? AN Approach Based on the 3d City Model of Vienna

    Science.gov (United States)

    Skarbal, B.; Peters-Anders, J.; Faizan Malik, A.; Agugiaro, G.

    2017-09-01

    This paper describes a methodology to assess the energy performance of residential buildings starting from the semantic 3D city model of Vienna. Space heating, domestic hot water and electricity demand are taken into account. The paper deals with aspects related to urban data modelling, with particular attention to the energy-related topics, and with issues related to interactive data exploration/visualisation and management from a plugin-free web-browser, e.g. based on Cesium, a WebGL virtual globe and map engine. While providing references to existing previous works, only some general and introductory information is given about the data collection, harmonisation and integration process necessary to create the CityGML-based 3D city model, which serves as the central information hub for the different applications developed and described more in detail in this paper. The work aims, among the rest, at developing urban decision making and operational optimisation software tools to minimise non-renewable energy use in cities. The results obtained so far, as well as some comments about their quality and limitations, are presented, together with the discussion regarding the next steps and some planned improvements.

  15. 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.

  16. 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.

  17. 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.

  18. 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…

  19. WYSIWYG GEOPROCESSING: COUPLING SENSOR WEB AND GEOPROCESSING SERVICES IN VIRTUAL GLOBES

    Directory of Open Access Journals (Sweden)

    X. Zhai

    2012-08-01

    Full Text Available We propose to advance the scientific understanding and applications of geospatial data by coupling Sensor Web and Geoprocessing Services in Virtual Globes for higher-education teaching and research. The vision is the concept of "What You See is What You Get" geoprocessing, shortly known as WYSIWYG geoprocessing. Virtual Globes offer tremendous opportunities, such as providing a learning tool to help educational users and researchers digest global-scale geospatial information about the world, and acting as WYSIWYG platforms, where domain experts can see what their fingertips act in an interactive three-dimensional virtual environment. In the meantime, Sensor Web and Web Service technologies make a large amount of Earth observing sensors and geoprocessing functionalities easily accessible to educational users and researchers like their local resources. Coupling Sensor Web and geoprocessing Services in Virtual Globes will bring a virtual learning and research environment to the desktops of students and professors, empowering them with WYSIWYG geoprocessing capabilities. The implementation combines the visualization and communication power of Virtual Globes with the on-demand data collection and analysis functionalities of Sensor Web and geoprocessing services, to help students and researchers investigate various scientific problems in an environment with natural and intuitive user experiences. The work will contribute to the scientific and educational activities of geoinformatic communities in that they will have a platform that are easily accessible and help themselves perceive world space and perform live geoscientific processes.

  20. 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.

  1. 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.

  2. Virtual Multimedia Libraries Built from the Web

    OpenAIRE

    Rowe, Neil C.

    2002-01-01

    Second ACM-IEEE Joint Conference on Digital Libraries (JCDL02), Portland, OR, July 2002, 158-159. We have developed a tool MARIE-4 for building virtual libraries of multimedia (images, video, and audio) by automatically exploring (crawling) a specified subdomain of the World Wide Web to create an index based on caption keywords. Our approach uses carefully-researched criteria to identify and rate caption text, and employs both an expert system and a neural network. We have used it to...

  3. G2S: A web-service for annotating genomic variants on 3D protein structures.

    Science.gov (United States)

    Wang, Juexin; Sheridan, Robert; Sumer, S Onur; Schultz, Nikolaus; Xu, Dong; Gao, Jianjiong

    2018-01-27

    Accurately mapping and annotating genomic locations on 3D protein structures is a key step in structure-based analysis of genomic variants detected by recent large-scale sequencing efforts. There are several mapping resources currently available, but none of them provides a web API (Application Programming Interface) that support programmatic access. We present G2S, a real-time web API that provides automated mapping of genomic variants on 3D protein structures. G2S can align genomic locations of variants, protein locations, or protein sequences to protein structures and retrieve the mapped residues from structures. G2S API uses REST-inspired design conception and it can be used by various clients such as web browsers, command terminals, programming languages and other bioinformatics tools for bringing 3D structures into genomic variant analysis. The webserver and source codes are freely available at https://g2s.genomenexus.org. g2s@genomenexus.org. Supplementary data are available at Bioinformatics online. © The Author (2018). Published by Oxford University Press. All rights reserved. For Permissions, please email: journals.permissions@oup.com

  4. CulRoute: Gamified WebGIS3D platform for selection of touristic routes

    Directory of Open Access Journals (Sweden)

    E.P.L. Baptista

    2015-11-01

    Full Text Available The importance of tourist information disclosure on digital platforms is, nowadays, reinforced by public entities such as Turismo de Portugal and Turismo do Algarve. The incorporation of strategies to encourage greater interest and involvement of the users are likely to contribute to a more effective dissemination of tourist destinations and their historical and cultural heritage. This paper presents the concepts, strategies and technologies in the design and implementation of the gamified WebGIS3D platform named CulRoute. This platform enables the users to visualize and navigate the three-dimensional virtual models of monuments and to explore the 'treasures' of each monument in a gaming environment, as well as to test their knowledge by answering optional quizzes. From the list of visited monuments and other information available on the platform, the user can create customized routes, save them into files or print as maps for later use.

  5. 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...

  6. 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.

  7. 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

  8. [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.

  9. 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 ...

  10. 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.

  11. 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.

  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. 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.

  14. CliniSpace: a multiperson 3D online immersive training environment accessible through a browser.

    Science.gov (United States)

    Dev, Parvati; Heinrichs, W LeRoy; Youngblood, Patricia

    2011-01-01

    Immersive online medical environments, with dynamic virtual patients, have been shown to be effective for scenario-based learning (1). However, ease of use and ease of access have been barriers to their use. We used feedback from prior evaluation of these projects to design and develop CliniSpace. To improve usability, we retained the richness of prior virtual environments but modified the user interface. To improve access, we used a Software-as-a-Service (SaaS) approach to present a richly immersive 3D environment within a web browser.

  15. The Virtual Dressing Room

    DEFF Research Database (Denmark)

    Holte, Michael Boelstoft

    2013-01-01

    This paper presents a review of recent developments and future perspectives, addressing the problem of creating a virtual dressing room. First, we review the current state-of-the-art of exiting solutions and discuss their applicability and limitations. We categorize the exiting solutions into three...... kinds: (1) virtual real-time 2D image/video techniques, where the consumer gets to superimpose the clothes on their real-time video to visualize themselves wearing the clothes. (2) 2D and 3D mannequins, where a web-application uses the body measurements provided by the customer, to superimpose...... and their demands to a virtual dressing room....

  16. 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.

  17. Semantic Web-based Vocabulary Broker for Open Science

    Science.gov (United States)

    Ritschel, B.; Neher, G.; Iyemori, T.; Murayama, Y.; Kondo, Y.; Koyama, Y.; King, T. A.; Galkin, I. A.; Fung, S. F.; Wharton, S.; Cecconi, B.

    2016-12-01

    Keyword vocabularies are used to tag and to identify data of science data repositories. Such vocabularies consist of controlled terms and the appropriate concepts, such as GCMD1 keywords or the ESPAS2 keyword ontology. The Semantic Web-based mash-up of domain-specific, cross- or even trans-domain vocabularies provides unique capabilities in the network of appropriate data resources. Based on a collaboration between GFZ3, the FHP4, the WDC for Geomagnetism5 and the NICT6 we developed the concept of a vocabulary broker for inter- and trans-disciplinary data detection and integration. Our prototype of the Semantic Web-based vocabulary broker uses OSF7 for the mash-up of geo and space research vocabularies, such as GCMD keywords, ESPAS keyword ontology and SPASE8 keyword vocabulary. The vocabulary broker starts the search with "free" keywords or terms of a specific vocabulary scheme. The vocabulary broker almost automatically connects the different science data repositories which are tagged by terms of the aforementioned vocabularies. Therefore the mash-up of the SKOS9 based vocabularies with appropriate metadata from different domains can be realized by addressing LOD10 resources or virtual SPARQL11 endpoints which maps relational structures into the RDF format12. In order to demonstrate such a mash-up approach in real life, we installed and use a D2RQ13 server for the integration of IUGONET14 data which are managed by a relational database. The OSF based vocabulary broker and the D2RQ platform are installed at virtual LINUX machines at the Kyoto University. The vocabulary broker meets the standard of a main component of the WDS15 knowledge network. The Web address of the vocabulary broker is http://wdcosf.kugi.kyoto-u.ac.jp 1 Global Change Master Directory2 Near earth space data infrastructure for e-science3 German Research Centre for Geosciences4 University of Applied Sciences Potsdam5 World Data Center for Geomagnetism Kyoto6 National Institute of Information and

  18. 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.

  19. 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.

  20. 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

  1. 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.

  2. 3DHOP: una piattaforma flessibile per la pubblicazione e visualizzazione su Web dei risultati di digitalizzazioni 3D

    Directory of Open Access Journals (Sweden)

    Marco Potenziani

    2016-04-01

    Full Text Available 3D Heritage Online Presenter (3DHOP è una piattaforma per integrare all’interno di pagine internet modelli 3D ad alta risoluzione, quali ad esempio quelli ottenuti per scansione 3D, progettata per far fronte alle specifiche esigenze del settore Cultural Heritage (CH. 3DHOP gestisce la complessità dei dati in ingresso mediante un motore di rappresentazione e rendering multirisoluzione, pertanto, è in grado di trasmettere in modo progressivo ed efficiente anche modelli 3D di grandi dimensioni. 3DHOP fornisce una serie di template pronti all’uso per la presentazione di modelli CH, collegando la visualizzazione 3D con il resto della pagina Web e rendendo possibile la creazione di presentazioni integrate (3D ed altri contenuti multimediali. Nella sua progettazione e sviluppo abbiamo posto particolare attenzione alla facilità d'uso ed alle prestazioni della piattaforma, che dunque è caratterizzata da una curva di apprendimento sostenibile e da performance ottimali nella visualizzazione di modelli ad alta risoluzione. Grazie alla sua natura modulare e una configurazione dichiarativa, imparare ad usare, configurare e personalizzare a diversi livelli 3DHOP è alla portata anche di personale non esperto sui temi della grafica 3D. Questo permette ad utenti con esperienza diversa (utilizzatori finali, sviluppatori di pagine Web, programmatori un diverso accesso al sistema. 3DHOP è scritto principalmente in JavaScript ed è basato sulla libreria SpiderGL, che a sua volta poggia sulla componente WebGL di HTML5. Ciò permette di gestire il rendering di modelli 3D su tutti i più comuni browser Web e senza richiedere l’uso di plugin. In questo articolo presentiamo le capacità e le caratteristiche della piattaforma 3DHOP, utilizzando diversi esempi pratici d’uso.

  3. 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

  4. 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.

  5. A 3D character animation engine for multimodal interaction on mobile devices

    Science.gov (United States)

    Sandali, Enrico; Lavagetto, Fabio; Pisano, Paolo

    2005-03-01

    Talking virtual characters are graphical simulations of real or imaginary persons that enable natural and pleasant multimodal interaction with the user, by means of voice, eye gaze, facial expression and gestures. This paper presents an implementation of a 3D virtual character animation and rendering engine, compliant with the MPEG-4 standard, running on Symbian-based SmartPhones. Real-time animation of virtual characters on mobile devices represents a challenging task, since many limitations must be taken into account with respect to processing power, graphics capabilities, disk space and execution memory size. The proposed optimization techniques allow to overcome these issues, guaranteeing a smooth and synchronous animation of facial expressions and lip movements on mobile phones such as Sony-Ericsson's P800 and Nokia's 6600. The animation engine is specifically targeted to the development of new "Over The Air" services, based on embodied conversational agents, with applications in entertainment (interactive story tellers), navigation aid (virtual guides to web sites and mobile services), news casting (virtual newscasters) and education (interactive virtual teachers).

  6. [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.

  7. 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.

  8. Development of a Virtual Museum Including a 4d Presentation of Building History in Virtual Reality

    Science.gov (United States)

    Kersten, T. P.; Tschirschwitz, F.; Deggim, S.

    2017-02-01

    In the last two decades the definition of the term "virtual museum" changed due to rapid technological developments. Using today's available 3D technologies a virtual museum is no longer just a presentation of collections on the Internet or a virtual tour of an exhibition using panoramic photography. On one hand, a virtual museum should enhance a museum visitor's experience by providing access to additional materials for review and knowledge deepening either before or after the real visit. On the other hand, a virtual museum should also be used as teaching material in the context of museum education. The laboratory for Photogrammetry & Laser Scanning of the HafenCity University Hamburg has developed a virtual museum (VM) of the museum "Alt-Segeberger Bürgerhaus", a historic town house. The VM offers two options for visitors wishing to explore the museum without travelling to the city of Bad Segeberg, Schleswig-Holstein, Germany. Option a, an interactive computer-based, tour for visitors to explore the exhibition and to collect information of interest or option b, to immerse into virtual reality in 3D with the HTC Vive Virtual Reality System.

  9. 3D geospatial visualizations: Animation and motion effects on spatial objects

    Science.gov (United States)

    Evangelidis, Konstantinos; Papadopoulos, Theofilos; Papatheodorou, Konstantinos; Mastorokostas, Paris; Hilas, Constantinos

    2018-02-01

    Digital Elevation Models (DEMs), in combination with high quality raster graphics provide realistic three-dimensional (3D) representations of the globe (virtual globe) and amazing navigation experience over the terrain through earth browsers. In addition, the adoption of interoperable geospatial mark-up languages (e.g. KML) and open programming libraries (Javascript) makes it also possible to create 3D spatial objects and convey on them the sensation of any type of texture by utilizing open 3D representation models (e.g. Collada). One step beyond, by employing WebGL frameworks (e.g. Cesium.js, three.js) animation and motion effects are attributed on 3D models. However, major GIS-based functionalities in combination with all the above mentioned visualization capabilities such as for example animation effects on selected areas of the terrain texture (e.g. sea waves) as well as motion effects on 3D objects moving in dynamically defined georeferenced terrain paths (e.g. the motion of an animal over a hill, or of a big fish in an ocean etc.) are not widely supported at least by open geospatial applications or development frameworks. Towards this we developed and made available to the research community, an open geospatial software application prototype that provides high level capabilities for dynamically creating user defined virtual geospatial worlds populated by selected animated and moving 3D models on user specified locations, paths and areas. At the same time, the generated code may enhance existing open visualization frameworks and programming libraries dealing with 3D simulations, with the geospatial aspect of a virtual world.

  10. Remote Instrument Control with CIMA Web Services and Web 2.0 Technology

    Directory of Open Access Journals (Sweden)

    Douglas John du Boulay

    2008-02-01

    Full Text Available The Common Instrument Middleware Architecture (CIMA model for Web services based monitoring of remote scientific instruments is being extended and enhanced to provide a capability for remote instrument control. X-ray diffraction has been selected as an ideal domain for prototype development, with the goal being a comprehensive and feature rich portal system for access to remote instruments and their data. The system has two principle components, one of which serves the instrument and data, and the second serves the client user. Plugin modules are used to provide flexibility and re-use, and the notion of plugin control is being developed. The architecture supports remote access to multiple instruments from a single portal. The use of Web 2.0 Pushlet and AJAX technologies has been introduced for push based portlet refresh and updating. An X3D based 3D virtual representation of the instrument provides data collection simulation and (pseudo real time instrument representation.

  11. An efficient hole-filling method based on depth map in 3D view generation

    Science.gov (United States)

    Liang, Haitao; Su, Xiu; Liu, Yilin; Xu, Huaiyuan; Wang, Yi; Chen, Xiaodong

    2018-01-01

    New virtual view is synthesized through depth image based rendering(DIBR) using a single color image and its associated depth map in 3D view generation. Holes are unavoidably generated in the 2D to 3D conversion process. We propose a hole-filling method based on depth map to address the problem. Firstly, we improve the process of DIBR by proposing a one-to-four (OTF) algorithm. The "z-buffer" algorithm is used to solve overlap problem. Then, based on the classical patch-based algorithm of Criminisi et al., we propose a hole-filling algorithm using the information of depth map to handle the image after DIBR. In order to improve the accuracy of the virtual image, inpainting starts from the background side. In the calculation of the priority, in addition to the confidence term and the data term, we add the depth term. In the search for the most similar patch in the source region, we define the depth similarity to improve the accuracy of searching. Experimental results show that the proposed method can effectively improve the quality of the 3D virtual view subjectively and objectively.

