981 resultados para swd: Multi-Touch-Screen


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This paper suggests a new strategy to develop CAD applications taking into account some of the most interesting proposals which have recently appeared in the technology development arena. Programming languages, operating systems, user devices, software architecture, user interfaces and user experience are among the elements which are considered for a new development framework. This strategy considers the organizational and architectural aspects of the CAD application together with the development framework. The architectural and organizational aspects are based on the programmed design concept, which can be implemented by means of a three-level software architecture. These levels are the conceptual level based on a declarative language, the mathematical level based on the geometric formulation of the product model and the visual level based on the polyhedral representation of the model as required by the graphic card. The development framework which has been considered is Windows 8. This operating system offers three development environments, one for web pplications (HTML5 + CSS3 + JavaScript), and other for native applications C/C++) and of course yet another for .NET applications (C#, VB, F#, etc.). The use rinterface and user experience for non-web application is described ith XAML (a well known declarative XML language) and the 3D API for games and design applications is DirectX. Additionally, Windows 8 facilitates the use of hybrid solutions, in which native and managed code can interoperate easily. Some of the most remarkable advantages of this strategy are the possibility of targeting both desktop and touch screen devices with the same development framework, the usage of several programming paradigms to apply the most appropriate language to each domain and the multilevel segmentation of developers and designers to facilitate the implementation of an open network of collaborators.

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En este proyecto se ha desarrollado un sistema electrónico para un vehículo de Fórmula SAE. La Fórmula SAE es una competición orientada a estudiantes que se basa en el diseño y fabricación de un vehículo de carreras. Este vehículo será posteriormente testeado en una competición a nivel mundial. El principal objetivo de este proyecto es el estudio, diseño y creación de un sistema para la visualización de información en un vehículo a través de una pantalla táctil. El núcleo del sistema será un microcontrolador de 32 bits de Microchip programado en C sobre un sistema de desarrollo integrado. El sistema mostrará información que pueda ser de utilidad para el piloto del coche. La información que se mostrará en la pantalla provendrá de los diferentes sensores del propio vehículo (velocidad, rpm, temperatura, estado de la batería). Dichos sensores se comunicarán con el sistema a través de comunicación CAN Bus. Para el testeo del sistema se utilizará una herramienta de simulación CAN. Además de mostrar información, el piloto será capaz de seleccionar entre diferentes configuraciones para la conducción desde el propio volante. El sistema contiene además los elementos necesarios para la programación y depuración del microcontrolador PIC. ABSTRACT. In this project, an electronic application for a Formula SAE vehicle has been developed. The Formula SAE is a student-oriented competition based on the design and manufacture of a race car. This car will be later tested in a worldwide competition. The principal aim of this project is the study, design and manufacture of a system for the display of a vehicle’s information through a touch screen. The system core will be a 32-bit Microchip microcontroller programmed in C code over an Integrated Development Environment. The system will display useful information to the car driver. The information shown on the screen will come from the different sensors of the vehicle itself (speed, rpm, temperature, battery status). Those sensors will communicate with the system via CAN Bus. A CAN Bus simulator device will be used during the design testing. In addition to displaying information, the pilot will be able to select different driving configurations from the steering wheel itself. The system also contains the necessary elements for programming and debugging the PIC microcontroller.

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Este Trabajo de Fin de Grado (TFG) tiene el objetivo incorporar el dispositivo Leap Motion [1] en un juego educativo para niños con necesidades educativas especiales para permitirles aprender de una forma divertida mientras disfrutan con los mini juegos que ofrece nuestra aplicación. Está destinado al apoyo del sistema educativo para los niños con necesidades educativas especiales. Debido al público que tenemos como objetivo debemos de tener en cuenta que hay distintos tipos de usuarios según el tipo de discapacidad que tienen. Entre ellas tenemos discapacidad visual, auditiva, cognitiva y motriz. Tenemos distintos mini juegos para facilitar el aprendizaje de las letras y nuevas palabras, los nombres de colores y diferenciarlos y la asociación de conceptos mediante ejemplos sencillos como son ropa, juguetes y comida. Para hacer que la interacción sea más divertida tenemos distintos tipos de dispositivos de interacción: unos comunes como son el teclado y la pantalla táctil y otros más novedosos como son Kinect [2] y Leap Motion que es el que se introducirá en el desarrollo de este Trabajo de Fin de Grado. El otro objetivo de este proyecto es el estudio de los distintos dispositivos de interacción. Se quiere descubrir qué tipo de sistemas de interacción son más sencillos de aprender, cuáles son más intuitivos para los niños, los que les resultan más interesantes permitiendo captar mejor su atención y sus opuestos, es decir, los que son más difíciles de entender, los más monótonos y los más aburridos para ellos.---ABSTRACT---This Final Degree Project (TFG) aims to incorporate the Leap Motion device [1] in an educational game for children with special educational needs to enable them to learn in a funny way while enjoying the mini games that our application offered. It is intended to support the education system for children with special educational needs. Because the public that we have as objective we must take into account that there are different types of users depending on the type of disability they have. Among them we have visual, auditory, cognitive and motor disabilities. We have different mini games to make easier learning of letters and new words, names and distinguish colors and the association of concepts through simple examples such as clothing, toys and food. To make the interaction more fun we have different interaction devices: common such as the keyboard and the touch screen and other more innovative such as Kinect [2] and Leap Motion which is to be introduced in the development of this Final Degree Work. The other objective of this project is to study the various interaction devices. You want to find out what type of interaction systems are easier to learn, which are more intuitive for children, who are more interesting allowing better capture their attention and their opposites, that is, those that are more difficult to understand, the most monotonous and most boring for them.

