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Author(s):  
Abhirup Basu Roy-Chowdhury ◽  
Mofreh Saleh ◽  
Miguel Moyers Gonzalez

The Wheel Tracking Test (WTT) has been extensively used for laboratory characterization of permanent deformation of Hot Mix Asphalt (HMA). However, the fully-confined setup of the device is unable to capture the tertiary zone where shear deformation takes place. This makes the permanent deformation resistance characteristics of HMA difficult to analyze. Hence, a modified wheel tracker (MWT), with unconfined lateral sides along the wheel tracking direction was utilized in this study, which can capture the tertiary flow [referred to as the Flow Number (FN)]. The dynamic creep test, which yields FN, is a common laboratory test which has the ability to characterize permanent deformation considering the shear behavior. The study investigated the relationship of the MWT and the dynamic creep test utilizing the permanent deformation and permanent micro-strain data from the respective tests. A novel parameter, FN-Index was explored. The permanent deformation parameters derived from the MWT were well correlated with the dynamic creep test. The MWT showed promising repeatability for the FNs.


10.2196/18020 ◽  
2021 ◽  
Vol 9 (3) ◽  
pp. e18020
Author(s):  
Kwang-Ho Seok ◽  
YeolHo Kim ◽  
Wookho Son ◽  
Yoon Sang Kim

Background The virtual reality (VR) content market is rapidly growing due to an increased supply of VR devices such as head-mounted displays (HMDs), whereas VR sickness (reported to occur while experiencing VR) remains an unsolved problem. The most widely used method of reducing VR sickness is the use of a rest frame that stabilizes the user's viewpoint by providing fixed visual stimuli in VR content (including video). However, the earth-fixed grid and natural independent visual background that are widely used as rest frames cannot maintain VR fidelity, as they reduce the immersion and the presence of the user. A visual guide is a visual element (eg, a crosshair of first-person shooter [FPS]) that induces a user's gaze movement within the VR content while maintaining VR fidelity, whereas there are no studies on the correlation of visual guide with VR sickness. Objective This study aimed to analyze the correlation between VR sickness and crosshair, which is widely used as a visual guide in FPS games. Methods Eight experimental scenarios were designed and evaluated, including having the visual guide on/off, the game controller on/off, and varying the size and position of the visual guide to determine the effect of visual guide on VR sickness. Results The results showed that VR sickness significantly decreased when visual guide was applied in an FPS game. In addition, VR sickness was lower when the visual guide was adjusted to 30% of the aspect ratio and positioned in the head-tracking direction. Conclusions The experimental results of this study indicate that the visual guide can achieve VR sickness reduction while maintaining user presence and immersion in the virtual environment. In other words, the use of a visual guide is expected to solve the existing limitation of distributing various types of content due to VR sickness.


2021 ◽  
Vol 14 (682) ◽  
pp. eabf4710
Author(s):  
Rashida Abdul-Ganiyu ◽  
Leon A. Venegas ◽  
Xin Wang ◽  
Charles Puerner ◽  
Robert A. Arkowitz ◽  
...  

Budding yeast cells interpret shallow pheromone gradients from cells of the opposite mating type, polarize their growth toward the pheromone source, and fuse at the chemotropic growth site. We previously proposed a deterministic, gradient-sensing model that explains how yeast cells switch from the intrinsically positioned default polarity site (DS) to the gradient-aligned chemotropic site (CS) at the plasma membrane. Because phosphorylation of the mating-specific Gβ subunit is thought to be important for this process, we developed a biosensor that bound to phosphorylated but not unphosphorylated Gβ and monitored its spatiotemporal dynamics to test key predictions of our gradient-sensing model. In mating cells, the biosensor colocalized with both Gβ and receptor reporters at the DS and then tracked with them to the CS. The biosensor concentrated on the leading side of the tracking Gβ and receptor peaks and was the first to arrive and stop tracking at the CS. Our data showed that the concentrated localization of phosphorylated Gβ correlated with the tracking direction and final position of the G protein and receptor, consistent with the idea that gradient-regulated phosphorylation and dephosphorylation of Gβ contributes to gradient sensing. Cells expressing a nonphosphorylatable mutant form of Gβ exhibited defects in gradient tracking, orientation toward mating partners, and mating efficiency.


