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At least 37 records · Page 2

Visual Vestibular Interaction in the Dynamic Visual Acuity Test during Voluntary Head Rotation

Although intact vestibular function is essential in maintaining spatial orientation, no good screening tests of vestibular function are available to the aviation community. High frequency voluntary head rotation was selected as a vestibular stimulus to isolate the vestibulo-ocular reflex (VOR) from visual influence. A dynamic visual acuity test that incorporates voluntary head rotation was evaluated as a potential vestibular function screening tool. Twenty-seven normal subjects performed voluntary sinusoidal head rotation at frequencies from 0.7-4.0 Hz under three different visual conditions: visually-enhanced VOR, normal VOR, and visually suppressed VOR. Standardized Baily-Lovie chart letters were presented on a computer monitor in front of the subject, who then was asked to read the letters while rotating his head horizontally. The electro-oculogram and dynamic visual acuity score were recorded and analyzed. There were no significant differences in gain or phase shift among three visual conditions in the frequency range of 2.8 to 4.0 Hz. The dynamic visual acuity score shifted less than 0.3 logMAR at frequencies under 2.0 Hz. The dynamic visual acuity test at frequencies a round 2.0 Hz can be recommended for evaluating vestibular function.

VISUAL ACUITY↗

An overview of visualization and visual analytics applications in water resources management

Recent advances in information, communication, and environmental monitoring technologies have increased the availability, spatiotemporal resolution, and quality of water-related data, thereby leading to the emergence of many innovative big data applications. Among these applications, visualization and visual analytics, also known as the visual computing techniques, empower the synergy of computational methods (e.g., machine learning and statistical models) with human reasoning to improve the understanding and solution toward complex science and engineering problems. These approaches are frequently integrated with geographic information systems and cyberinfrastructure to provide new opportunities and methods for enhancing water resources management. Here, we present a comprehensive review of recent hydroinformatics applications that employ visual computing techniques to (1) support complex data-driven research problems, and (2) support the communication and decision-makings in the water resources management sector. Then, we conduct a technical review of the state-of-the-art web-based visualization technologies and libraries to share our experiences on developing shareable, adaptive, and interactive visualizations and visual interfaces for water resources management applications. We close with a vision that applies the emerging visual computing technologies and paradigms to develop the next generation of hydroinformatics applications.

54 ENVIRONMENTAL SCIENCES↗

Combined influences of gravitoinertial force level and visual field pitch on visually perceived eye level

Psychophysical measurements of the level at which observers set a small visual target so as to appear at eye level (VPEL) were made on 13 subjects in 1.0 g and 1.5 g environments in the Graybiel Laboratory rotating room while they viewed a pitched visual field or while in total darkness. The gravitoinertial force was parallel to the z-axis of the head and body during the measurements. The visual field consisted of two 58 degrees high, luminous, pitched-from-vertical, bilaterally symmetric, parallel lines, viewed in otherwise total darkness. The lines were horizontally separated by 53 degrees and presented at each of 7 angles of pitch ranging from 30 degrees with the top of the visual field turned away from the subject (top backward) to 30 degrees with the top turned toward the subject (top forward). At 1.5 g, VPEL changed linearly with the pitch of the 2-line stimulus and was depressed with top backward pitch and elevated with top forward pitch as had been reported previously at 1.0 g (1,2); however, the slopes of the VPEL-vs-pitch functions at 1.0 g and 1.5 g were indistinguishable. As reported previously also (3,4), the VPEL in darkness was considerably lower at 1.5 g than at 1.0 g; however, although the y-intercept of the VPEL-vs-pitch function in the presence of the 2-line visual field (visual field erect) was also lower at 1.5 g than at 1.0 g as it was in darkness, the G-related difference was significantly attenuated by the presence of the visual field. The quantitative characteristics of the results are consistent with a model in which VPEL is treated as a consequence of an algebraic weighted average or a vector sum of visual and nonvisual influences although the two combining rules lead to fits that are equally good.

Non-NASA Center↗

Enhancements to VTK enabling Scientific Visualization in Immersive Environments

Modern scientific, engineering and medical computational sim- ulations, as well as experimental and observational data sens- ing/measuring devices, produce enormous amounts of data. While statistical analysis provides insight into this data, scientific vi- sualization is tactically important for scientific discovery, prod- uct design and data analysis. These benefits are impeded, how- ever, when scientific visualization algorithms are implemented from scratch—a time-consuming and redundant process in im- mersive application development. This process can greatly ben- efit from leveraging the state-of-the-art open-source Visualization Toolkit (VTK) and its community. Over the past two (almost three) decades, integrating VTK with a virtual reality (VR) environment has only been attempted to varying degrees of success. In this pa- per, we demonstrate two new approaches to simplify this amalga- mation of an immersive interface with visualization rendering from VTK. In addition, we cover several enhancements to VTK that pro- vide near real-time updates and efficient interaction. Finally, we demonstrate the combination of VTK with both Vrui and OpenVR immersive environments in example applications.

