bluuebunny/crossref_metadata_2025_split huggingface dataset:
An argument for ethical physical geography research on Indigenous landscapes in Canada
Authors: Kershaw Geoffrey G. L. , Castleden Heather , Laroque Colin P. 
Published: June 2014

AbstractIn Canadian physical geography, the ethical implications of research occurring in Indigenous spaces and places have historically been overlooked. Physical geographers, particularly those working in northern Canada, are beginning to recognize that our research takes place in a sensitive social space and the knowledge we pursue has ethical and moral implications. The Canadian Geographer recently published a special issue (56:2) that documents the many challenges and opportunities of community‐based participatory research involving Indigenous peoples in Canada. Throughout that issue, the 2010 Tri‐Council Policy Statement, Ethical Conduct for Research Involving Humans (TCPS2), was referenced as important in directing a shift towards ethical interactions with Indigenous peoples in research. Drawing on material from the special issue and the TCPS2, this article gives an overview of the authors' experiences in attempting to execute an ethically sound physical geography study in traditional Dene territory in northern Saskatchewan. The viewpoint concludes with thoughts on what bridges and barriers exist when attempting physical geography research that is sensitive to the ethical responsibilities of working in Indigenous spaces. From our perspective, physical geographers can strengthen the ethical defensibility and overall quality of their research by enhancing involvement with indigenous communities that are potentially impacted by their research findings.
Familial adult onset hyperinsulinism due to an activating glucokinase mutation: implications for pharmacological glucokinase activation
Authors: Challis Benjamin G. , Harris Julie , Sleigh Alison , Isaac Iona , Orme Steve M. , Seevaratnam Nandini , Dhatariya Ketan , Simpson Helen L. , Semple Robert K. 
Published: June 2014

SummaryContextGlucokinase (GCK) phosphorylates and thereby “traps” glucose in cells, thus serving as a gatekeeper for cellular glucose metabolism, particularly in hepatocytes and pancreatic beta cells. In humans, activating GCK mutations cause familial hyperinsulinaemic hypoglycaemia (GCK‐HH), leading to keen interest in the potential of small‐molecule glucokinase activators (GKAs) as treatments for diabetes mellitus. Many such agents have been developed; however, observation of side effects including hypertriglyceridaemia and hepatic steatosis has delayed their clinical development.ObjectiveTo describe the clinical presentation and metabolic profiles of affected family members in a kindred with familial hyperinsulinism of adult presentation due to a known activating mutation in GCK.DesignClinical, biochemical and metabolic assessment, and GCK sequencing in affected family members.ResultsIn the 60‐year‐old female proband, hyperinsulinaemic hypoglycaemia (blood glucose 2·1 mmol/mol, insulin 18 pm) was confirmed following 34 h of fasting; however, abdominal computed tomography (CT), pancreatic MRI, endoscopic ultrasound, octreotide scintigraphy and selective arterial calcium stimulation failed to localize an insulinoma. A prolonged OGTT revealed fasting hypoglycaemia that was exacerbated after glucose challenge, consistent with dysregulated glucose‐stimulated insulin release. A heterozygous activating mutation, p.Val389Leu, in the glucokinase gene (GCK) was found in the proband and four other family members. Of these, two had been investigated elsewhere for recurrent hypoglycaemia in adulthood, while the other two adult relatives were asymptomatic despite profound hypoglycaemia. All three of the available family members with the p.Val389Leu mutation had normal serum lipid profiles, normal rates of fasting hepatic de novo lipogenesis and had hepatic triglyceride levels commensurate with their degree of adiposity.ConclusionActivating GCK mutations may present in late adulthood with hyperinsulinaemic hypoglycaemia and should be considered even in older patients being investigated for insulinoma. Normal circulating lipids, rates of hepatic de novo lipogenesis and appropriate hepatic triglyceride content for degree of adiposity in the patients we describe suggest that even lifelong GCK activation in isolation is insufficient to produce fatty liver and metabolic dyslipidaemia.
Coded exposure HDR light‐field video recording
Authors: Schedl D. C. , Birklbauer C. , Bimber O. 
Published: June 2014

