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Artigos de revistas sobre o assunto "Interactive data manipulation"

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Mathews, Gary Jason, e Syed S. Towheed. "WWW-based data systems for interactive manipulation of science data". Computer Networks and ISDN Systems 28, n.º 13 (outubro de 1996): 1857–64. http://dx.doi.org/10.1016/0169-7552(96)00004-9.

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UNWIN, ANTONY R., HEIKE HOFMANN e ADALBERT F. X. WILHELM. "DIRECT MANIPULATION GRAPHICS FOR DATA MINING". International Journal of Image and Graphics 02, n.º 01 (janeiro de 2002): 49–65. http://dx.doi.org/10.1142/s0219467802000469.

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Data mining has attracted a lot of attention in recent years, but there has been proportionately little attention paid to the contribution data visualisation could make. Checking data quality, monitoring analyses, interpreting and comparing results are all areas in which modern graphics tools have a role to play. Some existing graphical displays can be scaled up successfully, some new displays will be needed, but all should be directly interactive. This paper outlines the key ideas of direct manipulation graphics for data visualisation and describes the contribution they can make to all stages of the data mining process.
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Boyles, Michael, e Shiaofen Fang. "3Dive: An Immersive Environment for Interactive Volume Data Exploration". International Journal of Virtual Reality 5, n.º 1 (1 de janeiro de 2001): 38–51. http://dx.doi.org/10.20870/ijvr.2001.5.1.2667.

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This paper describes an immersive system, called 3DIVE, for interactive volume data visualization and exploration inside the CAVE virtual environment. Combining interactive volume rendering and virtual reality provides a natural immersive environment for volumetric data visualization. More advanced data exploration operations, such as object level data manipulation, simulation and analysis, are supported in 3DIVE by several new techniques: volume primitives and texture regions are used for the rendering, manipulation, and collision detection of volumetric objects; the region based rendering pipeline is integrated with 3D image filters to provide an image-based mechanism for interactive transfer function design; a collaborative visualization module allows remote sites to collaborate over common datasets with passive or active view sharing. The system has been recently released as public domain software for CAVE/ImmersaDesk users, and is currently being actively used by a 3D microscopy visualization project.
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Carter, M. D., J. A. Kruppenbach, S. L. Mobley, R. H. Matthews e E. Lawrence. "Reconditioning marine seismic data for interactive interpretation". Exploration Geophysics 20, n.º 2 (1989): 245. http://dx.doi.org/10.1071/eg989245.

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The historical interpretation approach is based upon time and amplitude. Using the modern interpretive workstation, the full range of the seismic attributes can be examined in varying color and spatial distribution. Examples of traditional seismic data displayed using conventional methods are shown before and after workstation manipulation, with striking results. The paper will also address procedures for the economical collection of additional data which will reinforce older available data, as well as planning cost effective acquisition of new data.
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Huang, Yongqiang, e Yu Sun. "A dataset of daily interactive manipulation". International Journal of Robotics Research 38, n.º 8 (13 de maio de 2019): 879–86. http://dx.doi.org/10.1177/0278364919849091.

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Robots that succeed in factories may struggle to complete even the simplest daily task that humans take for granted, because the change of environment makes the task exceedingly difficult. Aiming to teach robots to perform daily interactive manipulation in a changing environment using human demonstrations, we collected our own data of interactive manipulation. The dataset focuses on the position, orientation, force, and torque of objects manipulated in daily tasks. The dataset includes 1,603 trials of 32 types of daily motions and 1,596 trials of pouring alone, as well as helper code. We present our dataset to facilitate the research on task-oriented interactive manipulation.
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Magnus Pinheiro, Tarsus, e Claudio Esperança. "Interactive Visualization of Trivariate Georeferenced Data". Journal of Information and Data Management 9, n.º 3 (30 de dezembro de 2018): 245. http://dx.doi.org/10.5753/jidm.2018.2043.

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This paper describes an online interactive thematic map for simultaneously visualizing up to three scalar variables and which supports data filtering, panning and zooming in levels of detail. The visual encoding of the map mixes the use of colors and textures as well as simple operations like border detection and intersection identification. The user experience is enhanced by means of queries posed through manipulation tools that produce instant visual feedback. This is possible through the high rendering rates achieved by the system through the use of GPU programming to assemble and manipulate previously rasterized tiles with location information recorded in the color space of pixels. This procedure allows the implementation of interactive animated actions and spatial data decomposition.
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Perles, Brian P., e Judy M. Vance. "Interactive Virtual Tools for Manipulating NURBS Surfaces in a Virtual Environment". Journal of Mechanical Design 124, n.º 2 (16 de maio de 2002): 158–63. http://dx.doi.org/10.1115/1.1464132.

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DN-Edit is a virtual environment developed to allow the manipulation of non-uniform rational b-spline (NURBS) surfaces using virtual shaping tools. NURBS have become the industry standard for representation of free-form curves and surfaces. The contribution of the work presented here is in the development of shaping tools which are used to operate directly on the NURBS data and change the shape of the surfaces in a virtual environment. These shaping tools allow surface manipulations to be made using methods that match the shaping of real malleable objects. The virtual shaping tools are three-dimensional shapes that are controlled through a six degree-of-freedom tracking system that converts user hand motions into computer input. The NURBS surface updates itself in real time due to the effect of the tools on the surface. The new shape of the surface is dependent on the position and orientation of the shaping tool relative to the surface. Constraint-based surface manipulation is used to obtain multiple point direct manipulation of NURBS surfaces. In addition, computational methods to allow the user to have direct control of the first derivative of the surface over an area are implemented. This application has been developed using the C2 software libraries and Iowa State University’s C2 surround screen virtual environment.
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Cybulski, Jacob L., Susan Keller e Dilal Saundage. "Interactive Exploration of Data with Visual Metaphors". International Journal of Software Engineering and Knowledge Engineering 25, n.º 02 (março de 2015): 231–52. http://dx.doi.org/10.1142/s0218194015400082.

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Visual Analytics (VA) is an approach to data analysis by means of visual manipulation of data representation, which relies on innate human abilities of perception and cognition. Even though current visual toolkits in the Business Analytics (BA) domain have improved the effectiveness of data exploration, analysis and reporting, their features are often not intuitive, and can be confusing and difficult to use. Moreover, visualizations generated from these toolkits are mostly accessible to specialist users. Thus, there is a need for analytic environments that support data exploration, interpretation and communication of insight that do not add to the cognitive load of the analyst and their non-technical clients. In this conceptual paper, we explore the potential of primary metaphors, which arise out of human lived and sensory-motor experiences, in the design of immersive visual analytics environments. Primary metaphors provide ideas for representation of time, space, quantity, similarity, actions and team work. Using examples developed in our own work, we also explain how to combine such metaphors to create complex and cognitively acceptable visual metaphors, such as 3D data terrains that approximate our intuition of reality and create opportunities for data to be viewed, navigated, explored, touched, changed, discussed, reported and described to others, individually or collaboratively.
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Frtunić Gligorijević, Milena, Miloš Bogdanović, Nataša Veljković e Leonid Stoimenov. "TOOL FOR INTERACTIVE VISUAL ANALYSIS OF LARGE HIERARCHICAL DATA STRUCTURES". Facta Universitatis, Series: Automatic Control and Robotics 20, n.º 2 (24 de novembro de 2021): 111. http://dx.doi.org/10.22190/fuacr210715009f.

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In the Big Data era data visualization and exploration systems, as means for data perception and manipulation are facing major challenges. One of the challenges for modern visualization systems is to ensure adequate visual presentation and interaction. Therefore, within this paper, we present a tool for interactive visualization of data with a hierarchical structure. It is a general-purpose tool that uses a graph-based approach. However, its main focus is on the visual analysis of concept lattices generated as the output of the Formal Concept Analysis algorithm. As the data grow, concept lattice can become complex and hard for visualization and analysis. In order to address this issue, functionalities important for the exploration of the large concept lattices are applied within this tool. The usage of the tool is presented in the example of visualization of concept lattices generated based on the available data on the Canadas open data portal and can be used for exploring the usage of tags within datasets.
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Hochheiser, Harry, e Ben Shneiderman. "Dynamic Query Tools for Time Series Data Sets: Timebox Widgets for Interactive Exploration". Information Visualization 3, n.º 1 (março de 2004): 1–18. http://dx.doi.org/10.1057/palgrave.ivs.9500061.

