809 resultados para video, fluoroscopia, cinematica, femoro, rotulea, tibio, femorale, navigazione, chirurgica
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Commercially available instruments for road-side data collection take highly limited measurements, require extensive manual input, or are too expensive for widespread use. However, inexpensive computer vision techniques for digital video analysis can be applied to automate the monitoring of driver, vehicle, and pedestrian behaviors. These techniques can measure safety-related variables that cannot be easily measured using existing sensors. The use of these techniques will lead to an improved understanding of the decisions made by drivers at intersections. These automated techniques allow the collection of large amounts of safety-related data in a relatively short amount of time. There is a need to develop an easily deployable system to utilize these new techniques. This project implemented and tested a digital video analysis system for use at intersections. A prototype video recording system was developed for field deployment. A computer interface was implemented and served to simplify and automate the data analysis and the data review process. Driver behavior was measured at urban and rural non-signalized intersections. Recorded digital video was analyzed and used to test the system.
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OBJECTIVES: Long occlusions in calcified crural arteries are a major cause of endovascular technical failure in patients with critical limb ischaemia. Therefore, distal bypasses are mainly performed in patients with heavily calcified arteries and with consequently delicate clamping. A new reverse thermosensitive polymer (RTP) is an alternative option to occlude target vessels. The aim of the study is to report our technical experience with RTP and to assess its safety and efficiency to temporarily occlude small calcified arteries during anastomosis time. METHODS: Between July 2010 and December 2011, we used RTP to occlude crural arteries in 20 consecutive patients with 20 venous distal bypasses. We recorded several operative parameters, such as volume of injected RTP, duration of occlusion and anastomotic time. Quality of occlusion was subjectively evaluated. Routine on-table angiography was performed to search for plug emboli. Primary patency, limb salvage and survival rates were reported at 6 months. RESULTS: In all patients, crural artery occlusion was achieved with the RTP without the use of an adjunct occlusion device. Mean volume of RTP used was 0.3 ml proximally and 0.25 ml distally. Mean duration of occlusion was 14.4 ± 4.5 min, while completion of the distal anastomosis lasted 13.4 ± 4.3 min. Quality of occlusion was judged as excellent in eight cases and good in 12 cases. Residual plugs were observed in two patients and removed with an embolectomy catheter, before we amended the technique for dissolution of RTP. At 6 months, primary patency rate was 75% but limb salvage rate was 87.5%. The 30-day mortality rate was 10%. CONCLUSIONS: This study shows that RTP is safe when properly dissolved and effective to occlude small calcified arteries for completion of distal anastomosis.
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La preservación de los fondos audiovisuales en soporte analógico está amenazada por la degradación de las cintas magnéticas. La revisión de la literatura científica indica que este proceso de degradación no se puede evitar y que su solución pasa por la migración de los contenidos audiovisuales a soportes digitales. La complejidad técnica de los formatos de vídeo digital y la no existencia de formatos claros con finalidades de preservación hacen que sea difícil la elección del formato al cual migrar. Ante este panorama se propone la utilización de un modelo de indicadores que sirva para valorar las características de los formatos de vídeo digital de cara a su uso en la preservación de los fondos audiovisuales Abstract: The preservation of audiovisual content recorded on analogical media is threatened by the physical degradation of magnetic tape over time. A review of the literature shows that this degradation cannot be avoided and that the only solution consists of migrating audiovisual content to digital media. Choosing a digital format for this migration is difficult due to the technical complexity of video formats and to the lack of a specific format aimed at preservation. In this context, the article suggests the use of a model of indicators to evaluate the features of existing digital video formats for their potential use in audiovisual content preservation
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OBJETIVO: O objetivo deste trabalho é o de estudar a otimização da qualidade da imagem fluoroscópica e a taxa de kerma no ar de entrada na superfície do paciente em procedimentos de radiologia intervencionista, utilizando-se de um objeto simulador adaptado para fluoroscopia. MATERIAIS E MÉTODOS: Foi utilizado um objeto simulador desenvolvido para avaliação de imagens em radiologia convencional. O objeto simulador foi adaptado para fluoroscopia mediante incorporação de dois cateteres com diferentes espessuras, ambos utilizados em radiologia intervencionista. Os níveis de taxa de kerma no ar de entrada na superfície do paciente foram determinados utilizando-se este objeto simulador. RESULTADOS: A avaliação dos parâmetros técnicos para diversos modos de exposição de um equipamento fluoroscópico com digitalização de imagens permitiu estabelecer os indicadores de taxa de kerma no ar, que permitem a otimização da qualidade das imagens em procedimentos intervencionistas. A redução na taxa de kerma no ar de entrada na superfície do paciente pode chegar a 67%. CONCLUSÃO: A otimização da qualidade da imagem utilizando-se um objeto simulador possibilita reduzir a taxa de kerma no ar de entrada na superfície do paciente, sem perda considerável de informação diagnóstica.
