115 research outputs found

    Simplifying collaboration in co-located virtual environments using the active-passive approach

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    The design and implementation of co-located immersive virtual environments with equal interaction possibilities for all participants is a complex topic. The main problem, on a fundamental technical level, is the difficulty of providing perspective-correct images for each participant. There is consensus that the lack of a correct perspective view will negatively affect interaction fidelity and therefore also collaboration. Several research approaches focus on providing a correct perspective view to all participants to enable co-located work. However, these approaches are usually either based on custom hardware solutions that limit the number of users with a correct perspective view or software solutions striving to eliminate or mitigate restrictions with custom image-generation approaches. In this paper we investigate an often overlooked approach to enable collaboration for multiple users in an immersive virtual environment designed for a single user. The approach provides one (active) user with a perspective-correct view while other (passive) users receive visual cues that are not perspective-correct. We used this active-passive approach to investigate the limitations posed by assigning the viewpoint to only one user. The findings of our study, though inconclusive, revealed two curiosities. First, our results suggest that the location of target geometry is an important factor to consider for designing interaction, expanding on prior work that has studied only the relation between user positions. Secondly, there seems to be only a low cost involved in accepting the limitation of providing perspective-correct images to a single user, when comparing with a baseline, during a coordinated work approach. These findings advance our understanding of collaboration in co-located virtual environments and suggest an approach to simplify co-located collaboration

    Fragment-History Volumes

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    Hardware-based triangle rasterization is still the prevalent method for generating images at real-time interactive frame rates. With the availability of a programmable graphics pipeline a large variety of techniques are supported for evaluating lighting and material properties of fragments. However, these techniques are usually restricted to evaluating local lighting and material effects. In addition, view-point changes require the complete processing of scene data to generate appropriate images. Reusing already rendered data in the frame buffer for a given view point by warping for a new viewpoint increases navigation fidelity at the expense of introducing artifacts for fragments previously hidden from the viewer. We present fragment-history volumes (FHV), a rendering technique based on a sparse, discretized representation of a 3d scene that emerges from recording all fragments that pass the rasterization stage in the graphics pipeline. These fragments are stored into per-pixel or per-octant lists for further processing; essentially creating an A-buffer. FHVs using per-octant fragment lists are view independent and allow fast resampling for image generation as well as for using more sophisticated approaches to evaluate material and lighting properties, eventually enabling global-illumination evaluation in the standard graphics pipeline available on current hardware. We show how FHVs are stored on the GPU in several ways, how they are created, and how they can be used for image generation at high rates. We discuss results for different usage scenarios, variations of the technique, and some limitations