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Durante la realización de este trabajo de fin de grado se realizará el diseño y desarrollo de un juego orientado a niños con necesidades específicas de apoyo educativo. Este grupo de usuarios repercute en el diseño de los elementos del juego los cuales han de ser simples, sin distracciones, textos de ayuda claros y bien definidos, alto contraste en los elementos, ayuda textual y visual, selección de colores evitando referencias conocidas (rojo como referencia a peligro); y una serie de patrones más, que se han tenido que tener en cuenta. El juego es compatible con distintos dispositivos (teclado, pantalla táctil y Kinect), por lo que, como parte del análisis previo, se ha tenido que ver el trabajo realizado anteriormente referente a estos dispositivos (un reconocedor de gestos de pantalla táctil y un reconocedor de gestos de Kinect), que realizaron otros alumnos. En este sentido y como parte de este y otros proyectos, se han tenido que mejorar o complementar las implementaciones de estos reconocedores. Además se han tenido que definir los distintos gestos o teclas, que producirán respuestas en el juego. Como parte de la interacción de los usuarios con el juego mediante los distintos dispositivos, el juego se ha diseñado de tal forma, que es capaz de capturar ciertos datos de forma automática (precisión al realizar un gesto en pantalla, realización de un gesto incorrecto, etc.). Además como soporte adicional a la obtención de datos con el juego, se han planteado distintos formularios (según el dispositivo), los cuales aportan información que el juego no es capaz de recoger de forma automática, y que serán capturados por el pedagogo. Toda esta información recogida será parte de un modelo de datos el cual, en un futuro, servirá para analizar el comportamiento de este grupo de usuarios frente a los distintos dispositivos analizados. Viendo sus ventajas y desventajas tanto en tiempo de respuesta, curva de aprendizaje, dificultad de realización de los gestos, etc.---ABSTRACT---This thesis project will showcase the design and development of a game oriented towards children with special educational needs. This group impacts the design of the game elements, which have to be simple and avoid distractions. There must be clear and well defined help text, high contrast in the elements, text and visual help, color selection that avoids known references (red as a reference to danger), and more series of patterns. The game is compatible with various devices (keyboard, touchscreen and Kinect), by which, as part of the preliminary analysis, the work previously conducted by other students concerning these devices was researched (a touch screen gesture recognizer and a Kinect gesture recognizer). In this regard, and as part of this and other projects, the use of these recognizers must be improved or complemented. In addition the different gestures or keys that will produce answers in the game must be defined. As part of the users’ interaction with the game through the various devices, the game is designed in such a way that it is able to capture certain data automatically (precision making a gesture to the screen, making an improper gesture, etc.). Also as additional support to obtain data with the game, different forms were used (depending on the device), which provide information that the game is not able to pick up automatically, and that will be caught by the teacher. The information collected will be part of a data model which, in the future, will serve to analyze the behavior of this user group with the various devices analyzed. Seeing their advantages and disadvantages both in response time, learning curve and difficulty of making gestures, etc.

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INTRODUÇÃO: Durante procedimentos endovasculares, estão presentes os riscos relacionados ao uso dos contrastes iodados, tais como a nefropatia por contraste, uma vez que é fundamental o emprego de um meio de contraste para a obtenção das imagens radiológicas vasculares. A injeção intravascular de gás CO2 purificado é reconhecidamente uma alternativa relativamente mais segura ao contraste iodado, contudo, seu manuseio artesanal pode também trazer dificuldades técnicas e riscos aos pacientes. Para contemplar estas questões, foi desenvolvido o protótipo de um injetor intravascular de CO2 medicinal, microprocessado, dedicado à obtenção de imagens angiográficas. OBJETIVOS: Realizar os testes de viabilidade técnica inicial do protótipo em modelo in vivo. MÉTODOS: Realizar a angioplastia da artéria renal esquerda de 10 porcos, divididos em 2 grupos: Grupo 1 (n=5) injeção de contraste iodado, Grupo 2 (n=5) injeção de CO2 através do protótipo. Monitorização clínica e laboratorial dos animais no pré, intra e pós-operatório, com exames de função renal na véspera e 48h após os procedimentos e 3 gasometrias arteriais seriadas no intra-operatório. Observação clínica foi mantida por 48h no pós- operatório. RESULTADOS: Os procedimentos de angioplastia com CO2 foram realizados com sucesso técnico de 100%, sem necessidade de complementação com injeção de contraste iodado no Grupo 2. Não foram identificadas falhas no protótipo em funcionamento. Não foram identificadas alterações clínicas ou radiológicas sugestivas de contaminação por ar ambiente do sistema de CO2 e nem alterações laboratoriais nos animais. As imagens angiográficas obtidas no Grupo 2 foram consideradas, numa avaliação subjetiva, relativamente inferiores às imagens obtidas no Grupo 1. DISCUSSÃO: A qualidade inferior de imagem no Grupo 2 pode ser atribuída ao equipamento de fluoroscopia utilizado, com software desatualizado em relação aos equipamentos atuais, que incluem pré-configurações para angiografia com CO2; no entanto, ainda assim todos os procedimentos propostos no Grupo 2 foram realizados com sucesso técnico, o que nos leva a classificar as imagens deste grupo 2 como satisfatórias. O manuseio do aparelho mostrou-se ágil e eficiente, com a programação dos parâmetros sendo realizada com facilidade através do visor \"touch screen\", comparativamente superior ao método artesanal de injeção de CO2 com seringas em selo d\'água. CONCLUSÕES: O protótipo do aparelho injetor intravascular de CO2 funcionou de forma adequada durante os testes e as imagens obtidas permitiram a compleição com sucesso dos procedimentos. Portanto, os resultados positivos obtidos sugerem que o equipamento é tecnicamente viável

