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Touching the Essence of Life : Haptic Virtual Proteins for Learning

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... Their system utilized a modified Argonne E-3 Remote Manipulator (ARM) for ligand movement and force feedback display, and managed to accelerate the docking of small rigid molecules by a factor of two. Subsequent works investigated the benefits of haptics in computer-aided drug design [13], in rational drug design [14], in computer-aided molecular design [15], for the study of protein-drug and protein-protein interactions [9,16,17], and in e-learning and education [18][19][20][21]. These studies indicated that hapticsassisted docking can help users' (experts or students of structural biol ogy) learn about the process of molecular binding, and experts to improve upon docking conformations that have not been (or could not be) verified experimentally. ...
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Interactive haptics-assisted docking provides a virtual environment for the study of molecular complex formation. It enables the user to interact with the virtual molecules, experience the interaction forces via their sense of touch, and gain insights about the docking process itself. Here we use a recently developed haptics software tool, Haptimol_RD, for the rigid docking of protein subunits to form complexes. Dimers, both homo and hetero, are loaded into the software with their subunits separated in space for the purpose of assessing whether they can be brought back into the correct docking pose via rigid-body movements. Four dimers were classified into two types: two with an interwinding subunit interface and two with a non-interwinding subunit interface. It was found that the two with an interwinding interface could not be docked whereas the two with the non-interwinding interface could be. For the two that could be docked a “sucking” effect could be felt on the haptic device when the correct binding pose was approached which is associated with a minimum in the interaction energy. It is clear that for those that could not be docked, the conformation of one or both of the subunits must change upon docking. This leads to the steric-based concept of a locked or non-locked interface. Non-locked interfaces have shapes that allow the subunits to come together or come apart without the necessity of intra-subunit conformational change, whereas locked interfaces require a conformational change within one or both subunits for them to be able to come apart.
... al. [21]. Force grid systems usually treat both molecules or just the receptor as rigid structures, and pre-compute a 3D force grid of the van der Waals (vdW) and/or electrostatic 50 forces around the receptor [21,22,23,24,25,26] or the receptor's active site [27]. ...
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Molecular docking systems model and simulate in silico the interactions of intermolecular binding. Haptics-assisted docking enables the user to interact with the simulation via their sense of touch but a stringent time constraint on the computation of forces is imposed due to the sensitivity of the human haptic system. To simulate high fidelity smooth and stable feedback the haptic feedback loop should run at rates of 500Hz to 1kHz. We present an adaptive force calculation approach that can be executed in parallel on a wide range of Graphics Processing Units (GPUs) for interactive haptics-assisted docking with wider applicability to molecular simulations. Prior to the interactive session either a regular grid or an octree is selected according to the available GPU memory to determine the set of interatomic interactions within a cutoff distance. The total force is then calculated from this set. The approach can achieve force updates in less than 2ms for molecular structures comprising hundreds of thousands of atoms each, with performance improvements of up to 90 times the speed of current CPU-based force calculation approaches used in interactive docking. Furthermore, it overcomes several computational limitations of previous approaches such as pre-computed force grids, and could potentially be used to model receptor flexibility at haptic refresh rates. Copyright © 2015 Elsevier Inc. All rights reserved.
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Chapter
This chapter presents evidence for the development of visualizationbreak through touch when in circumstances where no visual information is provided. Results reported here show that local touch is translated into gestalt whole visualized patterns. It further shows that haptics, perception through touch, has semantics and that specific force patterns that constitute haptic interactions act as elements of information that are translated into visual images. It is shown that regions in the occipital brain, especially the Lateral Occipital Tactile-Visual Area, are activated when subjects attempt to recognize a shape haptically. Visualization of haptic patterns provides holistic gestalt views based on local haptic sensory cues. Haptic information contributes the micro details to visualization while the macro details are contributed by the human-visual system. It is further concluded that these findings about the processes of touch – visualization have major implications for design of cognitive technology with the intention of improving learning. A combination of touch and visual cues is advantageous to learning, providing more than each for the construction of a meaningful image of the world.
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Modelling as an element in scientific methodology and models as the outcome of modelling are both important aspects of the conduct of science and hence of science education. The chapter is concerned with the challenges that students face in understanding the three ‘levels’ at which models can be represented – ‘macro’, ‘sub-micro’, ‘symbolic’ – and the relationships between them. A model can, at a given level, be expressed in ‘external representations’ – those versions physically available to others – and in ‘internal representations’ – those versions available mentally to an individual person. The making of meaning for any such representation is ‘visualization’. It is of such importance in science and hence in science education that the acquisition of fluency in visualization is highly desirable and may be called ‘metavisual capability’ or ‘metavisualization’. Criteria for the attainment of metavisualization are proposed. Two approaches to the ontological categorization of representations are put forward, one based on the purpose which the representation is intended to serve, the other based on the dimensionality – 1D, 2D, 3D – of the representation. For the latter scheme, the requirements for metavisualization are discussed in some detail in terms of its components. General approaches to the development of metavisualization are outlined. Multi-disciplinary teams are needed if the research and development needed to improve visualization in science education is to take place.