  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. Blended learning in dentistry: 3-D resources for inquiry-based learning

    Directory of Open Access Journals (Sweden)

    Susan Bridges

    2012-06-01

    Full Text Available Motivation is an important factor for inquiry-based learning, so creative design of learning resources and materials is critical to enhance students’ motivation and hence their cognition. Modern dentistry is moving towards “electronic patient records” for both clinical treatment and teaching. Study models have long been an essential part of dental records. Traditional plaster casts are, however, among the last type of clinical record in the dental field to be converted into digital media as virtual models. Advantages of virtual models include: simpler storage; reduced risk of damage, disappearance, or misplacement; simpler and effective measuring; and easy transferal to colleagues. In order to support student engagement with the rapidly changing world of digital dentistry, and in order to stimulate the students’ motivation and depth of inquiry, this project aims to introduce virtual models into a Bachelor and Dental Surgery (BDS curriculum. Under a “blended” e-learning philosophy, students are first introduced to the new software then 3-D models are incorporated into inquiry-based problems as stimulus materials. Face-to-face tutorials blend virtual model access via interactive whiteboards (IWBs. Students’ perceptions of virtual models including motivation and cognition as well as the virtual models’ functionality were rated after a workshop introducing virtual models and plaster models in parallel. Initial student feedback indicates that the 3-D models have been generally well accepted, which confirmed the functionality of the programme and the positive perception of virtual models for enhancing students’ learning motivation. Further investigation will be carried out to assess the impact of virtual models on students’ learning outcomes.

  15. Ontology of a scene based on Java 3D architecture.

    Directory of Open Access Journals (Sweden)

    Rubén González Crespo

    2009-12-01

    Full Text Available The present article seeks to make an approach to the class hierarchy of a scene built with the architecture Java 3D, to develop an ontology of a scene as from the semantic essential components for the semantic structuring of the Web3D. Java was selected because the language recommended by the W3C Consortium for the Development of the Web3D oriented applications as from X3D standard is Xj3D which compositionof their Schemas is based the architecture of Java3D In first instance identifies the domain and scope of the ontology, defining classes and subclasses that comprise from Java3D architecture and the essential elements of a scene, as its point of origin, the field of rotation, translation The limitation of the scene and the definition of shaders, then define the slots that are declared in RDF as a framework for describing the properties of the classes established from identifying thedomain and range of each class, then develops composition of the OWL ontology on SWOOP Finally, be perform instantiations of the ontology building for a Iconosphere object as from class expressions defined.

  16. 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.

  17. 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.

  18. 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)

  19. TOUCH INTERACTION WITH 3D GEOGRAPHICAL VISUALIZATION ON WEB: SELECTED TECHNOLOGICAL AND USER ISSUES

    Directory of Open Access Journals (Sweden)

    L. Herman

    2016-10-01

    Full Text Available The use of both 3D visualization and devices with touch displays is increasing. In this paper, we focused on the Web technologies for 3D visualization of spatial data and its interaction via touch screen gestures. At the first stage, we compared the support of touch interaction in selected JavaScript libraries on different hardware (desktop PCs with touch screens, tablets, and smartphones and software platforms. Afterward, we realized simple empiric test (within-subject design, 6 participants, 2 simple tasks, LCD touch monitor Acer and digital terrain models as stimuli focusing on the ability of users to solve simple spatial tasks via touch screens. An in-house testing web tool was developed and used based on JavaScript, PHP, and X3DOM languages and Hammer.js libraries. The correctness of answers, speed of users’ performances, used gestures, and a simple gesture metric was recorded and analysed. Preliminary results revealed that the pan gesture is most frequently used by test participants and it is also supported by the majority of 3D libraries. Possible gesture metrics and future developments including the interpersonal differences are discussed in the conclusion.

  20. Development of support system for large-scale underground structures using WEB 3D technology and RDBMS

    International Nuclear Information System (INIS)

    Xu, Zhaofeng; Itakura, Ken-ichi; Yamachi, Hiroshi; Sato, Toshinori; Matsui, Hiroya

    2015-01-01

    In the process of underground space development, enormous information is collected in each developing stage, such as investigation, plan, design and construction. It is important to properly feed back these information to design and construction in order to realize rational design and construction of an underground space. And more, these information also become basic data in a plane of structure management. However, it is almost impossible that it is controlled in the individual ability, since collected information quantity is too enormous. For the purpose of intuitively controlling and processing these enormous information, we devised the system for the data management by freely moving in virtual reality space. In this paper, the basic structure of the system constructed by adopting WEB 3D and RDBMS, is described, and the practicability is verified. (author)

  1. 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.

  2. 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.

  3. 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.

  4. INTEGRATION OF VIRTUAL ENTERPRISES USING SERVICE ORIENTED ARCHITECTURE

    Directory of Open Access Journals (Sweden)

    Miladin Stefanovic

    2009-06-01

    Full Text Available Virtual enterprise integration (VEI is virtually the most critical success factor for making virtual enterprise (VE a real, competitive, and widely implemented organizational an d management concept. One of possible approaches in virtual enterprise integration is employment of web services. In this paper we will present process-oriented approach for developing an SOA for VEI. The general assumption of suggested approach is that service oriented architecture is based on business service and that business services mostly correspond to exchanged documentation in a real business system. CASE tool for web service specification is also presented.

  5. 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

  6. 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.

  7. 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.

  8. 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

  9. [The virtual reality simulation research of China Mechanical Virtual Human based on the Creator/Vega].

    Science.gov (United States)

    Wei, Gaofeng; Tang, Gang; Fu, Zengliang; Sun, Qiuming; Tian, Feng

    2010-10-01

    The China Mechanical Virtual Human (CMVH) is a human musculoskeletal biomechanical simulation platform based on China Visible Human slice images; it has great realistic application significance. In this paper is introduced the construction method of CMVH 3D models. Then a simulation system solution based on Creator/Vega is put forward for the complex and gigantic data characteristics of the 3D models. At last, combined with MFC technology, the CMVH simulation system is developed and a running simulation scene is given. This paper provides a new way for the virtual reality application of CMVH.

  10. 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.

  11. Innovation in weight loss programs: a 3-dimensional virtual-world approach.

    Science.gov (United States)

    Johnston, Jeanne D; Massey, Anne P; Devaneaux, Celeste A

    2012-09-20

    The rising trend in obesity calls for innovative weight loss programs. While behavioral-based face-to-face programs have proven to be the most effective, they are expensive and often inaccessible. Internet or Web-based weight loss programs have expanded reach but may lack qualities critical to weight loss and maintenance such as human interaction, social support, and engagement. In contrast to Web technologies, virtual reality technologies offer unique affordances as a behavioral intervention by directly supporting engagement and active learning. To explore the effectiveness of a virtual-world weight loss program relative to weight loss and behavior change. We collected data from overweight people (N = 54) participating in a face-to-face or a virtual-world weight loss program. Weight, body mass index (BMI), percentage weight change, and health behaviors (ie, weight loss self-efficacy, physical activity self-efficacy, self-reported physical activity, and fruit and vegetable consumption) were assessed before and after the 12-week program. Repeated measures analysis was used to detect differences between groups and across time. A total of 54 participants with a BMI of 32 (SD 6.05) kg/m(2)enrolled in the study, with a 13% dropout rate for each group (virtual world group: 5/38; face-to-face group: 3/24). Both groups lost a significant amount of weight (virtual world: 3.9 kg, P virtual-world group lost an average of 4.2%, with 33% (11/33) of the participants losing a clinically significant (≥5%) amount of baseline weight. The face-to-face group lost an average of 3.0% of their baseline weight, with 29% (6/21) losing a clinically significant amount. We detected a significant group × time interaction for moderate (P = .006) and vigorous physical activity (P = .008), physical activity self-efficacy (P = .04), fruit and vegetable consumption (P = .007), and weight loss self-efficacy (P virtual-world group. Overall, these results offer positive early evidence that a

  12. 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.

  13. 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.

  14. 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...

  15. The virtual nose: a 3-dimensional virtual reality model of the human nose.

    Science.gov (United States)

    Vartanian, A John; Holcomb, Joi; Ai, Zhuming; Rasmussen, Mary; Tardy, M Eugene; Thomas, J Regan

    2004-01-01

    The 3-dimensionally complex interplay of soft tissue, cartilaginous, and bony elements makes the mastery of nasal anatomy difficult. Conventional methods of learning nasal anatomy exist, but they often involve a steep learning curve. Computerized models and virtual reality applications have been used to facilitate teaching in a number of other complex anatomical regions, such as the human temporal bone and pelvic floor. We present a 3-dimensional (3-D) virtual reality model of the human nose. Human cadaveric axial cross-sectional (0.33-mm cuts) photographic data of the head and neck were used. With 460 digitized images, individual structures were traced and programmed to create a computerized polygonal model of the nose. Further refinements to this model were made using a number of specialized computer programs. This 3-D computer model of the nose was then programmed to operate as a virtual reality model. Anatomically correct 3-D model of the nose was produced. High-resolution images of the "virtual nose" demonstrate the nasal septum, lower lateral cartilages, middle vault, bony dorsum, and other structural details of the nose. Also, the model can be combined with a separate virtual reality model of the face and its skin cover as well as the skull. The user can manipulate the model in space, examine 3-D anatomical relationships, and fade superficial structures to reveal deeper ones. The virtual nose is a 3-D virtual reality model of the nose that is accurate and easy to use. It can be run on a personal computer or in a specialized virtual reality environment. It can serve as an effective teaching tool. As the first virtual reality model of the nose, it establishes a virtual reality platform from which future applications can be launched.

  16. Internet virtual studio: low-cost augmented reality system for WebTV

    Science.gov (United States)

    Sitnik, Robert; Pasko, Slawomir; Karaszewski, Maciej; Witkowski, Marcin

    2008-02-01

    In this paper a concept of a Internet Virtual Studio as a modern system for production of news, entertainment, educational and training material is proposed. This system is based on virtual studio technology and integrated with multimedia data base. Its was developed for web television content production. In successive subentries the general system architecture, as well as the architecture of modules one by one is discussed. The authors describe each module by presentation of a brief information about work principles and technical limitations. The presentation of modules is strictly connected with a presentation of their capabilities. Results produced by each of them are shown in the form of exemplary images. Finally, exemplary short production is presented and discussed.

  17. 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

  18. Rclick: a web server for comparison of RNA 3D structures.

    Science.gov (United States)

    Nguyen, Minh N; Verma, Chandra

    2015-03-15

    RNA molecules play important roles in key biological processes in the cell and are becoming attractive for developing therapeutic applications. Since the function of RNA depends on its structure and dynamics, comparing and classifying the RNA 3D structures is of crucial importance to molecular biology. In this study, we have developed Rclick, a web server that is capable of superimposing RNA 3D structures by using clique matching and 3D least-squares fitting. Our server Rclick has been benchmarked and compared with other popular servers and methods for RNA structural alignments. In most cases, Rclick alignments were better in terms of structure overlap. Our server also recognizes conformational changes between structures. For this purpose, the server produces complementary alignments to maximize the extent of detectable similarity. Various examples showcase the utility of our web server for comparison of RNA, RNA-protein complexes and RNA-ligand structures. © The Author 2014. Published by Oxford University Press. All rights reserved. For Permissions, please email: journals.permissions@oup.com.

  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. 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.

  1. 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

  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. 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

  4. 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

  5. 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.

  6. 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.

  7. Web-Based Live Speech-Driven Lip-Sync

    OpenAIRE

    Llorach, Gerard; Evans, Alun; Blat, Josep; Grimm, Giso; Hohmann, Volker

    2016-01-01

    Virtual characters are an integral part of many games and virtual worlds. The ability to accurately synchronize lip movement to audio speech is an important aspect in the believability of the character. In this paper we propose a simple rule-based lip-syncing algorithm for virtual agents using the web browser. It works in real-time with live input, unlike most current lip-syncing proposals, which may require considerable amounts of computation, expertise and time to set up. Our method gen...

  8. 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

  9. 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].

  10. 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.

  11. 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.

  12. Virtual surgical planning in endoscopic skull base surgery.

    Science.gov (United States)

    Haerle, Stephan K; Daly, Michael J; Chan, Harley H L; Vescan, Allan; Kucharczyk, Walter; Irish, Jonathan C

    2013-12-01

    Skull base surgery (SBS) involves operative tasks in close proximity to critical structures in a complex three-dimensional (3D) anatomy. The aim was to investigate the value of virtual planning (VP) based on preoperative magnetic resonance imaging (MRI) for surgical planning in SBS and to compare the effects of virtual planning with 3D contours between the expert and the surgeon in training. Retrospective analysis. Twelve patients with manually segmented anatomical structures based on preoperative MRI were evaluated by eight surgeons in a randomized order using a validated National Aeronautics and Space Administration Task Load Index (NASA-TLX) questionnaire. Multivariate analysis revealed significant reduction of workload when using VP (PNASA-TLX differences (P.05). Preoperative anatomical segmentation with virtual surgical planning using contours in endoscopic SBS significantly reduces the workload for the expert and the surgeon in training. Copyright © 2013 The American Laryngological, Rhinological and Otological Society, Inc.

  13. 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.

  14. Noise and Vibration Risk Prevention Virtual Web for Ubiquitous Training

    Science.gov (United States)

    Redel-Macías, María Dolores; Cubero-Atienza, Antonio J.; Martínez-Valle, José Miguel; Pedrós-Pérez, Gerardo; del Pilar Martínez-Jiménez, María

    2015-01-01

    This paper describes a new Web portal offering experimental labs for ubiquitous training of university engineering students in work-related risk prevention. The Web-accessible computer program simulates the noise and machine vibrations met in the work environment, in a series of virtual laboratories that mimic an actual laboratory and provide the…

  15. Discovering new PI3Kα inhibitors with a strategy of combining ligand-based and structure-based virtual screening.

    Science.gov (United States)

    Yu, Miao; Gu, Qiong; Xu, Jun

    2018-02-01

    PI3Kα is a promising drug target for cancer chemotherapy. In this paper, we report a strategy of combing ligand-based and structure-based virtual screening to identify new PI3Kα inhibitors. First, naïve Bayesian (NB) learning models and a 3D-QSAR pharmacophore model were built based upon known PI3Kα inhibitors. Then, the SPECS library was screened by the best NB model. This resulted in virtual hits, which were validated by matching the structures against the pharmacophore models. The pharmacophore matched hits were then docked into PI3Kα crystal structures to form ligand-receptor complexes, which are further validated by the Glide-XP program to result in structural validated hits. The structural validated hits were examined by PI3Kα inhibitory assay. With this screening protocol, ten PI3Kα inhibitors with new scaffolds were discovered with IC 50 values ranging 0.44-31.25 μM. The binding affinities for the most active compounds 33 and 74 were estimated through molecular dynamics simulations and MM-PBSA analyses.

  16. Discovering new PI3Kα inhibitors with a strategy of combining ligand-based and structure-based virtual screening

    Science.gov (United States)

    Yu, Miao; Gu, Qiong; Xu, Jun

    2018-02-01

    PI3Kα is a promising drug target for cancer chemotherapy. In this paper, we report a strategy of combing ligand-based and structure-based virtual screening to identify new PI3Kα inhibitors. First, naïve Bayesian (NB) learning models and a 3D-QSAR pharmacophore model were built based upon known PI3Kα inhibitors. Then, the SPECS library was screened by the best NB model. This resulted in virtual hits, which were validated by matching the structures against the pharmacophore models. The pharmacophore matched hits were then docked into PI3Kα crystal structures to form ligand-receptor complexes, which are further validated by the Glide-XP program to result in structural validated hits. The structural validated hits were examined by PI3Kα inhibitory assay. With this screening protocol, ten PI3Kα inhibitors with new scaffolds were discovered with IC50 values ranging 0.44-31.25 μM. The binding affinities for the most active compounds 33 and 74 were estimated through molecular dynamics simulations and MM-PBSA analyses.

  17. An interactive three-dimensional virtual body structures system for anatomical training over the internet.

    Science.gov (United States)

    Temkin, Bharti; Acosta, Eric; Malvankar, Ameya; Vaidyanath, Sreeram

    2006-04-01

    The Visible Human digital datasets make it possible to develop computer-based anatomical training systems that use virtual anatomical models (virtual body structures-VBS). Medical schools are combining these virtual training systems and classical anatomy teaching methods that use labeled images and cadaver dissection. In this paper we present a customizable web-based three-dimensional anatomy training system, W3D-VBS. W3D-VBS uses National Library of Medicine's (NLM) Visible Human Male datasets to interactively locate, explore, select, extract, highlight, label, and visualize, realistic 2D (using axial, coronal, and sagittal views) and 3D virtual structures. A real-time self-guided virtual tour of the entire body is designed to provide detailed anatomical information about structures, substructures, and proximal structures. The system thus facilitates learning of visuospatial relationships at a level of detail that may not be possible by any other means. The use of volumetric structures allows for repeated real-time virtual dissections, from any angle, at the convenience of the user. Volumetric (3D) virtual dissections are performed by adding, removing, highlighting, and labeling individual structures (and/or entire anatomical systems). The resultant virtual explorations (consisting of anatomical 2D/3D illustrations and animations), with user selected highlighting colors and label positions, can be saved and used for generating lesson plans and evaluation systems. Tracking users' progress using the evaluation system helps customize the curriculum, making W3D-VBS a powerful learning tool. Our plan is to incorporate other Visible Human segmented datasets, especially datasets with higher resolutions, that make it possible to include finer anatomical structures such as nerves and small vessels. (c) 2006 Wiley-Liss, Inc.

