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"abstract": "The addition of stereoscopic navigation to an image-based virtual environment is a desirable enhancement. This can be implemented by sampling the scene with a number of stereoscopic panoramas. In this regard, clusters of panoramas in a known spatial arrangement can be used to render omnistereoscopic views. However, slight misalignments between panoramas introduced by single-shot panoramic cameras must be corrected in order to capture the depth of the scene consistently in every direction. In this regard, a novel alignment correction method is proposed herein based on the dense disparity map between panoramas. This technique was successfully tested in the rendering of omnistereoscopic images in different scenarios and it is applicable to any off-the-shelf panoramic cameras. Unlike other panorama alignment methods, this is a featureless and uncalibrated solution to the alignment of closely taken panoramic snapshots. Furthermore, the omnistereoscopic rendering and aligning techniques proposed herein are computationally inexpensive alternatives for creating stereoscopic image-based virtual environments.",
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"content": "The addition of stereoscopic navigation to an image-based virtual environment is a desirable enhancement. This can be implemented by sampling the scene with a number of stereoscopic panoramas. In this regard, clusters of panoramas in a known spatial arrangement can be used to render omnistereoscopic views. However, slight misalignments between panoramas introduced by single-shot panoramic cameras must be corrected in order to capture the depth of the scene consistently in every direction. In this regard, a novel alignment correction method is proposed herein based on the dense disparity map between panoramas. This technique was successfully tested in the rendering of omnistereoscopic images in different scenarios and it is applicable to any off-the-shelf panoramic cameras. Unlike other panorama alignment methods, this is a featureless and uncalibrated solution to the alignment of closely taken panoramic snapshots. Furthermore, the omnistereoscopic rendering and aligning techniques proposed herein are computationally inexpensive alternatives for creating stereoscopic image-based virtual environments.",
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"abstract": "Redirected Walking (RDW) is a common technique leveraged to allow real walking for exploring large virtual environments in constrained physical tracking spaces. Effective RDW is challenging due to its complexity and disturbance factors (e.g., spontaneous user behavior). Existing techniques range from combinations of simple motion scaling to more elaborate curvature injections and reactive, predictive, or scripted steering concepts. However, many of these approaches were evaluated in simulation only, and researchers argued that the findings would translate to real scenarios to motivate the effectiveness of their algorithms. Using the Redirected Walking Toolkit and its virtual path generator, a randomized waypoint-based path generator has been common practice, although its built-in simplifications assume sequential user behavior regarding translation and rotation.In this paper, we argue that pure simulation-based evaluations employing such simplified path generators require critical reflection. We demonstrate RDW simulations that show the chaotic process fundamental to RDW, in which altering the initial user’s position by mere millimeters can drastically change the resulting steering behavior. This insight suggests that RDW is more sensitive to the underlying data than previously assumed. Thus, we rigorously analyze the influence of commonly used synthetically generated paths on multiple state-of-the-art steering concepts and compare them against previously recorded real paths.",
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"title": "Virtual Workspace Positioning Techniques during Teleportation for Co-located Collaboration in Virtual Reality using HMDs",
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"affiliation": "University Paris-Saclay,CNRS, LISN, VENISE team,Orsay,France",
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"abstract": "Many studies have been done to control virtual humans and crowds. Navigation, split, merge, and collision avoidance are examples of what has been done in such areas when simulating crowds of individuals. This paper explores the macroscopic crowds' concept and seeks to solve two main issues: macroscopic crowd control and visualization. In particular, we are interested in providing steering behaviors applied to macroscopic models of crowds, in this case, called Legions of people, which are an abstraction for a vast amount of people. To provide the steering behaviors, we propose a multi-level control of such structures that can represent less or more people, in an emergent way. We also propose a new organic visualization of macroscopic and huge crowds based on blobby models.",
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"abstract": "When developing serious games relying on spatial placement tasks in Augmented/Virtual Reality (AR/VR), having an accurate depth perception of virtual objects is highly important. It even becomes essential when such games are used for assessment of motion disorders. Patients should be able to naturally interact with the virtual and augmented environment and to perceive the correct 3D position of objects around them. We report on the results of a user study with 16 participants exploring whether visual effects applied to 3D content in AR and VR provide a better depth perception, level of presence or engagement to users. The findings show that visual effects both in AR and VR have a negative impact on perceived depth. The measured performance in VR though is best using visual effects while in AR without using visual effects. Both in AR and VR, visual effects influenced the user's level of presence negatively.",