AbstractCapturing exposure sequences to compute high dynamic range (HDR) images causes motion blur in cases of camera movement. This also applies to light‐field cameras: frames rendered from multiple blurred HDR light‐field perspectives are also blurred. While the recording times of exposure sequences cannot be reduced for a single‐sensor camera, we demonstrate how this can be achieved for a camera array. Thus, we decrease capturing time and reduce motion blur for HDR light‐field video recording. Applying a spatio‐temporal exposure pattern while capturing frames with a camera array reduces the overall recording time and enables the estimation of camera movement within one light‐field video frame. By estimating depth maps and local point spread functions (PSFs) from multiple perspectives with the same exposure, regional motion deblurring can be supported. Missing exposures at various perspectives are then interpolated.
Light montage for perceptual image enhancement
Authors: Hosu Vlad , Lan Ha Mai , Sim Terence 
Published: June 2014

AbstractRecent photography techniques such as sculpting with light show great potential in compositing beautiful images from fixed‐viewpoint photos under multiple illuminations. The process relies heavily on the artists’ experience and skills using the available tools. An apparent trend in recent works is to facilitate the interaction making it less time‐consuming and addressable not only to experts, but also novices. We propose a method that automatically creates enhanced light montages that are comparable to those produced by artists. It detects and emphasizes cues that are important for perception by introducing a technique to extract depth and shape edges from an unconstrained light stack. Studies show that these cues are associated with silhouettes and suggestive contours which artists use to sketch and construct the layout of paintings. Textures, due to perspective distortion, offer essential cues that depict shape and surface slant. We balance the emphasis between depth edges and reflectance textures to enhance the sense of both shape and reflectance properties. Our light montage technique works perfectly with a few to hundreds of illuminations for each scene. Experiments show great results for static scenes making it practical for small objects, interiors and small‐scale outdoor scenes. Dynamic scenes may be captured using spatially distributed light setups such as light domes. The approach could also be applied to time‐lapse photos, with the sun as the main light source.
4D video textures for interactive character appearance
Authors: Casas Dan , Volino Marco , Collomosse John , Hilton Adrian 
Published: June 2014

Abstract4D Video Textures (4DVT) introduce a novel representation for rendering video‐realistic interactive character animation from a database of 4D actor performance captured in a multiple camera studio. 4D performance capture reconstructs dynamic shape and appearance over time but is limited to free‐viewpoint video replay of the same motion. Interactive animation from 4D performance capture has so far been limited to surface shape only. 4DVT is the final piece in the puzzle enabling video‐realistic interactive animation through two contributions: a layered view‐dependent texture map representation which supports efficient storage, transmission and rendering from multiple view video capture; and a rendering approach that combines multiple 4DVT sequences in a parametric motion space, maintaining video quality rendering of dynamic surface appearance whilst allowing high‐level interactive control of character motion and viewpoint. 4DVT is demonstrated for multiple characters and evaluated both quantitatively and through a user‐study which confirms that the visual quality of captured video is maintained. The 4DVT representation achieves >90% reduction in size and halves the rendering cost.
Crack‐free rendering of dynamically tesselated B‐rep models
Authors: Claux Frédéric , Barthe Loïc , Vanderhaeghe David , Jessel Jean‐Pierre , Paulin Mathias 
Published: June 2014

AbstractWe propose a versatile pipeline to render B‐Rep models interactively, precisely and without rendering‐related artifacts such as cracks. Our rendering method is based on dynamic surface evaluation using both tesselation and ray‐casting, and direct GPU surface trimming. An initial rendering of the scene is performed using dynamic tesselation. The algorithm we propose reliably detects then fills up cracks in the rendered image. Crack detection works in image space, using depth information, while crack‐filling is either achieved in image space using a simple classification process, or performed in object space through selective ray‐casting. The crack filling method can be dynamically changed at runtime. Our image space crack filling approach has a limited runtime cost and enables high quality, real‐time navigation. Our higher quality, object space approach results in a rendering of similar quality than full‐scene ray‐casting, but is 2 to 6 times faster, can be used during navigation and provides accurate, reliable rendering. Integration of our work with existing tesselation‐based rendering engines is straightforward.
Game level layout from design specification
Authors: Ma Chongyang , Vining Nicholas , Lefebvre Sylvain , Sheffer Alla 
Published: June 2014

