A novel approach was developed using PDMS-substrates with surface-aligned nanotopography gradients, varying unidirectional in amplitude and wavelength, for studying cell behavior with regard to adhesion and alignment. The gradients target more surface feature parameters simultaneously and provide more information with fewer experiments and are therefore vastly superior with respect to individual topography substrates. Cellular adhesion experiments on non-gradient aligned nanowrinkled surfaces displayed a linear relationship of osteoblast cell adhesion with respect to topography aspect ratio. Additionally, an aspect ratio of 0.25 was found to be most efficient for cell alignment. Modification of the surface preparation method allowed us to develop an approach for creating surface nanotopography gradients which innovatively provided a superior data collection with fewer experiments showing that 1) low amplitude with small wavenumber is best for osteoblast cell adhesion 2) indeed higher aspect ratios are favorable for alignment however only with features between 80–180 nm in amplitude and 450–750 nm in wavelength with a clear transition between adhesion and alignment efficiency and 3) disproved a linear relationship of cell adhesion towards aspect ratio as was found for single feature substrate analysis.
To reproduce realistic audio-visual scenarios in the laboratory, ambisonics is often used to reproduce a sound field over loudspeakers and virtual reality (VR) glasses are used to present visual information. Both technologies have been shown to be suitable for research. However, the combination of both technologies, ambisonics and VR glasses, might affect the spatial cues for auditory localization and thus, the localization percept. Here, we investigated how VR glasses affect the localization of virtual sound sources on the horizontal plane produced using either 1st, 3rd, 5th or 11th order ambisonics with and without visual information. Results showed that with 1st order ambisonics the localization error is larger than with the higher orders, while the differences across the higher orders were small.The physical presence of the VR glasses without visual information increased the perceived lateralization of the auditory stimuli by on average about 2°, especially in the right hemisphere. Presenting visual information about the environment and potential sound sources did reduce this HMD-induced shift, however it could not fully compensate for it. While the localization performance itself was affected by the ambisonics order, there was no interaction between the ambisonics order and the effect of the HMD. Thus, the presence of VR glasses can alter acoustic localization when using ambisonics sound reproduction, but visual information can compensate for most of the effects. As such, most use cases for VR will be unaffected by these shifts in the perceived location of auditory stimuli.
To reproduce realistic audio-visual scenarios in the laboratory, Ambisonics is often used to reproduce a sound field over loudspeakers and virtual reality (VR) glasses are used to present visual information. Both technologies have been shown to be suitable for research. However, the combination of both technologies, Ambisonics and VR glasses, might affect the spatial cues for auditory localization and thus, the localization percept. Here, we investigated how VR glasses affect the localization of virtual sound sources on the horizontal plane produced using either 1st-, 3rd-, 5th- or 11th-order Ambisonics with and without visual information. Results showed that with 1st-order Ambisonics the localization error is larger than with the higher orders, while the differences across the higher orders were small. The physical presence of the VR glasses without visual information increased the perceived lateralization of the auditory stimuli by on average about 2°, especially in the right hemisphere. Presenting visual information about the environment and potential sound sources did reduce this HMD-induced shift, however it could not fully compensate for it. While the localization performance itself was affected by the Ambisonics order, there was no interaction between the Ambisonics order and the effect of the HMD. Thus, the presence of VR glasses can alter acoustic localization when using Ambisonics sound reproduction, but visual information can compensate for most of the effects. As such, most use cases for VR will be unaffected by these shifts in the perceived location of the auditory stimuli.
When judging the time-to-collision (TTC) of visually presented accelerating vehicles, untrained observers do not adequately account for acceleration (second-order information). Instead, their estimations only rely on vehicle distance and velocity (first-order information). As a result, they systemically overestimate the TTC for accelerating objects, which represents a potential risk for pedestrians in traffic situations because it might trigger unsafe road-crossing behavior. Can training help reduce these estimation errors? In this study, we tested whether training with trial-by-trial feedback about the signed deviation of the estimated from the actual TTC can improve TTC estimation accuracy for accelerating vehicles. Using a prediction-motion paradigm, we measured the estimated TTCs of twenty participants for constant-velocity and accelerated vehicle approaches, from a pedestrian’s perspective in a VR traffic simulation. The experiment included three blocks, of which only the second block provided trial-by-trial feedback about the TTC estimation accuracy. Participants adjusted their estimations during and after the feedback, but they failed to differentiate between accelerated and constant-velocity approaches. Thus, the feedback did not help them account for acceleration. The results suggest that a safety training program based on trial-by-trial feedback is not a promising countermeasure against pedestrians’ erroneous TTC estimation for accelerating objects.
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