36 resultados para human-computer visualization


Relevância:

80.00% 80.00%

Publicador:

Resumo:

Many mobile devices embed nowadays inertial sensors. This enables new forms of human-computer interaction through the use of gestures (movements performed with the mobile device) as a way of communication. This paper presents an accelerometer-based gesture recognition system for mobile devices which is able to recognize a collection of 10 different hand gestures. The system was conceived to be light and to operate in a user -independent manner in real time. The recognition system was implemented in a smart phone and evaluated through a collection of user tests, which showed a recognition accuracy similar to other state-of-the art techniques and a lower computational complexity. The system was also used to build a human -robot interface that enables controlling a wheeled robot with the gestures made with the mobile phone.

Relevância:

80.00% 80.00%

Publicador:

Resumo:

Estamos viviendo la era de la Internetificación. A día de hoy, las conexiones a Internet se asumen presentes en nuestro entorno como una necesidad más. La Web, se ha convertido en un lugar de generación de contenido por los usuarios. Una información generada, que sobrepasa la idea con la que surgió esta, ya que en la mayoría de casos, su contenido no se ha diseñado más que para ser consumido por humanos, y no por máquinas. Esto supone un cambio de mentalidad en la forma en que diseñamos sistemas capaces de soportar una carga computacional y de almacenamiento que crece sin un fin aparente. Al mismo tiempo, vivimos un momento de crisis de la educación superior: los altos costes de una educación de calidad suponen una amenaza para el mundo académico. Mediante el uso de la tecnología, se puede lograr un incremento de la productividad, y una reducción en dichos costes en un campo, en el que apenas se ha avanzado desde el Renacimiento. En CloudRoom se ha diseñado una plataforma MOOC con una arquitectura ajustada a las últimas convenciones en Cloud Computing, que implica el uso de Servicios REST, bases de datos NoSQL, y que hace uso de las últimas recomendaciones del W3C en materia de desarrollo web y Linked Data. Para su construcción, se ha hecho uso de métodos ágiles de Ingeniería del Software, técnicas de Interacción Persona-Ordenador, y tecnologías de última generación como Neo4j, Redis, Node.js, AngularJS, Bootstrap, HTML5, CSS3 o Amazon Web Services. Se ha realizado un trabajo integral de Ingeniería Informática, combinando prácticamente la totalidad de aquellas áreas de conocimiento fundamentales en Informática. En definitiva se han ideado las bases de un sistema distribuido robusto, mantenible, con características sociales y semánticas, que puede ser ejecutado en múltiples dispositivos, y que es capaz de responder ante millones de usuarios. We are living through an age of Internetification. Nowadays, Internet connections are a utility whose presence one can simply assume. The web has become a place of generation of content by users. The information generated surpasses the notion with which the World Wide Web emerged because, in most cases, this content has been designed to be consumed by humans and not by machines. This fact implies a change of mindset in the way that we design systems; these systems should be able to support a computational and storage capacity that apparently grows endlessly. At the same time, our education system is in a state of crisis: the high costs of high-quality education threaten the academic world. With the use of technology, we could achieve an increase of productivity and quality, and a reduction of these costs in this field, which has remained largely unchanged since the Renaissance. In CloudRoom, a MOOC platform has been designed with an architecture that satisfies the last conventions on Cloud Computing; which involves the use of REST services, NoSQL databases, and uses the last recommendations from W3C in terms of web development and Linked Data. For its building process, agile methods of Software Engineering, Human-Computer Interaction techniques, and state of the art technologies such as Neo4j, Redis, Node.js, AngularJS, Bootstrap, HTML5, CSS3 or Amazon Web Services have been used. Furthermore, a comprehensive Informatics Engineering work has been performed, by combining virtually all of the areas of knowledge in Computer Science. Summarizing, the pillars of a robust, maintainable, and distributed system have been devised; a system with social and semantic capabilities, which runs in multiple devices, and scales to millions of users.

