scholarly journals One-Dimensional and Multi-Dimensional Studies of the Exocentric Distance Estimates in Frontoparallel Plane, Virtual Space, and Outdoor Open Field

2006 ◽  
Vol 9 (2) ◽  
pp. 273-284 ◽  
Author(s):  
J. Antonio Aznar-Casanova ◽  
Elton H. Matsushima ◽  
Nilton P. Ribeiro-Filho ◽  
José A. Da Silva

The aim of this study is twofold: on the one hand, to determine how visual space, as assessed by exocentric distance estimates, is related to physical space. On the other hand, to determine the structure of visual space as assessed by exocentric distance estimates. Visual space was measured in three environments: (a) points located in a 2-D frontoparallel plane, covering a range of distances of 20 cm; (b) stakes placed in a 3-D virtual space (range ≈ 330 mm); and (c) stakes in a 3-D outdoors open field (range = 45 m). Observers made matching judgments of distances between all possible pairs of stimuli, obtained from 16 stimuli (in a regular squared 4 × 4 matrix). Two parameters from Stevens' power law informed us about the distortion of visual space: its exponent and its coefficient of determination (R2). The results showed a ranking of the magnitude of the distortions found in each experimental environment, and also provided information about the efficacy of available visual cues of spatial layout. Furthermore, our data are in agreement with previous findings showing systematic perceptual errors, such as the further the stimuli, the larger the distortion of the area subtended by perceived distances between stimuli. Additionally, we measured the magnitude of distortion of visual space relative to physical space by a parameter of multidimensional scaling analyses, the RMSE. From these results, the magnitude of such distortions can be ranked, and the utility or efficacy of the available visual cues informing about the space layout can also be inferred.

2018 ◽  
Author(s):  
Giulio Casali ◽  
Sarah Shipley ◽  
Charlie Dowell ◽  
Robin Hayman ◽  
Caswell Barry

AbstractThe regular firing pattern exhibited by medial entorhinal (mEC) grid cells of locomoting rodents is hypothesized to provide spatial metric information relevant for navigation. The development of virtual reality (VR) for head-fixed mice confers a number of experimental advantages and has become increasingly popular as a method for investigating spatially-selective cells. Recent experiments using 1D VR linear tracks have shown that some mEC cells have multiple fields in virtual space, analogous to grid cells on real linear tracks. We recorded from the mEC as mice traversed virtual tracks featuring regularly spaced repetitive cues and identified a population of cells with multiple firing fields, resembling the regular firing of grid cells. However, further analyses indicated that many of these were not, in fact, grid cells because: 1) When recorded in the open field they did not display discrete firing fields with six-fold symmetry; 2) In different VR environments their firing fields were found to match the spatial frequency of repetitive environmental cues. In contrast, cells identified as grid cells based on their open field firing patterns did not exhibit cue locking. In light of these results we highlight the importance of controlling the periodicity of the visual cues in VR and the necessity of identifying grid cells from real open field environments in order to correctly characterise spatially modulated neurons in VR experiments.


Perception ◽  
1988 ◽  
Vol 17 (5) ◽  
pp. 647-666 ◽  
Author(s):  
Tarow Indow ◽  
Toshio Watanabe

Small light points were presented, in the dark, around a point in the center which was fixed at a distance of about 3 m from the subject. In experiment 1, the subject adjusted the positions of points so that all were frontoparallel and in three horizontal series, each consisting of five points, with the middle series level with the eyes, to satisfy the following conditions: (i) the three series must appear straight and horizontally parallel; (ii) the points of each of the five triplets must appear equally separated vertically; (iii) the three points of each triplet must appear to move horizontally along straight and parallel paths; (iv) the three points of each triplet must appear to move horizontally with a constant vertical separation. The most distant points were about 0.51 rad to the left and right of center, and about 0.22 rad above and below. In experiment 2, with the configuration of points obtained in experiment 1, the subject assessed ratios of all perceptual distances between points and also from the subject to all points. From experiment 1 (three subjects used), Gaussian curvature K and a constant related to depth perception (σ) were estimated under the assumption that the frontoparallel plane is a Riemannian plane of constant curvature K and that Luneburg's mapping functions between visual space and physical space hold. The analysis was made according to equations different from those used previously. The results of experiment 2 (two subjects used) were analyzed by a new computer program in which no preassumed mapping functions are necessary for the estimation of K. From both analyses it is clear that there is no need to assume any other value of K than 0 (Euclidean) to describe the geometry of the frontoparallel plane. This presents a striking contrast to the results from experiments on parallel and equidistance alleys running toward the subject on the horizontal plane.


2021 ◽  
Vol 5 (4) ◽  
pp. 15
Author(s):  
Jingyi Li ◽  
Ceenu George ◽  
Andrea Ngao ◽  
Kai Holländer ◽  
Stefan Mayer ◽  
...  

