Different Levels of 3D: An Evaluation of Visualized Discrete Spatiotemporal Data in Space-Time Cubes

2009 ◽  
Vol 9 (2) ◽  
pp. 152-164 ◽  
Author(s):  
Andreas Kjellin ◽  
Lars Winkler Pettersson ◽  
Stefan Seipel ◽  
Mats Lind

New technologies and techniques allow novel kinds of visualizations and different types of 3D visualizations are constantly developed. We propose a categorization of 3D visualizations and, based on this categorization, evaluate two versions of a space-time cube that show discrete spatiotemporal data. The two visualization techniques used are a head-tracked stereoscopic visualization (‘strong 3D’) and a static monocular visualization (‘weak 3D’). In terms of effectiveness and efficiency the weak 3D visualization is as good as the strong 3D and thus the need for advanced 3D visualizations in these kinds of tasks may not be necessary.

2020 ◽  
pp. 1-5
Author(s):  
Usman Khan ◽  
Usman Khan ◽  
AmanUllah Yasin ◽  
Imran Shafi ◽  
Muhammad Abid

In this work GPU implementation of classic 3D visualization algorithms namely Marching Cubes and Raycasting has been carried for cervical vertebra using VTK libraries. A proposed framework has been introduced for efficient and duly calibrated 3D reconstruction using Dicom Affine transform and Python Mayavi framework to address the limitation of benchmark visualization techniques i.e. lack of calibration, surface reconstruction artifacts and latency.


Sensors ◽  
2021 ◽  
Vol 21 (14) ◽  
pp. 4663
Author(s):  
Janaina Cavalcanti ◽  
Victor Valls ◽  
Manuel Contero ◽  
David Fonseca

An effective warning attracts attention, elicits knowledge, and enables compliance behavior. Game mechanics, which are directly linked to human desires, stand out as training, evaluation, and improvement tools. Immersive virtual reality (VR) facilitates training without risk to participants, evaluates the impact of an incorrect action/decision, and creates a smart training environment. The present study analyzes the user experience in a gamified virtual environment of risks using the HTC Vive head-mounted display. The game was developed in the Unreal game engine and consisted of a walk-through maze composed of evident dangers and different signaling variables while user action data were recorded. To demonstrate which aspects provide better interaction, experience, perception and memory, three different warning configurations (dynamic, static and smart) and two different levels of danger (low and high) were presented. To properly assess the impact of the experience, we conducted a survey about personality and knowledge before and after using the game. We proceeded with the qualitative approach by using questions in a bipolar laddering assessment that was compared with the recorded data during the game. The findings indicate that when users are engaged in VR, they tend to test the consequences of their actions rather than maintaining safety. The results also reveal that textual signal variables are not accessed when users are faced with the stress factor of time. Progress is needed in implementing new technologies for warnings and advance notifications to improve the evaluation of human behavior in virtual environments of high-risk surroundings.


2021 ◽  
Vol 11 (1) ◽  
Author(s):  
Konstantin D. Pandl ◽  
Scott Thiebes ◽  
Manuel Schmidt-Kraepelin ◽  
Ali Sunyaev

AbstractTo combat the COVID-19 pandemic, many countries around the globe have adopted digital contact tracing apps. Various technologies exist to trace contacts that are potentially prone to different types of tracing errors. Here, we study the impact of different proximity detection ranges on the effectiveness and efficiency of digital contact tracing apps. Furthermore, we study a usage stop effect induced by a false positive quarantine. Our results reveal that policy makers should adjust digital contact tracing apps to the behavioral characteristics of a society. Based on this, the proximity detection range should at least cover the range of a disease spread, and be much wider in certain cases. The widely used Bluetooth Low Energy protocol may not necessarily be the most effective technology for contact tracing.


2015 ◽  
Vol 22 (3) ◽  
pp. 99-104 ◽  
Author(s):  
Henryk Krawczyk ◽  
Michał Nykiel ◽  
Jerzy Proficz

Abstract The recently deployed supercomputer Tryton, located in the Academic Computer Center of Gdansk University of Technology, provides great means for massive parallel processing. Moreover, the status of the Center as one of the main network nodes in the PIONIER network enables the fast and reliable transfer of data produced by miscellaneous devices scattered in the area of the whole country. The typical examples of such data are streams containing radio-telescope and satellite observations. Their analysis, especially with real-time constraints, can be challenging and requires the usage of dedicated software components. We propose a solution for such parallel analysis using the supercomputer, supervised by the KASKADA platform, which with the conjunction with immerse 3D visualization techniques can be used to solve problems such as pulsar detection and chronometric or oil-spill simulation on the sea surface.


