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"abstract": "We describe the use of eddy current brakes for the synthesis haptic textures. Textural effects are achieved through rapid variations of the viscous damping coefficient that these brakes create when activated. We demonstrate that eddy current brakes can be actuated reliably at frequencies typical of haptic texture rendering. Performance is evaluated by measuring the movement of the manipulandum with an accelerometer while modulating the viscous force at high frequency. Key advantages of this technique include guaranteed passivity of the haptic synthesis, accurate results from the linear dynamics of these brakes, and elimination of the need to estimate or observe velocity.",
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"content": "We describe the use of eddy current brakes for the synthesis haptic textures. Textural effects are achieved through rapid variations of the viscous damping coefficient that these brakes create when activated. We demonstrate that eddy current brakes can be actuated reliably at frequencies typical of haptic texture rendering. Performance is evaluated by measuring the movement of the manipulandum with an accelerometer while modulating the viscous force at high frequency. Key advantages of this technique include guaranteed passivity of the haptic synthesis, accurate results from the linear dynamics of these brakes, and elimination of the need to estimate or observe velocity.",
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"proceeding": {
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"title": "2022 8th International Conference on Mechanical Engineering and Automation Science (ICMEAS)",
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"title": "Comparison of Squeezing Dynamics with Contactless/Contact-loaded High Viscous Droplets Based on a Transfer Printing",
"normalizedTitle": "Comparison of Squeezing Dynamics with Contactless/Contact-loaded High Viscous Droplets Based on a Transfer Printing",
"abstract": "For microdispensing of high-viscosity adhesives, the transfer printing by a needle-stamp with loaded microdroplets holds great potential, which is not limited by in-tube flow resistance and needle-stamp structures. Here, the squeezing dynamics of high viscous droplets were respectively described by the flat needle-stamp with contactless-loaded droplets and the conical/spherical needle-stamp with contact-loaded droplets in a transfer printing process. The expressions of the squeeze force between the loaded droplets and the substrate were established separately, and the main components of the force are compared and analyzed. Under the slit condition, the squeeze force was mainly composed of surface tension force and viscous force, and the viscous force dominated the squeezing and deforming of loaded droplets. By comparison, as the working radii of the conical/spherical needle-stamp increased gradually, the dominant effect of viscous force enhanced accordingly until the same effect as the flat needle-stamp. With the increase of the viscous force, the resolution of the contact radius between the deformed droplet and the substrate increased exponentially, improving the resolution of final transferred droplets. From the above analysis, transfer printing with contactless-loaded viscous droplets has more advantages for the improvement of dispensing resolution. Moreover, the squeezing, stretching, and breaking of contactless- loaded droplets between the flat needle-stamp and the substrate were also simulated by Fluent to verify its advantages.",
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{
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"content": "For microdispensing of high-viscosity adhesives, the transfer printing by a needle-stamp with loaded microdroplets holds great potential, which is not limited by in-tube flow resistance and needle-stamp structures. Here, the squeezing dynamics of high viscous droplets were respectively described by the flat needle-stamp with contactless-loaded droplets and the conical/spherical needle-stamp with contact-loaded droplets in a transfer printing process. The expressions of the squeeze force between the loaded droplets and the substrate were established separately, and the main components of the force are compared and analyzed. Under the slit condition, the squeeze force was mainly composed of surface tension force and viscous force, and the viscous force dominated the squeezing and deforming of loaded droplets. By comparison, as the working radii of the conical/spherical needle-stamp increased gradually, the dominant effect of viscous force enhanced accordingly until the same effect as the flat needle-stamp. With the increase of the viscous force, the resolution of the contact radius between the deformed droplet and the substrate increased exponentially, improving the resolution of final transferred droplets. From the above analysis, transfer printing with contactless-loaded viscous droplets has more advantages for the improvement of dispensing resolution. Moreover, the squeezing, stretching, and breaking of contactless- loaded droplets between the flat needle-stamp and the substrate were also simulated by Fluent to verify its advantages.",
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"affiliation": "Shangqiu Normal University,School of Electronic and Electrical Engineering,Shangqiu,China",
"fullName": "Ping Zhu",
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{
"affiliation": "Harbin Engineering University,College of Mechanical and Electrical Engineering,Harbin,China",
"fullName": "Xingyuan Wang",
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{
"affiliation": "Shangqiu Normal University,School of Electronic and Electrical Engineering,Shangqiu,China",
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"affiliation": "Shangqiu Normal University,School of Electronic and Electrical Engineering,Shangqiu,China",
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"abstract": "The recent development of three dimensional (3D) display technologies has resulted in a proliferation of 3D video production and broadcasting, attracting a lot of research into capture, compression and delivery of stereoscopic content. However, the predominant design practice of interactions with 3D video content has failed to address its differences and possibilities in comparison the existing 2D video interactions. This paper presents a study of user requirements related to interaction with the stereoscopic 3D video. The study suggests that the change of view, zoom in/out, dynamic video browsing and textual information are the most relevant interactions with stereoscopic 3D video. In addition, we identified a strong demand for object selection that resulted in a follow-up study of user preferences in 3D selection using virtual-hand and ray-casting metaphors. These results indicate that interaction modality affects users' decision of object selection in terms of chosen location in 3D, while user attitudes do not have significant impact. Furthermore, the ray-casting based interaction using Wiimote can outperform the volume-based interaction technique using mouse and keyboard for object positioning accuracy.",
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"abstract": "Stereoscopic video is one of the simplest forms of multi view video, which can be easily adapted for communication applications. Much current research is based on colour and depth map stereoscopic video, due to its reduced bandwidth requirements and backward compatibility. Existing immersive media research is more focused on application processing than aspects related to transfer of immersive content over communication channels. As video over packet networks is affected by missing frames, caused by packet loss, this paper proposes a frame concealment method for colour and depth map based stereoscopic video. The proposed method exploits the motion correlation of colour and depth map image sequences. The colour motion information is reused for prediction during depth map coding. The redundant motion information is then used to conceal transmission errors at the decoder. The experimental results show that the proposed frame concealment scheme performs better than applying error concealment for colour and depth map video separately in a range of packet error conditions.",
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"abstract": "In this paper, we introduce the idea of projecting different image elements from multiple viewpoints and combining them in a single stereoscopic image. We use this technique to enable multi-user interaction and co-located collaboration in large projection-based immersive display systems. Viewing stereoscopic images from a viewpoint outside of the projection viewpoint introduces parallax, a skew distortion of the spatial image, resulting in a misalignment between real and virtual object positions for multiple viewers sharing a single-view stereoscopic display system. With multi-viewpoint images, we can project different image elements from multiple viewpoints, corresponding to the viewing positions of multiple users, and combine them in a single image. We use this technique to project interaction elements for each user in the correct position and depth, matching, from the user's point of view, the tracked real positions of interaction devices with the virtual position of visual and functional interaction elements such as pointers, menus or picking rays. We introduce a rendering method to combine projections for different viewpoints in a single, consistent stereoscopic image. We have used multi-viewpoint images for interaction in applications, where a large audience is looking at a non-head-tracked immersive presentation and a guide user is controlling the application with direct interaction techniques. Furthermore we have developed complex interaction scenarios, where multiple users share a conventional single-view projection-based display environment for co-located collaboration.",