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Timeboxes are rectangular widgets that can be used in direct-manipulation graphical user interfaces (GUIs) to specify query constraints on time series data sets. Timeboxes are used to specify simultaneously two sets of constraints: given a set of N time series profiles, a timebox covering time periods x1… x2 ( x1 ≤ x2) and values y1… y2 ( y1 ≤ y2) will retrieve only those n√N that have values y1 ≤ y2 during all times x1 ≤ x ≤ x2. TimeSearcher is an information visualization tool that combines timebox queries with overview displays, query-by-example facilities, and support for queries over multiple time-varying attributes. Query manipulation tools including pattern inversion and ‘leaders & laggards’ graphical bookmarks provide additional support for interactive exploration of data sets. Extensions to the basic timebox model that provide additional expressivity include variable time timeboxes, which can be used to express queries with variability in the time interval, and angular queries, which search for ranges of differentials, rather than absolute values. Analysis of the algorithmic requirements for providing dynamic query performance for timebox queries showed that a sequential search outperformed searches based on geometric indices. Design studies helped identify the strengths and weaknesses of the query tools. Extended case studies involving the analysis of two different types of data from molecular biology experiments provided valuable feedback and validated the utility of both the timebox model and the TimeSearcher tool. Timesearcher is available at http://www.cs.umd.edu/hcil/timesearcher
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Mais fontes

Teses / dissertações sobre o assunto "Interactive data manipulation"

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Tan, Meifang. "An online interactive spreadsheet approach to data analysis and manipulation". [Gainesville, Fla.] : University of Florida, 2002. http://purl.fcla.edu/fcla/etd/UFE0000614.

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Mattsson, Johan. "Pointing, Placing, Touching : Physical Manipulation and Coordination Techniques for Interactive Meeting Spaces". Doctoral thesis, Stockholm : Data- och systemvetenskap, Kungliga Tekniska högskolan, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-4509.

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Jain, Arjun [Verfasser], e Hans-Peter [Akademischer Betreuer] Seidel. "Data-driven methods for interactive visual content creation and manipulation / Arjun Jain. Betreuer: Hans-Peter Seidel". Saarbrücken : Saarländische Universitäts- und Landesbibliothek, 2014. http://d-nb.info/1055941339/34.

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Cavez, Vincent. "Designing Pen-based Interactions for Productivity and Creativity". Electronic Thesis or Diss., université Paris-Saclay, 2025. http://www.theses.fr/2025UPASG013.

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Conçus pour une utilisation avec la souris et le clavier, les outils aidant à la productivité et à la créativité sont puissants sur les ordinateurs de bureau, mais leur structure devient un obstacle lorsqu'ils sont transposés sur des surfaces interactives offrant une saisie tactile et au stylet.En effet, les opportunités offertes par le stylet en termes de précision et d'expressivité ont été démontrées dans la littérature sur en IHM. Cependant, les outils de productivité et de créativité nécessitent une refonte minutieuse exploitant ces propriétés uniques pour tirer parti de l'intuitivité qu'ils offrent, tout en conservant les avantages liés à la structure. Cette articulation délicate entre le stylet et la structure a été négligée dans la littérature.Mon travail de thèse se concentre sur cette articulation à travers deux cas d'utilisation afin de répondre à la question de recherche générale : « Comment concevoir des interactions basées sur le stylet pour la productivité et la créativité sur des surfaces interactives ? » Je considère que la productivité dépend de l'efficacité, tandis que la créativité repose à la fois sur l'efficacité et la flexibilité, et j'explore des interactions qui favorisent ces deux dimensions.Mon premier projet, TableInk, explore un ensemble de techniques d'interaction basées sur le stylet et conçues pour les logiciels de tableurs, et propose des lignes directrices pour promouvoir l'efficacité sur les surfaces interactives. Je commence par analyser les logiciels commerciaux et par mener une étude d'élicitation pour comprendre ce que les utilisateurs peuvent faire et ce qu'ils aimeraient faire avec les tableurs sur des surfaces interactives. Sur la base de ces analyses, je conçois des techniques d'interaction qui exploitent les opportunités offertes par le stylet pour réduire les frictions et permettre plus d'opérations par manipulation directe sur et à travers la grille. Je prototype ces techniques d'interaction et mène une étude qualitative auprès d'utilisateurs qui effectuent diverses opérations sur tableurs avec leurs propres données. Les observations montrent que l'utilisation du stylet pour contourner la structure constitue un moyen prometteur de favoriser l'efficacité dans un outil de productivité.Mon deuxième projet, EuterPen, explore un ensemble de techniques d'interaction basées sur le stylet, et conçues pour les logiciels de notation musicale, et propose des lignes directrices pour promouvoir à la fois l'efficacité et la flexibilité sur les surfaces interactives. Je commence par une série de neuf entretiens avec des compositeurs professionnels afin de prendre du recul et de comprendre à la fois leur processus de réflexion et leur processus de travail avec leurs outils actuels sur ordinateur de bureau. Sur la base de cette analyse double, j'élabore des lignes directrices pour la conception de fonctionnalités ayant le potentiel de promouvoir à la fois l'efficacité pour les opérations fréquentes ou complexes et la flexibilité dans l'exploration des idées. Ensuite, je mets en œuvre ces lignes directrices à travers un processus de conception itératif : deux phases de prototypage, un atelier de conception participative et une série finale d'entretiens avec huit compositeurs professionnels. Les observations montrent qu'en plus d'utiliser le stylet pour profiter de la structure afin de favoriser l'efficacité, tirer parti de ses propriétés pour briser temporairement la structure constitue un moyen prometteur de promouvoir la flexibilité dans un outil de soutien à la créativité.Je conclus ce manuscrit en discutant de différentes manières d'interagir avec la structure, en présentant un ensemble de recommandations pour soutenir la conception d'interactions basées sur le stylet pour les outils de productivité et de créativité, et en élaborant sur les applications futures que cette thèse ouvre
Designed with the mouse and keyboard in mind, productivity tools and creativity support tools are powerful on desktop computers, but their structure becomes an obstacle when brought to interactive surfaces supporting pen and touch input.Indeed, the opportunities provided by the pen for precision and expressivity have been demonstrated in the HCI literature, but productivity and creativity tools require a careful redesign leveraging these unique affordances to take benefit from the intuitiveness they offer while keeping the advantages of structure. This delicate articulation between pen and structure has been overlooked in the literature.My thesis work focuses on this articulation with two use cases to answer the broad research question: “How to design pen-based interactions for productivity and creativity on interactive surfaces?” I argue that productivity depends on efficiency while creativity depends on both efficiency and flexibility, and explore interactions that promote these two dimensions.My first project, TableInk, explores a set of pen-based interaction techniques designed for spreadsheet programs and contributes guidelines to promote efficiency on interactive surfaces. I first conduct an analysis of commercial spreadsheet programs and an elicitation study to understand what users can do and what they would like to do with spreadsheets on interactive surfaces. Informed by these, I design interaction techniques that leverage the opportunities of the pen to mitigate friction and enable more operations by direct manipulation on and through the grid. I prototype these interaction techniques and conduct a qualitative study with information workers who performed a variety of spreadsheet operations on their own data. The observations show that using the pen to bypass the structure is a promising mean to promote efficiency with a productivity tool.My second project, EuterPen, explores a set of pen-based interaction techniques designed for music notation programs and contributes guidelines to promote both efficiency and flexibility on interactive surfaces. I first conduct a series of nine interviews with professional composers in order to take a step back and understand both their thought process and their work process with their current desktop tools. Building on this dual analysis, I derive guidelines for the design of features which have the potential to promote both efficiency with frequent or complex operations and flexibility in regard to the exploration of ideas. Then, I act on these guidelines by engaging in an iterative design process for interaction techniques that leverage the opportunities of the pen: two prototyping phases, a participatory design workshop, and a final series of interviews with eight professional composers. The observations show that on top of using the pen to leverage the structure for efficiency, using its properties to temporarily break the structure is a promising mean to promote flexibility with a creativity support tool.I conclude this manuscript by discussing several ways to interact with structure, presenting a set of guidelines to support the design of pen-based interactions for productivity and creativity tools, and elaborating on the future applications this thesis opens
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Liu, Can. "Embodied Interaction for Data Manipulation Tasks on Wall-sized Displays". Thesis, Université Paris-Saclay (ComUE), 2015. http://www.theses.fr/2015SACLS207/document.

