Your browser doesn't support javascript.
loading
Show: 20 | 50 | 100
Results 1 - 20 de 108
Filter
1.
NPJ Microgravity ; 10(1): 28, 2024 Mar 13.
Article in English | MEDLINE | ID: mdl-38480736

ABSTRACT

Self-motion perception is a multi-sensory process that involves visual, vestibular, and other cues. When perception of self-motion is induced using only visual motion, vestibular cues indicate that the body remains stationary, which may bias an observer's perception. When lowering the precision of the vestibular cue by for example, lying down or by adapting to microgravity, these biases may decrease, accompanied by a decrease in precision. To test this hypothesis, we used a move-to-target task in virtual reality. Astronauts and Earth-based controls were shown a target at a range of simulated distances. After the target disappeared, forward self-motion was induced by optic flow. Participants indicated when they thought they had arrived at the target's previously seen location. Astronauts completed the task on Earth (supine and sitting upright) prior to space travel, early and late in space, and early and late after landing. Controls completed the experiment on Earth using a similar regime with a supine posture used to simulate being in space. While variability was similar across all conditions, the supine posture led to significantly higher gains (target distance/perceived travel distance) than the sitting posture for the astronauts pre-flight and early post-flight but not late post-flight. No difference was detected between the astronauts' performance on Earth and onboard the ISS, indicating that judgments of traveled distance were largely unaffected by long-term exposure to microgravity. Overall, this constitutes mixed evidence as to whether non-visual cues to travel distance are integrated with relevant visual cues when self-motion is simulated using optic flow alone.

2.
Vaccines (Basel) ; 12(2)2024 Feb 16.
Article in English | MEDLINE | ID: mdl-38400187

ABSTRACT

Within the past few decades, improvement in sanitation and economic growth has driven a changing epidemiology of hepatitis A in the Western Pacific Region (WPR) of the World Health Organization (WHO). In this review, we gathered available published information on hepatitis A epidemiology of the countries in the WPR and reviewed the trends reported in the literature from the years 2000 to 2021. Many countries have shifted from high endemicity to low endemicity. Moreover, the administration of the hepatitis A vaccine among children in recent years has shifted disease susceptibility to the older population. Seroprevalence among children has decreased in most countries, while nearly 100% seropositivity is seen in mid adulthood. This is contrary to the epidemiology seen in previous decades when most children achieved immunity by age ten. This also presents a paradox in that better living conditions have caused more vulnerability to the older age groups who are at higher risk for severe disease. Given these trends, we recommend vaccination of vulnerable populations such as the older age groups and inclusion of the hepatitis A vaccine in government immunization programs.

3.
J Vis ; 23(12): 2, 2023 Oct 04.
Article in English | MEDLINE | ID: mdl-37796523

ABSTRACT

Occlusion, or interposition, is one of the strongest and best-known pictorial cues to depth. Furthermore, the successive occlusions of previous objects by newly presented objects produces an impression of increasing depth. Although the perceived motion associated with this illusion has been studied, the depth percept has not. To investigate, participants were presented with two piles of disks with one always static and the other either a static pile or a stacking pile where a new disk was added every 200 ms. We found static piles with equal number of disks appeared equal in height. In contrast, the successive presentation of disks in the stacking condition appeared to enhance the perceived height of the stack-fewer disks were needed to match the static pile. Surprisingly, participants were also more precise when comparing stacking versus static piles of disks. Reversing the stacking by removing rather than adding disks reversed the bias and degraded precision. In follow-up experiments, we used nonoverlapping static and dynamic configurations to show that the effects are not due to simple differences in perceived numerosity. In sum, our results show that successive occlusions generate a greater sense of height than occlusion alone, and we posit that dynamic occlusion may be an underappreciated source of depth information.