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"content": "In this paper, we introduce the idea of projecting different image elements from multiple viewpoints and combining them in a single stereoscopic image. We use this technique to enable multi-user interaction and co-located collaboration in large projection-based immersive display systems. Viewing stereoscopic images from a viewpoint outside of the projection viewpoint introduces parallax, a skew distortion of the spatial image, resulting in a misalignment between real and virtual object positions for multiple viewers sharing a single-view stereoscopic display system. With multi-viewpoint images, we can project different image elements from multiple viewpoints, corresponding to the viewing positions of multiple users, and combine them in a single image. We use this technique to project interaction elements for each user in the correct position and depth, matching, from the user's point of view, the tracked real positions of interaction devices with the virtual position of visual and functional interaction elements such as pointers, menus or picking rays. We introduce a rendering method to combine projections for different viewpoints in a single, consistent stereoscopic image. We have used multi-viewpoint images for interaction in applications, where a large audience is looking at a non-head-tracked immersive presentation and a guide user is controlling the application with direct interaction techniques. Furthermore we have developed complex interaction scenarios, where multiple users share a conventional single-view projection-based display environment for co-located collaboration.",
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"abstract": "The post processing of multiview images is one of new fields. Among them, a depth scaling is an important research. In this paper, we present a depth scaling method for multiview images that could provide an effective control of stereoscopic depth range. Unlike the previous works that change a camera configuration, our proposed method utilizes depth data in order to carry out the scaling of a depth range requested by users. In particular, our method can deal with multiview images captured by multiple cameras, and can be expanded from stereoscopic to multiview images. Our experimental results tested on automultiscopic 3D displays show that the perceived depth is appropriately scaled according to a user’s preferred depth. To prove this, DQCQS (Double Stimulus Continuous Quality Scale) subjective test is performed. The mean evaluation value of ten subjects is varied proportional to a scale factor.",
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"content": "The flow of visual input reaching the eye consists of huge amounts of time-varying information. It is crucial for both biological vision and automated systems to perceive and comprehend such a constantly changing environment within a relatively short processing time. To cope with such a computational challenge, one should locate and analyze only the information relevant to the current task by quickly focusing on selected areas of the scene as needed. Attention makes perception computationally tractable and helps with tasks such as object recognition. Attention permeates the whole stream of visual computation, it is both hierarchical and modular, and it involves representations, processing and strategies. Attentional mechanisms are intimately related to adaptation processes, and high-level attention corresponds to competitive, functional and learned behavioral programs. Attention consists of both data- and model-driven processes and their relationships, and it covers several levels such as sensory, reactive and behavioral processes. An example of how attention can be implemented considers time-varying imagery and it shows how functional linked pyramids and zoom lens operations lead to the generation of visual saccades. Both the time-varying imagery and the corresponding recognition memory are organized as pyramids and uniform indexing and classification interfaces using an attention pyramid are established. This paper concludes with a discussion on promising venues for future research that are most likely to enhance our understanding of attentional mechanisms.",
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"abstract": "The elements in the image that can attract people's visual attention are visual attention elements. Composition is a kind of visual perception feature in the study of audio-visual fusion information processing. The balance of composition depends on the distribution of visual attention elements in the image. Aiming at the problems of poor pertinence of existing visual attention models, unsystematic classification, unscientific selection of visual attention elements and insufficient consideration of human visual perception, this paper proposes a method of visual attention elements screening based on composition. Firstly, a material library based on composition is constructed, and PAD and harmony are marked. Then, a subjective assessment experiment is designed to screen out visual attention elements based on human perception. Finally, the experimental data were analyzed, the elements of visual attention based on composition were screened out, classified and summarized.",
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"abstract": "This paper proposes an approach to mixed environment training of manual tasks requiring concurrent use of psychomotor and cognitive skills. To train concurrent use of both skill sets, the learner is provided real-time generated, in-situ presented visual feedback of her performance. This feedback provides reinforcement and correction of psychomotor skills concurrently with guidance in developing cognitive models of the task.",
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"affiliation": "College of Engineering, University of Florida, USA",
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"content": "A clinical breast examination (CBE) is a thorough examination of the breast and the underarm area by trained healthcare professional to check for abnormalities. A CBE may be done if a woman finds a lump or change in her breasts, or as part of a woman's regular physical examination. A periodic screening with CBE and mammography results in reduced breast cancer mortality. A simulator for virtual training can help in the acquisition of skills to perform this procedure, but it has to simulate breast structures in a realistic way. Although some simulators are cited in the literature, they do not show the necessary attention towards the definition of the correct force feedback parameters for palpation simulation. The objective of this paper is to present the definition of the parameters for realistic representation of nodules in a virtual reality simulator for CBE. Based on nodule characteristics related to normal and abnormal cases, we defined equations aiming at calculating the appropriate force feedback to represent different cases configured by an instructor. Results of an assessment conducted by a physician indicated that the parameters set for each of the characteristics were considered realistic, with limitations in the representation of spiculated nodules.",
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"normalizedAbstract": "A clinical breast examination (CBE) is a thorough examination of the breast and the underarm area by trained healthcare professional to check for abnormalities. A CBE may be done if a woman finds a lump or change in her breasts, or as part of a woman's regular physical examination. A periodic screening with CBE and mammography results in reduced breast cancer mortality. A simulator for virtual training can help in the acquisition of skills to perform this procedure, but it has to simulate breast structures in a realistic way. Although some simulators are cited in the literature, they do not show the necessary attention towards the definition of the correct force feedback parameters for palpation simulation. The objective of this paper is to present the definition of the parameters for realistic representation of nodules in a virtual reality simulator for CBE. Based on nodule characteristics related to normal and abnormal cases, we defined equations aiming at calculating the appropriate force feedback to represent different cases configured by an instructor. Results of an assessment conducted by a physician indicated that the parameters set for each of the characteristics were considered realistic, with limitations in the representation of spiculated nodules.",
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"Virtual Reality Simulator",