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"content": "Augmented reality (AR) technologies have the potential to provide individuals with unique training and visualizations, but the effectiveness of these applications may be influenced by users' perceptions of the distance to AR objects. Perceived distances to AR objects may be biased if these objects do not appear to make contact with the ground plane. The current work compared distance judgments of AR targets presented on the ground versus off the ground when no additional AR depth cues, such as shadows, were available to denote ground contact. We predicted that without additional information for height off the ground, observers would perceive the off-ground objects as placed on the ground, but at farther distances. Furthermore, this bias should be exaggerated when targets were viewed with one eye rather than two. In our experiment, participants judged the absolute egocentric distance to various cubes presented on or off the ground with an action-based measure, blind walking. We found that observers walked farther for off-ground AR objects and that this effect was exaggerated when participants viewed off-ground objects with monocular vision compared to binocular vision. However, we also found that the restriction of binocular cues influenced participants' distance judgments for on-ground AR objects. Our results suggest that distances to off-ground AR objects are perceived differently than on-ground AR objects and that the elimination of binocular cues further influences how users perceive these distances.",
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"Augmented Reality",
"Computer Vision",
"Visual Perception",
"Augmented Reality Technologies",
"On Ground Objects",
"Monocular Vision",
"Action Based Measure",
"Blind Walking",
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"Virtual Environments",
"Distance Perception",
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"I 3 7 Computer Graphics Three X 2014 Dimensional Graphics And Realism X 2014 Virtual Reality",
"J 4 Computer Applications Social And Behavioral Sciences X 2014 Psychology"
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"affiliation": "Vanderbilt University, USA",
"fullName": "Carlos Salas Rosales",
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"affiliation": "University of Utah, USA",
"fullName": "Grant Pointon",
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"surname": "Pointon",
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{
"affiliation": "Vanderbilt University, USA",
"fullName": "Haley Adams",
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{
"affiliation": "Vanderbilt University, USA",
"fullName": "Jeanine Stefanucci",
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"affiliation": "Vanderbilt University, USA",
"fullName": "Sarah Creem-Regehr",
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"affiliation": "Vanderbilt University, USA",
"fullName": "William B. Thompson",
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{
"affiliation": "Vanderbilt University, USA",
"fullName": "Bobby Bodenheimer",
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"abstract": "Immersion into a virtual environment (VE) often results in adverse symptoms including nausea, dizziness, and disorientation. These symptoms are an indicator of cybersickness, which is a condition similar to motion sickness experienced in VEs. In this paper, we hypothesized that administered cognitive distraction can accelerate the rate of habituation to a VE. This acceleration, therefore, can lower severity of cybersickness in fewer amount of immersions. To evaluate the impact of cognitive distraction on reducing the effects of cybersickness, we designed a VE and carried out a human subject study with control and experimental groups created through stratified random sampling. Subjects were immersed in our VE on four separate sessions, and our experimental group received cognitive distraction throughout the immersions. Cybersickness was measured using the Simulator Sickness Questionnaire (SSQ) and Presence Questionnaire (PQ). Upon comparing the average SSQ subgroups nausea, oculomotor, and disorientation scores reported by participants for each immersion session, we observed that our experimental group exhibited decrease in cybersickness to a greater extent than that of our control group. We completed t-tests for each of these comparisons, to find that these results are statistically insignificant. We plan to continue with this work by incorporating up to 30 total participants to clarify these findings.",
"abstracts": [
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"content": "Immersion into a virtual environment (VE) often results in adverse symptoms including nausea, dizziness, and disorientation. These symptoms are an indicator of cybersickness, which is a condition similar to motion sickness experienced in VEs. In this paper, we hypothesized that administered cognitive distraction can accelerate the rate of habituation to a VE. This acceleration, therefore, can lower severity of cybersickness in fewer amount of immersions. To evaluate the impact of cognitive distraction on reducing the effects of cybersickness, we designed a VE and carried out a human subject study with control and experimental groups created through stratified random sampling. Subjects were immersed in our VE on four separate sessions, and our experimental group received cognitive distraction throughout the immersions. Cybersickness was measured using the Simulator Sickness Questionnaire (SSQ) and Presence Questionnaire (PQ). Upon comparing the average SSQ subgroups nausea, oculomotor, and disorientation scores reported by participants for each immersion session, we observed that our experimental group exhibited decrease in cybersickness to a greater extent than that of our control group. We completed t-tests for each of these comparisons, to find that these results are statistically insignificant. We plan to continue with this work by incorporating up to 30 total participants to clarify these findings.",