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De grands ensembles de données sont de plus en plus utilisés dans divers domaines professionnels, tels que la médecine, la sociologie et l'économie. Ceci pose de nombreux défis dans leurs utilisations pour, par exemple, les classifier et la prise de décision. Pour cela nous n'avons pas seulement besoin d'algorithmes élaborés pour leur traitement, il faut aussi que les utilisateurs puissent visualiser et interagir avec les données pour pouvoir les appréhender et éventuellement corriger ou vérifier les traitement fait par les machines. Cette thèse explore cette problématique en étudiant l'interaction d'utilisateurs avec de grands ensembles de données sur des murs d'écrans.Le corps humain est fait pour interagir avec le monde physique, du microscopique aux grandes échelles. Nous pouvons naturellement nous coordonner pour voir, entendre, toucher et nous déplacer pour interagir avec l'environnement à diverses échelles. Au-delà d'un individu, les êtres humains collaborent en communicant et en se coordonnant. En suivant la définition de Dourish, l'Interaction Incorporée encourage les concepteurs d'interaction de profiter de l'expérience existante du monde physique des utilisateurs lors de la conception de l'interaction avec les interfaces numériques.Je soutiens que les grands espaces interactifs permettent une interaction incorporée de l'utilisateur avec des données répartis dans l'espace, en tirant parti des capacités physiques des utilisateurs, comme la marche, l'approche et l'orientation. Au-delà d'un simple utilisateur, ces environnements permettent aussi à plusieurs utilisateurs d'interagir ensemble en utilisant la communication verbale et gestuelle tout en ayant une conscience de la présence physique de chacun. Alors que dans le cadre mono-utilisateur, de nombreuses recherches portent sur la transformation d'actions physiques en modalités d'entrées, le cas des relations entre plusieurs utilisateurs a été très peu étudié. Dans cette thèse, je présente tout d'abord une expérience qui évalue formellement l'avantage pour un utilisateur d'exécuter une tâche de manipulation de données sur un grand mur d'écrans par rapport à un ordinateur de bureau. Cette expérience montre que les mouvements physiques de l'utilisateur l'aide à naviguer dans une grande surface de données, et permet de surpasser les techniques de navigation existantes sur un ordinateur de bureau tels que les techniques de Focus+Contexte. Avec la même tâche expérimentale, j'étudie ensuite la manipulation de données collaborative avec un mur d'écrans, en imposant différents styles de collaboration, de étroitement couplées à lâche. L'expérience mesure l'effet de l'introduction d'une technique d'interaction partagée, dans lequel les collaborateurs effectuent chacun une partie d'une action pour émettre une commande. Les résultats montrent les avantages d'une telle technique en termes d'efficacité, d'engagement des utilisateurs, ainsi que de fatigue physique. Enfin, j'explore le concept d'augmentation de l'interaction humain-à-humain avec des techniques d'interaction partagées, et je propose un espace de conception pour ces techniques pour facilité la manipulation de données collaborative. Je présente la conception, la mise en œuvre et l'évaluation d'un ensemble de ces techniques, ainsi que les travaux futurs qui en découlent
Large data sets are used acceleratingly in various professional domains, such as medicine and business. This rises challenges in managing and using them, typically including sense-making, searching and classifying. This does not only require advanced algorithms to process the data sets automatically, but also need users' direct interaction to make initial judgment or to correct mistakes from the machine work. This dissertation explores this problem domain and study users' direct interaction with scattered large data sets. Human body is made for interacting with the physical world, from micro scope to very large scales. We can naturally coordinate ourselves to see, hear, touch and move to interact with the environment in various scales. Beyond individual, humans collaborate with each other through communication and coordination. Based on Dourish's definitioncite{2001:AFE:513034}, Embodied Interaction encourages interaction designers to take advantage of users' existing skills in the physical world, when designing the interaction with digital artefacts. I argue that large interactive spaces enable embodied user interaction with data spread over space, by leveraging users' physical abilities such as walking, approaching and orienting. Beyond single users, co-located environments provide multiple users with physical awareness and verbal gestural communication. While single users' physical actions have been augmented to be various input modalities in existing research, the augmentation of between-user resources has been less explored. In this dissertation, I first present an experiment that formally evaluates the advantage of single users performing a data manipulation task on a wall-sized display, comparing to on a desktop computer. It shows that using users' physical movements to navigate in a large data surface, outperforms existing digital navigation techniques on a desktop computer such as Focus+Context. With the same experimental task, I then study the interaction efficiency of collaborative data manipulation with a wall-sized display, in loosely or closely coupled collaboration styles. The experiment measures the effect of providing a Shared Interaction Technique, in which collaborators perform part of an action each to issue a command. The results conclude its benefits in terms of efficiency, user engagement as well as physical fatigue. Finally, I explore the concept of augmenting human-to-human interaction with shared interaction techniques, and illustrate a design space of such techniques for supporting collaborative data manipulation. I report the design, implementation and evaluation of a set of these techniques and discuss the future work
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Romat, Hugo. "From data exploration to presentation : designing new systems and interaction techniques to enhance the sense-making process". Thesis, Université Paris-Saclay (ComUE), 2019. http://www.theses.fr/2019SACLS335/document.

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Au cours de la dernière décennie, la quantité de données n'a cessé d'augmenter. Ces données peuvent provenir de sources variées, telles que des smartphones, des enregistreurs audio, des caméras, des capteurs, des simulations, et peuvent avoir différentes structures. Bien que les ordinateurs puissent nous aider à traiter ces données, c'est le jugement et l'expertise humaine qui les transforment réellement en connaissances. Cependant, pour donner un sens à ces données de plus en plus diversifiées, des techniques de visualisation et d'interaction sont nécessaires. Ce travail de thèse contribue de telles techniques pour faciliter l'exploration et la présentation des données, lors d'activités visant à faire sens des données. Dans la première partie de cette thèse, nous nous concentrons sur les systèmes interactifs et les techniques d'interaction pour aider les utilisateurs à faire sens des données. Nous étudions comment les utilisateurs travaillent avec des contenus divers afin de leur permettre d'externaliser leurs pensées par le biais d'annotations digitales. Nous présentons notre approche avec deux systèmes. Le premier, ActiveInk, permet l'utilisation naturelle du stylet pour la lecture active, lors d'un processus d'exploration de données. Dans le cadre d'une étude qualitative menée auprès de huit participants, nous contribuons des observations sur les comportements de la lecture active au cours de l'exploration des données, et, des principes aidant les utilisateurs à faire sens des données.Le second système, SpaceInk, est un espace de conception de techniques en utilisant le stylet et les gestes, qui permet de créer de l'espace pour les annotations, pendant la lecture active, en ajustant dynamiquement le contenu du document. Dans la deuxième partie de cette thèse, nous avons étudié les techniques permettant de représenter visuellement les éléments de réponses aux questions quand les utilisateurs essaient de faire sens des données. Nous nous concentrons sur l'une des structures de données les plus élaborées : les réseaux multi-variés, que nous visualisons à l'aide de diagrammes noeuds-liens. Nous étudions comment permettre un processus de conception itératif flexible lors de la création de diagrammes nœuds-liens pour les réseaux multi-variés. Nous présentons d'abord un système, Graphies, qui permet la création de visualisations expressives de diagrammes noeuds-liens en fournissant aux concepteurs un environnement de travail flexible qui rationalise le processus créatif et offre un support efficace pour les itérations rapides de conception. Allant au-delà de l'utilisation de variables visuelles statiques dans les diagrammes nœuds-liens, nous avons étudié le potentiel des variables liées au mouvement pour encoder les attributs des données. En conclusion, nous montrons dans cette thèse que le processus visant à faire sens des données peut être amélioré à la fois dans le processus d'exploration et de présentation, en utilisant l'annotation comme nouveau moyen de transition entre exploration et externalisation, et en suivant un processus itératif et flexible pour créer des représentations expressives de données. Les systèmes qui en résultent établissent un cadre de recherche où la présentation et l'exploration sont au cœur des systèmes de données visuelles
During the last decade, the amount of data has been constantly increasing. These data can come from several sources such as smartphones, audio recorders, cameras, sensors, simulations, and can have various structure. While computers can help us process these data, human judgment and domain expertise is what turns the data into actual knowledge. However, making sense of this increasing amount of diverse data requires visualization and interaction techniques. This thesis contributes such techniques to facilitate data exploration and presentation, during sense-making activities. In the first part of this thesis, we focus on interactive systems and interaction techniques to support sense-making activities. We investigate how users work with diverse content in order to make them able to externalize thoughts through digital annotations. We present our approach with two systems. The first system, ActiveInk enables the natural use of pen for active reading during a data exploration process. Through a qualitative study with eight participants, we contribute observations of active reading behaviors during data exploration and design principles to support sense-making. The second system, SpaceInk, is a design space of pen & touch techniques that make space for in-context annotations during active reading by dynamically reflowing documents. In the second part, we focus on techniques to visually represent insights and answers to questions that arise during sense-making activities. We focus on one of the most elaborate data structures: multivariate networks, that we visualize using a node-link diagram visualization. We investigate how to enable a flexible iterative design process when authoring node-link diagrams for multivariate networks. We first present a system, Graphies, that enables the creation of expressive node-link diagram visualizations by providing designers with a flexible workflow that streamlines the creative process, and effectively supports quick design iterations. Moving beyond the use of static visual variables in node-link diagrams, we investigated the use of motion to encode data attributes. To conclude, we show in this thesis that the sense-making process can be enhanced in both processes of exploration and presentation, by using ink as a new medium to transition between exploration and externalization, and by following a flexible, iterative process to create expressive data representations. The resulting systems establish a research framework where presentation and exploration are a core part of visual data systems
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Baudon, Olivier. "Cabri-graphes : un cahier de brouillon interactif pour la théorie des graphes". Phd thesis, Université de Grenoble, 1990. http://tel.archives-ouvertes.fr/tel-00648847.

