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30 July 2021

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Virtual reality framework for editing and exploring medial axis representations of nanometric scale neural structures

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DOI:10.1016/j.cag.2020.05.024

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ARTICLE

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Computers & Graphics xxx (xxxx) xxx

ContentslistsavailableatScienceDirect

Computers

&

Graphics

journalhomepage:www.elsevier.com/locate/cag

Special

Section

on

STAG

2019

Virtual

reality

framework

for

editing

and

exploring

medial

axis

representations

of

nanometric

scale

neural

structures

Daniya

Boges

a

,

Marco

Agus

b,∗

,

Ronell

Sicat

c

,

Pierre

J.

Magistretti

a

,

Markus

Hadwiger

c

,

Q1

Corrado

Calì

d

a Biological and Environmental Science and Engineering Division, King Abdullah University of Science and Technology, Thuwal, 23955-6900, Saudi Arabia b Visual Computing Group, Center for Advanced Studies, Research and Development in Sardinia (CRS4), Cagliari, Italy

c Visual Computing Center, King Abdullah University of Science and Technology, Thuwal, 23955-6900, Saudi Arabia

d Department of Neuroscience ”Rita Levi Montalcini”, Neuroscience Institute ”Cavalieri Ottolenghi”, University of Turin, Turin 10043, Italy

a

r

t

i

c

l

e

i

n

f

o

Article history: Received 14 February 2020 Revised 21 April 2020 Accepted 12 May 2020 Available online xxx Keywords: Ultrastructural analysis Medial axis representation Immersive environments Virtual reality in neuroscience

a

b

s

t

r

a

c

t

Wepresent anovelvirtualreality(VR)basedframework forthe exploratoryanalysis ofnanoscale3D reconstructions ofcellular structures acquiredfrom rodent brain samples throughserial electron mi-croscopy.Thesystemisspecificallytargetedonmedialaxisrepresentations(skeletons)ofbranchedand tubularstructures ofcellular shapes,and itisdesignedfor providingto domainscientists:i)effective andfastsemi-automaticinterfacesfortracingskeletonsdirectlyonsurface-basedrepresentationsofcells andstructures,ii)fasttoolsforproofreading,i.e.,correctingandeditingofsemi-automaticallyconstructed skeletonrepresentations,andiii)naturalmethods forinteractiveexploration,i.e., measuring,comparing, andanalyzinggeometricfeaturesrelatedtocellularstructuresbasedonmedialaxisrepresentations. Neu-roscientistscurrentlyusethesystemforperformingmorphologystudiesonsparsereconstructionsofglial cellsandneuronsextractedfromasampleofthesomatosensorycortexofajuvenilerat.Theframework runsinastandardPCandhasbeentestedontwodifferentdisplayandinteractionsetups:PC-tethered stereoscopichead-mounteddisplay(HMD)with3Dcontrollersandtrackingsensors,andalargedisplay wallwithastandardgamepad controller.Wereportonauserstudy thatwecarriedoutforanalyzing userperformanceondifferenttasksusingthesetwosetups.

© 2020TheAuthor(s).PublishedbyElsevierLtd. ThisisanopenaccessarticleundertheCCBY-NC-NDlicense. (http://creativecommons.org/licenses/by-nc-nd/4.0/)

1. Introduction 1

The brain cells, together with their processes, are complex 2

three-dimensional structures, and improving the visual under-3

standingoftherelationshipsbetweenmorphologicalfeatures and 4

functionalaspects ofthesecellsisofprimary importanceto neu-5

roscientists.Therecentprogressindigitalacquisitionandanalysis 6

ofbiologicalsamples,e.g.,braintissues,isofferingunprecedented 7

possibilitiesofinsightsforneuroscientists.Forinstance,automated 8

serialsectionelectronmicroscopy(3DEM)provideselectron micro-9

graphsthatcanreacharesolutionofananometerperpixel, there-10

forerevealingfeatures rangingfromfull structuralcellular details 11

such asaxons,dendrites, andsynapses (the socalled“neuropil”), 12

to smallerintracellular organelles likesynaptic vesicles. However, 13

Corresponding author.

E-mail addresses: magus@hbku.edu.qa , magus@crs4.it (M. Agus),

corrado.cali@unito.it (C. Calì).

neuroscientists still require effective tools and applications to 14 handlethislargeandcomplexdata.Morphologydataatnanoscale 15 resolutionprovide domain scientistsfundamental informationfor 16 understanding neural processes and interaction between cellular 17 structures [1]. Quantifications have particular relevance when 18 extracted data are used to infer parameters allowing mathemat- 19 ical modelization of biological processes [2,3]. Furthermore, the 20 challenge of making qualitative and quantitative assessments of 21 complex and visually occluded individual cellular structures, or 22 groupsofthem,isbeginningtoattractneuroscientiststowardsthe 23 use of immersive visualization paradigms. Hence, during recent 24 years,variouslaboratoriespioneeredtheuseofvirtualreality(VR) 25 insupporting electron microscopy (EM)structural analysis[4–6]. 26 However, previouspipelines were engineeredaround theneed of 27 exploratory analysis of brain structures for specific morphology 28 studies[4],or neuroenergetics investigations [5,7].More recently, 29 theneedformoreefficientextractionoffeatures ofbranch-based 30 whole cell structures, either for quantification and classification 31

https://doi.org/10.1016/j.cag.2020.05.024

0097-8493/© 2020 The Author(s). Published by Elsevier Ltd. This is an open access article under the CC BY-NC-ND license. ( http://creativecommons.org/licenses/by-nc-nd/4.0/ )

Pleasecitethisarticleas:D.Boges,M.AgusandR.Sicatetal.,Virtualrealityframeworkforeditingandexploringmedialaxis represen-tations of nanometric scale neural structures, Computers & Graphics,https://doi.org/10.1016/j.cag.2020.05.024

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purposes [8], has emerged. Especially neurons,but also glia,can 32

