Supplementary Figure 1 from A Critical Role for GRP78/BiP in the Tumor Microenvironment for Neovascularization during Tumor Growth and Metastasis
Supplementary Figure Legend from A Critical Role for GRP78/BiP in the Tumor Microenvironment for Neovascularization during Tumor Growth and Metastasis
Sonic interaction as a technique for conveying information has advantages over conventional visual augmented reality methods specially when augmenting the visual field with extra information brings distraction. Sonification of knowledge extracted by applying computational methods to sensory data is a well-established concept. However, some aspects of sonic interaction design such as aesthetics, the cognitive effort required for perceiving information, and avoiding alarm fatigue are not well studied in literature. In this work, we present a sonification scheme based on employment of physical modeling sound synthesis which targets focus demanding tasks requiring extreme precision. Proposed mapping techniques are designed to require minimum training for users to adapt to and minimum mental effort to interpret the conveyed information. Two experiments are conducted to assess the feasibility of the proposed method and compare it against visual augmented reality in high precision tasks. The observed quantitative results suggest that utilizing sound patches generated by physical modeling achieve the desired goal of improving the user experience and general task performance with minimal training.
The application of immersion to awaken human potential through innovative experience design is dependent upon one's ability to spark the imagination. Our keynote speaker shares his journey of exploring how the diverse application of interactive entertainment techniques can define new innovations in life transformative simulations. Using the interplay of story, play and game, his design research showcases examples of how stimulating the imagination can enhance military training for the US Army, informal education for NASA, medical imaging for ER surgeons, teacher training in Urban classrooms, experiential marketing in shopping malls as well as cognitive rehabilitation in therapy clinics.
The application of immersion to awaken human potential through innovative experience design is dependent upon one's ability to spark the imagination. Our keynote speaker shares his journey of exploring how the diverse application of interactive entertainment techniques can define new innovations in life transformative simulations. Using the interplay of story, play and game, his design research showcases examples of how stimulating the imagination can enhance military training for the US Army, informal education for NASA, medical imaging for ER surgeons, teacher training in Urban classrooms, experiential marketing in shopping malls as well as cognitive rehabilitation in therapy clinics. As technological advancements in simulation catch up with the science-fiction of our parents, what kind of creative leaps will our children will be making into a future where reality, virtuality and imagination work as one world? The future of immersive media will transfer from theme parks to our living rooms, and all new design paradigms will emerge to transform our homes into a school, museum, theme park, training facility, shopping center, as well as a medical and rehabilitation clinic. This talk presents a vision with all new challenges for the future.
Aphasia is a disease that renders its victims unable to effectively use language. Evidence supports the efficacy of treatment for aphasia yet the effectiveness or transferability of learned communicative abilities to everyday conversation continues to be investigated. In this paper we explore an alternative approach to aphasia treatment based on the art and science of storytelling. Inherent in storytelling are the motivations to share an experience, the cognitive abilities to organize story, and the language system to convey the experience. This approach is based on decades of research in aphasia therapy and immersive storytelling (in other fields) and has been used to engage a subject's creativity and emotions to produce transformative results in real life. We report on early, promising results that could radically innovate the rehabilitative practice of aphasia.
Mixed Reality (MR) melts more than boundaries between realities. MR also melts boundaries between disciplines to stimulate innovation. In a project originally sponsored by NASA, the authors of this paper discuss the case study Mission:LEAP, a Mixed Reality Experiential Learning Landscape. In achieving the core objective of building innovation competencies in youth, we had to expand Space STEM education to include the Arts, Media, Design and Humanities to teach innovation competencies. By play-testing a full-scale mock-up, the process also revealed the value of MR in experiential learning landscapes and defined new aspirations and requirements for innovative ways of how we interface with MR environments in free-choice learning venues.