Relevância:

80.00% 80.00%

Publicador:

Resumo:

The Software Engineering (SE) community has historically focused on working with models to represent functionality and persistence, pushing interaction modelling into the background, which has been covered by the Human Computer Interaction (HCI) community. Recently, adequately modelling interaction, and specifically usability, is being considered as a key factor for success in user acceptance, making the integration of the SE and HCI communities more necessary. If we focus on the Model-Driven Development (MDD) paradigm, we notice that there is a lack of proposals to deal with usability features from the very first steps of software development process. In general, usability features are manually implemented once the code has been generated from models. This contradicts the MDD paradigm, which claims that all the analysts? effort must be focused on building models, and the code generation is relegated to model to code transformations. Moreover, usability features related to functionality may involve important changes in the system architecture if they are not considered from the early steps. We state that these usability features related to functionality can be represented abstractly in a conceptual model, and their implementation can be carried out automatically.

Relevância:

80.00% 80.00%

Publicador:

Resumo:

This article describes a knowledge-based application in the domain of road traffic management that we have developed following a knowledge modeling approach and the notion of problem-solving method. The article presents first a domain-independent model for real-time decision support as a structured collection of problem solving methods. Then, it is described how this general model is used to develop an operational version for the domain of traffic management. For this purpose, a particular knowledge modeling tool, called KSM (Knowledge Structure Manager), was applied. Finally, the article shows an application developed for a traffic network of the city of Madrid and it is compared with a second application developed for a different traffic area of the city of Barcelona.

Relevância:

80.00% 80.00%

Publicador:

Resumo:

Este trabajo trata cómo se pueden aplicar las técnicas de análisis de usabilidad al desarrollo de plataformas web. Actualmente es común que los servicios sean ofrecidos mediante plataformas web para un grupo muy heterogéneo de personas. Por otra parte, los análisis de usabilidad son una herramienta muy útil para conocer cómo interactúan las personas con los ordenadores y mejorar el diseño de las aplicaciones. Realizar un buen diseño permite mejorar la experiencia de usuario, factor fundamental para el éxito de cualquier producto que requiera interacción con el usuario. A continuación se describen las diferentes fases de los test de usabilidad y se detalla cómo han sido aplicadas durante el desarrollo del proyecto. Finalmente, se presentarán los resultados obtenidos durante la evaluación de la plataforma y el análisis de los mismos indicando cómo han afectado al diseño de la plataforma. ---ABSTRACT---This document discusses how to apply usability test techniques over web platform development. Nowadays, it is common that services are offered through web platforms for a large group of heterogeneous people. Moreover, usability tests are a very useful tool to understand human-computer interaction and improve the design of the applications. A good design can improve user experience, which is essential for the success of any product that requires user interaction. The following pages describes the different phases of usability testing and detail how these have been applied during the development of the project. Finally, the results obtained during the platform evaluation are presented and analysed, explaining how they have affected the design of the platform.

Relevância:

80.00% 80.00%

Publicador:

Resumo:

La idea de dotar a un grupo de robots o agentes artificiales de un lenguaje ha sido objeto de intenso estudio en las ultimas décadas. Como no podía ser de otra forma los primeros intentos se enfocaron hacia el estudio de la emergencia de vocabularios compartidos convencionalmente por el grupo de robots. Las ventajas que puede ofrecer un léxico común son evidentes, como también lo es que un lenguaje con una estructura más compleja, en la que se pudieran combinar palabras, sería todavía más beneficioso. Surgen así algunas propuestas enfocadas hacia la emergencia de un lenguaje consensuado que muestre una estructura sintáctica similar al lenguaje humano, entre las que se encuentra este trabajo. Tomar el lenguaje humano como modelo supone adoptar algunas de las hipótesis y teorías que disciplinas como la filosofía, la psicología o la lingüística entre otras se han encargado de proponer. Según estas aproximaciones teóricas el lenguaje presenta una doble dimension formal y funcional. En base a su dimensión formal parece claro que el lenguaje sigue unas reglas, por lo que el uso de una gramática se ha considerado esencial para su representación, pero también porque las gramáticas son un dispositivo muy sencillo y potente que permite generar fácilmente estructuras simbólicas. En cuanto a la dimension funcional se ha tenido en cuenta la teoría quizá más influyente de los últimos tiempos, que no es otra que la Teoría de los Actos del Habla. Esta teoría se basa en la idea de Wittgenstein por la que el significado reside en el uso del lenguaje, hasta el punto de que éste se entiende como una manera de actuar y de comportarse, en definitiva como una forma de vida. Teniendo presentes estas premisas en esta tesis se pretende experimentar con modelos computacionales que permitan a un grupo de robots alcanzar un lenguaje común de manera autónoma, simplemente mediante interacciones individuales entre los robots, en forma de juegos de lenguaje. Para ello se proponen tres modelos distintos de lenguaje: • Un modelo basado en gramáticas probabilísticas y aprendizaje por refuerzo en el que las interacciones y el uso del lenguaje son claves para su emergencia y que emplea una gramática generativa estática y diseñada de antemano. Este modelo se aplica a dos grupos distintos: uno formado exclusivamente por robots y otro que combina robots y un humano, de manera que en este segundo caso se plantea un aprendizaje supervisado por humanos. • Un modelo basado en evolución gramatical que permite estudiar no solo el consenso sintáctico, sino también cuestiones relativas a la génesis del lenguaje y que emplea una gramática universal a partir de la cual los robots pueden evolucionar por sí mismos la gramática más apropiada según la situación lingüística que traten en cada momento. • Un modelo basado en evolución gramatical y aprendizaje por refuerzo que toma aspectos de los anteriores y amplia las posibilidades de los robots al permitir desarrollar un lenguaje que se adapta a situaciones lingüísticas dinámicas que pueden cambiar en el tiempo y también posibilita la imposición de restricciones de orden muy frecuentes en las estructuras sintácticas complejas. Todos los modelos implican un planteamiento descentralizado y auto-organizado, de manera que ninguno de los robots es el dueño del lenguaje y todos deben cooperar y colaborar de forma coordinada para lograr el consenso sintáctico. En cada caso se plantean experimentos que tienen como objetivo validar los modelos propuestos, tanto en lo relativo al éxito en la emergencia del lenguaje como en lo relacionado con cuestiones paralelas de importancia, como la interacción hombre-máquina o la propia génesis del lenguaje. ABSTRACT The idea of giving a language to a group of robots or artificial agents has been the subject of intense study in recent decades. The first attempts have focused on the development and emergence of a conventionally shared vocabulary. The advantages that can provide a common vocabulary are evident and therefore a more complex language that combines words would be even more beneficial. Thus some proposals are put forward towards the emergence of a consensual language with a sintactical structure in similar terms to the human language. This work follows this trend. Taking the human language as a model means taking some of the assumptions and theories that disciplines such as philosophy, psychology or linguistics among others have provided. According to these theoretical positions language has a double formal and functional dimension. Based on its formal dimension it seems clear that language follows rules, so that the use of a grammar has been considered essential for representation, but also because grammars are a very simple and powerful device that easily generates these symbolic structures. As for the functional dimension perhaps the most influential theory of recent times, the Theory of Speech Acts has been taken into account. This theory is based on the Wittgenstein’s idea about that the meaning lies in the use of language, to the extent that it is understood as a way of acting and behaving. Having into account these issues this work implements some computational models in order to test if they allow a group of robots to reach in an autonomous way a shared language by means of individual interaction among them, that is by means of language games. Specifically, three different models of language for robots are proposed: • A reinforcement learning based model in which interactions and language use are key to its emergence. This model uses a static probabilistic generative grammar which is designed beforehand. The model is applied to two different groups: one formed exclusively by robots and other combining robots and a human. Therefore, in the second case the learning process is supervised by the human. • A model based on grammatical evolution that allows us to study not only the syntactic consensus, but also the very genesis of language. This model uses a universal grammar that allows robots to evolve for themselves the most appropriate grammar according to the current linguistic situation they deal with. • A model based on grammatical evolution and reinforcement learning that takes aspects of the previous models and increases their possibilities. This model allows robots to develop a language in order to adapt to dynamic language situations that can change over time and also allows the imposition of syntactical order restrictions which are very common in complex syntactic structures. All models involve a decentralized and self-organized approach so that none of the robots is the language’s owner and everyone must cooperate and work together in a coordinated manner to achieve syntactic consensus. In each case experiments are presented in order to validate the proposed models, both in terms of success about the emergence of language and it relates to the study of important parallel issues, such as human-computer interaction or the very genesis of language.