be adequately schematizedthrough skeleton representations, and 33

nowadays,various laboratories are investing important resources 34

on creating faithful and smooth medial axis representations of 35

braincells.Theseskeletonrepresentationscanbeusedforvarious 36

kinds of novel visual and statistical analysis. To this end, time 37

consumingimage-based manual tools [9–11] are commonlyused 38

fortracingneuralprocessesonconfocalimages.Morecomplicated 39

automatic methodsfor recovering medialaxis representationson 40

nanometric scaleelectron microscopy stacksexist butare still in 41

theirinfancy [12]andnot yetroutinely usedforprocessingbrain 42

cells. 43

Inthispaper,wepresentanovelVR-basedframeworktargeted 44

oncreating, proofreading,and exploration ofskeleton-based rep-45

resentationsof nanoscale brain cellssurface reconstructions. The 46

systemintegratesthefollowingcomponents: 47

Fastservo-assistedsemi-automaticmethodsforcreating skele-48

tonsofcomplexbraincellularreconstructions. 49

Tools for proof-reading (checking, correcting, comparing) me-50

dialaxisrepresentations. 51

Explorationtools,e.g.,forperforminggeometricmeasurements 52

and statisticalcomputations related to cellular structures and 53

theirskeletalrepresentations. 54

The system is currently used by expert domain scientists for 55

analysisofvariouscellsreconstructedfromthesomatosensory cor-56

tex of a juvenile rat [1]. We report on a preliminary subjective 57

evaluation of the immersive environment performed by domain 58

expertsduringcreation andproofreading ofcomplex medial axis 59

representations,aswell asduringanalysis oforganelles distribu-60

tions.Thispaperisan extendedversionoftheproceeding contri-61

butionpresentedatSmartToolsandApplicationsforGraphics con-62

ference[13].Weprovidehereamorethoroughexposition,together 63

withamoreeffectiveexternalsemiautomatictracingtoolfor edit-64

ing medialaxis branches. Moreover, we extended the framework 65

towork inamonocular setupwithalargescaledisplaywall,and 66

wecarriedoutauserstudyforevaluatingtheperformancesofthe 67

systemforcreatingandeditingskeletonrepresentations,eitherin 68

the monocular display wall setup and in the stereoscopic HMD-69

basedvirtualrealitysetup.Toourknowledge,thisisthefirst inter-70

activesystemtargetedto thecreation,proof-reading andanalysis 71

ofskeleton-basedrepresentationofcellularstructures,andthe pre-72

liminaryreportsofusage by expertandnoviceusers providedus 73

promisingindicationsthatthesekindofsystemscanpositively ef-74

fectthewayultrastructuralanalysisiscarriedoutinneuroscience 75

domain. 76

2. Relatedwork 77

Ourworkdealswiththeapplicationofvirtualreality(VR) tech-78

nologiesto neuroscience investigations coupledwith the compu-79

tationof medialaxis representations ofhighly detailedbranched 80

cellularbrainstructures.Inthefollowing,we discusstheprevious 81

workmostlyrelatedtoourcontribution. 82

Virtual reality in neuroscience. Due to the ubiquity of desktop 83

systems,mostcommonlyusedvisualanalysistoolsinneuroscience 84

are designed as desktop applications [14,15]. However, more re-85

cently,thereisgeneralconsensusthattheuseofstereoscopic tech-86

niques,e.g.,inVRsystems,canprovidea moreimmersivewayto 87

explorebrainimagingdata[16],andthattheincreased dimension-88

alityprovidedbystereoscopyisbeneficialforunderstandingdepth 89

in the displayed scenery [17,18]. With respect to immersiveness, 90

theeffectofstereoscopyhasbeenpreviouslyevaluatedinthe con-91

text ofvisual analysis ofvolume data,particularly for semitrans-92

parentvolumerendering[19,20],isosurfaces[21],confocalvolume 93

images[22],andforinteractive graphanalysis[16,17,23].Success- 94 fulexamplesofapplyingVR technologiestoneuroscienceinvesti- 95 gationsinclude analysisofglycogendistributionrelatedto neural 96 morphologies[4],systemsforexploringconnectomes[24],systems 97 for tracing neurons in microscope scans of primates’ visual cor- 98 tex[6],andtheuseofheatmapsforrepresentingabsorptionprob- 99 abilitiesonnanoscalesurfacereconstructions[5].VeryrecentlyXu 100 etal.[25] introducedTempoCave,asystemforanalyzingdynamic 101 brainnetworks by exploring activitypatterns indifferentregions 102 inthebrain,computedbyprocessingrawdataretrievedfromfunc- 103 tionalmagneticresonanceimaging(fMRI)scans[25].Inthiswork, 104 wedescribeanimmersiveenvironmentforperformingshapeanal- 105 ysisthat is mainly targetedon skeleton representations of nano- 106 metricreconstructions.Toourknowledge,itisthefirstapplication 107 ofaVRenvironmenttowardsmorphologicalanalysisofmedialaxis 108 representations,particularlyofbraincells. 109

Skeleton-basedrepresentationofsurfacemeshes.Medialaxisrep- 110 resentations or skeletons can be considered descriptors which 111 jointly describe the geometry, topology, and symmetry proper- 112 ties of a shape in a compact and intuitive way, providing a 113 means to capturethe essence of a 3D shape [12]. Automatically 114 orsemi-automaticallyproducingaccurate skeletonrepresentations 115 is a challenging task. During the last decades, many techniques 116 have been proposed, particularly by the computational geometry 117 community, for different kinds of 3D models. For a comprehen- 118 sivediscussion oftherecentmethodsforcreating3Dmedialaxis 119 representations,wereferthereaderstostate-of-the-artreportsby 120 Tagliasacchietal.[12],andbySobieckietal.[26].Ingeneral,there 121 is a huge collection of methods to obtain 3D skeletons, which 122 can be classified according to the input representation: mesh- 123 based[27–30]andvoxel-basedrepresentations[31].Sinceoursys- 124 temisfocusedonsurfacerepresentations,wewillmostlyconsider 125 methods that use meshes, even if our systemcan be considered 126 independentfromthemethod usedforobtaining themedialaxis 127 representationofthemorphologyconsidered.Thesystemhasbeen 128 designed to import skeleton representations coming from differ- 129 entautomatic frameworks: forourinitial analysis, we considered 130 theMeanCurvatureSkeleton(MCS)algorithm[27],andtheCenter 131 Line Treemethod[32],which areimplemented inthe Avizo [33] 132

framework. 133

Medial axis representations in neuroscience. Since medial axis 134 representations provide an adequate and convenient description 135 forbranchedstructures,recently,neuroscientistsstartedexploiting 136 them for representing complicated cellular structures, especially 137 neurons.Tothisend, they derived specific metrics forcomparing 138 branched structures,i.e.,trees,basedongeometrical andtopolog- 139 ical features [34–36]. Thesemetrics are then used for investigat- 140 ing differences and analogies between morphologies or in gen- 141 eral for performing identification and classification [37–39]. Fol- 142 lowing this philosophy, recently Kanari et al. [40] developed a 143 classification framework for neurons completely based on skele- 144 tons,whichisbasedonspecifictopologicalrepresentations,called 145 persistence diagrams.The framework has been successfully used 146 forobjectivemorphologicalclassification ofneocortical pyramidal 147 cells[8].Ithasalsobeenintegratedintoamoregeneralcollabora- 148 tiveframeworkfortheanalysisandvisualizationofneuronalmor- 149 phologyskeletonsreconstructed frommicroscopy stacks[41].Our 150 proposed immersive environment addresses similar needs,and it 151 iscustomizedfortheproofreadingandanalysisofskeletonsofdif- 152 ferentcells,while leveragingthebenefitsofaVR system.We be- 153 lievethat3D branchedstructuresderived bybraincellmorpholo- 154 giescanbemoreeffectivelyanalyzedbyleveragingcuesprovided 155 by stereoscopy and full immersion which are well suited for3D 156 scenes.Ourframeworkisgeneralandcustomizable,anditcan be 157 extended to integrate other geometric representations andvisual 158

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Fig. 1. Our proposed virtual environment enables neuroscientists to immersively create, proofread, and explore medial axis representations or skeletons of nanoscale recon- structions of brain cells. In the example scenario above, skeletons are represented as connected nodes (yellow spheres) and edges (black cylinders), while brain cells are depicted as shaded surfaces (using a light blue color in this example). (For interpretation of the references to color in this figure legend, the reader is referred to the web

version of this article.) Q2

Fig. 2. Data preparation. Left: we tested the proposed immersive system on mod- els reconstructed from an image stack acquired by serial electron microscopy of a sample from a juvenile rat’s somatosensory cortex. Right: sparse reconstruction provides high resolution surface representation of full cellular morphologies.

3. Applicationdomain:Morphologyanalysisinneuroscience 160

Beforedetailing theproposedimmersive environment,wefirst 161

provide a brief description of our particular application domain 162

in neuroscience:the ultrastructuralinvestigation of braincellular 163

morphologiesatnanometricscale. 164

Ultrastructural analysis. Neuroscientists often perform ultra-165

structural analysis of brains samples through ex-vivo digital ac-166

quisitionof verysmall brainportions. Tothisend, they use high 167

resolution electron microscopy systems equipped with high pre-168

cision cutters [42]. Through this methodology, domain scientists 169

get 3D8bit imagestackscontainingcellularmembranes at nano-170

metric resolution (see Fig. 2 left). These datasets allow them to 171

visually individuate andannotate cellular andmolecular features, 172

such as compounds, synapses, and organelles like mitochondria. 173

vesiclesandendoplasmaticreticulum(ER).Nowadays,EMimaging 174

techniqueisbecomingincreasinglypopularinthefieldof connec-175

tomics,sinceitenablesaccuratereconstructionsoftheconnections 176

betweenneurons[43]. 177

Processing pipeline. Given a 3D stack of images acquired by 178

an electron microscope (Fig. 2 left), neuroscientists need to pass 179

through differentprocessingtasksinorderto extractrelevant 3D 180

shape representations of cellular structures, in form of surface 181

meshes(Fig.2right),thatcanbeusedforstatisticalcomputations, 182

simulation, or rendering.The processing pipeline consistsof car-183

ryingoutdenseorsparsereconstructions,byusingmanual, semi-184

automatic orautomatictools,whichlabeltheimage pixelsinthe 185

stack, i.e., assigning them witha unique object identifier forthe 186

various structures ofinterest,such asneuralaxons,dendrites, or-187

ganelles, nuclear envelopes, etc. In this work, we used a hybrid 188

two-steppipeline[44],composedby: 189

Aroughautomaticsegmentationperformedofflinethroughthe 190 iLastiktool[45],forfindingthegrossfeaturesandprocessesof 191

acell. 192

Amanualproofreadingphase,performedthroughtheTrackEm2 193 tool [46],for specifyingexact objectboundaries andfinerde- 194

tails. 195

Morphologyfeatures.Oncethevariouscellsandsub-partsarela- 196 belledonaper-pixel levelintheimagestack,neuroscientistsper- 197 formvariousultrastructuralanalyses by studyingthemorphology 198 ofthefollowingbiologicalstructures(Fig.2right): 199

