Cochlear implants are prosthetic devices used to provide hearing to people who would otherwise be profoundly deaf.
The deliberate addition of noise to the electrode signals could increase the amount of information transmitted, but
standard cochlear implants do not replicate the noise characteristic of normal hearing because if noise is added in an
uncontrolled manner with a limited number of electrodes then it will almost certainly lead to worse performance. Only if
partially independent stochastic activity can be achieved in each nerve fibre can mechanisms like suprathreshold
stochastic resonance be effective.
We are investigating the use of stochastic beamforming to achieve greater independence. The strategy involves
presenting each electrode with a linear combination of independent Gaussian noise sources. Because the cochlea is filled
with conductive salt solutions, the noise currents from the electrodes interact and the effective stimulus for each nerve
fibre will therefore be a different weighted sum of the noise sources. To some extent therefore, the effective stimulus for
a nerve fibre will be independent of the effective stimulus of neighbouring fibres.
For a particular patient, the electrode position and the amount of current spread are fixed. The objective is therefore to
find the linear combination of noise sources that leads to the greatest independence between nerve discharges. In this
theoretical study we show that it is possible to get one independent point of excitation (one null) for each electrode and
that stochastic beamforming can greatly decrease the correlation between the noise exciting different regions of the
One of the problems appearing in the virtual reality (VR) application is the image distortion and blending correction for curved screens with single or multiple projectors. There are ways to solve this problem via a special circuit implementation within the image projectors or via special image correction PC based boxes. In this study we proposed own algorithm for the image correction based on the back ray tracing approach. The algorithm is using reverse ray tracing and it was tested on the Cybersphere1 setup. We propose the software implementation of the algorithm which allows using it for any programs not limited by a certain technology such as OpenGL for instance as in other image correction algorithms. The algorithm can be used for distributed image rendering and projection such as Chromium based sets.
Virtual Reality (VR) is regarded as a high-end user-computer interface that involves real-time simulation and interactions through multiple sensorial channels. It is assumed that VR will reshape the interaction interfaces between user and computer technology by offering new approaches for the communication of information, the visualisation of processes and the creative expression of ideas. The VR application in construction has a relatively long history but its successful stories are not heard quite often.
In this paper, the authors have explored how much further the construction industry could be supported by new three dimensional (3D) VR technologies in different construction processes. The design information in the construction industry has been discussed first followed by a detail construction process analysis. A questionnaire survey has been conducted and the results of the survey are presented and discussed. As an investigation into the application of 3D VR technologies in the context of the construction processes, the benefits and challenges of current and potential applications of 3D VR in the construction industry have been identified. This study also reveals the strengths and weaknesses of 3D VR technology applications in the construction processes. Suggestions and future works are also provided in this paper.