37,754 research outputs found
Knowledge Construction of 3D Geometry Concepts and Processes Within a Virtual Reality Learning Environment
A consensus has emerged within the mathematics education community about the limitations of traditional approaches for teaching and learning 3D geometry. Therefore, it has been suggested that new approaches based on the use of computers need to be adopted. One such new approach that has been proposed utilises Virtual Reality Learning Environment (VRLE). This paper reports on the initial phases of a research study whose major aim is to design and evaluate a VRLE to facilitate the construction of knowledge about 3D geometry concepts and processes. This research study investigates two primary school students’ construction of 3D geometry knowledge whilst engaged within a VRLE developed by the researcher. A design experiments research methodology was employed in this study. This is research that iterates through cycles of design and research with the objective of arriving at theoretical and design principles that will have application both within and beyond the immediate research study. Therefore, the results being reported in this paper will be used to inform the modification not only of the VRLE but also of theoretical frameworks underlying the design and implementation of VRLEs
The Effects of Task, Task Mapping, and Layout Space on User Performance in Information-Rich Virtual Environments
How should abstract information be displayed in Information-Rich Virtual Environments (IRVEs)? There are a variety of techniques available, and it is important to determine which techniques help foster a user’s understanding both within and between abstract and spatial information types. Our evaluation compared two such techniques: Object Space and Display Space. Users strongly prefer Display Space over Object Space, and those who use Display Space may perform better. Display Space was faster and more accurate than Object Space for tasks comparing abstract information. Object Space was more accurate for comparisons of spatial information. These results suggest that for abstract criteria, visibility is a more important requirement than perceptual coupling by depth and association cues. They also support the value of perceptual coupling for tasks with spatial criteria
Three Dimensional Software Modelling
Traditionally, diagrams used in software systems modelling have been two dimensional (2D). This is probably because graphical notations, such as those used in object-oriented and structured systems modelling, draw upon the topological graph metaphor, which, at its basic form, receives little benefit from three dimensional (3D) rendering. This paper presents a series of 3D graphical notations demonstrating effective use of the third dimension in modelling. This is done by e.g., connecting several graphs together, or in using the Z co-ordinate to show special kinds of edges. Each notation combines several familiar 2D diagrams, which can be reproduced from 2D projections of the 3D model. 3D models are useful even in the absence of a powerful graphical workstation: even 2D stereoscopic projections can expose more information than a plain planar diagram
Overcoming the Challenges Associated with Image-based Mapping of Small Bodies in Preparation for the OSIRIS-REx Mission to (101955) Bennu
The OSIRIS-REx Asteroid Sample Return Mission is the third mission in NASA's
New Frontiers Program and is the first U.S. mission to return samples from an
asteroid to Earth. The most important decision ahead of the OSIRIS-REx team is
the selection of a prime sample-site on the surface of asteroid (101955) Bennu.
Mission success hinges on identifying a site that is safe and has regolith that
can readily be ingested by the spacecraft's sampling mechanism. To inform this
mission-critical decision, the surface of Bennu is mapped using the OSIRIS-REx
Camera Suite and the images are used to develop several foundational data
products. Acquiring the necessary inputs to these data products requires
observational strategies that are defined specifically to overcome the
challenges associated with mapping a small irregular body. We present these
strategies in the context of assessing candidate sample-sites at Bennu
according to a framework of decisions regarding the relative safety,
sampleability, and scientific value across the asteroid's surface. To create
data products that aid these assessments, we describe the best practices
developed by the OSIRIS-REx team for image-based mapping of irregular small
bodies. We emphasize the importance of using 3D shape models and the ability to
work in body-fixed rectangular coordinates when dealing with planetary surfaces
that cannot be uniquely addressed by body-fixed latitude and longitude.Comment: 31 pages, 10 figures, 2 table
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An interface to virtual environments for people who are blind using Wii technology - mental models and navigation
Accessible games, both for serious and for entertainment purposes, would allow inclusion and participation for those with disabilities. Research into the development of accessible games, and accessible virtual environments, is discussed. Research into accessible Virtual Environments has demonstrated great potential for allowing people who are blind to explore new spaces, reducing their reliance on guides, and aiding development of more efficient spatial maps and strategies. Importantly, Lahav and Mioduser (2005, 2008) have demonstrated that, when exploring virtual spaces, people who are blind use more and different strategies than when exploring real physical spaces, and develop relatively accurate spatial representations of them. The present paper describes the design, development and evaluation of a system in which a virtual environment may be explored by people who are blind using Nintendo Wii devices, with auditory and haptic feedback. The nature of the various types of feedback is considered, with the aim of creating an intuitive and usable system. Using Wii technology has many advantages, not least of which are that it is mainstream, readily available and cheap. The potential of the system for exploration and navigation is demonstrated. Results strongly support the possibilities of the system for facilitating and supporting the construction of cognitive maps and spatial strategies. Intelligent support is discussed. Systems such as the present one will facilitate the development of accessible games, and thus enable Universal Design and accessible interactive technology to become more accepted and widespread
Challenges in video based object detection in maritime scenario using computer vision
This paper discusses the technical challenges in maritime image processing
and machine vision problems for video streams generated by cameras. Even well
documented problems of horizon detection and registration of frames in a video
are very challenging in maritime scenarios. More advanced problems of
background subtraction and object detection in video streams are very
challenging. Challenges arising from the dynamic nature of the background,
unavailability of static cues, presence of small objects at distant
backgrounds, illumination effects, all contribute to the challenges as
discussed here
Assessment of algorithms for mitosis detection in breast cancer histopathology images
The proliferative activity of breast tumors, which is routinely estimated by counting of mitotic figures in hematoxylin and eosin stained histology sections, is considered to be one of the most important prognostic markers. However, mitosis counting is laborious, subjective and may suffer from low inter-observer agreement. With the wider acceptance of whole slide images in pathology labs, automatic image analysis has been proposed as a potential solution for these issues.
In this paper, the results from the Assessment of Mitosis Detection Algorithms 2013 (AMIDA13) challenge are described. The challenge was based on a data set consisting of 12 training and 11 testing subjects, with more than one thousand annotated mitotic figures by multiple observers. Short descriptions and results from the evaluation of eleven methods are presented. The top performing method has an error rate that is comparable to the inter-observer agreement among pathologists
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