scholarly journals The Use of Three-Dimensional Injury Maps and the Effects of Different Visual Presentation Formats

2018 ◽  
Vol 09 (03) ◽  
Author(s):  
Sophena W ◽  
Andrew P ◽  
Sean M ◽  
Kurstie B ◽  
Gyles D
1972 ◽  
Vol 23 (4) ◽  
pp. 285-300 ◽  
Author(s):  
C E Whitfield ◽  
J C Kelly ◽  
B Barry

SummaryMany investigators have studied the aerodynamics of axial flow turbomachinery but none has produced a complete map of the three-dimensional flow behind a rotor row. This is of considerable interest to the aero-acoustician. A system is described which uses a constant temperature hot-wire anemometer to analyse the flow behind such a rotor. Although much information may be extracted by using the technique, its interpretation depends to a large extent on its form of presentation. An analysis of the flow behind a research fan is used as a means of discussing various forms of visual presentation.


1980 ◽  
Vol 44 (3) ◽  
pp. 102-106 ◽  
Author(s):  
Richard R. Batsell

“We first survey the plot, then draw the model,” Shakespeare, King Henry IV, Part II, Act I, Sc.3 The visual presentation of a set of data facilitates its understanding and explanation. This paper describes how hidden surface routines can be used to construct two-dimensional portrayals of three-dimensional data. Data from a study on consumer preferences is used to illustrate the process.


2020 ◽  
Vol 117 (28) ◽  
pp. 16596-16605 ◽  
Author(s):  
Marco Lanzilotto ◽  
Monica Maranesi ◽  
Alessandro Livi ◽  
Carolina Giulia Ferroni ◽  
Guy A. Orban ◽  
...  

Humans accurately identify observed actions despite large dynamic changes in their retinal images and a variety of visual presentation formats. A large network of brain regions in primates participates in the processing of others’ actions, with the anterior intraparietal area (AIP) playing a major role in routing information about observed manipulative actions (OMAs) to the other nodes of the network. This study investigated whether the AIP also contributes to invariant coding of OMAs across different visual formats. We recorded AIP neuronal activity from two macaques while they observed videos portraying seven manipulative actions (drag, drop, grasp, push, roll, rotate, squeeze) in four visual formats. Each format resulted from the combination of two actor’s body postures (standing, sitting) and two viewpoints (lateral, frontal). Out of 297 recorded units, 38% were OMA-selective in at least one format. Robust population code for viewpoint and actor’s body posture emerged shortly after stimulus presentation, followed by OMA selectivity. Although we found no fully invariant OMA-selective neuron, we discovered a population code that allowed us to classify action exemplars irrespective of the visual format. This code depends on a multiplicative mixing of signals about OMA identity and visual format, particularly evidenced by a set of units maintaining a relatively stable OMA selectivity across formats despite considerable rescaling of their firing rate depending on the visual specificities of each format. These findings suggest that the AIP integrates format-dependent information and the visual features of others’ actions, leading to a stable readout of observed manipulative action identity.


2012 ◽  
Vol 117 (3) ◽  
pp. 183-193 ◽  
Author(s):  
Michael Carlin ◽  
Michael P. Toglia ◽  
Colleen Belmonte ◽  
Chiara DiMeglio

Abstract In the present study the effects of visual, auditory, and audio–visual presentation formats on memory for thematically constructed lists were assessed in individuals with intellectual disability and mental age–matched children. The auditory recognition test included target items, unrelated foils, and two types of semantic lures: critical related foils and related foils. The audio–visual format led to better recognition of old items and lower false-alarm rates for all foil types. Those with intellectual disability had higher false-alarm rates for all foil types and experienced particular difficulty discriminating presented items from those most strongly activated internally during acquisition (i.e., critical foils). Results are consistent with the activation-monitoring framework and fuzzy-trace theory and inform best practices for designing visual supports to maximize performance in educational and work environments.


