394 research outputs found

    Phasing the Mirror Segments of the Keck Telescopes: The Broadband Phasing Algorithm

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    To achieve its full diffraction limit in the infrared, the primary mirror of the Keck telescope (now telescopes) must be properly phased: The steps or piston errors between the individual mirror segments must be reduced to less than 100 nm. We accomplish this with a wave optics variation of the Shack–Hartmann test, in which the signal is not the centroid but rather the degree of coherence of the individual subimages. Using filters with a variety of coherence lengths, we can capture segments with initial piston errors as large as ± 30 µm and reduce these to 30 nm—a dynamic range of 3 orders of magnitude. Segment aberrations contribute substantially to the residual errors of ~75 nm

    Measuring presence with verbal versus pictorial scales: a comparison between online- and ex post-ratings

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    In this study, we compare subjective online- and post-immersion measures. Although its relevance appears obvious from a theoretical and applied research perspective, this question has not yet been addressed in previous studies. In addition, we also compare verbally and pictorially anchored scales. These factors were measured in different contents using a 2×2×2 design. We manipulated time of measure (online vs. ex post), type of measure (verbal vs. visual), and content (language vs. language-free). Participants (N=162) evaluated two video clips in terms of presence. No differences between averaged online- and post-immersion measures were found and online judgments did not interfere with the sensation of presence. In line with findings from other areas of research, the use of pictorially anchored items has major advantages. Our results suggest that those items require less mental workload and assess the sensation of presence more directly than verbally anchored items. We discuss the theoretical implications of our finding

    How to Get There When You Are There Already? Defining Presence in Virtual Reality and the Importance of Perceived Realism

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    The aim of the current opinion paper is to challenge the current definition of presence in the context of virtual reality (VR). Opticians do not only measure visual acuity but also the visual field, stereoscopic vision, and color vision. In the same vein, presence researchers are encouraged to not only measure the experience of “being there” in the sense of attentional allocation to the virtual environment (VE), but also the perceived realism of the VE. Perceived realism is the result of an evaluation of the virtual world regarding (1) the subjective degree of reality of the depicted environment and (2) its overall plausibility and credibility. Thus, the sense of presence in a VE is conceived as a composite of being there and perceived realism. When in VR, a user will inevitably compare the look of virtual objects to real-world objects and judge the level of congruence (Sutcliffe and Gault, 2004). The user evaluates the plausibility and naturalness of the depicted world as well as the ease of interaction within the VE by answering questions such as: is there a shadow cast? Are the proportions of objects correct? Does the environment correspond to my own movements? Does my virtual body match the proportions of my real body? Just like the visual features, a story and its characters are also evaluated in terms of consistency and plausibility (Park et al., 2010; Gorini et al., 2011): are the consequences of actions plausible? Is the story coherent in itself? Does the causal sequence of events make sense? The answers to these questions define the degree of perceived realism. Perceived realism leads to the experience that a user not only feels surrounded by the VE, but rather has a compelling sense of reality and in extreme cases even forgets that he or she is wearing a head-mounted display (HMD). Previous papers on presence are based on the assumption that realism enhances presence (e.g., Heeter, 1992; Welch et al., 1996; Lombard and Ditton, 1997; Bystrom et al., 1999) suggested a conceptualization of presence as the degree to which a medium seems realistic. Interestingly, perceived realism is nevertheless not part of the most widely used presence definitions. It is either a possible trigger of presence or is blended in with the term being there. The conceptualization of presence as the experience of being there in a mediated environment dominates current presence definitions. Being there is strongly associated with attentional allocation and the sensation of being surrounded and absorbed by a mediated world. However, we claim that presence in VR requires much more than just being there. With the widespread use of immersive VR technology, it has become an easy task to absorb users in a VE. Thus, judgments about the realism of the VE become increasingly important. Being there and perceived realism are both important but yet different aspects of presence. They need to be combined in order to (1) adequately describe and define the experience of presence and (2) to obtain an appropriate and more complete assessment of presence in VR. Thus, theories and measures of presence need to be extended and establish perceived realism as an important domain besides being there. Presence in VR as a Two-Dimen

    User-centered design of a dynamic-autonomy remote interaction concept for manipulation-capable robots to assist elderly people in the home

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    In this article, we describe the development of a human-robot interaction concept for service robots to assist elderly people in the home with physical tasks. Our approach is based on the insight that robots are not yet able to handle all tasks autonomously with sufficient reliability in the complex and heterogeneous environments of private homes. We therefore employ remote human operators to assist on tasks a robot cannot handle completely autonomously. Our development methodology was user-centric and iterative, with six user studies carried out at various stages involving a total of 241 participants. The concept is under implementation on the Care-O-bot 3 robotic platform. The main contributions of this article are (1) the results of a survey in form of a ranking of the demands of elderly people and informal caregivers for a range of 25 robot services, (2) the results of an ethnography investigating the suitability of emergency teleassistance and telemedical centers for incorporating robotic teleassistance, and (3) a user-validated human-robot interaction concept with three user roles and corresponding three user interfaces designed as a solution to the problem of engineering reliable service robots for home environments

    Understanding the psychological impact of the COVID-19 pandemic and containment measures: an empirical model of stress

