Virtual Forensic Anthropology Applications of Advanced Computer Graphics Technology to the Identification of Human Remains

Author(s):  
Stephanie L. Davy-Jow ◽  
Summer J. Decker ◽  
Damian Schofield

Anthropology is the “study of man” and encompasses a diverse range of topics, including socio-cultural studies, linguistics, archaeology, and physical anthropology. Physical anthropology, or “biological” anthropology, the study of humans both living and deceased, can be further subcategorized into osteology, primatology, human evolution, and forensic anthropology. Forensic anthropology is the application of physical anthropology techniques to medico-legal settings. Virtual Reality (VR) is being applied to forensic anthropology in a multitude of ways to benefit research and teaching. Several large-scale projects have been launched to digitize, reconstruct, and disseminate specimens (for example, http://www.virtual-anthropology.com). This chapter will begin with an overview of the discipline of forensic anthropology and discuss a number of representative applications of VR technology in this field that are changing the way in which case work may be handled in the future.

2013 ◽  
pp. 832-849
Author(s):  
Stephanie L. Davy-Jow ◽  
Summer J. Decker ◽  
Damian Schofield

Anthropology is the “study of man” and encompasses a diverse range of topics, including socio-cultural studies, linguistics, archaeology, and physical anthropology. Physical anthropology, or “biological” anthropology, the study of humans both living and deceased, can be further subcategorized into osteology, primatology, human evolution, and forensic anthropology. Forensic anthropology is the application of physical anthropology techniques to medico-legal settings. Virtual Reality (VR) is being applied to forensic anthropology in a multitude of ways to benefit research and teaching. Several large-scale projects have been launched to digitize, reconstruct, and disseminate specimens (for example, http://www.virtual-anthropology.com). This chapter will begin with an overview of the discipline of forensic anthropology and discuss a number of representative applications of VR technology in this field that are changing the way in which case work may be handled in the future.


Author(s):  
Andrew Reid ◽  
Julie Ballantyne

In an ideal world, assessment should be synonymous with effective learning and reflect the intricacies of the subject area. It should also be aligned with the ideals of education: to provide equitable opportunities for all students to achieve and to allow both appropriate differentiation for varied contexts and students and comparability across various contexts and students. This challenge is made more difficult in circumstances in which the contexts are highly heterogeneous, for example in the state of Queensland, Australia. Assessment in music challenges schooling systems in unique ways because teaching and learning in music are often naturally differentiated and diverse, yet assessment often calls for standardization. While each student and teacher has individual, evolving musical pathways in life, the syllabus and the system require consistency and uniformity. The challenge, then, is to provide diverse, equitable, and quality opportunities for all children to learn and achieve to the best of their abilities. This chapter discusses the designing and implementation of large-scale curriculum as experienced in secondary schools in Queensland, Australia. The experiences detailed explore the possibilities offered through externally moderated school-based assessment. Also discussed is the centrality of system-level clarity of purpose, principles and processes, and the provision of supportive networks and mechanisms to foster autonomy for a diverse range of music educators and contexts. Implications for education systems that desire diversity, equity, and quality are discussed, and the conclusion provokes further conceptualization and action on behalf of students, teachers, and the subject area of music.


Science ◽  
2021 ◽  
Vol 372 (6541) ◽  
pp. 512-516
Author(s):  
Yan Zhou ◽  
Xuexia Xu ◽  
Yifeng Wei ◽  
Yu Cheng ◽  
Yu Guo ◽  
...  

DNA modifications vary in form and function but generally do not alter Watson-Crick base pairing. Diaminopurine (Z) is an exception because it completely replaces adenine and forms three hydrogen bonds with thymine in cyanophage S-2L genomic DNA. However, the biosynthesis, prevalence, and importance of Z genomes remain unexplored. Here, we report a multienzyme system that supports Z-genome synthesis. We identified dozens of globally widespread phages harboring such enzymes, and we further verified the Z genome in one of these phages, Acinetobacter phage SH-Ab 15497, by using liquid chromatography with ultraviolet and mass spectrometry. The Z genome endows phages with evolutionary advantages for evading the attack of host restriction enzymes, and the characterization of its biosynthetic pathway enables Z-DNA production on a large scale for a diverse range of applications.