  18. 3D computer visualization and animation of CANDU reactor core

    International Nuclear Information System (INIS)

    Qian, T.; Echlin, M.; Tonner, P.; Sur, B.

    1999-01-01

    Three-dimensional (3D) computer visualization and animation models of typical CANDU reactor cores (Darlington, Point Lepreau) have been developed using world-wide-web (WWW) browser based tools: JavaScript, hyper-text-markup language (HTML) and virtual reality modeling language (VRML). The 3D models provide three-dimensional views of internal control and monitoring structures in the reactor core, such as fuel channels, flux detectors, liquid zone controllers, zone boundaries, shutoff rods, poison injection tubes, ion chambers. Animations have been developed based on real in-core flux detector responses and rod position data from reactor shutdown. The animations show flux changing inside the reactor core with the drop of shutoff rods and/or the injection of liquid poison. The 3D models also provide hypertext links to documents giving specifications and historical data for particular components. Data in HTML format (or other format such as PDF, etc.) can be shown in text, tables, plots, drawings, etc., and further links to other sources of data can also be embedded. This paper summarizes the use of these WWW browser based tools, and describes the resulting 3D reactor core static and dynamic models. Potential applications of the models are discussed. (author)

  19. 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.

  20. 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.

  1. 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

  2. Perancangan Dan Implementasi Teknologi Virtual Reality Modelling Language 3 Dimensi Pada Pengenalan Perangkat Keras Komputer Berbasis Website

    Directory of Open Access Journals (Sweden)

    Zaskia Wiedya Sahardevi

    2015-01-01

    Full Text Available The purpose of this research is to design and implement the technology of Virtual Reality Modeling Language (VRML 3D on the introduction of computer hardware websites based. Steps design of multimedia applications for learning media computer hardware is done by performing data collection, literature review, analysis and system design followed by implementation and testing of the system. In this research using a black-box test method, where the acknowledgment is made to test the success of the exist functions. The result of the design of this application is a web based interactive applications in the desktop containing material computer hardware and visualized in 3D VRML form of a variety of input devices, output, processing, and storage devices. In addition, the animation demo mode petrified to get to know more computer hardware.

  3. Gendl™ meets X3DOM : The Declarative Web, all the Way Down

    NARCIS (Netherlands)

    Cooper, D.; Van Dijk, R.E.C.

    2012-01-01

    Authoring and maintaining 3D content for the Web typically requires working in disjoint environments: one for creating static or dynamic HTML-based website content, and a different one for making 3D content. For website and web application development, language-based frameworks are typically used.

  4. 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

  5. An Interactive Web-based Learning System for Assisting Machining Technology Education

    Directory of Open Access Journals (Sweden)

    Min Jou

    2008-05-01

    Full Text Available The key technique of manufacturing methods is machining. The degree of technique of machining directly affects the quality of the product. Therefore, the machining technique is of primary importance in promoting student practice ability during the training process. Currently, practical training is applied in shop floor to discipline student’s practice ability. Much time and cost are used to teach these techniques. Particularly, computerized machines are continuously increasing in use. The development of educating engineers on computerized machines becomes much more difficult than with traditional machines. This is because of the limitation of the extremely expensive cost of teaching. The quality and quantity of teaching cannot always be promoted in this respect. The traditional teaching methods can not respond well to the needs of the future. Therefore, this research aims to the following topics; (1.Propose the teaching strategies for the students to learning machining processing planning through web-based learning system. (2.Establish on-line teaching material for the computer-aided manufacturing courses including CNC coding method, CNC simulation. (3.Develop the virtual machining laboratory to bring the machining practical training to web-based learning system. (4.Integrate multi-media and virtual laboratory in the developed e-learning web-based system to enhance the effectiveness of machining education through web-based system.

  6. 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.

  7. The Development of a Virtual Dinosaur Museum

    Science.gov (United States)

    Tarng, Wernhuar; Liou, Hsin-Hun

    2007-01-01

    The objective of this article is to study the network and virtual reality technologies for developing a virtual dinosaur museum, which provides a Web-learning environment for students of all ages and the general public to know more about dinosaurs. We first investigate the method for building the 3D dynamic models of dinosaurs, and then describe…

  8. 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 .

  9. 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…

  10. 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.

  11. Teaching strategies in web technologies for virtual learning environments

    Directory of Open Access Journals (Sweden)

    Ilber Dario Saza-Garzón

    2016-12-01

    Full Text Available The virtual learning environments (AVAs have been a subject of discussion and questions mainly on finding the best teaching practices, which tools you can use them and how to achieve optimum utilization have better results in virtual education, for Therefore in this paper some elements about the characteristics, history, teaching, studies have virtual environments and web applications as tools to support teaching and learning, are set for a virtual tutor note the when planning, designing, creating and implementing online courses. Thus the reader will find concepts, explanations and different evolutionary processes that wins ICT and how are you have been involved in the educational context, spotting potential applications from mediation of teaching, plus some suggestions of how to carry out exposed use thereof in virtual learning environments to strengthen the different processes of teaching and learning.

  12. 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

  13. 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.

  14. Virtual Museums as Educational Tool

    DEFF Research Database (Denmark)

    2007-01-01

    Virtual Museums as Educational Tool On this web site you will find a collection of resources on virtual museums. The web site is meant to be a knowledge base for people with interest in museums, virtuality and education, and how virtual museums may contribute to adult education and lifelong...

  15. INTERNET and information about nuclear sciences. The world wide web virtual library: nuclear sciences

    International Nuclear Information System (INIS)

    Kuruc, J.

    1999-01-01

    In this work author proposes to constitute new virtual library which should centralize the information from nuclear disciplines on the INTERNET, in order to them to give first and foremost the connection on the most important links in set nuclear sciences. The author has entitled this new virtual library The World Wide Web Library: Nuclear Sciences. By constitution of this virtual library next basic principles were chosen: home pages of international organizations important from point of view of nuclear disciplines; home pages of the National Nuclear Commissions and governments; home pages of nuclear scientific societies; web-pages specialized on nuclear problematic, in general; periodical tables of elements and isotopes; web-pages aimed on Chernobyl crash and consequences; web-pages with antinuclear aim. Now continue the links grouped on web-pages according to single nuclear areas: nuclear arsenals; nuclear astrophysics; nuclear aspects of biology (radiobiology); nuclear chemistry; nuclear company; nuclear data centres; nuclear energy; nuclear energy, environmental aspects of (radioecology); nuclear energy info centres; nuclear engineering; nuclear industries; nuclear magnetic resonance; nuclear material monitoring; nuclear medicine and radiology; nuclear physics; nuclear power (plants); nuclear reactors; nuclear risk; nuclear technologies and defence; nuclear testing; nuclear tourism; nuclear wastes; nuclear wastes. In these single groups web-links will be concentrated into following groups: virtual libraries and specialized servers; science; nuclear societies; nuclear departments of the academic institutes; nuclear research institutes and laboratories; centres, info links

  16. 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

  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. Evaluation of Virtual Teaching-Learning Environments based on usability standards

    Directory of Open Access Journals (Sweden)

    Jose I. Cocunubo-Suarez

    2018-01-01

    Full Text Available The main objective of this review article is to determine the necessary sub-characteristics or aspects for the evaluation of Virtual Teaching-Learning Environments (VTLEs as final or finished products based on ISO 9126, 14598 and 25000-SQuaRE standards. A systematic information search was carried out. A total of 108 documents were retrieved about subjects such as web usability, virtual learning environments, usability, educational software, educational web evaluation, usability evaluation and web usability evaluation. Out of the 108 documents, 70 were selected by inclusion and exclusion analysis. The eight subfeatures of greater statistical frequency were identified among the subset of documents and then integrated as a proposal for standard 25000-SQuaRE.

  19. Visualization research of 3D radiation field based on Delaunay triangulation

    International Nuclear Information System (INIS)

    Xie Changji; Chen Yuqing; Li Shiting; Zhu Bo

    2011-01-01

    Based on the characteristics of the three dimensional partition, the triangulation of discrete date sets is improved by the method of point-by-point insertion. The discrete data for the radiation field by theoretical calculation or actual measurement is restructured, and the continuous distribution of the radiation field data is obtained. Finally, the 3D virtual scene of the nuclear facilities is built with the VR simulation techniques, and the visualization of the 3D radiation field is also achieved by the visualization mapping techniques. It is shown that the method combined VR and Delaunay triangulation could greatly improve the quality and efficiency of 3D radiation field visualization. (authors)

  20. 3D Game-Based Learning System for Improving Learning Achievement in Software Engineering Curriculum

    Science.gov (United States)

    Su,Chung-Ho; Cheng, Ching-Hsue

    2013-01-01

    The advancement of game-based learning has encouraged many related studies, such that students could better learn curriculum by 3-dimension virtual reality. To enhance software engineering learning, this paper develops a 3D game-based learning system to assist teaching and assess the students' motivation, satisfaction and learning achievement. A…

  1. SU-D-BRD-02: A Web-Based Image Processing and Plan Evaluation Platform (WIPPEP) for Future Cloud-Based Radiotherapy

    International Nuclear Information System (INIS)

    Chai, X; Liu, L; Xing, L

    2014-01-01

    Purpose: Visualization and processing of medical images and radiation treatment plan evaluation have traditionally been constrained to local workstations with limited computation power and ability of data sharing and software update. We present a web-based image processing and planning evaluation platform (WIPPEP) for radiotherapy applications with high efficiency, ubiquitous web access, and real-time data sharing. Methods: This software platform consists of three parts: web server, image server and computation server. Each independent server communicates with each other through HTTP requests. The web server is the key component that provides visualizations and user interface through front-end web browsers and relay information to the backend to process user requests. The image server serves as a PACS system. The computation server performs the actual image processing and dose calculation. The web server backend is developed using Java Servlets and the frontend is developed using HTML5, Javascript, and jQuery. The image server is based on open source DCME4CHEE PACS system. The computation server can be written in any programming language as long as it can send/receive HTTP requests. Our computation server was implemented in Delphi, Python and PHP, which can process data directly or via a C++ program DLL. Results: This software platform is running on a 32-core CPU server virtually hosting the web server, image server, and computation servers separately. Users can visit our internal website with Chrome browser, select a specific patient, visualize image and RT structures belonging to this patient and perform image segmentation running Delphi computation server and Monte Carlo dose calculation on Python or PHP computation server. Conclusion: We have developed a webbased image processing and plan evaluation platform prototype for radiotherapy. This system has clearly demonstrated the feasibility of performing image processing and plan evaluation platform through a web

  2. SU-D-BRD-02: A Web-Based Image Processing and Plan Evaluation Platform (WIPPEP) for Future Cloud-Based Radiotherapy

    Energy Technology Data Exchange (ETDEWEB)

    Chai, X; Liu, L; Xing, L [Stanford UniversitySchool of Medicine, Stanford, CA (United States)

    2014-06-01

    Purpose: Visualization and processing of medical images and radiation treatment plan evaluation have traditionally been constrained to local workstations with limited computation power and ability of data sharing and software update. We present a web-based image processing and planning evaluation platform (WIPPEP) for radiotherapy applications with high efficiency, ubiquitous web access, and real-time data sharing. Methods: This software platform consists of three parts: web server, image server and computation server. Each independent server communicates with each other through HTTP requests. The web server is the key component that provides visualizations and user interface through front-end web browsers and relay information to the backend to process user requests. The image server serves as a PACS system. The computation server performs the actual image processing and dose calculation. The web server backend is developed using Java Servlets and the frontend is developed using HTML5, Javascript, and jQuery. The image server is based on open source DCME4CHEE PACS system. The computation server can be written in any programming language as long as it can send/receive HTTP requests. Our computation server was implemented in Delphi, Python and PHP, which can process data directly or via a C++ program DLL. Results: This software platform is running on a 32-core CPU server virtually hosting the web server, image server, and computation servers separately. Users can visit our internal website with Chrome browser, select a specific patient, visualize image and RT structures belonging to this patient and perform image segmentation running Delphi computation server and Monte Carlo dose calculation on Python or PHP computation server. Conclusion: We have developed a webbased image processing and plan evaluation platform prototype for radiotherapy. This system has clearly demonstrated the feasibility of performing image processing and plan evaluation platform through a web

  3. 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.

  4. 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.

  5. A browser-based event display for the CMS Experiment at the LHC using WebGL

    Science.gov (United States)

    McCauley, T.

    2017-10-01

    Modern web browsers are powerful and sophisticated applications that support an ever-wider range of uses. One such use is rendering high-quality, GPU-accelerated, interactive 2D and 3D graphics in an HTML canvas. This can be done via WebGL, a JavaScript API based on OpenGL ES. Applications delivered via the browser have several distinct benefits for the developer and user. For example, they can be implemented using well-known and well-developed technologies, while distribution and use via a browser allows for rapid prototyping and deployment and ease of installation. In addition, delivery of applications via the browser allows for easy use on mobile, touch-enabled devices such as phones and tablets. iSpy WebGL is an application for visualization of events detected and reconstructed by the CMS Experiment at the Large Hadron Collider at CERN. The first event display developed for an LHC experiment to use WebGL, iSpy WebGL is a client-side application written in JavaScript, HTML, and CSS and uses the WebGL API three.js. iSpy WebGL is used for monitoring of CMS detector performance, for production of images and animations of CMS collisions events for the public, as a virtual reality application using Google Cardboard, and asa tool available for public education and outreach such as in the CERN Open Data Portal and the CMS masterclasses. We describe here its design, development, and usage as well as future plans.

  6. 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

  7. 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…

  8. 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.

  9. sl3-web bases, intermediate crystal bases and categorification

    DEFF Research Database (Denmark)

    Tubbenhauer, Daniel

    2014-01-01

    We give an explicit graded cellular basis of the sl3-web algebra K_S. In order to do this, we identify Kuperberg's basis for the sl3-web space W_S with a version of Leclerc-Toffin's intermediate crystal basis and we identify Brundan, Kleshchev and Wang's degree of tableaux with the weight of flows...... on webs and the q-degree of foams. We use this to give a “foamy” version of Hu and Mathas graded cellular basis of the cyclotomic Hecke algebra which turns out to be a graded cellular basis of the sl3-web algebra K_S. We restrict ourselves to the sl3 case here, but our approach should, up...... to the combinatorics of sln-webs, work for all n>1....

  10. 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.

  11. 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.

  12. 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.

  13. 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.

  14. 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...

  15. 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.

  16. 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.

  17. 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.

  18. Realidad Virtual: Potencial Educativo

    Directory of Open Access Journals (Sweden)

    Luz Santamaría Granados

    2013-08-01

    Full Text Available El grupo GIBRANT centró sus esfuerzos en la investigación de realidad virtual, al experimentar en el uso de herramientas del consorcio Web3D (VRML y X3D, para el diseño y modelamiento de mundos virtuales en 3D, así pudo evidenciar el trabajo de estudiantes y docentes en el proyecto USTA en 3D; como tambien en algunas prácticas de formación en colegios de educación media, que involucran el uso de TIC, en el desarrollo de competencias de ubicación espacial, trigonométrica y rotación de objetos; y la construcción de escenaios que afianzan el proceso de enseñanza - aprendizaje en cuanquier área del saber. Este articulo quiere hacer ver la facilidad y la potencialidad de las MTIC e invita a la comunidad de educacion básica y media a apropiarse de estas tecnologías para su propio beneficio.

  19. PURWARUPA SISTEM INFORMASI KADASTER 3D BERBASIS WEB (STUDI KASUS : RUMAH SUSUN PENJARINGAN SARI, KOTA SURABAYA

    Directory of Open Access Journals (Sweden)

    Andy Laksmana Darmawan

    2015-06-01

    Full Text Available Kebutuhan informasi pertanahan 3D saat ini sangat dibutuhkan masyarakat seiring dengan perkembangan pertumbuhan pembangunan dari pembangunan horizontal ke arah pembangunan vertikal. Salah satu informasi kadaster 3D yang perlu dikembangkan adalah mengenai Rumah Susun Sederhana Sewa (Rusunawa. Dalam penelitian ini Rusunawa yang dijadikan sebagai studi kasus penelitian adalah Rumah Susun Penjaringan Sari Surabaya yang dikelola oleh Pemerintah Kota Surabaya.Untuk menghasilkan informasi kadaster 3D dari Rumah Susun Penjaringan Sari Surabaya dibutuhkan data denah gedung beserta data penghuni Rumah Susun Penjaringan Sari Surabaya. Data-data tersebut digunakan untuk membuat basis data 3D. Basis data 3D dibuat dengan menggunakan software PostgreSQL+PostGIS dan selanjutnya diintegrasikan dengan sistem informasi sehingga dapat dihasilkan visualisasi dari purwarupa sistem informasi kadaster 3D berbasis web.Penelitian ini menghasilkan produk berupa purwarupa atau prototype berupa web informasi kadaster 3D yang dapat mengakomodasi pendaftaran sewa menyewa dari Rumah Susun Penjaringan Sari dengan model dinamis sehingga data-data yang ada dapat di¬update ketika mengalami perubahan data. Dari penelitian ini diharapkan dapat dijadikan bahan pertimbangan untuk mengaplikasikan sistem informasi kadaster 3D di Indonesia secara online.