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"normalizedAbstract": "Immersion into a virtual environment (VE) often results in adverse symptoms including nausea, dizziness, and disorientation. These symptoms are an indicator of cybersickness, which is a condition similar to motion sickness experienced in VEs. In this paper, we hypothesized that administered cognitive distraction can accelerate the rate of habituation to a VE. This acceleration, therefore, can lower severity of cybersickness in fewer amount of immersions. To evaluate the impact of cognitive distraction on reducing the effects of cybersickness, we designed a VE and carried out a human subject study with control and experimental groups created through stratified random sampling. Subjects were immersed in our VE on four separate sessions, and our experimental group received cognitive distraction throughout the immersions. Cybersickness was measured using the Simulator Sickness Questionnaire (SSQ) and Presence Questionnaire (PQ). Upon comparing the average SSQ subgroups nausea, oculomotor, and disorientation scores reported by participants for each immersion session, we observed that our experimental group exhibited decrease in cybersickness to a greater extent than that of our control group. We completed t-tests for each of these comparisons, to find that these results are statistically insignificant. We plan to continue with this work by incorporating up to 30 total participants to clarify these findings.",
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"affiliation": "Rutgers University",
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"affiliation": "New York Institute of Technology",
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"title": "Travel Kinematics in Virtual Reality Increases Learning Efficiency",
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"abstract": "Virtual reality (VR) computer interfaces show promise for improving societal communication and representation of information due to their unique ability to be placed spatially around the user in three-dimensional (3D) space. This opens new possibilities for presentation and user interaction with the target information, and may be especially impactful for the education of science, technology, engineering, and mathematics (STEM) professionals. Simulations and visualizations have been shown in research studies to improve the efficiency of STEM learners compared to the less sensorimotor rich learning mediums of live instruction and textbook reading. Yet, learning science research into immersive computer simulation environments for educational applications remains limited. To address this research gap, we analyzed a fundamental VR interface capability, virtual environmental traversal, and its impact on participants' learning. We altered the traversal ability between two groups of STEM learners within the same virtual environment and compared their performance. Findings point that VR computer interfaces, regardless of environmental traversal, are suitable STEM learning environments, but that environmental traversal can increase learning efficiency.",
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"title": "User Experience Study of 360° Music Videos on Computer Monitor and Virtual Reality Goggles",
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"abstract": "360° videos are increasingly used for media and entertainment, but the best practices for editing them are not yet well established. In this paper, we present a study in which we investigated the user experience of 360° music videos viewed on computer monitor and VR goggles. The research was conducted in the form of a laboratory experiment with 20 test participants. During the within-subject study, participants watched and evaluated four versions of the same 360° music video with a different cutting rate. Based on the results, an average cutting rate of 26 seconds delivered the highest-quality user experience both for computer monitor and VR goggles. The cutting rate matched with participants' mental models, and there was enough time to explore the environment without getting bored. Faster cutting rates made the users nervous, and a video consisting of a single shot was considered to be too static and boring.",
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"content": "360° videos are increasingly used for media and entertainment, but the best practices for editing them are not yet well established. In this paper, we present a study in which we investigated the user experience of 360° music videos viewed on computer monitor and VR goggles. The research was conducted in the form of a laboratory experiment with 20 test participants. During the within-subject study, participants watched and evaluated four versions of the same 360° music video with a different cutting rate. Based on the results, an average cutting rate of 26 seconds delivered the highest-quality user experience both for computer monitor and VR goggles. The cutting rate matched with participants' mental models, and there was enough time to explore the environment without getting bored. Faster cutting rates made the users nervous, and a video consisting of a single shot was considered to be too static and boring.",