Neurons: composed of axons and dendrites, which are the 200 terminals respectively sending and receiving electric signals 201 throughboutonsandspines.Boutonsandspinesarelinkedand 202

formsynapses. 203

Glialcells:neuroscientistsmainlyfocusonastrocytes,whichare 204 metabolicallyinvolvedinfeedingneurons,microglia,whichare 205 themainformofactiveimmunedefenseinthecentralnervous 206 system byacting asmacrophages,andoligodendrocytes, which 207 producethemyelinsheathinsulatingneuronalaxons. 208

Organelles:domainscientistsmainlyfocusonmitochondriaand 209

endoplasmatic reticulum, which are contained in axons, den- 210 drites, andglialcells.Theycontainthemachineryforchemical 211

transformations. 212

Neuroscientistsare interestedinstudyingtherelationshipsbe- 213 tweentheaforementionedstructures,andperformgeometricanal- 214 ysisforrecoveringparametersto beusedforsimulationpurposes 215

orforclassification[40,47]. 216

Medial axis representations. Most of the considered cells have 217 complicatedbranching structures, which are very difficult to an- 218 alyze using standard mesh representations (see Fig. 2 right). To 219 thisend,skeletonrepresentationsprovideaneffectivetoolforde- 220 scribing them and classifying the various branches, according to 221 thesizeandthebranching level,startingfromthesoma.Forthis 222 reason, neuroscientists are increasingly focusing on technologies 223 thatcan supportthemin recoveringaccurate skeletalrepresenta- 224

tions[8,35]. 225

4. Systemoverview 226

The proposed systemis a standard 3D framework customized 227 tobeusedwithastereoscopicHMD-basedsetupusingroomscale 228 tracking technology (VR), or with a large screendisplay for col- 229 laborative sessions. In VR, the system allows the user to inter- 230 actwitha3Denvironmentthroughtwomotion-trackedhand-held 231 controllers,i.e.,by pointing/selectingobjects,orselectingmotions 232 through menus. When working with the display wall, a generic 233 Pleasecitethisarticleas:D.Boges,M.AgusandR.Sicatetal.,Virtualrealityframeworkforeditingandexploringmedialaxis represen-tations of nanometric scale neural structures, Computers & Graphics,https://doi.org/10.1016/j.cag.2020.05.024

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Table 1

Notations/formats used for skeleton data.

Algorithm/Tool Notation/ File Format Data Type

Centerline Tree (Avizo) [ Point ID, Thickness, X Coord, Y Coord, Z Coord ]/.CSV Points (file1)

[ Segment ID, Node ID1, Node ID2, Point IDs List ] /.CSV Branches(file2)

Mean Curvature Flow [ x, y,z ] / txt Points (file1)

[ NodeID1, NodeID2 ] /.txt Branches (file2)

[ Sum of points(n), X, Y, Z, Xn,Yn,Zn ] /.txt Points and Branches

Simple Neurite Tracer (Fiji) [ NodeID, Cell Type, X, Y, Z, radius, ParentID ]/.SWC Points with Branches

gamepadcontrollercanbeusedforinput.Theframeworkwas de-234

velopedontopoftheUnitygameengine. 235

Scenerepresentationandrendering.Theimmersiveenvironment 236

providesreal-timeexplorationofscenescomposedofsurface rep-237

resentationsofbraincellsandschematicrepresentationsofthe as-238

sociatedmedialaxesorskeletons.Theleveloftransparencyof sur-239

faces can be interactively controlled in a way to providecontext 240

forskeletonexploration.Sincethesystemisalsodesignedfor pro-241

vidingendoscopicanalysisofcellularprocesses,atorchtoolis pro-242

videdforshadingmeshwallsanddarkcornersduringexploration. 243

Thetool isattached to one ofthe manipulatorsand can be eas-244

ilyused to illuminate dark areas.Basic 3D manipulation options 245

areprovided,e.g., objectscaling andplacement,aswell as mate-246

rialandcolorassignment.Moreover,userscan flipthemesh nor-247

mals,ina wayto havea moreconvenient wayofexamining the 248

inner/outermesh surfaces. Withrespect to skeletons, the system 249

usesthreedifferentrepresentations: 250

sprite-based: 2D line segments/ribbons represent the whole 251

skeleton geometry (implemented using Unity line renderer 252

module); 253

Node-based:onlyspheresrepresentskeletonnodes;depending 254

ontheskeletondata,thesystemcanutilizeonlyprimarynodes 255

toprovidearoughrepresentationofskeletons. 256

Complete: skeleton nodes are represented by spheres while 257

skeletonedgesarerepresentedbycylinders. 258

Main features. After loading the cellular morphology, the sys-259

temenablesuserstooperateonmedialaxisrepresentationsintwo 260

modes:createmodeforcreatingskeletonsfromscratch,and

proof-261

read mode for correcting/editing previously computed skeletons. 262

Inproofreadmode, thesystemrequiresthatpreviously computed 263

medialaxesrespectspecificnotationsrepresentedinTable1.This 264

notationisvalidformostgraphrepresentationsandiswidelyused 265

bymanygraphprocessingsoftware.Specifically,inthispaper,we 266

focusedonskeletonscomputedthroughthreemethods: 267

An automatic volume-basedmethod [32], implementedinthe 268

Avizo framework [33] - it uses connected components for 269

graphs,combiningaunion-findandarecursivealgorithm. 270

An automatic mesh-basedmethod[27] -ituses iterative con-271

tractionthroughmeancurvatureflowevolution. 272

A manual image-based tracer implemented in the Fiji sys-273

tem[10]. 274

Thesystemprovidessupportforimportingandexporting stan-275

dardskeletonfileformatsthatarecompatiblewiththepreviously 276

mentionedsystems.Itcanalsobeeasilyextendedtosupportother 277

formats/notations. 278

5. Interactivetools 279

The proposed system provides interactive tools for edit-280

ing/manipulatingmedial axis representations. We describe avail-281

able interactions using 3D controllers for VR as well as for 282

gamepad controllers forthe display wall.We tried to keep most 283

interactionssimilar forthe twocontrollers inordertoreducethe 284

Fig. 3. Interactive tools. Left: an arch-shaped menu attached to the left controller allows users to select interaction mode with skeletons. Right: a stabilizer servo- assisted tool (in red) guides users through the process of skeleton branch tracing. (For interpretation of the references to color in this figure legend, the reader is referred to the web version of this article.)

effortforusersintermsofswitchingbetweenthetwoifnecessary. 285 In thefollowing, we discussinteractions based on3D controllers 286 but thesame applies to a gamepad with the trigger buttoncor- 287 responding to gamepad buttons with pre-mapped functions, and 288 3D pointingcorresponding tousingthe gamepadarrowandana- 289 log buttons tomove the camera andthe pointer. The coreinter- 290 actions are summarized in 7 options laid out in an arch-shaped 291 menu(seeFig.3left),attachedtotheleft3D controller.Theuser 292 can choose one of the options by first rotating his/herwrist be- 293 tween 0◦ and180◦,andthen,oncesettledonan option,pressing 294 thetrigger buttonsto select. Theoptions providedby thesystem 295

arethefollowing: 296

AddNode:usingthetriggerbutton,theusercancreateanode 297 in3D space.Thisprocesscanbe fullymanual orcontrolled by 298 aservo-assistedstabilizer.Upon creation,thesystemautomat- 299 icallypairsupnodeswitheachother andconnectsthemwith 300 anedge,hence,creatingasingleconnectedpath. 301