2020 ◽  
Vol 123 (3) ◽  
pp. 1090-1102 ◽  
Author(s):  
Julien Michalski ◽  
Andrea M. Green ◽  
Paul Cisek

Neurophysiological studies suggest that when decisions are made between concrete actions, the selection process involves a competition between potential action representations in the same sensorimotor structures involved in executing those actions. However, it is unclear how such models can explain situations, often encountered during natural behavior, in which we make decisions while were are already engaged in performing an action. Does the process of deliberation characterized in classical studies of decision-making proceed the same way when subjects are deciding while already acting? In the present study, human subjects continuously tracked a target moving in the horizontal plane and were occasionally presented with a new target to which they could freely choose to switch at any time, whereupon it became the new tracked target. We found that the probability of choosing to switch increased with decreasing distance to the new target and increasing size of the new target relative to the tracked target, as well as when the direction to the new target was aligned (either toward or opposite) to the current tracking direction. However, contrary to our expectations, subjects did not choose targets that minimized the energetic costs of execution, as calculated by a biomechanical model of the arm. When the constraints of continuous tracking were removed in variants of the task involving point-to-point movements, the expected preference for lower cost choices was seen. These results are discussed in the context of current theories of nested feedback control, internal models of forward dynamics, and high-dimensional neural spaces. NEW & NOTEWORTHY Current theories of decision-making primarily address how subjects make decisions before executing selected actions. However, in our daily lives we often make decisions while already performing some action (e.g., while playing a sport or navigating through a crowd). To gain insight into how current theories can be extended to such “decide-while-acting” scenarios, we examined human decisions during continuous manual tracking and found some intriguing departures from how decisions are made in classical “decide-then-act” paradigms.


2020 ◽  
Author(s):  
Kwang-Ho Seok ◽  
YeolHo Kim ◽  
Wookho Son ◽  
Yoon Sang Kim

BACKGROUND The virtual reality (VR) content market is rapidly growing due to an increased supply of VR devices such as head-mounted displays (HMDs), whereas VR sickness (reported to occur while experiencing VR) remains an unsolved problem. The most widely used method of reducing VR sickness is the use of a rest frame that stabilizes the user's viewpoint by providing fixed visual stimuli in VR content (including video). However, the earth-fixed grid and natural independent visual background that are widely used as rest frames cannot maintain VR fidelity, as they reduce the immersion and the presence of the user. A visual guide is a visual element (eg, a crosshair of first-person shooter [FPS]) that induces a user's gaze movement within the VR content while maintaining VR fidelity, whereas there are no studies on the correlation of visual guide with VR sickness. OBJECTIVE This study aimed to analyze the correlation between VR sickness and crosshair, which is widely used as a visual guide in FPS games. METHODS Eight experimental scenarios were designed and evaluated, including having the visual guide on/off, the game controller on/off, and varying the size and position of the visual guide to determine the effect of visual guide on VR sickness. RESULTS The results showed that VR sickness significantly decreased when visual guide was applied in an FPS game. In addition, VR sickness was lower when the visual guide was adjusted to 30% of the aspect ratio and positioned in the head-tracking direction. CONCLUSIONS The experimental results of this study indicate that the visual guide can achieve VR sickness reduction while maintaining user presence and immersion in the virtual environment. In other words, the use of a visual guide is expected to solve the existing limitation of distributing various types of content due to VR sickness.


