AIMS The paper studies the relationship between spleen deficiency substance,spleen deficiency and gastric cancer. METHODS We adopted the IBAS 2000 image analysis system,501B SEM with 9100/60 energy chromatic dispersin...AIMS The paper studies the relationship between spleen deficiency substance,spleen deficiency and gastric cancer. METHODS We adopted the IBAS 2000 image analysis system,501B SEM with 9100/60 energy chromatic dispersing X-ray analysis instrument technique,histologic chemistry and radio-immunity means to assay the ultramicro structure,in- testinal rnetaplasia subtypes,cAMP,DNA,trace element series and their oxides of the patients' gastric mucosa. RESULTS The incidence rates of gastric cancer,incom- plete colonic intestinal metaplasia and“background lesion”of spleen deficiency with Qi stagnation patients are remarkably higher than those of spleen Qi deficiency patients(P<0.05- 0.001 ).The levels of gastric mucosa cAMP,Zn,Cu,ZnO and CuO decreased from complete to incomplete intestinal meta- plasia and from small to colonic intestinal metaplasia,while DNA increased in the above sequence(P<0.05-0.001 ).The lev- els of DNA,cAMP,Zn,Cu,ZnO and CuO in gastric mucosa of incomplete colonic intestinal metaplasia tissue are not remark- ably different from those in gastric cancer tissue. CONCLUSION Gastric diseases of spleen dificiency with Qi stagnation has the tendency of cancerization; There is a close relationship between the incidence of incomplete colonic intestinal metaplasia and gastric cancer.展开更多
A new dynamic path planning method in high dimensional workspace, radial based probabilistic roadmap motion (RBPRM) planning method, is presented. Different from general probabilistic roadmap motion planning methods, ...A new dynamic path planning method in high dimensional workspace, radial based probabilistic roadmap motion (RBPRM) planning method, is presented. Different from general probabilistic roadmap motion planning methods, it uses straight lines as long as possible to construct a path graph, so the final path obtained from the graph is relatively shorter and straighter. Experimental results show the efficiency of the algorithm in finding shorter paths in sparse environment.展开更多
A hybrid distributed virtual environment (DVE) architecture is presented by importing a peer-to-peer (P2P) idea into the traditional client/server (C/S) architecture to improve the DVE system's scalability. The...A hybrid distributed virtual environment (DVE) architecture is presented by importing a peer-to-peer (P2P) idea into the traditional client/server (C/S) architecture to improve the DVE system's scalability. The mathematical model of the overload of the center server was built and a series of simulation experiments were performed to validate the conclusions. When the client number increases to a certain value, the hybrid architecture can reduce server overload with some special clients (temp servers) selected with a certain heuristic strategy. With this architecture, the DVE system can support more system clients with the same server hardware than the C/S architecture can. The server overload "pulse" phenomena causing by the exiting of the temp server can be resolved by adopting a more optimized temp server selecting strategy and by reducing the child client capability of the temp server. By combining the advantages of the C/S architecture and the P2P architecture, the hybrid DVE architecture can effectively improve the scalability of the DVE system. This is validated by theoretical analysis and simulation experiments.展开更多
NCW(network centric warfare) is an information warfare concentrating on network. A global network-centric warfare architecture with OGSA grid technology is put forward,which is a four levels system including the user ...NCW(network centric warfare) is an information warfare concentrating on network. A global network-centric warfare architecture with OGSA grid technology is put forward,which is a four levels system including the user level, the application level, the grid middleware layer and the resource level. In grid middleware layer,based on virtual hosting environment, a BEPL4WS grid service composition method is introduced. In addition, the NCW grid service model is built with the help of Eclipse-SDK-3.0.1 and Bpws4j.展开更多
Integrating the theory of distributed virtual geographic environment (DVGE) and high level architecture(HLA), the architecture of DVGE based on HLA is designed. The data flow and the object models of the architecture ...Integrating the theory of distributed virtual geographic environment (DVGE) and high level architecture(HLA), the architecture of DVGE based on HLA is designed. The data flow and the object models of the architecture are also discussed. The architecture basically meets the need of DVGE in real-time communication, distribution, collaboration, reusing and interoperation, expansion, and standard.展开更多
Because of the importance of graphics and information within the domain of architecture, engineering and construction (AEC), an appropriate combination of visualization technology and information management technolo...Because of the importance of graphics and information within the domain of architecture, engineering and construction (AEC), an appropriate combination of visualization technology and information management technology is of utter importance in the development of appropriately supporting design and construction applications. Virtual environments, however, tend not to make this information available. The sparse number of applications that present additional information furthermore tend to limit their scope to pure construction information and do not incorporate information from loosely related knowledge domains, such as cultural heritage or architectural history information. We therefore started an investigation of two of the newest developments in these domains, namely game engine technology and semantic web technology. This paper documents part of this research, containing a review and comparison of the most prominent game engines and documenting our architectural semantic web. A short test-case illustrates how both can be combined to enhance information visualization for architectural design and construction.展开更多
