Quantum computing is a highly abstract scientific discipline, which, however, is expected to have great practical relevance in future information technology. This forces educators to seek new methods to teach quantum computing for students with diverse backgrounds and with no prior knowledge of quantum physics. We have developed an online course built around an interactive quantum circuit simulator designed to enable easy creation and maintenance of course material with ranging difficulty.
View Article and Find Full Text PDFBrazilian soils are predominantly rich in aluminum, which becomes mobile at pH < 5, affecting sensitive plants; however, some species have developed aluminum tolerance mechanisms. The purpose of this study was to compare the physiological responses of genus species, family Fabaceae, which have the ability to associate with nitrogen-fixing bacteria under the influence of Al in the soil. The soil used was Oxisol; the experimental design was in randomized blocks in a factorial scheme (2 × 3): soil factor (available toxic aluminum content; correction of dolomitic limestone-MgCO) and species factor (; ; ); cultivated within 43, 53, and 53 days, respectively, with five replications; 30 experimental samples.
View Article and Find Full Text PDFFunct Plant Biol
August 2024
The synthesis and differential allocation of reserve compounds is an important adaptive mechanism that enables species to resprout in fire-prone ecosystems. The analysis of compound allocation dynamics (differential accumulation of compounds between plant organs) provides insights into plant responses to disturbances. The aim was to quantify reserves in eight legume species from Cerrado open savannas with high fire frequency in order to investigate the patterns of allocation and distribution of compounds between leaves and underground organs, drawing ecophysiological inferences.
View Article and Find Full Text PDFIEEE Comput Graph Appl
March 2024
The Virtual Access to STEM Careers (VASC) project is an intertwined classroom and virtual reality (VR) curricular program for third through fourth graders. Elementary school students learn about and take on the roles and responsibilities of STEM occupations through authentic, problem-based tasks with physical kits and immersive VR environments. This article reports on a round of curriculum and virtual environment development and in-classroom experimentation that was guided by preliminary results gathered from our initial VASC prototyping and testing.
View Article and Find Full Text PDFIEEE Comput Graph Appl
January 2023
Augmented reality (AR) is increasingly considered to support scenarios of co-located and remote collaboration. Thus far, the core goal has been advancing the supporting technologies and assessing how they perform to inform design and development, thus providing support toward their maturity. Nevertheless, while understanding the performance and impact of supporting technology is indisputable groundwork, we argue that the field needs to adopt a framework that moves from answering questions about the proposed methods and technologies to a more holistic view, also encompassing collaboration.
View Article and Find Full Text PDFIEEE Comput Graph Appl
January 2023
Science plays a crucial role in engineering. But science tends to be obscure to students, especially when they are overwhelmed by complex engineering design challenges that involve many variables. This article shows how computer graphics can be used to visualize science concepts and operationalize inquiry practices in engineering design to support integrated learning and teaching of science and engineering.
View Article and Find Full Text PDFPotentially toxic elements (PTE) in soil like copper (Cu) have been common in agricultural and mining areas worldwide. The sustainable remediation of these areas has been shown to have high socio-environmental relevance and phytoremediation is one of the green technologies to be considered. The challenge is to identify species that are tolerant to PTE, and to assess their phytoremediation potential.
View Article and Find Full Text PDFMany studies have demonstrated the usefulness of virtual characters in educational settings; however, widespread adoption of such tools is limited by development costs and accessibility. This article describes a novel platform, web automated virtual environment (WAVE), to deliver virtual experiences through the web. The system integrates data acquired from a variety of sources in a manner that allows the virtual characters to exhibit behaviors that are appropriate to the designer's goals, such as providing support for users based on understanding their activities and their emotional states.
View Article and Find Full Text PDFWe share our experiences of teaching virtual reality with Ubiq, an open-source system for building social virtual reality (VR). VR as a subject touches on many areas, including perception, human-computer interaction, and psychology. In our VE module, we consider all aspects of VR.
View Article and Find Full Text PDFThis work presents a novel framework for web-based environment-aware rendering and interaction in augmented reality based on WebXR and three.js. It aims at accelerating the development of device-agnostic Augmented Reality (AR) applications.
View Article and Find Full Text PDFVirtual reality shows great potential as an alternative to traditional therapies for motor rehabilitation given its ability to immerse the user in engaging scenarios that abstract them from medical facilities and tedious rehabilitation exercises. This paper presents a virtual reality application that includes three serious games and that was developed for motor rehabilitation. It uses a standalone headset and the user's hands without the need for any controller for interaction.
View Article and Find Full Text PDFThis work proposes an augmented reality serious game (ARSG) for supporting individuals with motor disabilities while controlling robotic wheelchairs. A racing track was used as the game narrative; this included restriction areas, static and dynamic virtual objects, as well as obstacles and signs. To experience the game, a prior configuration of the environment, made through a smartphone or a computer, was required.
View Article and Find Full Text PDFEducational Data Virtual Lab (EDVL) is an open-source platform for data exploration and analysis that combines the power of a coding environment, the convenience of an interactive visualization engine, and the infrastructure needed to handle the complete data lifecycle. Based on the building blocks of the FIWARE European platform and Apache Zeppelin, this tool allows domain experts to become acquainted with data science methods using the data available within their own organization, ensuring that the skills they acquire are relevant to their field and driven by their own professional goals. We used EDVL in a pilot study in which we carried out a focus group within a multinational company to gain insight into potential users' perceptions of EDVL, both from the educational and operational points of view.