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Among the negative consequences of video gaming disorder, decreased participation in sport and exercise has received little attention. This study aimed to assess the longitudinal association between video gaming disorder and the level of sport and exercise in emerging adult men. A questionnaire was completed at baseline and 15-month follow-up by a representative national sample of 4,933 respondents. The seven items of the Game Addiction Scale were used to construct a latent variable representing video gaming disorder. Level of sport and exercise was also self-reported. Cross-lagged path modeling indicated a reciprocal causality between video gaming disorder and the level of sport and exercise, even after adjusting for a large set of confounders. These findings support the need for better promotion of sport and exercise among emerging adults in order to contribute to the prevention of video gaming disorder, and to raise the level of sport and exercise activity in addicted gamers.
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There is no agreement about the distinction between pathological, excessive and normal gaming. The present study compared two classifications for defining pathological gaming: the polythetic format (gamers who met at least half of the criteria) and monothetic format (gamers who met all criteria). Associations with mental, health and social issues were examined to assess differences between subgroups of gamers. A representative sample of 5,663 young Swiss men filled in a questionnaire as part of the ongoing Cohort Study on Substance Use Risk Factors (C-SURF). Game use was assessed with the Game Addiction Scale. Mental, social and physical factors (depression, anxiety, aggressiveness, physical and mental health, social and health consequences), gambling and substance use (illicit drug use, alcohol dependence and problematic cannabis use) were also assessed. The results indicated that monothetic gamers shared problems with polythetic gamers, but were even more inclined to mental health issues (depression, anxiety, and aggressiveness) and were more vulnerable to other dependencies like substance use, alcohol dependence or gambling. A second analysis using Latent Class Analysis confirmed the distinction between monothetic and polythetic gamers. These findings support the use of a monothetic format to diagnose pathological gaming and to differentiate it from excessive gaming.