Subject(s)
Illusions , Motion Perception , Humans , Depth Perception , Cues
4.
NPJ Microgravity ; 9(1): 42, 2023 Jun 10.
Article in English | MEDLINE | ID: mdl-37301926

ABSTRACT

Neutral buoyancy has been used as an analog for microgravity from the earliest days of human spaceflight. Compared to other options on Earth, neutral buoyancy is relatively inexpensive and presents little danger to astronauts while simulating some aspects of microgravity. Neutral buoyancy removes somatosensory cues to the direction of gravity but leaves vestibular cues intact. Removal of both somatosensory and direction of gravity cues while floating in microgravity or using virtual reality to establish conflicts between them has been shown to affect the perception of distance traveled in response to visual motion (vection) and the perception of distance. Does removal of somatosensory cues alone by neutral buoyancy similarly impact these perceptions? During neutral buoyancy we found no significant difference in either perceived distance traveled nor perceived size relative to Earth-normal conditions. This contrasts with differences in linear vection reported between short- and long-duration microgravity and Earth-normal conditions. These results indicate that neutral buoyancy is not an effective analog for microgravity for these perceptual effects.

5.
iScience ; 26(1): 105801, 2023 Jan 20.
Article in English | MEDLINE | ID: mdl-36619973

ABSTRACT

Chronic HCV infection remains a global health concern due to its involvement in hepatic and extrahepatic diseases, including B cell non-Hodgkin lymphoma (BNHL). Clinical and epidemiological evidence support a causal role for HCV in BNHL development, although mechanistic insight is lacking. We performed RNA-sequencing on peripheral B cells from patients with HCV alone, BNHL alone, and HCV-associated BNHL to identify unique and shared transcriptional profiles associated with transformation. In patients with HCV-associated BNHL, we observed the enrichment of an anergic-like gene signature and evidence of clonal expansion that was correlated with the expression of epigenetic regulatory genes. Our data support a role for viral-mediated clonal expansion of anergic-like B cells in HCV-associated BNHL development and suggest epigenetic dysregulation as a potential mechanism driving expansion. We propose epigenetic mechanisms may be involved in both HCV-associated lymphoma and regulation of B cell anergy, representing an attractive target for clinical interventions.

6.
Virtual Real ; 27(2): 1293-1313, 2023.
Article in English | MEDLINE | ID: mdl-36567954

ABSTRACT

During head-mounted display (HMD)-based virtual reality (VR), head movements and motion-to-photon-based display lag generate differences in our virtual and physical head pose (referred to as DVP). We propose that large-amplitude, time-varying patterns of DVP serve as the primary trigger for cybersickness under such conditions. We test this hypothesis by measuring the sickness and estimating the DVP experienced under different levels of experimentally imposed display lag (ranging from 0 to 222 ms on top of the VR system's ~ 4 ms baseline lag). On each trial, seated participants made continuous, oscillatory head rotations in yaw, pitch or roll while viewing a large virtual room with an Oculus Rift CV1 HMD (head movements were timed to a computer-generated metronome set at either 1.0 or 0.5 Hz). After the experiment, their head-tracking data were used to objectively estimate the DVP during each trial. The mean, peak, and standard deviation of these DVP data were then compared to the participant's cybersickness ratings for that trial. Irrespective of the axis, or the speed, of the participant's head movements, the severity of their cybersickness was found to increase with each of these three DVP summary measures. In line with our DVP hypothesis, cybersickness consistently increased with the amplitude and the variability of our participants' DVP. DVP similarly predicted their conscious experiences during HMD VR-such as the strength of their feelings of spatial presence and their perception of the virtual scene's stability.

7.
Emerg Infect Dis ; 28(13): S217-S224, 2022 12.
Article in English | MEDLINE | ID: mdl-36502399

ABSTRACT

The World Health Organization-designated Western Pacific Region (WPR) and African Region (AFR) have the highest number of chronic hepatitis B virus (HBV) infections worldwide. The COVID-19 pandemic has disrupted childhood immunization, threatening progress toward elimination of hepatitis B by 2030. We used a published mathematical model to estimate the number of expected and excess HBV infections and related deaths after 10% and 20% decreases in hepatitis B birth dose or third-dose hepatitis B vaccination coverage of children born in 2020 compared with prepandemic 2019 levels. Decreased vaccination coverage resulted in additional chronic HBV infections that were 36,342-395,594 in the WPR and 9,793-502,047 in the AFR; excess HBV-related deaths were 7,150-80,302 in the WPR and 1,177-67,727 in the AFR. These findings support the urgent need to sustain immunization services, implement catch-up vaccinations, and mitigate disruptions in hepatitis B vaccinations in future birth cohorts.