View Article and Find Full Text PDFAmong the most lethal forms of cancer, malignant brain tumors persist as one of the greatest challenges faced by oncologists, where nanotechnology-driven theranostics can play a critical role in developing novel polymer-based supramolecular nanoarchitectures with multifunctional and multi-modal characteristics to fight cancer. However, it is virtually a consensus that, besides the complexity of active delivering anticancer drugs by the nanocarriers to the tumor site, the current evaluation methods primarily relying on in vitro assays and in vivo animal models have been accounted for the low translational effectiveness to clinical applications. In this view, the chick chorioallantoic membrane (CAM) assay has been increasingly recognized as one of the best preclinical models to study the effects of anticancer drugs on the tumor microenvironment (TME).
View Article and Find Full Text PDFThis paper presents an evaluation and comparison of interaction methods for the configuration and visualization of pervasive Augmented Reality (AR) experiences using two different platforms: desktop and mobile. AR experiences consist of the enhancement of real-world environments by superimposing additional layers of information, real-time interaction, and accurate 3D registration of virtual and real objects. Pervasive AR extends this concept through experiences that are continuous in space, being aware of and responsive to the user's context and pose.
View Article and Find Full Text PDFIEEE Comput Graph Appl
May 2022
The ability to recognize misleading data visualizations is a key aspect of visualization literacy. In this article, we argue that learning to successfully identify a deceptive graphic requires strategies that deliberately force learners to take an active role in the visualization process. We describe a series of experiments where three groups of learners were shown various deceptive graphics and asked to answer a series of questions.
View Article and Find Full Text PDFIEEE Trans Vis Comput Graph
December 2022
To support the nuances of collaborative work, many researchers have been exploring the field of Augmented Reality (AR), aiming to assist in co-located or remote scenarios. Solutions using AR allow taking advantage from seamless integration of virtual objects and real-world objects, thus providing collaborators with a shared understanding or common ground environment. However, most of the research efforts, so far, have been devoted to experiment with technology and mature methods to support its design and development.
View Article and Find Full Text PDFMaintaining appropriate home rehabilitation programs after stroke, with proper adherence and remote monitoring is a challenging task. Virtual reality (VR) - based serious games could be a strategy used in telerehabilitation (TR) to engage patients in an enjoyable and therapeutic approach. The aim of this review was to analyze the background and quality of clinical research on this matter to guide future research.
View Article and Find Full Text PDFIEEE Comput Graph Appl
September 2020
Modern computer graphics courses require students to complete assignments involving computer programming. The evaluation of student programs, either by the student (self-assessment) or by the instructors (grading) can take a considerable amount of time and does not scale well with large groups. Interactive judges giving a pass/fail verdict do constitute a scalable solution, but they only provide feedback on output correctness.
View Article and Find Full Text PDFWe share our experiences teaching university students about clustering algorithms using EduClust, an online visualization we developed. EduClust supports professors in preparing teaching material and students in visually and interactively exploring cluster steps and the effects of changing clustering parameters. We used EduClust for two years in our computer science lectures on clustering algorithms and share our experience integrating the online application in a data science curriculum.
View Article and Find Full Text PDFAnnu Int Conf IEEE Eng Med Biol Soc
July 2019
Studies have shown the potential of Virtual Reality and motion tracking devices in physical rehabilitation. This paper addresses the topic of using non-immersive Virtual Reality therapeutic games with motion tracking in physical rehabilitation and describes an exploratory study performed in collaboration with a national public Rehabilitation Center about their use to motivate patients to perform exercises relevant for balance rehabilitation. The work involved developing and adapting mini-games to track patients posture; tests with patients recovering from Spinal Cord Injury suggest that this type of games can be helpful in the recovery process namely in patients' motivation for performing the therapeutic gestures.
View Article and Find Full Text PDFNon-invasive assessment of ischemic heart disease remains a challenging task, even with a large armory of diagnostic modalities. Positron emission tomography (PET) is an advanced radionuclide technique that has been available for decades. Originally used as a research tool that contributed to advances in the understanding of cardiovascular pathophysiology, it is now becoming established in clinical practice and is increasingly used in the diagnosis and risk stratification of patients with ischemic heart disease.
View Article and Find Full Text PDFEur Heart J Case Rep
December 2018
Background: The benefits of exercise are well documented. Intensive exercise for more than 4 h per week is associated with cardiovascular remodelling, including increases in ventricular dimensions, wall thickness, and left ventricular mass. These changes are influenced by sex, ethnicity, and type and duration of exercise.
View Article and Find Full Text PDFVirtual reality (VR) applications meet fundamental principles of rehabilitation: intensity, task oriented training, biofeedback, environments rich in stimuli, and motivation, all pivotal factors for the success of rehabilitation programs. This paper describes the development process of a set of VR minigames developed to increase the motivation of stroke patients while performing repetitive upper limb movements.
View Article and Find Full Text PDF