116 resultados para Akodon cursor
Resumo:
Hantaviruses are the etiological agents of the Hantavirus Cardio-Pulmonary Syndrome, a serious rodent-borne disease in Brazil. In order to investigate the occurrence of hantavirus infection in wild rodents, a survey was conducted in three different suburban areas of the municipality of Pedreira, State of São Paulo, Brazil. Of the 145 wild animals captured belonging to 12 different species identified by morphology and karyological analysis, 107 were rodents of the following species: Akodon montensis, Bolomys lasiurus, Calomys tener, Oligoryzomys nigripes, Oligoryzomys flavescens, and Myocastor coypus. Blood samples from these rodents were assayed for the presence of antibodies against hantavirus by IgG ELISA using Andes recombinant nucleocapsid antigen. Antibody reactive to Andes virus was found in two different species, O. nigripes and O. flavescens. These results indicate a potential risk for hantavirus transmission to humans in this area, where reservoir rodents are present in peridomestic settings.
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In the present study we investigated the presence of infections by vaccinia-like viruses in dairy cattle from 12 counties in the state of Rio de Janeiro in the last 9 years. Clinical specimens were collected from adult animals with vesicular/pustular lesions mainly in the udder and teats, and from calves with lesions around the nose and mouth. A plaque reduction neutralization test (PRNT) was applied to search for antibodies to Orthopoxvirus; the vesicular/pustular fluids and scabs were examined by PCR, electron microscopy (EM) and by inoculation in VERO cells for virus isolation. Antibodies to Orthopoxvirus were detected in most cases. The PCR test indicated a high nucleotide homology among the isolates and the vaccinia viruses (VACV) used as controls. By EM, typical orthopoxvirus particles were observed in some specimens. The agents isolated in tissue culture were confirmed as vaccinia-like viruses by EM and PCR. The HA gene of the vaccinia-like Cantagalo/IOC virus isolated in our laboratory was sequenced and compared with other vaccinia-like isolates, showing high homology with the original Cantagalo strain, both strains isolated in 1999 from dairy cattle. Antibodies to Orthopoxvirus were detected in one wild rodent (genus Akodon sp.) collected in the northwestern region of the state, indicating the circulation of poxvirus in this area. Nonetheless, PCR applied to tissue samples collected from the wild rodents were negative. Vesicular/pustular lesions in people in close contact with animals have been also recorded. Thus, the vaccinia-like virus infections in cattle and humans in the state seem to be an expanding condition, resulting in economic losses to dairy herds and leading to transient incapacitating human disease. Therefore, a possible immunization of the dairy cattle in the state should be carefully evaluated.
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Lors d’une tâche de pointage manuel, la présence de corrections rapides, adaptées, automatiques et même réflexes (Franklin et Wolpert, 2008) suite à une perturbation par saut de curseur a pu être observée dans de nombreuses études. Ici, nous avons souhaité déterminer si ces corrections étaient purement réflexes où si elles étaient amorcées seulement lorsque la perturbation mettait en péril l’atteinte de la cible ; ces corrections ont-elles aussi un aspect fonctionnel ? Dans une première expérience nous avons fait varier la taille des cibles (5 ou 30 mm de diamètre) et des sauts du curseur (5, 15 ou 25 mm) de manière à obtenir certaines combinaisons où la cible pourrait être atteinte sans qu’aucune correction du mouvement pour contrecarrer l’effet du saut du curseur ne soit nécessaire. Des corrections réduisant l’erreur d’environ 65% ont été observées dans toutes les conditions. Dans une seconde expérience, les participants devaient atteindre une très grande cible (arc de 30°) et un saut de curseur de 15 mm était introduit pour certains essais peu de temps après l’amorce du mouvement. Les participants ont modifié leur mouvement dans le sens opposé à celui de la perturbation, et cela même s’ils n’avaient pas détecté consciemment le saut. Cependant, ces corrections étaient moins rapides et plus petites (42% de l’amplitude du saut de curseur) que celles observées lors de la première expérience. Nos résultats supportent le fait que l’amorce des corrections pour des erreurs de trajectoire induites expérimentalement soit de nature réflexe. Un deuxième processus serait alors responsable du déroulement de ces corrections ; ce deuxième processus est basé, entre autres, sur les caractéristiques de la cible.