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"affiliation": "Lab. of Comput. Applic. for Healthcare, Univ. of Sao Paulo, Sao Paulo, Brazil",
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"abstract": "Objective: To observe the relationship between the expression of PETA-3 and clinicopathological factors in breast cancer. Methods: 40 breast cancer samples were detected by the real-time PCR and immunohisto chemical staining to analyze the expression of PETA-3. The relationship between the expression of and clinicopathological factors was analyzed. Results: Compared to that in the adjacent tissues, the expression of PETA-3mRNA was markedly increased in breast cancer tissues. PETA-3 expression was significantly higher in metastatic breast cancer than in non-metastatic tumors. Furthermore PETA-3 expression levels of breast cancer were correlated with estrogen receptor status. Conclusions: Increased expression of PETA-3 suggests its involvement in the pathogenesis and metastasis of breast cancer.",
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{
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"content": "Objective: To observe the relationship between the expression of PETA-3 and clinicopathological factors in breast cancer. Methods: 40 breast cancer samples were detected by the real-time PCR and immunohisto chemical staining to analyze the expression of PETA-3. The relationship between the expression of and clinicopathological factors was analyzed. Results: Compared to that in the adjacent tissues, the expression of PETA-3mRNA was markedly increased in breast cancer tissues. PETA-3 expression was significantly higher in metastatic breast cancer than in non-metastatic tumors. Furthermore PETA-3 expression levels of breast cancer were correlated with estrogen receptor status. Conclusions: Increased expression of PETA-3 suggests its involvement in the pathogenesis and metastasis of breast cancer.",
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"normalizedAbstract": "Objective: To observe the relationship between the expression of PETA-3 and clinicopathological factors in breast cancer. Methods: 40 breast cancer samples were detected by the real-time PCR and immunohisto chemical staining to analyze the expression of PETA-3. The relationship between the expression of and clinicopathological factors was analyzed. Results: Compared to that in the adjacent tissues, the expression of PETA-3mRNA was markedly increased in breast cancer tissues. PETA-3 expression was significantly higher in metastatic breast cancer than in non-metastatic tumors. Furthermore PETA-3 expression levels of breast cancer were correlated with estrogen receptor status. Conclusions: Increased expression of PETA-3 suggests its involvement in the pathogenesis and metastasis of breast cancer.",
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"Breast Cancer",
"PETA 3",
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"fullName": "Ting Liu",
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"fullName": "Li Zhou",
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"title": "2017 IEEE International Symposium on Mixed and Augmented Reality (ISMAR-Adjunct)",
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"doi": "10.1109/ISMAR-Adjunct.2017.92",
"title": "A Mixed-Reality System for Breast Surgical Planning",
"normalizedTitle": "A Mixed-Reality System for Breast Surgical Planning",
"abstract": "One quarter of women who undergo breast lumpectomy to treat early-stage breast cancer in the United States undergo a repeat surgery due to concerns that residual tumor was left behind. This has led to a significant increase in women choosing mastectomy operations in the United States. We have developed a mixed-reality system that projects a 3D “hologram” of images from a breast MRI onto a patient using the Microsoft HoloLens. The goal of this system is to reduce the number of repeated surgeries by improving surgeons’ ability to determine tumor extent. We are conducting a pilot study in patients with palpable tumors that tests a surgeon’s ability to accurately identify the tumor location via mixed-reality visualization during surgical planning. Although early results are promising, it is critical but not straightforward to align holograms to the breast and to account for tissue deformations. More work is needed to improve the registration and holographic display at arm’s-length working distance. Nonetheless, first results from breast cancer surgeries have shown that mixed-reality guidance can indeed provide information about tumor location, and that this exciting new use for AR has the potential to improve the lives of many patients.",
"abstracts": [
{
"abstractType": "Regular",
"content": "One quarter of women who undergo breast lumpectomy to treat early-stage breast cancer in the United States undergo a repeat surgery due to concerns that residual tumor was left behind. This has led to a significant increase in women choosing mastectomy operations in the United States. We have developed a mixed-reality system that projects a 3D “hologram” of images from a breast MRI onto a patient using the Microsoft HoloLens. The goal of this system is to reduce the number of repeated surgeries by improving surgeons’ ability to determine tumor extent. We are conducting a pilot study in patients with palpable tumors that tests a surgeon’s ability to accurately identify the tumor location via mixed-reality visualization during surgical planning. Although early results are promising, it is critical but not straightforward to align holograms to the breast and to account for tissue deformations. More work is needed to improve the registration and holographic display at arm’s-length working distance. Nonetheless, first results from breast cancer surgeries have shown that mixed-reality guidance can indeed provide information about tumor location, and that this exciting new use for AR has the potential to improve the lives of many patients.",
"__typename": "ArticleAbstractType"
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"normalizedAbstract": "One quarter of women who undergo breast lumpectomy to treat early-stage breast cancer in the United States undergo a repeat surgery due to concerns that residual tumor was left behind. This has led to a significant increase in women choosing mastectomy operations in the United States. We have developed a mixed-reality system that projects a 3D “hologram” of images from a breast MRI onto a patient using the Microsoft HoloLens. The goal of this system is to reduce the number of repeated surgeries by improving surgeons’ ability to determine tumor extent. We are conducting a pilot study in patients with palpable tumors that tests a surgeon’s ability to accurately identify the tumor location via mixed-reality visualization during surgical planning. Although early results are promising, it is critical but not straightforward to align holograms to the breast and to account for tissue deformations. More work is needed to improve the registration and holographic display at arm’s-length working distance. Nonetheless, first results from breast cancer surgeries have shown that mixed-reality guidance can indeed provide information about tumor location, and that this exciting new use for AR has the potential to improve the lives of many patients.",
"fno": "6327a269",
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"affiliation": null,
"fullName": "Stephanie L. Perkins",
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"fullName": "Michael A. Lin",
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"abstract": "Interactive environments for dynamically deforming objects play an important role in virtual environment. These environments require fast and efficient collision detection handling techniques. In this paper, we propose a new collision detection algorithm based on spatial subdivision, which can solve the collision detection problems between deformable objects. The object space is uniformly subdivided into a series of voxels, and then determines whether collision detection will happen by constructing binary sort tree. Based on distribution density of objects, an optimal method is proposed to compute the size of voxels in uniform division, compared to other collision detection algorithm through a serial of tests, the results show that the algorithm this paper proposes is superior in performance when massive objects are uniformly distributed; Besides, the performance of algorithm is more stable than other algorithms in consideration of variable correlation among objects.",
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"abstract": "This research addresses the issue of human visual cognitive capability to identify an object irrespective of object orientation throughout the course of object movement in computer animation. The identification is by cognizing the shape characteristics that are independent of the object orientation as invariants. Taking a simple case of a silhouette cartoon animation and having a dolphin as a popular example of an object that changes the orientation while swimming and also jumping up into the air, we show that the orientation independent invariants are the critical points, namely the peaks of the convex portion of the object and the pits of concave portions, and that they are derived from a graph of the curvature change along the boundary of the object.",