2014 ◽  
Vol 31 (01) ◽  
pp. 1450006 ◽  
Author(s):  
NING-RONG TAO ◽  
ZU-HUA JIANG ◽  
LU ZHEN

For shipbuilding, spatial scheduling and workforce assignment are two important issues for the operation management in block assembly shops. Spatial scheduling is to decide where and when to assemble blocks, while workforce assignment is to assign working teams to the blocks. Traditionally, they are made separately at different levels in the production management framework. The combining of such decisions presents additional complexity and new problems. This paper proposes an approach that solves jointly the spatial scheduling problem and the workforce assignment problem. The objective is to improve the coordination among working teams and increase the productivity of assembly shops. A spatial layout strategy is designed according to extreme point and deep bottom left strategies. By using genetic algorithm, a solution method is developed based on the spatial layout strategy and several assignment and sequence rules. Some computational experiments are conducted to evaluate the performance of the presented algorithm and compare it with other commonly used methods. Computational results validate the effectiveness and efficiency of the proposed algorithm.


2015 ◽  
Vol 8 (2/3) ◽  
pp. 262-283 ◽  
Author(s):  
Alona Mykhaylenko ◽  
Ágnes Motika ◽  
Brian Vejrum Waehrens ◽  
Dmitrij Slepniov

Purpose – The purpose of this paper is to advance the understanding of factors that affect offshoring performance results. To do so, this paper focuses on the access to location-specific advantages, rather than solely on the properties of the offshoring company, its strategy or environment. Assuming that different levels of synergy may exist between particular offshoring strategic decisions (choosing offshore outsourcing or captive offshoring and the type of function) and different offshoring advantages, this work advocates that the actual fact of realization of certain offshoring advantages (getting or not getting access to them) is a more reliable predictor of offshoring success. Design/methodology/approach – A set of hypotheses derived from the extant literature is tested on the data from a quantitative survey of 1,143 Scandinavian firms. Findings – The paper demonstrates that different governance modes and types of offshored function indeed provide different levels of access to different types of location-specific offshoring advantages. This difference may help to explain the ambiguity of offshoring initiatives performance results. Research limitations/implications – Limitations of the work include using only the offshoring strategy elements and only their limited variety as factors potentially influencing access to offshoring advantages. Also, the findings are limited to Scandinavian companies. Originality/value – The paper introduces a new concept of access, which can help to more reliably predict performance outcomes of offshoring initiatives. Recommendations are also provided to practitioners dealing with offshoring initiatives.


Author(s):  
Mario Valle

AbstractTo support CSCS research users we built STM3, a software platform on which advanced chemistry visualization techniques can be integrated. Its main goal is not to replace existing tools, but to provide functionalities not covered by them. STM3’s unusual characteristic among chemistry visualization tools is its ability to combine chemistry and general visualization techniques in the same view. STM3 is built on top of a proven visualization environment (AVS/Express) that lets CSCS’s visualization staff concentrate its efforts on developing new technologies rather than investing time on graphical and user interface implementation issues.


PEDIATRICS ◽  
1991 ◽  
Vol 88 (3) ◽  
pp. 608-619
Author(s):  
Ellen C. Perrin ◽  
Aline G. Sayer ◽  
John B. Willett

Children's concepts about illness causality and bodily functioning change in a predictable way with advancing age. Differences in the understanding of these concepts in healthy children vs children with a chronic illness have not been clearly delineated. This study included 49 children with a seizure disorder, 47 children with an orthopaedic condition, and 96 healthy children, all with normal intelligence and ranging in age from 5 to 16 years. It demonstrates systematic differences in children's general reasoning skills and in their understanding of concepts about illness causality and bodily functioning, as a function of their age and experience of illness. At all ages, children who had a condition with orthopaedic involvement reported less sophisticated general reasoning and concepts about illness than did healthy children; children with a seizure disorder reported similar general reasoning skills to those of healthy children, but considerably less sophisticated concepts about illness. children's concepts about body functioning did not differ as a function of the presence of a chronic illness. When their different levels of general cognitive reasoning were statistically controlled, children with a chronic illness had somewhat more sophisticated concepts about bodily functioning than did healthy children. Differences in conceptual development among children with different types of illnesses lead to interesting speculations with regard to the effects of particular illness characteristics on children's cognitive development.


2013 ◽  
Vol 2013 ◽  
pp. 1-14 ◽  
Author(s):  
Yanlong Sun ◽  
Hongbin Wang

According to the data-frame theory, sensemaking is a macrocognitive process in which people try to make sense of or explain their observations by processing a number of explanatory structures called frames until the observations and frames become congruent. During the sensemaking process, the parietal cortex has been implicated in various cognitive tasks for the functions related to spatial and temporal information processing, mathematical thinking, and spatial attention. In particular, the parietal cortex plays important roles by extracting multiple representations of magnitudes at the early stages of perceptual analysis. By a series of neural network simulations, we demonstrate that the dissociation of different types of spatial information can start early with a rather similar structure (i.e., sensitivity on a common metric), but accurate representations require specific goal-directed top-down controls due to the interference in selective attention. Our results suggest that the roles of the parietal cortex rely on the hierarchical organization of multiple spatial representations and their interactions. The dissociation and interference between different types of spatial information are essentially the result of the competition at different levels of abstraction.


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