Subject(s)
COVID-19 , Hepatitis B, Chronic , Hepatitis B , Child , Humans , Child, Preschool , Hepatitis B virus , Hepatitis B, Chronic/epidemiology , Pandemics , COVID-19/epidemiology , COVID-19/prevention & control , Hepatitis B/epidemiology , Hepatitis B/prevention & control , World Health Organization , Vaccination , Hepatitis B Vaccines , Immunization Programs
8.
IEEE Trans Vis Comput Graph ; 28(11): 3759-3766, 2022 11.
Article in English | MEDLINE | ID: mdl-36048994

ABSTRACT

Stereoscopic AR and VR headsets have displays and lenses that are either fixed or adjustable to match a limited range of user inter-pupillary distances (IPDs). Projective geometry predicts a misperception of depth when either the displays or virtual cameras used to render images are misaligned with the eyes. However, misalignment between the eyes and lenses might also affect binocular convergence, which could further distort perceived depth. This possibility has been largely ignored in previous studies. Here, we evaluated this phenomenon in a VR headset in which the inter-lens and inter-axial camera separations are coupled and adjustable. In a baseline condition, both were matched to observers' IPDs. In two other conditions, the inter-lens and inter-axial camera separations were set to the maximum and minimum allowed by the headset. In each condition, observers were instructed to adjust a fold created by two intersecting, textured surfaces until it appeared to have an angle of 90°. The task was performed at three randomly interleaved viewing distances, monocularly and binocularly. In the monocular condition, observers underestimated the fold angle and there was no effect of viewing distance on their settings. In the binocular conditions, we found that when the lens and camera separation were less than the viewer's IPD, they exhibited compression of perceived slant relative to baseline. The reverse pattern was seen when the lens and camera separation were larger than the viewer's IPD. These results were well explained by a geometric model that considers shifts in convergence due to lens and display misalignment with the eyes, as well as the relative contribution of monocular cues.


Subject(s)
Smart Glasses , Virtual Reality , Depth Perception , Computer Graphics , Pupil
9.
J Vis ; 22(8): 6, 2022 07 11.
Article in English | MEDLINE | ID: mdl-35838487

ABSTRACT

Determining the relief of upcoming terrain is critical to locomotion over rough or uneven ground. Given the significant contribution of stereopsis to perceived surface shape, it should play a crucial role in determining the shape of ground surfaces. The aim of this series of experiments was to evaluate the relative contribution of monocular and binocular depth cues to judgments of ground relief. To accomplish this goal, we simulated a depth discrimination task using naturalistic imagery. Stimuli consisted of a stereoscopically rendered grassy terrain with a central mound or a dip with varying height. We measured thresholds for discrimination of the direction of the depth offset. To determine the relationship between relief discrimination and measures of stereopsis, we used two stereoacuity tasks performed under the same viewing conditions. To assess the impact of ambiguous two-dimensional shading cues on depth judgments in our terrain task, we manipulated the intensity of the shading (low and high). Our results show that observers reliably discriminated ground reliefs as small as 20 cm at a viewing distance of 9.1 m. As the shading was intensified, a large proportion of observers (30%) exhibited a strong convexity bias, even when stereopsis indicated a concave depression. This finding suggests that there are significant individual differences in the reliance on assumptions of surface curvature that must be considered in experimental conditions. In impoverished viewing environments with limiting depth cues, these convexity biases could persist in judgments of ground relief, especially when shading cues are highly salient.


Subject(s)
Depth Perception , Judgment , Bias , Cues , Humans , Vision, Binocular
10.
Sensors (Basel) ; 21(16)2021 Aug 10.
Article in English | MEDLINE | ID: mdl-34450842

ABSTRACT

Mastery of fire is intimately linked to advances in human civilization, culture and technology [...].


