scholarly journals Three-dimensional representations of complex carbohydrates and polysaccharides--SweetUnityMol: A video game-based computer graphic software

Glycobiology ◽  
2014 ◽  
Vol 25 (5) ◽  
pp. 483-491 ◽  
Author(s):  
S. Perez ◽  
T. Tubiana ◽  
A. Imberty ◽  
M. Baaden
1989 ◽  
Vol 101 (5) ◽  
pp. 522-526 ◽  
Author(s):  
Charles Lutz ◽  
Akira Takagi ◽  
Ivo P. Janecka ◽  
Isamu Sando

The complexities of the temporal bone and the critical inter-relationships among its key structures can be simplified with three-dimensional computer-assisted reconstruction. Knowledge of the topography of these structures and their mutual relationships in essential in any surgical approach to the temporal bone. Sixty sagittal histologic sections of a normal left temporal bone were examined. Each section, 30 μm in thickness, was optically enlarged. Segments representing the facial nerve, internal carotid artery, and inner ear structures from individual slides were traced and data were entered into a computer. A personal computer was used for data processing and analysis. Graphic software developed in our laboratory generated images with x-y-z coordinates that could be rotated In any plane. The high resolution of the computer graphics system, combined with the precision of histologic sections, permitted study of the critical three-dimensional anatomic relationships among essential intratemporal bone structures. The capability of reproducing individual and joint images of the intratemporal bone structures and viewing them from all surgical angles gives skull base and otologic surgeons Important topographic guidance. Accurate spatial measurements of temporal bone anatomy are now possible with the application of computer graphic technology.


Author(s):  
J. K. Samarabandu ◽  
R. Acharya ◽  
D. R. Pareddy ◽  
P. C. Cheng

In the study of cell organization in a maize meristem, direct viewing of confocal optical sections in 3D (by means of 3D projection of the volumetric data set, Figure 1) becomes very difficult and confusing because of the large number of nucleus involved. Numerical description of the cellular organization (e.g. position, size and orientation of each structure) and computer graphic presentation are some of the solutions to effectively study the structure of such a complex system. An attempt at data-reduction by means of manually contouring cell nucleus in 3D was reported (Summers et al., 1990). Apart from being labour intensive, this 3D digitization technique suffers from the inaccuracies of manual 3D tracing related to the depth perception of the operator. However, it does demonstrate that reducing stack of confocal images to a 3D graphic representation helps to visualize and analyze complex tissues (Figure 2). This procedure also significantly reduce computational burden in an interactive operation.


2021 ◽  
Author(s):  
O Lennon ◽  
Heiko Wittmer ◽  
Nicola Nelson

© 2021 The Authors. Refuges can be ecologically important, allowing access only to some species or individuals and providing prey protection from predators. Creation of refuges can be used to protect threatened species from introduced predators, which can have large negative impacts that are difficult to attenuate via other means. To design refuges for conservation purposes, refuge accessibility to different species must be understood. Traditional techniques are not adequate to measure or describe complex three-dimensional spaces which are often important refuges. We designed a novel predictive method for modeling three-dimensional refuge space using video game software that simulates real-world physics (Unity, PhysX). We use the study system of endemic New Zealand skinks (Oligosoma spp.), their introduced predators, house mice (Mus musculus), and the habitat of interstitial spaces within rock piles to demonstrate how this modeling technique can be used to inform design of habitat enhancement for conservation. We used video game software to model realistic rock piles and measure their interstitial spaces, and found that the spaces we predicted matched those we measured in real rock piles using computed tomography (CT) scanning. We used information about the sizes of gaps accessible to skinks and mice and the results of our modeling to determine the optimal size of rocks to create refuges which would protect skinks from mice. We determined the ideal rock size to be those with graded diameters of 20–40 mm. The approach we developed could be used to describe interstitial spaces in habitats as they naturally occur, or it could be applied to design habitats to benefit particular species.


F1000Research ◽  
2017 ◽  
Vol 5 ◽  
pp. 2339 ◽  
Author(s):  
Benjamin C. Riordan ◽  
Damian Scarf

Minecraft is a first-person perspective video game in which players roam freely in a large three-dimensional environment. Players mine the landscape for minerals and use these minerals to create structures (e.g., houses) and mould the landscape. But can Minecraft be used to craft communities and minds? In this opinion piece, we highlight the enormous potential of Minecraft for fostering social connectedness, collaboration, and its potential as an educational tool. We highlight the recent use of Minecraft to aid socialization in individuals with Autistic Spectrum Disorder (ASD) and promote civic engagement via the United Nations Human Settlement Program. We further provide novel links between Minecraft and recent on work on the role of social cures and community empowerment in enhancing mental health, wellbeing, and resilience.


Author(s):  
Dimitri Williams ◽  
Adam S. Kahn

This chapter, which discusses the evolution of innovative research on game playing in the household and online, such as in studies of massive multiplayer, three-dimensional Internet game environments, demonstrates the need for Internet Studies to deal with the ebbs and flows of the market and the rapid pace of technical change. The video game industry is one of the most profitable and dynamic industries in entertainment. Its future will possibly add a mix of social connectivity and continuing advances in technology as players seek each other as much as they seek games. Casual games are frequently incorporated into pre-existing social networks. Serious games did result in a change in knowledge, opinions, and possible future actions. The research community surrounding games comes from communication, psychology, cultural and critical studies, sociology, and now even business, economics, and computer science.


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