Visualizzazione post con etichetta Virtual Reality. Mostra tutti i post
Visualizzazione post con etichetta Virtual Reality. Mostra tutti i post

venerdì 19 giugno 2009

Sunspots Revealed In Striking Detail By Supercomputers

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ScienceDaily (June 18, 2009) — In a breakthrough that will help scientists unlock mysteries of the Sun and its impacts on Earth, an international team of scientists led by the National Center for Atmospheric Research (NCAR) has created the first-ever comprehensive computer model of sunspots. The resulting visuals capture both scientific detail and remarkable beauty.
The high-resolution simulations of sunspot pairs open the way for researchers to learn more about the vast mysterious dark patches on the Sun's surface. Sunspots are associated with massive ejections of charged plasma that can cause geomagnetic storms and disrupt communications and navigational systems. They also contribute to variations in overall solar output, which can affect weather on Earth and exert a subtle influence on climate patterns.
The research, by scientists at NCAR and the Max Planck Institute for Solar System Research (MPS) in Germany, is being published June 18 in Science Express.
"This is the first time we have a model of an entire sunspot," says lead author Matthias Rempel, a scientist at NCAR's High Altitude Observatory. "If you want to understand all the drivers of Earth's atmospheric system, you have to understand how sunspots emerge and evolve. Our simulations will advance research into the inner workings of the Sun as well as connections between solar output and Earth's atmosphere."
Ever since outward flows from the center of sunspots were discovered 100 years ago, scientists have worked toward explaining the complex structure of sunspots, whose number peaks and wanes during the 11-year solar cycle. Sunspots encompass intense magnetic activity that is associated with solar flares and massive ejections of plasma that can buffet Earth's atmosphere. The resulting damage to power grids, satellites, and other sensitive technological systems takes an economic toll on a rising number of industries.
Creating such detailed simulations would not have been possible even as recently as a few years ago, before the latest generation of supercomputers and a growing array of instruments to observe the Sun. The model enables scientists to capture the convective flow and movement of energy that underlie the sunspots, which is not directly detectable by instruments.
The work was supported by the National Science Foundation, NCAR's sponsor. The research team improved a computer model, developed at MPS, that built upon numerical codes for magnetized fluids that had been created at the University of Chicago.
Computer model provides a unified physical explanation
The new simulations capture pairs of sunspots with opposite polarity. In striking detail, they reveal the dark central region, or umbra, with brighter umbral dots, as well as webs of elongated narrow filaments with flows of mass streaming away from the spots in the outer penumbral regions.
The model suggests that the magnetic fields within sunspots need to be inclined in certain directions in order to create such complex structures. The authors conclude that there is a unified physical explanation for the structure of sunspots in umbra and penumbra that is the consequence of convection in a magnetic field with varying properties.
The simulations can help scientists decipher the mysterious, subsurface forces in the Sun that cause sunspots. Such work may lead to an improved understanding of variations in solar output and their impacts on Earth.
Supercomputing at 76 trillion calculations per second
To create the model, the research team designed a virtual, three-dimensional domain that simulates an area on the Sun measuring about 31,000 miles by 62,000 miles and about 3,700 miles in depth - an expanse as long as eight times Earth's diameter and as deep as Earth's radius. The scientists then used a series of equations involving fundamental physical laws of energy transfer, fluid dynamics, magnetic induction and feedback, and other phenomena to simulate sunspot dynamics at 1.8 billion points within the virtual expanse, each spaced about 10 to 20 miles apart. For weeks, they solved the equations on NCAR's new bluefire supercomputer, an IBM machine that can perform 76 trillion calculations per second.
The work drew on increasingly detailed observations from a network of ground- and space-based instruments to verify that the model captured sunspots realistically.
The new model is far more detailed and realistic than previous simulations that failed to capture the complexities of the outer penumbral region. The researchers noted, however, that even their new model does not accurately capture the lengths of the filaments in parts of the penumbra. They can refine the model by placing the grid points even closer together, but that would require more computing power than is currently available.
"Advances in supercomputing power are enabling us to close in on some of the most fundamental processes of the Sun," says Michael Knoelker, director of NCAR's High Altitude Observatory and a co-author of the paper. "With this breakthrough simulation, an overall comprehensive physical picture is emerging for everything that observers have associated with the appearance, formation, dynamics, and the decay of sunspots on the Sun's surface."
The University Corporation for Atmospheric Research manages the National Center for Atmospheric Research under sponsorship by the National Science Foundation.
Adapted from materials provided by National Center for Atmospheric Research/University Corporation for Atmospheric Research.