  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. Virtualization of open-source secure web services to support data exchange in a pediatric critical care research network.

    Science.gov (United States)

    Frey, Lewis J; Sward, Katherine A; Newth, Christopher J L; Khemani, Robinder G; Cryer, Martin E; Thelen, Julie L; Enriquez, Rene; Shaoyu, Su; Pollack, Murray M; Harrison, Rick E; Meert, Kathleen L; Berg, Robert A; Wessel, David L; Shanley, Thomas P; Dalton, Heidi; Carcillo, Joseph; Jenkins, Tammara L; Dean, J Michael

    2015-11-01

    To examine the feasibility of deploying a virtual web service for sharing data within a research network, and to evaluate the impact on data consistency and quality. Virtual machines (VMs) encapsulated an open-source, semantically and syntactically interoperable secure web service infrastructure along with a shadow database. The VMs were deployed to 8 Collaborative Pediatric Critical Care Research Network Clinical Centers. Virtual web services could be deployed in hours. The interoperability of the web services reduced format misalignment from 56% to 1% and demonstrated that 99% of the data consistently transferred using the data dictionary and 1% needed human curation. Use of virtualized open-source secure web service technology could enable direct electronic abstraction of data from hospital databases for research purposes. © The Author 2015. Published by Oxford University Press on behalf of the American Medical Informatics Association. All rights reserved. For Permissions, please email: journals.permissions@oup.com.

  2. 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...

  3. Feasibility Study for Ballet E-Learning: Automatic Composition System for Ballet "Enchainement" with Online 3D Motion Data Archive

    Science.gov (United States)

    Umino, Bin; Longstaff, Jeffrey Scott; Soga, Asako

    2009-01-01

    This paper reports on "Web3D dance composer" for ballet e-learning. Elementary "petit allegro" ballet steps were enumerated in collaboration with ballet teachers, digitally acquired through 3D motion capture systems, and categorised into families and sub-families. Digital data was manipulated into virtual reality modelling language (VRML) and fit…

  4. Interfacce e tecnologie visual 3D per conoscere, condividere e valorizzare il patrimonio culturale

    Directory of Open Access Journals (Sweden)

    Elena Ippoliti

    2012-11-01

    Full Text Available L’articolo illustra gli esiti della ricerca “Modelli informativi integrati per conoscere, valorizzare e condividere il patrimonio urbano e ambientale. Sperimentare interfacce 3D per oggetti culturali geografici: l'architettura delle informazioni e l'architettura informatica” che si è posta come principale obiettivo quello di dilatare il concetto di “modello informativo integrato”, approfondendolo, attraverso integrazioni e sovrapposizioni con diversi ambienti, nelle direzioni sia dello spazio geografico (3D-GIS e dello spazio Web (3D-WEB e 3D-GIS-WEB, sia della Realtà Aumentata e del Virtuale Aumentato. La ricerca ha mirato ad individuare sistemi tecnologici, procedurali e operativi, diversamente articolati in relazione a casi individuati, privilegiando anche tecnologie basate su strumentazioni di facile uso, a basso costo e/o open source, ma sempre affidabili relativamente alla qualità dei dati elaborati. In tale contesto si sono condotte differenti sperimentazioni, secondo vari percorsi/scale di lettura e corrispondenti organizzazioni dei dati, scegliendo come ambito privilegiato delle applicazioni il centro storico di Ascoli Piceno.

  5. 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.

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

    Directory of Open Access Journals (Sweden)

    Shioyama Yasukazu

    2010-04-01

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

  7. Teknologi VRML untuk Media Promosi Mobil Berbasis Web

    Directory of Open Access Journals (Sweden)

    Aditya Nur Prasetyo

    2015-01-01

    Full Text Available Peranan teknologi informasi menjadi hal utama yang harus dipenuhi untuk menunjang kegiatan dalam berbagai bidang kehidupan, tidak terkecuali bidang promosi suatu produk atau jasa. Dengan penggunaan internet penyampaian informasi mengenai produk yang dipromosikan menjadi lebih mudah dan dapat diakses setiap saat dan dapat dilakukan dimana saja. Medianya pun juga telah berkembang dengan berbagai macam kemudahan, salah satunya adalah media promosi berbasis multimedia. Teknologi virtual reality merupakan salah satu teknologi yang berbasis multimedia dengan memadukan berbagai elemen multimedia. Dengan penggunaan teknologi virtual reality tersebut diharapkan dapat menunjang media promosi agar lebih interaktif, efektif dan menarik. Aplikasi yang dikembangkan merupakan perpaduan antara teknologi virtual reality dengan website. Teknologi virtual reality akan menyajikan produk mobil yang dipromosikan melalui tampilan tiga dimensi yang interaktif. Teknologi tersebut kemudian ditanamkan dalam website sehingga memungkinkan pengguna dapat mengaksesnya kapan dan dimana saja. Teknologi virtual reality dikembangkan menggunakan VRML (Virtual Reality Modelling Language dan software pemodelan 3D 3ds Max, sedangkan aplikasi berbasis web dikembangkan menggunakan bahasa pemrograman PHP, HTML dan CSS. Aplikasi tersebut juga didukung penggunaan basis data MySQL sehingga mempermudah user dalam mengolah data. Browser yang digunakan perlu dipasangi plug-in Cortona3D Viewer agar dapat menampilkan file tiga dimensi. Hasil dari pembuatan aplikasi ini adalah terancangnya sebuah aplikasi yang menggunakan teknologi VRML untuk media promosi mobil berbasis web. Hasil pengujian menunjukkan bahwa aplikasi ini menjalankan fungsionalitasnya sesuai dengan rancangan.

  8. Sensor Webs and Virtual Globes: Enabling Understanding of Changes in a partially Glaciated Watershed

    Science.gov (United States)

    Heavner, M.; Fatland, D. R.; Habermann, M.; Berner, L.; Hood, E.; Connor, C.; Galbraith, J.; Knuth, E.; O'Brien, W.

    2008-12-01

    The University of Alaska Southeast is currently implementing a sensor web identified as the SouthEast Alaska MOnitoring Network for Science, Telecommunications, Education, and Research (SEAMONSTER). SEAMONSTER is operating in the partially glaciated Mendenhall and Lemon Creek Watersheds, in the Juneau area, on the margins of the Juneau Icefield. These watersheds are studied for both 1. long term monitoring of changes, and 2. detection and analysis of transient events (such as glacier lake outburst floods). The heterogeneous sensors (meteorologic, dual frequency GPS, water quality, lake level, etc), power and bandwidth constraints, and competing time scales of interest require autonomous reactivity of the sensor web. They also present challenges for operational management of the sensor web. The harsh conditions on the glaciers provide additional operating constraints. The tight integration of the sensor web and virtual global enabling technology enhance the project in multiple ways. We are utilizing virtual globe infrastructures to enhance both sensor web management and data access. SEAMONSTER utilizes virtual globes for education and public outreach, sensor web management, data dissemination, and enabling collaboration. Using a PosgreSQL with GIS extensions database coupled to the Open Geospatial Consortium (OGC) Geoserver, we generate near-real-time auto-updating geobrowser files of the data in multiple OGC standard formats (e.g KML, WCS). Additionally, embedding wiki pages in this database allows the development of a geospatially aware wiki describing the projects for better public outreach and education. In this presentation we will describe how we have implemented these technologies to date, the lessons learned, and our efforts towards greater OGC standard implementation. A major focus will be on demonstrating how geobrowsers and virtual globes have made this project possible.

  9. [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.

  10. 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

  11. Learning Three.js the JavaScript 3D library for WebGL

    CERN Document Server

    Dirksen, Jos

    2015-01-01

    If you know JavaScript and want to start creating 3D graphics that run in any browser, this book is a great choice for you. You don't need to know anything about math or WebGL; all that you need is general knowledge of JavaScript and HTML.

  12. 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…

  13. 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)

  14. An Evaluative Methodology for Virtual Communities Using Web Analytics

    Science.gov (United States)

    Phippen, A. D.

    2004-01-01

    The evaluation of virtual community usage and user behaviour has its roots in social science approaches such as interview, document analysis and survey. Little evaluation is carried out using traffic or protocol analysis. Business approaches to evaluating customer/business web site usage are more advanced, in particular using advanced web…

  15. Web- and system-code based, interactive, nuclear power plant simulators

    International Nuclear Information System (INIS)

    Kim, K. D.; Jain, P.; Rizwan, U.

    2006-01-01

    Using two different approaches, on-line, web- and system-code based graphical user interfaces have been developed for reactor system analysis. Both are LabVIEW (graphical programming language developed by National Instruments) based systems that allow local users as well as those at remote sites to run, interact and view the results of the system code in a web browser. In the first approach, only the data written by the system code in a tab separated ASCII output file is accessed and displayed graphically. In the second approach, LabVIEW virtual instruments are coupled with the system code as dynamic link libraries (DLL). RELAP5 is used as the system code to demonstrate the capabilities of these approaches. From collaborative projects between teams in geographically remote locations to providing system code experience to distance education students, these tools can be very beneficial in many areas of teaching and R and D. (authors)

  16. Research on virtual Guzheng based on Kinect

    Science.gov (United States)

    Li, Shuyao; Xu, Kuangyi; Zhang, Heng

    2018-05-01

    There are a lot of researches on virtual instruments, but there are few on classical Chinese instruments, and the techniques used are very limited. This paper uses Unity 3D and Kinect camera combined with virtual reality technology and gesture recognition method to design a virtual playing system of Guzheng, a traditional Chinese musical instrument, with demonstration function. In this paper, the real scene obtained by Kinect camera is fused with virtual Guzheng in Unity 3D. The depth data obtained by Kinect and the Suzuki85 algorithm are used to recognize the relative position of the user's right hand and the virtual Guzheng, and the hand gesture of the user is recognized by Kinect.

  17. 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.

  18. 3D AutoSysLab Prototype - A Social, Immersive and Mixed Reality Approach for Collaborative Learning Environments

    Directory of Open Access Journals (Sweden)

    Carlos Eduardo Pereira

    2012-04-01

    Full Text Available Recent evolutions of social networks, virtual environments, Web technologies and 3D virtual worlds motivate the adoption of new technologies in education, opening successive innovative possibilities. These technologies (or tools can be employed in distance education scenarios, or can also enhance traditional learning-teaching (blended or hybrid learning scenario. It is known and a wide advocated issue that laboratory practice is essential to technical education, foremost in engineering. In order to develop a feasible implementation to this research area, a prototype was developed, called 3DAutoSysLab, in which a metaverse is used as social collaborative interface, experiments (real or simulated are linked to virtual objects, learning objects are displayed as interactive medias, and guiding/feedback are supported via an autonomous tutoring system based on user's interaction data mining. This prototype is under test, but preliminary applied results indicate great acceptance and increase of motivation of students.

  19. 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…

  20. Web-based control application using WebSocket

    International Nuclear Information System (INIS)

    Furukawa, Y.

    2012-01-01

    The WebSocket allows asynchronous full-duplex communication between a Web-based (i.e. Java Script-based) application and a Web-server. WebSocket started as a part of HTML5 standardization but has now been separated from HTML5 and has been developed independently. Using WebSocket, it becomes easy to develop platform independent presentation layer applications for accelerator and beamline control software. In addition, a Web browser is the only application program that needs to be installed on client computer. The WebSocket-based applications communicate with the WebSocket server using simple text-based messages, so WebSocket is applicable message-based control system like MADOCA, which was developed for the SPring-8 control system. A simple WebSocket server for the MADOCA control system and a simple motor control application were successfully made as a first trial of the WebSocket control application. Using Google-Chrome (version 13.0) on Debian/Linux and Windows 7, Opera (version 11.0) on Debian/Linux and Safari (version 5.0.3) on Mac OS X as clients, the motors can be controlled using a WebSocket-based Web-application. Diffractometer control application use in synchrotron radiation diffraction experiment was also developed. (author)

  1. 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

  2. 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

  3. Web3DGIS-Based System for Reservoir Landslide Monitoring and Early Warning

    OpenAIRE

    Huang Huang; Jianhua Ni; Yu Zhang; Tianlu Qian; Dingtao Shen; Jiechen Wang

    2016-01-01

    Landslides are the most frequent type of natural disaster, and they bring about large-scale damage and are a threat to human lives and infrastructure; therefore, the ability to conduct real-time monitoring and early warning is important. In this study, a Web3DGIS (Web3D geographic information systems) system for monitoring and forecasting landslides was developed using the Danjiangkou Reservoir area as a case study. The development of this technique involved system construction, functional de...

  4. Web tools for large-scale 3D biological images and atlases

    Directory of Open Access Journals (Sweden)

    Husz Zsolt L

    2012-06-01

    Full Text Available Abstract Background Large-scale volumetric biomedical image data of three or more dimensions are a significant challenge for distributed browsing and visualisation. Many images now exceed 10GB which for most users is too large to handle in terms of computer RAM and network bandwidth. This is aggravated when users need to access tens or hundreds of such images from an archive. Here we solve the problem for 2D section views through archive data delivering compressed tiled images enabling users to browse through very-large volume data in the context of a standard web-browser. The system provides an interactive visualisation for grey-level and colour 3D images including multiple image layers and spatial-data overlay. Results The standard Internet Imaging Protocol (IIP has been extended to enable arbitrary 2D sectioning of 3D data as well a multi-layered images and indexed overlays. The extended protocol is termed IIP3D and we have implemented a matching server to deliver the protocol and a series of Ajax/Javascript client codes that will run in an Internet browser. We have tested the server software on a low-cost linux-based server for image volumes up to 135GB and 64 simultaneous users. The section views are delivered with response times independent of scale and orientation. The exemplar client provided multi-layer image views with user-controlled colour-filtering and overlays. Conclusions Interactive browsing of arbitrary sections through large biomedical-image volumes is made possible by use of an extended internet protocol and efficient server-based image tiling. The tools open the possibility of enabling fast access to large image archives without the requirement of whole image download and client computers with very large memory configurations. The system was demonstrated using a range of medical and biomedical image data extending up to 135GB for a single image volume.

  5. Virtual patients in a virtual world: Training paramedic students for practice.

    Science.gov (United States)

    Conradi, Emily; Kavia, Sheetal; Burden, David; Rice, Alan; Woodham, Luke; Beaumont, Chris; Savin-Baden, Maggi; Poulton, Terry

    2009-08-01

    Collaborative learning through case-based or problem-based learning (PBL) scenarios is an excellent way for students to acquire knowledge and develop decision-making skills. However, the process is threatened by the movement towards more self-directed learning and the migration of students from campus-based to workplace-based learning. Paper-based PBL cases can only proceed in a single direction which can prevent learners from exploring the impact of their decisions. The PREVIEW project, outlined in this article, trialled a replacement to traditional paper PBL with virtual patients (VPs) delivered through a virtual world platform. The idea was that an immersive 3D environment could provide (a) greater realism (b) active decision-making and (c) a suitable environment for collaboration amongst work-based learners meeting remotely. Five VP scenarios were designed for learners on a Paramedic Foundation Degree within the virtual world second life (SL). A player using the MedBiquitous VP international standard allowed cases to be played both within SL and on the web. Three testing days were run to evaluate the scenarios with paramedic students and tutors. Students unfamiliar with the SL environment worked through five PBL scenarios in small groups, shadowed by 'in-world' facilitators. Feedback indicated that the SL environment engages students effectively in learning, despite some technology barriers. Students believed SL could provide a more authentic learner environment than classroom-based PBL.

  6. D and D knowledge management information tool - a web based system developed to share D and D knowledge worldwide

    International Nuclear Information System (INIS)

    Lagos, L.; Upadhyay, H.; Shoffner, P.