Grab and Move: as part of the proofreading/editing process, 302 nodescan be moved anywhere simply by grabbingthem and 303 moving them.This can be achievedthru a combinationof an 304 actiongrabinitiatedbypressingandholdingofthecontroller’s 305

gripbuttonwhiletouchingthesurfaceofthetargetnode. 306

SelectandConnect:using acombinationofpoint andtrigger 307 click,theusercan selecttwo nodessubsequentlyandthesys- 308 temcreatesanedgeconnectionbetweenthem(seeFig.4left). 309

Delete Skeleton Element: the system allows the right con- 310 troller to shoot a laser pointer by pressing on the controller 311 touchpad.Theusercanthendeletenodesandedgesbypoint- 312 ingatavalidskeletonunitobjectfollowedbyatriggerbutton 313

click(seeFig.4right). 314

TagRoot,Junction,andLeaf:asimilaractionofpointandtrig- 315 gerata specifiednode willsaveit initscorresponding skele- 316 ton file as one of these values: 0=Root, 1=Internal, 2=Leaf, 317 3=Junction. Tagging a node with “Leaf”, “Junction”, or “Root” 318

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Fig. 4. Skeleton editing. Our system provides effective tools for rapid editing of skeleton branches. Left: adding connection between nodes. Right: removing a wrong edge from a skeleton branch.

Fig. 5. Skeleton creation. We propose a semiautomatic and guided method for creating skeletons, based on endoscopic exploration of cell branches, and using a servo-assisted stabilizer.

marksitwithaspecialcolormaterialandfinalizesthecurrent 319

pathasasinglebranch. 320

Undo: an action that saves users the troubles of having to 321

delete a mistake node manually,and instead, they can revert 322

tomultiplestepsbackduringtheskeletoncreationprocess. 323

Path stabilizer: tunnel metaphor. The system provides a semi-324

automatic methodfor creatingskeleton branchesthrough one of 325

theVRinputcontrollers.Thismethodisbuiltaroundavisualuser 326

guide,thatoperatesasreferencewhentracingthetunnel-like cel-327

lular processesthrough endoscopic navigation.During the explo-328

rationoftheprocess,a pathstabilizertransparentlyand automat-329

ically placesskeleton nodesin themiddleof theprocess section. 330

The automaticnode positioncomputationisperformedby shoot-331

ing straightrays ontoa numberofradialdirections,and comput-332

ing theaveragedistancetothesurroundingwall boundaries.This 333

simplebuteffectivemethodprovidesawaytorapidlytracemain 334

cellularprocesses,andcreatefullycontrolledskeleton representa-335

tions.Incurrentimplementationweuse16raysforcomputingthe 336

averagedistance. 337

Pathstabilizer:tracingmetaphor.Inordertospeed upthe trac-338

ingprocess oflongbranchesexhibitinglowcurvature,likeit hap-339

pensforsomeneuraldendritesandaxons,we introduceda semi-340

automatic external tracing metaphor. With thistool, useris able 341

Fig. 6. External tracing. Users can trace branches through external 3D pointing, since a semiautomatic algorithm computes running barycenters through multiple iterative ray casting.

tofollowthe pathof thespecific through 3Dpointing, while the 342 systemuses ray casting forintersecting thebranch, and, starting 343 fromtheray,an iterativeapproachshoots differentrays similarly 344 tothepreviouslydescribedtunnelmetaphor.Inordertoaccelerate 345 thecomputationofnearestneighbors,weuseaKD-treedatastruc- 346 ture.Therunningbarycentersofthedifferentrayintersectionsare 347 addedasnodesinthecurrentskeletonbranch.Eveninthiscase,in 348 currentimplementationweuse16raysforcomputingtherunning 349 barycenter. This method proved to be very fast andeffective for 350 processesnotexhibitingsharpfeaturesandbumps(seeSection7). 351

Fig.6showsanexampleofthealgorithmforcomputinganode. 352

6. Setupanddataset 353

Our proposed immersive system is used by neuroscientists 354 forperformingreal-timecreation,proofreading/editing,andexplo- 355 rationofbraincellreconstructionsbasedonmedialaxisrepresen- 356

tations. 357

Implementationdetails.The immersive systemhas beendevel- 358 oped and deployed using the Unity game engine (version 5.6.3, 359 viaC# scripting).ForVR,ituses SteamVRandtheVRTKsoftware 360 packages[48],whichprovidesmoothimmersivesystem-userinter- 361 actionaswell ascross-hardware setupcompatibility. Inthisway, 362 thesameapplicationcan beusedonvariousVR setups,likeOcu- 363 lusRift[49]orHTCVive[50].Forcomputingautomaticskeletons, 364 andforother preprocessingtasks,weimplementedandusedC++ 365 applicationsandPythonscripts.Inaddition,weusedAvizo(acom- 366 merciallyavailabledataanalysis/visualizationsoftwareframework) 367 forcomputinghigh-quality skeletons, andpreprocessingwas car- 368 riedoutonaworkstationequippedwithtwoCPUsof10coreseach 369 (seeTable2foradditionaldetails). 370

Datapreparation.Fortestingpurposes,weconsideredfivecom- 371 plex cellular structures reconstructed from a p14 rat somatosen- 372 sorycortex.Weselected differentkinds ofcellstoshow different 373 levels ofcomplexity:two neurons, two microglia,andone astro- 374 cyte[1].The cells were reconstructedfrom a high-resolution EM 375 stackwithapproximatedsizeof100

μ

m X100

μ

m X76.4

μ

m(see 376

Fig.2 left). The reconstruction process wasperformedthrough a 377 semiautomaticprocess[44]involvingcustomizedcomponentsand 378 public domain software like iLastik [45] and TrakEM2 [46]. The 379 output of the reconstruction process is a series of high resolu- 380 tiontriangularmeshesrepresentingthecellularmorphologies(see 381

Fig.2right).Furthermore,eachcellwasoptimizedinawaytobe 382 Pleasecitethisarticleas:D.Boges,M.AgusandR.Sicatetal.,Virtualrealityframeworkforeditingandexploringmedialaxis represen-tations of nanometric scale neural structures, Computers & Graphics,https://doi.org/10.1016/j.cag.2020.05.024

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Table 2

Machines used for immersive environment and data preparation.

Machine OS Task Specs

Asus ROG G703G Windows 10 Pro- Immersive environment 32GB DDR4, Intel Core i9-8950HK 4.8 GHz, Nvidia GTX 1080 8GB GDDR5X, 2X 256GB PCIE SSD + 2TB SSHD FireCuda. Supermicro Linux CentOS 7 Data processing and skeleton creation 1TB memory, Intel(R) Xeon(R) Gold 6150 CPU2.70GHz (18 Cores), Nvidia GK104GL Quadro K5000, N/A