Subject(s)
Fires , Smoke , Humans , Smoke/analysis
11.
Am Fam Physician ; 103(4): 219-226, 2021 02 15.
Article in English | MEDLINE | ID: mdl-33587574

ABSTRACT

Frailty, which is a geriatric syndrome that affects 5% to 17% of older adults, is a state of increased vulnerability across multiple health domains that leads to adverse health outcomes. Frail older adults are at increased risk of falls, disability, hospitalizations, and death. Frailty may initially be overlooked or incorrectly identified as part of the normal aging process because of the variable nature of the presentation and diagnosis. Symptoms include generalized weakness, exhaustion, slow gait, poor balance, decreased physical activity, cognitive impairment, and weight loss. There is no current recommendation for routine screening. A comprehensive geriatric assessment can identify risk factors and symptoms that suggest frailty. Several validated frailty assessment tools can evaluate a patient for frailty. Patients are diagnosed as not-frail, prefrail, or frail. Patients with a larger number of frail attributes are at higher risk of poor outcomes. The management of frail patients must be individualized and tailored to each patient's goals of care and life expectancy. Physical activity and balance exercises may be suitable for patients who are less frail. Palliative care and symptom control may be appropriate for those who are more frail.


Subject(s)
Disabled Persons , Exercise Therapy/methods , Frail Elderly/statistics & numerical data , Frailty/diagnosis , Frailty/therapy , Geriatric Assessment/methods , Palliative Care/methods , Aged , Aged, 80 and over , Curriculum , Education, Medical, Continuing , Female , Humans , Male , Risk Factors , United States
12.
IEEE Trans Vis Comput Graph ; 27(7): 3277-3288, 2021 07.
Article in English | MEDLINE | ID: mdl-31985426

ABSTRACT

Advances in Virtual Reality technology have enabled physical walking in virtual environments. While most Virtual Reality systems render stereoscopic images to users, the implication of binocular viewing with respect to the performance of human walking in virtual environments remains largely unknown. In the present study, we conducted two walking experiments in virtual environments using a linear treadmill and a novel projected display known as the Wide Immersive Stereo Environment (WISE) to study the role of binocular viewing in virtual locomotion. The first experiment investigated the walking performance of people stepping over obstacles while the second experiment focused on a scenario on stepping over gaps. Both experiments were conducted under both stereoscopic viewing and non-stereoscopic viewing conditions. By analysing the gait parameters, we found that binocular viewing helped people to make more accurate movements to step over obstacles and gaps in virtual locomotion.


Subject(s)
Virtual Reality , Vision, Binocular/physiology , Walking/physiology , Adult , Female , Gait/physiology , Humans , Male , Psychomotor Performance/physiology , Young Adult
13.
Vision Res ; 178: 70-78, 2021 01.
Article in English | MEDLINE | ID: mdl-33161145

ABSTRACT

To calibrate stereoscopic depth from disparity our visual system must compensate for an object's egocentric location. Ideally, the perceived three-dimensional shape and size of objects in visual space should be invariant with their location such that rigid objects have a consistent identity and shape. These percepts should be accurate enough to support both perceptual judgments and visually-guided interaction. This theoretical note reviews the relationship of stereoscopic depth constancy to the geometry of stereoscopic space and seemingly esoteric concepts like the horopter. We argue that to encompass the full scope of stereoscopic depth constancy, researchers need to consider not just distance but also direction, that is 3D egocentric location in space. Judgements of surface orientation need to take into account the shape of the horopter and the computation of metric depth (when tasks depend on it) must compensate for direction as well as distance to calibrate disparities. We show that the concept of the horopter underlies these considerations and that the relationship between depth constancy and the horopter should be more explicit in the literature.


Subject(s)
Depth Perception , Judgment , Humans , Mathematics , Vision Disparity
14.
Popul Health Manag ; 24(4): 492-495, 2021 08.
Article in English | MEDLINE | ID: mdl-33197366

