Multimodal interaction for 2D and 3D environments [virtual reality]

1999 ◽  
Vol 19 (4) ◽  
pp. 10-13 ◽  
Author(s):  
P. Cohen ◽  
D. McGee ◽  
S. Oviatt ◽  
L. Wu ◽  
J. Clow ◽  
...  
2020 ◽  
Author(s):  
Xavier Martinez ◽  
Marc Baaden

AbstractMotivated by the current Covid-19 pandemic that has spurred a substantial flow of structural data we describe how molecular visualization experiences can be used to make these datasets accessible to a broad audience. Using a variety of technology vectors related to the cloud, 3D- and virtual reality gear, we examine how to share curated visualizations of structural biology, modeling and/or bioinformatics datasets for interactive and collaborative exploration. We discuss F.A.I.R. as overarching principle for sharing such visualizations. We provide four initial example scenes related to recent Covid-19 structural data together with a ready-to-use (and share) implementation in the UnityMol software.SynopsisVisualization renders structural molecular data accessible to a broad audience. We describe an approach to share molecular visualization experiences based on FAIR principles. Our workflow is exemplified with recent Covid-19 related data.


Author(s):  
W.W. Mayol ◽  
A.J. Davison ◽  
B.J. Tordoff ◽  
N.D. Molton ◽  
D.W. Murray

2018 ◽  
Vol 29 (1) ◽  
pp. 126
Author(s):  
Suziah Sulaiman ◽  
Hector Chimeremeze Okere ◽  
Dayang Rohaya Awang Rambli ◽  
Oi Mean Foong

Author(s):  
Tamer M. Wasfy

LEA (Learning Environments Agent) is a web-based software system for advanced multimedia and virtual-reality education and training. LEA consists of three fully integrated components: (1) unstructured knowledge-base engine for lecture delivery; (2) structured hierarchical process knowledge-base engine for step-by-step process training; and (3) hierarchical rule-based expert system for natural-language understanding. In addition, LEA interfaces with components which provide the following capabilities: 3D near photo-realistic interactive virtual environments; 2D animated multimedia; near-natural synthesized text-to-speech, speech recognition, near-photorealistic animated virtual humans to act as instructors and assistants; and socket-based network communication. LEA provides the following education and training functions: multimedia lecture delivery; virtual-reality based step-by-step process training; and testing capability. LEA can deliver compelling multimedia lectures and content in science fields (such as engineering, physics, math, and chemistry) that include synchronized: animated 2D and 3D graphics, speech, and written/highlighted text. In addition, it can be used to deliver step-by-step process training in a compelling near-photorealistic 3D virtual environment. In this paper the LEA system is presented along with typical educational and training applications.


Author(s):  
Erik Gaasedelen ◽  
Alex Deakyne ◽  
Tinen Iles ◽  
Paul Iaizzo

The recent and rapid developments of immersive, interactive 3D environments have been critical in advancing interfaces for entertainment, design, and education. For cardiovascular research, our laboratory and others have been able to use such software tools for the construction of heart models from DICOM files. These models can then be printed in hard or soft plastic from a 3D printer. In general, such models are considered useful for surgical planning and education; these modalities are being applied as critical tools in the field of cardiovascular research. Recently, the development of virtual reality (VR) has introduced a new modality for exploring 3D virtual structures with high resolution, high flexibility, and fast turn-around times. Until recently, the adoption of these technologies has been hindered by the high costs of VR goggles and the complexities in their setup. New developments in phone software and hardware, however, have alleviated some of these difficulties by allowing smartphone screens, graphics units, and gyroscopes to provide the necessary technologies for VR. In this way, phones can be placed inside a headset holder and used freely, without being connected to the computer. Here we explore the utility of using this VR setup in the context of internal heart anatomy visualization.


2019 ◽  
Vol 14 (8) ◽  
pp. 741-751 ◽  
Author(s):  
Xinyu Zhang ◽  
Shune Xiao ◽  
Bingcheng Liu ◽  
Yong Miao ◽  
Zhiqi Hu

Aim: To explore the feasibility of human placenta extracellular matrix (HPECM) hydrogel in restoring the hair-inductive capacity of high-passaged (P8) dermal papilla cells (DPCs) for hair follicle regeneration. Materials & methods: HPECM hydrogel was prepared following decellularization and enzymatic solubilization treatment. DPCs isolated from human scalp were cultured in 2D and 3D environments. The hair-inductive ability of DPCs was assessed by quantitative RT-PCR, immunofluorescence staining, immunoblotting and patch assay. Results: DPCs (P8) formed spheres when cultured on the HPECM hydrogel. The expression levels of Versican, ALP, and β-catenin were restored in the DP spheres. HPECM hydrogel-cultured DP spheres co-grafted with newborn mouse epidermal cells regenerated new hair follicle. Conclusion: HPECM hydrogel successfully restores the hair-inductive capacity of high-passaged DPCs.


2015 ◽  
Vol 43 (1) ◽  
pp. 147-159
Author(s):  
Maciej Laskowski

Abstract Computer games have accompanied the development of computer technologies since the very beginning. Despite their basic, purely entertainment-targeted appliance, games can also be used for many other purposes. Medical applications are especially interesting, as games (especially different kinds of simulations) are widely used for training personnel, e.g. to perform certain procedures or in learning to use equipment. This allows the trainees to gain knowledge and proper habits, as well as test themselves in different situations without any risk. Computer games can also be used as a diagnostic tool, although this topic is still insufficiently researched. This paper discusses the possibility of using serious games for diagnosing color vision disorders, focusing especially on two problems: differences in diagnosing colorblindness using 2D and 3D environments, and the influence of individual features, such as reflex or agility, on the diagnostic process.


2007 ◽  
Vol 9 (5) ◽  
pp. 627-635 ◽  
Author(s):  
Wajeeh Saadi ◽  
Seog Woo Rhee ◽  
Francis Lin ◽  
Behrad Vahidi ◽  
Bong Geun Chung ◽  
...  

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