watertightandwithoutnon-manifoldedgesandvertices,andina 383

waytopreserveallimportantmorphologicalfeatures.Tothisend, 384

we used public domain mesh processing tools like Blender [51], 385

Meshlab[52],andUltralizer,ageometryprocessingtoolcontained 386

insidethe suite NeuroMorphoVis[41].For gettingautomatic me-387

dialaxisrepresentationsoftheconsideredmorphologies,weused 388

theMean Curvature Skeleton algorithm [27],as well asthe Cen-389

terline Tree module both available in Avizo [32]. In Table 3 we 390

reporton the cell morphologiesandthe associated skeleton rep-391

resentations.Specificallywe provide visualrepresentations ofthe 392

morphologies, together with information about their shapes and 393

sizesintermsofvertexcounts,visualrepresentationsofautomatic 394

skeletons,andskeletongraphstatistics(numberofnodes,number 395

ofedges,andnumberofbranches). 396

Hardwaresetups.WetestedtheVRapplicationonagaming lap-397

topequippedwithanNvidiaGTX10808GBGDDR5XGPU.Weused 398

thelaptoptodrivetwodifferentdisplaysetups(seeFig.8): 399

AstereoscopicimmersiveHeadMountedDisplay(HMD)Oculus 400

RiftS[53] withsensorsembeddedinawaytolowerthe bulk-401

inessofthesystemandincreaseportability. Thedisplayusesa 402

singlefast-switch LCD panel witha resolution of2560× 1440 403

witharefreshrateof80Hz,fieldofviewof110degreesona 404

workspaceof3.5m × 3.5m; 405

Amonocularcollaborativelarge-scaledisplaywallcomposedof 406

an arrayoftiled 3 × 4Narrow BezelMonitors(55”)(7680 × 407

3240pixels)foratotalresolutionofaround25Mpixels.Forthe 408

monoscopic display setup, the Oculus Riftinput devices were 409

substitutedbyanXboxgamepadcontroller. 410

The two different setups provide different working environ-411

ment in which the toolscan be used as direct pointersfor per-412

forming editing operations on the scene. The proposed interact-413

ingmetaphorsaregeneralandcanbe adaptedtodifferentsetups, 414

using different kind of controlling devices, like touch devices or 415

gestures [54]. According to the taxonomy presented by Mendes 416

etal.[54],the consideredsetupsarethefollowing: animmersive 417

one,with3Dcontrollers physicallyprovidingadirect metric con-418

troloverthescenerepresentedinavirtualworkspace,anda gam-419

ing one, withgamepad controllers controlling a 2D display wall, 420

in an indirect way. Regarding the design choices, we decided to 421

donot use the samecontrollers in both setups since the oculus 422

controllersarenativelyconnectedtoareal3Dphysicalsetup,and 423

webelievetheywouldnotbenaturallyunderstoodifcoupledtoa 424

monoscopicdisplaysetup. 425

7.Results 426

We carriedouta preliminaryassessmentofthesystemto un-427

derstandhowistheusability inthecontextofexploratory analy-428

sisofdifferentkindofcells. Wereport hereontwo kindof eval-429

uations: a subjective qualitative assessment performedby expert 430 users on complete creation of skeleton representations of entire 431 cells,andanuserstudyforevaluatingtheperformanceofthesys- 432 temforeditingtaskseitherinHMD-basedstereoscopicsetupand 433 Wall-basedmonoscopicsetup.Finallywereport onausecasefor 434 measurementanalysisondistributionsofbranched-likeorganelles. 435

7.1. Expertevaluation 436

Apreliminaryevaluationofthesystemwasperformedby two 437 expertneuroscientists oncellsofTable3.Domain scientists were 438 particularlyinterestedinobtainingaccurateandclearskeletalrep- 439 resentations to be used asdescriptors ofhighly intricate cellular 440 structures.Ingeneral,theywanttohaveprecisecontrolofmedial 441 axisrepresentations,inawaytobe abletoclearlyseparate main 442 processes from fine details that have different biological mean- 443 ing (for example dendritic shafts and spinesin neurons). In this 4 4 4 sense, mostautomatic systemsprovide “dirty” medialaxis repre- 445 sentations, thus we expected that an interactive tool helping in 446 cleaningskeletonswouldreceiveapositivefeedback.Moreover,we 447 expectedthattheimmersivenessprovidedby virtualreality could 448 improvethecreationandeditingprocess. 449

Skeleton creationfrom scratch. Neuroscientistsused thesystem 450 for creating skeletons fromscratch on two neural morphologies. 451 InTable4,weshow statisticsabouttheskeletoncreationprocess, 452 withdifferenttracingmetaphors(internalandexternal)anddiffer- 453 entdisplaysetups(VR-basedandWall-based).Theprocedurecon- 454 sistedofexploringthesurfacemodels inordertoselectthemain 455 processes,andtracethebranchesfrominsidethecells,i.e.,similar 456 to anendoscopic navigation/view.Domain scientists feltcomfort- 457 ableinrecognizingmainprocesses,e.g.,dendritesandspines,ina 458 waytocorrectly tracethe medialaxisof interest.Moreover, they 459 feltquite comfortablewiththepathstabilizer,whichreducedthe 460 numberofinput actions oncontrollers. A comparisonofcreation 461 timesbetweenthe two differentdisplay setupsand thedifferent 462 tracinginterfacesshowsthat expertuserswerefasterwhenusing 463 external tracingmetaphor withstereoscopicVR setup (almost2X 464 withrespecttotheworstcaseaccordingtimingsinTable4). 465

Skeletonproofreading/editing.Automaticallycomputedskeletons 466 were examined by domain scientists through the proposed sys- 467 tem (see Fig. 7). They used the system for comparing skeletons 468 automaticallycomputedthroughMeanCurvatureFlow(MCS[27]), 469 andCenterlineTree(CLT[32]).Theyconcludedthatboththemeth- 470 odsconsidered were abletocoverall themorphology featuresof 471 interest. However, skeletonsproduced by CLT appearedto be too 472 highly detailed, with a number ofwrongly assigned branchesas 473 wellasdisconnectedparts.Table5showsthedifferenceintheto- 474 talnumberofbranches,nodesandedgesforeachalgorithmforall 475 five cells. In general, domain scientists found that skeletonspro- 476 ducedbyMCSalgorithmcontainedalowernumberofartifacts.For 477 thisreason,inallconsideredcases,theypreferredtoperformedit- 478 ing andcleaning on skeletonscomputed through MCSalgorithm. 479 Tothisend,they carriedout aseriesofchecksdependingonthe 480 type ofcell,andon thebiologicalsignificance ofthevarious fea- 481

tures: 482

Identify main branches by tagging their nodes as either leaf, 483 endofbranch,orinternalnodes.Thesystemidentifiesallnode 484 typesbasedonthedegreeofeachoneinthegraphtree.How- 485 ever, some needs to be adjusted based on the cell’s biologi- 486 calfeatures. UsingtheVRinteractive menu,theuserpointsat 487 a node with the VR controller’s laser pointer and then clicks 488 onthe trigger buttonto tag it.The node’s colormaterial will 489 switchcolorindicatingthat itissaved inthesystembasedon 490 thetaggingfeature.Inthecaseofneurons,themainbranches 491 wouldbealldendrites,excludinganyotherfeaturese.g.,spines. 492

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Morphologies and Mean Curvature Skeletons (MCS) of 5 biological cells. Cells are computed automatically through [27] and proofread and cleaned through our Virtual Reality system. Together with pictorial representations, we report on cell sizes, total times for proofreading and cleaning, and skeleton statistics.

Name Picture Vertices Time Before cleaning Nodes-Edges-Branch After cleaning Nodes-Edges-Branch

Neuron1 49,628 10.00 1569| 1573| 201 1318| 1321| 25 Neuron2 78,215 15.28 1,619| 1,629| 357 1215| 1223| 20 Microglia1 48,015 09.00 1,463| 1,479| 165 1443| 1456| 62 Microglia2 125,532 13.53 2,105| 2,122| 260 2060| 2077| 111 Astrocyte 211,004 25.16 4,055| 4,137| 854 3906| 3983| 296 Please cit e this article as: D. Bog e s, M. Agus and R. Sicat et al., Virtual re a lit y fr ame w or k for e d iting and ex ploring me dial axis re pr esen-tations o f n anome tric scale neur al st ructur es, Com put e rs & G ra phics, https://doi.or g /1 0.1 0 1 6/j.cag.2020.05.02 4

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Table 4

Statistics on skeletons generated semi-automatically from scratch for Neuron1 and Neuron2 morphologies.

Cell Name Skeleton Time Stereo Int Time Stereo Ext Time Mono Int Time Mono Ext Nodes| Edges| Branches

Neuron1 25:13 14:24 29:55 25:28 481| 480| 25

Neuron2 30.50 14:35 22:54 24:11 629| 628| 20

Fig. 7. Skeleton proofreading. Our system enables domain scientists to perform effective proofreading of skeletons by using endoscopic and external metaphors. Table 5

Neuron1 and Neuron2 skeleton properties as generated via Mean Curvature Skele- ton (MCS) and Centerline Tree (CLT) algorithms.

