250 research outputs found

    KinImmerse: Macromolecular VR for NMR ensembles

    Get PDF
    <p>Abstract</p> <p>Background</p> <p>In molecular applications, virtual reality (VR) and immersive virtual environments have generally been used and valued for the visual and interactive experience – to enhance intuition and communicate excitement – rather than as part of the actual research process. In contrast, this work develops a software infrastructure for research use and illustrates such use on a specific case.</p> <p>Methods</p> <p>The Syzygy open-source toolkit for VR software was used to write the KinImmerse program, which translates the molecular capabilities of the kinemage graphics format into software for display and manipulation in the DiVE (Duke immersive Virtual Environment) or other VR system. KinImmerse is supported by the flexible display construction and editing features in the KiNG kinemage viewer and it implements new forms of user interaction in the DiVE.</p> <p>Results</p> <p>In addition to molecular visualizations and navigation, KinImmerse provides a set of research tools for manipulation, identification, co-centering of multiple models, free-form 3D annotation, and output of results. The molecular research test case analyzes the local neighborhood around an individual atom within an ensemble of nuclear magnetic resonance (NMR) models, enabling immersive visual comparison of the local conformation with the local NMR experimental data, including target curves for residual dipolar couplings (RDCs).</p> <p>Conclusion</p> <p>The promise of KinImmerse for production-level molecular research in the DiVE is shown by the locally co-centered RDC visualization developed there, which gave new insights now being pursued in wider data analysis.</p

    Experiences from a Living Lab trialling a mobile participation platform

    Get PDF
    The project b-Part adresses the currently low level of participation by introducing and evaluating a novel participation prototype utilizing contemporary mobile technology. As pervasive participation methods eliminate spatial and temporal barriers, it is anticipated that people are more inclined to engage in decision-making processes than with traditional forms (e.g. townhall meetings). Based on these considerations we developed a mobile participation platform that was evaluated in a real-world scenario over the duration of five months. This paper describes our methodology focusing on the conducted Living Lab and reports on experiences made during the runtime of the project. We hereby distinguish between experiences made by citizens and the authorites’ view on the whole participatory process. Our findings show that there is a high acceptance of mobile participation methods among citizens and they want to have it developed even further. On the other hand, although city administration is often enthusiastic about novel participation formats, there are still challenges to meet regarding the definition of suitable topics for participation, a match between needs of citizens and city officials, the mapping of organisational responsibilities and long-term commitment to active participation

    Bridging Private and Shared Interaction Surfaces in Collocated Groupware

    Get PDF
    Multi-display environments (such as the pairing of a digital tabletop computer with a set of handheld tablet computers) can support collocated interaction in groups by providing individuals with private workspaces that can be used alongside shared interaction surfaces. However, such a configuration necessitates the inclusion of intuitive and seamless interactions to move digital objects between displays. While existing research has suggested numerous methods to bridge devices in this manner, these methods often require highly specialized equipment and are seldom examined using real-world tasks. This thesis investigates the use of two cross-device object transfer methods as adapted for use with commonly-available hardware and applied for use in a realistic task, a familiar tabletop card game. A digital tabletop and tablet implementation of the tabletop card game Dominion is developed to support each of the two cross-device object transfer methods (as well as two different turn-taking methods to support user identification). An observational user study is then performed to examine the effect of the transfer methods on groups’ behaviour, examining player preferences and the strategies which players applied to pursue their varied goals within the game. The study reveals that players’ choices and use of the methods is shaped greatly by the way in which each player personally defines the Dominion task, not simply by the objectives outlined in its rulebook. Design considerations for the design of cross-device object transfer methods and lessons-learned for system and experimental design as applied to the gaming domain are also offered

    Designing an architecture for secure sharing of personal health records : a case of developing countries

    Get PDF
    Includes bibliographical references.While there has been an increase in the design and development of Personal Health Record (PHR) systems in the developed world, little has been done to explore the utility of these systems in the developing world. Despite the usual problems of poor infrastructure, PHR systems designed for the developing world need to conform to users with different models of security and literacy than those designed for developed world. This study investigated a PHR system distributed across mobile devices with a security model and an interface that supports the usage and concerns of low literacy users in developing countries. The main question addressed in this study is: “Can personal health records be stored securely and usefully on mobile phones?” In this study, mobile phones were integrated into the PHR architecture that we/I designed because the literature reveals that the majority of the population in developing countries possess mobile phones. Additionally, mobile phones are very flexible and cost efficient devices that offer adequate storage and computing capabilities to users for typically communication operations. However, it is also worth noting that, mobile phones generally do not provide sufficient security mechanisms to protect the user data from unauthorized access

    A within-subjects repeated measures comparative study of the effect of two data collection methods on disclosure rates of sensitive behaviours in a tertiary student sample.

