8,688 research outputs found

    Scoping Study for a Realistic Driving Simulator: Final Report.

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    1. INTRODUCTION This report documents the results of a study carried out between December 1989 and March 1990 to determine the most suitable equipment to be purchased for building a driving simulator at the Institute for Transport Studies at the University of Leeds. This "scoping study" was intended to accomplish three main tasks: 1. A review of existing facilities both in the UK and elsewhere in Europe to ascertain what has already been achieved and what is the current state of the art. 2. Initial discussions with potential users on desired features to be built in to the simulator. 3. Discussions with equipment suppliers in the light of what was found out in Tasks 1 and 2, so that the appropriate equipment could be specified. The report documents in subsequent sections the findings of the first two tasks. It then summarizes the conclusions that were reached on the overall simulator design, on the required features of the simulator and on the effort required to develop an operational simulator from the various hardware components. Finally, recommendations are made on the equipment to be purchased in the light of the recommended configuration, the discussion with equipment suppliers under Task 3 and the budget allocated

    Trends and Techniques in Visual Gaze Analysis

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    Visualizing gaze data is an effective way for the quick interpretation of eye tracking results. This paper presents a study investigation benefits and limitations of visual gaze analysis among eye tracking professionals and researchers. The results were used to create a tool for visual gaze analysis within a Master's project.Comment: pages 89-93, The 5th Conference on Communication by Gaze Interaction - COGAIN 2009: Gaze Interaction For Those Who Want It Most, ISBN: 978-87-643-0475-

    Real-time deformation and fracture in a game environment

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    This paper describes a simulation system that has been developed to model the deformation and fracture of solid objects in a real-time gaming context. Based around a corotational tetrahedral finite element method, this system has been constructed from components published in the graphics and computational physics literatures. The goal of this paper is to describe how these components can be combined to produce an engine that is robust to unpredictable user interactions, fast enough to model reasonable scenarios at real-time speeds, suitable for use in the design of a game level, and with appropriate controls allowing content creators to match artistic direction. Details concerning parallel implementation, solver design, rendering method, and other aspects of the simulation are elucidated with the intent of providing a guide to others wishing to implement similar systems. Examples from in-game scenes captured on the Xbox 360, PS3, and PC platforms are included. © 2009 ACM

    Improving Antibiotic Resistant Infection Transmission Situational Awareness in Enclosed Facilities with a Novel Graphical User Interface for Tactical Biosurveillance

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    Serious challenges associated with antibiotic resistant infections (ABRIs) force healthcare practitioners (HCP) to seek innovative approaches that will slow the emergence of new ABRIs and prevent their spread. It was realized that traditional approaches to infection prevention based on education, retrospective reports, and biosurveillance often fail to ensure reliable compliance with infection prevention guidelines and real-time problem solving. The objective of this original research was to develop and test the conceptual design of a situational awareness (SA)-oriented information system for coping with healthcare-associated infection transmission. Constantly changing patterns in spatial distribution of patients, prevalence of infectious cases, clustering of contacts, and frequency of contacts may compromise the effectiveness of infection prevention and control in hospitals. It was hypothesized that providing HCPs with a graphical user interface (GUI) to visualize spatial information on the risks of exposure to ABRIs would effectively increase HCPs’ SA. Increased SA may enhance biosurveillance and result in tactical decisions leading to better patient outcomes. The study employed a mixed qualitative-quantitative research method encompassing conceptualization of GUI content, transcription of electronic health record and biosurveillance data into GUI visual artifacts, and evaluation of the GUI’s impact on HCPs’ perception and comprehension of the conditions that increase the risk of ABRI transmission. The study provided pilot evidence that visualization of spatial disease distribution and spatially-linked exposures and interventions significantly increases HCPs’ SA when compared to current practice. The research demonstrates that the SA-oriented GUI enables the HCPs to promptly answer the question, “At a given location, what are the risks of infection transmission there?” This research provides a new form of medical knowledge representation for spatial population-based decision-making within enclosed environments. The next steps include rapid application development and further hypothesis testing concerning the impact of this GUI on decsion-making

    Virtual reality urban modelling - an overview

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    This paper offers an overview of the increasing use of Virtual Reality (VR) technologies for the simulation of urban environments. It provides a summary of cities worldwide where three-dimensional computer modelling is being utilised to aid urban planning. The study considers the need for a digital representation of cities and raises issues pertaining to advantages, barriers and ownership. A case study of a pilot project on the visualisation of Newcastle upon Tyne is examined to show an approach adopted for the representation of this city in North East England. The process of this visualisation is summarised and future research is outlined in relation to this city model

    Image pattern recognition supporting interactive analysis and graphical visualization

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    Image Pattern Recognition attempts to infer properties of the world from image data. Such capabilities are crucial for making measurements from satellite or telescope images related to Earth and space science problems. Such measurements can be the required product itself, or the measurements can be used as input to a computer graphics system for visualization purposes. At present, the field of image pattern recognition lacks a unified scientific structure for developing and evaluating image pattern recognition applications. The overall goal of this project is to begin developing such a structure. This report summarizes results of a 3-year research effort in image pattern recognition addressing the following three principal aims: (1) to create a software foundation for the research and identify image pattern recognition problems in Earth and space science; (2) to develop image measurement operations based on Artificial Visual Systems; and (3) to develop multiscale image descriptions for use in interactive image analysis
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