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BACKGROUND AND AIMS: Evidence-based and reliable measures of addictive disorders are needed in general population-based assessments. One study suggested that heavy use over time (UOT) should be used instead of self-reported addiction scales (AS). This study compared UOT and AS regarding video gaming and internet use empirically, using associations with comorbid factors. DESIGN: Cross-sectional data from the 2011 French Survey on Health and Consumption on Call-up and Preparation for Defence-Day (ESCAPAD), cross-sectional data from the 2012 Swiss ado@internet.ch study and two waves of longitudinal data (2010-13) of the Swiss Longitudinal Cohort Study on Substance Use Risk Factors (C-SURF). SETTING: Three representative samples from the general population of French and Swiss adolescents and young Swiss men, aged approximately 17, 14 and 20 years, respectively. PARTICIPANTS: ESCAPAD: n =22 945 (47.4% men); ado@internet.ch: n =3049 (50% men); C-SURF: n =4813 (baseline + follow-up, 100% men). MEASUREMENTS: We assessed video gaming/internet UOT ESCAPAD and ado@internet.ch: number of hours spent online per week, C-SURF: latent score of time spent gaming/using internet] and AS (ESCAPAD: Problematic Internet Use Questionnaire, ado@internet.ch: Internet Addiction Test, C-SURF: Gaming AS). Comorbidities were assessed with health outcomes (ESCAPAD: physical health evaluation with a single item, suicidal thoughts, and appointment with a psychiatrist; ado@internet.ch: WHO-5 and somatic health problems; C-SURF: Short Form 12 (SF-12 Health Survey) and Major Depression Inventory (MDI). FINDINGS: UOT and AS were correlated moderately (ESCAPAD: r = 0.40, ado@internet.ch: r = 0.53 and C-SURF: r = 0.51). Associations of AS with comorbidity factors were higher than those of UOT in cross-sectional (AS: .005 ≤ |b| ≤ 2.500, UOT: 0.001 ≤ |b| ≤ 1.000) and longitudinal analyses (AS: 0.093 ≤ |b| ≤ 1.079, UOT: 0.020 ≤ |b| ≤ 0.329). The results were similar across gender in ESCAPAD and ado@internet.ch (men: AS: 0.006 ≤ |b| ≤ 0.211, UOT: 0.001 ≤ |b| ≤ 0.061; women: AS: 0.004 ≤ |b| ≤ 0.155, UOT: 0.001 ≤ |b| ≤ 0.094). CONCLUSIONS: The measurement of heavy use over time captures part of addictive video gaming/internet use without overlapping to a large extent with the results of measuring by self-reported addiction scales (AS). Measuring addictive video gaming/internet use via self-reported addiction scales relates more strongly to comorbidity factors than heavy use over time.
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A visual SLAM system has been implemented and optimised for real-time deployment on an AUV equipped with calibrated stereo cameras. The system incorporates a novel approach to landmark description in which landmarks are local sub maps that consist of a cloud of 3D points and their associated SIFT/SURF descriptors. Landmarks are also sparsely distributed which simplifies and accelerates data association and map updates. In addition to landmark-based localisation the system utilises visual odometry to estimate the pose of the vehicle in 6 degrees of freedom by identifying temporal matches between consecutive local sub maps and computing the motion. Both the extended Kalman filter and unscented Kalman filter have been considered for filtering the observations. The output of the filter is also smoothed using the Rauch-Tung-Striebel (RTS) method to obtain a better alignment of the sequence of local sub maps and to deliver a large-scale 3D acquisition of the surveyed area. Synthetic experiments have been performed using a simulation environment in which ray tracing is used to generate synthetic images for the stereo system
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Actualment un típic embedded system (ex. telèfon mòbil) requereix alta qualitat per portar a terme tasques com codificar/descodificar a temps real; han de consumir poc energia per funcionar hores o dies utilitzant bateries lleugeres; han de ser el suficientment flexibles per integrar múltiples aplicacions i estàndards en un sol aparell; han de ser dissenyats i verificats en un període de temps curt tot i l’augment de la complexitat. Els dissenyadors lluiten contra aquestes adversitats, que demanen noves innovacions en arquitectures i metodologies de disseny. Coarse-grained reconfigurable architectures (CGRAs) estan emergent com a candidats potencials per superar totes aquestes dificultats. Diferents tipus d’arquitectures han estat presentades en els últims anys. L’alta granularitat redueix molt el retard, l’àrea, el consum i el temps de configuració comparant amb les FPGAs. D’altra banda, en comparació amb els tradicionals processadors coarse-grained programables, els alts recursos computacionals els permet d’assolir un alt nivell de paral•lelisme i eficiència. No obstant, els CGRAs existents no estant sent aplicats principalment per les grans dificultats en la programació per arquitectures complexes. ADRES és una nova CGRA dissenyada per I’Interuniversity Micro-Electronics Center (IMEC). Combina un processador very-long instruction word (VLIW) i un coarse-grained array per tenir dues opcions diferents en un mateix dispositiu físic. Entre els seus avantatges destaquen l’alta qualitat, poca redundància en les comunicacions i la facilitat de programació. Finalment ADRES és un patró enlloc d’una arquitectura concreta. Amb l’ajuda del compilador DRESC (Dynamically Reconfigurable Embedded System Compile), és possible trobar millors arquitectures o arquitectures específiques segons l’aplicació. Aquest treball presenta la implementació d’un codificador MPEG-4 per l’ADRES. Mostra l’evolució del codi per obtenir una bona implementació per una arquitectura donada. També es presenten les característiques principals d’ADRES i el seu compilador (DRESC). Els objectius són de reduir al màxim el nombre de cicles (temps) per implementar el codificador de MPEG-4 i veure les diferents dificultats de treballar en l’entorn ADRES. Els resultats mostren que els cícles es redueixen en un 67% comparant el codi inicial i final en el mode VLIW i un 84% comparant el codi inicial en VLIW i el final en mode CGA.