2013 ◽  
Vol 46 (01) ◽  
pp. 23-27 ◽  
Author(s):  
Clare Heyward

Geoengineering, the “deliberate, large-scale manipulation of the planetary environment in order to counteract anthropogenic climate change” (Shepherd et al. 2009, 1), is attracting increasing interest. As well as the Royal Society, various scientific and government organizations have produced reports on the potential and challenge of geoengineering as a potential strategy, alongside mitigation and adaptation, to avoid the vast human and environmental costs that climate change is thought to bring (Blackstock et al. 2009; GAO 2010; Long et al. 2011; Rickels et al. 2011). “Geoengineering” covers a diverse range of proposals conventionally divided into carbon dioxide removal (CDR) proposals and solar radiation management (SRM) proposals. This article argues that “geoengineering” should not be regarded as a third category of response to climate change, but should be disaggregated. Technically, CDR and SRM are quite different and discussing them together under the rubric of geoengineering can give the impression that all the technologies in the two categories of response always raise similar challenges and political issues when this is not necessarily the case. However, CDR and SRM should not be completely subsumed into the preexisting categories of mitigation and adaptation. Instead, they can be regarded as two parts of a five-part continuum of responses to climate change. To make this case, the first section of this article discusses whether geoengineering is distinctive, and the second situates CDR and SRM in relation to other responses to climate change.


2009 ◽  
Vol 14 (4) ◽  
pp. 283-286 ◽  
Author(s):  
Vera Leibovici ◽  
Florella Magora ◽  
Sarale Cohen ◽  
Arieh Ingber

BACKGROUND: Virtual reality immersion (VRI), an advanced computer-generated technique, decreased subjective reports of pain in experimental and procedural medical therapies. Furthermore, VRI significantly reduced pain-related brain activity as measured by functional magnetic resonance imaging. Resemblance between anatomical and neuroendocrine pathways of pain and pruritus may prove VRI to be a suitable adjunct for basic and clinical studies of the complex aspects of pruritus.OBJECTIVES: To compare effects of VRI with audiovisual distraction (AVD) techniques for attenuation of pruritus in patients with atopic dermatitis and psoriasis vulgaris.METHODS: Twenty-four patients suffering from chronic pruritus – 16 due to atopic dermatitis and eight due to psoriasis vulgaris – were randomly assigned to play an interactive computer game using a special visor or a computer screen. Pruritus intensity was self-rated before, during and 10 min after exposure using a visual analogue scale ranging from 0 to 10. The interviewer rated observed scratching on a three-point scale during each distraction program.RESULTS: Student’sttests were significant for reduction of pruritus intensity before and during VRI and AVD (P=0.0002 and P=0.01, respectively) and were significant only between ratings before and after VRI (P=0.017). Scratching was mostly absent or mild during both programs.CONCLUSIONS: VRI and AVD techniques demonstrated the ability to diminish itching sensations temporarily. Further studies on the immediate and late effects of interactive computer distraction techniques to interrupt itching episodes will open potential paths for future pruritus research.


2017 ◽  
Vol 134 ◽  
pp. 00056
Author(s):  
Vladimír Strakoš ◽  
Libor Kavka ◽  
Filip Beneš

2021 ◽  
Vol 2021 ◽  
pp. 1-11
Author(s):  
Bangtong Huang ◽  
Hongquan Zhang ◽  
Zihong Chen ◽  
Lingling Li ◽  
Lihua Shi