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"abstract": "Conventional streaming solutions for streaming 360- degree panoramic videos are inefficient in that they download the entire 360-degree panoramic scene, while the user views only a small sub-part of the scene called the viewport. This can waste over 80% of the network bandwidth. We develop a comprehensive approach called Mosaic that combines a powerful neural network-based viewport prediction with a rate control mechanism that assigns rates to different tiles in the 360-degree frame such that the video quality of experience is optimized subject to a given network capacity. We model the optimization as a multi-choice knapsack problem and solve it using a greedy approach.We also develop an end-to-end testbed using standardscompliant components and provide a comprehensive performance evaluation of Mosaic along with four other streaming techniques – two for conventional adaptive video streaming and two for 360- degree tile-based video streaming. Mosaic outperforms the best of the competition by as much as 50% in terms of median video quality.",
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"content": "Conventional streaming solutions for streaming 360- degree panoramic videos are inefficient in that they download the entire 360-degree panoramic scene, while the user views only a small sub-part of the scene called the viewport. This can waste over 80% of the network bandwidth. We develop a comprehensive approach called Mosaic that combines a powerful neural network-based viewport prediction with a rate control mechanism that assigns rates to different tiles in the 360-degree frame such that the video quality of experience is optimized subject to a given network capacity. We model the optimization as a multi-choice knapsack problem and solve it using a greedy approach.We also develop an end-to-end testbed using standardscompliant components and provide a comprehensive performance evaluation of Mosaic along with four other streaming techniques – two for conventional adaptive video streaming and two for 360- degree tile-based video streaming. Mosaic outperforms the best of the competition by as much as 50% in terms of median video quality.",
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"title": "2018 IEEE 11th Workshop on Software Engineering and Architectures for Real-time Interactive Systems (SEARIS)",
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"abstract": "360-degree videos are getting more popular also in mobile domain. As the amount of viewers grow, it is beneficial to track what they are doing. We have 360-degree videos with object detection metadata that we want to visualize on the video. At the same time, we are interested in how the users act when watching the videos with added information. Logging the device orientation is one way to do that.We present a study about a lightweight method to visualize information on top of 360-degree videos while logging the users. The proposed visualization technique is generic and can be used for example to visualize video content related metadata or logging results on top of 360-degree video. We evaluated the work by making a proof of concept and performance analysis, which shows that FPS starts to decrease after around 2000 simultaneous visualization objects. A comparison with other existing visualization solutions suggests that our approach is lightweight.",
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"content": "360-degree videos are getting more popular also in mobile domain. As the amount of viewers grow, it is beneficial to track what they are doing. We have 360-degree videos with object detection metadata that we want to visualize on the video. At the same time, we are interested in how the users act when watching the videos with added information. Logging the device orientation is one way to do that.We present a study about a lightweight method to visualize information on top of 360-degree videos while logging the users. The proposed visualization technique is generic and can be used for example to visualize video content related metadata or logging results on top of 360-degree video. We evaluated the work by making a proof of concept and performance analysis, which shows that FPS starts to decrease after around 2000 simultaneous visualization objects. A comparison with other existing visualization solutions suggests that our approach is lightweight.",
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"abstract": "When it comes to the musical instrument, an important part in traditional Chinese Intangible Cultural Heritage, the inheritance and promotion still leave much to be desired. As things stand, the inheritance and protection of musical instruments of ethnic minorities are in urgent need of improvement. Hence, in this project, a virtual instrument platform is designed and put in to use, where users can learn to play ethnic musical instruments. This project is expected to develop an APP compatible with both Android & iOS, with illustrations of 3D models of ethnic musical instruments, by using standard HTML5 or AVm. JS technology; Mysql database is created after which access to database through APP pages is possible. This mobile app, centering on ethnic musical instruments-the intangible culture, is developed featuring multi-simulation human-computer interaction and science promotion function, in which users can play virtual musical instruments with mobile phone soft keyboard. Nowadays, the cost of ethnic musical instruments is generally expensive, and some are so exorbitant that a trial in person is not available and not suitable for all. Meanwhile, there are few such display platforms, which makes the aforementioned experience even harder to reach. This project combines musical instruments with the Internet, which virtualizes the operation as if users were playing the real instruments, thus bringing convenience to them. The main purpose is to publicize the ethnic musical instruments and to carry forward ethnic culture.",