Both the art and science of the imagination have integral roles in defining compelling Mixed Reality (MR) experiences. In this paper we posit that the audience member's own imagination is an essential third kind of input in defining the full virtuality continuum for MR. It is traditionally accepted that there are two experiential inputs in MR incorporating a combination of stimuli of the real world as well as from virtual artifacts (typically from computers). Using a case study of a MemoryScape Prototype for the Maitland Holocaust Museum, we explore how, in addition to reality and augmented/virtual reality, imagination artistically and scientifically serves as an important third reality to the virtuality continuum to achieve the experience designer's intent for the audience's perception of MR experiences.
Abstract Glucose-regulated protein 78 (GRP78)/BiP is a multifunctional protein which plays a major role in endoplasmic reticulum (ER) protein processing, protein quality control, maintaining ER homeostasis, and controlling cell signaling and viability. Previously, using a transgene-induced mammary tumor model, we showed that Grp78 heterozygosity impeded cancer growth through suppression of tumor cell proliferation and promotion of apoptosis and the Grp78+/− mice exhibited dramatic reduction (70%) in the microvessel density (MVD) of the endogenous mammary tumors, while having no effect on the MVD of normal organs. This observation suggests that GRP78 may critically regulate the function of the host vasculature within the tumor microenvironment. In this article, we interrogated the role of GRP78 in the tumor microenvironment. In mouse tumor models in which wild-type (WT), syngeneic mammary tumor cells were injected into the host, we showed that Grp78+/− mice suppressed tumor growth and angiogenesis during the early phase but not during the late phase of tumor growth. Growth of metastatic lesions of WT, syngeneic melanoma cells in the Grp78+/− mice was potently suppressed. We created conditional heterozygous knockout of GRP78 in the host endothelial cells and showed severe reduction of tumor angiogenesis and metastatic growth, with minimal effect on normal tissue MVD. Furthermore, knockdown of GRP78 expression in immortalized human endothelial cells showed that GRP78 is a critical mediator of angiogenesis by regulating cell proliferation, survival, and migration. Our findings suggest that concomitant use of current chemotherapeutic agents and novel therapies against GRP78 may offer a powerful dual approach to arrest cancer initiation, progression, and metastasis. Cancer Res; 71(8); 2848–57. ©2011 AACR.
The Eighth IEEE International Symposium on Mixed and Augmented Reality (Ismar 2009) combined a traditional science-and-technology track with an art, media, and humanities track to provide a nontraditional cross-disciplinary view of an increasingly important and growing research area.
"Serious games" are emerging as an important outgrowth of the video gaming industry. Entertaining games, such as Flight Simulator and SimCity, are already in use in schools and universities across the country, and the number of serious games designed specifically for training and education is also on the rise. Advances in video game production, however, are far outpacing research on its design and effectiveness. Relatively little is still known about methods for optimizing the game design process or game-based learning.If educators and instructional designers lead the design process, the resulting game may be neither fun, nor engaging. Games that over-emphasize educational requirements often fall short of realizing the potential of play, game, and story for creating memorable experiences. Perceived learning requirements and traditional teaching practices may be forced onto the game, undermining the dramatic flow of story and disrupting the riveting interactions of gameplay. The game may be built on sound pedagogical foundations and incorporate proven educational practices, but if it is not fun or otherwise engaging, it will fail to meet the expectations of both producers and consumers. In contrast, if entertaining game designers dominate the design process, the game may fail to apply key pedagogical principles and players may leave entertained, but lack vital skills and knowledge. The importance and depth of content information and vital instructional events can be overlooked, oversimplified or trivialized while striving to uphold compelling goals of interactive entertainment. The game may distract players who may be enamored by the use of high-end graphics and animation, or by competing, scoring and winning, rather than learning.This chapter posits a systematic process for designing serious games that integrates common instructional systems design (ISD) tasks with a game development process to optimize game-based learning.
Mixed and Augmented Reality melts the boundaries between visceral physical reality and a dynamic virtual reality to enhance human performance and heighten experiences. It extends the power of our imagination to create and extends the efficacy of communication, and collaboration. Our symposium has expanded to represent and serve a large and diverse community. It is designed to address research challenges in science, business, professional trades, the arts, media and the humanities.