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Konferenssiesitelmä: PHOTOGRAPHY NEXT International Conference at Moderna museet and Nordiska Museet, Stockholm, 4-5 February, 2010
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Tämä tutkielma käsittelee poptähti Michael Jacksonin tähtikuvaa populaarina myyttinä arkkityyppien näkökulmasta. Tutkimus käsittelee myös tähteyden historiaa ja siirtymää klassisesta Hollywood -tähteydestä postmoderniin tähteyteen. Tutkimus pyrkii selvittämään Jacksonin positiota kulttuurisella tähtikentällä ja sitä, mitä uutta rajatilasankarin, initiaation ja tricksterin arkkityypit voivat kertoa tunnetusta poptähdestä. Tutkimusaineistoksi on valittu Jacksonin Moonwalker –elokuva (1988) ja sen sisällä oleva Smooth Criminal -osio, joka sisältää juonellisen tarinan ja musiikkivideokohtauksen. Smooth Criminal -musiikkikohtaus viittaa kulta-ajan Hollywood -tähden Fred Astairen Band Wagon –musikaalin (1953) Girl Hunt Ballet -musikaalinumeroon. Tutkimuksen kulttuurihistoriallisessa osiossa tuodaan vertailuun Astairen ja Jacksonin erilaiset tähteydet, videoiden narratiivit ja sankaruudet, joita tähdet ilmentävät narratiiveissa. Arkkityyppeihin keskittyvässä osiossa sama Smooth Criminal -narratiivi luetaan uudestaan näiden kolmen arkkityypin kautta, jolloin Jacksonin tähtikuvasta avautuu uusia aspekteja. Tutkimuksen teoreettisen rungon muodostavat sveitsiläisen analyyttisen psykologian perustajan Carl Gustav Jungin teoria arkkityypeistä ja tätä teoriaa soveltava postjungilainen tutkimus. Tutkimuksen kulttuurihistoriallinen puoli pohjaa perinteiseen tähtitutkimukseen ja erityisesti Richard Dyerin sekä Edgar Morinin teoksiin. Käytän postjungilaista elokuva- ja tähtitutkimusta tutkimuksessani, joista tärkeimpiä ovat John Izodin ja Luke Hockleyn teokset. Tutkimuksen perusteella voidaan todeta, että tähteys on kulttuurisidonnaista ja ilmentää omaa aikaansa. Astairen tähteys ja narratiivin sankaruus koostuu muutamista pelkistetyistä aspekteista. Jackson on tähtenä eräänlainen hybridisankari, jossa yhdistyvät monet vastakkaiset merkitykset. Rajatilasankarin, initiaation ja tricksterin arkkityypit ovat kaikki löydettävissä tutkinnan kohteena olevasta narratiivista. Arkkityyppien kautta voi nähdä, että Jacksonin ilmensi tähteydessään myös näitä kaikille ihmisille yhteisiä psyykkisiä sisältöjä, mikä voi osaltaan selittää hänen globaalia suosiotaan.