97 MATHEMATICS AND COMPUTING↗

Comparing the Efficiency of In Situ Visualization Paradigms at Scale

This work compares the two major paradigms for doing in situ visualization: in-line, where the simulation and visualization share the same resources, and in-transit, where simulation and visualization are given dedicated resources. Our runs vary many parameters, including simulation cycle time, visualization frequency, and dedicated resources, to study how tradeoffs change over configuration. In particular, we consider simulations as large as 1,024 nodes (16,384 cores) and dedicated visualization resources with as many as 512 nodes (8,192 cores). We draw conclusions about when each paradigm is superior, such as in-line being superior when the simulation cycle time is very fast. Surprisingly, we also find that in-transit can minimize the total resources consumed for some configurations, since it can cause the visualization routines to require fewer overall resources when they run at lower concurrency. For example, one of our scenarios finds that allocating 25% more resources for visualization allows the simulation to run 61% faster than its in-line comparator. Finally, we explore various models for quantifying the cost for each paradigm, and consider transition points when one paradigm is superior to the other. Our contributions inform design decisions for simulation scientists when performing in situ visualization.

Kress, James M.↗

Factorized visual representations in the primate visual system and deep neural networks

Object classification has been proposed as a principal objective of the primate ventral visual stream and has been used as an optimization target for deep neural network models (DNNs) of the visual system. However, visual brain areas represent many different types of information, and optimizing for classification of object identity alone does not constrain how other information may be encoded in visual representations. Information about different scene parameters may be discarded altogether (‘invariance’), represented in non-interfering subspaces of population activity (‘factorization’) or encoded in an entangled fashion. In this work, we provide evidence that factorization is a normative principle of biological visual representations. In the monkey ventral visual hierarchy, we found that factorization of object pose and background information from object identity increased in higher-level regions and strongly contributed to improving object identity decoding performance. We then conducted a large-scale analysis of factorization of individual scene parameters – lighting, background, camera viewpoint, and object pose – in a diverse library of DNN models of the visual system. Models which best matched neural, fMRI, and behavioral data from both monkeys and humans across 12 datasets tended to be those which factorized scene parameters most strongly. Notably, invariance to these parameters was not as consistently associated with matches to neural and behavioral data, suggesting that maintaining non-class information in factorized activity subspaces is often preferred to dropping it altogether. Thus, we propose that factorization of visual scene information is a widely used strategy in brains and DNN models thereof.

59 BASIC BIOLOGICAL SCIENCES↗

Visualizing biomolecular electrostatics in virtual reality with UnityMol-APBS

The APBS software was developed to solve the equations of continuum electrostatics for large biomolecular assemblages. APBS has enjoyed widespread adoption throughout the biomedical community and is used in numerous applications involving biomolecular structures. However, visualization of complex biomolecular electrostatic properties can be challenging for two-dimensional graphics systems. Therefore, advanced visualization and manipulation capabilities have been incorporated. In particular, APBS tools have been integrated with the UnityMolX virtual reality platform to provide an immersive experience for preparing biomolecular systems for calculations as well as visualizing and comparing calculated results.

electrostatics, molecular visualization, solvation↗

Evaluation of Visual Analytics Environments: The Road to the Visual Analytics Science and Technology Challenge Evaluation Methodology