Human Eye Inspires Advance In Computer Vision From Boston College Researchers


ScienceDaily (June 18, 2009) — Inspired by the behavior of the human eye, Boston College computer scientists have developed a technique that lets computers see objects as fleeting as a butterfly or tropical fish with nearly double the accuracy and 10 times the speed of earlier methods.
The linear solution to one of the most vexing challenges to advancing computer vision has direct applications in the fields of action and object recognition, surveillance, wide-base stereo microscopy and three-dimensional shape reconstruction, according to the researchers, who will report on their advance at the upcoming annual IEEE meeting on computer vision.
BC computer scientists Hao Jiang and Stella X. Yu developed a novel solution of linear algorithms to streamline the computer's work. Previously, computer visualization relied on software that captured the live image then hunted through millions of possible object configurations to find a match. Further compounding the challenge, even more images needed to be searched as objects moved, altering scale and orientation.
Rather than combing through the image bank – a time- and memory-consuming computing task – Jiang and Yu turned to the mechanics of the human eye to give computers better vision.
"When the human eye searches for an object it looks globally for the rough location, size and orientation of the object. Then it zeros in on the details," said Jiang, an assistant professor of computer science. "Our method behaves in a similar fashion, using a linear approximation to explore the search space globally and quickly; then it works to identify the moving object by frequently updating trust search regions."
Trust search regions act as visual touchstones the computer returns to again and again. Jiang and Yu's solution focuses on the mathematically-generated template of an image, which looks like a constellation when lines are drawn to connect the stars. Using the researchers' new algorithms, computer software identifies an object using the template of a trust search region. The program then adjusts the trust search regions as the object moves and finds its mathematical matches, relaying that shifting image to a memory bank or a computer screen to record or display the object.
Jiang says using linear approximation in a sequence of trust regions enables the new program to maintain spatial consistency as an object moves and reduces the number of variables that need to be optimized from several million to just a few hundred. That increased the speed of image matching 10 times over compared with previous methods, he said.
The researchers tested the software on a variety of images and videos – from a butterfly to a stuffed Teddy Bear – and report achieving a 95 percent detection rate at a fraction of the complexity. Previous so-called "greedy" methods of search and match achieved a detection rate of approximately 50 percent, Jiang said.
Jiang will present the team's findings at the IEEE Conference on Computer Vision and Pattern Recognition 2009, which takes place June 20-25 in Miami.
Adapted from materials provided by Boston College, via EurekAlert!, a service of AAAS.

