Abstract-Virtual Reality (VR) is a well-known concept and has been proven to be beneficial in various areas. However, several disadvantages inherent in VR prevent its broad deployment in the educational arena. These limitations include non-realistic representation, lack of customizability and flexibility, financial feasibility, physical and psychological discomforts of the users, simulator sickness, etc. In this paper, an innovative method that uses the Microsoft Kinect as an essential component for developing game-based VR educational laboratories is presented. This technique addresses three different aspects. First, it represents an efficient method for creating the VE using the Kinect as a measuring tool. Second, the Kinect is employed as a substitute DAQ system for acquiring range data and tracking the motion of objects of interest. At last, the Kinect serves as a novel human-computer interface for tracking the users' entire body motion and recognizing their voices. Using the method described here, three major aspects of educational VR development can be accomplished with an inexpensive and commercially available Kinect.
Conventional light-emitting diodes (LEDs) always pursue the high brightness required for solid-state lighting. However, they always exhibit very low frequency bandwidth of tens MHz. In this letter, we investigate the fabrication and characterization of high-speed GaN-based blue LEDs. The frequency response of LEDs is mainly limited by its diffusion capacitance and resistance, and the injected carriers in the active region of the device. Through appropriate device design, galliumdoped Zinc oxide film deposited by atomic layer deposition is used as the top contact layer with high lateral resistance to self-confine the current injection. In addition, a smaller bonding pad is used to reduce the RC time constant. Thus, the GaN-based blue LEDs with a 75-µm diameter exhibit a 3-dB modulation bandwidth of 225.4 MHz and a light output power of 1.6 mW at the current of 35 mA. Such LEDs can be applied to visible light communication in future.
Despite accumulating evidence of structural deficits in individuals with psychopathy, especially in frontal regions, our understanding of systems-level disturbances in cortical networks remains limited. We applied novel graph theory-based methods to assess information flow and connectivity based on cortical thickness measures in 55 individuals with psychopathy and 47 normal controls. Compared with controls, the psychopathy group showed significantly altered interregional connectivity patterns. Furthermore, bilateral superior frontal cortices in the frontal network were identified as information flow control hubs in the psychopathy group in contrast to bilateral inferior frontal and medial orbitofrontal cortices as network hubs of the controls. Frontal information flow and connectivity may have a significant role in the neuropathology of psychopathy.
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