The evaluation of visual analytics environments was a topic in Illuminating the Path [Thomas 2005] as a critical aspect of moving research into practice. For a thorough understanding of the utility of the systems available, evaluation not only involves assessing the visualizations, interactions or data processing algorithms themselves, but also the complex processes that a tool is meant to support (such as exploratory data analysis and reasoning, communication through visualization, or collaborative data analysis [Lam 2012; Carpendale 2007]). Researchers and practitioners in the field have long identified many of the challenges faced when planning, conducting, and executing an evaluation of a visualization tool or system [Plaisant 2004]. Evaluation is needed to verify that algorithms and software systems work correctly and that they represent improvements over the current infrastructure. Additionally to effectively transfer new software into a working environment, it is necessary to ensure that the software has utility for the end-users and that the software can be incorporated into the end-user’s infrastructure and work practices. Evaluation test beds require datasets, tasks, metrics and evaluation methodologies. As noted in [Thomas 2005] it is difficult and expensive for any one researcher to setup an evaluation test bed so in many cases evaluation is setup for communities of researchers or for various research projects or programs. Examples of successful community evaluations can be found [Chinchor 1993; Voorhees 2007; FRGC 2012]. As visual analytics environments are intended to facilitate the work of human analysts, one aspect of evaluation needs to focus on the utility of the software to the end-user. This requires representative users, representative tasks, and metrics that measure the utility to the end-user. This is even more difficult as now one aspect of the test methodology is access to representative end-users to participate in the evaluation. In many cases the sensitive nature of data and tasks and difficult access to busy analysts puts even more of a burden on researchers to complete this type of evaluation. User-centered design goes beyond evaluation and starts with the user [Beyer 1997, Shneiderman 2009]. Having some knowledge of the type of data, tasks, and work practices helps researchers and developers know the correct paths to pursue in their work. When access to the end-users is problematic at best and impossible at worst, user-centered design becomes difficult. Researchers are unlikely to go to work on the type of problems faced by inaccessible users. Commercial vendors have difficulties evaluating and improving their products when they cannot observe real users working with their products. In well-established fields such as web site design or office software design, user-interface guidelines have been developed based on the results of empirical studies or the experience of experts. Guidelines can speed up the design process and replace some of the need for observation of actual users [heuristics review references]. In 2006 when the visual analytics community was initially getting organized, no such guidelines existed. Therefore, we were faced with the problem of developing an evaluation framework for the field of visual analytics that would provide representative situations and datasets, representative tasks and utility metrics, and finally a test methodology which would include a surrogate for representative users, increase interest in conducting research in the field, and provide sufficient feedback to the researchers so that they could improve their systems.

evaluation↗

Effects of Field of View and Visual Complexity on Virtual Reality Training Effectiveness for a Visual Scanning Task

Virtual reality training systems are commonly used in a variety of domains, and it is important to understand how the realism of a training simulation influences training effectiveness. The paper presents a framework for evaluating the effects of virtual reality fidelity based on an analysis of a simulation’s display, interaction, and scenario components. Following this framework, we conducted a controlled experiment to test the effects of fidelity on training effectiveness for a visual scanning task. The experiment varied the levels of field of view and visual realism during a training phase and then evaluated scanning performance with the simulator’s highest level of fidelity. To assess scanning performance, we measured target detection and adherence to a prescribed strategy. The results show that both field of view and visual realism significantly affected target detection during training; higher field of view led to better performance and higher visual realism worsened performance. Additionally, the level of visual realism during training significantly affected learning of the prescribed visual scanning strategy, providing evidence that high visual realism was important for learning the technique. The results also demonstrate that task performance during training was not always a sufficient measure of mastery of an instructed technique. That is, if learning a prescribed strategy or skill is the goal of a training exercise, performance in a simulation may not be an appropriate indicator of effectiveness outside of training—evaluation in a more realistic setting may be necessary.

97 MATHEMATICS AND COMPUTING↗

Systems and methods of generating a plurality of data visualizations in a data visualization region

An exemplary method of generating a plurality of data visualizations comprises displaying a graphical user interface that includes a schema information region and a data visualization region. The method further includes receiving user actions to associate first, second, and third fields included in the schema information region with a plurality of shelves of the data visualization region. The method further includes generating a plurality of data visualizations in the data visualization region in accordance with the received user actions, each data visualization includes a plurality of data marks corresponding to a respective retrieved tuple of data having the first, second, and third fields. Moreover, each of the data marks has an x-position and y-position defined according to data for the first and second fields, respectively. In addition, each of the data visualizations corresponds to a respective unique value of the third field, and is displayed in a respective pane.

97 MATHEMATICS AND COMPUTING↗

Visualization and Analysis for Near-Real-Time Decision Making in Distributed Workflows

Data driven science is becoming increasingly more common, complex, and is placing tremendous stresses on visualization and analysis frameworks. Data sources producing 10GB per second (and more) are becoming increasingly commonplace in both simulation, sensor and experimental sciences. These data sources, which are often distributed around the world, must be analyzed by teams of scientists that are also distributed. Enabling scientists to view, query and interact with such large volumes of data in near-real-time requires a rich fusion of visualization and analysis techniques, middleware and workflow systems. Here, this paper discusses initial research into visualization and analysis of distributed data workflows that enables scientists to make near-real-time decisions of large volumes of time varying data.