    2013-01-01

    Deactivation and decommissioning (D and D) work is a high risk and technically challenging enterprise within the U.S. Department of Energy complex. During the past three decades, the DOE's Office of Environmental Management has been in charge of carrying out one of the largest environmental restoration efforts in the world: the cleanup of the Manhattan Project legacy. In today's corporate world, worker experiences and knowledge that have developed over time represent a valuable corporate asset. The ever-dynamic workplace, coupled with an aging workforce, presents corporations with the ongoing challenge of preserving work-related experiences and knowledge for cross-generational knowledge transfer to the future workforce [5]. To prevent the D and D knowledge base and expertise from being lost over time, the DOE and the Applied Research Center at Florida International University (FIU) have developed the web-based Knowledge Management Information Tool (KM-IT) to capture and maintain this valuable information in a universally available and easily accessible and usable system. The D and D KM-IT was developed in collaboration with DOE Headquarters (HQ), the Energy Facility Contractors Group (EFCOG), and the ALARA [as low as reasonably achievable] Centers at Savannah River Sites to preserve the D and D information generated and collected by the D and D community. This is an open secured system that can be accessed from https://www.dndkm.org over the web and through mobile devices at https://m.dndkm.org. This knowledge system serves as a centralized repository and provides a common interface for D and D-related activities. It also improves efficiency by reducing the need to rediscover knowledge and promotes the reuse of existing knowledge. It is a community-driven system that facilitates the gathering, analyzing, storing, and sharing of knowledge and information within the D and D community. It assists the DOE D and D community in identifying potential solutions

  7. D and D knowledge management information tool - a web based system developed to share D and D knowledge worldwide

    Energy Technology Data Exchange (ETDEWEB)

    Lagos, L.; Upadhyay, H.; Shoffner, P. [Applied Research Center, Florida International University, 10555 W. Flagler Street,EC2100, Miami, FL (United States)

    2013-07-01

    Deactivation and decommissioning (D and D) work is a high risk and technically challenging enterprise within the U.S. Department of Energy complex. During the past three decades, the DOE's Office of Environmental Management has been in charge of carrying out one of the largest environmental restoration efforts in the world: the cleanup of the Manhattan Project legacy. In today's corporate world, worker experiences and knowledge that have developed over time represent a valuable corporate asset. The ever-dynamic workplace, coupled with an aging workforce, presents corporations with the ongoing challenge of preserving work-related experiences and knowledge for cross-generational knowledge transfer to the future workforce [5]. To prevent the D and D knowledge base and expertise from being lost over time, the DOE and the Applied Research Center at Florida International University (FIU) have developed the web-based Knowledge Management Information Tool (KM-IT) to capture and maintain this valuable information in a universally available and easily accessible and usable system. The D and D KM-IT was developed in collaboration with DOE Headquarters (HQ), the Energy Facility Contractors Group (EFCOG), and the ALARA [as low as reasonably achievable] Centers at Savannah River Sites to preserve the D and D information generated and collected by the D and D community. This is an open secured system that can be accessed from https://www.dndkm.org over the web and through mobile devices at https://m.dndkm.org. This knowledge system serves as a centralized repository and provides a common interface for D and D-related activities. It also improves efficiency by reducing the need to rediscover knowledge and promotes the reuse of existing knowledge. It is a community-driven system that facilitates the gathering, analyzing, storing, and sharing of knowledge and information within the D and D community. It assists the DOE D and D community in identifying potential solutions

  8. Shared virtual environments for telerehabilitation.

    Science.gov (United States)

    Popescu, George V; Burdea, Grigore; Boian, Rares

    2002-01-01

    Current VR telerehabilitation systems use offline remote monitoring from the clinic and patient-therapist videoconferencing. Such "store and forward" and video-based systems cannot implement medical services involving patient therapist direct interaction. Real-time telerehabilitation applications (including remote therapy) can be developed using a shared Virtual Environment (VE) architecture. We developed a two-user shared VE for hand telerehabilitation. Each site has a telerehabilitation workstation with a videocamera and a Rutgers Master II (RMII) force feedback glove. Each user can control a virtual hand and interact hapticly with virtual objects. Simulated physical interactions between therapist and patient are implemented using hand force feedback. The therapist's graphic interface contains several virtual panels, which allow control over the rehabilitation process. These controls start a videoconferencing session, collect patient data, or apply therapy. Several experimental telerehabilitation scenarios were successfully tested on a LAN. A Web-based approach to "real-time" patient telemonitoring--the monitoring portal for hand telerehabilitation--was also developed. The therapist interface is implemented as a Java3D applet that monitors patient hand movement. The monitoring portal gives real-time performance on off-the-shelf desktop workstations.

  9. 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.

  10. 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.

  11. Undertaking qualitative health research in social virtual worlds.

    Science.gov (United States)

    McElhinney, Evelyn; Cheater, Francine M; Kidd, Lisa

    2014-06-01

    This paper discusses the methodological challenges of using the 3D social virtual world Second Life for research and offers some solutions on a range of research issues including research ethics committee approval, gaining consent, recruitment of sample, data collection and engagement with 'in - world culture'. The attraction of social virtual worlds to researchers is their ability to mimic the physical world, as they, are seen as 'places' where people have a feeling of presence (being there) and social presence (being there with others) through the use of a 'customisable' avatar (digital self-representation). Emerging research demonstrating the persuasive nature of avatars on health behaviours through virtual worlds, online games and the 3D web has increased the use of and interest in these areas for delivering health information, advice and support. However, conducting research can be challenging in a 3D world where people are represented as anonymous avatars in an environment unlike any other online media. 25 semi-structured interviews were conducted in Second Life from September 2011-June 2012. Nurses wishing to undertake research in social virtual worlds should spend time in-world to acquire technical skills and gain an understanding of the culture of the world. Our experience of an interview-based study in virtual worlds indicates that researchers require several virtual world technical skills to create innovative tools to recruit, gain consent and collect data and an understanding of in-world culture, language and social norms to increase the chances of successful research. © 2013 John Wiley & Sons Ltd.

  12. Robotics and Virtual Reality for Cultural Heritage Digitization and Fruition

    Science.gov (United States)

    Calisi, D.; Cottefoglie, F.; D'Agostini, L.; Giannone, F.; Nenci, F.; Salonia, P.; Zaratti, M.; Ziparo, V. A.

    2017-05-01

    In this paper we present our novel approach for acquiring and managing digital models of archaeological sites, and the visualization techniques used to showcase them. In particular, we will demonstrate two technologies: our robotic system for digitization of archaeological sites (DigiRo) result of over three years of efforts by a group of cultural heritage experts, computer scientists and roboticists, and our cloud-based archaeological information system (ARIS). Finally we describe the viewers we developed to inspect and navigate the 3D models: a viewer for the web (ROVINA Web Viewer) and an immersive viewer for Virtual Reality (ROVINA VR Viewer).

  13. 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.

  14. 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.

  15. 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

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

    Science.gov (United States)

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

    2013-07-01

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

  17. Automated 3D reconstruction of interiors with multiple scan views

    Science.gov (United States)

    Sequeira, Vitor; Ng, Kia C.; Wolfart, Erik; Goncalves, Joao G. M.; Hogg, David C.

    1998-12-01

    This paper presents two integrated solutions for realistic 3D model acquisition and reconstruction; an early prototype, in the form of a push trolley, and a later prototype in the form of an autonomous robot. The systems encompass all hardware and software required, from laser and video data acquisition, processing and output of texture-mapped 3D models in VRML format, to batteries for power supply and wireless network communications. The autonomous version is also equipped with a mobile platform and other sensors for the purpose of automatic navigation. The applications for such a system range from real estate and tourism (e.g., showing a 3D computer model of a property to a potential buyer or tenant) or as tool for content creation (e.g., creating 3D models of heritage buildings or producing broadcast quality virtual studios). The system can also be used in industrial environments as a reverse engineering tool to update the design of a plant, or as a 3D photo-archive for insurance purposes. The system is Internet compatible: the photo-realistic models can be accessed via the Internet and manipulated interactively in 3D using a common Web browser with a VRML plug-in. Further information and example reconstructed models are available on- line via the RESOLV web-page at http://www.scs.leeds.ac.uk/resolv/.

  18. 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.

  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. Two year experience with Web connectivity to PACS at a community-based hospital

    Science.gov (United States)

    Wadley, Brian D.; Hayward, Ulrike; Trambert, Michael; Kywi, Alberto; Hartzman, Steven

    2002-05-01

    Referring physician web based access to a PACS is evaluated at a community-based hospital. Survey results show 100% perceived improvement in referring physician productivity, and 97% perceived improvement in patient care. Overall satisfaction and perception of ease of use is greater than 90%.Web connectivity to PACS is perceived by 97% to result in decreased visits and calls to the radiology department due to the availability of virtual results, with high value placed on the voice clip summary results by 94% of respondents (the voice clip is a recording made by the radiologist at the time of reading the exam, which summarizes the results of the study).The availability of exams and virtual results via web-based connectivity is perceived to result in increase referrals by 58% of respondents. Web log audit trails are analyzed to evaluate the use of the system by referring physicians. The gross number of cases retrieved over the web for a two-week period is assessed. The number of times a voice clip was played is also evaluated. The results overall show a very positive experience with web connectivity to PACS.

  1. Cytoscape tools for the web age: D3.js and Cytoscape.js exporters [v2; ref status: indexed, http://f1000r.es/4k7

    Directory of Open Access Journals (Sweden)

    Keiichiro Ono

    2014-10-01

    Full Text Available In this paper we present new data export modules for Cytoscape 3 that can generate network files for Cytoscape.js and D3.js. Cytoscape.js exporter is implemented as a core feature of Cytoscape 3, and D3.js exporter is available as a Cytoscape 3 app. These modules enable users to seamlessly export network and table data sets generated in Cytoscape to popular JavaScript library readable formats. In addition, we implemented template web applications for browser-based interactive network visualization that can be used as basis for complex data visualization applications for bioinformatics research. Example web applications created with these tools demonstrate how Cytoscape works in modern data visualization workflows built with traditional desktop tools and emerging web-based technologies. This interactivity enables researchers more flexibility than with static images, thereby greatly improving the quality of insights researchers can gain from them.

  2. [Preliminary construction of three-dimensional visual educational system for clinical dentistry based on world wide web webpage].

    Science.gov (United States)

    Hu, Jian; Xu, Xiang-yang; Song, En-min; Tan, Hong-bao; Wang, Yi-ning

    2009-09-01

    To establish a new visual educational system of virtual reality for clinical dentistry based on world wide web (WWW) webpage in order to provide more three-dimensional multimedia resources to dental students and an online three-dimensional consulting system for patients. Based on computer graphics and three-dimensional webpage technologies, the software of 3Dsmax and Webmax were adopted in the system development. In the Windows environment, the architecture of whole system was established step by step, including three-dimensional model construction, three-dimensional scene setup, transplanting three-dimensional scene into webpage, reediting the virtual scene, realization of interactions within the webpage, initial test, and necessary adjustment. Five cases of three-dimensional interactive webpage for clinical dentistry were completed. The three-dimensional interactive webpage could be accessible through web browser on personal computer, and users could interact with the webpage through rotating, panning and zooming the virtual scene. It is technically feasible to implement the visual educational system of virtual reality for clinical dentistry based on WWW webpage. Information related to clinical dentistry can be transmitted properly, visually and interactively through three-dimensional webpage.

  3. 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.

  4. Effects of Web Experience factors on virtual retail purchase preferences

    NARCIS (Netherlands)

    Lorenzo, Carlota; Constantinides, Efthymios; Gomez-Borja, Miguel Angel

    2009-01-01

    This article examines the effects of different elements of the Web Experience (WE) on the buying behaviour of virtual consumers, specifically on the choice of the online retail vendor. The purpose of the study is to empirically test the theoretical findings as to the main parameters of the online

  5. Sparsity-based fast CGH generation using layer-based approach for 3D point cloud model

    Science.gov (United States)

    Kim, Hak Gu; Jeong, Hyunwook; Ro, Yong Man

    2017-03-01

    Computer generated hologram (CGH) is becoming increasingly important for a 3-D display in various applications including virtual reality. In the CGH, holographic fringe patterns are generated by numerically calculating them on computer simulation systems. However, a heavy computational cost is required to calculate the complex amplitude on CGH plane for all points of 3D objects. This paper proposes a new fast CGH generation based on the sparsity of CGH for 3D point cloud model. The aim of the proposed method is to significantly reduce computational complexity while maintaining the quality of the holographic fringe patterns. To that end, we present a new layer-based approach for calculating the complex amplitude distribution on the CGH plane by using sparse FFT (sFFT). We observe the CGH of a layer of 3D objects is sparse so that dominant CGH is rapidly generated from a small set of signals by sFFT. Experimental results have shown that the proposed method is one order of magnitude faster than recently reported fast CGH generation.

  6. 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...

  7. 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.

  8. 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.

  9. A Review on Different Virtual Learning Methods in Pharmacy Education

    Directory of Open Access Journals (Sweden)

    Amin Noori

    2015-10-01

    Full Text Available Virtual learning is a type of electronic learning system based on the web. It models traditional in- person learning by providing virtual access to classes, tests, homework, feedbacks and etc. Students and teachers can interact through chat rooms or other virtual environments. Web 2.0 services are usually used for this method. Internet audio-visual tools, multimedia systems, a disco CD-ROMs, videotapes, animation, video conferencing, and interactive phones can all be used to deliver data to the students. E-learning can occur in or out of the classroom. It is time saving with lower costs compared to traditional methods. It can be self-paced, it is suitable for distance learning and it is flexible. It is a great learning style for continuing education and students can independently solve their problems but it has its disadvantages too. Thereby, blended learning (combination of conventional and virtual education is being used worldwide and has improved knowledge, skills and confidence of pharmacy students.The aim of this study is to review, discuss and introduce different methods of virtual learning for pharmacy students.Google scholar, Pubmed and Scupus databases were searched for topics related to virtual, electronic and blended learning and different styles like computer simulators, virtual practice environment technology, virtual mentor, virtual patient, 3D simulators, etc. are discussed in this article.Our review on different studies on these areas shows that the students are highly satisfied withvirtual and blended types of learning.

  10. A Cloud-Based Virtual Reality App for a Novel Telemindfulness Service: Rationale, Design and Feasibility Evaluation.

    Science.gov (United States)

    Cikajlo, Imre; Cizman Staba, Ursa; Vrhovac, Suzana; Larkin, Frances; Roddy, Mark

    2017-06-05

    Worldwide, there has been a marked increase in stress and anxiety, also among patients with traumatic brain injury (TBI). Access to psychology services is limited, with some estimates suggesting that over 50% of sufferers are not accessing the existing services available to them for reasons such as inconvenience, embarrassment, or stigmatization concerns around mental health. Health service providers have increasingly been turning to drug-free therapies, such as mindfulness programs, as complementary treatments. Virtual reality (VR) as a new delivery method for meditation-based stress and anxiety reduction therapy offers configurable environments and privacy protection. Our objective was to design a serious learning-meditation environment and to test the feasibility of the developed telemindfulness approach based on cloud technologies. We developed a cloud-based system, which consisted of a Web interface for the mindfulness instructor and remote clients, who had 3D VR headsets. The mindfulness instructor could communicate over the Web interface with the participants using the headset. Additionally, the Web app enabled group sessions in virtual rooms, 360-degree videos, and real interactions or standalone meditation. The mindfulness program was designed as an 8-week Mindfulness-Based Stress Reduction course specifically for the developed virtual environments. The program was tested with four employees and four patients with TBI. The effects were measured with psychometric tests, the Mindful Attention Awareness Scale (MAAS) and the Satisfaction With Life Scale (SWLS). Patients also carried out the Mini-Mental State Examination (MMSE). An additional objective evaluation has also been carried out by tracking head motion. Additionally, the power spectrum analyses of similar tasks between sessions were tested. The patients achieved a higher level of life satisfaction during the study (SWLS: mean 23.0, SD 1.8 vs mean 18.3, SD 3.9) and a slight increase of the MAAS score

  11. 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.

  12. Optical 3D watermark based digital image watermarking for telemedicine

    Science.gov (United States)

    Li, Xiao Wei; Kim, Seok Tae

    2013-12-01

    Region of interest (ROI) of a medical image is an area including important diagnostic information and must be stored without any distortion. This algorithm for application of watermarking technique for non-ROI of the medical image preserving ROI. The paper presents a 3D watermark based medical image watermarking scheme. In this paper, a 3D watermark object is first decomposed into 2D elemental image array (EIA) by a lenslet array, and then the 2D elemental image array data is embedded into the host image. The watermark extraction process is an inverse process of embedding. The extracted EIA through the computational integral imaging reconstruction (CIIR) technique, the 3D watermark can be reconstructed. Because the EIA is composed of a number of elemental images possesses their own perspectives of a 3D watermark object. Even though the embedded watermark data badly damaged, the 3D virtual watermark can be successfully reconstructed. Furthermore, using CAT with various rule number parameters, it is possible to get many channels for embedding. So our method can recover the weak point having only one transform plane in traditional watermarking methods. The effectiveness of the proposed watermarking scheme is demonstrated with the aid of experimental results.

  13. 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

  14. 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.

  15. 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.