2018 ◽  
Vol 71 (1) ◽  
pp. 220-228 ◽  
Author(s):  
Rebecca L Johnson ◽  
Emma L Starr

The preferred viewing location (PVL) is a robust finding in research on reading that when fixating on a word during normal sentence reading, readers tend to land slightly to the left of the center of the word. This is in contrast to the optimal viewing location in single word recognition, which falls at the center of the word. This study outlines the history of the PVL in eye tracking since Rayner’s 1979 original study, documenting the origins of the conflicting theoretical explanations. In addition, a new study is reported examining whether the PVL can be attributed solely to oculomotor error or a processing advantage by using an experimental manipulation that separates tracking direction (left-to-right reading) and landing position (left-to-right within a word). Sentences were presented to participants from the top to the bottom of a computer screen with one word per line while eye movements were recorded. In this presentation format, readers continued to land to the left of center, suggesting that the PVL in normal reading is not solely due to oculomotor error.


Author(s):  
Z. Wang ◽  
J. Li ◽  
A. Wang ◽  
J. Wang

In the last years several V-SLAM(Visual Simultaneous Localization and Mapping) approaches have appeared showing impressive reconstructions of the world. However these maps are built with far more than the required information. This limitation comes from the whole process of each key-frame. In this paper we present for the first time a mapping method based on the LOOK UP TABLE(LUT) for visual SLAM that can improve the mapping effectively. As this method relies on extracting features in each cell divided from image, it can get the pose of camera that is more representative of the whole key-frame. The tracking direction of key-frames is obtained by counting the number of parallax directions of feature points. LUT stored all mapping needs the number of cell corresponding to the tracking direction which can reduce the redundant information in the key-frame, and is more efficient to mapping. The result shows that a better map with less noise is build using less than one-third of the time. We believe that the capacity of LUT efficiently building maps makes it a good choice for the community to investigate in the scene reconstruction problems.


2014 ◽  
Vol 1014 ◽  
pp. 211-215
Author(s):  
Dong Dong Luo ◽  
Shou An Chen ◽  
Yuan Ping Lin

This article puts forward improved hill-climbing algorithm based on the problems that exist in wind power system compared with traditional hill-climbing searching MPPT control algorithm.In order to obtain optimum power curve,the improved algorithm finds the maximum power point when wind speed is steady firstly,then estimating torque loss accurately of motor to calculate system power loss indirectly when system is in the state of maximum power point.At last,the disturbance step is adjusted in real time based on distance between actual work point and optimum power curve.The improved hill-climbing algorithm does not exist the phenomenon that there is concussion near the maximum power point.What is more, the tracking direction could not be misled and tracking speed is sooner for tracking maximum power point when wind speed changes rapidly.By using Matlab for algorithm simulation,the result shows that improved hill-climbing algorithm could make up for the deficiency of traditional algorithm effectively.


2014 ◽  
Vol 96 (13) ◽  
pp. 27-33 ◽  
Author(s):  
Merina Kundu ◽  
Dhriti Sengupta ◽  
Jayati Ghosh Dastidar

Author(s):  
Zhimin He ◽  
Jianqiang Mou ◽  
Kheong Sann Chan ◽  
Suet Hoi Lam ◽  
Boon Long See ◽  
...  

One of the issues in VCM rotary actuation in hard disk drives (HDDs) is the excessive sensitivity of the system to the skew angle. The rotation of the VCM from the inner diameter (ID) to the outer diameter (OD) of the disk results in an angle of skew between the read/write head and the track. The difference in skew angle, between the ID to the OD can be as large as 25 to 30 degrees in conventional 3.5″ and 2.5″ HDDs. A large skew angle affects the slider’s flying performance and off-track capability, causing an increase in side reading and writing, and thus reduces the achievable recording density. Large skewed actuation also complicates the position error signal calibration process in the hard disk drive servo loop. This paper presents a 4 link mechanism which can be designed to achieve near zero skew actuation in hard disk drives. The profiles of the arm, suspension, and links can be designed and optimized such that the skew angle is close to zero while the VCM actuator rotates from the ID to the OD. Study shows that the 4-link mechanism does not degrade the resonance performance along the tracking direction compared to a conventional actuator.


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