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"abstract": "This work in progress research paper describes the development of the Value Alignment and Adaptation Strategies (VAAS) instrument. This survey has been designed to better understand how the personal and perceived workplace cultural values of early career engineers, and women in particular, relate to the behaviors they adopt at work (termed “adaptation strategies”). Grounded in Schwartz's personal and cultural value theory, Berry's acculturation theory, and the literature on gender and persistence in engineering, the survey proposes three new constructs - Value Alignment, Value Orientation, and Adaptation Strategies (operationalized based on Berry's model as assimilation, integration, separation, and marginalization). The online instrument is being piloted in spring and summer 2019 to recent engineering alumni of a large, public southwestern university. Exploratory factor analysis and tests of reliability are being conducted using the pilot data to establish preliminary evidence of construct validity and internal consistency for each scale before deploying the survey to a larger alumni population. Findings using this survey have a potential to influence researchers, university and industry stakeholders, practicing engineers, and students, which may in turn lead to greater inclusivity within the engineering profession and better preparation of engineers for the workplace.",
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"abstract": "Visualization of large scale time-varying scientific data has been a challenging problem due to their ever-increasing size. Identifying and presenting the most informative (or important) aspects of the data plays an important role in facilitating an efficient visualization. In this paper, an information assisted method is presented to locate temporal and spatial data containing salient physical features and accordingly accelerate the visualization process. To locate temporal data, two information-theoretic measures are utilized, i.e. the KL-distance, which measures information dissimilarity of different time steps, and the off-line marginal utility, which measures surprisingly information provided by each time step. To locate spatial data, a character factor is introduced which measures feature abundance of each sub-region. Based on these information measures, the method adaptively picks up important time steps and sub-regions with the maximum information content so that the time-varying data can be effectively visualized in limited time or using limited resources without loss of potential useful physical features. The experiments on the data of radiation diffusion dynamics and plasma physics simulation demonstrate the effectiveness of the proposed method. The method can remarkably improve the way in which scientists analyze and understand large scale time-varying scientific data.",
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"content": "Network Enabled Capability (NEC) is the U.K. Ministry of Defence’s response to the quickly changing conflict environment in which its forces must operate. In NEC, systems need to be integrated in context, to assist in human activity and provide dependable inter-operation. In order to provide reliable and sustainable military capability, fast paced changes must be conducted without halting the operation of a capability. In this paper we present the concept of evolutionary service-oriented architecture for delivering sustainable capability. The reliability of the architecture is evaluated by simulations using a computer-based model. The simulation results indicate that the evolutionary service-oriented architecture can provide higher reliability and sustainability in the provision of capability in a dynamic environment.",
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"title": "Proceedings of 14th International Conference on Dielectric Liquids",
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"abstract": "The breakup of water droplets in an electric field has been studied in naphtenic oil as a function of water conductivity and surface tension of the droplets, and frequency and waveform of the applied voltage. The critical breakup field compares well to theoretical values for low voltage frequencies, but large deviations are found for frequencies above 100 Hz. Four different instability modes are observed at droplet breakup.",
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"content": "The breakup of water droplets in an electric field has been studied in naphtenic oil as a function of water conductivity and surface tension of the droplets, and frequency and waveform of the applied voltage. The critical breakup field compares well to theoretical values for low voltage frequencies, but large deviations are found for frequencies above 100 Hz. Four different instability modes are observed at droplet breakup.",
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"title": "The Simulation of Non-heating Pipelines' Temperature Drop under Stopping Mixing Water Condition",
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"abstract": "Mastering the temperature drop law of non-heating and mixing water gathering pipelines under stopping mixing water condition has an important meaning in determining safe shutdown time, restarting and maintenance arrangement. Using the FLUENT software to make numerical simulation on temperature drop process of stopping mixing water pipelines under different seasons and moisture contents, and finally get the result that setting time in pipeline section is related to temperature and moisture content, which provides theoretical support to process design of non-heating and mixing water gathering.",
