49 research outputs found

    A seamless solution for 3D real-time interaction: design and evaluation

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    This paper aims to propose and evaluate a markerless solution for capturing hand movements in real time to allow 3D interactions in virtual environments (VEs). Tools such as keyboard and mice are not enough for interacting in 3D VE; current motion capture systems are expensive and require wearing equipment. We developed a solution to allow more natural interactions with objects and VE for navigation and manipulation tasks. We conducted an experimental study involving 20 participants. The goal was to realize object manipulation (moving, orientation, scaling) and navigation tasks in VE. We compared our solution (Microsoft Kinect-based) with data gloves and magnetic sensors (3DGloves) regarding two criteria: performance and acceptability. Results demonstrate similar performance (precision, execution time) but a better overall acceptability for our solution. Preferences of participants are mostly in favor of the 3DCam, mainly for the criteria of comfort, freedom of movement, and handiness. Our solution can be considered as a real alternative to conventional systems for object manipulation in virtual reality

    The modulation of topoisomerase I-mediated DNA cleavage and the induction of DNA–topoisomerase I crosslinks by crotonaldehyde-derived DNA adducts

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    Crotonaldehyde is a representative α,β-unsaturated aldehyde endowed of mutagenic and carcinogenic properties related to its propensity to react with DNA. Cyclic crotonaldehyde-derived deoxyguanosine (CrA-PdG) adducts can undergo ring opening in duplex DNA to yield a highly reactive aldehydic moiety. Here, we demonstrate that site-specifically modified DNA oligonucleotides containing a single CrA-PdG adduct can form crosslinks with topoisomerase I (Top1), both directly and indirectly. Direct covalent complex formation between the CrA-PdG adduct and Top1 is detectable after reduction with sodium cyanoborohydride, which is consistent with the formation of a Schiff base between Top1 and the ring open aldehyde form of the adduct. In addition, we show that the CrA-PdG adduct alters the cleavage and religation activities of Top1. It suppresses Top1 cleavage complexes at the adduct site and induces both reversible and irreversible cleavage complexes adjacent to the CrA-PdG adduct. The formation of stable DNA–Top1 crosslinks and the induction of Top1 cleavage complexes by CrA-PdG are mutually exclusive. Lastly, we found that crotonaldehyde induces the formation of DNA–Top1 complexes in mammalian cells, which suggests a potential relationship between formation of DNA–Top1 crosslinks and the mutagenic and carcinogenic properties of crotonaldehyde

    Progress towards a public chemogenomic set for protein kinases and a call for contributions

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    Protein kinases are highly tractable targets for drug discovery. However, the biological function and therapeutic potential of the majority of the 500+ human protein kinases remains unknown. We have developed physical and virtual collections of small molecule inhibitors, which we call chemogenomic sets, that are designed to inhibit the catalytic function of almost half the human protein kinases. In this manuscript we share our progress towards generation of a comprehensive kinase chemogenomic set (KCGS), release kinome profiling data of a large inhibitor set (Published Kinase Inhibitor Set 2 (PKIS2)), and outline a process through which the community can openly collaborate to create a KCGS that probes the full complement of human protein kinases

    Current management of the gastrointestinal complications of systemic sclerosis.

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    Systemic sclerosis is a multisystem autoimmune disorder that involves the gastrointestinal tract in more than 90% of patients. This involvement can extend from the mouth to the anus, with the oesophagus and anorectum most frequently affected. Gut complications result in a plethora of presentations that impair oral intake and faecal continence and, consequently, have an adverse effect on patient quality of life, resulting in referral to gastroenterologists. The cornerstones of gastrointestinal symptom management are to optimize symptom relief and monitor for complications, in particular anaemia and malabsorption. Early intervention in patients who develop these complications is critical to minimize disease progression and improve prognosis. In the future, enhanced therapeutic strategies should be developed, based on an ever-improving understanding of the intestinal pathophysiology of systemic sclerosis. This Review describes the most commonly occurring clinical scenarios of gastrointestinal involvement in patients with systemic sclerosis as they present to the gastroenterologist, with recommendations for the suggested assessment protocol and therapy in each situation

    Topoisomérases I et II a humaines (sites actifs et inhibiteurs)

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    LE KREMLIN-B.- PARIS 11-BU Méd (940432101) / SudocPARIS-BIUP (751062107) / SudocSudocFranceF

    Is a Time-Of-Flight Camera Better than a Mouse for 3D Direct Selection in Virtual Worlds?

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    We present an empirical study on direct selection tasks in virtual environment (VE). The aim is to assess the interest of a new markerless hand tracking system, based on a time-of-flight 3D camera, on a classical mouse, by comparing performances and subjective judgments relatively to utility, usability and immersion. Performances were similar with our system, compared to the mouse, but the perceived usefulness and immersion were judged better. Our system remains lower than the mouse in terms of efficiency and satisfaction. The study reported here, through a simple selection task, demonstrates the interest of this type of camera for real time motion capture. This contribution is a first step and we have to further study more complex task like navigation in virtual environments and object manipulation (moving, scaling, and orientation).We present an empirical study on direct selection tasks in virtual environment (VE). The aim is to assess the interest of a new markerless hand tracking system, based on a time-of-flight 3D camera, on a classical mouse, by comparing performances and subjective judgments relatively to utility, usability and immersion. Performances were similar with our system, compared to the mouse, but the perceived usefulness and immersion were judged better. Our system remains lower than the mouse in terms of efficiency and satisfaction. The study reported here, through a simple selection task, demonstrates the interest of this type of camera for real time motion capture. This contribution is a first step and we have to further study more complex task like navigation in virtual environments and object manipulation (moving, scaling, and orientation)