Resumo:
L’objectif principal de la présente thèse était de déterminer les facteurs susceptibles d’influencer l’efficacité des processus de contrôle en ligne des mouvements d’atteinte manuelle. De nos jours, les mouvements d’atteinte manuelle réalisés dans un environnement virtuel (déplacer une souris d’ordinateur pour contrôler un curseur à l’écran, par exemple) sont devenus chose commune. Par comparaison aux mouvements réalisés en contexte naturel (appuyer sur le bouton de mise en marche de l’ordinateur), ceux réalisés en contexte virtuel imposent au système nerveux central des contraintes importantes parce que l’information visuelle et proprioceptive définissant la position de l’effecteur n’est pas parfaitement congruente. Par conséquent, la présente thèse s’articule autour des effets d’un contexte virtuel sur le contrôle des mouvements d’atteinte manuelle. Dans notre premier article, nous avons tenté de déterminer si des facteurs tels que (a) la quantité de pratique, (b) l’orientation du montage virtuel (aligné vs. non-aligné) ou encore (c) l’alternance d’un essai réalisé avec et sans la vision de l’effecteur pouvaient augmenter l’efficacité des processus de contrôle en ligne de mouvement réalisés en contexte virtuel. Ces facteurs n’ont pas influencé l’efficacité des processus de contrôle de mouvements réalisés en contexte virtuel, suggérant qu’il est difficile d’optimiser le contrôle des mouvements d’atteinte manuelle lorsque ceux-ci sont réalisés dans un contexte virtuel. L’un des résultats les plus surprenants de cette étude est que nous n’avons pas rapporté d’effet concernant l’orientation de l’écran sur la performance des participants, ce qui était en contradiction avec la littérature existante sur ce sujet. L’article 2 avait pour but de pousser plus en avant notre compréhension du contrôle du mouvement réalisé en contexte virtuel et naturel. Dans le deuxième article, nous avons mis en évidence les effets néfastes d’un contexte virtuel sur le contrôle en ligne des mouvements d’atteinte manuelle. Plus précisément, nous avons observé que l’utilisation d’un montage non-aligné (écran vertical/mouvement sur un plan horizontal) pour présenter l’information visuelle résultait en une importante diminution de la performance comparativement à un montage virtuel aligné et un montage naturel. Nous avons aussi observé une diminution de la performance lorsque les mouvements étaient réalisés dans un contexte virtuel aligné comparativement à un contexte naturel. La diminution de la performance notée dans les deux conditions virtuelles s’expliquait largement par une réduction de l’efficacité des processus de contrôle en ligne. Nous avons donc suggéré que l’utilisation d’une représentation virtuelle de la main introduisait de l’incertitude relative à sa position dans l’espace. Dans l’article 3, nous avons donc voulu déterminer l’origine de cette incertitude. Dans ce troisième article, deux hypothèses étaient à l’étude. La première suggérait que l’augmentation de l’incertitude rapportée dans le contexte virtuel de la précédente étude était due à une perte d’information visuelle relative à la configuration du bras. La seconde suggérait plutôt que l’incertitude provenait de l’information visuelle et proprioceptive qui n’est pas parfaitement congruente dans un contexte virtuel comparativement à un contexte naturel (le curseur n’est pas directement aligné avec le bout du doigt, par exemple). Les données n’ont pas supporté notre première hypothèse. Plutôt, il semble que l’incertitude soit causée par la dissociation de l’information visuelle et proprioceptive. Nous avons aussi démontré que l’information relative à la position de la main disponible sur la base de départ influence largement les processus de contrôle en ligne, même lorsque la vision de l’effecteur est disponible durant le mouvement. Ce résultat suggère que des boucles de feedback interne utilisent cette information afin de moduler le mouvement en cours d’exécution.