    Multi-Frame Rate Rendering

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    Multi-frame rate rendering is a parallel rendering technique that renders interactive parts of a scene on one graphics card while the rest of the scene is rendered asynchronously on a second graphics card. The resulting color and depth images of both render processes are composited, by optical superposition or digital composition, and displayed. The results of a user study confirm that multi-frame rate rendering can significantly improve the interaction performance. Multi-frame rate rendering is naturally implemented on a graphics cluster. With the recent availability of multiple graphics cards in standalone systems the method can also be implemented on a single computer system where memory bandwidth is much higher compared to off-the-shelf networking technology. This decreases overall latency and further improves interactivity. Multi-frame rate rendering was also investigated on a single graphics processor by interleaving the rendering streams for the interactive elements and the rest of the scene. This approach enables the use of multi-frame rate rendering on low-end graphics systems such as laptops, mobile phones, and PDAs. Advanced multi-frame rate rendering techniques reduce the limitations of the basic approach. The interactive manipulation of light sources and their parameters affects the entire scene. A multi-GPU deferred shading method is presented that splits the rendering task into a rasterization and lighting pass and assigns the passes to the appropriate image generators such that light manipulations at high frame rates become possible. A parallel volume rendering technique allows the manipulation of objects inside a translucent volume at high frame rates. This approach is useful for example in medical applications, where small probes need to be positioned inside a computed-tomography image. Due to the asynchronous nature of multi-frame rate rendering artifacts may occur during migration of objects from the slow to the fast graphics card, and vice versa. Proper state management allows to almost completely avoid these artifacts. Multi-frame rate rendering significantly improves the interactive manipulation of objects and lighting effects. This leads to a considerable increase of the size for 3D scenes that can be manipulated compared to conventional methods.Multi-Frame Rate Rendering ist eine parallele Rendertechnik, die interaktive Teile einer Szene auf einer separaten Graphikkarte berechnet. Die Abbildung des Rests der Szene erfolgt asynchron auf einer anderen Graphikkarte. Die resultierenden Farb- und Tiefenbilder beider Darstellungsprozesse werden mittels optischer Überlagerung oder digitaler Komposition kombiniert und angezeigt. Die Ergebnisse einer Nutzerstudie zeigen, daß Multi-Frame Rate Rendering die Interaktion für große Szenen deutlich beschleunigt. Multi-Frame Rate Rendering ist üblicherweise auf einem Graphikcluster zu implementieren. Mit der Verfügbarkeit mehrerer Graphikkarten für Einzelsysteme kann Multi-Frame Rate Rendering auch für diese realisiert werden. Dies ist von Vorteil, da die Speicherbandbreite um ein Vielfaches höher ist als mit üblichen Netzwerktechnologien. Dadurch verringern sich Latenzen, was zu verbesserter Interaktivität führt. Multi-Frame Rate Rendering wurde auch auf Systemen mit einer Graphikkarte untersucht. Die Bildberechnung für den Rest der Szene muss dazu in kleine Portionen aufgeteilt werden. Die Darstellung erfolgt dann alternierend zu den interaktiven Elementen über mehrere Bilder verteilt. Dieser Ansatz erlaubt die Benutzung von Multi-Frame Rate Rendering auf einfachen Graphiksystemen wie Laptops, Mobiltelefonen and PDAs. Fortgeschrittene Multi-Frame Rate Rendering Techniken erweitern die Anwendbarkeit des Ansatzes erheblich. Die interaktive Manipulation von Lichtquellen beeinflußt die ganze Szene. Um diese Art der Interaktion zu unterstützen, wurde eine Multi-GPU Deferred Shading Methode entwickelt. Der Darstellungsvorgang wird dazu in einen Rasterisierungs- und Beleuchtungsschritt zerlegt, die parallel auf den entsprechenden Grafikkarten erfolgen können. Dadurch kann die Beleuchtung mit hohen Bildwiederholraten unabhängig von der geometrischen Komplexität der Szene erfolgen. Außerdem wurde eine parallele Darstellungstechnik für die interaktive Manipulation von Objekten in hochaufgelösten Volumendaten entwickelt. Dadurch lassen sich zum Beispiel virtuelle Instrumente in hochqualitativ dargestellten Computertomographieaufnahmen interaktiv positionieren. Aufgrund der inhärenten Asynchronität der beiden Darstellungsprozesse des Multi-Frame Rate Rendering Ansatzes können Artifakte während der Objektmigration zwischen den Graphikkarten auftreten. Eine intelligente Zustandsverwaltung in Kombination mit Prediktionstechniken kann diese Artifakte fast gänzlich verhindern, so dass Benutzer diese im allgemeinen nicht bemerken. Multi-Frame Rate Rendering beschleunigt die interaktive Manipulation von Objekten und Beleuchtungseffekten deutlich. Dadurch können deutlich umfangreichere virtuelle Szenarien bearbeitet werden als mit konventionellen Methoden

    Superior triacylglycerol (TAG) accumulation in starchless mutants of Scenedesmus obliquus: (II) evaluation of TAG yield and productivity in controlled photobioreactors