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"abstract": "A new signal process method based on discrete wavelet transform is proposed in this paper to enhance the accuracy of fiber-optic Weight-In-Motion(WIM) system. The fiber-optic WIM system setup is developed and the characteristic of the axle weight signal is analyzed. The algorithm of the discrete wavelet transformation and its implementation is discussed in detail simultaneously. Theoretical analysis shows the proposed method can effectively reduce the impact of noise signals. The feasibility and effective of the proposed method in data processing of weight-in-motion is verified on-site experiment. Experimental results show that the method of using discrete wavelet transform to analyses the WIM output signals is effective.",
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"abstract": "Motion perception in immersive virtual reality environments significantly differs from the real world. For example, previous work has shown that users tend to underestimate travel distances in immersive virtual environments (VEs). As a solution to this problem, some researchers propose to scale the mapped virtual camera motion relative to the tracked real-world movement of a user until real and virtual motion appear to match, i. e., real-world movements could be mapped with a larger gain to the VE in order to compensate for the underestimation. Although this approach usually results in more accurate self-motion judgments by users, introducing discrepancies between real and virtual motion can become a problem, in particular, due to misalignments of both worlds and distorted space cognition. In this paper we describe a different approach that introduces apparent self-motion illusions by manipulating optic flow fields during movements in VEs. These manipulations can affect self-motion perception in VEs, but omit a quantitative discrepancy between real and virtual motions. We introduce four illusions and show in experiments that optic flow manipulation can significantly affect users' self-motion judgments. Furthermore, we show that with such manipulation of optic flow fields the underestimation of travel distances can be compensated.",
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"abstract": "Eye tracking technology in a head-mounted display has undergone rapid advancement in recent years, making it possible for researchers to explore new interaction techniques using natural eye movements. This paper explores three novel eye-gaze-based interaction techniques: (1) Duo-Reticles, eye-gaze selection based on eye-gaze and inertial reticles, (2) Radial Pursuit, cluttered-object selection that takes advantage of smooth pursuit, and (3) Nod and Roll, head-gesture-based interaction based on the vestibulo-ocular reflex. In an initial user study, we compare each technique against a baseline condition in a scenario that demonstrates its strengths and weaknesses.",
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"content": "Eye tracking technology in a head-mounted display has undergone rapid advancement in recent years, making it possible for researchers to explore new interaction techniques using natural eye movements. This paper explores three novel eye-gaze-based interaction techniques: (1) Duo-Reticles, eye-gaze selection based on eye-gaze and inertial reticles, (2) Radial Pursuit, cluttered-object selection that takes advantage of smooth pursuit, and (3) Nod and Roll, head-gesture-based interaction based on the vestibulo-ocular reflex. In an initial user study, we compare each technique against a baseline condition in a scenario that demonstrates its strengths and weaknesses.",
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"doi": "10.1109/ICPR.1994.577122",
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"abstract": "A method has been devised of using localized information to detect objects with varying signatures without prior segmentation. The detection is performed by a new class of nonlinear filters called matching pursuit filters, which are trained on multiple examples of the object of interest. Matching pursuit filters are designed through a generalization of the matching pursuit algorithm that allows for the simultaneous decomposition of multiple images. The matching pursuit algorithm decomposes a signal into an adapted linear combination of wavelets. There are two implementations of the matching pursuit filter design algorithm. The first implementation detects objects by correlating an image with a kernel designed by the decomposition of an observation of the object of interest. The second method directly compares the coefficients of the decomposition of the training set with coefficients produced by the decomposition of an observed image. The algorithm has been used for detecting features on human faces, identifying faces and searching for man-made objects in infrared imagery.",
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"content": "A method has been devised of using localized information to detect objects with varying signatures without prior segmentation. The detection is performed by a new class of nonlinear filters called matching pursuit filters, which are trained on multiple examples of the object of interest. Matching pursuit filters are designed through a generalization of the matching pursuit algorithm that allows for the simultaneous decomposition of multiple images. The matching pursuit algorithm decomposes a signal into an adapted linear combination of wavelets. There are two implementations of the matching pursuit filter design algorithm. The first implementation detects objects by correlating an image with a kernel designed by the decomposition of an observation of the object of interest. The second method directly compares the coefficients of the decomposition of the training set with coefficients produced by the decomposition of an observed image. The algorithm has been used for detecting features on human faces, identifying faces and searching for man-made objects in infrared imagery.",
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"affiliation": "National University of Defence Technology, China",
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"abstract": "Models of interaction tasks are quantitative descriptions of relationships between human temporal performance and the spatial characteristics of the interactive tasks. Examples include Fitts' law for modeling the pointing task and Accot and Zhai's steering law for the path steering task, etc. Models can be used as guidelines to design efficient user interfaces and quantitatively evaluate interaction techniques and input devices. In this paper, we introduce a 3D object pursuit interaction task, in which users are required to continuously track a moving target in a virtual environment. The entire movement of the task is broken into a tracking phase and a correction phase. For each phase, we propose a model that has been verified by two experiments. As the experimental results show, the time for the tracking phase is fixed once a task has been established, while the time for the correction phase usually varies according to some characteristics of the task. It can be modeled as a function of path length, target width and the velocity with which the target moves. The proposed model can be used to quantitatively evaluate the efficiency of user interfaces that involve the interaction with moving objects.",
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"content": "Models of interaction tasks are quantitative descriptions of relationships between human temporal performance and the spatial characteristics of the interactive tasks. Examples include Fitts' law for modeling the pointing task and Accot and Zhai's steering law for the path steering task, etc. Models can be used as guidelines to design efficient user interfaces and quantitatively evaluate interaction techniques and input devices. In this paper, we introduce a 3D object pursuit interaction task, in which users are required to continuously track a moving target in a virtual environment. The entire movement of the task is broken into a tracking phase and a correction phase. For each phase, we propose a model that has been verified by two experiments. As the experimental results show, the time for the tracking phase is fixed once a task has been established, while the time for the correction phase usually varies according to some characteristics of the task. It can be modeled as a function of path length, target width and the velocity with which the target moves. The proposed model can be used to quantitatively evaluate the efficiency of user interfaces that involve the interaction with moving objects.",