97 MATHEMATICS AND COMPUTING↗

Visualization and Quantum Computation of Moire Superconductivity in Bilayer Graphene, Carbon Nanocones and Nanostrips

The purpose of this project is to visualize and study the electronic properties of carbon nanostructures. The principal structures studied are AA and AB (Bernal) stacked graphene bilayers, an 80C nanocone with pentagonal defects at its apex, and a 16C nanoring. Graphene and other based nanostructures have attracted much attention due to their unique electronic properties. For example, bilayer graphene shows superconductivity at certain magic angles of rotation. Open source molecular modeling and visualization programs like SAMSON, Avogadro, and VMD are utilized to generate the structures above. Using bond information in order to find nearest neighbors, an adjacency matrix can be generated from which the energy eigenvalues are solvable and are used to visualize the dispersion relation, free energy, persistent current, Green’s function, and entanglement entropy. The goal of this project is to study the effect of rotation on the electronic properties of bilayer graphene, particularly as it pertains to the magic angle where superconductivity occurs, as well as the electronic properties of the bilayer Moire patterns which emerge due to the superposition of the identical lattices at different angles. An important goal is to incorporate phonon interactions into the tight-binding model for carbon structures, and to utilize quantum based computing as a tool to find the ground state properties of these structures, particularly in the terminating case where boundary conditions have an effect.

97 MATHEMATICS AND COMPUTING↗

The State of the Art in Visualizing Dynamic Multivariate Networks

Abstract Most real‐world networks are both dynamic and multivariate in nature, meaning that the network is associated with various attributes and both the network structure and attributes evolve over time. Visualizing dynamic multivariate networks is of great significance to the visualization community because of their wide applications across multiple domains. However, it remains challenging because the techniques should focus on representing the network structure, attributes and their evolution concurrently. Many real‐world network analysis tasks require the concurrent usage of the three aspects of the dynamic multivariate networks. In this paper, we analyze current techniques and present a taxonomy to classify the existing visualization techniques based on three aspects: temporal encoding, topology encoding, and attribute encoding. Finally, we survey application areas and evaluation methods; and discuss challenges for future research.

Kale, Bharat↗

Seeing the invisible: Direct visualization of therapeutic radiation beams using air scintillation

Purpose: To assess whether air scintillation produced during standard radiation treatments can be visualized and used to monitor a beam in a nonperturbing manner. Methods: Air scintillation is caused by the excitation of nitrogen gas by ionizing radiation. This weak emission occurs predominantly in the 300–430 nm range. An electron-multiplication charge-coupled device camera, outfitted with an f/0.95 lens, was used to capture air scintillation produced by kilovoltage photon beams and megavoltage electron beams used in radiation therapy. The treatment rooms were prepared to block background light and a short-pass filter was utilized to block light above 440 nm. Results: Air scintillation from an orthovoltage unit (50 kVp, 30 mA) was visualized with a relatively short exposure time (10 s) and showed an inverse falloff (r{sup 2} = 0.89). Electron beams were also imaged. For a fixed exposure time (100 s), air scintillation was proportional to dose rate (r{sup 2} = 0.9998). As energy increased, the divergence of the electron beam decreased and the penumbra improved. By irradiating a transparent phantom, the authors also showed that Cherenkov luminescence did not interfere with the detection of air scintillation. In a final illustration of the capabilities of this new technique, the authors visualized air scintillation produced during a total skin irradiation treatment. Conclusions: Air scintillation can be measured to monitor a radiation beam in an inexpensive and nonperturbing manner. This physical phenomenon could be useful for dosimetry of therapeutic radiation beams or for online detection of gross errors during fractionated treatments.

62 RADIOLOGY AND NUCLEAR MEDICINE↗

Pathways to Identity. Using Visualization to Aid Law Enforcement in Identification Tasks

The nature of identity has changed dramatically in recent years and has grown in complexity. Identities are defined in multiple domains: biological and psychological elements strongly contribute, but biographical and cyber elements also are necessary to complete the picture. Law enforcement is beginning to adjust to these changes, recognizing identity’s importance in criminal justice. The SuperIdentity project seeks to aid law enforcement officials in their identification tasks through research of techniques for discovering identity traits, generation of statistical models of identity and analysis of identity traits through visualization. We present use cases compiled through user interviews in multiple fields, including law enforcement, and describe the modeling and visualization tools design to aid in those use cases.

99 GENERAL AND MISCELLANEOUS↗