ABSTRACT

Infection with the hepatitis C virus (HCV) is the most commonly reported bloodborne infection in the United States. Individuals born between 1945-1965, the baby boomers, account for approximately 75% of all chronic HCV infections in the United States. The purpose of this study was to determine if a 6-week intervention, including outreach, education, and incentive, by a community-based health insurance company could improve uptake of HCV antibody screening among the 1945-1965 birth cohort. Individuals were eligible to participate in this campaign if they were born on or after January 1, 1945 and on or before December 31, 1965, had health insurance with Sendero Health Plans during the intervention period, and had no evidence of having received an HCV antibody test prior to the campaign start date. The 6-week campaign period was from November 14, 2018 through December 31, 2018. A gift card incentive was provided if HCV screening was completed on or before December 31, 2018. A total of 5287 individuals were eligible to participate in the campaign. Members who were baby boomers were 3.36 times more likely to receive HCV antibody screening during the intervention period in 2018 than during a similar period in 2017 (prevalence ratio = 3.36; P < 0.0001; 95% confidence interval: 2.71, 4.16). Health officials have established the identification, treatment, and elimination of HCV as a national policy objective. Using an outreach, education, and incentive approach, Sendero Health Plans improved uptake of HCV antibody screening among the high-risk baby boomer population.


Subject(s)
Community-Based Health Insurance , Hepatitis C , Hepacivirus , Hepatitis C/diagnosis , Hepatitis C/epidemiology , Humans , Insurance, Health , Mass Screening , United States
15.
PLoS One ; 15(10): e0241087, 2020.
Article in English | MEDLINE | ID: mdl-33095827

ABSTRACT

An internal model of self-motion provides a fundamental basis for action in our daily lives, yet little is known about its development. The ability to control self-motion develops in youth and often deteriorates with advanced age. Self-motion generates relative motion between the viewer and the environment. Thus, the smoothness of the visual motion created will vary as control improves. Here, we study the influence of the smoothness of visually simulated self-motion on an observer's ability to judge how far they have travelled over a wide range of ages. Previous studies were typically highly controlled and concentrated on university students. But are such populations representative of the general public? And are there developmental and sex effects? Here, estimates of distance travelled (visual odometry) during visually induced self-motion were obtained from 466 participants drawn from visitors to a public science museum. Participants were presented with visual motion that simulated forward linear self-motion through a field of lollipops using a head-mounted virtual reality display. They judged the distance of their simulated motion by indicating when they had reached the position of a previously presented target. The simulated visual motion was presented with or without horizontal or vertical sinusoidal jitter. Participants' responses indicated that they felt they travelled further in the presence of vertical jitter. The effectiveness of the display increased with age over all jitter conditions. The estimated time for participants to feel that they had started to move also increased slightly with age. There were no differences between the sexes. These results suggest that age should be taken into account when generating motion in a virtual reality environment. Citizen science studies like this can provide a unique and valuable insight into perceptual processes in a truly representative sample of people.


Subject(s)
Motion Perception/physiology , Movement/physiology , Adolescent , Adult , Age Factors , Aged , Aged, 80 and over , Child , Child, Preschool , Female , Humans , Male , Middle Aged , Photic Stimulation/methods , Reaction Time/physiology , Sex Factors , Time Factors , Virtual Reality , Young Adult
17.
Atten Percept Psychophys ; 82(4): 2098-2118, 2020 May.
Article in English | MEDLINE | ID: mdl-31900859

ABSTRACT

Research has shown that consistent stereoscopic information improves the vection (i.e. illusions of self-motion) induced in stationary observers. This study investigates the effects of placing stereoscopic information into direct conflict with monocular motion signals by swapping the observer's left and right eye views to reverse disparity. Experiments compared the vection induced by stereo-consistent, stereo-reversed and flat-stereo patterns of: (1) same-size optic flow, which contained monocular motion perspective information about self-motion, and (2) changing-size optic flow, which provided additional monocular information about motion-in-depth based on local changes in object image sizes. As expected, consistent stereoscopic information improved the vection-in-depth induced by both changing-size and same-size patterns of optic flow. Unexpectedly, stereo-reversed patterns of same-size optic flow also induced stronger vection-in-depth than flat-stereo patterns of same-size optic flow. The effects of stereo-consistent and stereo-reversed information on vection strength were found to correlate reliably with their effects on perceived motion-in-depth and motion after-effect durations, but not with their effects on perceived scene depth. This suggests that stereo-consistent and stereo-reversed advantages for vection were both due to effects on perceived motion-in-depth. The current findings clearly demonstrate that stereoscopic information does not need to be consistent with monocular motion signals in order to improve vection. When taken together with past findings, they suggest that stereoscopic information only needs to be dynamic (as opposed to static) in order to improve vection-in-depth.