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"abstract": "Compared with small vehicles, the bus body is longer and the parking path is relatively shorter. If there are some errors in the path tracking process, there will be the risk of crossing the parking line. Therefore, the parking system of bus needs a high precision path tracking algorithm. Pure pursuit algorithm is widely used in vehicle or robot path tracking problem, but its performance depends on the selection of look-ahead distance which needs to be determined by scene in practical application. Aiming at the performance requirement of bus parking system, this paper improves the pure pursuit algorithm by analyzing the stability and error sources of the pure pursuit algorithm. In the improvement of the algorithm, speed is used as one of the parameters in the calculation of look-ahead distance to improve the stability of the system, and PI (Proportion Integration) control is added to the calculation of steering angle of pure pursuit algorithm to improve the tracking accuracy of the algorithm in the curve stage. The results of experiments show that the proposed algorithm can effectively improve the parking accuracy and stability of buses.",
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"abstract": "Manipulating virtual objects using bare hands has been an attractive interaction paradigm in virtual and augmented reality due to its intuitive nature. However, one limitation of freehand input lies in the ambiguous resulting effect of the interaction. The same gesture performed on a virtual object could invoke different operations on the object depending on the context, object properties, and user intention. We present an experimental analysis of a set of disambiguation techniques in a virtual reality environment, comparing three input modalities (head gaze, speech, and foot tap) paired with three different timings in which options appear to resolve ambiguity (before, during, and after an interaction). The results indicate that using head gaze for disambiguation during an interaction with the object achieved the best performance.",
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"title": "Comparison and Simulation Study of the Sparse Representation Matching Pursuit Algorithm and the Orthogonal Matching Pursuit Algorithm",
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"abstract": "In recent years, sparse representation technology has made outstanding contributions in signal processing, image processing, target recognition, blind source separation, etc. Greedy algorithms are an important class of algorithms in the field of sparse representation, and matching pursuit algorithm and orthogonal matching pursuit algorithm are two typical greedy algorithms. The orthogonal matching pursuit algorithm has a great improvement in the convergence time compared with the matching pursuit algorithm, but the matching pursuit algorithm is still used in many current scenarios where greedy algorithm is applied. In order to understand the signal reconstruction effect of greedy algorithms and to analyze and compare the advantages and disadvantages of different algorithms, this paper briefly analyzes and compares these two typical greedy algorithms from the principle to simulation, and obtains the simulation results of matching pursuit algorithm and orthogonal matching pursuit algorithm and compares the advantages and disadvantages.",
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"content": "In recent years, sparse representation technology has made outstanding contributions in signal processing, image processing, target recognition, blind source separation, etc. Greedy algorithms are an important class of algorithms in the field of sparse representation, and matching pursuit algorithm and orthogonal matching pursuit algorithm are two typical greedy algorithms. The orthogonal matching pursuit algorithm has a great improvement in the convergence time compared with the matching pursuit algorithm, but the matching pursuit algorithm is still used in many current scenarios where greedy algorithm is applied. In order to understand the signal reconstruction effect of greedy algorithms and to analyze and compare the advantages and disadvantages of different algorithms, this paper briefly analyzes and compares these two typical greedy algorithms from the principle to simulation, and obtains the simulation results of matching pursuit algorithm and orthogonal matching pursuit algorithm and compares the advantages and disadvantages.",
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"normalizedAbstract": "In recent years, sparse representation technology has made outstanding contributions in signal processing, image processing, target recognition, blind source separation, etc. Greedy algorithms are an important class of algorithms in the field of sparse representation, and matching pursuit algorithm and orthogonal matching pursuit algorithm are two typical greedy algorithms. The orthogonal matching pursuit algorithm has a great improvement in the convergence time compared with the matching pursuit algorithm, but the matching pursuit algorithm is still used in many current scenarios where greedy algorithm is applied. In order to understand the signal reconstruction effect of greedy algorithms and to analyze and compare the advantages and disadvantages of different algorithms, this paper briefly analyzes and compares these two typical greedy algorithms from the principle to simulation, and obtains the simulation results of matching pursuit algorithm and orthogonal matching pursuit algorithm and compares the advantages and disadvantages.",
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"Blind Source Separation",
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"Sparse Representation",
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"affiliation": "Space Engineering University,School of Space Information,Beijing,China",
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"affiliation": "Space Engineering University,School of Space Information,Beijing,China",
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"abstract": "Euler diagrams are frequently used for visualizing information about collections of objects and form an important component of various visual languages. Properties possessed by Euler diagrams correlate with their usability, such as whether the diagram has only simple curves or possesses concurrency. Sometimes, every diagram that represents some given information possesses some undesirable properties, and reducing the number of violations of undesirable properties is beneficial. In this paper we show how to count the number of violations from the reduced Euler graph. We then define various transformations on the Euler graph which can reduce the number of violations of a given property, but sometimes at the expense of increasing the number of violations of another property. These transformations can be used to improve the quality of the drawn diagram, which is important for effective information visualization.",
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{
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"content": "Euler diagrams are frequently used for visualizing information about collections of objects and form an important component of various visual languages. Properties possessed by Euler diagrams correlate with their usability, such as whether the diagram has only simple curves or possesses concurrency. Sometimes, every diagram that represents some given information possesses some undesirable properties, and reducing the number of violations of undesirable properties is beneficial. In this paper we show how to count the number of violations from the reduced Euler graph. We then define various transformations on the Euler graph which can reduce the number of violations of a given property, but sometimes at the expense of increasing the number of violations of another property. These transformations can be used to improve the quality of the drawn diagram, which is important for effective information visualization.",
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"normalizedAbstract": "Euler diagrams are frequently used for visualizing information about collections of objects and form an important component of various visual languages. Properties possessed by Euler diagrams correlate with their usability, such as whether the diagram has only simple curves or possesses concurrency. Sometimes, every diagram that represents some given information possesses some undesirable properties, and reducing the number of violations of undesirable properties is beneficial. In this paper we show how to count the number of violations from the reduced Euler graph. We then define various transformations on the Euler graph which can reduce the number of violations of a given property, but sometimes at the expense of increasing the number of violations of another property. These transformations can be used to improve the quality of the drawn diagram, which is important for effective information visualization.",
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"Visual Languages",
"Euler Graph Transformations",
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"Image Edge Detection",
"Turning",
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"Euler Diagrams",
"Venn Diagrams",
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"affiliation": null,
"fullName": "Peter Rodgers",
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"doi": "10.1109/VISUAL.2003.1250358",
