The reconstruction of the ventricular cardiac conduction system (CCS) from patient-specific data is a challenging problem. High-resolution imaging techniques have allowed only the segmentation of proximal sections of the CCS from images acquired ex vivo. In this paper, we present an algorithm to estimate the location of a set of Purkinje-myocardial junctions (PMJs) from electro-anatomical maps, as those acquired during radio-frequency ablation procedures. The method requires a mesh representing the myocardium with local activation time measurements on a subset of nodes. We calculate the backwards propagation of the electrical signal from the measurement points to all the points in the mesh to define a set of candidate PMJs that is iteratively refined. The algorithm has been tested on several Purkinje network configurations, with simulated activation maps, subject to different error amplitudes. The results show that the method is able to build a set of PMJs that explain the observed activation map for different synthetic CCS configurations. In the tests, the average error in the predicted activation time is below the amplitude of the error applied to the data.
Modeling the cardiac conduction system is a challenging problem in the context of computational cardiac electrophysiology. Its ventricular section, the Purkinje system, is responsible for triggering tissue electrical activation at discrete terminal locations, which subsequently spreads throughout the ventricles. In this paper, we present an algorithm that is capable of estimating the location of the Purkinje system triggering points from a set of random measurements on tissue. We present the properties and the performance of the algorithm under controlled synthetic scenarios. Results show that the method is capable of locating most of the triggering points in scenarios with a fair ratio between terminals and measurements. When the ratio is low, the method can locate the terminals with major impact in the overall activation map. Mean absolute errors obtained indicate that solutions provided by the algorithm are useful to accurately simulate a complete patient ventricular activation map. Copyright © 2017 John Wiley & Sons, Ltd.
This paper deals with the problem of sensing virtual environments for 3D intelligent multi-character simulations. As these creatures should display reactive skills (navigation or gazing), together with the necessary planning processes, required to animate their behaviours, we present an efficient and fully scalable sensor system designed to provide this information to different kinds of 3D embodied agents (games, storytelling, etc). Inspired in Latombe's vision system [5], as recently presented by Peters [1], we avoid the second rendering mechanism, looking for the necessary efficiency, and we introduce a fully scalable communication protocol, based on XML labelling techniques, to let the agent handle the communication flow within its 3D environment (sense + act). The synthetic sensor system presented has been tested with two plausible local navigation formalisms (Neural Networks and Rule based System), whose models and results have been also reported.
The simulation of synthetic humans inhabiting virtual environments is a current research topic with a great number of behavioral problems to be tackled. Semantical virtual environments (SVEs) have recently been proposed not only to ease world modeling but also to enhance the agent–object and agent–agent interaction. Thus, we propose the use of ontologies to define the world’s knowledge base and to introduce semantic levels of detail that help the sensorization of complex scenes—containing lots of interactive objects. The object taxonomy also helps to create general and reusable operativity for autonomous characters—for example, liquids can be poured from containers such as bottles. On the other hand, we use the ontology to define social relations among agents within an artificial society. These relations must be taken into account in order to display socially acceptable decisions. Therefore, we have implemented a market-based social model that reaches coordination and sociability by means of task exchanges. This paper presents a multi-agent framework oriented to simulate socially intelligent characters in SVEs. The framework has been successfully tested in three-dimensional (3D) dynamic scenarios while simulating a virtual university bar, where groups of waiters and customers interact with both the objects in the scene and the other virtual agents, finally displaying complex social behaviors.
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