    Conception et évaluation d'un système transparent de capture de mouvements des mains pour l'interaction 3D temps réel en environnements virtuels

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    Le but de cette thèse est de proposer et d'évaluer un système transparent de capture de mouvements des mains en temps réel pour permettre la réalisation d'interactions 3D en environnement virtuel (E.V.). Les outils tels que le clavier et la souris ne suffisent plus lorsque l'on travaille dans des E.V. 3D et les systèmes de capture de mouvements actuels ont l'inconvénient du coût et du port de matériel. Les systèmes basés sur des caméras et le traitement d'images comblent en partie ces lacunes, mais ne permettent pas encore une capture de mouvements 3D précise, efficace et temps réel. Notre système propose une solution à ce problème grâce à une caméra 3D. Nous avons implémenté des modalités qui permettent une interaction plus naturelle avec les objets et l'E.V. L'objectif de notre système est d'obtenir des performances au moins égales à celles d'outils couramment utilisés en réalité virtuelle tout en offrant une meilleure acceptabilité globale, mesurée sous l'angle de l'utilité, de l'utilisabilité et du sentiment d'immersion. Pour répondre à cet objectif, nous avons mené 3 études expérimentales impliquant plus de 100 participants. L'étude 1 a comparé, pour une tâche de sélection, la première version de notre système (basé sur une Camera 3D MESA SwissRanger) à une souris classique. L'expérimentation 2 est axée sur l'étude de la réalisation de tâches de manipulation d'objets (positionnement, orientation, redimensionnement) et de navigation en E.V. Pour cette étude, nous avons comparé la version améliorée de notre système (basée sur la Microsoft Kinect) à des gants de données associés à des capteurs magnétiques. La 3ème étude, complémentaire, porte sur l'évaluation de nouvelles modalités d'interaction, implémentées d'après les commentaires recueillis auprès des participants de la seconde étude.The purpose of this thesis is to propose and evaluate a markerless system for capturing hand movements in real time to allow 3D interactions in virtual environment (VE). Tools such as keyboard and mouse are not enough for interacting in 3D VE; current motion capture systems are expensive and require wearing equipments. Systems based on cameras and image processing partially fill these gaps, but do not yet allow an accurate, efficient and real-time 3D motion capture. Our system provides a solution to this problem with a 3D camera. We have implemented modalities that allow a more natural interaction with objects and VE. The goal of our system is to obtain performances at least equal to those of common tools in virtual reality while providing a better overall acceptability (i.e., usefulness, usability, immersion). To achieve this goal, we conducted three experimental studies involving over 100 participants. With the first study, we compared the first version of our system (based on a 3D Camera MESA SwissRanger) to a traditional mouse, for a selection task. The second experiment was focused on the study of the realization of objects-manipulation tasks (position, orientation, scaling) and navigation tasks in VE. For this study, we compared the improved version of our system (based on Microsoft Kinect) with data gloves associated with magnetic sensors. An additional study concerns the evaluation of new modalities of interaction, implemented based on participants' feedback of the second study.PARIS-Arts et Métiers (751132303) / SudocSudocFranceF

    Virtual reality learning software for individuals with intellectual disabilities: comparison between touchscreen and mouse interactions

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    The aim of this article is to analyze the impact of two user interfaces - a tactile interface and a computer mouse - on a virtual environment allowing self-learning tasks as dishwashing by workers with mental deficiencies. We carried out an experiment within the context of a design project named “Apticap”. The methods used were an experiment, an identification questionnaire and a post-experimentation interview, with six disabled workers. The results of this study demonstrate the interest of a virtual reality tool associated with a tactile interaction for learning of real tasks by workers with mental deficiencies.The aim of this article is to analyze the impact of two user interfaces - a tactile interface and a computer mouse - on a virtual environment allowing self-learning tasks as dishwashing by workers with mental deficiencies. We carried out an experiment within the context of a design project named “Apticap”. The methods used were an experiment, an identification questionnaire and a post-experimentation interview, with six disabled workers. The results of this study demonstrate the interest of a virtual reality tool associated with a tactile interaction for learning of real tasks by workers with mental deficiencies

    Virtual reality learning software for individuals with intellectual disabilities: comparison between touchscreen and mouse interactions

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    The aim of this article is to analyze the impact of two user interfaces - a tactile interface and a computer mouse - in a virtual environment allowing self-learning tasks, such as dishwashing, by workers with mental deficiencies. We carried out an experiment within the context of a design project named "Apticap". The methods used were an experiment, an identification questionnaire and a post-experimentation interview, with six workers with disabilities. The results of this study demonstrate the interest of a virtual reality tool associated with a tactile interaction for learning of real tasks by workers with mental deficiencies

    Investigating the main characteristics of 3D real time tele-immersive environments through the example of a computer augmented golf platform

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    This paper aims to identify and define the characteristics of 3D Real Time Tele-Immersive Environments (RT-TIE), which is central to the 3D-LIVE European Research Project. A RT-TIE allows a “twilight space” which is a space where users can be physically and virtually present. The main characteristics of these kinds of environments are: the use of real time interactions and immersive technologies, high costs (in most of the cases), a design process oriented on end-users and a disruptive user experience. Finally, a list of guidelines based on literature is suggested for the design of an augmented golf platform that is implemented in the context of the 3D-LIVE project
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