To support modular fixture assembly design in virtual environment,a multi-view based modular fixture virtual assembly model is proposed.Instead of squeezing all assembly related information into a single model,three c...To support modular fixture assembly design in virtual environment,a multi-view based modular fixture virtual assembly model is proposed.Instead of squeezing all assembly related information into a single model,three complementary views of assembly model,element information,function and structure,and assembly relationship are proposed to be used.The first view contains the detailed element information,while the other two explicitly capture the hierarchical function relationships and mating relationships respectively.These views are complementary in the sense that each view only contains a specific aspect of assembly related information while together they include required assembly related information.The proposed assembly model is specialized to accommodate the features of modular fixture virtual assembly design and applied in our developed prototype system.展开更多
Long-time driving and monotonous visual environment increase the safety risk of driving in an extra-long tunnel. Driving fatigue can be effectively relieved by setting the visual fatigue relief zone in the tunnel. How...Long-time driving and monotonous visual environment increase the safety risk of driving in an extra-long tunnel. Driving fatigue can be effectively relieved by setting the visual fatigue relief zone in the tunnel. However, the setting form of visual fatigue relief zone, such as its length and location, is difficult to be designed and quantified. By integrating virtual reality(VR) apparatus with wearable electroencephalogram(EEG)-based devices, a hybrid method was proposed in this study to assist analyzers to formulate the layout of visual fatigue relief zone in the extra-long tunnel.The virtual environment of this study was based on an 11.5 km extra-long tunnel located in Yunnan Province in China.The results indicated that the use of natural landscape decoration inside the tunnel could improve driving fatigue with the growth rate of attention of the driver increased by more than 20%. The accumulation of driving fatigue had a negative effect on the fatigue relief. The results demonstrated that the optimal location of the fatigue relief zone was at the place where driving fatigue had just occurred rather than at the place where a certain amount of driving fatigue had accumulated.展开更多
With network developing and virtualization rising, more and more indoor environment (POIs) such as care, library, office, even bus and subway can provide plenty of bandwidth and computing resources. Meanwhile many p...With network developing and virtualization rising, more and more indoor environment (POIs) such as care, library, office, even bus and subway can provide plenty of bandwidth and computing resources. Meanwhile many people daily spending much time in them are still suffering from the mobile device with limited resources. This situation implies a novel local cloud computing paradigm in which mobile device can leverage nearby resources to facilitate task execution. In this paper, we implement a mobile local computing system based on indoor virtual cloud. This system mainly contains three key components: 1)As to application, we create a parser to generate the "method call and cost tree" and analyze it to identify resource- intensive methods. 2) As to mobile device, we design a self-learning execution controller to make offtoading decision at runtime. 3) As to cloud, we construct a social scheduling based application-isolation virtual cloud model. The evaluation results demonstrate that our system is effective and efficient by evaluating CPU- intensive calculation application, Memory- intensive image translation application and I/ O-intensive image downloading application.展开更多
Virtual environment has been widely applied in scientific research and considered as an important tool of exploring science. But constructing a real virtual environment is rather difficult. The difficulty cannot be co...Virtual environment has been widely applied in scientific research and considered as an important tool of exploring science. But constructing a real virtual environment is rather difficult. The difficulty cannot be compared with developing general software. It has a high demand for software technology. Obviously traditional methods are not competent for the job. Fortunately with the development of agent-oriented technologies, all problems seem to be solved. By classifying a virtual environment into four layers corresponding with real world and considering it as a collection of agents, the virtual objects can be mapped into agents and an agent model can be designed. Based on the idea that the state change of a system is caused by that of individuals and the mutual effect among them, a theory of agent behavior driven by event and belief is put forward. Such agent-oriented modeling method can cope with the demand for handling multi-dimension information. It is an effective technique for constructing a large and complex virtual environment.展开更多
