9,994 research outputs found

    The Digital Anatomist Information System and Its Use in the Generation and Delivery of Web-Based Anatomy Atlases

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    Advances in network and imaging technology, coupled with the availability of 3-D datasets such as the Visible Human, provide a unique opportunity for developing information systems in anatomy that can deliver relevant knowledge directly to the clinician, researcher or educator. A software framework is described for developing such a system within a distributed architecture that includes spatial and symbolic anatomy information resources, Web and custom servers, and authoring and end-user client programs. The authoring tools have been used to create 3-D atlases of the brain, knee and thorax that are used both locally and throughout the world. For the one and a half year period from June 1995–January 1997, the on-line atlases were accessed by over 33,000 sites from 94 countries, with an average of over 4000 ‘‘hits’’ per day, and 25,000 hits per day during peak exam periods. The atlases have been linked to by over 500 sites, and have received at least six unsolicited awards by outside rating institutions. The flexibility of the software framework has allowed the information system to evolve with advances in technology and representation methods. Possible new features include knowledge-based image retrieval and tutoring, dynamic generation of 3-D scenes, and eventually, real-time virtual reality navigation through the body. Such features, when coupled with other on-line biomedical information resources, should lead to interesting new ways for managing and accessing structural information in medicine

    Using geographical information systems for management of back-pain data

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    This is the post-print version of the Article. The official published version can be accessed from the link below - Copyright @ 2002 MCB UP LtdIn the medical world, statistical visualisation has largely been confined to the realm of relatively simple geographical applications. This remains the case, even though hospitals have been collecting spatial data relating to patients. In particular, hospitals have a wealth of back pain information, which includes pain drawings, usually detailing the spatial distribution and type of pain suffered by back-pain patients. Proposes several technological solutions, which permit data within back-pain datasets to be digitally linked to the pain drawings in order to provide methods of computer-based data management and analysis. In particular, proposes the use of geographical information systems (GIS), up till now a tool used mainly in the geographic and cartographic domains, to provide novel and powerful ways of visualising and managing back-pain data. A comparative evaluation of the proposed solutions shows that, although adding complexity and cost, the GIS-based solution is the one most appropriate for visualisation and analysis of back-pain datasets

    The Informational Foundation of the Human Act

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    This book is the result of a collective research effort performed during many years in both Sweden and Spain. It is the result of attempting to develop a new field of research that could we denominate «human act informatics.» The goal has been to use the technologies of information to the study of the human act in general, including embodied acts and disembodied acts. The book presents a theory of the quantification of the informational value of human acts as order, opposing the living order against entropy. We present acting as a set of decisions and choices aimed to create order and to impose Modernity. Karl Popper’s frequency theory of probability is applied to characterize human acts regarding their degree of freedom and to set up a scale of order in human decisions. The traditional theory of economics and social science characterize the human act as rational, utilitarian and ethical. Our results emphasize that the unique significance of an act lies in its capacity to generate order. An adequate methodology is then presented to defend such hypothesis according to which, the rationality respective irrationality of acting, is in fact only a function of the act’s organizational capacity. From this perspective, it has been necessary to define «order» respective «disorder» as operative concepts that allowed the comparison of the organizational differences generated by each kind of act. According to the presented conclusions, the spontaneity of living, as unconscious thinking, dreaming, loving, etc. and the mainstream of the human acts, are utilitarian, but in an irrational way; they are rooted in unconscious drifts and therefore must be considered irrational-utility acts

    The mind's eye in blindfold chess

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    Visual imagery plays an important role in problem solving, and research into blindfold chess has provided a wealth of empirical data on this question. We show how a recent theory of expert memory (the template theory, Gobet & Simon, 1996, 2000) accounts for most of these data. However, how the mind’s eye filters out relevant from irrelevant information is still underspecified in the theory. We describe two experiments addressing this question, in which chess games are presented visually, move by move, on a board that contains irrelevant information (static positions, semi-static positions, and positions changing every move). The results show that irrelevant information affects chess masters only when it changes during the presentation of the target game. This suggests that novelty information is used by the mind’s eye to select incoming visual information and separate “figure” and “ground.” Mechanisms already present in the template theory can be used to account for this novelty effect

    ESCIM: A System for the Investigation of Meaningful Motion

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    A language is described whose purpose is the investigation of meaningful motion using Stimulus Response animation techniques. The language is capable of adjusting the shape, size and velocity of an actor in real-time computer animation. Some results are presented showing how it is possible to generate such behaviours as chasing, avoidance and hitting using this animation technique. A set of primitives are presented which we find invaluable in the control of size, stretch and velocity parameters when attempting to produce fluid and meaningful interactions

    Coevolutionary dynamics of a variant of the cyclic Lotka-Volterra model with three-agent interactions

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    We study a variant of the cyclic Lotka-Volterra model with three-agent interactions. Inspired by a multiplayer variation of the Rock-Paper-Scissors game, the model describes an ideal ecosystem in which cyclic competition among three species develops through cooperative predation. Its rate equations in a well-mixed environment display a degenerate Hopf bifurcation, occurring as reactions involving two predators plus one prey have the same rate as reactions involving two preys plus one predator. We estimate the magnitude of the stochastic noise at the bifurcation point, where finite size effects turn neutrally stable orbits into erratically diverging trajectories. In particular, we compare analytic predictions for the extinction probability, derived in the Fokker-Planck approximation, with numerical simulations based on the Gillespie stochastic algorithm. We then extend the analysis of the phase portrait to heterogeneous rates. In a well-mixed environment, we observe a continuum of degenerate Hopf bifurcations, generalizing the above one. Neutral stability ensues from a complex equilibrium between different reactions. Remarkably, on a two-dimensional lattice, all bifurcations disappear as a consequence of the spatial locality of the interactions. In the second part of the paper, we investigate the effects of mobility in a lattice metapopulation model with patches hosting several agents. We find that strategies propagate along the arms of rotating spirals, as they usually do in models of cyclic dominance. We observe propagation instabilities in the regime of large wavelengths. We also examine three-agent interactions inducing nonlinear diffusion.Comment: 22 pages, 13 figures. v2: version accepted for publication in EPJ
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