2006 ◽  
Vol 95 (2) ◽  
pp. 709-729 ◽  
Author(s):  
Vassilis Raos ◽  
Maria-Alessandra Umiltá ◽  
Akira Murata ◽  
Leonardo Fogassi ◽  
Vittorio Gallese

We investigated the motor and visual properties of F5 grasping neurons, using a controlled paradigm that allows the study of the neuronal discharge during both observation and grasping of many different three-dimensional objects with and without visual guidance. All neurons displayed a preference for grasping of an object or a set of objects. The same preference was maintained when grasping was performed in the dark without visual feedback. In addition to the motor-related discharge, about half of the neurons also responded to the presentation of an object or a set of objects, even when a grasping movement was not required. Often the object evoking the strongest activity during grasping also evoked optimal activity during its visual presentation. Hierarchical cluster analysis indicated that the selectivity of both the motor and the visual discharge of the F5 neurons is determined not by the object shape but by the grip posture used to grasp the object. Because the same paradigm has been used to study the properties of hand-grasping neurons in the dorsal premotor area F2, and in the anterior intraparietal area (AIP), a comparison of the functional properties of grasping-related neurons in the three cortical areas (F5, F2, AIP) is addressed for the first time.


2013 ◽  
Vol 35 (3) ◽  
pp. 260-269 ◽  
Author(s):  
Aïmen Khacharem ◽  
Bachir Zoudji ◽  
Slava Kalyuga ◽  
Hubert Ripoll

Cognitive load perspective was used as a theoretical framework to investigate effects of expertise and type of presentation of interacting elements of information in learning from dynamic visualizations. Soccer players (N = 48) were required to complete a recall reconstruction test and to rate their invested mental effort after studying a concurrent or sequential presentation of the elements of play. The results provided evidence for an expertise reversal effect. For novice players, the sequential presentation produced better learning outcomes. In contrast, expert players performed better after studying the concurrent presentation. The findings suggest that the effectiveness of different visual presentation formats depend on levels of learner expertise.


2021 ◽  
Vol 5 (4) ◽  
pp. 553
Author(s):  
Bobi Agustian ◽  
Muhamad Yasser Arafat

In the process of teaching and learning activities in schools, there are still many that only use learning media in the form of books. This causes boredom in the learning process. Especially in basic computer and network subjects, where in this subject there is a lot of visual recognition and developing forms of technology. Good visual presentation is very important to support the learning process. Augmented Reality (AR) is a learning medium that is currently still being used in the teaching and learning process. AR is an application that combines the real world with the virtual world in two-dimensional or three-dimensional forms which are projected in a real environment at the same time. AR technology is very appropriate to be implemented to support the visualization process in learning activities, because it can present visualization in 3-dimensional form. So that the visualization is more interactive and more interesting. In the learning process at SMK Nufa Citra Mandir, they still rely on books only, especially in computer and basic network subjects which really need visualization of the devices discussed. The application of AR technology to basic computer and network subjects at SMK Nufa Citra Mandiri is expected to help in the learning process. In its development, the design method used is the Extreme Programming (XP). Purpose of this research is to create software with AR technology on Android platform, so that students can better understand and get to know computer tools and computer network devices contained in basic computer and network subjects.


2021 ◽  
Author(s):  
Anastasia Alekseevna Shagalova ◽  
Tatyana Nikolaevna Tomchinskaya

This article analyzes the problems of the development of spatial thinking of students in the development of the discipline "Descriptive geometry", solving projection problems and proposes their solution using the technology of augmented reality. The concept and technology of augmented reality, tracking technologies are considered. The substantiation of the relevance and timeliness of its use to support educational processes is given. The article explores the use of augmented reality technologies in teaching students' spatial thinking, which saves time on the transfer and assimilation of information received by students within the framework of this discipline. The analysis of existing research in the field of application of augmented reality technology in teaching the discipline "Descriptive geometry" is carried out. The possibility of using augmented reality technology in education for the purpose of visual presentation of educational material is shown. A project for the development of a mobile AR application for visualizing the tasks of a textbook on descriptive geometry based on the Vuforia platform is considered. The proposed software product is implemented on a mobile platform with the Android operating system. When developing software, the C # programming language is used to write scripts to implement the required functionality, in particular, interactive interaction with three-dimensional objects.


2021 ◽  
Vol 2074 (1) ◽  
pp. 012051
Author(s):  
Ni Yin

Abstract In order to improve the ability of environmental art design, a method of environmental art design based on computer three-dimensional animation technology is proposed, and a three-dimensional animation imaging model of environmental art design is constructed. Combining the RGB decomposition technology to extract the color components of the environmental art design three-dimensional animation image, use the color template space projection algorithm to perform the block fusion processing of the environmental art design three-dimensional animation image. The simulation results show that the three-dimensional recognition ability of environmental art design using this method is better, and the performance of feature reconstruction is better, which improves the three-dimensional visual presentation ability of environmental art design.


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