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71 results for “avatar”
AVATAR HIGH REYNOLDS NUMBER TESTS ON AIRFOIL DU00-W-212
<p>Within EU FP7 AVATAR project (AdVanced Aerodynamic Tools of lArge Rotors), a high Reynolds number and low Mach number wind tunnel test has been performed with the aim to obtain reliable data that can be used to validate existing aerodynamic models for this operating range. The test has been performed at the DNW High Pressure Wind Tunnel in Göttingen (HDG).</p> <p> </p>
A Systematic Review on the Visualization of Avatars and Agents in AR & VR displayed using Head-Mounted Displays
<p>This repository contains the data for the article "Systematic Review on the Visualization of Avatars and Agents in<br> AR & VR displayed using Head-Mounted Displays" including a BibTex file and supporting figures.</p>
Figure 5. A front view of the "Mary and John Gray Library"-Modeling, Designing, and Implementing an Avatar-based Interactive Map
<p>Figure 5 represents the avatar standing outside and in front of the Mary and John Gray Library after selecting the option “Library”. The library’s main purpose is to facilitate students with a variety of scholarly information within the overall composition of the University’s stated mission. Figure 5 shows the path generated by A* algorithms with a red color.</p>
Figure 3. The 'Welcome Screen' of our implementation-Modeling, Designing, and Implementing an Avatar-based Interactive Map
<p>Figure 3 shows an avatar ready to start the game. The user has the option to click the button called ‘Go Cardinals! Start’ Button. Once that happens, the avatar gets to choose going to one of the buildings of interest mentioned above.</p>
Figure 1. The Statechart for the Player movement and the Navigation System-Modeling, Designing, and Implementing an Avatar-based Interactive Map
<p>The next section describes the Unified Modelling Language (UML) diagrams designed for the project, which are a state diagrams (also known as statecharts) for the Player movement, the Navigation system (Figure 1). In addition, we used a class diagram for the Player and Camera movement (Figure 2). When the avatar-based game starts, the state of the Player is Idle, i.e., Player_IDLE. When the user selects the building, it enables the navigation path towards the destination. If the user selects any arrow keys (Right, Left & Up) the state of the player will change to running (i.e., Player_Running). Also, the path will diminish along with the player movement; hence, the state of navigation path will change to Changing_Path.</p>
Figure 2. The class diagram for the Player and Camera movements-Modeling, Designing, and Implementing an Avatar-based Interactive Map
<p>The next section describes the Unified Modelling Language (UML) diagrams designed for the project, which are a state diagrams (also known as statecharts) for the Player movement, the Navigation system (Figure 1). In addition, we used a class diagram for the Player and Camera movement (Figure 2). When the avatar-based game starts, the state of the Player is Idle, i.e., Player_IDLE. When the user selects the building, it enables the navigation path towards the destination. If the user selects any arrow keys (Right, Left & Up) the state of the player will change to running (i.e., Player_Running). Also, the path will diminish along with the player movement; hence, the state of navigation path will change to Changing_Path.</p>
Figure 4. An inside view of the "Maes building along with the Navigation Path" -Modeling, Designing, and Implementing an Avatar-based Interactive Map
<p>Figure 4 represents the navigation path to the Department of Computer Science inside the Maes building after selecting the option “D.C.S.”, which stands for Department of Computer Science.</p>
Figure 6. An inside view of Mary and John Gray Library-Modeling, Designing, and Implementing an Avatar-based Interactive Map
<p>Figure 6 exhibits the ambience of the study environment that allows students to have group discussions, and when to access Internet, and more. The photographs have been digitized in a very realistic way.</p>
A Facial Motion Capture System Based on Neural Network Classifier Using RGB-D Data-Figure 7. Avatar 3D model generation
<p>Face region is separated precisely from video frames by using a segmentation method based on skin color. The depth data corresponding to this separated area is taken for a 3D representation from depth data corresponding to each frame. At the end, a file is prepared for each frame consisting of face points with 6 features: X, Y, depth, red, green and blue color. These data are used for producing a 3D model and a graphical avatar for each frame (Figure 7). Figure 8 shows 3D model of some facial expressions.</p>
Virtual cameras, avatars and real footage of a focus group staged in SQUIVE
<p>A 5-minute video clip can be found online which shows a 2D screen capture of the viewport of a user in SQUIVE (<em>Staging Qualitative Immersive Virtualisation Engine</em>) on a walking tour through the theatre site showing time-slices of the cohort of experimental subjects engaged in different activities across four rooms, for example briefing and dressing, contact dance preparation, exoskeleton performance and focus group. Animated avatars substitute for each participant and the reconstructed 3D scene is populated with virtual cameras that substitute for the actual cameras that recorded the event. Each virtual camera can be selected to re-view the reconstructed scene from the perspective of the actual 2D and 360° camera footage. Moreover, a user can launch AVA360VR (<em>Annotate, Visualise, Analyse 360° video in Virtual Reality</em>) from any virtual 360° camera, so that the user can annotate the clip recorded by any physical camera or microphone in the scene concurrently during the same time-slice.</p>