Hybrid System Of Human-Machine Interaction Created


ScienceDaily (June 17, 2009) — Scientists at FAU have created a "hybrid" system to examine real-time interactions between humans and machines (virtual partners). By pitting human against machine, they open up the possibility of exploring and understanding a wide variety of interactions between minds and machines, and establishing the first step toward a much friendlier union of man and machine, and perhaps even creating a different kind of machine altogether.
For more than 25 years, scientists in the Center for Complex Systems and Brain Sciences (CCSBS) in Florida Atlantic University’s Charles E. Schmidt College of Science, and others around the world, have been trying to decipher the laws of coordinated behavior called “coordination dynamics”.
Unlike the laws of motion of physical bodies, the equations of coordination dynamics describe how the coordination states of a system evolve over time, as observed through special quantities called collective variables. These collective variables typically span the interaction of organism and environment. Imagine a machine whose behavior is based on the very equations that are supposed to govern human coordination. Then imagine a human interacting with such a machine whereby the human can modify the behavior of the machine and the machine can modify the behavior of the human.
In a groundbreaking study published in the June 3 issue of PLoS One and titled “Virtual Partner Interaction (VPI): exploring novel behaviors via coordination dynamics,” an interdisciplinary group of scientists in the CCSBS created VPI, a hybrid system of a human interacting with a machine. These scientists placed the equations of human coordination dynamics into the machine and studied real-time interactions between the human and virtual partners. Their findings open up the possibility of exploring and understanding a wide variety of interactions between minds and machines. VPI may be the first step toward establishing a much friendlier union of man and machine, and perhaps even creating a different kind of machine altogether.
“With VPI, a human and a ‘virtual partner’ are reciprocally coupled in real-time,” said Dr. J. A. Scott Kelso, the Glenwood and Martha Creech Eminent Scholar in Science at FAU and the lead author of the study. “The human acquires information about his partner’s behavior through perception, and the virtual partner continuously detects the human’s behavior through the input of sensors. Our approach is analogous to the dynamic clamp used to study the dynamics of interactions between neurons, but now scaled up to the level of behaving humans.”
In this first ever study of VPI, machine and human behaviors were chosen to be quite simple. Both partners were tasked to coordinate finger movements with one another. The human executed the task with the intention of performing in-phase coordination with the machine, thereby trying to synchronize his/her flexion and extension movements with those of the virtual partner’s.
The machine, on the other hand, executed the task with the competing goal of performing anti-phase coordination with the human, thereby trying to extend its finger when the human flexed and vice versa. Pitting machine against human through opposing task demands was a way the scientists chose to enhance the formation of emergent behavior, and also allowed them to examine each partner’s individual contribution to the coupled behavior. An intriguing outcome of the experiments was that human subjects ascribed intentions to the machine, reporting that it was “messing” with them.
“The symmetry between the human and the machine, and the fact that they carry the same laws of coordination dynamics, is a key to this novel scientific framework,” said co-author Dr. Gonzalo de Guzman, a physicist and research associate professor at the FAU center. “The design of the virtual partner mirrors the equations of motion of the human neurobehavioral system. The laws obtained from accumulated studies describe how the parts of the human body and brain self-organize, and address the issue of self-reference, a condition leading to complexity.”
One ready application of VPI is the study of the dynamics of complex brain processes such as those involved in social behavior. The extended parameter range opens up the possibility of systematically driving functional process of the brain (neuromarkers) to better understand their roles. The scientists in this study anticipate that just as many human skills are acquired by observing other human beings; human and machine will learn novel patterns of behavior by interacting with each other.
“Interactions with ever proliferating technological devices often place high skill demands on users who have little time to develop these skills,” said Kelso. “The opportunity presented through VPI is that equally useful and informative new behaviors may be uncovered despite the built-in asymmetry of the human-machine interaction.”
While stable and intermittent coordination behaviors emerged that had previously been observed in ordinary human social interactions, the scientists also discovered novel behaviors or strategies that have never previously been observed in human social behavior. The emergence of such novel behaviors demonstrates the scientific potential of the VPI human-machine framework.
Modifying the dynamics of the virtual partner with the purpose of inducing a desired human behavior, such as learning a new skill or as a tool for therapy and rehabilitation, are among several applications of VPI.
“The integration of complexity in to the behavioral and neural sciences has just begun,” said Dr. Emmanuelle Tognoli, research assistant professor in FAU’s CCSBS and co-author of the study. “VPI is a move away from simple protocols in which systems are ‘poked’ by virtue of ‘stimuli’ to understanding more complex, reciprocally connected systems where meaningful interactions occur.”
Research for this study was supported by the National Science Foundation program “Human and Social Dynamics,” the National Institute of Mental Health’s “Innovations Award,” “Basic and Translational Research Opportunities in the Social Neuroscience of Mental Health,” and the Office of Naval Research Code 30. Kelso’s research is also supported by the Pierre de Fermat Chaire d’Excellence and Tognoli’s research is supported by the Davimos Family Endowment for Excellence in Science.
Adapted from materials provided by Florida Atlantic University, via Newswise.

martedì 11 settembre 2007

Getting There Faster With Virtual Reality


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Science Daily — Is the navigation system too complex? Does it distract the driver’s attention from the traffic? To test electronic assistants, their developers have to build numerous prototypes – an expensive and time-consuming business. Tests in a virtual world make prototypes unnecessary.
The engineer stares intently at the display on the virtual dashboard. His task is to test the new driver assistance system from the user’s perspective. How seriously does it distract a driver to listen to a text message while negotiating a roundabout?
How does the driver apprehend a collision warning in the fog? Developers of electronic assistants have to build large numbers of prototypes and test countless functions. A great deal of time and money must therefore be invested before the product is ready to go on the market. Tomorrow’s engineers will have a much easier time: They can simply create virtual prototypes and simulate all the functions in a virtual world.
Car manufacturers and suppliers will be the chief beneficiaries of Personal Immersion® in future. Developed by the Fraunhofer Institute for Industrial Engineering IAO in Stuttgart, this virtual reality and stereoscopic interactive simulation system makes it possible to display tailored virtual environments for purposes such as the development of driver assistance systems.
“Our VR system not only simulates the instruments,” explains IAO project manager Manfred Dangelmaier. “Every level of this system is virtual. The user is seated in a virtual driving simulator, surrounded by a virtual world, facing a virtual dashboard with a virtual control system.” This allows the engineers to simulate every conceivable situation in order to test the man-machine interfaces. Whatever traffic situation is to be illustrated, and whatever demands the driver may make on the vehicle electronics, such as retrieving up-to-date traffic jam warnings – there are no limits to the imagination when testing these systems.
“Interactive simulation of this kind significantly cuts development time and costs,” says Dangelmaier. Virtual reality also facilitates communication within the interdisciplinary teams engaged in immersive design.
Up to now, a major problem in portraying virtual worlds was the projector resolution. “In technical terms, it is not easy to achieve a satisfactory portrayal of both the full-size surroundings and the close-up details at the same time in a virtual environment,” says Dangelmaier. But the researchers have solved the problem: Instead of the two projectors customary in VR systems, their systems operate with four projectors in a complex stereo projection setup. The scientists will be presenting potential applications at the International Motor Show (IAA) in Frankfurt on September 13 through 23.
Note: This story has been adapted from a news release issued by Fraunhofer-Gesellschaft.

