Calit2 Visit: Open Labs and Research Demonstrations
BiON (Bio-Organic Nanofabrication Facility):
Research and development of micro/nano devices using biologic and organic materials. The facility contains tools uniquely capable of performing micro- and nanofabrication on materials such as polymers, hydrogels, collagens, proteins and even living tissue.

Microscopy:
3D scanning electron microscope/focused ion beam provides images of samples as small as 2.5 nanometers, as well as microfabrication capabilities. Add-on accessories enable elemental characterization and electron backscatter diffraction.

Micro/Nano Fluidics:
MF3 (Micro/Nano Fluidics Fundamentals Focus Center) develops micro/nanoscale fluidics and advances their applications in healthcare, environmental monitoring, chemical analysis, materials synthesis and biodetection.

Visualization Lab:
  • HIPerWall: HIPerWall video wall solutions for command & control, public information displays, and advanced collaborative education are built from ordinary PCs, ordinary displays and an ordinary computer network. Hiperwall's unique software-based architecture eliminates the cost, complexity, power budget, footprint, cable clutter and scalability limits of legacy hardware-based video wall systems, making it possible to deploy video walls for applications that previously considered this technology to be out of reach.
  • Planar-Tiled and Cylindrical-Tiled Multi-Projector Displays: Camera-based calibration and custom algorithms in a scalable system automatically align images and eliminate color variations in large displays, regardless of screen configuration or surface variations.

eHealth Collaboratory:
  • BATS (Bionic and Assistive Technologies): Sensors embedded in clothing and other personal items can improve quality of life for the elderly and those living with disabilities.
  • Telios (Telepresence Interactive Operating System): Software built on a Web 2.0 platform enables medical specialists to communicate with and monitor individuals in the privacy of their homes or in community-based clinics.
  • A Robotic Powered Wheelchair Trainer with Haptic Guidance As Needed: We are developing a robotic powered wheelchair system on which children with a severe disability can safely learn and develop driving skills at their own pace with minimum assistance from a therapist. The drivers practice steering the wheelchair using an interactive floor projection gaming system.
  • An Interactive Real-Time MIDI Glove Used to Aid in Home-Based Stroke Rehabilitation: We are developing an interactive real-time MIDI glove that allows people with stroke to engage in meaningful, entertaining, and motivating therapy by learning to play music with the glove. The glove can also provide a quantitative measure of hand function which provides feedback to both patient and therapist.

Musculoskeletal Dance Science Research Laboratory Science and Health in Artistic Performance:
Dancers and instrumental musicians typically exhibit capabilities of the musculoskeletal system that are considerably beyond those of the average person. They also are known to have an extremely high incidence of injury. In many ways these performers are athletes; thus, this laboratory is applying research principles used widely in sports medicine and collaborating with engineering and science disciplines to advance the field of performing arts medicine and science. The demonstrations will include biomechanical analysis of dancers and violinists, balance stability assessment in dancers, and clinical measurements to evaluate predisposing factors of knee pain in dancers.

Games and Digital Culture:
The Computer Games and Virtual Worlds Group will present a set of showcase of CGVWs that demonstrate advances in (a) use of game-based virtual worlds to model and simulate semiconductor fabrication facilities and operations; (b) low-cost, rapidly developed business process training games; (c) undergraduate student game development projects; (d) virtual worlds for informal planetary and earth systems science education; (e) virtual worlds for command and control center research studies; (f) games driven by external news streams; and (g) low-cost brain-computer interfaces for use in CGVWs.

Wireless Communications:
MANETs (Mobile Ad hoc NETworks) are collections of autonomous mobile wireless nodes that transmit and receive data and rich media content in real time without relying on established infrastructures like cell towers, routers or access points.

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