AVATAR-Soils Database: A Database of 137Cs and 239+240Pu in Equatorial and Southern Hemisphere Reference Soils
<p>A total of 1122 reference soil profiles with <sup>137</sup>Cs and <sup>239+240</sup>Pu data from 135 publications were included to build a database under the AVATAR Project (“A reVised dATing framework for quantifying geomorphological processes during the AnthRopocene”), with a focus on compiling available data from the Equatorial and Southern Hemisphere regions. The AVATAR-Soils Database covers parts of the continents of Asia and the Sub-Saharan Africa, and the whole of Oceania and South America. The <sup>137</sup>Cs (decay-corrected to 2024) and <sup>239+240</sup>Pu data extracted from the literature include the inventory (in Bq/m<sup>2</sup>) and average activities (in Bq/kg) of the soil profile collected, and the <sup>137</sup>Cs/<sup>239+240</sup>Pu activity and <sup>239</sup>Pu/<sup>240</sup>Pu atomic ratios. In addition to the <sup>137</sup>Cs and <sup>239+240</sup>Pu data, the associated spatial, climatic, and topographic parameters and sampling details were also added in the database. The database contains the metadata describing the column names, separate tabs for <sup>137</sup>Cs and <sup>239+240</sup>Pu, and the list of publications.</p> <p> To cite the AVATAR-Soils Database, please use:</p> <p>Dicen, G., Guillevic, F., Gupta, S., Chaboche, P.-A., Meusburger, K., Sabatier, P., Evrard, O., and Alewell, C.: <strong>Distribution and sources of fallout <sup>137</sup>Cs and <sup>239+240</sup>Pu in equatorial and Southern Hemisphere reference soils</strong>, Earth Syst. Sci. Data, 17, 1529–1549, https://doi.org/10.5194/essd-17-1529-2025, 2025.</p> <p>***NOTES TO RESEARCHERS***</p> <p>Researchers who wish to add data to the AVATAR-Soils Database may do so through the following link: https://docs.google.com/spreadsheets/d/15R-rDMH6zW65B3ok3YRb0cdtyY67X_mdlC0H1t1atoY/edit?usp=drive_link</p>
Understanding muscle function during perturbed in vivo locomotion using a muscle avatar approach
<p>To investigate in vivo mechanics of the guinea fowl lateral gastrocnemius (LG) muscle during obstacle negotiation while running on a treadmill, we used mouse extensor digitorum longus (EDL) muscles in ex vivo experiments with in vivo strain inputs from perturbed and steady strides obtained in a previous study. In vivo strain trajectories from a stride down from obstacle to treadmill, two strides up from treadmill to obstacle, and a level stride with no obstacle, as well as a sinusoidal strain trajectory at the same amplitude and frequency, were used as inputs in work loop experiments. With five strain trajectories and three activation patterns, each muscle was used in a total of 15 work loop experiments. EDL forces produced using in vivo strain trajectories were more similar to in vivo LG forces (<em>R<sup>2</sup></em> = 0.58 – 0.94) than to forces produced using the sinusoidal trajectory (average <em>R<sup>2</sup></em> = 0.045). Given the same activation, in vivo strain trajectories produced consistent work loops that showed a shift in muscle function from more positive work during strides up from treadmill to obstacle to less positive work in strides down from obstacle to treadmill. Activation, strain trajectory, and activation*strain trajectory interaction had significant effects on all work loop variables, with the interaction having the largest effect on peak force and work per cycle. These results support the hypothesis that muscle is an active material whose viscoelastic properties are tuned by activation, and which produces forces in response to deformations of length associated with time-varying loads.</p>
Development of human pancreatic cancer avatars as a model for dynamic immune landscape profiling and personalised therapy
<div> <div> <div> <p>Pancreatic ductal adenocarcinoma (PDAC) is the most common form of pancreatic cancer, a disease with dismal overall survival. Advances in treatment are hindered by a lack of preclinical models. Here we show how a personalised organotypic 'avatar' created from resected tissue, allows spatial and temporal reporting on a complete in situ tumour microenvironment, and mirrors clinical responses. Our perfusion culture method extends tumour slice viability, maintaining stable tumour content, metabolism, stromal composition, and immune cell populations for 12 days. Using multiplexed immunofluorescence and spatial transcriptomics, we identify immune neighbourhoods and potential for immunotherapy. We employed avatars to assess the impact of a pre-clinically validated metabolic therapy and show recovery of stromal and immune phenotypes and tumour re-differentiation. To determine clinical relevance, we monitored avatar response to gemcitabine treatment and identified a patient avatar-predicable response from clinical follow-up. Thus, avatars provide valuable information for the syngeneic testing of novel therapeutics and a truly personalised therapeutic assessment platform for patients.</p> </div> </div> </div>
Image 35. Pareronia avatar avatar Image 36. Appias nero galba Image 37 in Butterflies (Lepidoptera) of Dibang Valley, Mishmi Hills, Arunachal Pradesh, India
Image 35. Pareronia avatar avatar Image 36. Appias nero galba Image 37. Delias belladonna lugens
Unintentional synchronization with self-avatar for upper-and lower-body movements