Resumo:
In dieser Arbeit wird ein generisches Modell fuer synchrone Gruppenarbeit auf gemeinsamen Informationsraeumen entwickelt. Fuer die Entwicklung dieses Modells muessen die Grundfunktionen fuer Anwendungen der synchronen Gruppenarbeit realisiert werden. Neben der Modellierung des Datenraumes (Datenmodell) und der operationellen Schnittstelle (Interaktionsmodell), muessen Mechanismen fuer die Darstellung der Aktivitaeten der Gruppenmitglieder auf dem Informationsraum (Awareness), sowie fuer die Synchronisierung gleichzeitiger Zugriffe verschiedener Benutzer auf dem Datenraum realisiert werden (Nebenlaeufgkeitskontrolle). Das Grundproblem bei der Loesung der Nebenlaeufigkeit liegt bei der Aufgabe der Isolation aus den klassischen ACID-Transaktionen zu gunsten von Awareness. Die rapide Entwicklung von Techniken der mobilen Kommunikation ermoeglicht den Einsatz dieser Geraete fuer den Zugriff auf Daten im Internet. Durch UMTSund WLAN-Technologien koennen Mobilgeraete fuer Anwendungen ueber die reine Kommunikation hinaus eingesetzt werden. Eine natuerliche Folge dieser Entwicklung sind Anwendungen fuer die Zusammenarbeit mehrerer Benutzer. In der Arbeit wird daher auf die Unterstuetzung mobiler Geraete besonderen Wert gelegt. Die Interaktion der Benutzer auf den gemeinsamen Datenraum wird durch einfache Navigationsoperationen mit einem Cursor (Finger) realisiert, wobei der Datenraum durch XML-Dokumente dargestellt wird. Die Visualisierung basiert auf der Transformierung von XML-Dokumenten in andere XML-basierte Sprachen wie HTML oder SVG durch XSLT-Stylesheets. Awareness-Informationen werden, aehnlich dem Fokus/Nimbus-Modell, von der Interaktion der Benutzer und der Ermittlung der sichtbaren Objekte bei dem Benutzer hergeleitet. Fuer eine geeignete Kontrolle der Nebenlaeufigkeit wurde der Begriff der visuellen Transaktion eingefuehrt, wo die Auswirkungen einer Transaktion von anderen Benutzern (Transaktionen) beobachtet werden koennen. Die Synchronisierung basiert auf einem Sperrverfahren und der Einfuehrung der neuen W-Sperre und der Grundoperationen readV und writeV. Das Modell (Groupware-Server) wird in der Arbeit in einem Prototyp implementiert. Weiterhin wird eine Java-Anwendung sowohl auf einem Desktop PC als auch auf einem Pocket PC (iPAQ 3970) implementiert, welche die Einsetzbarkeit dieses Prototyps demonstriert.
Resumo:
Presentation at the 1997 Dagstuhl Seminar "Evaluation of Multimedia Information Retrieval", Norbert Fuhr, Keith van Rijsbergen, Alan F. Smeaton (eds.), Dagstuhl Seminar Report 175, 14.04. - 18.04.97 (9716). - Abstract: This presentation will introduce ESCHER, a database editor which supports visualization in non-standard applications in engineering, science, tourism and the entertainment industry. It was originally based on the extended nested relational data model and is currently extended to include object-relational properties like inheritance, object types, integrity constraints and methods. It serves as a research platform into areas such as multimedia and visual information systems, QBE-like queries, computer-supported concurrent work (CSCW) and novel storage techniques. In its role as a Visual Information System, a database editor must support browsing and navigation. ESCHER provides this access to data by means of so called fingers. They generalize the cursor paradigm in graphical and text editors. On the graphical display, a finger is reflected by a colored area which corresponds to the object a finger is currently pointing at. In a table more than one finger may point to objects, one of which is the active finger and is used for navigating through the table. The talk will mostly concentrate on giving examples for this type of navigation and will discuss some of the architectural needs for fast object traversal and display. ESCHER is available as public domain software from our ftp site in Kassel. The portable C source can be easily compiled for any machine running UNIX and OSF/Motif, in particular our working environments IBM RS/6000 and Intel-based LINUX systems. A porting to Tcl/Tk is under way.
