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MRI: Acquisition of a High-Resolution Stereoscopic Interactive Visualization System for Research and Education in Science, Engineering and the Humanities

MRI: Acquisition of a High-Resolution Stereoscopic Interactive Visualization System for Research and Education in Science, Engineering and the Humanities
MRI:获取高分辨率立体交互式可视化系统,用于科学、工程和人文学科的研究和教育
批准号:
1428681
负责人:
Regis Kopper
金额:
$39.97万
依托单位:
依托单位国家:
美国
项目类别:
Standard Grant
财政年份:
2014
资助国家:
美国
项目状态:
已结题
起止时间:
2014-08-01 至 2016-07-31

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中文摘要
翻译
高分辨率沉浸式交互式可视化系统允许用户使用自然技术从第一人称的角度探索和理解数据。沉浸式可视化提高了空间理解能力,支持在安全而现实的环境中进行培训,并允许以直观的方式理解数据和与数据交互。特别是,工程、科学和人文学科的研究人员和学生可以受益于高清晰度沉浸式可视化系统,因为这些学科中的数据许多时候是空间的和高度详细的。在此背景下,这一重大研究仪器奖允许杜克大学建立高保真杜克沉浸式虚拟环境(HiDiVE)。在过去十年杜克沉浸式虚拟环境(DIVE)的成功基础上,HiDiVE将由一个立方体形式的六面房间组成,每个表面有两台投影仪,总分辨率为2210万像素。这一细节水平大约是目前潜水系统的四倍,并将允许分析高分辨率数据。运动跟踪器将使用户能够使用自然和直观的运动与HiDiVE中的数据进行交互。这一新一代系统为使用高清晰度数据和计算机图形的研究和教育项目打开了可能性。雷吉斯·科珀、共同研究员凯文·拉巴尔博士和西尔维亚·法拉利博士、六名高级人员和五名用户将首先在多个知识领域的项目中使用HiDiVE,包括认知神经科学、智能系统和控制、数字考古学和人类因素工程学。具体地说,HiDiVE将支持研究人类恐惧的恢复和对压力触发因素的反应。HiDiVE还将用于人-机器人交互实验,特别是在理解人类决策、设计模仿人类行为的机器人以及验证机器人路径规划方面。HiDiVE的另一个用途将是数字考古,用户将能够体验虚拟挖掘遗址、探索文物、地层学和史前遗址的概念重建。在人机工程学中,HiDiVE将成为一个研究重复工作的人类运动以及视觉复杂性可能如何影响人类精神工作量的平台。除了作为一个研究机构,HiDiVE还将支持教育和外展活动。学生将使用该系统作为计算机科学和人机交互课程的开发平台。HiDiVE将与美国国家科学基金会无线智能传感器网络(WISeNet)IGERT合作,招募和支持少数族裔学生参与研究活动,并将是一个覆盖范围超出大学边界的包容性环境,允许来自学校和代表性不足群体的参观者体验先进的身临其境的虚拟现实系统。
英文摘要
High-resolution immersive interactive visualization systems allow users to explore and understand data from a first person perspective using natural techniques. Immersive visualization improves spatial understanding, enables training in safe yet realistic environments and allows the understanding of and interaction with data in an intuitive way. Particularly, researchers and students in engineering, science and the humanities can benefit from high-definition immersive visualization systems because many times the nature of the data in those disciplines is spatial and highly detailed. Within this context, this Major Research Instrumentation award allows Duke University to build the High-fidelity Duke immersive Virtual Environment (HiDiVE). Built on the success of the Duke immersive Virtual Environment (DiVE) over the past decade, the HiDiVE will consist of a six-sided room in the form of a cube, with two projectors for each surface, in a total resolution of 22.1 million pixels. This level of detail is roughly four times what the current DiVE system has and will allow for analysis of high-resolution data. Motion trackers will enable users to interact with data in the HiDiVE using natural and intuitive motions. This next generation system opens the possibility for research and education projects using high-definition data and computer graphics.Dr. Regis Kopper, along with co-investigators Dr. Kevin LaBar and Dr. Silvia Ferrari, six senior personnel and five users will initially use the HiDiVE in projects spanning several areas of knowledge, including cognitive neuroscience, intelligent systems and control, digital archeology and human-factors engineering. Specifically, the HiDiVE will support studies to understand human fear recovery and response to stress triggers. The HiDiVE will also be used for human-robot interaction experiments, particularly in the understanding of human-decision making to design robots that mimic human behavior and to validate robotic path planning. Another use of the HiDiVE will be in digital archeology, where users will be able to experience virtual dig sites, explore artifacts, stratigraphy, and conceptual reconstructions of pre-historic sites. In human-factors engineering, the HiDiVE will be a platform for studying the motions of humans doing repetitive work and how visual complexity may impact human mental workload. Apart from being a research facility, the HiDiVE will support educational and outreach activities. Students will use the system as a development platform for computer science and human-computer interaction courses. The HiDiVE will partner with the NSF IGERT on Wireless Intelligent Sensor Networks (WISeNet)to recruitand support minority students to engage in research activities and will be an inclusive environment with reach beyond the boundaries of the university, allowing visitors from schools and underrepresented groups to experience an advanced immersive virtual reality system.
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