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Are There Extended Cognitive Improvements from Different Kinds of Acute Bouts of Physical Activity?
(2020)
Acute bouts of physical activity of at least moderate intensity have shown to enhance cognition in young as well as older adults. This effect has been observed for different kinds of activities such as aerobic or strength and coordination training. However, only few studies have directly compared these activities regarding their effectiveness. Further, most previous studies have mainly focused on inhibition and have not examined other important core executive functions (i.e., updating, switching) which are essential for our behavior in daily life (e.g., staying focused, resisting temptations, thinking before acting), as well. Therefore, this study aimed to directly compare two kinds of activities, aerobic and coordinative, and examine how they might affect executive functions (i.e., inhibition, updating, and switching) in a test-retest protocol. It is interesting for practical implications, as coordinative exercises, for example, require little space and would be preferable in settings such as an office or a classroom. Furthermore, we designed our experiment in such a way that learning effects were controlled. Then, we tested the influence of acute bouts of physical activity on the executive functioning in both young and older adults (young 16–22 years, old 65–80 years). Overall, we found no differences between aerobic and coordinative activities and, in fact, benefits from physical activities occurred only in the updating tasks in young adults. Additionally, we also showed some learning effects that might influence the results. Thus, it is important to control cognitive tests for learning effects in test-retest studies as well as to analyze effects from physical activity on a construct level of executive functions.
Ray Tracing, accurate physical simulations with collision detection, particle systems and spatial audio rendering are only a few components that become more and more interesting for Virtual Environments due to the steadily increasing computing power. Many components use geometric queries for their calculations. To speed up those queries spatial data structures are used. These data structures are mostly implemented for every problem individually resulting in many individually maintained parts, unnecessary memory consumption and waste of computing power to maintain all the individual data structures. We propose a design for a centralized spatial data structure that can be used everywhere within the system.
This paper compares the memory allocation of two Java virtual machines, namely Oracle Java HotSpot VM 32-bit (OJVM) and Jamaica JamaicaVM (JJVM). The basic difference of the architectures in both machines is that the JamaicaVM uses fixed-size blocks for allocating objects on the heap. The basic difference of the architectures is that the JJVM uses fixed size block allocation on the heap. This means that objects have to be split into several connected blocks if they are bigger than the specified block-size. On the other hand, for small objects a full block must be allocated. The paper contains both theoretical and experimental analysis on the memory-overhead. The theoretical analysis is based on specifications of the two virtual machines. The experimental analysis is done with a modified JVMTI Agent together with the SPECjvm2008 Benchmark.
Digitaltechnik
(2016)
In this paper we present an ongoing research work dedicated to a Virtual-Reality-based product customization application development. The work is addressing the problem of flexible and quick customization of products from a great number of parts. Our application is an effective instrument that can be simultaneously used by two users for rapid assembly tasks, allowing engineers and designers to work collaboratively. Furthermore, it is directly connected to a manufacturing environment, which is able to produce the product right after customization. In the paper we describe the architecture of the application, our interaction and assembly techniques, and explain how the system can be integrated into a manufacturing environment.
Die Wahrnehmung des perzeptionellen Aufrecht (perceptual upright, PU) variiert in Abhängigkeit der Gewichtung verschiedener gravitationsbezogener und körperbasierter Merkmale zwischen Kontexten und aufgrund individueller Unterschiede. Ziel des Vorhabens war es, systematisch zu untersuchen, welche Zusammenhänge zwischen visuellen und gravitationsbedingten Merkmalen bestehen. Das Vorhaben baute auf vorangegangen Untersuchungen auf, deren Ergebnisse indizieren, dass eine Gravitation von ca. 0,15g notwendig ist, um effiziente Selbstorientierungsinformationen bereit zu stellen (Herpers et. al, 2015; Harris et. al, 2014).
In dem hier beschriebenen Vorhaben wurden nun gezielt künstliche Gravitationsbedingungen berücksichtigt, um die Gravitationsschwelle, ab der ein wahrnehmbarer Einfluss beobachtbar ist, genauer zu quantifizieren bzw. die oben genannte Hypothese zu bestätigen. Es konnte gezeigt werden, dass die zentripetale Kraft, die auf einer rotierenden Zentrifuge entlang der Längsachse des Körpers wirkt, genauso efektiv wie Stehen mit normaler Schwerkraft ist, um das Gefühl des perzeptionellen Aufrechts auszulösen. Die erzielten Daten deuten zudem darauf hin, dass ein Gravitationsfeld von mindestens 0,15 g notwendig ist, um eine efektive Orientierungsinformation für die Wahrnehmung von Aufrecht zu liefern. Dies entspricht in etwa der Gravitationskraft von 0,17 g, die auf dem Mond besteht. Für eine lineare Beschleunigung des Körpers liegt der vestibulare Schwellenwert bei etwa 0,1 m/s2 und somit liegt der Wert für die Situation auf dem Mond von 1,6 m/s2 deutlich über diesem Schwellenwert.
The Virtual Memory Palace
(2006)
The intention of the Virtual Memory Palace is to help people memorize information by addressing their visual memory. The concept is based on the “Memory Palace” as an ancient Greek memorization technique, where symbols are placed in a certain way within an imaginative building in order to remember the original information whenever the mind goes through the vision of this building again. The goal of this work was to create such a Memory Palace in a virtual environment, so it requires less creative effort of the contemporary learner than was necessary in ancient Greece. The Virtual Memory Palace offers the possibility to freely explore a virtual 3d architectural model and to place icons at various locations within this model. Specific behaviors were assigned to these locations to make them more memorable. To test the benefit of this concept, an experiment with 15 subjects was conducted. The results show a higher remembrance rate of items learned in the Virtual Memory Palace compared to a wordlist. The observations made during the test showed that most of the subjects enjoyed the memorization environment and were astonished how well the Virtual Memory Palace worked for them.