Deep learning algorithms are facing the limitation in virtual reality application due to the cost of memory, computation, and real-time computation problem. Models with rigorous performance might suffer from enormous parameters and large-scale structure, and it would be hard to replant them onto embedded devices. In this paper, with the inspiration of GhostNet, we proposed an efficient structure ShuffleGhost to make use of the redundancy in feature maps to alleviate the cost of computations, as well as tackling some drawbacks of GhostNet. Since GhostNet suffers from high computation of convolution in Ghost module and shortcut, the restriction of downsampling would make it more difficult to apply Ghost module and Ghost bottleneck to other backbone. This paper proposes three new kinds of ShuffleGhost structure to tackle the drawbacks of GhostNet. The ShuffleGhost module and ShuffleGhost bottlenecks are utilized by the shuffle layer and group convolution from ShuffleNet, and they are designed to redistribute the feature maps concatenated from Ghost Feature Map and Primary Feature Map. Besides, they eliminate the gap of them and extract the features. Then, SENet layer is adopted to reduce the computation cost of group convolution, as well as evaluating the importance of the feature maps which concatenated from Ghost Feature Maps and Primary Feature Maps and giving proper weights for the feature maps. This paper conducted some experiments and proved that the ShuffleGhostV3 has smaller trainable parameters and FLOPs with the ensurance of accuracy. And with proper design, it could be more efficient in both GPU and CPU side.


2021 ◽  
Vol 18 ◽  
pp. 569-580
Author(s):  
Kateryna Kraus ◽  
Nataliia Kraus ◽  
Oleksandr Manzhura

The purpose of the research is to present the features of digitization of business processes in enterprises as a foundation on which the gradual formation of Industry 4.0 and the search for economic growth in new virtual reality, which has every chance to be a decisive step in implementing digital strategy for Ukraine and development of the innovation ecosystem. Key problems that arise during the digitalization of business processes in enterprises are presented, among which are: the historical orientation of production to mass, “running” sizes and large batches; large-scale production load; the complexity of cooperation and logic between production sites. It is determined that high-quality and effective tools of innovation-digital transformation in the conditions of virtual reality should include: a single system of on-line order management for all enterprises (application registration – technical expertise – planning – performance control – shipment); Smart Factory, Predictive Maintenance, IIoT, CRM, SCM. Features of digital transformation in the part of formation of enterprises of the ecosystem of Industry 4.0 are revealed. The capabilities and benefits of using Azure cloud platform in enterprises, which includes more than 200 products and cloud services, are analyzed. Azure is said to support open source technologies, so businesses have the ability to use tools and technologies they prefer and are more useful. After conducting a thorough analysis of the acceleration of deep digitalization of business processes by enterprises, authors proposed to put into practice Aruba solution for tracking contacts in the fight against COVID-19. Aruba technology helps locate, allowing you to implement flexible solutions based on Aruba Partner Ecosystem using a USB interface. It is proposed to use SYNTEGRA – a data integration service that provides interactive analytics and provides data models and dashboards in order to accelerate the modernization of data storage and management, optimize reporting in the company and obtain real-time analytics. The possibilities of using Azure cloud platform during the digitization of business processes of enterprises of the ecosystem of Industry 4.0 in the conditions of virtual reality are determined.


2008 ◽  
Vol 08 (02) ◽  
pp. 189-207
Author(s):  
JINGHUA GE ◽  
DANIEL J. SANDIN ◽  
TOM PETERKA ◽  
ROBERT KOOIMA ◽  
JAVIER I. GIRADO ◽  
...  

High speed interactive virtual reality (VR) exploration of scientific datasets is a challenge when the visualization is computationally expensive. This paper presents a point-based remote visualization pipeline for real-time virtual reality (VR) with asynchronous client-server coupling. Steered by the client-end frustum request, the remote server samples the original dataset into 3D point samples and sends them back to the client for view updating. From every view updating frame, the client incrementally builds up a point-based geometry under an octree-based space partition hierarchy. At every view-reconstruction frame, the client continuously splats the available points onto the screen with efficient occlusion culling and view-dependent level of detail (LOD) control. An experimental visualization framework with a server-end computer cluster and a client-end head-tracked autostereo VR desktop display is used to visualize large-scale mesh datasets and ray-traced 4D Julia set datasets. The overall performance of the VR view reconstruction is about 15 fps and independent of the original dataset complexity.


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