Fausto Intilla

mercoledì 15 agosto 2007

An Interactive, 3D Voyage into Human Anatomy

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Science Daily — Anatomists and biochemists have created a detailed virtual view of vital organs in the human body, down to the level of tissues and cells. The software recreates the visualization from a combination of illustrations, knowledge of molecular cell structures, and an understanding of the body. So far researchers have modeled the liver, kidneys and heart and plan on continuing building images of the entire body and then build images of diseases in a virtual environment.
ROCHESTER, N.Y. -- We all know what we look like on the outside, but what about inside our bodies? Virtual reality usually flies us through imaginary worlds. Now a new one flies through the real world of the human body. Anatomists, along with bio-chemists and medical illustration students, built the new detailed images to create a never-before-seen virtual view of the body. "I think it's really exciting to see what we had in our head come to life," Jillian Scott, a Medical Illustration Student at the University at Buffalo, N.Y., tells DBIS. The voyage goes deep into vital organs to reveal microscopic views of cells and tissues, providing a powerful tool for understanding the human body. Anatomist Richard Doolittle, of Rochester Institute of Technology in Rochester, N.Y., says, "Going with something like a 3D approach allows the student, allows the user, to see the structures from all different angles." The images are built through a combination of illustrations, knowledge of molecular cell structures, and an understanding of the body. Then computer software creates the images. The result is a virtual library of the human body. "Our real goal here is to provide the most reliable science we can find and the most graphically, graphically appealing way that we can," Paul Craig, a biochemist at Rochester Institute of Technology, tells DBIS. It's also an interactive way to navigate through the body, and learn more information from virtually every angle. So far, researchers have created images of the pancreas, liver, kidneys and heart and plan on continuing building images of the entire body and then build images of diseases in a virtual environment.BACKGROUND: With the help of a team of students, two scientists at the Rochester Institute of Technology, in New York state, created never-before-seen 3D virtual images of the pancreas, detailed images of the human skull, and DNA-level images of protein molecules. Viewers feel as if they are actually inside the body, taking a tour of a specific organ. The images will help them better understand human development, as well as improve the diagnosis and treatment of numerous diseases.HOW THE IMAGES ARE MADE: The students first set up a pipeline to three different software tools which, taken together, enabled them to create true 3D images. One software program creates virtual trips through the body at the microscopic level, for example, while another sends images through polarized filters to a dual project system to create the 3D effect. The prototype system requires a pair of 3D red-and-blue glasses to view the images, but eventually the team hopes to create a fully interactive version that can be used with any computer monitor. A user would be able to zoom in or out and observe a given organ at all angles.ABOUT COMPUTER MODELING: Computer modeling is used to simulate the structure and appearance both of static objects, such as building architecture, and of dynamic situations, such as a football game. Computer models can enable the user to test the consequences of choices and decisions. They can provide cutaway views that let you see aspects of an object that would be invisible in the real artifact, as well as visualization tools that can provide many different perspectives. Physical models that reproduce behavior are limited by the physics of the world, while computer models have much looser bounds. Physical models of living things can reproduce very few behaviors, compared to simulation models, and physical models simply cannot capture the sorts of species-level and conceptual-level phenomena that artificial life and artificial intelligence models do. Computer models enable you to run companies and civilizations, fight battles, play football games and evolve new species.WHAT IS VIRTUAL REALITY: The term "virtual reality" is often used to describe interactive software programs in which the user responds to visual and hearing cues as he or she navigates a 3D environment on a graphics monitor. But originally, it referred to total virtual environments, in which the user would be immersed in an artificial, three-dimensional computer-generated world, involving not just sight and sound, but touch as well. Devices that simulate the touch experience are called haptic devices. The user has a variety of input devices to navigate that world and interact with virtual objects, all of which must be linked together with the rest of the system to produce a fully immersive experience. The Optical Society of America contributed to the information contained in the TV portion of this report.For more information about this story, contact: Optical Society of America2010 Massachusetts Ave., N.W.Washington, DC 20036-1023Tel: 202-223-8130mailto:202-223-8130info@osa.org
Note: This story and accompanying video were originally produced for the American Institute of Physics series Discoveries and Breakthroughs in Science by Ivanhoe Broadcast News and are protected by copyright law. All rights reserved.

Fausto Intilla's web site:
http://www.oloscience.com/