AbstractThe design of video game environments, or levels, aims to control gameplay by steering the player through a sequence of designer‐controlled steps, while simultaneously providing a visually engaging experience. Traditionally these levels are painstakingly designed by hand, often from pre‐existing building blocks, or space templates. In this paper, we propose an algorithmic approach for automatically laying out game levels from user‐specified blocks. Our method allows designers to retain control of the gameplay flow via user‐specified level connectivity graphs, while relieving them from the tedious task of manually assembling the building blocks into a valid, plausible layout. Our method produces sequences of diverse layouts for the same input connectivity, allowing for repeated replay of a given level within a visually different, new environment. We support complex graph connectivities and various building block shapes, and are able to compute complex layouts in seconds. The two key components of our algorithm are the use of configuration spaces defining feasible relative positions of building blocks within a layout and a graph‐decomposition based layout strategy that leverages graph connectivity to speed up convergence and avoid local minima. Together these two tools quickly steer the solution toward feasible layouts. We demonstrate our method on a variety of real‐life inputs, and generate appealing layouts conforming to user specifications.
Interactive motion mapping for real‐time character control
Authors: Rhodin Helge , Tompkin James , In Kim Kwang , Varanasi Kiran , Seidel Hans‐Peter , Theobalt Christian 
Published: June 2014

AbstractIt is now possible to capture the 3D motion of the human body on consumer hardware and to puppet in real time skeleton‐based virtual characters. However, many characters do not have humanoid skeletons. Characters such as spiders and caterpillars do not have boned skeletons at all, and these characters have very different shapes and motions. In general, character control under arbitrary shape and motion transformations is unsolved ‐ how might these motions be mapped? We control characters with a method which avoids the rigging‐skinning pipeline — source and target characters do not have skeletons or rigs. We use interactively‐defined sparse pose correspondences to learn a mapping between arbitrary 3D point source sequences and mesh target sequences. Then, we puppet the target character in real time. We demonstrate the versatility of our method through results on diverse virtual characters with different input motion controllers. Our method provides a fast, flexible, and intuitive interface for arbitrary motion mapping which provides new ways to control characters for real‐time animation.
Designing large‐scale interactive traffic animations for urban modeling
Authors: Garcia‐Dorado I. , G. Aliaga D. , V. Ukkusuri S. 
Published: June 2014

AbstractDesigning and optimizing traffic behavior and animation is a challenging problem of interest to virtual environment content generation and to urban planning and design. While some traffic simulation methods have appeared in computer graphics, most related systems focus on the design of buildings, roads, or cities but without explicitly considering urban traffic. To our knowledge, our work provides the first interactive approach which enables a designer to specify a desired vehicular traffic behavior (e.g., road occupancy, travel time, emissions, etc.) and the system will automatically compute what realistic 3D urban model (e.g., an interconnected network of roads, parcels, and buildings) yields the specified behavior. Our system both altered and improved traffic behavior in novel procedurally‐generated cities and in road networks of existing cities. Our urban models contain up to 360 km of roads, 300,000 vehicles, and typically cover four hours of simulated peak traffic time. The typical editing session time to “paint” a new traffic pattern and to compute the new/changed urban model is two to five minutes.
Automatic generation of tourist brochures
Authors: Birsak Michael , Musialski Przemyslaw , Wonka Peter , Wimmer Michael 
Published: June 2014

