Learn More
In recent years, consumers have witnessed a technological revolution that has delivered more-realistic experiences in their own homes. Expanding technologies have provided larger displays with higher resolutions, faster refresh rates, and stereoscopic capabilities. These advances have increased the level of display fidelity—the objective degree of exactness(More)
The goal of the current study was to investigate the effects of different virtual environment (VE) technologies (i.e., desktop, head mounted display, or fully immersive platforms) on emotional arousal and task performance. Fifty-three participants were recruited from a college population. Reactivity to stressful VEs was examined in three VE systems from(More)
In recent years, consumers have witnessed a technological revolution that has delivered more-realistic experiences in their own homes through high-definition, stereoscopic televisions and natural, gesture-based video game consoles. Although these experiences are more realistic, offering higher levels of fidelity, it is not clear how the increased display(More)
The extinction of conditioned fear is known to be context-specific and is often considered more contextually bound than the fear memory itself (Bouton, 2004). Yet, recent findings in rodents have challenged the notion that contextual fear retention is initially generalized. The context-specificity of a cued fear memory to the learning context has not been(More)
The everyday use of virtual reality systems is creating a need for user interface design guidelines for application developers. Programmers are beginning to develop and distribute user interface toolkits. As a result, de facto standards are emerging. The technology has matured to a point that usability studies are necessary in order to understand the(More)
When viewed from below, a user's feet cast shadows onto the floor screen of an under-floor projection system, such as a six-sided CAVE. Tracking those shadows with a camera provides enough information for calculating a user's ground-plane location, foot orientation, and footstep events. We present Shadow Walking, an unencumbered locomotion technique that(More)
We present Redgraph, the first generic virtual reality visual-ization program for Semantic Web data. Redgraph is capable of handling large data-sets, as we demonstrate on social network data from the U.S. Patent Trade Office. We develop a Semantic Web vocabulary of virtual reality terms compatible with GraphXML to map graph visualization into the Semantic(More)
The spherical mean of the shoot silhouette-to-total leaf area ratio (STAR) and the shoot transmission coefficient (c) are two key structural parameters in radiative transfer models for calculating canopy photosynthesis and leaf area index. The standard optical method for estimating these parameters might introduce errors in the estimates for species with(More)
We present BARD (biological arc diagrams), a visualization tool for biological sequence analysis. The development of BARD began with the application of Wattenberg's arc diagrams (Wattenberg, 2002) to results from sequence analysis programs, such as BLAST (Atschul et al., 1990). In this paper, we extend the initial arc diagram concept in two ways: 1) by(More)
BACKGROUND In molecular applications, virtual reality (VR) and immersive virtual environments have generally been used and valued for the visual and interactive experience - to enhance intuition and communicate excitement - rather than as part of the actual research process. In contrast, this work develops a software infrastructure for research use and(More)