  16. Comparison of Physics Frameworks for WebGL-Based Game Engine

    Directory of Open Access Journals (Sweden)

    Yogya Resa

    2014-03-01

    Full Text Available Recently, a new technology called WebGL shows a lot of potentials for developing games. However since this technology is still new, there are still many potentials in the game development area that are not explored yet. This paper tries to uncover the potential of integrating physics frameworks with WebGL technology in a game engine for developing 2D or 3D games. Specifically we integrated three open source physics frameworks: Bullet, Cannon, and JigLib into a WebGL-based game engine. Using experiment, we assessed these frameworks in terms of their correctness or accuracy, performance, completeness and compatibility. The results show that it is possible to integrate open source physics frameworks into a WebGLbased game engine, and Bullet is the best physics framework to be integrated into the WebGL-based game engine.

  17. 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.

  18. Virtual medical plant modeling based on L-system | Ding | African ...

    African Journals Online (AJOL)

    ... aid of graphics and PlantVR, we implemented the plant shape and 3-D structure's reconstruction. Conclusion: Three-dimensional structure virtual plant growth model based on time- controlled L-system has been successfully established. Keywords: Drug R&D, toxicity, medical plants, fractals; L-system; quasi binary-trees.

  19. 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

  20. A Service-oriented FPGA-based 3D Model Acquisition System

    Directory of Open Access Journals (Sweden)

    MACHIDON, O. M.

    2015-11-01

    Full Text Available This paper proposes a non-contact, low cost 3D scanning solution using laser striping. The solution is composed of two main parts: the hardware setup - used for acquiring the object's 3D surface information, and the software part - that processes the information and obtains the 3D model representation of the object. We propose two major improvements over the traditional scanning solutions: the 3D information acquisition is based on a reconfigurable hardware platform - a Xilinx Spartan 6 FPGA - which adds flexibility and scalability to the scanning process, while the 3D model reconstruction is remotely available "as a Service", by the means of a web interface that abstracts away the complexity of the underlying processes and improves the performance, while granting easy sharing between users. By separating data capture process from the 3D model reconstruction tasks the system gains in portability - a feature that is absent for most existing solutions. The service-oriented approach brings on a performance gain, since the computational intensive tasks are handled by dedicated servers and ease of use of the system, because the user does not have to bother managing and using the software tools locally.

  1. DEVELOPMENT OF A VIRTUAL MUSEUM INCLUDING A 4D PRESENTATION OF BUILDING HISTORY IN VIRTUAL REALITY

    OpenAIRE

    T. P. Kersten; F. Tschirschwitz; S. Deggim

    2017-01-01

    In the last two decades the definition of the term “virtual museum” changed due to rapid technological developments. Using today’s available 3D technologies a virtual museum is no longer just a presentation of collections on the Internet or a virtual tour of an exhibition using panoramic photography. On one hand, a virtual museum should enhance a museum visitor's experience by providing access to additional materials for review and knowledge deepening either before or after the real ...

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

    Directory of Open Access Journals (Sweden)

    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

  3. 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…

  4. 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.

  5. 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.

  6. 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.

  7. 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.

  8. 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.

  9. Use of a virtual environment to facilitate instruction of an interprofessional home assessment.

    Science.gov (United States)

    Sabus, Carla; Sabata, Dory; Antonacci, David

    2011-01-01

    Technology has become a ubiquitous part of our society and is largely embedded in today's educational system. 3D virtual reality technology can be used to simulate environments and activities and may be used as an instructional technology. The purpose of this research was to better understand the utility of a web-based virtual environment as a teaching tool to represent clinical assessment and interventions in the home environment. Specifically, students' learning outcomes related to interprofessional collaboration, patient-centered decision-making, and appreciation of the environmental and social context of functional mobility and occupational performance will be described through descriptive analysis. Thirty-four physical therapist students and 35 occupational therapist students participated in an instructor-guided virtual assessment of a client's function in a home environment utilizing a virtual environment, Second Life®. Teams formulated task-specific, functional client goals and home modification recommendations. Students revisited a solution virtual environment to view and evaluate recommendations in a follow-up instructor-guided tour. Students completed a web-based survey capturing student perception of the experience. Team assignments were analyzed based on a rubric representing learning objectives. Descriptive analysis was conducted on the survey. Assignment analysis revealed contextual and client-centered recommendations. Student surveys revealed that students found the virtual environment supportive of learning. Student surveys and reflection statements were supportive of the interprofessional collaboration. Use of a virtual environment in instruction allows an authentic means of representing interprofessional home assessment. The virtual environment allowed a temporal depiction of home environment issues and solutions providing the unique opportunity for students to evaluate home recommendations.

  10. 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.

  11. 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.

  12. ROBOTICS AND VIRTUAL REALITY FOR CULTURAL HERITAGE DIGITIZATION AND FRUITION

    Directory of Open Access Journals (Sweden)

    D. Calisi

    2017-05-01

    Full Text Available In this paper we present our novel approach for acquiring and managing digital models of archaeological sites, and the visualization techniques used to showcase them. In particular, we will demonstrate two technologies: our robotic system for digitization of archaeological sites (DigiRo result of over three years of efforts by a group of cultural heritage experts, computer scientists and roboticists, and our cloud-based archaeological information system (ARIS. Finally we describe the viewers we developed to inspect and navigate the 3D models: a viewer for the web (ROVINA Web Viewer and an immersive viewer for Virtual Reality (ROVINA VR Viewer.

  13. VC and ACIS/HOOPS based semi-physical virtual prototype design and motion simulation of 2D scanning mirror

    Science.gov (United States)

    Liu, Xiangyan; Dai, Xiaobing; He, Xudong; Gao, Pengcheng

    2013-10-01

    Image-spectrum integrated instrument is an infrared scanning system which integrates optics, mechanics, electrics and information processing. Not only can it achieve scene imaging, but also it can detect, track and identify targets of interests in the scene through acquiring their spectra. After having a brief introduction to image-spectrum integrated instrument and analyzing how 2D scanning mirror works, this paper built 3D model of 2D scanning mirror and simulated its motion using two PCs basing on VC++ and ACIS/HOOPS. Two PCs communicate with each other through serial ports. One PC serves as host computer, on which controlling software runs, is responsible for loading image sequence, image processing, target detecting, and generating and sending motion commands to scanning mirror. The other serves as slave computer, on which scanning mirror motion simulation software runs, is responsible for receiving motion commands to control scanning mirror to finish corresponding movements. This method proposed in this paper adopted semi-physical virtual prototype technology and used real scene image sequence to control virtual 2D scanning mirror and simulates motion of real 2D scanning mirror. It has no need for real scanning mirror and is of important practical significance for debugging controlling software of 2D scanning mirror.

  14. Pembuatan Virtual Kampus Sistem Komputer Fakultas Teknik Universitas Diponegoro Menggunakan Jaringan Lokal Berbasis VRML

    Directory of Open Access Journals (Sweden)

    Hendra Taufiq Oktafianto

    2015-01-01

    Full Text Available Dalam bidang informasi banyak cara dalam menginformasikan data, baik secara tertulis, gambar, suara, gambar dan suara. Saat ini banyak dikembangkan teknologi dengan menggunakan metode visual yang interaktif, seperti dunia virtual yang membuat seolah-olah informasi tersebut di dapat sesuai dengan pengalaman memasuki daerah yang di lihat pada dunia virtual tersebut. Metode tersebut adalah pengembangan teknologi virtual reality yang dibuat dengan menggunakan 3DS Max sebagai software untuk menghasilkan gambar yang menarik. Pengaplikasian yang dikembangkan dengan media web dimana setiap pengguna lebih mudah dalam dalam menggunakan aplikasi tersebut. Metode pengambangan yang dirancang adalah memadukan teknologi virtual reality dengan web. Dimana aplikasi tersebut terdapat didalam tampilan web yang didukun basis data untuk mempermudah aktor admin dalam mengolah data. Pada browser yang digunakan akan di pasang plug-in cortona3d agar dapat menampilkan file ekstensi tiga dimensi yang dapat di tampilkan browser. Hasil dari pembuatan aplikasi ini adalah terancangnya sebuah aplikasi yang menggunakan teknologi virtual reality modeling language dengan studi kasus Kampus Sistem Komputer Fakultas Teknik Universitas Diponegoro menggunakan jaringan lokal berbasis VRML

  15. 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.

  16. Use of 2.5-D and 3-D technology to evaluate control room upgrades

    International Nuclear Information System (INIS)

    Hanes, L. F.; Naser, J.

    2006-01-01

    This paper describes an Electric Power Research Inst. (EPRI) study in which 2.5-D and 3-D visualization technology was applied to evaluate the design of a nuclear power plant control room upgrade. The study involved converting 3-D CAD flies of a planned upgrade into a photo-realistic appearing virtual model, and evaluating the value and usefulness of the model. Nuclear utility and EPRI evaluators viewed and interacted with the control room virtual model with both 2.5-D and 3-D representations. They identified how control room and similar virtual models may be used by utilities for design and evaluation purposes; assessed potential economic and other benefits; and identified limitations, potential problems, and other issues regarding use of visualization technology for this and similar applications. In addition, the Halden CREATE (Control Room Engineering Advanced Tool-kit Environment) Verification Tool was applied to evaluate features of the virtual model against US NRC NUREG 0700 Revision 2 human factors engineering guidelines (NUREG 0700) [1]. The study results are very favorable for applying 2.5-D visualization technology to support upgrading nuclear power plant control rooms and other plant facilities. Results, however, show that today's 3-D immersive viewing systems are difficult to justify based on cost, availability and value of information provided for this application. (authors)

  17. [Establishment of the database of the 3D facial models for the plastic surgery based on network].

    Science.gov (United States)

    Liu, Zhe; Zhang, Hai-Lin; Zhang, Zheng-Guo; Qiao, Qun

    2008-07-01

    To collect the three-dimensional (3D) facial data of 30 facial deformity patients by the 3D scanner and establish a professional database based on Internet. It can be helpful for the clinical intervention. The primitive point data of face topography were collected by the 3D scanner. Then the 3D point cloud was edited by reverse engineering software to reconstruct the 3D model of the face. The database system was divided into three parts, including basic information, disease information and surgery information. The programming language of the web system is Java. The linkages between every table of the database are credibility. The query operation and the data mining are convenient. The users can visit the database via the Internet and use the image analysis system to observe the 3D facial models interactively. In this paper we presented a database and a web system adapt to the plastic surgery of human face. It can be used both in clinic and in basic research.

  18. 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…

  19. The Role of Virtual Reference in Library Web Site Design: A Qualitative Source for Usage Data

    Science.gov (United States)

    Powers, Amanda Clay; Shedd, Julie; Hill, Clay

    2011-01-01

    Gathering qualitative information about usage behavior of library Web sites is a time-consuming process requiring the active participation of patron communities. Libraries that collect virtual reference transcripts, however, hold valuable data regarding how the library Web site is used that could benefit Web designers. An analysis of virtual…

  20. 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..

  1. 3D display system using monocular multiview displays

    Science.gov (United States)

    Sakamoto, Kunio; Saruta, Kazuki; Takeda, Kazutoki

    2002-05-01

    A 3D head mounted display (HMD) system is useful for constructing a virtual space. The authors have researched the virtual-reality systems connected with computer networks for real-time remote control and developed a low-priced real-time 3D display for building these systems. We developed a 3D HMD system using monocular multi-view displays. The 3D displaying technique of this monocular multi-view display is based on the concept of the super multi-view proposed by Kajiki at TAO (Telecommunications Advancement Organization of Japan) in 1996. Our 3D HMD has two monocular multi-view displays (used as a visual display unit) in order to display a picture to the left eye and the right eye. The left and right images are a pair of stereoscopic images for the left and right eyes, then stereoscopic 3D images are observed.

  2. 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.

  3. iview: an interactive WebGL visualizer for protein-ligand complex.

    Science.gov (United States)

    Li, Hongjian; Leung, Kwong-Sak; Nakane, Takanori; Wong, Man-Hon

    2014-02-25

    Visualization of protein-ligand complex plays an important role in elaborating protein-ligand interactions and aiding novel drug design. Most existing web visualizers either rely on slow software rendering, or lack virtual reality support. The vital feature of macromolecular surface construction is also unavailable. We have developed iview, an easy-to-use interactive WebGL visualizer of protein-ligand complex. It exploits hardware acceleration rather than software rendering. It features three special effects in virtual reality settings, namely anaglyph, parallax barrier and oculus rift, resulting in visually appealing identification of intermolecular interactions. It supports four surface representations including Van der Waals surface, solvent excluded surface, solvent accessible surface and molecular surface. Moreover, based on the feature-rich version of iview, we have also developed a neat and tailor-made version specifically for our istar web platform for protein-ligand docking purpose. This demonstrates the excellent portability of iview. Using innovative 3D techniques, we provide a user friendly visualizer that is not intended to compete with professional visualizers, but to enable easy accessibility and platform independence.

  4. Web3DGIS-Based System for Reservoir Landslide Monitoring and Early Warning

    Directory of Open Access Journals (Sweden)

    Huang Huang

    2016-02-01

    Full Text Available Landslides are the most frequent type of natural disaster, and they bring about large-scale damage and are a threat to human lives and infrastructure; therefore, the ability to conduct real-time monitoring and early warning is important. In this study, a Web3DGIS (Web3D geographic information systems system for monitoring and forecasting landslides was developed using the Danjiangkou Reservoir area as a case study. The development of this technique involved system construction, functional design, organizing and managing multi-source spatial data, and implementing a forecasting plan and landslide-forecasting model. By integrating sensor technologies, spatial information technologies, 3D visualization technologies, and a landslide-forecasting model, the results of this study provide a tool for real-time monitoring at potential landslide sites. When relevant data from these sites reach threshold values, the model automatically initiates forecasting procedures, and sends information to disaster prevention sectors for emergency management.

  5. A 3D Model Based Imdoor Navigation System for Hubei Provincial Museum

    Science.gov (United States)

    Xu, W.; Kruminaite, M.; Onrust, B.; Liu, H.; Xiong, Q.; Zlatanova, S.

    2013-11-01

    3D models are more powerful than 2D maps for indoor navigation in a complicate space like Hubei Provincial Museum because they can provide accurate descriptions of locations of indoor objects (e.g., doors, windows, tables) and context information of these objects. In addition, the 3D model is the preferred navigation environment by the user according to the survey. Therefore a 3D model based indoor navigation system is developed for Hubei Provincial Museum to guide the visitors of museum. The system consists of three layers: application, web service and navigation, which is built to support localization, navigation and visualization functions of the system. There are three main strengths of this system: it stores all data needed in one database and processes most calculations on the webserver which make the mobile client very lightweight, the network used for navigation is extracted semi-automatically and renewable, the graphic user interface (GUI), which is based on a game engine, has high performance of visualizing 3D model on a mobile display.

  6. Multimodal Sensor-Based Semantic 3D Mapping for a Large-Scale Environment

    OpenAIRE

    Jeong, Jongmin; Yoon, Tae Sung; Park, Jin Bae

    2018-01-01

    Semantic 3D mapping is one of the most important fields in robotics, and has been used in many applications, such as robot navigation, surveillance, and virtual reality. In general, semantic 3D mapping is mainly composed of 3D reconstruction and semantic segmentation. As these technologies evolve, there has been great progress in semantic 3D mapping in recent years. Furthermore, the number of robotic applications requiring semantic information in 3D mapping to perform high-level tasks has inc...

  7. 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.

  8. Interactive Space(s) -- the CTSG: bridging the real and virtual

    NARCIS (Netherlands)

    Eliëns, A.P.W.; Mao, W.; Vermeersch, L

    2010-01-01

    In this paper, ideas will be presented how to realize games or playful activities in interactive space(s), having a real (spatial) component as well as a representation in virtual 2D or 3D space, by means of web pages and/or online games. Apart from general design criteria, the paper discusses a

  9. Gaze3DFix: Detecting 3D fixations with an ellipsoidal bounding volume.

    Science.gov (United States)

    Weber, Sascha; Schubert, Rebekka S; Vogt, Stefan; Velichkovsky, Boris M; Pannasch, Sebastian

    2017-10-26

    Nowadays, the use of eyetracking to determine 2-D gaze positions is common practice, and several approaches to the detection of 2-D fixations exist, but ready-to-use algorithms to determine eye movements in three dimensions are still missing. Here we present a dispersion-based algorithm with an ellipsoidal bounding volume that estimates 3D fixations. Therefore, 3D gaze points are obtained using a vector-based approach and are further processed with our algorithm. To evaluate the accuracy of our method, we performed experimental studies with real and virtual stimuli. We obtained good congruence between stimulus position and both the 3D gaze points and the 3D fixation locations within the tested range of 200-600 mm. The mean deviation of the 3D fixations from the stimulus positions was 17 mm for the real as well as for the virtual stimuli, with larger variances at increasing stimulus distances. The described algorithms are implemented in two dynamic linked libraries (Gaze3D.dll and Fixation3D.dll), and we provide a graphical user interface (Gaze3DFixGUI.exe) that is designed for importing 2-D binocular eyetracking data and calculating both 3D gaze points and 3D fixations using the libraries. The Gaze3DFix toolkit, including both libraries and the graphical user interface, is available as open-source software at https://github.com/applied-cognition-research/Gaze3DFix .

