9,896 research outputs found

    Vivern a virtual environment for multiscale visualization and modeling of DNA nanostructures

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    DNA nanostructures offer promising applications, particularly in the biomedical domain, as they can be used for targeted drug delivery, construction of nanorobots, or as a basis for molecular motors. One of the most prominent techniques for assembling these structures is DNA origami. Nowadays, desktop applications are used for the in silico design of such structures. However, as such structures are often spatially complex, their assembly and analysis are complicated. Since virtual reality (VR) was proven to be advantageous for such spatial-related tasks and there are no existing VR solutions focused on this domain, we propose Vivern, a VR application that allows domain experts to design and visually examine DNA origami nanostructures. Our approach presents different abstracted visual representations of the nanostructures, various color schemes, and an ability to place several DNA nanostructures and proteins in one environment, thus allowing for the detailed analysis of complex assemblies. We also present two novel examination tools, the Magic Scale Lens and the DNA Untwister, that allow the experts to visually embed different representations into local regions to preserve the context and support detailed investigation. To showcase the capabilities of our solution, prototypes of novel nanodevices conceptualized by our collaborating experts, such as DNA-protein hybrid structures and DNA origami superstructures, are presented. Finally, the results of two rounds of evaluations are summarized. They demonstrate the advantages of our solution, especially for scenarios where current desktop tools are very limited, while also presenting possible future research directions.Fil: Kutak, David. Masaryk University; República ChecaFil: Selzer, Matias Nicolas. Consejo Nacional de Investigaciones Científicas y Técnicas. Centro Científico Tecnológico Conicet - Bahía Blanca. Instituto de Ciencias e Ingeniería de la Computación; Argentina. Universidad Nacional del Sur. Departamento de Ciencias e Ingenieria de la Computacion. Laboratorio de Investigación y Desarrollo en Visualización yComputación Gráfica; ArgentinaFil: Byska, Jan. Masaryk University; República ChecaFil: Ganuza, María Luján. Consejo Nacional de Investigaciones Científicas y Técnicas. Centro Científico Tecnológico Conicet - Bahía Blanca. Instituto de Ciencias e Ingeniería de la Computación; Argentina. Universidad Nacional del Sur. Departamento de Ciencias e Ingenieria de la Computacion. Laboratorio de Investigación y Desarrollo en Visualización yComputación Gráfica; ArgentinaFil: Barisic, Ivan. Austrian Institute of Technology; AustriaFil: Kozlikova, Barbora. Masaryk University; República ChecaFil: Miao, Haichao. Austrian Institute of Technology; Austri

    Horizon Report 2009

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    El informe anual Horizon investiga, identifica y clasifica las tecnologías emergentes que los expertos que lo elaboran prevén tendrán un impacto en la enseñanza aprendizaje, la investigación y la producción creativa en el contexto educativo de la enseñanza superior. También estudia las tendencias clave que permiten prever el uso que se hará de las mismas y los retos que ellos suponen para las aulas. Cada edición identifica seis tecnologías o prácticas. Dos cuyo uso se prevé emergerá en un futuro inmediato (un año o menos) dos que emergerán a medio plazo (en dos o tres años) y dos previstas a más largo plazo (5 años)

    Methods, data and tools for facilitating a 3D cultural heritage space

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    In recent years, the cultural heritage (CH) sector has experienced a rapid evolution due to the introduction of increasingly powerful digital technologies and ICT (Information and Communication Technologies) solutions. As for many other domains, digital data, Artificial Intelligence (AI), and Extended Reality (XR) are opening up extraordinary opportunities for expanding heritage knowledge capabilities while boosting the research on innovative solutions for its valorisation and preservation. Being aware of the fundamental and strategic role of CH in the history and identity of the European countries, the European Commission has assumed a central role in fuelling the policy debate and putting together stakeholders to take a step forward in CH digitization and use, primarily through initiatives, programs, and recommendations. Within this framework, the ongoing European 5DCulture project (https://www.5dculture.eu/) has been funded to enrich the offer of 3D CH digital assets in the common European Data Space for Cultural Heritage by creating high-quality 3D contents and to foster their re-use in several sectors, from tourism to education. Through 8 re-use scenarios around historic buildings and cityscapes, archaeology, and fashion, the project aims to deliver a set of digital tools and increase the capacity of CH institutions to more effectively re-use their 3D digital assets

    Silvan: An Immersive Software for Visualization and Mensuration of 3D LiDAR Point Clouds

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    Light Detection and Ranging (LiDAR) point clouds, data representations composed of a collectionof 3D positioned points each with location and intensity data embedded, have numerous applications particularly in the fields of Forestry, Environmental Science, and Remote Sensing. This thesis introduces Silvan, an immersive forestry research software designed for point cloud visualization, segmentation, and mensuration. The main design goals of Silvan are to provide an immersive 3D environment for research in Forestry and Remote Sensing and to provide a mensuration and visualization pipeline for extracting tree metrics including coordinates, tree height, diameter at breast height (DBH), height to live crown, and crown spread. This thesis surveys the current state of research in immersive software for analyzing and visualizing 3D point clouds and focuses on discussing the software implementation details of Silvan and how each feature addresses a limitation of current tree mensuration techniques. This thesis then describes an experimental methodology for gathering and analyzing user feedback and discusses the experimental feedback before finally concluding with discussion of future extensions of Silvan

    Interactive 3D architectural visualization with semantics in web browers

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    This paper focuses on rendering, and access to visual and descriptive information about the digital architectural models on the Web. It was proposed to reach these contents with a help of deep linking, which allows to access to different views and descriptions from both the internal navigation system or from the browser, or search engine. Along with the HTML5 and WebGL it allows updating the link during the exploration of a virtual model, and remembers to re-use. Although all the methods were tested on architecture's models, it can be used in other interactive 3D applications

    Reducing the Barrier to Entry of Complex Robotic Software: a MoveIt! Case Study

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    Developing robot agnostic software frameworks involves synthesizing the disparate fields of robotic theory and software engineering while simultaneously accounting for a large variability in hardware designs and control paradigms. As the capabilities of robotic software frameworks increase, the setup difficulty and learning curve for new users also increase. If the entry barriers for configuring and using the software on robots is too high, even the most powerful of frameworks are useless. A growing need exists in robotic software engineering to aid users in getting started with, and customizing, the software framework as necessary for particular robotic applications. In this paper a case study is presented for the best practices found for lowering the barrier of entry in the MoveIt! framework, an open-source tool for mobile manipulation in ROS, that allows users to 1) quickly get basic motion planning functionality with minimal initial setup, 2) automate its configuration and optimization, and 3) easily customize its components. A graphical interface that assists the user in configuring MoveIt! is the cornerstone of our approach, coupled with the use of an existing standardized robot model for input, automatically generated robot-specific configuration files, and a plugin-based architecture for extensibility. These best practices are summarized into a set of barrier to entry design principles applicable to other robotic software. The approaches for lowering the entry barrier are evaluated by usage statistics, a user survey, and compared against our design objectives for their effectiveness to users
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