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Cognitive load is a theoretical notion with an increasingly central role in the educational research literature. The basic idea of cognitive load theory is that cognitive capacity in working memory is limited, so that if a learning task requires too much capacity, learning will be hampered. The recommended remedy is to design instructional systems that optimize the use of working memory capacity and avoid cognitive overload. Cognitive load theory has advanced educational research considerably and has been used to explain a large set of experimental findings. This article sets out to explore the open questions and the boundaries of cognitive load theory by identifying a number of problematic conceptual, methodological and application-related issues. It concludes by presenting a research agenda for future studies of cognitive load. KeywordCognitive load theory
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Over the last decade we have witnessed the emergence of technologies such as libraries, Object Orientation, software architecture and visual programming. The common goal of these technologies is to achieve software reuse. Even though, many significant advances have been made in areas such as library design, domain analysis, metric of reuse and organization for reuse, there are still unresolved problems such as component inter-operability and framework design[1]. We have investigated the use of interpreted languages to create a programmable, dynamic environment in which components can be tied together at a high level. This work has demonstrated the benefits of such an approach and has taught us about the features of the interpreted language that are key to a successful component integration.
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A real-time molecular docking system is developed that uses an electrically coupled remote manipulator as a force display. The system, which uses integrates interactive computer graphics and high-speed calculation of the interaction forces between a drug and a receptor site in a molecule, is designed to be a tool for molecular scientists. The manipulator is used to generate the forces and torques exerted on the drug molecule when it is aligned with the receptor site by the user's hand. The manipulator serves both as an input device for 6-D manipulation and as an output device for generating forces. Preliminary testing indicates that the system might enhance the biochemist's understanding and performance
Conference Paper
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This paper presents a new method for haptic feedback in molecular docking simulations as applied to the design of new drugs. These simulations, typically used by the pharmaceutical industry, for example Sanofi-Aventis, are based on the description of atomic energies to estimate the interactions between a ligand and a protein. The main drawback is that forces and torques cannot be calculated using a simple derivation. Moreover, when considering flexible ligand–protein docking, it is essential to take into account the delay in the molecular simulator’s response, as it may lead to an unstable bilateral control scheme. The proposed method allows for stable haptic feedback using wave variables. For the operator to feel the molecular interactions, this method builds a local energy model based on the interatomic interactions and on the haptic device’s displacement. The interaction wrench can be obtained using an analytic derivation of the energy model. Consequently, the teleoperation system is software independent, and can be extended to any bio-application, provided that it is energy based. Additionally, it ensures stable six degrees of freedom manipulation, therefore allowing comprehensive and stable haptic feedback.
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The terms dynamic representation and animation are often used as if they are synonymous, but in this paper we argue that there are multiple ways to represent phenomena that change over time. Time-persistent representations show a range of values over time. Time-implicit representations also show a range of values but not the specific times when the values occur. Time-singular representations show only a single point of time. In this paper, we examine the use of dynamic representations in instructional simulations. We argue that the three types of dynamic representations have distinct advantages compared to static representations. We also suggest there are specific cognitive tasks associated with their use. Furthermore, dynamic representations of different form are often displayed simultaneously. We conclude that to understand learning with multiple dynamic representations, it is crucial to consider the way in which time is displayed.
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This paper presents a new method for smoothing haptic interaction with molecular force calculations that uses Lennard-Jones forcefield. The gradient of the forcefield is used unaltered when the distance between two atoms is greater than the sum of their van der Waals radii. However, when they are smaller, a hard-surface wall implemented using a spring model is used to repel two atoms. This eliminates the instability when two atoms are in contact in the presence of forcefields that have strong gradients. This method is tested on rigid hydrocarbon molecules with no bond creation or breaking.
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We present data and argument to show that in Tetris—a real‐time, interactive video game—certain cognitive and perceptual problems are more quickly, easily, and reliably solved by performing actions in the world than by performing computational actions in the head alone. We have found that some of the translations and rotations made by players of this video game are best understood as actions that use the world to improve cognition. These actions are not used to implement a plan, or to implement a reaction; they are used to change the world in order to simplify the problem‐solving task. Thus, we distinguish pragmatic actions—actions performed to bring one physically closer to a goal—from epistemic actions—actions performed to uncover informatioan that is hidden or hard to compute mentally. To illustrate the need for epistemic actions, we first develop a standard information‐processing model of Tetris cognition and show that it cannot explain performance data from human players of the game—even when we relax the assumption of fully sequential processing. Standard models disregard many actions taken by players because they appear unmotivated or superfluous. However, we show that such actions are actually far from superfluous; they play a valuable role in improving human performance. We argue that traditional accounts are limited because they regard action as having a single function: to change the world. By recognizing a second function of action—an epistemic function—we can explain many of the actions that a traditional model cannot. Although our argument is supported by numerous examples specifically from Tetris, we outline how the new category of epistemic action can be incorporated into theories of action more generally.