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    Background Many microalgae accumulate carbohydrates simultaneously with triacylglycerol (TAG) upon nitrogen starvation, and these products compete for photosynthetic products and metabolites from the central carbon metabolism. As shown for starchless mutants of the non-oleaginous model alga Chlamydomonas reinhardtii, reduced carbohydrate synthesis can enhance TAG production. However, these mutants still have a lower TAG productivity than wild-type oleaginous microalgae. Recently, several starchless mutants of the oleaginous microalga Scenedesmus obliquus were obtained which showed improved TAG content and productivity. Results The most promising mutant, slm1, is compared in detail to wild-type S. obliquus in controlled photobioreactors. In the slm1 mutant, the maximum TAG content increased to 57¿±¿0.2% of dry weight versus 45¿±¿1% in the wild type. In the wild type, TAG and starch were accumulated simultaneously during initial nitrogen starvation, and starch was subsequently degraded and likely converted into TAG. The starchless mutant did not produce starch and the liberated photosynthetic capacity was directed towards TAG synthesis. This increased the maximum yield of TAG on light by 51%, from 0.144¿±¿0.004 in the wild type to 0.217¿±¿0.011 g TAG/mol photon in the slm1 mutant. No differences in photosynthetic efficiency between the slm1 mutant and the wild type were observed, indicating that the mutation specifically altered carbon partitioning while leaving the photosynthetic capacity unaffected. Conclusions The yield of TAG on light can be improved by 51% by using the slm1 starchless mutant of S. obliquus, and a similar improvement seems realistic for the areal productivity in outdoor cultivation. The photosynthetic performance is not negatively affected in the slm1 and the main difference with the wild type is an improved carbon partitioning towards TAG

    Coulomb Engineering of two-dimensional Mott materials

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    Two-dimensional materials can be strongly influenced by their surroundings. A dielectric environment screens and reduces the Coulomb interaction between electrons in the two-dimensional material. Since the Coulomb interaction is responsible for the insulating state of Mott materials, dielectric screening provides direct access to the Mottness. Our many-body calculations reveal the spectroscopic fingerprints of Coulomb engineering. We demonstrate eV-scale changes to the position of the Hubbard bands and show a Coulomb engineered insulator-to-metal transition. Based on this theoretical analysis, we discuss prerequisites for an effective experimental realization of Coulomb engineering.Comment: 5+4 page

    Treatment with etanercept and low monocyte concentration contribute to the risk of invasive aspergillosis in patients post allogeneic stem cell transplantation

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    Invasive aspergillosis (IA) is a life-threatening complication among allogeneic hematopoietic stem cell transplant (alloSCT) recipients. Despite well known risk factors and different available assays, diagnosis of invasive aspergillosis remains challenging. 103 clinical variables from patients with hematological malignancies and subsequent alloSCT were collected. Associations between collected variables and patients with (n = 36) and without IA (n = 36) were investigated by applying univariate and multivariable logistic regression. The predictive power of the final model was tested in an independent patient cohort (23 IA cases and 25 control patients). Findings were investigated further by in vitro studies, which analysed the effect of etanercept on A. fumigatus-stimulated macrophages at the gene expression and cytokine secretion. Additionally, the release of C-X-C motif chemokine ligand 10 (CXCL10) in patient sera was studied. Low monocyte concentration (p = 4.8 × 10−06), severe GvHD of the gut (grade 2–4) (p = 1.08 × 10−02) and etanercept treatment of GvHD (p = 3.5 × 10−03) were significantly associated with IA. Our studies showed that etanercept lowers CXCL10 concentrations in vitro and ex vivo and downregulates genes involved in immune responses and TNF-alpha signaling. Our study offers clinicians new information regarding risk factors for IA including low monocyte counts and administration of etanercept. After necessary validation, such information may be used for decision making regarding antifungal prophylaxis or closely monitoring patients at risk

    Individual and ethnic aspects of preoperative planning for posttraumatic rhinoplasty