Resumo:
In this text, we present two stereo-based head tracking techniques along with a fast 3D model acquisition system. The first tracking technique is a robust implementation of stereo-based head tracking designed for interactive environments with uncontrolled lighting. We integrate fast face detection and drift reduction algorithms with a gradient-based stereo rigid motion tracking technique. Our system can automatically segment and track a user's head under large rotation and illumination variations. Precision and usability of this approach are compared with previous tracking methods for cursor control and target selection in both desktop and interactive room environments. The second tracking technique is designed to improve the robustness of head pose tracking for fast movements. Our iterative hybrid tracker combines constraints from the ICP (Iterative Closest Point) algorithm and normal flow constraint. This new technique is more precise for small movements and noisy depth than ICP alone, and more robust for large movements than the normal flow constraint alone. We present experiments which test the accuracy of our approach on sequences of real and synthetic stereo images. The 3D model acquisition system we present quickly aligns intensity and depth images, and reconstructs a textured 3D mesh. 3D views are registered with shape alignment based on our iterative hybrid tracker. We reconstruct the 3D model using a new Cubic Ray Projection merging algorithm which takes advantage of a novel data structure: the linked voxel space. We present experiments to test the accuracy of our approach on 3D face modelling using real-time stereo images.
Resumo:
Interactions using a standard computer mouse can be particularly difficult for novice and older adult users. Tasks that involve positioning the mouse over a target and double-clicking to initiate some action can be a real challenge for many users. Hence, this paper describes a study that investigates the double-click interactions of older and younger adults and presents data that can help inform the development of methods of assistance. Twelve older adults (mean age = 63.9 years) and 12 younger adults (mean age = 20.8 years) performed click and double-click target selections with a computer mouse. Initial results show that older users make approximately twice as many errors as younger users when attempting double-clicks. For both age groups, the largest proportion of errors was due to difficulties with keeping the cursor steady between button presses. Compared with younger adults, older adults experienced more difficulties with performing two button presses within a required time interval. Understanding these interactions better is a step towards improving accessibility, and may provide some suggestions for future directions of research in this area.
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Toxoplasma gondii é um protozoário parasita que infecta animais de sangue quente, incluindo seres humanos. Pequenos roedores e marsupiais têm papel importante na epidemiologia do T. gondii, pois são fontes de infecção para os felídeos domésticos e selvagens. Amostras de soro de 151 roedores e 48 marsupiais, capturados na Mata Atlântica, Estado de São Paulo, Sudeste do Brasil, foram analisadas para a pesquisa de anticorpos anti-T. gondii. Os anticorpos foram detectados pelo Teste de Aglutinação Modificada (MAT ≥ 25), com 8,6% (13/151) dos roedores e 10,4% (5/48) dos marsupiais soropositivos, com títulos variando de 25 a 6.400 e de 25 a 3.200, respectivamente, para os roedores e os marsupiais. Três das oito espécies de roedores (Akodon spp., Oligoryzomys nigripes e Rattus norvegicus) e uma das quatro espécies de marsupiais (Didelphis aurita) apresentaram animais positivos. A presença de anticorpos anti-T. gondii foi descrita pela primeira vez no roedor Oligoryzomys nigripes.
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Understanding human movement is key to improving input devices and interaction techniques. This paper presents a study of mouse movements of motion-impaired users, with an aim to gaining a better understanding of impaired movement. The cursor trajectories of six motion-impaired users and three able-bodied users are studied according to their submovement structure. Several aspects of the movement are studied, including the frequency and duration of pauses between submovements, verification times, the number of submovements, the peak speed of submovements and the accuracy of submovements in two-dimensions. Results include findings that some motion-impaired users pause more often and for longer than able-bodied users, require up to five times more submovements to complete the same task, and exhibit a correlation between error and peak submovement speed that does not exist for able-bodied users.