<p>The subjective experience of embodying an avatar when immersed in virtual reality (VR) is known to support the sense of<br> presence and to help with the interaction in a virtual environment. Virtual embodiment is often thought of as the consequence of a replacement of the physical body by a virtual one, with a sense of agency for the avatar obtained by making the avatar’s body follow the user’s movements. This unidirectional motor link was however challenged by studies observing the opposite effect under different circumstances, for example in a slow-motion context or when an arm movement was snapped on a predefined axis. These reports are however still rare or anecdotal. With the idea of a generalized bidirectional relationship between user and avatar in mind, we established a methodology to systematically provoke and study the circumstances under which participants follow the movements of their avatar during long repetitive movements without having been instructed to do so. A preliminary study confirmed that our virtual experimental setup, using full-body motion capture, avatar animation and virtual mirrors, supports a strong sense of agency and body ownership for the avatar while enabling the experimental manipulation of the avatar’s movement. In the main experimental study, where participants performed repetitive upper- and lower- body movements while their avatar animation was either congruent or out-of-phase, we observed that almost all participants synchronized with their avatar at least once, for ~47% of trials for lower limb movements and ~38% for upper limb movements. Participants still reported low agency and ownership for the avatar under the incongruent condition but, most interestingly, some of them also reported that their movements were not influenced by the avatar despite the behavioural effect. Our methodological approach and results contribute to a characterization of the conditions of occurrence of the self-avatar<br> follower effect, and thereby to identify enriched interaction design for VR involving complex avatar-user mutual interdependencies.</p>
An Avatar-based Mobile Phone Intervention to Promote Health in African American MSM
ClinicalTrials.gov study NCT04217174. IPD Sharing: YES. Countries: 1. Publications: 3.
Cognitive and Metacognitive Evaluation in VR-Based Avatar Therapy for Psychosis
ClinicalTrials.gov study NCT07091344. IPD Sharing: YES. Countries: 1. Publications: 11.
Understanding muscle function during perturbed in vivo locomotion using a muscle avatar approach
Open the record for dataset details and reuse information.
Development of human pancreatic cancer avatars as a model for dynamic immune landscape profiling and personalised therapy
Open the record for dataset details and reuse information.
Data from: Gait coordination in overground walking with a virtual reality avatar
<p>Little information is currently available on interpersonal gait synchronisation in overground walking. This is caused by difficulties in continuous gait monitoring over many steps while ensuring repeatability of experimental conditions. These challenges could be overcome by utilising immersive virtual reality (VR), assuming it offers ecological validity. To this end, this study provides some of the first evidence of gait coordination patterns for overground walking dyads in VR. Six subjects covered the total distance of 27 km while walking with a pacer. The pacer was either a real human subject or their anatomically and biomechanically representative VR avatar driven by an artificial intelligence algorithm. Side-by-side and front-to-back arrangements were tested without and with the instruction to synchronise steps. Little evidence of spontaneous gait coordination was found in both visual conditions, but persistent gait coordination patterns were found in the case of intentional synchronisation. Front-to-back rather than side-by-side arrangement consistently yielded in the latter case higher mean synchronisation strength index. Although the mean magnitude of synchronisation strength index was overall comparable in both visual conditions when walking under the instruction to synchronise steps, quantitative and qualitative differences were found which might be associated with common limitations of VR solutions.</p>
ScienceDex guides
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These curated guides explain access requirements, typical timelines, costs, and reuse considerations for widely used research datasets.
Allen Brain Atlas
Allen Brain Atlas is an Allen Institute collection of brain map atlases, datasets, APIs, and analysis tools covering mouse, human, and non-human primate brain resources.
Annotated Behaviour and Observability Dataset (ABODe)
ABODe is a University of Edinburgh DataShare dataset for behavior classification in group-housed mice using home-cage video, identities, bounding boxes, ground-plate positions, and annotator labels.
DANDI Archive for NWB datasets
DANDI is a BRAIN Initiative archive for publishing and sharing neurophysiology data, including electrophysiology, optophysiology, and behavioral data packaged as NWB and related standards.
International Brain Laboratory public data
The International Brain Laboratory public data releases expose standardized mouse decision-making experiments, including Neuropixels recordings, widefield calcium imaging, behavior, and session metadata accessed through the ONE API.
OpenNeuro
OpenNeuro is a free, open platform for sharing neuroimaging datasets, with public search, dataset pages, and download paths for web, S3, DataLad, and the OpenNeuro CLI.