This paper first introduces a way to improve interactivity with high polygon count virtual objects through the "mixed" use of image-based representation within one object. That is, both 3D polygonal and imag...This paper first introduces a way to improve interactivity with high polygon count virtual objects through the "mixed" use of image-based representation within one object. That is, both 3D polygonal and image-based representations are maintained for an object, and switched for rendering depending on the functional requirement of the object. Furthermore, in order to reduce the popping effect and provide smooth and gradual transition during the object representation switch, the object is subdivided with the subdivided parts possibly represented differently, i.e., using 3D models or images. As for the image-based representation, the relief texture (RT) method is used. In particular, through the use of the mixed representation, a new way called TangibleScreen is pro-posed to provide object tangibility by associating the image-based representation with a physical prop (projecting the RTs) in a selective and flexible way. Overall, the proposed method provides a way to maintain an interactive frame rate with selective perceptual details in a large-scale virtual environment, while allowing the user to interact with virtual objects in a tangible way.展开更多
In product concept design, not only designers with professional CAD skills, but also final customers take part in the design and evaluation of product shape styling. Because customers usually lack surface modelling ba...In product concept design, not only designers with professional CAD skills, but also final customers take part in the design and evaluation of product shape styling. Because customers usually lack surface modelling background and are not familiar with concrete operations of commercial CAD systems, it is difficult for them to express their change intentions of product shape through professional CAD tools if they are not satisfied with the current shape design. This paper puts forward a method for creating, dragging and manipulating constraint and load represented in form of icon entity in interactive sculpting of product shape in virtual environment. The method supports customers manipulation of sculpting constraints or loads on sculpting shapes in virtual reality interaction to control the deformation of product shape. Constraints management based on icon entity is similar to spline lofting operation that is familiar to engineers, so users do not need to know surface details or have any professional knowledge of surface modelling, by only using their physical and engineering experience, they can manipulate the sculpting of product shape intuitively.展开更多
This paper demonstrates an experiment on the generation of 3D virtual geographic environment on the basis of experimental flight laser scanning data by a set of algorithms and methods that were developed to automatica...This paper demonstrates an experiment on the generation of 3D virtual geographic environment on the basis of experimental flight laser scanning data by a set of algorithms and methods that were developed to automatically interpret range images for extracting geo-spatial features and then to reconstruct geo-objects. The algorithms and methods for the interpretation and modeling of laser scanner data include triangulated-irregular-network (TIN)-based range image interpolation; mathematical-morphology (MM)-based range image filtering, feature extraction and range image segmentation, feature generalization and optimization, 3D objects reconstruction and modeling; computer-graphics (CG)-based visualization and animation of geographic virtual reality environment.展开更多
基金Supported by the National Natural Science Foundation of China(1146101011661013+1 种基金11661014)the Guangxi Science Research and Technology Development Project(1599005-2-13)
文摘AIMS The paper studies the relationship between spleen deficiency substance,spleen deficiency and gastric cancer. METHODS We adopted the IBAS 2000 image analysis system,501B SEM with 9100/60 energy chromatic dispersing X-ray analysis instrument technique,histologic chemistry and radio-immunity means to assay the ultramicro structure,in- testinal rnetaplasia subtypes,cAMP,DNA,trace element series and their oxides of the patients' gastric mucosa. RESULTS The incidence rates of gastric cancer,incom- plete colonic intestinal metaplasia and“background lesion”of spleen deficiency with Qi stagnation patients are remarkably higher than those of spleen Qi deficiency patients(P<0.05- 0.001 ).The levels of gastric mucosa cAMP,Zn,Cu,ZnO and CuO decreased from complete to incomplete intestinal meta- plasia and from small to colonic intestinal metaplasia,while DNA increased in the above sequence(P<0.05-0.001 ).The lev- els of DNA,cAMP,Zn,Cu,ZnO and CuO in gastric mucosa of incomplete colonic intestinal metaplasia tissue are not remark- ably different from those in gastric cancer tissue. CONCLUSION Gastric diseases of spleen dificiency with Qi stagnation has the tendency of cancerization; There is a close relationship between the incidence of incomplete colonic intestinal metaplasia and gastric cancer.
文摘A new dynamic path planning method in high dimensional workspace, radial based probabilistic roadmap motion (RBPRM) planning method, is presented. Different from general probabilistic roadmap motion planning methods, it uses straight lines as long as possible to construct a path graph, so the final path obtained from the graph is relatively shorter and straighter. Experimental results show the efficiency of the algorithm in finding shorter paths in sparse environment.