"abstracts": [
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"content": "Mastering the temperature drop law of non-heating and mixing water gathering pipelines under stopping mixing water condition has an important meaning in determining safe shutdown time, restarting and maintenance arrangement. Using the FLUENT software to make numerical simulation on temperature drop process of stopping mixing water pipelines under different seasons and moisture contents, and finally get the result that setting time in pipeline section is related to temperature and moisture content, which provides theoretical support to process design of non-heating and mixing water gathering.",
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"proceeding": {
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"doi": "10.1109/ISDEA.2012.104",
"title": "Characteristics and Evaluation for Nitrogen Pollution in Water and Surface Sediments of Xixi Wetland",
"normalizedTitle": "Characteristics and Evaluation for Nitrogen Pollution in Water and Surface Sediments of Xixi Wetland",
"abstract": "In this paper, it was investigated and evaluated about characteristics of nitrogen pollution for 11 sampling water or surface sediments (0~10cm) in Hang Zhou Xixi Wetland, and correlation analysis was conducted amongst nitrogen indexes for water and that for surface sediments. The results revealed that nitrogen nutrient loading was generally serious in water of Xixi Wetland, total nitrogen(TN) and NH4+-N concentration exceeded the standard in most sampling water. Organic nitrogen(ON) was the mainly existing nitrogen forms in surface sediments of Xixi Wetland, according to evaluation criteria for organic nitrogen (ON, %) in sediments, the content of organic nitrogen (ON, %) in all the sampling sediments exceeded the pollution level IV, and TN contents showed serious biological toxicity in most sampling site based on Ontario environmental quality standards. Significantly positive correlation was found between concentration of TN or NH4+-N in water and NO3--N content in surface sediments, moreover, content of NO3--N in surface sediments may be attributed to the decomposition of organic matter in sediments since significantly negative correlation was found between total organic carbon (TOC) content and NO3--N in sediments. Therefore, It is of great significance for controlling and reduction of organic matter and TN content existed in surface sediment of Xixi Wetland.",
"abstracts": [
{
"abstractType": "Regular",
"content": "In this paper, it was investigated and evaluated about characteristics of nitrogen pollution for 11 sampling water or surface sediments (0~10cm) in Hang Zhou Xixi Wetland, and correlation analysis was conducted amongst nitrogen indexes for water and that for surface sediments. The results revealed that nitrogen nutrient loading was generally serious in water of Xixi Wetland, total nitrogen(TN) and NH4+-N concentration exceeded the standard in most sampling water. Organic nitrogen(ON) was the mainly existing nitrogen forms in surface sediments of Xixi Wetland, according to evaluation criteria for organic nitrogen (ON, %) in sediments, the content of organic nitrogen (ON, %) in all the sampling sediments exceeded the pollution level IV, and TN contents showed serious biological toxicity in most sampling site based on Ontario environmental quality standards. Significantly positive correlation was found between concentration of TN or NH4+-N in water and NO3--N content in surface sediments, moreover, content of NO3--N in surface sediments may be attributed to the decomposition of organic matter in sediments since significantly negative correlation was found between total organic carbon (TOC) content and NO3--N in sediments. Therefore, It is of great significance for controlling and reduction of organic matter and TN content existed in surface sediment of Xixi Wetland.",
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"abstract": "Haptic enabled virtual reality surgical simulators are increasingly replacing more traditional training tools in teaching hospitals. Development of these simulators may be greatly facilitated using physics libraries such as NVIDIA's PhysX. While volumetric models of soft bodies may be easily generated and simulated using such engines, it is not straightforward to develop complex surgical tasks such as surgical cutting and hence novel algorithms are necessary. Electrocautery is a tissue cutting process used in surgery to burn away soft tissues by localized heating using a specialized probe. Unlike typical surgical cutting with sharp instruments, the electrocautery process depends upon the duration of the tool tissue contact and the rate of heat conduction. The simulation of electrocautery depends on understanding the physics of heat conduction as well as empirical measurements of temperature in the tissue. In this paper we report a physics-based paradigm for the simulation of electrocautery procedures that can directly work on volumetric objects. Based on the solution characteristics of the conduction equation and empirical observations using a thermal imaging camera, we manipulate only the tetrahedral mesh vertices that are inside a sphere of influence whose centre is located at the tip of the electrocautery tool and which expands as a function of time. A 3D orthogonal plane is used to split the tetrahedral mesh vertices along the three Cartesian directions. Examples are provided from a realistic surgical simulation environment.",