Ubiquitous technology lets us work in flexible and decentralised ways. Passengers can already use travel time to be productive, and we envision even better performance and experience in vehicles with emerging technologies, such as virtual reality (VR) headsets. However, the confined physical space constrains interactions while the virtual space may be conceptually borderless. We therefore conducted a VR study (N = 33) to examine the influence of physical restraints and virtual working environments on performance, presence, and the feeling of safety. Our findings show that virtual borders make passengers touch the car interior less, while performance and presence are comparable across conditions. Although passengers prefer a secluded and unlimited virtual environment (nature), they are more productive in a shared and limited one (office). We further discuss choices for virtual borders and environments, social experience, and safety responsiveness. Our work highlights opportunities and challenges for future research and design of rear-seat VR interaction.


2021 ◽  
Vol 12 (1) ◽  
Author(s):  
Lizhen Lu ◽  
Kun Ding ◽  
Emanuele Galiffi ◽  
Xikui Ma ◽  
Tianyu Dong ◽  
...  

AbstractSymmetry deepens our insight into a physical system and its interplay with topology enables the discovery of topological phases. Symmetry analysis is conventionally performed either in the physical space of interest, or in the corresponding reciprocal space. Here we borrow the concept of virtual space from transformation optics to demonstrate how a certain class of symmetries can be visualised in a transformed, spectrally related coordinate space, illuminating the underlying topological transitions. By projecting a plasmonic system in a higher-dimensional virtual space onto a lower-dimensional system in real space, we show how transformation optics allows us to construct a topologically non-trivial system by inspecting its modes in the virtual space. Interestingly, we find that the topological invariant can be controlled via the singularities in the conformal mapping, enabling the intuitive engineering of edge states. The confluence of transformation optics and topology here can be generalized to other wave realms beyond photonics.


2014 ◽  
Vol 2 (1) ◽  
pp. 222-237
Author(s):  
Muhammad Edy Susilo

AbstrakPemilihan umum merupakan salah satu Peristiwa penting yang akan menentukan arah perjalanan sebuahnegara. Ada 12 parti politik yang bertanding dalam pemilihan umum 2014. Pelaksanaan pemilihan umumtidak dapat dipisahkan dengan media,kerana media menjadi salah satu cara bagi parti politik untukmendapatkan pemilih. Di Indonesia, hubungan antara politik dengan media menjadi lebih rumit keranasebahagian besar ahli politik parti juga merupakan pemilik media massa nasional. Sudah menjadi sifatmedia, untuk selalu akan menyuarakan kepentingan pemiliknya. Namun, pada pemilihan umum 2014ada fenomena yang menarik iaitu luasnya penggunaan media sosial, seiring dengan meningkatnyapenggunaan internet di Indonesia. Maka, kempen politik bergeser dari ruang fizik menuju ruang maya.Jika pada pemilihan umum sebelum ini kempen politik selalu melibatkan massa yang besar, pawai atauorasi di tempat, terbuka, namun kali ini kempen yang dilakukan adalah lebih bersifat individu. Kempendilakukan melalui telefon pintar, komputer riba dan gajet yang lain. Dengan media sosial, masyarakatbukan lagi penonton yang pasif tetapi aktif. Masyarakat boleh menjadi penyampai maklumat dan bukanhanya sebagai penonton, sehingga dominasi media massa konvensional runtuh. Salah satu fenomenayang menonjol adalah munculnya Tokoh Joko Widodo, yang popular dengan nama Jokowi, sebagai salahsatu calon presiden dari Parti Demokrasi Indonesia Perjuangan. Jokowi berjaya menggunakan mediasosial untuk bekempen, walaupun partinya tidak memiliki media massa. Abstract General election is one of the crucial moments that will determine the development of a country. Thereare 12 political parties competing in the 2014 Indonesian national elections. The elections cannot beseparated with the media, because political parties use media in their campaign to influence voters. InIndonesia, the relationship between politics and the media becomes more complicated because most ofthe party’s political elites are also the owner of the national mass media. It is the nature of media, to alwaysbe voicing the interests of its owner. However, in the 2014 elections there is an interesting phenomenon:the increasing use of social media, along with the increasing penetration of the Internet in Indonesia. Thus,the political campaign shifted from physical space to the virtual space. If in the previous elections, politicalcampaigns always involve huge masses and rhetorics in the open space; in this election the campaigncarried more personal. Now, campaigns are conducted through smart phones, laptops and other gadgets.With social media, people are no longer passive but active audience. People can be a message producerand not just as an audience, so the conventional media dominance collapsed. One of the prominentphenomenon is the rising popularity of the president candidates from the Partai Demokrasi IndonesiaPerjuangan, Joko Widodo, who is popularly known as Jokowi. Jokowi has successfully used social mediafor the campaign, even though his political party does not have the mass media.