Relevância:

80.00% 80.00%

Publicador:

Resumo:

En esta tesis se ha profundizado en el estudio y desarrollo de modelos de soporte para el aprendizaje colaborativo a distancia, que ha permitido proponer una arquitectura fundamentada en los principios del paradigma CSCL (Computer Supported Collaborative Learning). La arquitectura propuesta aborda un tipo de problema concreto que requiere el uso de técnicas derivadas del Trabajo Colaborativo, la Inteligencia Artificial, Interfaces de Usuario así como ideas tomadas de la Pedagogía y la Psicología. Se ha diseñado una solución completa, abierta y genérica. La arquitectura aprovecha las nuevas tecnologías para lograr un sistema efectivo de apoyo a la educación a distancia. Está organizada en cuatro niveles: el de Configuración, el de Experiencia, el de Organización y el de Análisis. A partir de ella se ha implementado un sistema llamado DEGREE. En DEGREE, cada uno de los niveles de la arquitectura da lugar a un subsistema independiente pero relacionado con los otros. La aplicación saca partido del uso de espacios de trabajo estructurados. El subsistema Configurador de Experiencias permite definir los elementos de un espacio de trabajo y una experiencia y adaptarlos a cada tipo de usuario. El subsistema Manejador de Experiencias recoge las contribuciones de los usuarios para construir una solución conjunta de un problema. Las intervenciones de los alumnos se estructuran basándose en un grafo conversacional genérico. Además, se registran todas las acciones de los usuarios para representar explícitamente el proceso completo que lleva a la solución. Estos datos también se almacenan en una memoria común que constituye el subsistema llamado Memoria Organizativa de Experiencias. El subsistema Analizador estudia las intervenciones de los usuarios. Este análisis permite inferir conclusiones sobre la forma en que trabajan los grupos y sus actitudes frente a la colaboración, teniendo en cuenta además el conocimiento subjetivo del observador. El proceso de desarrollo en paralelo de la arquitectura y el sistema ha seguido un ciclo de refinamiento en cinco fases con sucesivas etapas de prototipado y evaluación formativa. Cada fase de este proceso se ha realizado con usuarios reales y se han considerado las opiniones de los usuarios para mejorar las funcionalidades de la arquitectura así como la interfaz del sistema. Esta aproximación ha permitido, además, comprobar la utilidad práctica y la validez de las propuestas que sustentan este trabajo.---ABSTRACT---In this thesis, we have studied in depth the development of support models for distance collaborative learning and subsequently devised an architecture based on the Computer Supported Collaborative Learning paradigm principles. The proposed architecture addresses a specific problem: coordinating groups of students to perform collaborative distance learning activities. Our approach uses Cooperative Work, Artificial Intelligence and Human-Computer Interaction techniques as well as some ideas from the fields of Pedagogy and Psychology. We have designed a complete, open and generic solution. Our architecture exploits the new information technologies to achieve an effective system for education purposes. It is organised into four levels: Configuration, Experience, Organisation and Reflection. This model has been implemented into a system called DEGREE. In DEGREE, each level of the architecture gives rise to an independent subsystem related to the other ones. The application benefits from the use of shared structured workspaces. The configuration subsystem allows customising the elements that define an experience and a workspace. The experience subsystem gathers the users' contributions to build joint solutions to a given problem. The students' interventions build up a structure based on a generic conversation graph. Moreover, all user actions are registered in order to represent explicitly the complete process for reaching the group solution. Those data are also stored into a common memory, which constitutes the organisation subsystem. The user interventions are studied by the reflection subsystem. This analysis allows us inferring conclusions about the way in which the group works and its attitudes towards collaboration. The inference process takes into account the observer's subjective knowledge. The process of developing both the architecture and the system in parallel has run through a five-pass cycle involving successive stages of prototyping and formative evaluation. At each stage of that process, we have considered the users' feedback for improving the architecture's functionalities as well as the system interface. This approach has allowed us to prove the usability and validity of our proposal.

Relevância:

80.00% 80.00%

Publicador:

Resumo:

Cross-platform development frameworks for mobile applications promise important advantages in cost cuttings and easy maintenance, posing as a very good option for organizations interested in the design of mobile applications for several platforms. Given that platform conventions are especially important for the User eXperience (UX) of mobile applications, the usage of a framework where the same code defines the behavior of the app in different platforms could have a negative impact in the UX. This paper describes a study where two independent teams have designed two different versions of a mobile application, one using a framework that generates Android and iOS versions automatically, and another team using native tools. The alternative versions for each platform have been evaluated with 37 users with a combination of a laboratory usability test and a longitudinal study. The results show that differences are minimal in the Android platform, but in iOS, even if a reasonably good UX can be obtained with the usage of this framework by an UX-conscious design team, a higher level of UX can be obtained directly developing with a native tool.