文摘A hybrid distributed virtual environment (DVE) architecture is presented by importing a peer-to-peer (P2P) idea into the traditional client/server (C/S) architecture to improve the DVE system's scalability. The mathematical model of the overload of the center server was built and a series of simulation experiments were performed to validate the conclusions. When the client number increases to a certain value, the hybrid architecture can reduce server overload with some special clients (temp servers) selected with a certain heuristic strategy. With this architecture, the DVE system can support more system clients with the same server hardware than the C/S architecture can. The server overload "pulse" phenomena causing by the exiting of the temp server can be resolved by adopting a more optimized temp server selecting strategy and by reducing the child client capability of the temp server. By combining the advantages of the C/S architecture and the P2P architecture, the hybrid DVE architecture can effectively improve the scalability of the DVE system. This is validated by theoretical analysis and simulation experiments.
文摘NCW(network centric warfare) is an information warfare concentrating on network. A global network-centric warfare architecture with OGSA grid technology is put forward,which is a four levels system including the user level, the application level, the grid middleware layer and the resource level. In grid middleware layer,based on virtual hosting environment, a BEPL4WS grid service composition method is introduced. In addition, the NCW grid service model is built with the help of Eclipse-SDK-3.0.1 and Bpws4j.
基金Funded by the National Natural Science Foundation of China (No.40341011) and the National 863 Program of China(No.2002AA135230)
文摘Integrating the theory of distributed virtual geographic environment (DVGE) and high level architecture(HLA), the architecture of DVGE based on HLA is designed. The data flow and the object models of the architecture are also discussed. The architecture basically meets the need of DVGE in real-time communication, distribution, collaboration, reusing and interoperation, expansion, and standard.
文摘Because of the importance of graphics and information within the domain of architecture, engineering and construction (AEC), an appropriate combination of visualization technology and information management technology is of utter importance in the development of appropriately supporting design and construction applications. Virtual environments, however, tend not to make this information available. The sparse number of applications that present additional information furthermore tend to limit their scope to pure construction information and do not incorporate information from loosely related knowledge domains, such as cultural heritage or architectural history information. We therefore started an investigation of two of the newest developments in these domains, namely game engine technology and semantic web technology. This paper documents part of this research, containing a review and comparison of the most prominent game engines and documenting our architectural semantic web. A short test-case illustrates how both can be combined to enhance information visualization for architectural design and construction.
文摘To support modular fixture assembly design in virtual environment,a multi-view based modular fixture virtual assembly model is proposed.Instead of squeezing all assembly related information into a single model,three complementary views of assembly model,element information,function and structure,and assembly relationship are proposed to be used.The first view contains the detailed element information,while the other two explicitly capture the hierarchical function relationships and mating relationships respectively.These views are complementary in the sense that each view only contains a specific aspect of assembly related information while together they include required assembly related information.The proposed assembly model is specialized to accommodate the features of modular fixture virtual assembly design and applied in our developed prototype system.
基金Project(2018YFB2101000) supported by the National Key R&D Program of ChinaProject(20YF1451400) supported by Shanghai Sailing Program,ChinaProject(SLDRCE19-A-14) supported by the Research Fund of State Key Laboratory for Disaster Reduction in Civil Engineering,China。
文摘Long-time driving and monotonous visual environment increase the safety risk of driving in an extra-long tunnel. Driving fatigue can be effectively relieved by setting the visual fatigue relief zone in the tunnel. However, the setting form of visual fatigue relief zone, such as its length and location, is difficult to be designed and quantified. By integrating virtual reality(VR) apparatus with wearable electroencephalogram(EEG)-based devices, a hybrid method was proposed in this study to assist analyzers to formulate the layout of visual fatigue relief zone in the extra-long tunnel.The virtual environment of this study was based on an 11.5 km extra-long tunnel located in Yunnan Province in China.The results indicated that the use of natural landscape decoration inside the tunnel could improve driving fatigue with the growth rate of attention of the driver increased by more than 20%. The accumulation of driving fatigue had a negative effect on the fatigue relief. The results demonstrated that the optimal location of the fatigue relief zone was at the place where driving fatigue had just occurred rather than at the place where a certain amount of driving fatigue had accumulated.