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    The aim of this study was to compare the aesthetic results of post traumatic rhinoplasty among Europeans with populations of healthy Caucasians described in earlier reports, and to collate correct parameters of nasal shape in healthy representatives of both sexes and various races for improvement in aesthetic results of surgery. 3-D scanning of the face was performed in 54 patients after posttraumatic septorhinoplasty. Analysis of 3D model was based on two indices of the nasal proportions and four angles of the region from 18 anthropological points. Parameters of the nasal shape in addition to gender were compared to average values of healthy Caucasian population, described before. Normal characteristics of the nose among individuals of three races from previous studies were also compared to one another. In females, mean height and width of the nose as well as length of both nostrils was smaller. Neither were there any significant differences in width of the nostrils and length of the nasal pyramid nor nasal prominence. Nasal proportions were similar in both sexes. Some of the nasal angles differed in addition to gender. Posttraumatic rhinoplasty resulted in correct shape of the nose similar to the healthy Caucasian population. The aesthetic nose differ among healthy individuals of the three races analysed. While preoperative planning is important, knowledge of the normal values of parameters characterising shape in both genders is equally important as the individual differences in relation to the whole face

    Mobile Air Quality Studies (MAQS) - an international project

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    Due to an increasing awareness of the potential hazardousness of air pollutants, new laws, rules and guidelines have recently been implemented globally. In this respect, numerous studies have addressed traffic-related exposure to particulate matter using stationary technology so far. By contrast, only few studies used the advanced technology of mobile exposure analysis. The Mobile Air Quality Study (MAQS) addresses the issue of air pollutant exposure by combining advanced high-granularity spatial-temporal analysis with vehicle-mounted, person-mounted and roadside sensors. The MAQS-platform will be used by international collaborators in order 1) to assess air pollutant exposure in relation to road structure, 2) to assess air pollutant exposure in relation to traffic density, 3) to assess air pollutant exposure in relation to weather conditions, 4) to compare exposure within vehicles between front and back seat (children) positions, and 5) to evaluate "traffic zone"- exposure in relation to non-"traffic zone"-exposure. Primarily, the MAQS-platform will focus on particulate matter. With the establishment of advanced mobile analysis tools, it is planed to extend the analysis to other pollutants including including NO2, SO2, nanoparticles, and ozone

    LRRTM3 Interacts with APP and BACE1 and Has Variants Associating with Late-Onset Alzheimer's Disease (LOAD)

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    Leucine rich repeat transmembrane protein 3 (LRRTM3) is member of a synaptic protein family. LRRTM3 is a nested gene within α-T catenin (CTNNA3) and resides at the linkage peak for late-onset Alzheimer’s disease (LOAD) risk and plasma amyloid β (Aβ) levels. In-vitro knock-down of LRRTM3 was previously shown to decrease secreted Aβ, although the mechanism of this is unclear. In SH-SY5Y cells overexpressing APP and transiently transfected with LRRTM3 alone or with BACE1, we showed that LRRTM3 co-localizes with both APP and BACE1 in early endosomes, where BACE1 processing of APP occurs. Additionally, LRRTM3 co-localizes with APP in primary neuronal cultures from Tg2576 mice transduced with LRRTM3-expressing adeno-associated virus. Moreover, LRRTM3 co-immunoprecipitates with both endogenous APP and overexpressed BACE1, in HEK293T cells transfected with LRRTM3. SH-SY5Y cells with knock-down of LRRTM3 had lower BACE1 and higher CTNNA3 mRNA levels, but no change in APP. Brain mRNA levels of LRRTM3 showed significant correlations with BACE1, CTNNA3 and APP in ∼400 humans, but not in LRRTM3 knock-out mice. Finally, we assessed 69 single nucleotide polymorphisms (SNPs) within and flanking LRRTM3 in 1,567 LOADs and 2,082 controls and identified 8 SNPs within a linkage disequilibrium block encompassing 5′UTR-Intron 1 of LRRTM3 that formed multilocus genotypes (MLG) with suggestive global association with LOAD risk (p = 0.06), and significant individual MLGs. These 8 SNPs were genotyped in an independent series (1,258 LOADs and 718 controls) and had significant global and individual MLG associations in the combined dataset (p = 0.02–0.05). Collectively, these results suggest that protein interactions between LRRTM3, APP and BACE1, as well as complex associations between mRNA levels of LRRTM3, CTNNA3, APP and BACE1 in humans might influence APP metabolism and ultimately risk of AD.© 2013 Lincoln et al. This is an open-access article distributed under the terms of the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited
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