Subject(s)
Motion Perception , Optic Flow , Depth Perception , Humans , Illusions , Motion
18.
Hum Factors ; 62(5): 812-824, 2020 08.
Article in English | MEDLINE | ID: mdl-31211928

ABSTRACT

OBJECTIVE: We examined the contribution of binocular vision and experience to performance on a simulated helicopter flight task. BACKGROUND: Although there is a long history of research on the role of binocular vision and stereopsis in aviation, there is no consensus on its operational relevance. This work addresses this using a naturalistic task in a virtual environment. METHOD: Four high-resolution stereoscopic terrain types were viewed monocularly and binocularly. In separate experiments, we evaluated performance of undergraduate students and military aircrew on a simulated low hover altitude judgment task. Observers were asked to judge the distance between a virtual helicopter skid and the ground plane. RESULTS: Our results show that for both groups, altitude judgments are more accurate in the binocular viewing condition than in the monocular condition. However, in the monocular condition, aircrew were more accurate than undergraduate observers in estimating height of the skid above the ground. CONCLUSION: At simulated altitudes of 5 ft (1.5 m) or less, binocular vision provides a significant advantage for estimation of the depth separation between the landing skid and the ground, regardless of relevant operational experience. However, when binocular cues are unavailable aircrew outperform undergraduate observers, a result that likely reflects the impact of training on the ability to interpret monocular depth cues.


Subject(s)
Aircraft , Altitude , Depth Perception , Observation , Vision, Binocular , Aviation , Canada , Computer Simulation , Humans
19.
Vision (Basel) ; 3(2)2019 Mar 28.
Article in English | MEDLINE | ID: mdl-31735814

ABSTRACT

When the head is tilted, an objectively vertical line viewed in isolation is typically perceived as tilted. We explored whether this shift also occurs when viewing global motion displays perceived as either object-motion or self-motion. Observers stood and lay left side down while viewing (1) a static line, (2) a random-dot display of 2-D (planar) motion or (3) a random-dot display of 3-D (volumetric) global motion. On each trial, the line orientation or motion direction were tilted from the gravitational vertical and observers indicated whether the tilt was clockwise or counter-clockwise from the perceived vertical. Psychometric functions were fit to the data and shifts in the point of subjective verticality (PSV) were measured. When the whole body was tilted, the perceived tilt of both a static line and the direction of optic flow were biased in the direction of the body tilt, demonstrating the so-called A-effect. However, we found significantly larger shifts for the static line than volumetric global motion as well as larger shifts for volumetric displays than planar displays. The A-effect was larger when the motion was experienced as self-motion compared to when it was experienced as object-motion. Discrimination thresholds were also more precise in the self-motion compared to object-motion conditions. Different magnitude A-effects for the line and motion conditions-and for object and self-motion-may be due to differences in combining of idiotropic (body) and vestibular signals, particularly so in the case of vection which occurs despite visual-vestibular conflict.

20.
Vision Res ; 161: 43-51, 2019 08.
Article in English | MEDLINE | ID: mdl-31202606

ABSTRACT

In a series of studies using physical targets, we examined the effect of lateral retinal motion on stereoscopic depth discrimination thresholds. We briefly presented thin vertical lines, along with a fixation marker, at speeds ranging from 0 to 16 deg·s-1. Previous investigations of the effect of retinal motion on stereoacuity consistently show that there is little impact of retinal motion up to 2 deg·s-1, however, thresholds appear to rise steeply at higher velocities (greater than 3 deg·s-1). These prior experiments used computerized displays to generate their stimuli. In contrast, with our physical targets we find that stereoacuity is stable up to 16 deg·s-1, even in the presence of appreciable smearing due to visual persistence. We show that this discrepancy cannot be explained by differences in viewing time, prevalence of motion smear or by high frequency flicker due to display updates. We conclude that under natural viewing conditions observers are able to make depth discrimination judgements using binocular disparity signals that are rapidly acquired at stimulus onset.


Subject(s)
Depth Perception/physiology , Motion Perception/physiology , Retina/physiology , Vision Disparity/physiology , Visual Acuity/physiology , Adolescent , Adult , Humans , Sensory Thresholds , Young Adult
SELECTION OF CITATIONS
SEARCH DETAIL
...