AbstractWe present a novel framework for the automatic generation of tourist brochures that include routing instructions and additional information presented in the form of so‐called detail lenses. The first contribution of this paper is the automatic creation of layouts for the brochures. Our approach is based on the minimization of an energy function that combines multiple goals: positioning of the lenses as close as possible to the corresponding region shown in an overview map, keeping the number of lenses low, and an efficient numbering of the lenses. The second contribution is a route‐aware simplification of the graph of streets used for traveling between the points of interest (POIs). This is done by reducing the graph consisting of all shortest paths through the minimization of an energy function. The output is a subset of street segments that enable traveling between all the POIs without considerable detours, while at the same time guaranteeing a clutter‐free visualization.
Landscape structure and genetic architecture jointly impact rates of niche evolution
Authors: Schiffers Katja , Schurr Frank M. , Travis Justin M. J. , Duputié Anne , Eckhart Vincent M. , Lavergne Sébastien , McInerny Greg , Moore Kara A. , Pearman Peter B. , Thuiller Wilfried , Wüest Rafael O. , Holt Robert D. 
Published: June 2014

Evolutionary adaptation is a key driver of species' range dynamics. Understanding the factors that affect rates of adaptation at range margins is thus crucial for interpreting and predicting changes in species' ranges. The spatial structure of environmental conditions is one of the determinants of whether and how quickly adaptations occur. However, while landscape structures at range edges are typically complex, most theoretical work has so far focused on relatively simple environmental geometries.Using an individual‐based allelic model, we explore the effects of different landscape structures on the rate of adaptation to novel environments and investigate how these structures interact with the genetic architecture of the trait governing adaptation and the dispersal capacity of the considered species. Generally, we find that rapid adaptation is favored by a good match between the coarseness of the trait's genetic architecture (many loci of small effects versus few loci of large effects) and the coarseness of the landscape (abruptness of transitions in environmental conditions). For example, in rugged landscapes, adaptation is quicker for genetic architectures with few loci of large effects, while for shallow gradients the opposite is true. Moreover, dispersal capacities affect the rate of adaptation by modulating the ‘apparent coarseness’ of the landscape: a gradient perceived as smooth by species with limited dispersal capacities appears rather steep for highly dispersive ones. We also find that the distribution of evolving phenotypes strongly depends on the interplay of landscape structure and dispersal capacities, ranging from two distinct phenotypes for most rugged landscapes, over the co‐occurrence of an additional third phenotype for highly dispersive species, to the whole range of phenotypes on smooth gradients.By identifying basic factors that drive the fixation probability of newly arising beneficial mutations, we hope to further broaden the understanding of evolutionary adaptation at range margins and, hence, species' range dynamics.
Coordinated plasticity in brainstem and auditory cortex contributes to enhanced categorical speech perception in musicians
Authors: Bidelman Gavin M. , Weiss Michael W. , Moreno Sylvain , Alain Claude 
Published: June 2014

AbstractMusicianship is associated with neuroplastic changes in brainstem and cortical structures, as well as improved acuity for behaviorally relevant sounds including speech. However, further advance in the field depends on characterizing how neuroplastic changes in brainstem and cortical speech processing relate to one another and to speech‐listening behaviors. Here, we show that subcortical and cortical neural plasticity interact to yield the linguistic advantages observed with musicianship. We compared brainstem and cortical neuroelectric responses elicited by a series of vowels that differed along a categorical speech continuum in amateur musicians and non‐musicians. Musicians obtained steeper identification functions and classified speech sounds more rapidly than non‐musicians. Behavioral advantages coincided with more robust and temporally coherent brainstem phase‐locking to salient speech cues (voice pitch and formant information) coupled with increased amplitude in cortical‐evoked responses, implying an overall enhancement in the nervous system's responsiveness to speech. Musicians' subcortical and cortical neural enhancements (but not behavioral measures) were correlated with their years of formal music training. Associations between multi‐level neural responses were also stronger in musically trained listeners, and were better predictors of speech perception than in non‐musicians. Results suggest that musicianship modulates speech representations at multiple tiers of the auditory pathway, and strengthens the correspondence of processing between subcortical and cortical areas to allow neural activity to carry more behaviorally relevant information. We infer that musicians have a refined hierarchy of internalized representations for auditory objects at both pre‐attentive and attentive levels that supplies more faithful phonemic templates to decision mechanisms governing linguistic operations.
Differential contributions of intra‐cellular and inter‐cellular mechanisms to the spatial and temporal architecture of the suprachiasmatic nucleus circadian circuitry in wild‐type, cryptochrome‐null and vasoactive intestinal peptide receptor 2‐null mutant mice
Authors: Pauls S. , Foley N. C. , Foley D. K. , LeSauter J. , Hastings M. H. , Maywood E. S. , Silver R. 
Published: June 2014