2020 ◽  
Vol 306 ◽  
pp. 02005
Author(s):  
Jin Cao ◽  
Junliang Wang ◽  
Junqing Lu

Compressor is a typical high-end discrete product,with the shortening of product life cycle and the enhancement of the degree of product customization, the traditional compressor manufacturing system architecture cannot meet the requirements of comprehensive digital management of compressor from body scheme design to parts production line, logistics management, operation and maintenance monitoring and evaluation. This paper presents a compressor manufacturing system architecture based on digital twinning, and establishes an Internet platform for compressor industry oriented to remote coordination from three aspects of compressor design, production, operation and maintenance. The platform includes industrial Internet infrastructure layer, physical space entity model layer, virtual space multidimensional model layer, physical space and virtual space multidimensional model correlation and mapping layer, big data intelligent analysis decision-making layer, and digital twin application layer. Through the establishment of the compressor product design and simulation model of digital twin, compressor production process digital twin model, compressor fault diagnosis and remote operations digital twin model, implementation is based on the number of compressor collaboration in manufacturing industrial Internet platform twin system, leading the transformation and upgrading of intelligent manufacturing industry, compressor industry sustainable development ability and international competitiveness.


2012 ◽  
Vol 5 (1) ◽  
pp. 1-10
Author(s):  
Mateusz Woźniak

Brain system responsible for visual perception has been extensively studied. Visual system analyses a wide variety of stimuli in order to let us create adaptive representation of surrounding world. But among vast amounts of processed information come visual cues describing our own bodies. These cues constitute our so-called body-image. We tend to perceive it as a relatively stable structure but recent research, especially within the domain of virtual reality, introduces doubts to this assumption. New problems appear concerning perceiving others’ and our own bodies in virtual space and how does it influence our experience of ourselves and true reality. Recent studies show that how we see our avatars influence how we behave in artificial worlds. It introduces a brand new way of thinking about human embodiment. Virtual reality allows us to transcend beyond the casual visual-sensory-motor integration and create new ways to experience embodiment, temporarily replacing permanent body image with almost any imaginable digital one. Santrauka Smegenų sistema, atsakinga už vizualųjį suvokimą, yra nuodugniai ištirta. Vizualioji sistema analizuoja plačią akstinų įvairovę, padedančią mums sukurti adaptuotą supančio pasaulio reprezentaciją. Tačiau tarp didelio kiekio apdorotos informacijos kyla vizualiosios užuominos, atvaizduojančios mūsų pačių kūnus. Šios užuominos steigia vadinamąjį kūną-atvaizdą. Mes linkstame jį suvokti kaip sąlygiškai stabilią struktūrą, tačiau dabartiniai tyrimai, o ypač tie, kurie vykdomi virtualiojoje realybėje, tokia prielaida verčia suabejoti. Kyla naujų problemų, suvokiant kitų ir mūsų pačių kūnus virtualiojoje erdvėje bei kokios įtakos tai turi mūsų pačių savęs ir tikrosios realybės patyrimui. Nūdieniai tyrinėjimai atskleidžia, kad tai, kaip mes suvokiame savąjį kūniškumą, turi įtakos tam, kaip elgiamės dirbtiniuose pasauliuose. Tai steigia visiškai naują žmogiškojo kūniškumo suvokimo būdą. Virtualioji realybė leidžia mums peržengti paprastą vizualinęjutiminę-motorinę integraciją ir kurti naujus būdus patirti kūniškumą, palaipsniui pakeičiant ilgalaikį kūno atvaizdą bet kokiu įsivaizduojamu skaitmeniniu.


Semiotica ◽  
2018 ◽  
Vol 2018 (223) ◽  
pp. 219-250
Author(s):  
Marta Pucciarelli ◽  
Sara Vannini

Abstract This study investigates the complex relationship between the physical and digital spaces of the city of Douala, Cameroon by comparing its online representation with the social representations emerging orally by locals. Using the results of two existing studies reporting on the online image of the city, we investigate the social representations foreigners and locally relevant people have of Douala and uncover similarities and discrepancies of the two resulting representations. Outcomes from the analysis permit reflection on the implications of these and show an unripe, intermediate stage of the “hybrid Douala,” where the virtual space seems still not to be affecting the way the physical space is experienced, as well as where the gaps in the digital divide are perpetuated. At the same time, strong local ownership of certain digital activities suggests how the online image of the city is in the process of being constructed and developed locally. As the spaces of the city start appearing online, the process of hybridization between physical and digital Douala is slowly taking place and offline and online narratives, now rather separated, will possibly communicate a different image of the city to global online narratives.


2001 ◽  
Vol 6 (2) ◽  
pp. 107-110 ◽  
Author(s):  
John P. Young

This paper describes an exploration of utilising the World Wide Web for interactive music. The origin of this investigation was the intermedia work Telemusic #1, by Randall Packer, which combined live performers with live public participation via the Web. During the event, visitors to the site navigated through a virtual interface, and while manipulating elements, projected their actions in the form of triggered sounds into the physical space. Simultaneously, the live audio performance was streamed back out to the Internet participants. Thus, anyone could take part in the collective realisation of the work and hear the musical results in real time. The underlying technology is, to our knowledge, the first standards-based implementation linking the Web with Cycling '74 MAX. Using only ECMAScript/JavaScript, Java, and the OTUDP external from UC Berkeley CNMAT, virtually any conceivable interaction with a Web page can send data to a MAX patch for processing. The code can also be readily adapted to work with Pd, jMAX and other network-enabled applications.


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