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"abstract": "This paper presents a signed distance transform algorithm using graphics hardware, which computes the scalar valued function of the Euclidean distance to a given manifold of co-dimension one. If this manifold is closed and orientable, the distance has a negative sign on one side of the manifold and a positive sign on the other. Triangle meshes are considered for the representation of a two-dimensional manifold and the distance function is sampled on a regular Cartesian grid. In order to achieve linear complexity in the number of grid points, to each primitive we assign a simple poly-hedron enclosing its Voronoi cell. Voronoi cells are known to contain exactly all points that lay closest to its corresponding primitive. Thus, the distance to the primitive only has to be computed for grid points inside its polyhedron. Although Voronoi cells partition space, the polyhedrons enclosing these cells do overlap. In regions where these overlaps occur, the minimum of all computed distances is assigned to a grid point. In order to speed up computations, points inside each polyhedron are determined by scan conversion of grid slices using graphics hardware. For this task, a fragment program is used to perform the nonlinear interpolation and minimization of distance values.",
"abstracts": [
{
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"content": "This paper presents a signed distance transform algorithm using graphics hardware, which computes the scalar valued function of the Euclidean distance to a given manifold of co-dimension one. If this manifold is closed and orientable, the distance has a negative sign on one side of the manifold and a positive sign on the other. Triangle meshes are considered for the representation of a two-dimensional manifold and the distance function is sampled on a regular Cartesian grid. In order to achieve linear complexity in the number of grid points, to each primitive we assign a simple poly-hedron enclosing its Voronoi cell. Voronoi cells are known to contain exactly all points that lay closest to its corresponding primitive. Thus, the distance to the primitive only has to be computed for grid points inside its polyhedron. Although Voronoi cells partition space, the polyhedrons enclosing these cells do overlap. In regions where these overlaps occur, the minimum of all computed distances is assigned to a grid point. In order to speed up computations, points inside each polyhedron are determined by scan conversion of grid slices using graphics hardware. For this task, a fragment program is used to perform the nonlinear interpolation and minimization of distance values.",
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"affiliation": "ETH Zürich",
"fullName": "Christian Sigg",
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"affiliation": "ETH Zürich",
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"proceeding": {
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"abstract": "We present a simple yet robust signed distance field (SDF) generator based on recent GPU architectures. In our approach, the squared Euclidean distance is calculated for each triangle face in parallel, and then an optimized stream reduction process is used to find the shortest distance. During this process, the stream reduction operation acts like a parallel binary space-searching routine for each level. This process uses computations and memory bandwidth efficiently because of the massive number of CUDA threads. Signs are then determined by calculating angleweighted pseudonormals. Unlike some previous SDF approaches that only calculate the SDF near the surface or within the bounding box, our method can calculate the SDF adaptively so that there are no limitations on proximity or regularity. We also compare our GPU-based results with a kd-tree based single CPU approach for a 3D geometry synthesis application.",
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"abstract": "We present a computational model to simulate the skeletal muscle deformation during muscle contraction. This model includes a detailed description of the skeletal muscle architecture, non-linear properties of muscle tissue, novel features in the active muscle constitutive equations, and geometric constraints that can be enforced through Lagrange multipliers. The proposed muscle model predicts fibre forces based on the principle of virtual work, along with appropriate geometric constraints using a non-linear finite element analysis. This computational model introduces methods to produce realistic skeletal muscle deformation to be used in computer animation applications, and to study muscle function in biomechanical applications. Our model is sufficiently general to be applied in other non-linear soft tissues with different material properties. In order to exemplify its generality, the model is applied to different structural arrangements of individual skeletal muscles.",
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"abstract": "In this paper, we analyzed changes in muscle length of lower limbs during high-heel walking based on the musculoskeletal model. Twenty young healthy women participated in this study. For each subject, the 3D motion analysis was performed for four different cases; walking with flat shoe, 3cm high-heel, 6cm high-heel, and 9cm high-heel. Then the musculoskeletal model, with modified Hill-type muscles, was made from subjects' anthropometric data and 3D motion capture data. Results showed that heel height did not show significant difference in hip joint motion. However, for 6cm and 9cm high-heels, knee flexion increased during loading response due to the insufficient extension of biceps femoris short head. Changes in muscle length of soleus and tibialis anterior significantly decreased and the muscle force of soleus decreased. Our results showed that the ankle joint played most important role to adapt high-heel lower than 6cm, but the contribution of other lower extremity joints, especially knee joint, would be required for the higher heel. Changes in muscle length provided more valuable information to determine gait characteristics in various clinical conditions.",
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"content": "In this paper, we analyzed changes in muscle length of lower limbs during high-heel walking based on the musculoskeletal model. Twenty young healthy women participated in this study. For each subject, the 3D motion analysis was performed for four different cases; walking with flat shoe, 3cm high-heel, 6cm high-heel, and 9cm high-heel. Then the musculoskeletal model, with modified Hill-type muscles, was made from subjects' anthropometric data and 3D motion capture data. Results showed that heel height did not show significant difference in hip joint motion. However, for 6cm and 9cm high-heels, knee flexion increased during loading response due to the insufficient extension of biceps femoris short head. Changes in muscle length of soleus and tibialis anterior significantly decreased and the muscle force of soleus decreased. Our results showed that the ankle joint played most important role to adapt high-heel lower than 6cm, but the contribution of other lower extremity joints, especially knee joint, would be required for the higher heel. Changes in muscle length provided more valuable information to determine gait characteristics in various clinical conditions.",
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"id": "proceedings/icdh/2021/1685/0/168500a315",
"title": "Use of Musculoskeletal Modeling to Examine Lower Limb Muscle Contribution to Gait Balance Control: Effects of Overweight",
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"proceeding": {
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"title": "2014 International Conference on Computer Graphics Theory and Applications (GRAPP)",
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"title": "Deformable muscle models for motion simulation",
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"abstract": "This paper presents a methodology for interactive muscle simulation. The fibres of individual muscles are represented by particles connected by springs, thus creating a deformable model of the muscle. In order to be able to describe human musculoskeletal system, contact between pairs of muscles as well as muscles and bones must be accounted for. Therefore, collision detection and response mechanism which allows both types of contact (soft body vs. rigid body and soft vs. soft body) is presented. The solution is a part of a project dedicated to improvement of the effectiveness of osteoporosis prediction and treatment.",
"abstracts": [
{
"abstractType": "Regular",
"content": "This paper presents a methodology for interactive muscle simulation. The fibres of individual muscles are represented by particles connected by springs, thus creating a deformable model of the muscle. In order to be able to describe human musculoskeletal system, contact between pairs of muscles as well as muscles and bones must be accounted for. Therefore, collision detection and response mechanism which allows both types of contact (soft body vs. rigid body and soft vs. soft body) is presented. The solution is a part of a project dedicated to improvement of the effectiveness of osteoporosis prediction and treatment.",