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Carbonneaux, Yves. "Conception et réalisation d'un environnement informatique sur la manipulation directe d'objets mathématiques, l'exemple de Cabri-graphes". Phd thesis, Université Joseph Fourier (Grenoble), 1998. http://tel.archives-ouvertes.fr/tel-00004882.

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Notre travail s'intègre dans la conception et la réalisation d'un environnement informatique sur la manipulation directe d'objets mathématiques, en l'occurrence l'extension de Cabri-graphes dans le cadre du projet Cabri. Dans la première partie, nous exposons le concept d'interface de manipulation directe. Nous présentons une évolution des principes associés à la manipulation directe. Nous montrons l'importance accordée à ce mode d'interaction. Dans une deuxième partie, nous exposons des motivations associées à la mise en oeuvre d'environnements informatiques sur la théorie des graphes. Nous analysons plusieurs environnements en fonction de trois critères : la visualisation, les fonctionnalités, et le mode d'interaction. Dans une troisième partie, nous construisons un éditeur de graphes en fonction des principes de manipulation directe énoncés dans la première partie. Nous établissons les limites d'une telle interface en fonction des outils à notre disposition. Dans la quatrième partie, plus théorique, nous présentons une étude sur le produit fibré de graphes, et sur la contraction de graphes comme un outil de visualisation de graphes.
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廖威軒. "3D Models Manipulation Interaction System based on Data Driven Gesture Recognition". Thesis, 2014. http://ndltd.ncl.edu.tw/handle/22526131605577281987.

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Livros sobre o assunto "Interactive data manipulation"

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Didimo, Walter. Graph Drawing: 20th International Symposium, GD 2012, Redmond, WA, USA, September 19-21, 2012, Revised Selected Papers. Berlin, Heidelberg: Springer Berlin Heidelberg, 2013.

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Glazov, M. M. Interaction of Spins with Light. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780198807308.003.0006.

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This chapter presents the details of the optical manipulation of electron spin states. It also addresses manifestations of the electron and nuclear spin dynamics in optical response of semiconductor nanostructures via spin-Faraday and -Kerr effects. Coupling of spins with light provides the most efficient method of nonmagnetic spin manipulation. The main aim of this chapter is to provide the theoretical grounds for optical spin injection, ultrafast spin control, and readout of spin states by means of circularly and linearly polarized light pulses. The Faraday and Kerr effects induced by the electron and nuclear spin polarization are analyzed both by means of a macroscopic, semi-phenomenological approach and by using the microscopic quantum mechanical model. Theoretical analysis is supported by experimental data.
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Kim, Jihoon. Documentary's Expanded Fields. Oxford University Press, 2022. http://dx.doi.org/10.1093/oso/9780197603819.001.0001.

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Documentary's Expanded Fields: New Media and the Twenty-First-Century Documentary offers a theoretical mapping of contemporary non-standard documentary practices enabled by the proliferation of new digital imaging, lightweight and non-operator digital cameras, multiscreen and interactive interfaces, and web 2.0 platforms. These emergent practices encompass digital data visualizations, digital films that experiment with the deliberate manipulation of photographic records, documentaries based on drone cameras, GoPros, and virtual reality (VR) interfaces, documentary installations in the gallery, interactive documentary (i-doc), citizens' vernacular online videos that document scenes of the protests such as the Arab Spring, the Hong Kong Protests, and the Black Lives Matter Movements, and new activist films, videos, and archiving projects that respond to those political upheavals. Building on the interdisciplinary framework of documentary studies, digital media studies, and contemporary art criticism, Jihoon Kim investigates the ways in which these practices both challenge and update the aesthetic, epistemological, political, and ethical assumptions of traditional film-based documentary. Providing a diverse range of case studies that classify and examine these practices, the book argues that the new media technologies and the experiential platforms outside the movie theater, such as the gallery, the world wide web, and social media services, expand five horizons of documentary cinema: image, vision, dispositif, archive, and activism. This reconfiguration of these five horizons demonstrates that documentary cinema in the age of new media and platforms, which Kim labels as the “twenty-first-century documentary,” dynamically changes its boundaries while also exploring new experiences of reality and history in times of the contemporary crises across the globe, including the COVID-19 pandemic.
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Didimo, Walter, e Maurizio Patrignani. Graph Drawing: 20th International Symposium, GD 2012, Redmond, WA, USA, September 19-21, 2012, Revised Selected Papers. Springer, 2013.

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Graph Drawing: 19th International Symposium, GD 2011, Eindhoven, the Netherlands, September 21-23, 2011, Revised Selected Papers. Springer London, Limited, 2011.

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Graph Drawing 19th International Symposium Gd 2011 Eindhoven The Netherlands September 2123 2011. Springer, 2012.

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Capítulos de livros sobre o assunto "Interactive data manipulation"

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Holländer, I., e M. Šrámek. "An Interactive Tool for Manipulation and Presentation of 3D Tomographic Data". In Computer Assisted Radiology / Computergestützte Radiologie, 378–83. Berlin, Heidelberg: Springer Berlin Heidelberg, 1993. http://dx.doi.org/10.1007/978-3-642-49351-5_62.

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Sateei, Shahin, Mattias Roupé e Mikael Johansson. "Transitioning from 2D to VR in Design Review – Resistance to Engagement". In CONVR 2023 - Proceedings of the 23rd International Conference on Construction Applications of Virtual Reality, 69–80. Florence: Firenze University Press, 2023. http://dx.doi.org/10.36253/979-12-215-0289-3.07.

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Although immersive virtual reality (VR) has been shown to facilitate collaborative understanding of a design, many users remain resistant to its use. Moreover, there is currently a lack of real-world studies investigating why certain users (e.g., architects) are resistant to use VR during design reviews. The aim of this study is to understand the resistance that influence client representatives’ and architects’ interaction with a VR-system that supports both fully- and non-immersive experiences of the virtual environment. Data were gathered from three VR-workshops, which were part of 3 design review sessions of a new elementary school. Additional data were gathered from four semi-structured interviews with both the architects and client representatives participating in all workshop sessions, the interior architect involved in the project as well as an additional six semi-structured interviews. These additional six interviews involved exterior architects from different firms, who had previously used VR for both informative and design review purposes. The findings suggest that client representatives and the architects had initially been resistant to use VR during the design reviews, but their attitudes changed progressively during the three workshops, in particular that of the architects. The findings also indicate that interactive features in VR (e.g., object manipulation, multi-user) help end users negotiate design requests more efficiently and make informed decision-making. This paper highlights how immersive VR could improve the design review process
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Sateei, Shahin, Mattias Roupé e Mikael Johansson. "Transitioning from 2D to VR in Design Review – Resistance to Engagement". In CONVR 2023 - Proceedings of the 23rd International Conference on Construction Applications of Virtual Reality, 69–80. Florence: Firenze University Press, 2023. http://dx.doi.org/10.36253/10.36253/979-12-215-0289-3.07.

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Although immersive virtual reality (VR) has been shown to facilitate collaborative understanding of a design, many users remain resistant to its use. Moreover, there is currently a lack of real-world studies investigating why certain users (e.g., architects) are resistant to use VR during design reviews. The aim of this study is to understand the resistance that influence client representatives’ and architects’ interaction with a VR-system that supports both fully- and non-immersive experiences of the virtual environment. Data were gathered from three VR-workshops, which were part of 3 design review sessions of a new elementary school. Additional data were gathered from four semi-structured interviews with both the architects and client representatives participating in all workshop sessions, the interior architect involved in the project as well as an additional six semi-structured interviews. These additional six interviews involved exterior architects from different firms, who had previously used VR for both informative and design review purposes. The findings suggest that client representatives and the architects had initially been resistant to use VR during the design reviews, but their attitudes changed progressively during the three workshops, in particular that of the architects. The findings also indicate that interactive features in VR (e.g., object manipulation, multi-user) help end users negotiate design requests more efficiently and make informed decision-making. This paper highlights how immersive VR could improve the design review process
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Gimnich, Rainer. "Implementing direct manipulation query languages using an adequate data model". In Visualization in Human-Computer Interaction, 227–40. Berlin, Heidelberg: Springer Berlin Heidelberg, 1990. http://dx.doi.org/10.1007/3-540-52698-6_14.

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Li, Yawei, Guofu Luo, Ningbo Zhang, Junhao Zhang e Xingbo Yang. "Virtual Interactive System of Manipulator Based on Digital Twin". In Lecture Notes on Data Engineering and Communications Technologies, 864–67. Singapore: Springer Singapore, 2021. http://dx.doi.org/10.1007/978-981-16-5854-9_115.

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Rentz, Niklas, Steven Smyth, Lewe Andersen e Reinhard von Hanxleden. "Extracting Interactive Actor-Based Dataflow Models from Legacy C Code". In Diagrammatic Representation and Inference, 361–77. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-86062-2_37.