    Get PDF
    Masters Degree. University of KwaZulu-Natal, Pietermaritzburg.Researchers primarily rely on self-report data collection methods to question participants about their behaviours, emotions, attitudes, and beliefs. The challenge of eliciting truthful answers is often affected by the sensitivity of the research. Research which investigates sensitive topics such as crime, drugs, politics, race, religion, and sex can be particularly challenging as participants are hesitant to disclose their own information truthfully. The current research was focused on three primary objectives. The primary objective of this research was to add to the existing knowledge surrounding the Unmatched Count Technique (UCT). This study aimed to investigate the efficiency of data collection methods: Unmatched Count Technique Type I and Type II (UCT Type I and Type II) in obtaining self-disclosure data on sensitive behaviours. This was done by investigating which data collection method (DCM), the UCT Type I and the UCT Type II yields higher rates of disclosure on sensitive sexual items as an analogue of validity as well as which DCM yields the lowest group rates of social desirability bias. Finally, the study aimed to understand the participant's experiences of each data collection method in terms of ease of use, anonymity, and protection of confidentiality It is imperative to improve DCMs methods to an accurate picture of specific social issues, especially those that are considered to be private, sacred or sensitive. The results of this study demonstrate a significant difference in the participants’ disclosure of sensitive items between the UCT Type I and the UCT Type II. The Unmatched Count Technique Type II did produce higher base rates than the Unmatched Count Technique Type I on several the sensitive questions. However, both UCT DCMs produced negative numbers. Within the present study, the social desirability test indicated that participants would choose to portray themselves in a favourable, or in a socially acceptable manner, regardless of the assurance of confidentiality. Significantly, participants agreed that their responses could not be linked to them as individuals for both UCT DCMs further demonstrating some of the protective factors the UCT is known for. This process clearly demonstrates the need for more research in this area to explore ways in which the UCT can be adapted to collect accurate data on sensitive behaviour

    Examination of Eco-Behavioral Assessments Designed for Understanding Complex Behaviors and Environments.

    Get PDF
    Second-generation intervention research requires methods for overcoming challenges to understanding complex learning ecologies and interactions of students. Eco-behavioral assessments (EBAs) are one solution to past intervention research challenges. EBAs record the effects of ecological variables in students’ behavior and daily interactions. The utility of EBAs in second-generation research has increased substantially. Numerous EBAs now exist for use with all ages of learners and provide a valid, reliable, and cost effective method for intervention research. This paper examines 18 EBAs as well as software systems designed to support and enhance the use of EBAs. The examination serves as a comprehensive resource to better understand how EBAs can be used in answering complex questions about students’ learning and for advancing second-generation research

    Accessible Autonomy: Exploring Inclusive Autonomous Vehicle Design and Interaction for People who are Blind and Visually Impaired

    Get PDF
    Autonomous vehicles are poised to revolutionize independent travel for millions of people experiencing transportation-limiting visual impairments worldwide. However, the current trajectory of automotive technology is rife with roadblocks to accessible interaction and inclusion for this demographic. Inaccessible (visually dependent) interfaces and lack of information access throughout the trip are surmountable, yet nevertheless critical barriers to this potentially lifechanging technology. To address these challenges, the programmatic dissertation research presented here includes ten studies, three published papers, and three submitted papers in high impact outlets that together address accessibility across the complete trip of transportation. The first paper began with a thorough review of the fully autonomous vehicle (FAV) and blind and visually impaired (BVI) literature, as well as the underlying policy landscape. Results guided prejourney ridesharing needs among BVI users, which were addressed in paper two via a survey with (n=90) transit service drivers, interviews with (n=12) BVI users, and prototype design evaluations with (n=6) users, all contributing to the Autonomous Vehicle Assistant: an award-winning and accessible ridesharing app. A subsequent study with (n=12) users, presented in paper three, focused on prejourney mapping to provide critical information access in future FAVs. Accessible in-vehicle interactions were explored in the fourth paper through a survey with (n=187) BVI users. Results prioritized nonvisual information about the trip and indicated the importance of situational awareness. This effort informed the design and evaluation of an ultrasonic haptic HMI intended to promote situational awareness with (n=14) participants (paper five), leading to a novel gestural-audio interface with (n=23) users (paper six). Strong support from users across these studies suggested positive outcomes in pursuit of actionable situational awareness and control. Cumulative results from this dissertation research program represent, to our knowledge, the single most comprehensive approach to FAV BVI accessibility to date. By considering both pre-journey and in-vehicle accessibility, results pave the way for autonomous driving experiences that enable meaningful interaction for BVI users across the complete trip of transportation. This new mode of accessible travel is predicted to transform independent travel for millions of people with visual impairment, leading to increased independence, mobility, and quality of life
    • 

    corecore