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"normalizedAbstract": "This paper presents a methodology for interactive muscle simulation. The fibres of individual muscles are represented by particles connected by springs, thus creating a deformable model of the muscle. In order to be able to describe human musculoskeletal system, contact between pairs of muscles as well as muscles and bones must be accounted for. Therefore, collision detection and response mechanism which allows both types of contact (soft body vs. rigid body and soft vs. soft body) is presented. The solution is a part of a project dedicated to improvement of the effectiveness of osteoporosis prediction and treatment.",
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"affiliation": "NTIS - New Technologies for the Information Society, University of West Bohemia, Univerzitní 22, 30100, Plzeň, Czech Republic",
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"abstractUrl": "/proceedings-article/cgi/2001/10070015/12OmNznkKa7",
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"title": "2017 6th International Conference on Informatics, Electronics and Vision & 2017 7th International Symposium in Computational Medical and Health Technology (ICIEV-ISCMHT)",
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"title": "Estimation of shoulder muscle-force during arm abduction in the simulated rotator cuff repair",
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"abstract": "Rotator cuff repair is usually performed by reattaching the torn tendon edge to the anatomical insertion site. It is clinically important to know how shoulder muscle force production changes when the reattachment site of the supraspinatus, which is involved in almost all rotator cuff tears, is shifted medially to the original insertion site. The aim of our study was to estimate shoulder muscle-force production varying with the supraspinatus muscle fiber insertion site utilizing a MR/CT image-based musculoskeletal model. To reproduce the arm abduction in the scapular plane, the shoulder and the elbow of a healthy volunteer were scanned by CT and an open-MR system (the neutral position with CT and five positions of arm abduction in the scapular plane with an open-MR system). Eight shoulder muscles were represented plural straight lines on the surface of 3D anatomic model. Subsequently, three patterns of the supraspinatus insertion sites were determined as follows: anatomical (AI) insertion site, 5mm and 10mm medially-shifted insertion sites (5MS, 10MS). Finally each shoulder muscle-force production of every muscle line was estimated to minimize the summation of each unit muscle force production using an optimization algorithm. Supraspinatus muscle-force productions in 5MS and 10MS decreased (range: 2.2 to 71.7%) during arm abduction in comparison with that in AI. Moreover, mostly muscle force productions of the infraspinatus, subscapularis, and deltoid anterior portion increased during arm abduction. Additionally, the muscle-force production patterns of the deltoid middle portion were associated with the muscle-force production patterns of the supraspinatus. Our findings described that the compensatory action and the deltoid middle portion-supraspinatus force couple were performed to be varied with the supraspinatus muscle fiber insertion site. Any deviation of <5 mm form the anatomical insertion site possible improve clinical outcomes after rotator cuff repair.",
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"content": "Rotator cuff repair is usually performed by reattaching the torn tendon edge to the anatomical insertion site. It is clinically important to know how shoulder muscle force production changes when the reattachment site of the supraspinatus, which is involved in almost all rotator cuff tears, is shifted medially to the original insertion site. The aim of our study was to estimate shoulder muscle-force production varying with the supraspinatus muscle fiber insertion site utilizing a MR/CT image-based musculoskeletal model. To reproduce the arm abduction in the scapular plane, the shoulder and the elbow of a healthy volunteer were scanned by CT and an open-MR system (the neutral position with CT and five positions of arm abduction in the scapular plane with an open-MR system). Eight shoulder muscles were represented plural straight lines on the surface of 3D anatomic model. Subsequently, three patterns of the supraspinatus insertion sites were determined as follows: anatomical (AI) insertion site, 5mm and 10mm medially-shifted insertion sites (5MS, 10MS). Finally each shoulder muscle-force production of every muscle line was estimated to minimize the summation of each unit muscle force production using an optimization algorithm. Supraspinatus muscle-force productions in 5MS and 10MS decreased (range: 2.2 to 71.7%) during arm abduction in comparison with that in AI. Moreover, mostly muscle force productions of the infraspinatus, subscapularis, and deltoid anterior portion increased during arm abduction. Additionally, the muscle-force production patterns of the deltoid middle portion were associated with the muscle-force production patterns of the supraspinatus. Our findings described that the compensatory action and the deltoid middle portion-supraspinatus force couple were performed to be varied with the supraspinatus muscle fiber insertion site. Any deviation of <5 mm form the anatomical insertion site possible improve clinical outcomes after rotator cuff repair.",
"__typename": "ArticleAbstractType"
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"normalizedAbstract": "Rotator cuff repair is usually performed by reattaching the torn tendon edge to the anatomical insertion site. It is clinically important to know how shoulder muscle force production changes when the reattachment site of the supraspinatus, which is involved in almost all rotator cuff tears, is shifted medially to the original insertion site. The aim of our study was to estimate shoulder muscle-force production varying with the supraspinatus muscle fiber insertion site utilizing a MR/CT image-based musculoskeletal model. To reproduce the arm abduction in the scapular plane, the shoulder and the elbow of a healthy volunteer were scanned by CT and an open-MR system (the neutral position with CT and five positions of arm abduction in the scapular plane with an open-MR system). Eight shoulder muscles were represented plural straight lines on the surface of 3D anatomic model. Subsequently, three patterns of the supraspinatus insertion sites were determined as follows: anatomical (AI) insertion site, 5mm and 10mm medially-shifted insertion sites (5MS, 10MS). Finally each shoulder muscle-force production of every muscle line was estimated to minimize the summation of each unit muscle force production using an optimization algorithm. Supraspinatus muscle-force productions in 5MS and 10MS decreased (range: 2.2 to 71.7%) during arm abduction in comparison with that in AI. Moreover, mostly muscle force productions of the infraspinatus, subscapularis, and deltoid anterior portion increased during arm abduction. Additionally, the muscle-force production patterns of the deltoid middle portion were associated with the muscle-force production patterns of the supraspinatus. Our findings described that the compensatory action and the deltoid middle portion-supraspinatus force couple were performed to be varied with the supraspinatus muscle fiber insertion site. Any deviation of <5 mm form the anatomical insertion site possible improve clinical outcomes after rotator cuff repair.",
"fno": "08338515",
"keywords": [
"Muscles",
"Production",
"Shoulder",
"Force",
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"Artificial Intelligence"
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"affiliation": "Nobuhara Hospital and Institute of Biomechanics, Tatsuno, Japan",
"fullName": "Hiroshi Tanaka",
"givenName": "Hiroshi",
"surname": "Tanaka",
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{
"affiliation": "Graduate School of Science and Technology, Niigata University, Niigata, Japan",
"fullName": "Toyohiko Hayashi",
"givenName": "Toyohiko",
"surname": "Hayashi",
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{
"affiliation": "Nobuhara Hospital and Institute of Biomechanics, Tatsuno, Japan",
"fullName": "Hiroaki Inui",
"givenName": "Hiroaki",
"surname": "Inui",
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{
"affiliation": "Nobuhara Hospital and Institute of Biomechanics, Tatsuno, Japan",
"fullName": "Tomoyuki Muto",
"givenName": "Tomoyuki",
"surname": "Muto",
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{
"affiliation": "Nobuhara Hospital and Institute of Biomechanics, Tatsuno, Japan",
"fullName": "Hiroki Ninomiya",
"givenName": "Hiroki",
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{
"affiliation": "Nobuhara Hospital and Institute of Biomechanics, Tatsuno, Japan",
"fullName": "Katsuya Nobuhara",
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"surname": "Nobuhara",
