scholarly journals A review of scientific visualization software for the Macintosh computer

1992 ◽  
Vol 24 (2) ◽  
pp. 328-335 ◽  
Author(s):  
Frank M. Marchak ◽  
Dana D. Zulager
2013 ◽  
Vol 04 (supp01) ◽  
pp. 1340004 ◽  
Author(s):  
AKIRA KAGEYAMA ◽  
NOBUAKI OHNO ◽  
SHINTARO KAWAHARA ◽  
KAZUO KASHIYAMA ◽  
HIROAKI OHTANI

VFIVE is a scientific visualization application for CAVE-type immersive virtual reality (VR) systems. The source codes are freely available. VFIVE is used as a research tool in various VR systems. It also lays the groundwork for developments of new visualization software for CAVEs. In this paper, we pick up five CAVE systems in four different institutions in Japan. Applications of VFIVE in each CAVE system are summarized. Special emphases will be placed on scientific and technical achievements made possible by VFIVE.


2020 ◽  
Author(s):  
Yuzhi Hu ◽  
A. Limaye ◽  
Jing Lu

Abstract3D scientific visualization is a popular non-destructive investigation tool, however current imaging processing and 3D visualization software has compatibility barriers which make replicability and reproducibility in research difficult. To solve this, we developed a new revisualization method and demonstrated four case studies using three mainstream image processing and 3D visualization software. Our method offers interchangeability amongst current image processing and 3D visualization software.


Author(s):  
George W. Leaver ◽  
Martin J. Turner ◽  
James S. Perrin ◽  
Paul M. Mummery ◽  
Philip J. Withers

Remote scientific visualization, where rendering services are provided by larger scale systems than are available on the desktop, is becoming increasingly important as dataset sizes increase beyond the capabilities of desktop workstations. Uptake of such services relies on access to suitable visualization applications and the ability to view the resulting visualization in a convenient form. We consider five rules from the e-Science community to meet these goals with the porting of a commercial visualization package to a large-scale system. The application uses message-passing interface (MPI) to distribute data among data processing and rendering processes. The use of MPI in such an interactive application is not compatible with restrictions imposed by the Cray system being considered. We present details, and performance analysis, of a new MPI proxy method that allows the application to run within the Cray environment yet still support MPI communication required by the application. Example use cases from materials science are considered.


Author(s):  
Константин Рябинин ◽  
Konstantin Ryabinin ◽  
Амир Ахтамзян ◽  
Amir Ahtamzyan ◽  
Мария Колесник ◽  
...  

In this paper we propose an approach to create cyber-physical museum exhibits based on the methods and means of scientific visualization, Internet of things, additive technologies and ontology engineering. Cyber-physical exhibit consists of tightly interconnected virtual and real parts. Scientific visualization is used as methodological and technological basis for presenting the virtual part, which can contain relevant digital content and 3D-reconstructions. Internet of things is a core technology to create tangible interfaces for the corresponding visualization software. Additive technologies allow creating virtual reconstructions and precise copies of museum exhibits. Ontology engineering provides adaptive mechanisms for seamless integration of new cyber-physical exhibits into the existing digital infrastructure of museums. The proposed approach is used in practice to create cyber-physical exhibits in State Darwin Museum (Moscow) and Museum of Permian Antiquities (Perm).


1997 ◽  
Vol 2 (3) ◽  
pp. 226-234 ◽  
Author(s):  
Michel Cabanac ◽  
Chantal Pouliot ◽  
James Everett

Previous work has shown that sensory pleasure is both the motor and the sign of optimal behaviors aimed at physiological ends. From an evolutionary psychology point of view it may be postulated that mental pleasure evolved from sensory pleasure. Accordingly, the present work tested empirically the hypothesis that pleasure signals efficacious mental activity. In Experiment 1, ten subjects played video-golf on a Macintosh computer. After each hole they were invited to rate their pleasure or displeasure on a magnitude estimation scale. Their ratings of pleasure correlated negatively with the difference par minus performance, i.e., the better the performance the greater the pleasure reported. In Experiments 2 and 3, the pleasure of reading poems was correlated with comprehension, both rated by two groups of subjects, science students and arts students. In the majority of science students pleasure was significantly correlated with comprehension. Only one arts student showed this relationship; this result suggests that the proposed relationship between pleasure and cognitive efficiency is not tautological. Globally, the results support the hypothesis that pleasure is aroused by the same mechanisms, and follows the same laws, in physiological and cognitive mental tasks and also leads to the optimization of performance.


Author(s):  
Chang Je Park ◽  
Byungchul Lee ◽  
Hyung Jin Shim ◽  
Kwang Yoeng Choi ◽  
Chang Hyun Roh

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