2 resultados para SPONTANEOUS FIRING
em Digital Peer Publishing
Resumo:
SPatch is an open source virtual laboratory designed to perform simulated electrophysiological experiments without the technical difficulties inherent to laboratory work. It provides the core equipment necessary for recording neuronal activity and allows the user to install the equipment, design their own protocols, prepare solutions to bathe the preparation or to fill the electrodes, and gather data. Assistance is provided for most steps with predefined components that are appropriate to a range of standard procedures. Experiments that can be performed with SPatch at present concern the study of voltage-gated channels in isolated neurons. This allows understanding the ionic mechanisms of Na+ and Ca2+ action potentials, after spike hyperpolarization, pacemaker tonic or bursting activity of neurons, delayed or sustained or adaptive firing of neurons in response to a depolarization, spontaneous depolarization of the membrane following an hyperpolarization, etc. In an educational context, the main interest of SPatch is to allow students to focus on the concepts and thought processes of electrophysiological investigation without the high equipment costs and extensive training required to perform laboratory work. It can be used to acquaint students with the relevant procedures before starting work in a real lab, or to give students an understanding of single neuron behavior and the ways it can be studied without requiring practical work. We illustrate the function and use of SPatch, explore educational issues arising from the inevitable differences between simulated and real laboratory work, and outline possible improvements.
Resumo:
Non-verbal communication (NVC) is considered to represent more than 90 percent of everyday communication. In virtual world, this important aspect of interaction between virtual humans (VH) is strongly neglected. This paper presents a user-test study to demonstrate the impact of automatically generated graphics-based NVC expression on the dialog quality: first, we wanted to compare impassive and emotion facial expression simulation for impact on the chatting. Second, we wanted to see whether people like chatting within a 3D graphical environment. Our model only proposes facial expressions and head movements induced from spontaneous chatting between VHs. Only subtle facial expressions are being used as nonverbal cues - i.e. related to the emotional model. Motion capture animations related to hand gestures, such as cleaning glasses, were randomly used to make the virtual human lively. After briefly introducing the technical architecture of the 3D-chatting system, we focus on two aspects of chatting through VHs. First, what is the influence of facial expressions that are induced from text dialog? For this purpose, we exploited an emotion engine extracting an emotional content from a text and depicting it into a virtual character developed previously [GAS11]. Second, as our goal was not addressing automatic generation of text, we compared the impact of nonverbal cues in conversation with a chatbot or with a human operator with a wizard of oz approach. Among main results, the within group study -involving 40 subjects- suggests that subtle facial expressions impact significantly not only on the quality of experience but also on dialog understanding.