Resumo:
Haptic computer interfaces provide users with feedback through the sense of touch, thereby allowing users to feel a graphical user interface. Force feedback gravity wells, i.e. attractive basins that can pull the cursor toward a target, are one type of haptic effect that have been shown to provide improvements in "point and click" tasks. For motion-impaired users, gravity wells could improve times by as much as 50%. It has been reported that the presentation of information to multiple sensory modalities, e.g. haptics and vision, can provide performance benefits. However, previous studies investigating the use of force feedback gravity wells have generally not provided visual representations of the haptic effect. Where force fields extend beyond clickable targets, the addition of visual cues may affect performance. This paper investigates how the performance of motion-impaired computer users is affected by having visual representations of force feedback gravity wells presented on-screen. Results indicate that the visual representation does not affect times and errors in a "point and click" task involving multiple targets.
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The effect of multiple haptic distractors on target selection performance was examined in terms of times to select the target and the associated cursor movement patterns. Two experiments examined: a) The effect of multiple haptic distractors around a single target and b) the effect of inter-item spacing in a linear selection task. It was found that certain target-distractor arrangements hindered performance and that this could be associated with specific, explanatory cursor patterns. In particular, it was found that the presence of distractors along the task axis in front of the target was detrimental to performance, and that there was evidence to suggest that this could sometimes be associated with consequent cursor oscillation between distractors adjacent to a desired target. A further experiment examined the effect of target-distractor spacing in two orientations on a user’s ability to select a target when caught in the gravity well of a distractor. Times for movements in the vertical direction were found to be faster than those in the horizontal direction. In addition, although times for the vertical direction appeared equivalent across five target-distractor distances, times for the horizontal direction exhibited peaks at certain distances. The implications of these results for the design and implementation of haptically enhanced interfaces using the force feedback mouse are discussed.
Resumo:
Although a number of studies have reported that force feedback gravity wells can improve performance in "point-and-click" tasks, there have been few studies addressing issues surrounding the use of gravity wells for multiple on-screen targets. This paper investigates the performance of users, both with and without motion-impairments, in a "point-and-click" task when an undesired haptic distractor is present. The importance of distractor location is studied explicitly. Results showed that gravity wells can still improve times and error rates, even on occasions when the cursor is pulled into a distractor. The greatest improvement is seen for the most impaired users. In addition to traditional measures such as time and errors, performance is studied in terms of measures of cursor movement along a path. Two cursor measures, angular distribution and temporal components, are proposed and their ability to explain performance differences is explored.
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For people with motion impairments, access to and independent control of a computer can be essential. Symptoms such as tremor and spasm, however, can make the typical keyboard and mouse arrangement for computer interaction difficult or even impossible to use. This paper describes three approaches to improving computer input effectivness for people with motion impairments. The three approaches are: (1) to increase the number of interaction channels, (2) to enhance commonly existing interaction channels, and (3) to make more effective use of all the available information in an existing input channel. Experiments in multimodal input, haptic feedback, user modelling, and cursor control are discussed in the context of the three approaches. A haptically enhanced keyboard emulator with perceptive capability is proposed, combining approaches in a way that improves computer access for motion impaired users.
Resumo:
In terms of evolution, the strategy of catching prey would have been an important part of survival in a constantly changing environment. A prediction mechanism would have developed to compensate for any delay in the sensory-motor system. In a previous study, “proactive control” was found, in which the motion of the hands preceded the virtual moving target. These results implied that the positive phase shift of the hand motion represents the proactive nature of the visual-motor control system, which attempts to minimize the brief error in the hand motion when the target changes position unexpectedly. In our study, a visual target moves in circle (13 cm diameter) on a computer screen, and each subject is asked to keep track of the target’s motion by the motion of a cursor. As the frequency of the target increases, a rhythmic component was found in the velocity of the cursor in spite of the fact that the velocity of the target was constant. The generation of a rhythmic component cannot be explained simply as a feedback mechanism for the phase shifts of the target and cursor in a sensory-motor system. Therefore, it implies that the rhythmic component was generated to predict the velocity of the target, which is a feed-forward mechanism in the sensory-motor system. Here, we discuss the generation of the rhythmic component and its roll in the feed-forward mechanism.