  10. Research on SaaS and Web Service Based Order Tracking

    Science.gov (United States)

    Jiang, Jianhua; Sheng, Buyun; Gong, Lixiong; Yang, Mingzhong

    To solve the order tracking of across enterprises in Dynamic Virtual Enterprise (DVE), a SaaS and web service based order tracking solution was designed by analyzing the order management process in DVE. To achieve the system, the SaaS based architecture of data management on order tasks manufacturing states was constructed, and the encapsulation method of transforming application system into web service was researched. Then the process of order tracking in the system was given out. Finally, the feasibility of this study was verified by the development of a prototype system.

  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.......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. Vision-based overlay of a virtual object into real scene for designing room interior

    Science.gov (United States)

    Harasaki, Shunsuke; Saito, Hideo

    2001-10-01

    In this paper, we introduce a geometric registration method for augmented reality (AR) and an application system, interior simulator, in which a virtual (CG) object can be overlaid into a real world space. Interior simulator is developed as an example of an AR application of the proposed method. Using interior simulator, users can visually simulate the location of virtual furniture and articles in the living room so that they can easily design the living room interior without placing real furniture and articles, by viewing from many different locations and orientations in real-time. In our system, two base images of a real world space are captured from two different views for defining a projective coordinate of object 3D space. Then each projective view of a virtual object in the base images are registered interactively. After such coordinate determination, an image sequence of a real world space is captured by hand-held camera with tracking non-metric measured feature points for overlaying a virtual object. Virtual objects can be overlaid onto the image sequence by taking each relationship between the images. With the proposed system, 3D position tracking device, such as magnetic trackers, are not required for the overlay of virtual objects. Experimental results demonstrate that 3D virtual furniture can be overlaid into an image sequence of the scene of a living room nearly at video rate (20 frames per second).

  13. 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

  14. 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

  15. 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.…

  16. Projeto Acqua: uma Experiência de Ambiente Virtual de Aprendizagem Inserido em Web 2.0

    Directory of Open Access Journals (Sweden)

    Marcus Vinicius de Azevedo Basso

    2015-07-01

    Full Text Available Com o desenvolvimento da Web2.0, as ferramentas disponíveis na internet tornaram a aprendizagem colaborativa, e com isso, os sujeitos tornaram-se agentes influentes que participam ativamente no processo de aprendizagem de outros sujeitos, tornando assim a aprendizagem uma grande rede virtual. O projeto intitulado Acqua, realizado na UFRGS, possui duas versões: a primeira, produzida em 2004, usa ferramentas estritamente conhecidas e disponíveis na Web1.0, que estavam, entretanto, em transição para a Web2.0. Mais recentemente, em 2008, foi produzido um novo modelo para o Acqua, no qual a influência da Web2.0 é forte durante o desenvolvimento das atividades propostas. Neste trabalho, discutiremos os aspectos teóricos que possibilitaram a reformulação desse ambiente virtual de aprendizagem que potencializaram seu uso. Serão tratados também os aspectos relevantes sobre objetos de aprendizagem inseridos totalmente na Web2.0 e sua importância na aprendizagem colaborativa.

  17. MULTIMEDIA EDITOR OF VIRTUAL PHYSICAL LABORATORY IN DISTANCE LEARNING SYSTEM «KHERSON VIRTUAL UNIVERSITY»

    Directory of Open Access Journals (Sweden)

    Kravtsov H.

    2017-12-01

    Full Text Available The questions of modeling the structure of the objects of the system, the design of software modules and technologies for creating the editor of a virtual laboratory are considered. The relevance of the study is due to the lack in existing distance learning systems of support for the creation and use of virtual laboratory work on disciplines of the natural-science profile. The subject of the study is a software module for creating and using virtual laboratory work in a distance learning system. The purpose of the study is the development of a system model and a description of the software development technology of a virtual laboratory for physics for a distance learning system. The information technologies of designing the structure of the virtual laboratory and the main modes of the program module of the editor of the virtual laboratory work are described. At the heart of the structure of the software module "Virtual Laboratory" is the multimedia Web-editor of virtual laboratory works, which is created using object-oriented design technology. The program library of multimedia 3D objects created in the development environment of interactive graphic objects Unity3D. It unifies the process of creation and processing of virtual laboratory works. The basic mathematical package for supporting calculations is the mathematical processor Waterloo Maple. The application of the developed software interface will allow teachers to create laboratory works and use them in their distance courses. Students, in turn, will be able to conduct research, performing virtual laboratory work. As an example, the editor of the virtual laboratory for physics in the distance learning system "Kherson Virtual University" is considered.

  18. See-through 3D technology for augmented reality

    Science.gov (United States)

    Lee, Byoungho; Lee, Seungjae; Li, Gang; Jang, Changwon; Hong, Jong-Young

    2017-06-01

    Augmented reality is recently attracting a lot of attention as one of the most spotlighted next-generation technologies. In order to get toward realization of ideal augmented reality, we need to integrate 3D virtual information into real world. This integration should not be noticed by users blurring the boundary between the virtual and real worlds. Thus, ultimate device for augmented reality can reconstruct and superimpose 3D virtual information on the real world so that they are not distinguishable, which is referred to as see-through 3D technology. Here, we introduce our previous researches to combine see-through displays and 3D technologies using emerging optical combiners: holographic optical elements and index matched optical elements. Holographic optical elements are volume gratings that have angular and wavelength selectivity. Index matched optical elements are partially reflective elements using a compensation element for index matching. Using these optical combiners, we could implement see-through 3D displays based on typical methodologies including integral imaging, digital holographic displays, multi-layer displays, and retinal projection. Some of these methods are expected to be optimized and customized for head-mounted or wearable displays. We conclude with demonstration and analysis of fundamental researches for head-mounted see-through 3D displays.

  19. GPU-based, parallel-line, omni-directional integration of measured acceleration field to obtain the 3D pressure distribution

    Science.gov (United States)

    Wang, Jin; Zhang, Cao; Katz, Joseph

    2016-11-01

    A PIV based method to reconstruct the volumetric pressure field by direct integration of the 3D material acceleration directions has been developed. Extending the 2D virtual-boundary omni-directional method (Omni2D, Liu & Katz, 2013), the new 3D parallel-line omni-directional method (Omni3D) integrates the material acceleration along parallel lines aligned in multiple directions. Their angles are set by a spherical virtual grid. The integration is parallelized on a Tesla K40c GPU, which reduced the computing time from three hours to one minute for a single realization. To validate its performance, this method is utilized to calculate the 3D pressure fields in isotropic turbulence and channel flow using the JHU DNS Databases (http://turbulence.pha.jhu.edu). Both integration of the DNS acceleration as well as acceleration from synthetic 3D particles are tested. Results are compared to other method, e.g. solution to the Pressure Poisson Equation (e.g. PPE, Ghaemi et al., 2012) with Bernoulli based Dirichlet boundary conditions, and the Omni2D method. The error in Omni3D prediction is uniformly low, and its sensitivity to acceleration errors is local. It agrees with the PPE/Bernoulli prediction away from the Dirichlet boundary. The Omni3D method is also applied to experimental data obtained using tomographic PIV, and results are correlated with deformation of a compliant wall. ONR.

  20. A Lightweight Surface Reconstruction Method for Online 3D Scanning Point Cloud Data Oriented toward 3D Printing

    Directory of Open Access Journals (Sweden)

    Buyun Sheng

    2018-01-01

    Full Text Available The existing surface reconstruction algorithms currently reconstruct large amounts of mesh data. Consequently, many of these algorithms cannot meet the efficiency requirements of real-time data transmission in a web environment. This paper proposes a lightweight surface reconstruction method for online 3D scanned point cloud data oriented toward 3D printing. The proposed online lightweight surface reconstruction algorithm is composed of a point cloud update algorithm (PCU, a rapid iterative closest point algorithm (RICP, and an improved Poisson surface reconstruction algorithm (IPSR. The generated lightweight point cloud data are pretreated using an updating and rapid registration method. The Poisson surface reconstruction is also accomplished by a pretreatment to recompute the point cloud normal vectors; this approach is based on a least squares method, and the postprocessing of the PDE patch generation was based on biharmonic-like fourth-order PDEs, which effectively reduces the amount of reconstructed mesh data and improves the efficiency of the algorithm. This method was verified using an online personalized customization system that was developed with WebGL and oriented toward 3D printing. The experimental results indicate that this method can generate a lightweight 3D scanning mesh rapidly and efficiently in a web environment.

  1. Mobile web browsing using the cloud

    CERN Document Server

    Zhao, Bo; Cao, Guohong

    2013-01-01

    This brief surveys existing techniques to address the problem of long delays and high power consumption for web browsing on smartphones, which can be due to the local computational limitation at the smartphone (e.g., running java scripts or flash objects) level. To address this issue, an architecture called Virtual-Machine based Proxy (VMP) is introduced, shifting the computing from smartphones to the VMP which may reside in the cloud. Mobile Web Browsing Using the Cloud illustrates the feasibility of deploying the proposed VMP system in 3G networks through a prototype using Xen virtual machin

  2. 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…

  3. 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...

  4. The WEBD project: a research of new methodologies for a distant-learning 3D system prototype.

    Science.gov (United States)

    Cemenasco, A F; Bianchi, C C; Tornincasa, S; Bianchi, S D

    2004-11-01

    To create and to spread a new interactive multimedia instrument, based upon virtual reality technologies, that allows both the running simulation of machines and equipment and the reproduction via Web of complex three-dimensional (3D) anatomical models such as the skull. There were two main aspects of the project, one of design engineering and the other biomedical engineering, for the creation of "artificial" and anatomical objects. The former were made with 3D Studio Max R4 by Autodesk, San Rafael, CA, while the latter were created starting from real bones scanned with a CT system or a surface scanner and elaborated with different programs (3D Studio Max R4, Scenebuilder by Viewpoint, New York, NY and Spinfire by Actify, San Francisco, CA). The 3D models were to be integrated into web modules and had to respect file limits while preserving a sufficient definition. Two systems of evaluation were used, a questionnaire on a selected sample and an external evaluation by a different university. The Viewpoint format offers the best interactivity and size reduction (up to 96% from the original 3D model). The created modules included production of radiological images, rapid prototyping, and anatomy. The complete "3D Distant Learning Prototype" is available at www.webd.etsii.upm.es. The software currently available permits the construction of interactive modules. The verification on the selected sample and the evaluation by the University of Naples show that the structure is well organized and that the integration of the 3D models meets the requirements.

  5. Virtual C: Una Herramienta Para Administración de Contenidos en Sitios Web

    OpenAIRE

    Rodríguez Martínez, Kexy

    2009-01-01

    El presente artículo describe la experiencia en el desarrollo del prototipo de una herramienta para la gestión de contenidos en sitios web, con miras a satisfacer las necesidades de personas sin conocimientos técnicos en la administración y publicación de páginas web. El objetivo de esta ponencia es presentar y compartir la experiencia adquirida durante el desarrollo de Virtual-C: Una herramienta para la administración de contenidos en sitios web, la cual permite que personas sin conocimiento...

  6. 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...

  7. A cross-platform solution for light field based 3D telemedicine.

    Science.gov (United States)

    Wang, Gengkun; Xiang, Wei; Pickering, Mark

    2016-03-01

    Current telehealth services are dominated by conventional 2D video conferencing systems, which are limited in their capabilities in providing a satisfactory communication experience due to the lack of realism. The "immersiveness" provided by 3D technologies has the potential to promote telehealth services to a wider range of applications. However, conventional stereoscopic 3D technologies are deficient in many aspects, including low resolution and the requirement for complicated multi-camera setup and calibration, and special glasses. The advent of light field (LF) photography enables us to record light rays in a single shot and provide glasses-free 3D display with continuous motion parallax in a wide viewing zone, which is ideally suited for 3D telehealth applications. As far as our literature review suggests, there have been no reports of 3D telemedicine systems using LF technology. In this paper, we propose a cross-platform solution for a LF-based 3D telemedicine system. Firstly, a novel system architecture based on LF technology is established, which is able to capture the LF of a patient, and provide an immersive 3D display at the doctor site. For 3D modeling, we further propose an algorithm which is able to convert the captured LF to a 3D model with a high level of detail. For the software implementation on different platforms (i.e., desktop, web-based and mobile phone platforms), a cross-platform solution is proposed. Demo applications have been developed for 2D/3D video conferencing, 3D model display and edit, blood pressure and heart rate monitoring, and patient data viewing functions. The demo software can be extended to multi-discipline telehealth applications, such as tele-dentistry, tele-wound and tele-psychiatry. The proposed 3D telemedicine solution has the potential to revolutionize next-generation telemedicine technologies by providing a high quality immersive tele-consultation experience. Copyright © 2015 Elsevier Ireland Ltd. All rights reserved.

  8. 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.

  9. 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…

  10. Teaching Basic Field Skills Using Screen-Based Virtual Reality Landscapes

    Science.gov (United States)

    Houghton, J.; Robinson, A.; Gordon, C.; Lloyd, G. E. E.; Morgan, D. J.

    2016-12-01

    We are using screen-based virtual reality landscapes, created using the Unity 3D game engine, to augment the training geoscience students receive in preparing for fieldwork. Students explore these landscapes as they would real ones, interacting with virtual outcrops to collect data, determine location, and map the geology. Skills for conducting field geological surveys - collecting, plotting and interpreting data; time management and decision making - are introduced interactively and intuitively. As with real landscapes, the virtual landscapes are open-ended terrains with embedded data. This means the game does not structure student interaction with the information as it is through experience the student learns the best methods to work successfully and efficiently. These virtual landscapes are not replacements for geological fieldwork rather virtual spaces between classroom and field in which to train and reinforcement essential skills. Importantly, these virtual landscapes offer accessible parallel provision for students unable to visit, or fully partake in visiting, the field. The project has received positive feedback from both staff and students. Results show students find it easier to focus on learning these basic field skills in a classroom, rather than field setting, and make the same mistakes as when learning in the field, validating the realistic nature of the virtual experience and providing opportunity to learn from these mistakes. The approach also saves time, and therefore resources, in the field as basic skills are already embedded. 70% of students report increased confidence with how to map boundaries and 80% have found the virtual training a useful experience. We are also developing landscapes based on real places with 3D photogrammetric outcrops, and a virtual urban landscape in which Engineering Geology students can conduct a site investigation. This project is a collaboration between the University of Leeds and Leeds College of Art, UK, and all

  11. A Collaborative VirtualWorkspace for Factory Configuration and Evaluation

    Directory of Open Access Journals (Sweden)

    Ingo Zinnikus

    2014-05-01

    Full Text Available The convergence of information technologies (IT has enabled the Digital Enterprise in which engineering, production planning, manufacturing and sales processes are supported by IT-based collaboration, simulation and enactment. As a result, borders between reality and its virtual representations become increasingly blurred. Advanced tools need to support flexibility, specialization and collaborative evolution of the design where the exchange of knowledge between domain experts helps to improve informed decision making. In this paper, we present a collaborative, synchronized web-based framework to create 3D scenarios for product design, simulation and training assisted by animated avatars.

  12. 3D-SURFER 2.0: web platform for real-time search and characterization of protein surfaces.

    Science.gov (United States)

    Xiong, Yi; Esquivel-Rodriguez, Juan; Sael, Lee; Kihara, Daisuke

    2014-01-01

    The increasing number of uncharacterized protein structures necessitates the development of computational approaches for function annotation using the protein tertiary structures. Protein structure database search is the basis of any structure-based functional elucidation of proteins. 3D-SURFER is a web platform for real-time protein surface comparison of a given protein structure against the entire PDB using 3D Zernike descriptors. It can smoothly navigate the protein structure space in real-time from one query structure to another. A major new feature of Release 2.0 is the ability to compare the protein surface of a single chain, a single domain, or a single complex against databases of protein chains, domains, complexes, or a combination of all three in the latest PDB. Additionally, two types of protein structures can now be compared: all-atom-surface and backbone-atom-surface. The server can also accept a batch job for a large number of database searches. Pockets in protein surfaces can be identified by VisGrid and LIGSITE (csc) . The server is available at http://kiharalab.org/3d-surfer/.

  13. 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.

  14. Thematic web portals for different user profiles in a virtual health science library: Bibliosalut's experience

    OpenAIRE

    Páez, Virgili; Font, Mònica; Pastor-Ramon, Elena; Sastre-Suárez, Sílvia; Costa-Marin, Maria

    2016-01-01

    Normally users of a virtual health library have different professional profiles (physicians, nurses, pharmacists...) and/or they are from different specialties (Primary Health Care, Internal Medicine, Oncology...). This poster shows the experience of the Virtual Health Sciences Library of the Balearic Islands (Bibliosalut) of creating thematic web portals, which aims is to improve the experience of our users to browse and query to information resources and services of the virtual library and ...