Cell Name Algorithm Nodes|Edges|Branches

Neuron1 MCS 1569 | 1573 | 201

CLT 7719 | 7328 | 361

Neuron2 MCS 1619 | 1629 | 357

CLT 9655 | 9530 | 516

In the caseofhighly-detailed skeletons, one wouldencounter 493

duplicate nodesandedges, disconnected parts,loops, andout 494

of trackskeletonization.Neuroscientists tried to deleteall de-495

fectsthroughaniterativemanualprocess. 496

Thesomaareashouldbeclearfromanybranchingsoneurosci- 497 entists“cleaned” thesepartsbydeletingallbranchesandmerg- 498

ingthemintoone. 499

InlasttwocolumnsofTable3,weshowtheproofreadingout- 500 putsforalltheconsideredcells.Ingeneral,domainscientistsfound 501 the proofreading taskcomfortable andaccurate, and they partic- 502 ularly appreciated the immersiveness of the system forchecking 503 featuresandrecognizingdefects.Forcomparison,weaskedexpert 504 neuroscientists to perform skeleton cleaning by using the exter- 505 nal tracing metaphor together with the wall display setup: tim- 506 ingsrecorded forNeuron1 (27m58s) andforNeuron2 (46m10s) 507 providedusevidencethatthemonoscopicsetupassociatedtothe 508 externalinterfaceisnotcomfortableforcleaningskeletons. 509

Discussion.Ingeneral,oneofthedrawbacksofdealingwithan 510 immersiveenvironmentonlongsessions(20minandmore),isthe 511 symptomsofcybersicknessandfatigue.Thishappenedalsoforour 512 system, and,duringthesessions,usersneededto takebreaks ev- 513 ery 15 min when performing each task.To this end, the system 514 allowsformultiplesavesacrosssessions,andtheusercanretrieve 515 thefileanytimeandcontinuewherehe/shelaststopped.Fromthis 516 pointofview,userslikedthe displaywallsetup incaseofcyber- 517 fatigue, since they could sit, and rest while still working on the 518 task.Asgeneralimpression,the systemwasconsidered veryuse- 519 fulforboth proofreading/cleaningpre-exported skeletons,aswell 520 asforcreatingskeletonsfromscratch.Inparticular,neuroscientists 521 trained in neurite tracing found very effective how the tool au- 522 tomaticallyprovides a centerline,without thehassleof havingto 523 placeitmanually.Althoughtheprocessofcreatingskeletonsfrom 524 scratchinVRcanbetime-consuming,automatictoolscanmakea 525 lotofmistakes, andthetime savedonthe manual tracingwould 526 be lost on the proofreading anyways. This largely balanced the 527 costs/benefitsofthetwoapproaches.Severalfactorscontributedto 528 makethecreationprocess timeconsuming, mainlytechnical.One 529 factorinvolves the orderof tracing the variousbranches. Specifi- 530 cally,insome cases,usersstartedtracing fromthesomaandpro- 531 ceededtowardsthetips,whileinothercasestheymadetheoppo- 532 sitechoice,by startingfromthetipofthe mostextendedbranch 533 andtracing towards the soma. Wealso experienced that another 534

Fig. 8. Display setup for user study. We evaluated the system performance under different display conditions: large scale monoscopic display (left), and head mounted stereoscopic display (right).

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source of error was the path-stabilizer, in cases where the user 535

happenedto releaseanode atabifurcation spot. Sincethe path-536

stabilizeris basedon theconcept ofray-casting, usersneededto 537

takecareofcorrectlykeepingtheVRcontrollerwithinthewallsof 538

the cellularstructure.Issues withthestabilizerwere experienced 539

also in cases when the cell’s main branch has too many spines 540

withinclosedistancetoeachother.Insuchsituations, neuroscien-541

tistssometimespreferredtodisablethestabilizerandoperateona 542

full-manualmode.Ingeneral,wenoticedthatmostcreationissues 543

were alleviated asusers gained experience withthe system, and 544

wethinkthatperformanceshoulddramaticallyimproveonceusers 545

repeat the process for many cells, i.e., after further training and 546

experience. From the quality point of view, neuroscientists were 547

satisfied withskeletonsgenerated fromscratch in VR, since they 548

appeared well-structured and represented precisely the biologi-549

cal structure of thecells, tailored accordinglyto their experience 550

and knowledge aboutcell morphology. Regarding the proofread-551

ing task,domain scientists performedvery well in checking and 552

editing all five skeletons. They experienced some problems only 553

withtheAstrocyte,whichtookaround25minutestobeproofread 554

andedited.Thisisduetothefact thatastrocyteshavevery com-555

plicated branched structures (see Table3), where mainprocesses 556

areverydifficulttorecognizeatfirstsightevenforexpertdomain 557

scientists. 558

7.2. Userstudy

559

The use of Virtual Reality in Neuroscience is still atits early 560

stages[5,55],thereforetheuserstudiesforevaluating the perfor-561

manceofVirtualEnvironmentsforeditingtasksarecurrently de-562

signed almost from scratch, because of the lack of standardized 563

guidelines[56].In ourcase, we aimedto assessthe performance 564

ofthesystemforcreatingandmodifying skeletonrepresentations 565

of brain cells. To this end, we involved 12 users with different 566

level ofexperience,andwe askedthemto performspecific tasks 567

underdifferentconditions.Wemeasured timesandaccuracy, and 568

we assessedthefatigue andcomfortthroughNASA-TLX question-569

naire[57].Inthefollowingwedetailthedesignoftheuserstudy 570

andthe outcomesof evaluation. Themain goal ofthe studywas 571

to evaluate the effects of HMD and wall display on system per-572

formance,andwhetherusersfeltmorecomfortablewithexternal 573

orinternaltracing metaphorforeditingpurposes(seeFig.8).The 574

studytook placein thevisualization labfacilityofKing Abdullah 575

University of Science and Technology, and in the department of 576

AnatomyatUniversityofTurin. 577

Designandprotocol.Subjectswereaskedtoperformvarious par-578

tialtasksonthesystem,usingHMDorWalldisplay,andusing in-579

ternalorexternalmetaphorforeditingoperations.Specifically, af-580

ter aperiodfortrainingandgettingcomfortablewiththevarious 581

setupsandtools,weaskeduserstoedittheskeletonofabraincell 582

inthefollowingway: 583

Traceafullbranch. 584

Correctabranchbyremovingnodesandlinks. 585

The branches to be traced were chosen randomly from two 586

longdendriticprocessesofNeuron1andNeuron2(seeFig.10). Be-587

fore each task, the user was shown how the task is performed 588

andhowthejoystickcontrolsarebeingoperated.Theyweregiven 589

a few minutes to practice the task until they were comfortable 590

enough to go ahead and start their mission. Water and refresh-591

mentswereofferedatalltimesduringthestudy.Equipmentwere 592

wipedandcleanedthoroughlywithantibacterialwipesaftereach 593

use. 594

The two taskswere repeatedrandomly underdifferent condi-595

tions,dependingonthedisplaytypeandthetracingmetaphorfor 596

a total of 8tasks (see Fig.9). Between each taska break of five 597

Fig. 9. User study protocol: subjects were asked to perform eight skeleton editing tasks under different conditions related to tracing metaphor and display setups.

Fig. 10. User study data: subjects were asked to perform eight editing tasks under different conditions on two long processes from Neuron1 (left) and Neuron2 (right).

minuteswasgiven tosubjects.After one taskwascomplete (un- 598 derthe4conditions),userswereaskedtofilla6questionsNASA- 599 TLXformforcomparingmentaldemand,physicaldemand,tempo- 600 raldemand,performance,effortandfrustration(seeTable6),with 601 a5valueLikertscalescorerangingfromlowto high[57].During 602 thetaskswemeasuredthetotaltimeforperformingthetasks,and 603 thepathsofthe tracedbranch.The testsweredesignedinaway 604 thatusersdidnotneedmorethan60minfortraining,completing 605 alltasks,andfillingtheforms.Think-out-loudcommentswerealso 606

recordedduringsessions. 607

Quantitative performance. For measuring performance in cre- 608 ationandediting taskswe compared branchesobtainedby users 609 withrespecttogroundtruthobtainedbyMCS[27].Fig.11shows 610 an exampleofa branchcreatedby a user(in pink),andthecor- 611 respondinggroundtruth(in blue).Fig. 12showsperformance re- 612 sultsfor thetests relatedto accuracy fortrace branchesand the 613 completiontime, obtainedafterfilteringvery fewoutliersofsub- 614 jectsexhibitingreallypoorperformance.Weshowresultsinform 615 of boxplots: the bottom and top of each box are the first and 616 Pleasecitethisarticleas:D.Boges,M.AgusandR.Sicatetal.,Virtualrealityframeworkforeditingandexploringmedialaxis represen-tations of nanometric scale neural structures, Computers & Graphics,https://doi.org/10.1016/j.cag.2020.05.024

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Fig. 11. Accuracy measurement. We measure the accuracy of branch creation through Hausdorff distance between the ground truth branch computed by MCS [27] (in blue in this example), and the branch traced by subjects (in pink in this example). (For interpretation of the references to color in this figure legend, the reader is referred to the web version of this article.)