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AbstractGraphical actor-based models provide an abstract overview of the flow of data in a system. They are well-established for the model-driven engineering (MDE) of complex software systems and are supported by numerous commercial and academic tools, such as Simulink, LabVIEW or Ptolemy. In MDE, engineers concentrate on constructing and simulating such models, before application code (or at least a large fraction thereof) is synthesized automatically. However, a significant fraction of today’s legacy system has been coded directly, often using the C language. High-level models that give a quick, accurate overview of how components interact are often out of date or do not exist. This makes it challenging to maintain or extend legacy software, in particular for new team members.To address this problem, we here propose to reverse the classic synthesis path of MDE and to synthesize actor-based dataflow models automatically from source code. Here functions in the code get synthesized into nodes that represent actors manipulating data. Second, we propose to harness the modeling-pragmatic approach, which considers visual models not as static artefacts, but allows interactive, flexible views that also link back to textual descriptions. Thus we propose to synthesize actor models that can vary in level of detail and that allow navigation in the source code. To validate and evaluate our proposals, we implemented these concepts for C analysis in the open source, Eclipse-based KIELER project and conducted a small survey.
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Hüsener, Dominik, Michael Schluse, Dorit Kaufmann e Jürgen Roßmann. "The Digital Twin as a Mediator for the Digitalization and Conservation of Expert Knowledge". In Annals of Scientific Society for Assembly, Handling and Industrial Robotics 2021, 241–51. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-030-74032-0_20.

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AbstractA Digital Twin is a virtual representation of a physical asset. It reflects the current state of that machine through a model and the data as observed by sensors in the real machine; and enables effective and efficient interaction with the machine, i.e. for monitoring and control purposes. The Digital Twin facilitates the collection of data, as well as its analysis and visualization through its user interfaces, i.e. GUIs such as screens or Mixed Reality that provide intuitive access to the data and facilitates its manipulation. Embedded in Virtual Testbeds the Digital Twin becomes an “Experimentable Digital Twin” (EDT), in which experiments can be performed and the different outcomes can be compared or evaluated. The intuitive representation of the assets allows the experts to interact with the twin, without highly detailed knowledge in computer science. The digital twin observes, records, and benchmarks experiments performed by the operator. This way the operator’s knowledge becomes digitized and thus preserved as an abstract representation of data, formulas, and models inside the digital twin. By introducing the Digital Twin into the processes carried out by different operators (not only the initially observed expert), formerly intuitive decision-making processes of the operators are enhanced based on empirical data. As a result, the Digital Twin serves as an assistance system that can guide future operators and the outcomes of the experiments become reproducible. The specific representations of interactions and outcomes also facilitate collaboration between the machine operators and other stakeholders by providing different operators a common “perspective”.
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Oliveira, Arlindo L., e Mário A. T. Figueiredo. "Artificial Intelligence: Historical Context and State of the Art". In Multidisciplinary Perspectives on Artificial Intelligence and the Law, 3–24. Cham: Springer International Publishing, 2023. http://dx.doi.org/10.1007/978-3-031-41264-6_1.

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AbstractThe idea that intelligence is the result of a computational process and can, therefore, be automated, is centuries old. We review the historical origins of the idea that machines can be intelligent, and the most significant contributions made by Thomas Hobbes, Charles Babbage, Ada Lovelace, Alan Turing, Norbert Wiener, and others. Objections to the idea that machines can become intelligent have been raised and addressed many times, and we provide a brief survey of the arguments and counter-arguments presented over time. Intelligence was first viewed as symbol manipulation, leading to approaches that had some successes in specific problems, but did not generalize well to real-world problems. To address the difficulties faced by the early systems, which were brittle and unable to handle unforeseen complexities, machine learning techniques were increasingly adopted. Recently, a sub-field of machine learning known as deep learning has led to the design of systems that can successfully learn to address difficult problems in natural language processing, vision, and (yet to a lesser extent) interaction with the real world. These systems have found applications in countless domains and are one of the central technologies behind the fourth industrial revolution, also known as Industry 4.0. Applications in analytics enable artificial intelligence systems to exploit and extract economic value from data and are the main source of income for many of today’s largest companies. Artificial intelligence can also be used in automation, enabling robots and computers to replace humans in many tasks. We conclude by providing some pointers to possible future developments, including the possibility of the development of artificial general intelligence, and provide leads to the potential implications of this technology in the future of humanity.
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Pernozzoli A., Brief J., Haßfeld S., Raczkowsky J., Mühling J. e Wörn H. "Texture Mapping Based Visualisation Methods for the Manipulation of CT Data: Interaction and Ergonomics". In Studies in Health Technology and Informatics. IOS Press, 2000. https://doi.org/10.3233/978-1-60750-914-1-256.

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The manipulation of large CT datasets needs fast visualisation methods for a comfortable user interaction. Modern visualisation techniques make use texture hardware in graphics workstations extensively. In the following we will present an interactive tool for the positioning of anatomical landmarks in CT datasets of non-pathological children. The tool includes a fast visualisation of CT cross sections based on a texture mapping technique and an interactive three-dimensional view of the segmented CT dataset.
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Siewert René, Specovius Svenja, Wu Jie e Krefting Dagmar. "Web-based Interactive Visualization in a Grid-enabled Neuroimaging Application Using HTML5". In Studies in Health Technology and Informatics. IOS Press, 2012. https://doi.org/10.3233/978-1-61499-054-3-173.

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Interactive visualization and correction of intermediate results are required in many medical image analysis pipelines. To allow certain interaction in the remote execution of compute- and data-intensive applications, new features of HTML5 are used. They allow for transparent integration of user interaction into Grid- or Cloud-enabled scientific workflows. Both 2D and 3D visualization and data manipulation can be performed through a scientific gateway without the need to install specific software or web browser plugins. The possibilities of web-based visualization are presented along the FreeSurfer-pipeline, a popular compute- and data-intensive software tool for quantitative neuroimaging.
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Trabalhos de conferências sobre o assunto "Interactive data manipulation"

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Crozzoli, Miguel Angel, e Thor Magnusson. "Sounding Numbers: The Sonification Object as an Interface in "I Am the Ocean"". In ICAD 2024: The 29th International Conference on Auditory Display, 117–24. icad.org: International Community for Auditory Display, 2024. http://dx.doi.org/10.21785/icad2024.021.

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Designing sonification for music composition involves aesthetic and narrative manipulation through strategies based on compositional intent, sparking discussions of data clarity and understanding. This paper describes an autobiographical process of crafting an aesthetic sonification from climate change data, and its further musification. In this approach, the sonification is used as a material for composition and transformed into an interactive musical instrument, within contemporary aesthetics and live performance contexts. The sonification object becomes an interface for composition and performance. The resulting piece seeks to amplify engagement through affectivization while displaying data infor- mation via symbolic abstraction and musical narrative. The paper also describes the techniques and results of blending sonification sounds with mixed notation derived from the sonification object. The composed piece was recorded and played by an electronic-acoustic contemporary ensemble to an audience which later gave feedback. The conclusion drawn from this musification project was that even though the source data was not directly perceivable in detail by the audience, the piece does convey information via the power of emotional affectation, which aligns with the original intention of the project.
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Motahari-Nezhad, H., R. Saint-Paul, B. Benatallah, F. Casati, J. Ponge e F. Toumani. "ServiceMosaic: Interactive Analysis and Manipulation of Service Conversations". In 2007 IEEE 23rd International Conference on Data Engineering. IEEE, 2007. http://dx.doi.org/10.1109/icde.2007.369051.

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Kim, Jun-Sik. "Object detection using RGBD data for interactive robotic manipulation". In 2014 11th International Conference on Ubiquitous Robots and Ambient Intelligence (URAI). IEEE, 2014. http://dx.doi.org/10.1109/urai.2014.7057537.

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Jean, Yves D., Larry F. Hodges e Roderic Pettigrew. "Method for interactive manipulation and animation of volumetric data (Proceedings Only)". In Visualization in Biomedical Computing, editado por Richard A. Robb. SPIE, 1992. http://dx.doi.org/10.1117/12.131099.

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Fu, Yue, Qingqing Ye, Rong Du e Haibo Hu. "Interactive Trimming Against Evasive Online Data Manipulation Attacks: A Game-Theoretic Approach". In 2024 IEEE 40th International Conference on Data Engineering (ICDE). IEEE, 2024. http://dx.doi.org/10.1109/icde60146.2024.00276.

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Bouchur, Mazen, e Andreas Reinhardt. "NILMInspector: An Interactive Tool for Data Visualization and Manipulation in Load Disaggregation". In BuildSys '24: The 11th ACM International Conference on Systems for Energy-Efficient Buildings, Cities, and Transportation, 323–28. New York, NY, USA: ACM, 2024. http://dx.doi.org/10.1145/3671127.3698794.