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    Epidemics such as COVID-19 and corresponding containment measures are assumed to cause psychological stress. In a survey during the lockdown in Switzerland (n = 1565), we found substantially increased levels of stress in the population. In particular, individuals who did not agree with the containment measures, as well as those who saw nothing positive in the crisis, experienced high levels of stress. In contrast, individuals who are part of a risk group or who are working in healthcare or in essential shops experienced similar stress lev-els as the general public. The psychological mechanisms that determine stress, caused by the COVID-19 pandemic and containment measures, are not yet clear. Thus, we conducted a path analysis to gain a deeper understanding of the psychological mechanisms that lead to stress. Experiencing fear of the disease is a key driver for being worried. Our model fur-ther shows that worries about the individual, social, and economic consequences of the cri-sis, strongly boost stress. The infection rate in the canton (i.e., state) of residence also contributes to stress. Positive thinking and perceived social, organizational, and govern-mental support mitigate worries and stress. Our findings indicate that containment mea-sures increase worries and stress, especially for those who feel that these measures either are not sufficient or go too far. Thus, highlighting positive aspects of the crisis and convinc-ing people of the effectiveness and necessity of mitigation measures can, not only promote compliance, but also reduce stress. Our model suggests that people who feel protected by the authorities have fewer worries, which can, in turn, limit the negative impact of the crisis on mental health

    Learning by teaching in immersive virtual reality – Absorption tendency increases learning outcomes

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    We investigated the learning outcome of teaching an agent via immersive virtual reality (IVR) in two experiments. In Experiment 1, we compared IVR to a less immersive desktop setting and a control condition (writing a summary). Learning outcomes of participants who had explained the topic to an agent via IVR were better. However, this was only the case for participants who scored high on absorption tendency. In Experiment 2, we investigated whether including social cues in the task instructions enhances learning in participants explaining a topic to an agent. Instruction manipulation affected learning as a function of absorption tendency: Low-absorption participants benefitted most from being instructed to imagine they were helping a student peer pass an upcoming test, while high-absorption participants benefitted more when they were to explain the text to a virtual agent. The findings highlight the crucial role of personality traits in learning by teaching in IVR

    The Illusion of Being Located in Dynamic Virtual Environments. Can Eye Movement Parameters Predict Spatial Presence?

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    Attention allocation towards the mediated environment is assumed to be a necessary precondition to feel localized in a virtual world. In presence research, however, the potential of eye movement research has not been fully exploited so far. In this study, participants (N=44) rode on a virtual roller coaster simulation. We compare participants scoring high versus low on presence. During the ride, the eye movements and subjective ex post presence judgments were assessed. We found high sensations of presence to be associated with fewer fixations and a tendency towards longer fixation durations. In contrast to the immersive tendency trait, eye movement parameters can predict presence

    Locomotor illusions are generated by perceptual body-environment organization

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    While one is walking, the stimulation by one’s body forms a structure with the stimulation by the environment. This locomotor array of stimulation corresponds to the human-environment relation that one’s body forms with the environment it is moving through. Thus, the perceptual experience of walking may arise from such a locomotor array of stimulation. Humans can also experience walking while they are sitting. In this case, there is no stimulation by one’s walking body. Hence, one can experience walking although a basic component of a locomotor array of stimulation is missing. This may be facilitated by perception organizing the sensory input about one’s body and environment into a perceptual structure that corresponds to a locomotor array of stimulation. We examined whether locomotor illusions are generated by this perceptual formation of a locomotor structure. We exposed sixteen seated individuals to environmental stimuli that elicited either the perceptual formation of a locomotor structure or that of a control structure. The study participants experienced distinct locomotor illusions when they were presented with environmental stimuli that elicited the perceptual formation of a locomotor structure. They did not experience distinct locomotor illusions when the stimuli instead elicited the perceptual formation of the control structure. These findings suggest that locomotor illusions are generated by the perceptual organization of sensory input about one’s body and environment into a locomotor structure. This perceptual body-environment organization elucidates why seated human individuals experience the sensation of walking without any proprioceptive or kinaesthetic stimulation

    Functionalization of single-walled carbon nanotubes using isotropic plasma treatment: Resonant Raman spectroscopy study

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    Functionalization of single-walled carbon nanotubes sSWNTsd by isotropic plasma treatment was studied using resonant Raman spectroscopy. It was shown that plasma-induced functionalization results in the uniaxial isotropic constriction of the nanotubes but preserves their overall structural integrity. It was demonstrated that NH3 ·H2O and hexamethyldisiloxan plasmas yield various types of conductivity for semiconducting SWNTs

    Localization of sterols and oxysterols in mouse brain reveals distinct spatial cholesterol metabolism

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    Dysregulated cholesterol metabolism is implicated in a number of neurological disorders. Many sterols, including cholesterol and its precursors and metabolites, are biologically active and important for proper brain function. However, spatial cholesterol metabolism in brain and the resulting sterol distributions are poorly defined. To better understand cholesterol metabolism in situ across the complex functional regions of brain, we have developed on-tissue enzyme-assisted derivatization in combination with microliquid extraction for surface analysis and liquid chromatography-mass spectrometry to locate sterols in tissue slices (10 µm) of mouse brain. The method provides sterolomic analysis at 400-µm spot diameter with a limit of quantification of 0.01 ng/mm2. It overcomes the limitations of previous mass spectrometry imaging techniques in analysis of low-abundance and difficult-to-ionize sterol molecules, allowing isomer differentiation and structure identification. Here we demonstrate the spatial distribution and quantification of multiple sterols involved in cholesterol metabolic pathways in wild-type and cholesterol 24S-hydroxylase knockout mouse brain. The technology described provides a powerful tool for future studies of spatial cholesterol metabolism in healthy and diseased tissues
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