基金ACKNOWLEDGEMENTS This work was supported by the Research Fund for the Doctoral Program of Higher Education of China (No.20110031110026 and No.20120031110035), the National Natural Science Foundation of China (No. 61103214), and the Key Project in Tianjin Science & Technology Pillar Program (No. 13ZCZDGX01098).
文摘With network developing and virtualization rising, more and more indoor environment (POIs) such as care, library, office, even bus and subway can provide plenty of bandwidth and computing resources. Meanwhile many people daily spending much time in them are still suffering from the mobile device with limited resources. This situation implies a novel local cloud computing paradigm in which mobile device can leverage nearby resources to facilitate task execution. In this paper, we implement a mobile local computing system based on indoor virtual cloud. This system mainly contains three key components: 1)As to application, we create a parser to generate the "method call and cost tree" and analyze it to identify resource- intensive methods. 2) As to mobile device, we design a self-learning execution controller to make offtoading decision at runtime. 3) As to cloud, we construct a social scheduling based application-isolation virtual cloud model. The evaluation results demonstrate that our system is effective and efficient by evaluating CPU- intensive calculation application, Memory- intensive image translation application and I/ O-intensive image downloading application.
文摘Virtual environment has been widely applied in scientific research and considered as an important tool of exploring science. But constructing a real virtual environment is rather difficult. The difficulty cannot be compared with developing general software. It has a high demand for software technology. Obviously traditional methods are not competent for the job. Fortunately with the development of agent-oriented technologies, all problems seem to be solved. By classifying a virtual environment into four layers corresponding with real world and considering it as a collection of agents, the virtual objects can be mapped into agents and an agent model can be designed. Based on the idea that the state change of a system is caused by that of individuals and the mutual effect among them, a theory of agent behavior driven by event and belief is put forward. Such agent-oriented modeling method can cope with the demand for handling multi-dimension information. It is an effective technique for constructing a large and complex virtual environment.
基金Project (No. R01-2006-000-11142-0) supported by the "Teukjung Gicho" Program of the Korea Science Foundation
文摘This paper first introduces a way to improve interactivity with high polygon count virtual objects through the "mixed" use of image-based representation within one object. That is, both 3D polygonal and image-based representations are maintained for an object, and switched for rendering depending on the functional requirement of the object. Furthermore, in order to reduce the popping effect and provide smooth and gradual transition during the object representation switch, the object is subdivided with the subdivided parts possibly represented differently, i.e., using 3D models or images. As for the image-based representation, the relief texture (RT) method is used. In particular, through the use of the mixed representation, a new way called TangibleScreen is pro-posed to provide object tangibility by associating the image-based representation with a physical prop (projecting the RTs) in a selective and flexible way. Overall, the proposed method provides a way to maintain an interactive frame rate with selective perceptual details in a large-scale virtual environment, while allowing the user to interact with virtual objects in a tangible way.
基金Project supported by the National Basic Research (973) Program (Nos. 2004CB719402 and 2002CB312106) of China, and the National Natural Science Foundation (Nos. 50305033 and 60375020) of China
文摘In product concept design, not only designers with professional CAD skills, but also final customers take part in the design and evaluation of product shape styling. Because customers usually lack surface modelling background and are not familiar with concrete operations of commercial CAD systems, it is difficult for them to express their change intentions of product shape through professional CAD tools if they are not satisfied with the current shape design. This paper puts forward a method for creating, dragging and manipulating constraint and load represented in form of icon entity in interactive sculpting of product shape in virtual environment. The method supports customers manipulation of sculpting constraints or loads on sculpting shapes in virtual reality interaction to control the deformation of product shape. Constraints management based on icon entity is similar to spline lofting operation that is familiar to engineers, so users do not need to know surface details or have any professional knowledge of surface modelling, by only using their physical and engineering experience, they can manipulate the sculpting of product shape intuitively.
文摘This paper demonstrates an experiment on the generation of 3D virtual geographic environment on the basis of experimental flight laser scanning data by a set of algorithms and methods that were developed to automatically interpret range images for extracting geo-spatial features and then to reconstruct geo-objects. The algorithms and methods for the interpretation and modeling of laser scanner data include triangulated-irregular-network (TIN)-based range image interpolation; mathematical-morphology (MM)-based range image filtering, feature extraction and range image segmentation, feature generalization and optimization, 3D objects reconstruction and modeling; computer-graphics (CG)-based visualization and animation of geographic virtual reality environment.