Fig. 12. Quantitative performance. Boxplots of accuracy performance for creation task (Hausdorff distance with respect to ground truth computed with Mean Curva- ture Flow in top row), and time performance for creation task (middle row) and editing task (bottom row). The bottom and top of each box are the first and third quartiles, the black line inside the box is the second quartile (the median), and the ends of the whiskers extending vertically from the boxes represent the lowest da- tum still within 1.5 IQR (inter-quartile range) of the lower quartile, and the highest datum still within 1.5 IQR of the upper quartile.

third quartiles, the black line inside the box isthe second quar- 617 tile (the median), and the endsof the whiskers extendingverti- 618 cally fromthe boxes representthe lowest datum still within 1.5 619 IQR(inter-quartilerange)ofthelowerquartile,andthehighestda- 620 tumstillwithin1.5IQRoftheupperquartile.Outliersareindicated 621 assmallcircles.Ontopweshowtheaccuracyoftracinginformof 622 Hausdorff distancein

μ

mbetweenthebranchcreatedbysubjects 623 and the ground-truth branch computedthrough MeanCurvature 624 Flow [27]: given two point sets X, Yrepresenting two branches, 625 we measure the symmetric Hausdorff distance [58] as the max- 626 imum of the asymmetric directed Hausdorff distance H

(

X,Y

)

= 627 max

(

Hˆ

(

X,Y

)

,Hˆ

(

X,Y

))

, where the directed Hausdorff distance is 628

definedas 629

ˆ

H

(

X,Y

)

= max

xX

(

min yY



x− y



)

. (1)

ANOVA on the Hausdorff distance showed no effects due to 630 the display for accuracy (1.49± 0.88 with Mono setup versus 631 1.74± 0.72withStereo setup).Alsothedifferentinterfacesdonot 632 appearto affectaccuracy (1.63± 0.65withExternalinterface ver- 633 sus 1.60± 0.96 with the Internal interface). On the bottom we 634 compare the task completion time, either for the creation pro- 635 cess(middle row) and theediting process (bottom row).ANOVA 636 revealedan effectoninterfacewhen usedwithStereosetup (p= 637

.06withF=3.893314) forthecreationtask,withT=218± 64.6s 638 forexternalinterface,andT=292± 117.7s forinternal interface, 639 indicatingthat theexternal interfaceappears tobefasterforcre- 640 ation especially in VR setup. Moreover, ANOVA revealed an im- 641 portant effectforediting eitherrelatedto the display setup (p= 642

.007withF=8.106935)andtheinterface(p=.001forF=12.24), 643 indicating that external interface is perceived more comfortable 644 and users perform editing tasks faster when they use the VR 645

setup. 646

Qualitativeperformance.Table6showsthequestionsandresults 647 ofNASA-TLXquestionnaireproposed tosubjectsafter tasksinor- 648 der to evaluate their perception of performance, satisfaction, fa- 649 tigueandstressunderthedifferentconditions. 650

Fig. 13 shows the boxplots of answers on a Likert scale 651 (1=low,5=high).ANOVAonanswersrevealedaslighteffectforself 652 satisfaction duringthe tracing task dueto display setup (p=.03 653 and F=5.29 for question Q4 in favor of VR setup), and effects 654 on stress of display (p=.1 and F=2.81 for question Q6 in fa- 655 vorofVRsetup),andinterface(F=3.93andp=.05forquestion 656 Q6 infavorof externaltracing). Withrespectto theediting task, 657 ANOVArevealedsignificanteffectsrelatedtothedisplayformen- 658 taldemand(F=12.67andp=.001forquestionQ1infavorofVR 659 setup),physicaldemand(F=12.86andp=.0008forquestionQ2 660 infavorof VRsetup),fatigue (F=8.14and p=.006 forquestion 661 Q5infavorofVRsetup),andstress(f=3.32andp=.07forques- 662 tionQ6infavorofVRsetup).Nosignificanteffectswerefounddue 663

tothedifferenteditinginterface. 664

Discussion.Byobservingthebehaviorofuserswiththesystem, 665 we could notethat the learningcurve wasrapidandthe process 666 per-se waspretty straight forward. In general, while performing 667 thetasks,all operationsrequiredsome timefortheuserto learn 668 how toswitch fromone functionto anotherone. Tonote alsoin 669 thiscasethelearningcurvewasprettyfastforexperiencedtracers. 670 Fortheusageofthesystemondisplaywallsetup,werealizedthat 671 itis afactorof advantageiftheuseris agamer, whenusingthe 672 XBOXcontroller:expertgamersappeared tobemorecomfortable 673 andtonavigate blindly andeffortlessly. Ingeneraltheuserstudy 674 revealedthat subjectsfeelmoreincontrol wheninVR, sincethe 675 orientation, navigation and interaction is more natural, andthey 676 can contribute withbody,head andhands andnot justtwo joy- 677 sticksthat restrict movement, eyesightandperspective. Since we 678

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Fig. 13. Qualitative evaluation. Boxplots of answers in Likert scale for questions in Table 6 for two different editing metaphors (external and internal), two different setups (Mono and Stereo), and two different tasks (creating and editing). The bottom and top of each box are the first and third quartiles, the black line inside the box is the second quartile (the median), and the ends of the whiskers extending vertically from the boxes represent the lowest datum still within 1.5 IQR (inter-quartile range) of the lower quartile, and the highest datum still within 1.5 IQR of the upper quartile.

Table 6

User evaluation: 12 subjects were asked to compare two different editing metaphors (external and internal) on two different setups (Mono and Stereo) for two different tasks (creating and editing). Table shows the results of the answers of a 6-item questionnaire [?] on a Likert scale (1 = low,5 = high).

Question

Results (Likert scale: 1 = low 5 = high)

Creation Editing

Stereo Mono Stereo Mono

External Internal External Internal External Internal External Internal Q1 : How mentally demanding was it? 2.0 ± 0.7 2.4 ± 1.2 2.2 ± 0.9 2.7 ± 1.1 1.4 ± 0.5 1.8 ± 0.8 2.5 ± 1.1 2.7 ± 1.2 Q2 : How physically demanding was it? 1.4 ± 0.7 2.0 ± 1.3 1.8 ± 0.9 1.7 ± 0.7 1.3 ± 0.5 1.6 ± 1.2 2.3 ± 1.1 2.3 ± 0.7 Q3 : How hurried was the pace? 1.9 ± 0.8 2.2 ± 1.3 2.1 ± 1.2 2.3 ± 1.3 1.3 ± 0.5 1.5 ± 0.8 1.8 ± 1.2 1.9 ± 1.0 Q4 : How successful were you? 4.3 ± 0.5 4.2 ± 0.7 3.8 ± 1.0 3.7 ± 1.0 4.4 ± 1.2 3.8 ± 1.5 3.9 ± 1.1 4.0 ± 1.1 Q5 : How hard did you have to work ? 2.1 ± 0.8 2.3 ± 1.3 2.2 ± 0.8 2.7 ± 1.2 1.6 ± 0.7 2.2 ± 1.5 2.8 ± 1.4 3.0 ± 1.2 Q6 : How stressed were you? 1.3 ± 0.5 1.7 ± 1.1 1.7 ± 1.0 2.3 ± 1.1 1.1 ± 0.3 1.6 ± 0.8 1.9 ± 1.0 1.7 ± 1.2