  15. An Indoor Scene Recognition-Based 3D Registration Mechanism for Real-Time AR-GIS Visualization in Mobile Applications

    Directory of Open Access Journals (Sweden)

    Wei Ma

    2018-03-01

    Full Text Available Mobile Augmented Reality (MAR systems are becoming ideal platforms for visualization, permitting users to better comprehend and interact with spatial information. Subsequently, this technological development, in turn, has prompted efforts to enhance mechanisms for registering virtual objects in real world contexts. Most existing AR 3D Registration techniques lack the scene recognition capabilities needed to describe accurately the positioning of virtual objects in scenes representing reality. Moreover, the application of such registration methods in indoor AR-GIS systems is further impeded by the limited capacity of these systems to detect the geometry and semantic information in indoor environments. In this paper, we propose a novel method for fusing virtual objects and indoor scenes, based on indoor scene recognition technology. To accomplish scene fusion in AR-GIS, we first detect key points in reference images. Then, we perform interior layout extraction using a Fully Connected Networks (FCN algorithm to acquire layout coordinate points for the tracking targets. We detect and recognize the target scene in a video frame image to track targets and estimate the camera pose. In this method, virtual 3D objects are fused precisely to a real scene, according to the camera pose and the previously extracted layout coordinate points. Our results demonstrate that this approach enables accurate fusion of virtual objects with representations of real world indoor environments. Based on this fusion technique, users can better grasp virtual three-dimensional representations on an AR-GIS platform.

  16. 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.

  17. Automated reconstruction of 3D models from real environments

    Science.gov (United States)

    Sequeira, V.; Ng, K.; Wolfart, E.; Gonçalves, J. G. M.; Hogg, D.

    This paper describes an integrated approach to the construction of textured 3D scene models of building interiors from laser range data and visual images. This approach has been implemented in a collection of algorithms and sensors within a prototype device for 3D reconstruction, known as the EST (Environmental Sensor for Telepresence). The EST can take the form of a push trolley or of an autonomous mobile platform. The Autonomous EST (AEST) has been designed to provide an integrated solution for automating the creation of complete models. Embedded software performs several functions, including triangulation of the range data, registration of video texture, registration and integration of data acquired from different capture points. Potential applications include facilities management for the construction industry and creating reality models to be used in general areas of virtual reality, for example, virtual studios, virtualised reality for content-related applications (e.g., CD-ROMs), social telepresence, architecture and others. The paper presents the main components of the EST/AEST, and presents some example results obtained from the prototypes. The reconstructed model is encoded in VRML format so that it is possible to access and view the model via the World Wide Web.

  18. Towards Gesture-Based Multi-User Interactions in Collaborative Virtual Environments

    Science.gov (United States)

    Pretto, N.; Poiesi, F.

    2017-11-01

    We present a virtual reality (VR) setup that enables multiple users to participate in collaborative virtual environments and interact via gestures. A collaborative VR session is established through a network of users that is composed of a server and a set of clients. The server manages the communication amongst clients and is created by one of the users. Each user's VR setup consists of a Head Mounted Display (HMD) for immersive visualisation, a hand tracking system to interact with virtual objects and a single-hand joypad to move in the virtual environment. We use Google Cardboard as a HMD for the VR experience and a Leap Motion for hand tracking, thus making our solution low cost. We evaluate our VR setup though a forensics use case, where real-world objects pertaining to a simulated crime scene are included in a VR environment, acquired using a smartphone-based 3D reconstruction pipeline. Users can interact using virtual gesture-based tools such as pointers and rulers.

  19. 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

  20. Environment Study of AGNs at z = 0.3 to 3.0 Using the Japanese Virtual Observatory

    Science.gov (United States)

    Shirasaki, Y.; Ohishi, M.; Mizumoto, Y.; Takata, T.; Tanaka, M.; Yasuda, N.

    2010-12-01

    We present a science use case of Virtual Observatory, which was achieved to examine an environment of AGN up to redshift of 3.0. We used the Japanese Virtual Observatory (JVO) to obtain Subaru Suprime-Cam images around known AGNs. According to the hierarchical galaxy formation model, AGNs are expected to be found in an environment of higher galaxy density than that of typical galaxies. The current observations, however, indicate that AGNs do not reside in a particularly high density environment. We investigated ˜1000 AGNs, which is about ten times larger samples than the other studies covering the redshifts larger than 0.6. We successfully found significant excess of galaxies around AGNs at redshifts of 0.3 to 1.8. If this work was done in a classical manner, that is, raw data were retrieved from the archive through a form-based web interface in an interactive way, and the data were reduced on a low performance computer, it might take several years to finish it. Since the Virtual Observatory system is accessible through a standard interface, it is easy to query and retrieve data in an automatic way. We constructed a pipeline for retrieving the data and calculating the galaxy number density around a given coordinate. This procedure was executed in parallel on ˜10 quad core PCs, and it took only one day for obtaining the final result. Our result implies that the Virtual Observatory can be a powerful tool to do an astronomical research based on large amount of data.

  1. 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.

  2. Design of 3D simulation engine for oilfield safety training

    Science.gov (United States)

    Li, Hua-Ming; Kang, Bao-Sheng

    2015-03-01

    Aiming at the demand for rapid custom development of 3D simulation system for oilfield safety training, this paper designs and implements a 3D simulation engine based on script-driven method, multi-layer structure, pre-defined entity objects and high-level tools such as scene editor, script editor, program loader. A scripting language been defined to control the system's progress, events and operating results. Training teacher can use this engine to edit 3D virtual scenes, set the properties of entity objects, define the logic script of task, and produce a 3D simulation training system without any skills of programming. Through expanding entity class, this engine can be quickly applied to other virtual training areas.

  3. Key Techniques for the Development of Web-Based PDM System

    Institute of Scientific and Technical Information of China (English)

    WANG Li-juan; ZHANG Xu; NING Ru-xin

    2006-01-01

    Some key techniques for the development of web-based product data management (PDM) system are introduced. The four-tiered B/S architecture of a PDM system-BITPDM is introduced first, followed by its design and implementation, including virtual data vault, flexible coding system, document management,product structure and configuration management, workflow/process and product maturity management. BITPDM can facilitate the activities from new product introduction phase to manufacturing, and manage the product data and their dynamic changing history. Based on Microsoft. NET, XML, web service and SOAP techniques, BITPDM realizes the integration and efficient management of product information.

  4. 2D and 3D Traveling Salesman Problem

    Science.gov (United States)

    Haxhimusa, Yll; Carpenter, Edward; Catrambone, Joseph; Foldes, David; Stefanov, Emil; Arns, Laura; Pizlo, Zygmunt

    2011-01-01

    When a two-dimensional (2D) traveling salesman problem (TSP) is presented on a computer screen, human subjects can produce near-optimal tours in linear time. In this study we tested human performance on a real and virtual floor, as well as in a three-dimensional (3D) virtual space. Human performance on the real floor is as good as that on a…

  5. Technical note: real-time web-based wireless visual guidance system for radiotherapy.

    Science.gov (United States)

    Lee, Danny; Kim, Siyong; Palta, Jatinder R; Kim, Taeho

    2017-06-01

    Describe a Web-based wireless visual guidance system that mitigates issues associated with hard-wired audio-visual aided patient interactive motion management systems that are cumbersome to use in routine clinical practice. Web-based wireless visual display duplicates an existing visual display of a respiratory-motion management system for visual guidance. The visual display of the existing system is sent to legacy Web clients over a private wireless network, thereby allowing a wireless setting for real-time visual guidance. In this study, active breathing coordinator (ABC) trace was used as an input for visual display, which captured and transmitted to Web clients. Virtual reality goggles require two (left and right eye view) images for visual display. We investigated the performance of Web-based wireless visual guidance by quantifying (1) the network latency of visual displays between an ABC computer display and Web clients of a laptop, an iPad mini 2 and an iPhone 6, and (2) the frame rate of visual display on the Web clients in frames per second (fps). The network latency of visual display between the ABC computer and Web clients was about 100 ms and the frame rate was 14.0 fps (laptop), 9.2 fps (iPad mini 2) and 11.2 fps (iPhone 6). In addition, visual display for virtual reality goggles was successfully shown on the iPhone 6 with 100 ms and 11.2 fps. A high network security was maintained by utilizing the private network configuration. This study demonstrated that a Web-based wireless visual guidance can be a promising technique for clinical motion management systems, which require real-time visual display of their outputs. Based on the results of this study, our approach has the potential to reduce clutter associated with wired-systems, reduce space requirements, and extend the use of medical devices from static usage to interactive and dynamic usage in a radiotherapy treatment vault.

  6. Modeling and Analysis of 3d Printing Ws-Bpel Business Processes Based on Servicenet

    Directory of Open Access Journals (Sweden)

    Zhang Cheng-Lei

    2017-01-01

    Full Text Available To solve the problem that whether the described Web service by business process execution language were interactive compatible, a method of WS-BPEL(Web Services Business Process Execution Language parsing and execution was proposed. The service compatibility checking algorithm based on the Mediation model, which can provide multi-level service checking compatibility, and realize the goal of Service Cooperation or the demand of Value-Added Services. Based on BPMN specification, a task modeling and management tool was proposed to support the service components for assembly component. It supports both Web service automatic retrieval and service content analysis based on QoS information, and the task execution model between the BPMN specification task descriptions was transformed into the BPEL specification task description model. Finally, a model transformation strategy based on meta-model mapping was put forward. The algorithm was designed and examples were given to demonstrate the efficiency of 3D Printing WS-BPEL.

  7. An Evaluative Review of Simulated Dynamic Smart 3d Objects

    Science.gov (United States)

    Romeijn, H.; Sheth, F.; Pettit, C. J.

    2012-07-01

    Three-dimensional (3D) modelling of plants can be an asset for creating agricultural based visualisation products. The continuum of 3D plants models ranges from static to dynamic objects, also known as smart 3D objects. There is an increasing requirement for smarter simulated 3D objects that are attributed mathematically and/or from biological inputs. A systematic approach to plant simulation offers significant advantages to applications in agricultural research, particularly in simulating plant behaviour and the influences of external environmental factors. This approach of 3D plant object visualisation is primarily evident from the visualisation of plants using photographed billboarded images, to more advanced procedural models that come closer to simulating realistic virtual plants. However, few programs model physical reactions of plants to external factors and even fewer are able to grow plants based on mathematical and/or biological parameters. In this paper, we undertake an evaluation of plant-based object simulation programs currently available, with a focus upon the components and techniques involved in producing these objects. Through an analytical review process we consider the strengths and weaknesses of several program packages, the features and use of these programs and the possible opportunities in deploying these for creating smart 3D plant-based objects to support agricultural research and natural resource management. In creating smart 3D objects the model needs to be informed by both plant physiology and phenology. Expert knowledge will frame the parameters and procedures that will attribute the object and allow the simulation of dynamic virtual plants. Ultimately, biologically smart 3D virtual plants that react to changes within an environment could be an effective medium to visually represent landscapes and communicate land management scenarios and practices to planners and decision-makers.

  8. 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.)

  9. 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…

  10. Image-Based Modeling Techniques for Architectural Heritage 3d Digitalization: Limits and Potentialities

    Science.gov (United States)

    Santagati, C.; Inzerillo, L.; Di Paola, F.

    2013-07-01

    3D reconstruction from images has undergone a revolution in the last few years. Computer vision techniques use photographs from data set collection to rapidly build detailed 3D models. The simultaneous applications of different algorithms (MVS), the different techniques of image matching, feature extracting and mesh optimization are inside an active field of research in computer vision. The results are promising: the obtained models are beginning to challenge the precision of laser-based reconstructions. Among all the possibilities we can mainly distinguish desktop and web-based packages. Those last ones offer the opportunity to exploit the power of cloud computing in order to carry out a semi-automatic data processing, thus allowing the user to fulfill other tasks on its computer; whereas desktop systems employ too much processing time and hard heavy approaches. Computer vision researchers have explored many applications to verify the visual accuracy of 3D model but the approaches to verify metric accuracy are few and no one is on Autodesk 123D Catch applied on Architectural Heritage Documentation. Our approach to this challenging problem is to compare the 3Dmodels by Autodesk 123D Catch and 3D models by terrestrial LIDAR considering different object size, from the detail (capitals, moldings, bases) to large scale buildings for practitioner purpose.

  11. Distributed Drug Discovery, Part 2: Global Rehearsal of Alkylating Agents for the Synthesis of Resin-Bound Unnatural Amino Acids and Virtual D3 Catalog Construction

    Science.gov (United States)

    2008-01-01

    Distributed Drug Discovery (D3) proposes solving large drug discovery problems by breaking them into smaller units for processing at multiple sites. A key component of the synthetic and computational stages of D3 is the global rehearsal of prospective reagents and their subsequent use in the creation of virtual catalogs of molecules accessible by simple, inexpensive combinatorial chemistry. The first section of this article documents the feasibility of the synthetic component of Distributed Drug Discovery. Twenty-four alkylating agents were rehearsed in the United States, Poland, Russia, and Spain, for their utility in the synthesis of resin-bound unnatural amino acids 1, key intermediates in many combinatorial chemistry procedures. This global reagent rehearsal, coupled to virtual library generation, increases the likelihood that any member of that virtual library can be made. It facilitates the realistic integration of worldwide virtual D3 catalog computational analysis with synthesis. The second part of this article describes the creation of the first virtual D3 catalog. It reports the enumeration of 24 416 acylated unnatural amino acids 5, assembled from lists of either rehearsed or well-precedented alkylating and acylating reagents, and describes how the resulting catalog can be freely accessed, searched, and downloaded by the scientific community. PMID:19105725

  12. 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.

  13. 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.)

  14. 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.

  15. 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.

  16. On 3D Geo-visualization of a Mine Surface Plant and Mine Roadway

    Institute of Scientific and Technical Information of China (English)

    WANG Yunjia; FU Yongming; FU Erjiang

    2007-01-01

    Constructing the 3D virtual scene of a coal mine is the objective requirement for modernizing and processing information on coal mining production. It is also the key technology to establish a "digital mine". By exploring current worldwide research, software and hardware tools and application demands, combined with the case study site (the Dazhuang mine of Pingdingshan coal group), an approach for 3D geo-visualization of a mine surface plant and mine roadway is deeply discussed. In this study, the rapid modeling method for a large range virtual scene based on Arc/Info and SiteBuilder3D is studied, and automatic generation of a 3D scene from a 2D scene is realized. Such an automatic method which can convert mine roadway systems from 2D to 3D is realized for the Dazhuang mine. Some relevant application questions are studied, including attribute query, coordinate query, distance measure, collision detection and the dynamic interaction between 2D and 3D virtual scenes in the virtual scene of a mine surface plant and mine roadway. A prototype system is designed and developed.

  17. 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.

  18. 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.

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

    Science.gov (United States)

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

    2011-09-01

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

  20. MO-D-213-08: Remote Dosimetric Credentialing for Clinical Trials with the Virtual EPID Standard Phantom Audit (VESPA)

    International Nuclear Information System (INIS)

    Lehmann, J; Miri, N; Vial, P; Hatton, J; Zwan, B; Sloan, K; Craig, A; Beenstock, V; Molloy, T; Greer, P

    2015-01-01

    Purpose: Report on implementation of a Virtual EPID Standard Phantom Audit (VESPA) for IMRT to support credentialing of facilities for clinical trials. Data is acquired by local facility staff and transferred electronically. Analysis is performed centrally. Methods: VESPA is based on published methods and a clinically established IMRT QA procedure, here extended to multi-vendor equipment. Facilities, provided with web-based comprehensive instructions and CT datasets, create IMRT treatment plans. They deliver the treatments directly to their EPID without phantom or couch in the beam. They also deliver a set of simple calibration fields. Collected EPID images are uploaded electronically. In the analysis, the dose is projected back into a virtual phantom and 3D gamma analysis is performed. 2D dose planes and linear dose profiles can be analysed when needed for clarification. Results: Pilot facilities covering a range of planning and delivery systems have performed data acquisition and upload successfully. Analysis showed agreement comparable to local experience with the method. Advantages of VESPA are (1) fast turnaround mainly driven by the facility’s capability to provide the requested EPID images, (2) the possibility for facilities performing the audit in parallel, as there is no need to wait for a phantom, (3) simple and efficient credentialing for international facilities, (4) a large set of data points, and (5) a reduced impact on resources and environment as there is no need to transport heavy phantoms or audit staff. Limitations of the current implementation of VESPA for trials credentialing are that it does not provide absolute dosimetry, therefore a Level 1 audit still required, and that it relies on correctly delivered open calibration fields, which are used for system calibration. Conclusion: The implemented EPID based IMRT audit system promises to dramatically improve credentialing efficiency for clinical trials and wider applications. VESPA for VMAT