17 research outputs found
Environmental Flow Regimes for Dysidea avara Sponges
The aim of our research is to design tank systems to culture Dysidea avara for the production of avarol. Flow information was needed to design culture tanks suitable for effective production. Water flow regimes were characterized over a 1-year period for a shallow rocky sublittoral environment in the Northwestern Mediterranean where D. avara sponges are particularly abundant. Three-dimensional Doppler current velocities at 8¿10-m depths ranged from 5 to 15 cm/s over most seasons, occasionally spiking to 30¿66 cm/s. A thermistor flow sensor was used to map flow fields in close proximity (¿2 cm) to individual sponges at 4.5-, 8.8-, and 14.3-m depths. These ¿proximal flows¿ averaged 1.6 cm/s in calm seas and 5.9 cm/s during a storm, when the highest proximal flow (32.9 cm/s) was recorded next to a sponge at the shallowest station. Proximal flows diminished exponentially with depth, averaging 2.6 cm/s¿±¿0.15 SE over the entire study. Flow visualization studies showed that oscillatory flow (0.20¿0.33 Hz) was the most common regime around individual sponges. Sponges at the 4.5-m site maintained a compact morphology with large oscula year-around despite only seasonally high flows. Sponges at 8.8 m were more erect with large oscula on tall protuberances. At the lowest-flow 14.3-m site, sponges were more branched and heavily conulated, with small oscula. The relationship between sponge morphology and ambient flow regime is discussed
3D-Stereoscopic Immersive Analytics Projects at Monash University and University of Konstanz
Immersive Analytics investigates how novel interaction and display technologies may support analytical reasoning and decision making. The Immersive Analytics initiative of Monash University started early 2014. Over the last few years, a number of projects have been developed or extended in this context to meet the requirements of semi- or full-immersive stereoscopic environments. Different technologies are used for this purpose: CAVE2™ (a 330 degree large-scale visualization environment which can be used for educative and scientific group presentations, analyses and discussions), stereoscopic Powerwalls (miniCAVEs, representing a segment of the CAVE2 and used for development and communication), Fishtanks, and/or HMDs (such as Oculus, VIVE, and mobile HMD approaches). Apart from CAVE2™ all systems are or will be employed on both the Monash University and the University of Konstanz side, especially to investigate collaborative Immersive Analytics. In addition, sensiLab extends most of the previous approaches by involving all senses, 3D visualization is combined with multi-sensory feedback, 3D printing, robotics in a scientific-artistic-creative environment
Low-Cost Virtual Reality System - PC Driven System
The concept of Virtual Reality has been around since early 1960s, but the availability and development of Virtual Reality systems were largely limited due to its nature of high cost and difficulty in maintenance. Until recently, thanks to the fast development of the modern technology, the idea of building Virtual Reality system using commodity-off-the-shelf hardware became feasible. By using Personal Computers, we have in this project developed a Low-Cost Distributed Virtual Reality system that is much cheaper, easier to maintain and mobile. In this project, the design of stereo vision, corner projection and distributed architecture had been discussed and applied in the implementation of the Virtual Reality system. User experiment had been conducted. The aim of the user experiment is to test the system for presence level, Slater, Usoh and Steed (SUS) questionnaire was used as an indication to the level of presence. Furthermore, network performance related to scene complexities were also evaluated. From these experiment, we have found that the Virtual Reality system developed creates a good level of presence to the participants and scene complexity would influence the roundtrip time of the network. Lastly, this paper concludes by discussing why the Low-Cost Virtual Reality system developed to be an effective Virtual Reality system
Diseño de un prototipo de sistema de realidad virtual inmersivo simplificado
This paper introduces the development of a low cost prototype of a virtual immersion system with two screens. The main implementation details are presented, so that the advantages and drawbacks from many physic assembly architectures. Three prototypes were constructed, one table system and the other two at real size. Thus, different tests were implemented with animations, which were created using a 3D modeling and animation software.Este artĂculo presenta el diseño y construcciĂłn de un prototipo de bajo costo de un sistema inmersiĂłn virtual de dos pantallas. Se describen los detalles más importantes de la implementaciĂłn y se muestran las ventajas y problemas de diferentes arquitecturas posibles para el montaje fĂsico. Se construyeron tres prototipos, uno de mesa y dos de tamaño real, sobre los cuales se realizaron diferentes pruebas con animaciones creadas en un software de modelado y animaciĂłn 3D
Volume 4, Chapter 18-2: Caves - Overall Bryophyte Flora
https://digitalcommons.mtu.edu/bryo-ecol-subchapters/1254/thumbnail.jp
Advanced Visualization and Intuitive User Interface Systems for Biomedical Applications
Modern scientific research produces data at rates that far outpace our ability to comprehend and analyze it. Such sources include medical imaging data and computer simulations, where technological advancements and spatiotemporal resolution generate increasing amounts of data from each scan or simulation. A bottleneck has developed whereby medical professionals and researchers are unable to fully use the advanced information available to them. By integrating computer science, computer graphics, artistic ability and medical expertise, scientific visualization of medical data has become a new field of study. The objective of this thesis is to develop two visualization systems that use advanced visualization, natural user interface technologies and the large amount of biomedical data available to produce results that are of clinical utility and overcome the data bottleneck that has developed.
Computational Fluid Dynamics (CFD) is a tool used to study the quantities associated with the movement of blood by computer simulation. We developed methods of processing spatiotemporal CFD data and displaying it in stereoscopic 3D with the ability to spatially navigate through the data. We used this method with two sets of display hardware: a full-scale visualization environment and a small-scale desktop system. The advanced display and data navigation abilities provide the user with the means to better understand the relationship between the vessel\u27s form and function.
Low-cost 3D, depth-sensing cameras capture and process user body motion to recognize motions and gestures. Such devices allow users to use hand motions as an intuitive interface to computer applications. We developed algorithms to process and prepare the biomedical and scientific data for use with a custom control application. The application interprets user gestures as commands to a visualization tool and allows the user to control the visualization of multi-dimensional data. The intuitive interface allows the user to control the visualization of data without manual contact with an interaction device. In developing these methods and software tools we have leveraged recent trends in advanced visualization and intuitive interfaces in order to efficiently visualize biomedical data in such a way that provides meaningful information that can be used to further appreciate it
Answering why and when? A systematic literature review of application scenarios and evaluation for immersive data visualization analytics
Immersive analytics (IA) is a fast-growing research field that concerns improving and facilitating human sense making and data understanding through an immersive experience. Understanding the suitable application scenario that will benefit from IA enables a shift towards developing effective and meaningful applications. This paper aims to explore tasks and scenarios that can benefit from IA by conducting a systematic review of existing studies and mapping them according to the multi-level typology for abstract visualization tasks, which is also known as the what-why-how framework. The study synthesizes several works to answer the why within the context of multiple levels of specificity. In addition, this study also explores the application domains and IA guiding scenarios to address when scenarios best integrate with IA. Then, the paper discusses the IA evaluation types and research methods to evaluate an IA application that can promote effective user engagement in IA. Finally, the limitations and potential future works are discussed
The OctaVis: a VR-device for rehabilitation and diagnostics of visuospatial impairments
Dyck E. The OctaVis: a VR-device for rehabilitation and diagnostics of visuospatial impairments. Bielefeld: Universität Bielefeld; 2017
Volume 2, Chapter 14-8: Salamander Mossy Habitats
https://digitalcommons.mtu.edu/bryo-ecol-subchapters/1124/thumbnail.jp