In many professions where individuals must work in a team in a high stress environment to accomplish a time-critical task, individual and team performance can benefit from joint twining using distributed virtual envir...
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ISBN:
(纸本)0819425001
In many professions where individuals must work in a team in a high stress environment to accomplish a time-critical task, individual and team performance can benefit from joint twining using distributed virtual environments (DVEs). One professional Geld that lacks but needs a high-fidelity team training environment is the field of Emergency Medicine. Currently, Emergency Department (ED) medical. personnel train by using words to create a mental picture of a situation for the physician and staff, who then cooperate to solve the problems portrayed by the word picture. The need in Emergency Medicine for realistic virtual team training is critical because ED staff typically encounter rarely occurring but life threatening situations only once in their careers and because ED teams currently have no realistic environment in which to practice their team skills. The resulting lack of experience and teamwork makes diagnosis and treatment more difficult. Virtual environment based training has the potential to redress these shortfalls. The objective of our research is to develop a state-of-the-art virtual environment for emergency medicine team training. The Virtual Emergency Room (VER) allows ED physicians and medical staff to realistically prepare for emergency medical situations by performing triage, diagnosis, and treatment on virtual patients within an environment that provides them with the tools they require and the team environment they need to realistically perform these three tasks. There are several issues that must be addressed before this vision is realized. The key issues deal with distribution of computations;the doctor and staff interface to the virtual patient and ED equipment;the accurate simulation of individual patient organs' response to injury, medication, and treatment;and an accurate modeling of the symptoms and appearance of the patient while maintaining a real-time interaction capability. Our ongoing work addresses all of these issues. In this paper w
In this paper, we consider the hidden Markov model(HMM) parameter compensation in noisy environments with multiple noise sources based on the vector Taylor series(VTS) approach. General formulations for multiple envir...
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This paper investigates the direct adaptive control of nonlinear systems using chaotic neural networks. Since the structure of a chaotic neural network contains self and internal feedback loops in each layer, chaotic ...
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The multiband excitation (MBE) vocoder represents speech signal with a pitch, band magnitudes, and a voice/unvoice (V/UV) decision for each spectral band. In the conventional MBE model, model parameters are sequential...
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Computation visualization or algorithm animation is becoming an increasingly popular and effective way of teaching, debugging, and analyzing algorithms. Over the past ten years, several algorithm animation systems hav...
ISBN:
(纸本)9780897917575
Computation visualization or algorithm animation is becoming an increasingly popular and effective way of teaching, debugging, and analyzing algorithms. Over the past ten years, several algorithm animation systems have been produced. Proposed here is a new approach and framework for visualizing three-dimensional algorithms or computations. Implemented on a prototype algorithm animation system, this framework, termed the vector-guided view, produces insightful visualizations of three-dimensional computation by effectively solving the problems of 3D scene navigation. The creation of this framework was motivated by the desire to produce visualizations of an increasingly large and complex set of rendering algorithms now ubiquitous in the field of computer graphics. To show the potential of this framework, a dynamic visualization of a recursive ray-tracing program has been created. A brief summary of the algorithm animation system is presented.
作者:
Kushnier, SDHeithecker, CHBallas, JAMcFarlane, DCScott Kushnier:is an engineer at the Naval Air Warfare Center in Warminster
Pennsylvania where he has worked for the past seven years. He earned an M.S. degree in Computer Science from the University of Delaware in 1994. Scott has worked on projects in automated classification plan recognition interface design and modeling & simulation to support various aspects of the Naval Air Warfare mission. He is interested in humun-computer interaction artificial intelligence natural language pvocessing modeling & simulation and open systems architectures. Jim Ballas:is a scientist at the Navy Center for Applied Research in Artificial Intelligence at the Naval Research Lab. He has a Ph.D. in Applied Experimental Psychology
has been active in seueral areas of human-computer systems design and integration and has forty-two publications and technical reports. Prior to his position at NRL. he held faculty appointments at Georgetown and George Mason University. He is a member of the Acoustical Society of America the Human Factors and Ergonomics Society and Sigma Xi. He served in U.S. Army Intelligence and was awarded the Bronze Star for service in Vietnam.
Data fusion has been characterized as taking place at four levels oi abstraction: the unit level, the situation level, the threat level, and the resource allocation level. A unit level characterization tries to pin do...
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Data fusion has been characterized as taking place at four levels oi abstraction: the unit level, the situation level, the threat level, and the resource allocation level. A unit level characterization tries to pin down the attributes of individual platform objects, At the situation level, organized groups of units, such as battle groups, are explored. At the threat level and resource allocation level, reasoning about possible enemy intentions and possible responses is undertaken. Little work, however has been done concerning some of the higher levels of abstraction, namely the force and threat levels. This paper presents an approach toward situation assessment which includes explicit conceptualizations of forces and threats. Graphical representations of these forces and threats are designed to enhance the unit level depiction without obscuring it. This paper explores a novel style of user interface-one designed to allow collab.ration between the person and the machine, enabling a tactical assessment which is superior to one in which either the person or the machine works in isolation. The paper will then describe a natural division of responsibilities between person and machine and illustrate the benefit of such a collab.rative system in light of an example based on a warfare scenario.
In seeking hitherto-unused methods by which users and computers can communicate, we investigate the usefulness of eye movements as a fast and convenient auxiliary user-to-computer communication mode. The barrier to ex...
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