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Dietrich, Carlos A., Luciana P. Nedel, Silvia D. Olabarriaga, Joao L. D. Comba, Dinamar J. Zanchet, Ana M. Marques da Silva e Edna F. de Souza Montero. "Real-time interactive visualization and manipulation of the volumetric data using GPU-based methods". In Medical Imaging 2004, editado por Robert L. Galloway, Jr. SPIE, 2004. http://dx.doi.org/10.1117/12.536578.

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Moore, Carl, e William Brent. "Interactive Real-time Concatenative Synthesis in Virtual Reality". In ICAD 2019: The 25th International Conference on Auditory Display. Newcastle upon Tyne, United Kingdom: Department of Computer and Information Sciences, Northumbria University, 2019. http://dx.doi.org/10.21785/icad2019.068.

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This paper presents a new platform for interactive concatenative synthesis designed for virtual reality and proposes further applications for immersive audio tools and instruments. TimbreSpace VR is an extension of William Brent’s TimbreSpace software using the timbreID library for Pure Data. Design and implementation of the application are discussed, as well as its live performance aspects. Finally, future work is laid out for the project, proposing versatile audio manipulation software specifically for XR platforms.
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Bidarra, Rafael, Andre´ van Bunnik e Willem F. Bronsvoort. "Direct Manipulation of Feature Models in Web-Based Collaborative Design". In ASME 2004 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. ASMEDC, 2004. http://dx.doi.org/10.1115/detc2004-57716.

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Providing advanced 3D interactive facilities to users of a client-server collaborative modeling system presents a great challenge when thin clients are involved, mainly due to their lack of both a full-fledged CAD model and adequate modeling and solving functionalities. This paper presents a new approach that provides a convenient representation of feature model data suitable for direct manipulation of feature models at such clients. In particular, feature handles are proposed to support interactive feature editing. This approach combines all advantages of a thin client approach with the sort of 3D direct manipulation facilities usually only found in powerful standalone CAD systems.
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Perles, Brian P., e Judy M. Vance. "Interactive Virtual Tools for Manipulating NURBS Surfaces in a Virtual Environment". In ASME 1999 International Mechanical Engineering Congress and Exposition. American Society of Mechanical Engineers, 1999. http://dx.doi.org/10.1115/imece1999-0162.

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Abstract Virtual prototyping is the process of evaluating digital versions of designs without building physical mockups. Industry is increasingly turning to virtual prototyping in an effort to reduce design time and costs. The ability to evaluate various design configurations early in the design process using digital models allows for more opportunity to optimize the product design and explore alternate design configurations at a lower product design cost. This paper describes the development of virtual tools which give the designer the ability to take virtual prototyping one step further by allowing interactive modification to the virtual surfaces while in the virtual environment. Virtual prototypes are created directly from computer aided design (CAD) data. Non-uniform rational B-splines (NURBS) have become the industry standard for representation of free-form curves and surfaces (Piegl, 1991). The contribution of the work presented here is in the development of virtual tools which are used to operate directly on the CAD data and change the shape of the NURBS surfaces in a virtual environment. The virtual tools can be dragged along or pushed into the surface in real-time to change its shape. The surface normal at an arbitrary point can be manipulated in three-dimensional (3D) space. Constraint-based surface manipulation is used to obtain multiple point direct manipulation of NURBS surfaces, which is not currently available in other VR CAD programs.
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Relatórios de organizações sobre o assunto "Interactive data manipulation"

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Hasan, Abdulghani. Flood Modelling Tool : an integrated GIS and hydrological modelling tool for planning nature-based solutions in the urban environment. Faculty of Landscape Architecture, Horticulture and Crop Production Science, Swedish University of Agricultural Sciences, 2024. http://dx.doi.org/10.54612/a.5s9t2ca774.

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The risk of pluvial flooding is going to increase as climate change causes an increase in intense precipitation along with urbanisation leading to an increase in impermeable surfaces. In the last decade, cities such as Malmö and Copenhagen have already experienced severe pluvial flooding that has caused extensive damage. Adapting to climate change by creating flood resilient urban areas is therefore important and blue-green infrastructure (BGI) may be one measure to accomplish this. A hydrological model called TFM-DYN has been used to investigate whether BGI can aid the mitigation of pluvial flooding. TFM-DYN can also assist in selecting the best locations of BGIs. The problem of modeling urban floods using distributed high resolution hydrological models while considering the hydrological process in the upstream area is difficult due to the limited current computation capacity. However, coupling a distributed hydrological model (TFM-DYN) with an other semi distributed models (HYPE) is crucial to enable simulate, predict and map floods with high-resolution for an urban area while considering its catchment area. With the using of the new suggested coupled hydrological model, it is possible to connect and use the output results from HYPE model as an input to a distributed model (TFM-DYN). The interaction between HYPE and TFM-DYN will consider the hydrologic process occurred outside the model boundary of the interested urban area. The coupling of the two models will help initiating the model with real water depth data that may lead to more realistic simulation. The procedure of input data manipulation using the two model interactions is explained in details. The model is tested on a selected urban area to dynamically simulate the changes in the water depth with time using high resolution gridded data. The new coupled model can be of a great tool for wide range of user and stakeholders as an example to municipalities, water experts, insurance companies and to all other interested water organizations who have access to regional catchment models and in need for a high-resolution, flood simulation and mapping model.
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Feldman, Moshe, Eitan Millet, Calvin O. Qualset e Patrick E. McGuire. Mapping and Tagging by DNA Markers of Wild Emmer Alleles that Improve Quantitative Traits in Common Wheat. United States Department of Agriculture, fevereiro de 2001. http://dx.doi.org/10.32747/2001.7573081.bard.

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The general goal was to identify, map, and tag, with DNA markers, segments of chromosomes of a wild species (wild emmer wheat, the progenitor of cultivated wheat) determining the number, chromosomal locations, interactions, and effects of genes that control quantitative traits when transferred to a cultivated plant (bread wheat). Slight modifications were introduced and not all objectives could be completed within the human and financial resources available, as noted with the specific objectives listed below: 1. To identify the genetic contribution of each of the available wild emmer chromosome-arm substitution lines (CASLs) in the bread wheat cultivar Bethlehem for quantitative traits, including grain yield and its components and grain protein concentration and yield, and the effect of major loci affecting the quality of end-use products. [The quality of end-use products was not analyzed.] 2. To determine the extent and nature of genetic interactions (epistatic effects) between and within homoeologous groups 1 and 7 for the chromosome arms carrying "wild" and "cultivated" alleles as expressed in grain and protein yields and other quantitative traits. [Two experiments were successful, grain protein concentration could not be measured; data are partially analyzed.] 3. To derive recombinant substitution lines (RSLs) for the chromosome arms of homoeologous groups 1 and 7 that were found previously to promote grain and protein yields of cultivated wheat. [The selection of groups 1 and 7 tons based on grain yield in pot experiments. After project began, it was decided also to derive RSLs for the available arms of homoeologous group 4 (4AS and 4BL), based on the apparent importance of chromosome group 4, based on early field trials of the CASLs.] 4. To characterize the RSLs for quantitative traits as in objective 1 and map and tag chromosome segments producing significant effects (quantitative trait loci, QTLs by RFLP markers. [Producing a large population of RSLs for each chromosome arm and mapping them proved more difficult than anticipated, low numbers of RSLs were obtained for two of the chromosome arms.] 5. To construct recombination genetic maps of chromosomes of homoeologous groups 1 and 7 and to compare them to existing maps of wheat and other cereals [Genetic maps are not complete for homoeologous groups 4 and 7.] The rationale for this project is that wild species have characteristics that would be valuable if transferred to a crop plant. We demonstrated the sequence of chromosome manipulations and genetic tests needed to confirm this potential value and enhance transfer. This research has shown that a wild tetraploid species harbors genetic variability for quantitative traits that is interactive and not simply additive when introduced into a common genetic background. Chromosomal segments from several chromosome arms improve yield and protein in wheat but their effect is presumably enhanced when combination of genes from several segments are integrated into a single genotype in order to achieve the benefits of genes from the wild species. The interaction between these genes and those in the recipient species must be accounted for. The results of this study provide a scientific basis for some of the disappointing results that have historically obtained when using wild species as donors for crop improvement and provide a strategy for further successes.
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Ron, Eliora, e Eugene Eugene Nester. Global functional genomics of plant cell transformation by agrobacterium. United States Department of Agriculture, março de 2009. http://dx.doi.org/10.32747/2009.7695860.bard.