The latest trends in inverse rendering techniques for reconstruction use neural networks to learn 3D representations as neural fields. NeRF-based techniques fit multi-layer perceptrons (MLPs) to a set of training images to estimate a radiance field which can then be rendered from any virtual camera by means of volume rendering algorithms. Major drawbacks of these representations are the lack of well-defined surfaces and non-interactive rendering times, as wide and deep MLPs must be queried millions of times per single frame. These limitations have recently been singularly overcome, but managing to accomplish this simultaneously opens up new use cases. We present KiloNeuS, a new neural object representation that can be rendered in path-traced scenes at interactive frame rates. KiloNeuS enables the simulation of realistic light interactions between neural and classic primitives in shared scenes, and it demonstrably performs in real-time with plenty of room for future optimizations and extensions.
Having multiple talkers on a bus system rises the bandwidth on this bus. To monitor the communication on a bus, tools that constantly read the bus are needed. This report shows an implementation of a monitoring system for the CAN bus utilizing the Altera DE2 development board. The Biomedical Institute of the University of New Brunswick is currently developing together with different partners a prosthetic limb device, the UNB hand. Communication in this device is done via two CAN buses, which operate at a bit-rate of 1 Mbit/s. The developed monitoring system has been completely designed in Verilog HDL. It monitors the CAN bus in real-time and allows monitoring of different modules as well as of the overall load. The calculated data is displayed on the built-in LCD and also transmitted via UART to a PC. A sample receiver programmed in C is also given. The evaluation of this system has been done by using the Microchip CAN Bus Analyzer Tool connected to the GPIO port of the development board that simulates CAN communication.
Traditionally traffic simulations are used to predict traffic jams, plan new roads or highways, and estimate road safety. They are also used in computer games and virtual environments. There are two general concepts of modeling traffic: macroscopic and microscopic modeling. Macroscopic traffic models take vehicle collectives into account and do not consider individual vehicles. Parameters like average velocity and density are used to model the flow of traffic. In contrast, microscopic traffic models consider each vehicle individually. Therefore, vehicle specific parameters are of importance, e.g. current velocity, desired velocity, velocity difference to the lead vehicle, individual time gap.
An Universitäten und Fachhochschulen ist die Mathematik-Ausbildung eines der Nadelöhre für angehende Ingenieurinnen und Ingenieure. Viele Studierende der Ingenieurwissenschaften scheitern in den ersten Studiensemestern an den Anforderungen der Mathematik. Lehrende, Fach- und Hochschuldidaktiker/innen und zunehmend auch Fachvertretungen und Verbände stellen sich die Frage, was an den Fakultäten und Fachbereichen getan werden kann, damit Studierende ihre mathematischen Fähigkeiten vergrößern und den anspruchsvollen Studienweg zur Ingenieurin oder zum Ingenieur meistern können.
An internal model of self-motion provides a fundamental basis for action in our daily lives, yet little is known about its development. The ability to control self-motion develops in youth and often deteriorates with advanced age. Self-motion generates relative motion between the viewer and the environment. Thus, the smoothness of the visual motion created will vary as control improves. Here, we study the influence of the smoothness of visually simulated self-motion on an observer's ability to judge how far they have travelled over a wide range of ages. Previous studies were typically highly controlled and concentrated on university students. But are such populations representative of the general public? And are there developmental and sex effects? Here, estimates of distance travelled (visual odometry) during visually induced self-motion were obtained from 466 participants drawn from visitors to a public science museum. Participants were presented with visual motion that simulated forward linear self-motion through a field of lollipops using a head-mounted virtual reality display. They judged the distance of their simulated motion by indicating when they had reached the position of a previously presented target. The simulated visual motion was presented with or without horizontal or vertical sinusoidal jitter. Participants' responses indicated that they felt they travelled further in the presence of vertical jitter. The effectiveness of the display increased with age over all jitter conditions. The estimated time for participants to feel that they had started to move also increased slightly with age. There were no differences between the sexes. These results suggest that age should be taken into account when generating motion in a virtual reality environment. Citizen science studies like this can provide a unique and valuable insight into perceptual processes in a truly representative sample of people.
Neutral buoyancy has been used as an analog for microgravity from the earliest days of human spaceflight. Compared to other options on Earth, neutral buoyancy is relatively inexpensive and presents little danger to astronauts while simulating some aspects of microgravity. Neutral buoyancy removes somatosensory cues to the direction of gravity but leaves vestibular cues intact. Removal of both somatosensory and direction of gravity cues while floating in microgravity or using virtual reality to establish conflicts between them has been shown to affect the perception of distance traveled in response to visual motion (vection) and the perception of distance. Does removal of somatosensory cues alone by neutral buoyancy similarly impact these perceptions? During neutral buoyancy we found no significant difference in either perceived distance traveled nor perceived size relative to Earth-normal conditions. This contrasts with differences in linear vection reported between short- and long-duration microgravity and Earth-normal conditions. These results indicate that neutral buoyancy is not an effective analog for microgravity for these perceptual effects.