1,189 research outputs found
Frequency dependent effective conductivity of two-dimensional metal-dielectric composites
We analyze a random resistor-inductor-capacitor lattice model of
2-dimensional metal-insulator composites. The results are compared with
Bruggeman's and Landauer's Effective Medium Approximations where a discrepancy
was observed for some frequency zones. Such a discrepancy is mainly caused by
the strong conductivity fluctuations. Indeed, a two-branches distribution is
observed for low frequencies. We show also by increasing the system size that
at the so-called Drude peak vanishes; it increases for vanishing losses.Comment: 7 pages including all figures, accepted in Int. J. Mod. Phys.
Activity Recognition and Prediction in Real Homes
In this paper, we present work in progress on activity recognition and
prediction in real homes using either binary sensor data or depth video data.
We present our field trial and set-up for collecting and storing the data, our
methods, and our current results. We compare the accuracy of predicting the
next binary sensor event using probabilistic methods and Long Short-Term Memory
(LSTM) networks, include the time information to improve prediction accuracy,
as well as predict both the next sensor event and its mean time of occurrence
using one LSTM model. We investigate transfer learning between apartments and
show that it is possible to pre-train the model with data from other apartments
and achieve good accuracy in a new apartment straight away. In addition, we
present preliminary results from activity recognition using low-resolution
depth video data from seven apartments, and classify four activities - no
movement, standing up, sitting down, and TV interaction - by using a relatively
simple processing method where we apply an Infinite Impulse Response (IIR)
filter to extract movements from the frames prior to feeding them to a
convolutional LSTM network for the classification.Comment: 12 pages, Symposium of the Norwegian AI Society NAIS 201
Action video game play and transfer of navigation and spatial cognition skills in adolescents who are blind
For individuals who are blind, navigating independently in an unfamiliar environment represents a considerable challenge. Inspired by the rising popularity of video games, we have developed a novel approach to train navigation and spatial cognition skills in adolescents who are blind. Audio-based Environment Simulator (AbES) is a software application that allows for the virtual exploration of an existing building set in an action video game metaphor. Using this ludic-based approach to learning, we investigated the ability and efficacy of adolescents with early onset blindness to acquire spatial information gained from the exploration of a target virtual indoor environment. Following game play, participants were assessed on their ability to transfer and mentally manipulate acquired spatial information on a set of navigation tasks carried out in the real environment. Success in transfer of navigation skill performance was markedly high suggesting that interacting with AbES leads to the generation of an accurate spatial mental representation. Furthermore, there was a positive correlation between success in game play and navigation task performance. The role of virtual environments and gaming in the development of mental spatial representations is also discussed. We conclude that this game based learning approach can facilitate the transfer of spatial knowledge and further, can be used by individuals who are blind for the purposes of navigation in real-world environments
Virtual environments for the transfer of navigation skills in the blind: a comparison of directed instruction vs. video game based learning approaches
For profoundly blind individuals, navigating in an unfamiliar building can represent a significant challenge. We investigated the use of an audio-based, virtual environment called Audio-based Environment Simulator (AbES) that can be explored for the purposes of learning the layout of an unfamiliar, complex indoor environment. Furthermore, we compared two modes of interaction with AbES. In one group, blind participants implicitly learned the layout of a target environment while playing an exploratory, goal-directed video game. By comparison, a second group was explicitly taught the same layout following a standard route and instructions provided by a sighted facilitator. As a control, a third group interacted with AbES while playing an exploratory, goal-directed video game however, the explored environment did not correspond to the target layout. Following interaction with AbES, a series of route navigation tasks were carried out in the virtual and physical building represented in the training environment to assess the transfer of acquired spatial information. We found that participants from both modes of interaction were able to transfer the spatial knowledge gained as indexed by their successful route navigation performance. This transfer was not apparent in the control participants. Most notably, the game-based learning strategy was also associated with enhanced performance when participants were required to find alternate routes and short cuts within the target building suggesting that a ludic-based training approach may provide for a more flexible mental representation of the environment. Furthermore, outcome comparisons between early and late blind individuals suggested that greater prior visual experience did not have a significant effect on overall navigation performance following training. Finally, performance did not appear to be associated with other factors of interest such as age, gender, and verbal memory recall. We conclude that the highly interactive and immersive exploration of the virtual environment greatly engages a blind user to develop skills akin to positive near transfer of learning. Learning through a game play strategy appears to confer certain behavioral advantages with respect to how spatial information is acquired and ultimately manipulated for navigation
The effect of musical expertise on the representation of space
Consistent evidence suggests that pitch height may be represented in a spatial format, having both a vertical and a horizontal representation. The spatial representation of pitch height results into response compatibility effects for which high pitch tones are preferentially associated to up-right responses, and low pitch tones are preferentially associated to down-left responses (i.e., the Spatial-Musical Association of Response Codes (SMARC) effect), with the strength of these associations depending on individuals’ musical skills. In this study we investigated whether listening to tones of different pitch affects the representation of external space, as assessed in a visual and haptic line bisection paradigm, in musicians and non musicians. Low and high pitch tones affected the bisection performance in musicians differently, both when pitch was relevant and irrelevant for the task, and in both the visual and the haptic modality. No effect of pitch height was observed on the bisection performance of non musicians. Moreover, our data also show that musicians present a (supramodal) rightward bisection bias in both the visual and the haptic modality, extending previous findings limited to the visual modality, and consistent with the idea that intense practice with musical notation and bimanual instrument training affects hemispheric lateralization
On the Wang-Landau Method for Off-Lattice Simulations in the "Uniform" Ensemble
We present a rigorous derivation for off-lattice implementations of the
so-called "random-walk" algorithm recently introduced by Wang and Landau [PRL
86, 2050 (2001)]. Originally developed for discrete systems, the algorithm
samples configurations according to their inverse density of states using
Monte-Carlo moves; the estimate for the density of states is refined at each
simulation step and is ultimately used to calculate thermodynamic properties.