Technology goes beyond visual effects to produce alternative realities for immersive entertainment experiences. The art and science of immersive entertainment illusions engage all the senses in every direction and dimension. The theme park is an extreme example of immersive entertainment, wherein experiential entertainment designers and scenario authors project the audience into an experienced reality, whether actual or imagined. It is unparalleled by other forms of entertainment because it can sustain this illusion for thousands of people for a few minutes, a full day, or even a week. With that amount of scrutiny, theme parks present a challenge in integrating computer-generated content for experiential entertainment. Seamlessly blending the physical reality and the author's virtual fantasy is critical in creating a successful audience experience. This illusion is only effective when the author can engage and direct the audience's imaginary reality.
This chapter describes the evolution of a software system specifically designed to support the creation and delivery of Mixed Reality (MR) experiences. We first describe some of the attributes required of such a system. We then present a series of MR experiences that we have developed over the last four years, with companion sections on lessons learned and lessons applied. We conclude with several sample scripts that one might write to create experiences within the current version of this system. The authors’ goals are to show the readers the unique challenges in developing an MR system for multimodal, multi-sensory experiences and to demonstrate how developing MR applications informs the evolution of such a framework.
This chapter explores how Mixed Reality (MR) allows the magic of virtuality to escape the confines of the computer and enter our lives to potentially change the way we play, work, train, learn and even shop. Case studies demonstrate how emerging functional capabilities will depend upon new artistic conventions to spark the imagination, enhance human experience and lead to subsequent commercial success. The Media Convergence Laboratory at the University of Central Florida is creating a content framework for applying Mixed Reality to Entertainment, Education Training and Rehabilitation. Utilizing classical concepts of mimesis and state-of-the-art experiential entertainment, new models are examined and evaluated that will shape the next generation MR content. The convergence of story, play and games become the cornerstones of “Interplay Conventions” that will transform MR technical capabilities into new creative possibilities (“The Evolution of a Framework for Mixed Reality Experiences” is the technical companion piece).
The focus of this project is to create research in teacher education that positively impacts teacher recruitment, preparation and retention in urban environments. The novel approach we are using to attack this problem is that of capturing, analyzing, synthesizing and simulating human interactions in Mixed Reality (part real, part synthetic) environments, thereby creating training/screening settings that are realistic and yet do not put actual children at risk. Our approach is based on the proven Haberman methods for screening teachers for urban schools and is currently being prototyped as part of a Department of Education Small Business Innovative Research Grant. Teacher Shortages The need to recruit, prepare and retain our teaching force in today's urban schools is critical as we face unprecedented shortages of teachers. Although teacher preparation programs and alternative certification programs exist, most teacher education programs rely upon traditional methods of preparing teachers to work in today's classrooms. These methods include courses, field experiences and some type of culminating student teaching. Despite the creative ways in which colleges of education and school districts are working together to build these experiences, most beginning teachers still feel inadequately prepared to manage a classroom. This lack of preparation permeates especially in the voices of beginning teachers in urban settings. Therefore, the University of Central Florida (UCF) and Simiosys are looking for alternative methods to assist teacher preparation with a specific focus on urban classrooms. In partnership with the Haberman Education Foundation (HEF), a virtual classroom environment is being created in an attempt to recruit teachers into critical shortage areas, to provide a consistent and innovative tool for preparation and to allow ongoing learning that maintains and updates these teachers' skills, thereby helping them to stay satisfied and productive in their current positions. The initial prototype focuses on behavior management in urban settings as this is the number one area of concern for teachers. In Florida, critical teacher shortage areas identified for 2004-2005 included middle and high school level mathematics, middle and high school level science, and exceptional student education. These shortages are based on the number and percentages of vacancies in each teaching discipline; the number and percentage of positions filled by teachers not certified in the appropriate field; and the projected annual supply of graduates of state approved Florida teacher education programs for each discipline. Math, science and exceptional student education have all