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"abstract": "This paper proposes an iterative learning control scheme in a task space for a musculoskeletal redundant planar arm model to accomplish a desired time dependent trajectory tracking task. In our previous work, we have proposed the iterative learning control scheme in a muscle length space for a two-link six-muscle planar arm model. This proposed method has been effective for performing a time dependent desired trajectory tracking task even under the existence of strong nonlinearity of muscles dynamics. However in the previous work, a muscle redundancy only treated, and a joint redundancy has not yet been considered. Also a solution of inverse kinematics from the task space to the joint angle space must be calculated in real-time. This paper considers both muscle and joint redundancies, and the task space iterative learning scheme is newly exploited. By introducing the task space controller, it is unnecessary to compute inverse kinematics from the task space to the joint space in real-time. Firstly, a three-joint nine-muscle redundant planar arm is modeled. Secondly, the task space iterative learning control signal is designed. Then finally, the effectiveness of our proposed controller is illustrated through some numerical simulation results even under the existence of both redundancies and the nonlinear muscle dynamics.",
"abstracts": [
{
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"content": "This paper proposes an iterative learning control scheme in a task space for a musculoskeletal redundant planar arm model to accomplish a desired time dependent trajectory tracking task. In our previous work, we have proposed the iterative learning control scheme in a muscle length space for a two-link six-muscle planar arm model. This proposed method has been effective for performing a time dependent desired trajectory tracking task even under the existence of strong nonlinearity of muscles dynamics. However in the previous work, a muscle redundancy only treated, and a joint redundancy has not yet been considered. Also a solution of inverse kinematics from the task space to the joint angle space must be calculated in real-time. This paper considers both muscle and joint redundancies, and the task space iterative learning scheme is newly exploited. By introducing the task space controller, it is unnecessary to compute inverse kinematics from the task space to the joint space in real-time. Firstly, a three-joint nine-muscle redundant planar arm is modeled. Secondly, the task space iterative learning control signal is designed. Then finally, the effectiveness of our proposed controller is illustrated through some numerical simulation results even under the existence of both redundancies and the nonlinear muscle dynamics.",
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"normalizedAbstract": "This paper proposes an iterative learning control scheme in a task space for a musculoskeletal redundant planar arm model to accomplish a desired time dependent trajectory tracking task. In our previous work, we have proposed the iterative learning control scheme in a muscle length space for a two-link six-muscle planar arm model. This proposed method has been effective for performing a time dependent desired trajectory tracking task even under the existence of strong nonlinearity of muscles dynamics. However in the previous work, a muscle redundancy only treated, and a joint redundancy has not yet been considered. Also a solution of inverse kinematics from the task space to the joint angle space must be calculated in real-time. This paper considers both muscle and joint redundancies, and the task space iterative learning scheme is newly exploited. By introducing the task space controller, it is unnecessary to compute inverse kinematics from the task space to the joint space in real-time. Firstly, a three-joint nine-muscle redundant planar arm is modeled. Secondly, the task space iterative learning control signal is designed. Then finally, the effectiveness of our proposed controller is illustrated through some numerical simulation results even under the existence of both redundancies and the nonlinear muscle dynamics.",
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"title": "Design and Selection of Muscle Excitation Patterns for Modeling a Lower Extremity Joint Inspired Tensegrity",
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"abstract": "We propose a tensegrity-inspired design that emulates human lower extremity musculoskeletal connections as a network of rigid and tensile elements. Anatomical combinations of bones and muscles within joints provide structural stability, and manipulate configurations to maintain a standing position or enter a squat-like descent. We validated the predictions of our mathematical model with a computer simulation and a physical prototype. Bio-inspired joints controlled by muscle excitation patterns offers possibilities to revolutionize the innate flexibility within artificial limbs and future assistive devices.",
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{
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"content": "We propose a tensegrity-inspired design that emulates human lower extremity musculoskeletal connections as a network of rigid and tensile elements. Anatomical combinations of bones and muscles within joints provide structural stability, and manipulate configurations to maintain a standing position or enter a squat-like descent. We validated the predictions of our mathematical model with a computer simulation and a physical prototype. Bio-inspired joints controlled by muscle excitation patterns offers possibilities to revolutionize the innate flexibility within artificial limbs and future assistive devices.",
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"normalizedAbstract": "We propose a tensegrity-inspired design that emulates human lower extremity musculoskeletal connections as a network of rigid and tensile elements. Anatomical combinations of bones and muscles within joints provide structural stability, and manipulate configurations to maintain a standing position or enter a squat-like descent. We validated the predictions of our mathematical model with a computer simulation and a physical prototype. Bio-inspired joints controlled by muscle excitation patterns offers possibilities to revolutionize the innate flexibility within artificial limbs and future assistive devices.",
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"abstract": "Biomechanically accurate finite element models of facial musculature offer a superior accuracy in reproducing facial expressions. We employ such a finite element simulation model to determine the muscle activations and kinematic configuration of the rigid bones associated with an expression from a sparse sampling of the deformation of the face surface over time, acquired using a motion capture system. Our simulation model, consisting of 840K tetrahedral elements, was created through non-rigid registration of a muscle geometry template derived from the visible human dataset to MRI volumetric data acquired from the motion capture subject.",
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"content": "Biomechanically accurate finite element models of facial musculature offer a superior accuracy in reproducing facial expressions. We employ such a finite element simulation model to determine the muscle activations and kinematic configuration of the rigid bones associated with an expression from a sparse sampling of the deformation of the face surface over time, acquired using a motion capture system. Our simulation model, consisting of 840K tetrahedral elements, was created through non-rigid registration of a muscle geometry template derived from the visible human dataset to MRI volumetric data acquired from the motion capture subject.",
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"abstract": "A set of images of a Lambertian surface under varying lighting directions defines its shape up to a three-parameter Generalized Bas-Relief (GBR) ambiguity. In this paper, we examine this ambiguity in the context of surfaces having an additive non-Lambertian reflectance component, and we show that the GBR ambiguity is resolved by any non-Lambertian reflectance function that is isotropic and spatially invariant. The key observation is that each point on a curved surface under directional illumination is a member of a family of points that are in isotropic or reciprocal configurations. We show that the GBR can be resolved in closed form by identifying members of these families in two or more images. Based on this idea, we present an algorithm for recovering full Euclidean geometry from a set of uncalibrated photometric stereo images, and we evaluate it empirically on a number of examples.",
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"content": "A set of images of a Lambertian surface under varying lighting directions defines its shape up to a three-parameter Generalized Bas-Relief (GBR) ambiguity. In this paper, we examine this ambiguity in the context of surfaces having an additive non-Lambertian reflectance component, and we show that the GBR ambiguity is resolved by any non-Lambertian reflectance function that is isotropic and spatially invariant. The key observation is that each point on a curved surface under directional illumination is a member of a family of points that are in isotropic or reciprocal configurations. We show that the GBR can be resolved in closed form by identifying members of these families in two or more images. Based on this idea, we present an algorithm for recovering full Euclidean geometry from a set of uncalibrated photometric stereo images, and we evaluate it empirically on a number of examples.",
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{
"affiliation": "The Hong Kong University of Science and Technology",
"fullName": "Ping Tan",
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