38 resultados para Android Arduino ECG


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The objective was to evaluate the effects of plasma progesterone (P4) concentrations and exogenous eCG on ovulation and pregnancy rates of pubertal Nellore heifers in fixed-time artificial insemination (FTAI) protocols. In Experiment 1 (Exp. 1), on Day 0 (7 d after ovulation), heifers (n = 15) were given 2 mg of estradiol benzoate (EB) im and randomly allocated to receive: an intravaginal progesterone-releasing device containing 0.558 g of P4 (group 0.5G, n = 4); an intravaginal device containing 1 g of P4 (group 1G, n = 4); 0.558 g of P4 and PGF2α (PGF; 150 μg d-cloprostenol, group 0.5G/PGF, n = 4); or 1 g of P4 and PGF (group 1G/PGF, n = 3). On Day 8, PGF was given to all heifers and intravaginal devices removed; 24 h later (Day 9), all heifers were given 1 mg EB im. In Exp. 2, pubertal Nellore heifers (n = 292) were treated as in Exp. 1, with FTAI on Day 10 (30 to 36 h after EB). In Exp. 3, pubertal heifers (n = 459) received the treatments described for groups 0.5G/PGF and 1G/PGF and were also given 300 IU of eCG im (groups 0.5G/PGF/eCG and 1G/PGF/eCG) at device removal (Day 8). In Exp. 1, plasma P4 concentrations were significantly higher in heifers that received 1.0 vs 0.588 g P4, and were significantly lower in heifers that received PGF on Day 0. In Exp. 2 and 3, there were no significant differences among groups in rates of ovulation (65-77%) or pregnancy (Exp. 2: 26-33%; Exp. 3: 39-43%). In Exp. 3, diameter of the dominant ovarian follicle on Day 9 was larger in heifers given 0.558 g vs 1.0 g P4 (10.3 ± 0.2 vs 9.3 ± 0.2 mm; P < 0.01). In conclusion, lesser amounts of P4 in the intravaginal device or PGF on Day 0 decreased plasma P4 from Days 1 to 8 and increased diameter of the dominant follicle on Day 9. However, neither of these nor 300 IU of eCG on Day 8 significantly increased rates of ovulation or pregnancy. © 2011.

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An important tool for the heart disease diagnosis is the analysis of electrocardiogram (ECG) signals, since the non-invasive nature and simplicity of the ECG exam. According to the application, ECG data analysis consists of steps such as preprocessing, segmentation, feature extraction and classification aiming to detect cardiac arrhythmias (i.e.; cardiac rhythm abnormalities). Aiming to made a fast and accurate cardiac arrhythmia signal classification process, we apply and analyze a recent and robust supervised graph-based pattern recognition technique, the optimum-path forest (OPF) classifier. To the best of our knowledge, it is the first time that OPF classifier is used to the ECG heartbeat signal classification task. We then compare the performance (in terms of training and testing time, accuracy, specificity, and sensitivity) of the OPF classifier to the ones of other three well-known expert system classifiers, i.e.; support vector machine (SVM), Bayesian and multilayer artificial neural network (MLP), using features extracted from six main approaches considered in literature for ECG arrhythmia analysis. In our experiments, we use the MIT-BIH Arrhythmia Database and the evaluation protocol recommended by The Association for the Advancement of Medical Instrumentation. A discussion on the obtained results shows that OPF classifier presents a robust performance, i.e.; there is no need for parameter setup, as well as a high accuracy at an extremely low computational cost. Moreover, in average, the OPF classifier yielded greater performance than the MLP and SVM classifiers in terms of classification time and accuracy, and to produce quite similar performance to the Bayesian classifier, showing to be a promising technique for ECG signal analysis. © 2012 Elsevier Ltd. All rights reserved.

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)

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Fundação de Amparo à Pesquisa do Estado de São Paulo (FAPESP)

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Pós-graduação em Engenharia Elétrica - FEIS

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)

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The AEDROMO (Experimental and Didactic Environment with Mobile Robots) is a versatile, user friendly and scalable environment that supports a wide range of experiments. In it there is an area that is similar to a desk where objects can interact with each other, including robots and other objects, and thus can perform numerous activities. In it's current state, AEDROMO has client computers that interact with the system through an interface, and thus realize the communication between the user and AEDROMO. This project offer support to create a new form of interface for AEDROMO and can therefore be used for devices running Android, the app developed in this project will serve as a basis for future work on this new interface

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This project brings the development of an Android application which will allow users to access 3D models on web. The application developed allows Android devices to access web pages which have code that should use OPENGL to renderize. To demonstrate this functionality, an example web application was build, using technologies such as X3DOM and HTML5, which uses WebGL to get renderized. This web application gives to the user an environment of a virtual city, where he could surf by and interact with the objects. The Android application brings this immersion to the mobile world, also. The access and storage of data was developed a Webserver, which bring to the web application a simple API to give access to the database

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The traditional model of teaching little is modernized in recent decades. When in contact with this system, it is normal that the new-generation students feel unmo tivated in carrying out the proposed activities in the classroom. Considers Prensky (2001) these students, called Digital Natives, born with a modern way of thinking and learn and feel encouraged and motivated with activities that invite to interact. For this reason, it has been proposed the development of an object of learning in the form of application for Android tablets, exploring the internal sensors available in them, with the purpose of offering an interactive activity to students on the physical concepts involved in the process of photosynthesis in plants. For the construction, informational texts written in didactic language and easy to understand, illustrative images and animations were employed. In addition, we used the light sensor in the interactive activity on the process of photosynthesis so that the student could observe and understand how the environment is able to interfere with this process

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With the technology advancement, mobile devices have become increasingly more powerful and have started to have functions beyond of making phone calls. New applications, which perform these new functions, have been launched. The digital entertainment market has become one of the most benefited with this, once the games have become one of the most used applications for various types of users. This monograph presents the development of a game for Android OS, considering concepts like: physics, scenarios/views and character animation