We present an implementation for atomic systems based on a rigorous separation
of kinetic and configurational contributions to the density of states. By
constructing a "uniform" ensemble for configurational degrees of freedom--in
which all potential energies, volumes, and numbers of particles are equally
probable--we establish a framework for the correct implementation of simulation
acceptance criteria and calculation of thermodynamic averages in the continuum
case. To demonstrate the generality of our approach, we perform sample
calculations for the Lennard-Jones fluid using two implementation variants and
in both cases find good agreement with established literature values for the
vapor-liquid coexistence locus.Comment: 21 pages, 4 figure
A Simple, Sensitive and Safe Method to Determine the Human α/β-Tryptase Genotype
The human tryptase locus on chromosome 16 contains one gene encoding only β-tryptase and another encoding either β-tryptase or the homologous α-tryptase, providing α:β gene ratios of 0∶4, 1∶3 or 2∶2 in the diploid genome, these genotypes being of potential clinical relevance in severe atopy. Using an EcoRV restriction site in α- but not β- tryptase, PCR products, spanning intron 1 to exon 5, were used to determine α/β-tryptase gene ratios using non-radioactive labels, including ethidium bromide labeling of all PCR products, and either digoxigenin-primer or DY682-primer labeling of only the final PCR cycle products. Sensitivity increased ∼60-fold with each final PCR cycle labeling technique. Ethidium bromide labeling underestimated amounts of α-tryptase, presumably because heteroduplexes of α/β-tryptase amplimers, formed during annealing, were EcoRV resistant. In contrast, both final PCR cycle labeling techniques precisely quantified these gene ratios, because only homoduplexes were labeled. Using the DY682-primer was most efficient, because PCR/EcoRV products could be analyzed directly in the gel; while digoxigenin-labeled products required transfer to a nitrocellulose membrane followed by immunoblotting. This technique for determining the α/β-tryptase genotype is sensitive, accurate, simple and safe, and should permit high-throughput screening to detect potential phenotype-genotype relations for α/β-tryptases, and for other closely related alleles
Teaching the Blind to Find Their Way by Playing Video Games
Computer based video games are receiving great interest as a means to learn and acquire new skills. As a novel approach to teaching navigation skills in the blind, we have developed Audio-based Environment Simulator (AbES); a virtual reality environment set within the context of a video game metaphor. Despite the fact that participants were naïve to the overall purpose of the software, we found that early blind users were able to acquire relevant information regarding the spatial layout of a previously unfamiliar building using audio based cues alone. This was confirmed by a series of behavioral performance tests designed to assess the transfer of acquired spatial information to a large-scale, real-world indoor navigation task. Furthermore, learning the spatial layout through a goal directed gaming strategy allowed for the mental manipulation of spatial information as evidenced by enhanced navigation performance when compared to an explicit route learning strategy. We conclude that the immersive and highly interactive nature of the software greatly engages the blind user to actively explore the virtual environment. This in turn generates an accurate sense of a large-scale three-dimensional space and facilitates the learning and transfer of navigation skills to the physical world
Effects of Sensory Behavioral Tasks on Pain Threshold and Cortical Excitability
Background/objective: Transcutaneous electrical stimulation has been proven to modulate nervous system activity, leading to changes in pain perception, via the peripheral sensory system, in a bottom up approach. We tested whether different sensory behavioral tasks induce significant effects in pain processing and whether these changes correlate with cortical plasticity. Methodology/principal findings: This randomized parallel designed experiment included forty healthy right-handed males. Three different somatosensory tasks, including learning tasks with and without visual feedback and simple somatosensory input, were tested on pressure pain threshold and motor cortex excitability using transcranial magnetic stimulation (TMS). Sensory tasks induced hand-specific pain modulation effects. They increased pain thresholds of the left hand (which was the target to the sensory tasks) and decreased them in the right hand. TMS showed that somatosensory input decreased cortical excitability, as indexed by reduced MEP amplitudes and increased SICI. Although somatosensory tasks similarly altered pain thresholds and cortical excitability, there was no significant correlation between these variables and only the visual feedback task showed significant somatosensory learning. Conclusions/significance: Lack of correlation between cortical excitability and pain thresholds and lack of differential effects across tasks, but significant changes in pain thresholds suggest that analgesic effects of somatosensory tasks are not primarily associated with motor cortical neural mechanisms, thus, suggesting that subcortical neural circuits and/or spinal cord are involved with the observed effects. Identifying the neural mechanisms of somatosensory stimulation on pain may open novel possibilities for combining different targeted therapies for pain control
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