Relevância:

80.00% 80.00%

Publicador:

Resumo:

Cultural heritage is an important asset of Europe which is largely underexplored. One of the main reasons is that the general public do not really incorporate cultural activities in their life style. Currently, curators and professionals in the heritage sector face the toughest challenges on how to attract, engage and retain visitors of heritage institutions (libraries, museums, archives and historical societies). TAG CLOUD FP7 European project seeks to overcome this situation and promote lifelong engagement with culture by personalising the visitors? cultural experiences through cloud technologies.

Relevância:

80.00% 80.00%

Publicador:

Resumo:

Many computer vision and human-computer interaction applications developed in recent years need evaluating complex and continuous mathematical functions as an essential step toward proper operation. However, rigorous evaluation of this kind of functions often implies a very high computational cost, unacceptable in real-time applications. To alleviate this problem, functions are commonly approximated by simpler piecewise-polynomial representations. Following this idea, we propose a novel, efficient, and practical technique to evaluate complex and continuous functions using a nearly optimal design of two types of piecewise linear approximations in the case of a large budget of evaluation subintervals. To this end, we develop a thorough error analysis that yields asymptotically tight bounds to accurately quantify the approximation performance of both representations. It provides an improvement upon previous error estimates and allows the user to control the trade-off between the approximation error and the number of evaluation subintervals. To guarantee real-time operation, the method is suitable for, but not limited to, an efficient implementation in modern Graphics Processing Units (GPUs), where it outperforms previous alternative approaches by exploiting the fixed-function interpolation routines present in their texture units. The proposed technique is a perfect match for any application requiring the evaluation of continuous functions, we have measured in detail its quality and efficiency on several functions, and, in particular, the Gaussian function because it is extensively used in many areas of computer vision and cybernetics, and it is expensive to evaluate.

Relevância:

80.00% 80.00%

Publicador:

Resumo:

Sin duda, el rostro humano ofrece mucha más información de la que pensamos. La cara transmite sin nuestro consentimiento señales no verbales, a partir de las interacciones faciales, que dejan al descubierto nuestro estado afectivo, actividad cognitiva, personalidad y enfermedades. Estudios recientes [OFT14, TODMS15] demuestran que muchas de nuestras decisiones sociales e interpersonales derivan de un previo análisis facial de la cara que nos permite establecer si esa persona es confiable, trabajadora, inteligente, etc. Esta interpretación, propensa a errores, deriva de la capacidad innata de los seres humanas de encontrar estas señales e interpretarlas. Esta capacidad es motivo de estudio, con un especial interés en desarrollar métodos que tengan la habilidad de calcular de manera automática estas señales o atributos asociados a la cara. Así, el interés por la estimación de atributos faciales ha crecido rápidamente en los últimos años por las diversas aplicaciones en que estos métodos pueden ser utilizados: marketing dirigido, sistemas de seguridad, interacción hombre-máquina, etc. Sin embargo, éstos están lejos de ser perfectos y robustos en cualquier dominio de problemas. La principal dificultad encontrada es causada por la alta variabilidad intra-clase debida a los cambios en la condición de la imagen: cambios de iluminación, oclusiones, expresiones faciales, edad, género, etnia, etc.; encontradas frecuentemente en imágenes adquiridas en entornos no controlados. Este de trabajo de investigación estudia técnicas de análisis de imágenes para estimar atributos faciales como el género, la edad y la postura, empleando métodos lineales y explotando las dependencias estadísticas entre estos atributos. Adicionalmente, nuestra propuesta se centrará en la construcción de estimadores que tengan una fuerte relación entre rendimiento y coste computacional. Con respecto a éste último punto, estudiamos un conjunto de estrategias para la clasificación de género y las comparamos con una propuesta basada en un clasificador Bayesiano y una adecuada extracción de características. Analizamos en profundidad el motivo de porqué las técnicas lineales no han logrado resultados competitivos hasta la fecha y mostramos cómo obtener rendimientos similares a las mejores técnicas no-lineales. Se propone un segundo algoritmo para la estimación de edad, basado en un regresor K-NN y una adecuada selección de características tal como se propuso para la clasificación de género. A partir de los experimentos desarrollados, observamos que el rendimiento de los clasificadores se reduce significativamente si los ´estos han sido entrenados y probados sobre diferentes bases de datos. Hemos encontrado que una de las causas es la existencia de dependencias entre atributos faciales que no han sido consideradas en la construcción de los clasificadores. Nuestro resultados demuestran que la variabilidad intra-clase puede ser reducida cuando se consideran las dependencias estadísticas entre los atributos faciales de el género, la edad y la pose; mejorando el rendimiento de nuestros clasificadores de atributos faciales con un coste computacional pequeño. Abstract Surely the human face provides much more information than we think. The face provides without our consent nonverbal cues from facial interactions that reveal our emotional state, cognitive activity, personality and disease. Recent studies [OFT14, TODMS15] show that many of our social and interpersonal decisions derive from a previous facial analysis that allows us to establish whether that person is trustworthy, hardworking, intelligent, etc. This error-prone interpretation derives from the innate ability of human beings to find and interpret these signals. This capability is being studied, with a special interest in developing methods that have the ability to automatically calculate these signs or attributes associated with the face. Thus, the interest in the estimation of facial attributes has grown rapidly in recent years by the various applications in which these methods can be used: targeted marketing, security systems, human-computer interaction, etc. However, these are far from being perfect and robust in any domain of problems. The main difficulty encountered is caused by the high intra-class variability due to changes in the condition of the image: lighting changes, occlusions, facial expressions, age, gender, ethnicity, etc.; often found in images acquired in uncontrolled environments. This research work studies image analysis techniques to estimate facial attributes such as gender, age and pose, using linear methods, and exploiting the statistical dependencies between these attributes. In addition, our proposal will focus on the construction of classifiers that have a good balance between performance and computational cost. We studied a set of strategies for gender classification and we compare them with a proposal based on a Bayesian classifier and a suitable feature extraction based on Linear Discriminant Analysis. We study in depth why linear techniques have failed to provide competitive results to date and show how to obtain similar performances to the best non-linear techniques. A second algorithm is proposed for estimating age, which is based on a K-NN regressor and proper selection of features such as those proposed for the classification of gender. From our experiments we note that performance estimates are significantly reduced if they have been trained and tested on different databases. We have found that one of the causes is the existence of dependencies between facial features that have not been considered in the construction of classifiers. Our results demonstrate that intra-class variability can be reduced when considering the statistical dependencies between facial attributes gender, age and pose, thus improving the performance of our classifiers with a reduced computational cost.

Relevância:

40.00% 40.00%

Publicador:

Resumo:

This paper is based on the following postulates taken from a book recently published by this author (Sáez-Vacas, 1990(1)): a) technological innovation in a company is understood to be the process and set of changes that the company undergoes as a result of a specific type of technology; b) the incorporation of technology in the company does not necessarily result in innovation, modernization and progress; c) the very words "modernization" and "progress" are completely bereft of any meaning if isolated from the concept of complexity in its broadest sense, including the human factor. Turning to office technology in specific, the problem of managing office technology for business innovation purposes can be likened to the problem of managing third level complexity, following the guidelines of a three-level complexity model proposed by the author some years ago

Relevância:

30.00% 30.00%

Publicador:

Resumo:

BACKGROUND: Antiretroviral therapy has changed the natural history of human immunodeficiency virus (HIV) infection in developed countries, where it has become a chronic disease. This clinical scenario requires a new approach to simplify follow-up appointments and facilitate access to healthcare professionals. METHODOLOGY: We developed a new internet-based home care model covering the entire management of chronic HIV-infected patients. This was called Virtual Hospital. We report the results of a prospective randomised study performed over two years, comparing standard care received by HIV-infected patients with Virtual Hospital care. HIV-infected patients with access to a computer and broadband were randomised to be monitored either through Virtual Hospital (Arm I) or through standard care at the day hospital (Arm II). After one year of follow up, patients switched their care to the other arm. Virtual Hospital offered four main services: Virtual Consultations, Telepharmacy, Virtual Library and Virtual Community. A technical and clinical evaluation of Virtual Hospital was carried out. FINDINGS: Of the 83 randomised patients, 42 were monitored during the first year through Virtual Hospital (Arm I) and 41 through standard care (Arm II). Baseline characteristics of patients were similar in the two arms. The level of technical satisfaction with the virtual system was high: 85% of patients considered that Virtual Hospital improved their access to clinical data and they felt comfortable with the videoconference system. Neither clinical parameters [level of CD4+ T lymphocytes, proportion of patients with an undetectable level of viral load (p = 0.21) and compliance levels >90% (p = 0.58)] nor the evaluation of quality of life or psychological questionnaires changed significantly between the two types of care. CONCLUSIONS: Virtual Hospital is a feasible and safe tool for the multidisciplinary home care of chronic HIV patients. Telemedicine should be considered as an appropriate support service for the management of chronic HIV infection. TRIAL REGISTRATION: Clinical-Trials.gov: NCT01117675.

Relevância:

30.00% 30.00%

Publicador:

Resumo:

The Universidad Politécnica of Madrid (UPM) includes schools and faculties that were for engineering degrees, architecture and computer science, that are now in a quick EEES Bolonia Plan metamorphosis getting into degrees, masters and doctorate structures. They are focused towards action in machines, constructions, enterprises, that are subjected to machines, human and environment created risks. These are present in actions such as use loads, wind, snow, waves, flows, earthquakes, forces and effects in machines, vehicles behavior, chemical effects, and other environmental factors including effects of crops, cattle and beasts, forests, and varied essential economic and social disturbances. Emphasis is for authors in this session more about risks of natural origin, such as for hail, winds, snow or waves that are not exactly known a priori, but that are often considered with statistical expected distributions giving extreme values for convenient return periods. These distributions are known from measures in time, statistic of extremes and models about hazard scenarios and about responses of man made constructions or devices. In each engineering field theories were built about hazards scenarios and how to cover for important risks. Engineers must get that the systems they handle, such as vehicles, machines, firms or agro lands or forests, obtain production with enough safety for persons and with decent economic results in spite of risks. For that risks must be considered in planning, in realization and in operation, and safety margins must be taken but at a reasonable cost. That is a small level of risks will often remain, due to limitations in costs or because of due to strange hazards, and maybe they will be covered by insurance in cases such as in transport with cars, ships or aircrafts, in agro for hail, or for fire in houses or in forests. These and other decisions about quality, security for men or about business financial risks are sometimes considered with Decision Theories models, using often tools from Statistics or operational Research. The authors have done and are following field surveys about risk consideration in the careers in UPM, making deep analysis of curricula taking into account the new structures of degrees in the EEES Bolonia Plan, and they have considered the risk structures offered by diverse schools of Decision theories. That gives an aspect of the needs and uses, and recommendations about improving in the teaching about risk, that may include special subjects especially oriented for each career, school or faculty, so as to be recommended to be included into the curricula, including an elaboration and presentation format using a multi-criteria decision model.

Relevância:

30.00% 30.00%

Publicador:

Resumo:

The arrangement of atoms at the surface of a solid accounts for many of its properties: Hardness, chemical activity, corrosion, etc. are dictated by the precise surface structure. Hence, finding it, has a broad range of technical and industrial applications. The ability to solve this problem opens the possibility of designing by computer materials with properties tailored to specific applications. Since the search space grows exponentially with the number of atoms, its solution cannot be achieved for arbitrarily large structures. Presently, a trial and error procedure is used: an expert proposes an structure as a candidate solution and tries a local optimization procedure on it. The solution relaxes to the local minimum in the attractor basin corresponding to the initial point, that might be the one corresponding to the global minimum or not. This procedure is very time consuming and, for reasonably sized surfaces, can take many iterations and much effort from the expert. Here we report on a visualization environment designed to steer this process in an attempt to solve bigger structures and reduce the time needed. The idea is to use an immersive environment to interact with the computation. It has immediate feedback to assess the quality of the proposed structure in order to let the expert explore the space of candidate solutions. The visualization environment is also able to communicate with the de facto local solver used for this problem. The user is then able to send trial structures to the local minimizer and track its progress as they approach the minimum. This allows for simultaneous testing of candidate structures. The system has also proved very useful as an educational tool for the field.