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The aim of this study was to carry out a global functional genomics analysis of plant cell transformation by Agrobacterium in order to define and characterize the physiology of Agrobacterium in the acidic environment of a wounded plant. We planed to study the proteome and transcriptome of Agrobacterium in response to a change in pH, from 7.2 to 5.5 and identify genes and circuits directly involved in this change. Bacteria-plant interactions involve a large number of global regulatory systems, which are essential for protection against new stressful conditions. The interaction of bacteria with their hosts has been previously studied by genetic-physiological methods. We wanted to make use of the new capabilities to study these interactions on a global scale, using transcription analysis (transcriptomics, microarrays) and proteomics (2D gel electrophoresis and mass spectrometry). The results provided extensive data on the functional genomics under conditions that partially mimic plant infection and – in addition - revealed some surprising and significant data. Thus, we identified the genes whose expression is modulated when Agrobacterium is grown under the acidic conditions found in the rhizosphere (pH 5.5), an essential environmental factor in Agrobacterium – plant interactions essential for induction of the virulence program by plant signal molecules. Among the 45 genes whose expression was significantly elevated, of special interest is the two-component chromosomally encoded system, ChvG/I which is involved in regulating acid inducible genes. A second exciting system under acid and ChvG/Icontrol is a secretion system for proteins, T6SS, encoded by 14 genes which appears to be important for Rhizobium leguminosarum nodule formation and nitrogen fixation and for virulence of Agrobacterium. The proteome analysis revealed that gamma aminobutyric acid (GABA), a metabolite secreted by wounded plants, induces the synthesis of an Agrobacterium lactonase which degrades the quorum sensing signal, N-acyl homoserine lactone (AHL), resulting in attenuation of virulence. In addition, through a transcriptomic analysis of Agrobacterium growing at the pH of the rhizosphere (pH=5.5), we demonstrated that salicylic acid (SA) a well-studied plant signal molecule important in plant defense, attenuates Agrobacterium virulence in two distinct ways - by down regulating the synthesis of the virulence (vir) genes required for the processing and transfer of the T-DNA and by inducing the same lactonase, which in turn degrades the AHL. Thus, GABA and SA with different molecular structures, induce the expression of these same genes. The identification of genes whose expression is modulated by conditions that mimic plant infection, as well as the identification of regulatory molecules that help control the early stages of infection, advance our understanding of this complex bacterial-plant interaction and has immediate potential applications to modify it. We expect that the data generated by our research will be used to develop novel strategies for the control of crown gall disease. Moreover, these results will also provide the basis for future biotechnological approaches that will use genetic manipulations to improve bacterial-plant interactions, leading to more efficient DNA transfer to recalcitrant plants and robust symbiosis. These advances will, in turn, contribute to plant protection by introducing genes for resistance against other bacteria, pests and environmental stress.
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Gurevitz, Michael, William A. Catterall e Dalia Gordon. face of interaction of anti-insect selective toxins with receptor site-3 on voltage-gated sodium channels as a platform for design of novel selective insecticides. United States Department of Agriculture, dezembro de 2013. http://dx.doi.org/10.32747/2013.7699857.bard.

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Voltage-gated sodium channels (Navs) play a pivotal role in excitability and are a prime target of insecticides like pyrethroids. Yet, these insecticides are non-specific due to conservation of Navs in animals, raising risks to the environment and humans. Moreover, insecticide overuse leads to resistance buildup among insect pests, which increases misuse and risks. This sad reality demands novel, more selective, insect killers whose alternative use would avoid or reduce this pressure. As highly selective insect toxins exist in venomous animals, why not exploit this gift of nature and harness them in insect pest control? Many of these peptide toxins target Navs, and since their direct use via transformed crop plants or mediator microorganisms is problematic in public opinion, we focus on the elucidation of their receptor binding sites with the incentive of raising knowledge for design of toxin peptide mimetics. This approach is preferred nowadays by agro-industries in terms of future production expenses and public concern. However, characterization of a non-continuous epitope, that is the channel receptor binding site for such toxins, requires a suitable experimental system. We have established such a system within more than a decade and reached the stage where we employ a number of different insect-selective toxins for the identification of their receptor sites on Navs. Among these toxins we wish to focus on those that bind at receptor site-3 and inhibit Nav inactivation because: (1) We established efficient experimental systems for production and manipulation of site-3 toxins from scorpions and sea anemones. These peptides vary in size and structure but compete for site-3 on insect Navs. Moreover, these toxins exhibit synergism with pyrethroids and with other channel ligands; (2) We determined their bioactive surfaces towards insect and mammalian receptors (see list of publications); (3) We found that despite the similar mode of action on channel inactivation, the preference of the toxins for insect and mammalian channel subtypes varies greatly, which can direct us to structural features in the basis of selectivity; (4) We have identified by channel loop swapping and point mutagenesis extracellular segments of the Navinvolved with receptor site-3. On this basis and using channel scanning mutagenesis, neurotoxin binding, electrophysiological analyses, and structural data we offer: (i) To identify the residues that form receptor site-3 at insect and mammalian Navs; (ii) To identify by comparative analysis differences at site-3 that dictate selectivity toward various Navs; (iii) To exploit the known toxin structures and bioactive surfaces for modeling their docking at the insect and mammalian channel receptors. The results of this study will enable rational design of novel anti-insect peptide mimetics with minimized risks to human health and to the environment. We anticipate that the release of receptor site-3 molecular details would initiate a worldwide effort to design peptide mimetics for that site. This will establish new strategies in insect pest control using alternative insecticides and the combined use of compounds that interact allosterically leading to increased efficiency and reduced risks to humans or resistance buildup among insect pests.
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Rafaeli, Ada, Russell Jurenka e Daniel Segal. Isolation, Purification and Sequence Determination of Pheromonotropic-Receptors. United States Department of Agriculture, julho de 2003. http://dx.doi.org/10.32747/2003.7695850.bard.

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Moths constitute a major group of pest insects in agriculture. Pheromone blends are utilised by a variety of moth species to attract conspecific mates, which is under circadian control by the neurohormone, PBAN (pheromone-biosynthesis-activating neuropeptide). Our working hypothesis was that, since the emission of sex-pheromone is necessary to attract a mate, then failure to produce and emit pheromone is a potential strategy for manipulating adult moth behavior. The project aimed at identifying, characterising and determining the sequence of specific receptors responsible for the interaction with pheromonotropic neuropeptide/s using two related moth species: Helicoverpa armigera and H. lea as model insects. We established specific binding to a membrane protein estimated at 50 kDa in mature adult females using a photoaffinity-biotin probe for PBAN. We showed that JH is required for the up-regulation of this putative receptor protein. In vitro studies established that the binding initiates a cascade of second messengers including channel opening for calcium ions and intracellular cAMP production. Pharmacological studies (using sodium fluoride) established that the receptor is coupled to a G-protein, that is, the pheromone-biosynthesis-activating neuropeptide receptor (PBAN-R) belongs to the family of G protein-coupled receptor (GPCR)'s. We showed that PBAN-like peptides are present in Drosophila melanogaster based on bioassay and immunocytochemical data. Using the annotated genome of D. melanogaster to search for a GPCR, we found that some were similar to neuromedin U- receptors of vertebrates, which contain a similar C-terminal ending as PBAN. We established that neuromedin U does indeed induce pheromone biosynthesis and cAMP production. Using a PCR based cloning strategy and mRNA isolated from pheromone glands of H. zea, we successfully identified a gene encoding a GPCR from pheromone glands. The full-length PBAN-R was subsequently cloned and expressed in Sf9 insect cells and was shown to mobilize calcium in response to PBAN in a dose-dependent manner. The successful progress in the identification of a gene, encoding a GPCR for the neurohormone, PBAN, provides a basis for the design of a novel battery of compounds that will specifically antagonize pheromone production. Furthermore, since PBAN belongs to a family of insect neuropeptides with more than one function in different life stages, this rationale may be extended to other physiological key-regulatory processes in different insects.
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Watkins, Chris B., Susan Lurie, Amnon Lers e Patricia L. Conklin. Involvement of Antioxidant Enzymes and Genes in the Resistance Mechanism to Postharvest Superficial Scald Development. United States Department of Agriculture, dezembro de 2004. http://dx.doi.org/10.32747/2004.7586539.bard.