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"abstract": "Simulating the soft tissue deformation based on bone-related planning is one of the most difficult issues in generating realistic motion of soft tissues. The difficulty of this problem arises from unclear boundary conditions. In facial soft tissue deformation, the boundary conditions of the finite element modeling are related to the bone movements. In order to better map the bone movements to the soft tissue model, a fast and robust computational strategy for boundary conditions is presented in this paper. First, a collision detection algorithm is employed to query contact position after repositioning of bones. Then, an improved 3D discrete distance field algorithm is proposed to perform imposed displacement computation of contact vertices. Finally, boundary conditions are calculated in terms of the imposed displacements. This approach can automatically handle boundary conditions of the complex geometrical modeling without prior assumption or knowledge about the position of contacts. The effectiveness of our method is demonstrated on complex soft tissue deformation.",
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"abstract": "This paper presents an intuitive nose surgery simulation system, to provide high quality prediction of postoperative appearance. The key component is a novel volumetric Laplacian deformation tool inspired by the state-of-the-art differential surface deformation techniques. Working on the volumetric domain and incorporating inhomogeneous material from CT data make the new approach suitable for soft tissue simulation. In particular, the system employs a special sketch contour driving deformation interface, which can provide realistic 3D nose surgery simulation with intuitive and straightforward 2D manipulation. Clinical validation using post-operative CT data demonstrated that the system can provide prediction results of high quality. And the surgeons who used the system confirmed that this planning system is attractive and has potential for daily clinical practice.",
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"abstract": "The objective of this research is to discuss the feasibility of selecting soft tissue elasticity as the objective evaluating indicator of the neck type of cervical spondylosis. This article reviews the evaluation indicators currently used treatment of cervical syndrome achievement. Through comparative study, the authors believe the soft tissue elasticity can be more objective evaluation of cervical syndrome treatment results.",
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"title": "Human vs. robotic tactile sensing: Detecting lumps in soft tissue",
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"abstract": "Humans can localize lumps in soft tissue using the distributed tactile feedback and processing afforded by the fingers and brain. This task becomes extremely difficult when the fingers are not in direct contact with the tissue, such as in laparoscopic or robot-assisted procedures. Tactile sensors have been proposed to characterize and detect lumps in robot-assisted palpation. In this work, we compare the performance of a capacitive tactile sensor with that of the human finger. We evaluate the response of the sensor as it pertains to robot-assisted palpation and compare the sensor performance to that of human subjects performing an equivalent task on the same set of artificial tissue models. Furthermore, we investigate the effects of various tissue parameters (lump size, lump depth, and surrounding tissue stiffness) on the performance of both the human finger and the tactile sensor. Using signal detection theory for determining tactile sensor lump detection thresholds, the tactile sensor outperforms the human finger in a palpation task.",
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"content": "Humans can localize lumps in soft tissue using the distributed tactile feedback and processing afforded by the fingers and brain. This task becomes extremely difficult when the fingers are not in direct contact with the tissue, such as in laparoscopic or robot-assisted procedures. Tactile sensors have been proposed to characterize and detect lumps in robot-assisted palpation. In this work, we compare the performance of a capacitive tactile sensor with that of the human finger. We evaluate the response of the sensor as it pertains to robot-assisted palpation and compare the sensor performance to that of human subjects performing an equivalent task on the same set of artificial tissue models. Furthermore, we investigate the effects of various tissue parameters (lump size, lump depth, and surrounding tissue stiffness) on the performance of both the human finger and the tactile sensor. Using signal detection theory for determining tactile sensor lump detection thresholds, the tactile sensor outperforms the human finger in a palpation task.",
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"Biological Tissues",
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"Touch Physiological",
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"Laparoscopy",
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"H 1 2 Models And Principles User Machine Systems Human Information Processing",
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"authors": [
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"affiliation": "Department of Biomedical Engineering, Johns Hopkins University School of Medicine, USA",
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"affiliation": "Department of Computer Science, Johns Hopkins University, USA",
"fullName": "Zachary Pezzementi",
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"affiliation": "Department of Biomedical Engineering, Johns Hopkins University School of Medicine, USA",
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{
"affiliation": "Department of Neuroscience, Johns Hopkins University School of Medicine, USA",
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