designedthedurationoftestsinawaytodonotletsubjects per-679

ceiveanyproblemofcybersickness(maximum10minutesforeach 680

task,and5minutesbreakbetweenthe tasks),resultsofthe user 681

studyappeartobeincontradictionwithrespecttotheevaluation 682

performedbyexpertusersduringthetracingofentirecells.Itwas 683

a consciousdecision duringthedesign of theuser study,even if 684

weareawarethatitwouldbeimportanttoevaluatetheeffectsof 685

cybersicknessandtofindwaystoreduce it.Weplantocarry out 686

furtheruserstudyinvestigations infuture,withdifferenttask du-687

ration,inordertobetterevaluatetheeffectsofcybersicknessand 688

physicaleffortsonourframework. 689

7.3. Casestudy:Analysisofbranch-basedintracellularorganelles.

690

One of the significant benefits of having skeleton representa-691

tions of braincellsis thepossibility ofcomputing accurate mea-692

surementsofmorphologicalfeatures.Asapreliminarytest, neuro-693

scientists performedanalysisofmitochondria,which are intracel-694

lularstructures withintheneuralcellsNeuron1andNeuron2(see 695

Table 7). Since scientists are particularly interestedin measuring 696

specific geometric features of organelles, like lengths and radii 697

(maximum, minimum, andaverage), adequate skeleton represen-698

tationsareneededforperformingaccuratemeasures.Tothisend, 699

our systemuses the samefunctionality equippedinthe VR path 700

stabilizer. Users can point ata particularnode froma branchof 701

Fig. 14. Branch-based measurements. Our system performs calculations of mea- surements on intracellular structures. Left: User points the laser pointer at any node of a branch of interest to display node-relevant measurements. Right: Mea- surements of a mitochondrion branch are displayed.

interest,andthesystemusestheskeletoninformationforprovid- 702 ing the measure of the full length, along with the radius values 703 ateachskeletalnodecontainedinthatbranch.Themeasuredval- 704 uesareshownastextlabelsinthesceneontopofeachnodeand 705 recordedforsubsequentstatisticalanalysis(seeFig.14). 706 Pleasecitethisarticleas:D.Boges,M.AgusandR.Sicatetal.,Virtualrealityframeworkforeditingandexploringmedialaxis represen-tations of nanometric scale neural structures, Computers & Graphics,https://doi.org/10.1016/j.cag.2020.05.024

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Table 7

The intracellular structures of Neuron1 and Neuron2 showing mitochondria morphology, side by side with their skeletons generated via the MCS algorithm.

Cell Name Morphology MC Skeleton Nodes| Edges| Branches

Mito Neuron1 2246| 1963| 1396

Mito Neuron2 1749| 1656| 811

8. Conclusion 707

We presentedan immersive systemfor creating,proofreading 708

and exploring medial axis representations from highly detailed 709

braincellularmorphologiesreconstructedfromserialelectron mi-710

croscopy. The framework is designed for stereoscopic HMD dis-711

play setups andextended to large-scale monocular displaysin a 712

waytoalleviate unpleasantside-effectslikecyber-sicknessand fa-713

tigue,while still providing the ability to edit the skeleton in an 714

immersive way. The system is currently used by neuroscientists 715

forderiving accurateskeletonrepresentationsto beusedfor clas-716

sification, measurements, and simulation purposes [8]. We pre-717

sentedtheoutcomesofauserstudytoevaluateandcomparethe 718

strengthstheproposedsystem. 719

Oursubjectivepreliminaryevaluationshowedthatdomain sci-720

entistsfeelparticularlycomfortableinusingthesystemfor proof-721

readingandeditingpreviouslycomputedskeletonswhiletheystill 722

considertheprocess ofcreatingmedialaxisrepresentations from 723

scratch to be comparable to automated or semi-automated 3D 724

tools,intermsoftimeconsumption,althoughtheyrecognisedhow 725

powerfulthe path stabilizer approach is to find the medial axis 726

automatically, andthecombination ofexternal andinternal trac-727

ing metaphors dramatically speed-upthe creation process. Plans 728

toimprovethe systemincludethe implementationofonline col-729

laborative schemes, in order to distribute the creation process 730

among multiple users, reduce the working time and effort, and 731

atthe same time increase the quality of the output representa-732

tion;andintegrationofvisual analyticstoolsforexploringfeature 733

distributionsinsidemorphologies[59]andtoolsforperforming vi-734

sualanalysisoftopologicaldatarepresentationsassociatedto me-735

dial axisrepresentations [40].Finallywe customized the system 736

fortwodifferentsetups, consideringdirectmetricinteraction,and 737

standard gaming indirectinterfaces [54]. We did not yet investi-738

gatealternativeinterfacesthatcouldspeed-uptheeditingprocess 739

andexploration, like touch-based systems to be attached to the 740

display wall setup or gesturerecognition systems to be attached 741

tothestereoscopicHMDsetup.Weplantoexplorethisavenue,in 742

ordertounderstandwhichinterface ismoreperformingforthese 743

kindofneuroscienceinvestigations. 744

DeclarationofCompetingInterest 745

Theauthorsdeclarethattheyhavenoknowncompeting finan-746

cialinterestsorpersonalrelationshipsthatcouldhaveappearedto 747

influencetheworkreportedinthispaper. 748

CRediTauthorshipcontributionstatement 749 Daniya Boges: Methodology, Formal analysis. Marco Agus: 750 Methodology,Formalanalysis,Supervision,Writing-originaldraft, 751 Writing - review & editing. Ronell Sicat: Methodology, Supervi- 752 sion, Validation. PierreJ. Magistretti: Funding acquisition, Inves- 753 tigation, Formal analysis.MarkusHadwiger:Methodology, Super- 754 vision,Writing -review &editing.Corrado Calì:Project adminis- 755 tration,Datacuration,Methodology,Writing-review&editing. 756

Acknowledgment 757

Thiswork is supported by KAUSTKing AbdullahUniversity of 758 ScienceandTechnology KAUST-EPFL AllianceforIntegrative Mod- 759 elingofBrainEnergyMetabolismhttps://www.kaust.edu.sa/enun- 760 derKAUSTCRG6GrantNo.2313. Wethankalltheparticipantsof 761 the user study from KAUST andfrom the Neuroscience Institute 762 ”CavalieriOttolenghi”.Wealsothanktheanonymousreviewersfor 763

usefulcommentsandsuggestions. 764

Supplementarymaterial 765

Supplementary material associated with this article can be 766 found,intheonlineversion,atdoi:10.1016/j.cag.2020.05.024 767

References 768

[1] Calì C, Agus M, Kare K, Boges D, Lehväslaiho H, Hadwiger M, et al. 3D cellular 769 Q3 reconstruction of cortical glia and parenchymal morphometric analysis from 770 serial block-face electron microscopy of juvenile rat. Prog Neurobiol 2019. In 771

press 772

[2] Coggan JS, Keller D, Calì C, Lehväslaiho H, Markram H, Schürmann F, et al. 773 Norepinephrine stimulates glycogenolysis in astrocytes to fuel neurons with 774

lactate. PLoS Comput Biol 2018;14(8):e1006392. 775

[3] Markram H, Muller E, Ramaswamy S, Reimann M, Abdellah M, Sanchez C, 776 et al. Reconstruction and simulation of neocortical microcircuitry. Cell 777 2015;163(2):456–92. doi: 10.1016/j.cell.2015.09.029 . 778 [4] Calì C, Baghabra J, Boges DJ, Holst GR, Kreshuk A, Hamprecht FA, et al. Three- 779 dimensional immersive virtual reality for studying cellular compartments in 780 3d models from EM preparations of neural tissues: 3d virtual reality for neural 781 tissue. J Comp Neurol 2016;524(1):23–38. doi: 10.1002/cne.23852 . 782 [5] Agus M, Boges D, Gagnon N, Magistretti PJ, Hadwiger M, Cali C. Glam: 783 glycogen-derived lactate absorption map for visual analysis of dense and 784 sparse surface reconstructions of rodent brain structures on desktop systems 785 and virtual environments. Comput Graph 2018;74:85–98. 786 [6] Usher W, Klacansky P, Federer F, Bremer P-T, Knoll A, Yarch J, et al. A vir- 787 tual reality visualization tool for neuron tracing. IEEE Trans Vis Comput Graph 788

2017;24(1):994–1003. 789

[7] Vezzoli E, Cali C, De Roo M, Ponzoni L, Sogne E, Gagnon N, et al. Ultrastruc- 790 tural evidence for a role of astrocytes and glycogen-derived lactate in learning- 791 dependent synaptic stabilization. Cerebral Cortex 2019. 792

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