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The objective of this research project was to evaluate the involvement of antioxidant enzymes and genes in the resistance mechanism to postharvest superficial scald development using two primary systems: 1. Resistant and susceptible progenies of an apple cross between a scald resistant crab apple, ‘White Angel’ and a scald susceptible cultivar, ‘Rome Beauty’; 2. Heat-treatment of ‘Granny Smith’, which is known to reduce scald development in this cultivar. In 2002 we asked for, and received (October 14), permission to revise our initial objectives. The US side decided to expand their results to include further work using commercial cultivars. Also, both sides wanted to include an emphasis on the interaction between these antioxidant enzymes and the á-farnesene pathway, with the cooperation of a third party, Dr. Bruce Whitaker, USDA-ARS, Beltsville. Background: Superficial scald is a physiological storage disorder that causes damage to the skin of apple and pear fruit. It is currently controlled by use of an antioxidant, diphenylamine (DPA), applied postharvest by drenching or dips, but concern exists about such chemical usage especially as it also involves application of fungicides. As a result, there has been increased emphasis on understanding of the underlying mechanisms involved in disorder development. Our approach was to focus on the oxidative processes that occur during scald development, and specifically on using the two model systems described above to determine if the levels of specific antioxidants and/or antioxidant enzyme activities correlated with the presence/absence of scald. It was hoped that information about the role of antioxidant-defense mechanisms would lead to identification of candidate genes for future transgenic manipulation. Major conclusions, solutions, achievements: Collectively, our results highlight the complexity of superficial scald developmental processes. Studies involving comparisons of antioxidant enzyme activities in different crab apple selection, commercial cultivars, and in response to postharvest heat and 1-methylcyclopropene (1-MCP) treatments, show no simple direct relationships with antioxidant contents and susceptibility of fruit to scald development. However, a correlative relationship was found between POX activity or isoenzyme number and scald resistance in most of the studies. This relationship, if confirmed, could be exploited in breeding for scald resistance. In addition, our investigations with key genes in the á-farnesenebiosynthetic pathway, together with antioxidant processes, are being followed up by analysis of exposed and shaded sides of fruit of cultivars that show different degrees of scald control by 1-MCP. These data may further reveal productive areas for future research that will lead to long term control of the disorder. However, given the complexity of scald development, the greatest research need is the production of transgenic fruit with down-regulated genes involved in á- farnesene biosynthesis in order to test the currently popular hypothesis for scald development.
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Chejanovsky, Nor, e Suzanne M. Thiem. Isolation of Baculoviruses with Expanded Spectrum of Action against Lepidopteran Pests. United States Department of Agriculture, dezembro de 2002. http://dx.doi.org/10.32747/2002.7586457.bard.

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Our long-term goal is to learn to control (expand and restrict) the host range of baculoviruses. In this project our aim was to expand the host range of the prototype baculovirus Autographa cali/arnica nuclear polyhedrosis virus (AcMNPV) towards American and Israeli pests. To achieve this objective we studied AcMNPV infection in the non-permissive hosts L. dispar and s. littoralis (Ld652Y and SL2 cells, respectively) as a model system and the major barriers to viral replication. We isolated recombinant baculoviruses with expanded infectivity towards L. dispar and S. littoralis and tested their infectivity towards other Lepidopteran pests. The restricted host range displayed by baculoviruses constitutes an obstacle to their further implementation in the control of diverse Lepidopteran pests, increasing the development costs. Our work points out that cellular defenses are major role blocks to AcMNPV replication in non- and semi-permissive hosts. Therefore a major determinant ofbaculovirus host range is the ability of the virus to effectively counter cellular defenses of host cells. This is exemplified by our findings showing tliat expressing the viral gene Ldhrf-l overcomes global translation arrest in AcMNPV -infected Ld652Y cells. Our data suggests that Ld652Y cells have two anti-viral defense pathways, because they are subject to global translation arrest when infected with AcMNPV carrying a baculovirus apoptotic suppressor (e.g., wild type AcMNPV carryingp35, or recombinant AcMNPV carrying Opiap, Cpiap. or p49 genes) but apoptose when infected with AcMNPV-Iacking a functional apoptotic suppressor. We have yet to elucidate how hrf-l precludes the translation arrest mechanism(s) in AcMNPV-infected Ld652Y cells. Ribosomal profiles of AcMNPV infected Ld652Y cells suggested that translation initiation is a major control point, but we were unable to rule-out a contribution from a block in translation elongation. Phosphorylation of eIF-2a did not appear to playa role in AcMNPV -induced translation arrest. Mutagenesis studies ofhrf-l suggest that a highly acidic domain plays a role in precluding translation arrest. Our findings indicate that translation arrest may be linked to apoptosis either through common sensors of virus infection or as a consequence of late events in the virus life-cycle that occur only if apoptosis is suppressed. ~ AcMNPV replicates poorly in SL2 cells and induces apoptosis. Our studies in AcMNPV - infected SL2ceils led us to conclude that the steady-state levels of lEI (product of the iel gene, major AcMNPV -transactivator and multifunctional protein) relative to those of the immediate early viral protein lEO, playa critical role in regulating the viral infection. By increasing the IEl\IEO ratio we achieved AcMNPV replication in S. littoralis and we were able to isolate recombinant AcMNPV s that replicated efficiently in S. lifforalis cells and larvae. Our data that indicated that AcMNPV - infection may be regulated by an interaction between IE 1 and lED (of previously unknown function). Indeed, we showed that IE 1 associates with lED by using protein "pull down" and immunoprecipitation approaches High steady state levels of "functional" IE 1 resulted in increased expression of the apoptosis suppressor p35 facilitating AcMNPV -replication in SL2 cells. Finally, we determined that lED accelerates the viral infection in AcMNPV -permissive cells. Our results show that expressing viral genes that are able to overcome the insect-pest defense system enable to expand baculovirus host range. Scientifically, this project highlights the need to further study the anti-viral defenses of invertebrates not only to maximi~e the possibilities for manipulating baculovirus genomes, but to better understand the evolutionary underpinnings of the immune systems of vertebrates towards virus infection.
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Dickman, Martin B., e Oded Yarden. Genetic and chemical intervention in ROS signaling pathways affecting development and pathogenicity of Sclerotinia sclerotiorum. United States Department of Agriculture, julho de 2015. http://dx.doi.org/10.32747/2015.7699866.bard.

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Abstract: The long-term goals of our research are to understand the regulation of sclerotial development and pathogenicity in S. sclerotior11111. The focus in this project was on the elucidation of the signaling events and environmental cues involved in the regulation of these processes, utilizing and continuously developing tools our research groups have established and/or adapted for analysis of S. sclerotiorum, Our stated objectives: To take advantage of the recent conceptual (ROS/PPs signaling) and technical (amenability of S. sclerotiorumto manipulations coupled with chemical genomics and next generation sequencing) developments to address and extend our fundamental and potentially applicable knowledge of the following questions concerning the involvement of REDOX signaling and protein dephosphorylation in the regulation of hyphal/sclerotial development and pathogenicity of S. sclerotiorum: (i) How do defects in genes involved in ROS signaling affect S. sclerotiorumdevelopment and pathogenicity? (ii) In what manner do phosphotyrosinephosphatases affect S. sclerotiorumdevelopment and pathogenicity and how are they linked with ROS and other signaling pathways? And (iii) What is the nature of activity of newly identified compounds that affect S. sclerotiori,111 growth? What are the fungal targets and do they interfere with ROS signaling? We have met a significant portion of the specific goals set in our research project. Much of our work has been published. Briefly. we can summarize that: (a) Silencing of SsNox1(NADPHoxidase) expression indicated a central role for this enzyme in both virulence and pathogenic development, while inactivation of the SsNox2 gene resulted in limited sclerotial development, but the organism remained fully pathogenic. (b) A catalase gene (Scatl), whose expression was highly induced during host infection is involved in hyphal growth, branching, sclerotia formation and infection. (c) Protein tyrosine phosphatase l (ptpl) is required for sclerotial development and is involved in fungal infection. (d) Deletion of a superoxidedismutase gene (Sssodl) significantly reduced in virulence on both tomato and tobacco plants yet pathogenicity was mostly restored following supplementation with oxalate. (e) We have participated in comparative genome sequence analysis of S. sclerotiorumand B. cinerea. (f) S. sclerotiorumexhibits a potential switch between biotrophic and necrotrophic lifestyles (g) During plant­ microbe interactions cell death can occur in both resistant and susceptible events. Non­ pathogenic fungal mutants S. sclerotior111n also cause a cell death but with opposing results. We investigated PCD in more detail and showed that, although PCD occurs in both circumstances they exhibit distinctly different features. The mutants trigger a restricted cell death phenotype in the host that unexpectedly exhibits markers associated with the plant hypersensitive (resistant) response. Using electron and fluorescence microscopy, chemical effectors and reverse genetics, we have established that this restricted cell death is autophagic. Inhibition of autophagy rescued the non-pathogenic mutant phenotype. These findings indicate that autophagy is a defense response in this interaction Thus the control of cell death, dictated by the plant (autophagy) סr the fungus (apoptosis), is decisive to the outcome of certain plant­ microbe interactions. In addition to the time and efforts invested towards reaching the specific goals mentioned, both Pls have initiated utilizing (as stated as an objective in our proposal) state of the art RNA-seq tools in order to harness this technology for the study of S. sclerotiorum. The Pls have met twice (in Israel and in the US), in order to discuss .נחd coordinate the research efforts. This included a working visit at the US Pls laboratory for performing RNA-seq experiments and data analysis as well as working on a joint publication (now published). The work we have performed expands our understanding of the fundamental biology (developmental and pathogenic) of S. sclerotioז111וז. Furthermore, based on our results we have now reached the conclusion that this fungus is not a bona fide necrotroph, but can also display a biotrophic lifestyle at the early phases of infection. The data obtained can eventually serve .נ basis of rational intervention with the disease cycle of this pathogen.
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