AbstractTo serve as a robust internal circadian clock, the cell‐autonomous molecular and electrophysiological activities of the individual neurons of the mammalian suprachiasmatic nucleus (SCN) are coordinated in time and neuroanatomical space. Although the contributions of the chemical and electrical interconnections between neurons are essential to this circuit‐level orchestration, the features upon which they operate to confer robustness to the ensemble signal are not known. To address this, we applied several methods to deconstruct the interactions between the spatial and temporal organisation of circadian oscillations in organotypic slices from mice with circadian abnormalities. We studied the SCN of mice lacking Cryptochrome genes (Cry1 and Cry2), which are essential for cell‐autonomous oscillation, and the SCN of mice lacking the vasoactive intestinal peptide receptor 2 (VPAC2‐null), which is necessary for circuit‐level integration, in order to map biological mechanisms to the revealed oscillatory features. The SCN of wild‐type mice showed a strong link between the temporal rhythm of the bioluminescence profiles of PER2::LUC and regularly repeated spatially organised oscillation. The Cry‐null SCN had stable spatial organisation but lacked temporal organisation, whereas in VPAC2‐null SCN some specimens exhibited temporal organisation in the absence of spatial organisation. The results indicated that spatial and temporal organisation were separable, that they may have different mechanistic origins (cell‐autonomous vs. interneuronal signaling) and that both were necessary to maintain robust and organised circadian rhythms throughout the SCN. This study therefore provided evidence that the coherent emergent properties of the neuronal circuitry, revealed in the spatially organised clusters, were essential to the pacemaking function of the SCN.
Interrater agreement for Critical Care EEG Terminology
Authors: Gaspard Nicolas , Hirsch Lawrence J. , LaRoche Suzette M. , Hahn Cecil D. , Westover M. Brandon ,   the Critical Care EEG Monitoring Research Consortium
Published: June 2014

SummaryObjectiveThe interpretation of critical care electroencephalography (EEG) studies is challenging because of the presence of many periodic and rhythmic patterns of uncertain clinical significance. Defining the clinical significance of these patterns requires standardized terminology with high interrater agreement (IRA). We sought to evaluate IRA for the final, published American Clinical Neurophysiology Society (ACNS)–approved version of the critical care EEG terminology (2012 version). Our evaluation included terms not assessed previously and incorporated raters with a broad range of EEG reading experience.MethodsAfter reviewing a set of training slides, 49 readers independently completed a Web‐based test consisting of 11 identical questions for each of 37 EEG samples (407 questions). Questions assessed whether a pattern was an electrographic seizure; pattern location (main term 1), pattern type (main term 2); and presence and classification of eight other key features (“plus” modifiers, sharpness, absolute and relative amplitude, frequency, number of phases, fluctuation/evolution, and the presence of “triphasic” morphology).ResultsIRA statistics (κ values) were almost perfect (90–100%) for seizures, main terms 1 and 2, the +S modifier (superimposed spikes/sharp waves or sharply contoured rhythmic delta activity), sharpness, absolute amplitude, frequency, and number of phases. Agreement was substantial for the +F (superimposed fast activity) and +R (superimposed rhythmic delta activity) modifiers (66% and 67%, respectively), moderate for triphasic morphology (58%), and fair for evolution (21%).SignificanceIRA for most terms in the ACNS critical care EEG terminology is high. These terms are suitable for multicenter research on the clinical significance of critical care EEG patterns.A PowerPoint slide summarizing this article is available for download in the Supporting Information section http://dx.doi.org/10.1111/epi.12653/supinfo.