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We have used a telerehabilitation system (eREHAB) to remotely assess acquired language disorders via the Internet. The system was used to establish a 128 kbit/s videoconference between two sites and allowed a remote language assessment to be conducted using the standardized Boston Diagnostic Aphasia Examination (BDAE). The system had the capacity to display text and images, and could play pre-recorded instructions to the participant via various built-in tools. A touch screen allowed tasks involving picture identification to be completed easily. Eighteen participants with a diagnosis of an acquired language disorder were simultaneously assessed using the eREHAB system, and in the traditional face-to-face manner by two speech pathologists. There was very high agreement between the two assessors, with weighted kappa scores of 0.8–1.0 for 88% of the sub-tests of the BDAE. There was also high agreement (80–100%) and high kappa scores (0.67–0.90) between assessors on the six rating scales relating to language characteristics. The agreement between the two assessors for the diagnosis of the type of aphasia was 83%. Limitations of the system related mainly to problems inherent in IP videoconferencing. The inability to maintain the preferred speed of 128 kbit/s for the duration of the videoconference and the resultant increase in video and audio breakup and latency affected the clinician’s ability to administer the BDAE with the same ease and accuracy as in face-to-face administration. These difficulties were exacerbated when participants presented with a moderate to severe language disorder, auditory comprehension deficits or significant hearing loss. Despite these limitations, a valid assessment of language disorder was found to be feasible via this telerehabilitation application.

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Visual information is becoming increasingly important and tools to manage repositories of media collections are highly sought after. In this paper, we focus on image databases and on how to effectively and efficiently access these. In particular, we present effective image browsing systems that are operated on a large multi-touch environment for truly interactive exploration. Not only do image browsers pose a useful alternative to retrieval-based systems, they also provide a visualisation of the whole image collection and let users explore particular parts of the collection. Our systems are based on the idea that visually similar images are located close to each other in the visualisation, that image thumbnails are arranged on a regular lattice (either a regular grid projected on a sphere or a hexagonal lattice), and that large image datasets can be accessed through a hierarchical tree structure. © 2014 International Information Institute.

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Image collections are ever growing and hence efficient and effective tools to manage these repositories are highly sought after. In this paper, we present effective image browsing systems that are operated on a large multi-touch environment for truly interactive exploration. Not only do image browsers pose a useful alternative to retrieval-based systems, they also provide a visualisation of the whole image collection and allow users to interactively explore particular parts of the collection. Our systems are based on the idea that visually similar images are located close to each other in the visualisation, that image thumbnails are arranged on a regular lattice (either a regular grid projected onto a sphere or a hexagonal lattice), and that large image datasets can be accessed through a hierarchical tree structure. A pilot study has shown that the presented systems do indeed work well and are preferred compared to conventional image browsers. © 2011 IEEE.

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L’intégration des technologies de l’information et de la communication (TIC) en contexte éducatif représente un moyen concret d’action et de réflexion en sciences de l’éducation. Les scientifiques et les acteurs de terrain se questionnent sur l’intégration des technologies et sur les moyens à mettre en place afin de réussir ce processus parfois complexe. De fait, la pénétration des outils technologiques dans les établissements scolaires a été exponentielle ces dernières années. Il est aujourd’hui nécessaire de comprendre selon quelles perspectives ces outils s’intègrent en salle de classe. Un exemple marquant est celui de la tablette tactile, récemment intégrée massivement dans les écoles d’Amérique du Nord et d’Europe. Cet outil, relativement récent dans la sphère scolaire, demande une réflexion précise vis-à-vis des pratiques pédagogiques des enseignants et des processus d’intégration inhérents. Afin de répondre à ces questionnements, nous avons élaboré une recherche en trois temps. Dans un premier temps, nous avons dressé un portrait exhaustif des pratiques pédagogiques des enseignants utilisant quotidiennement la tablette tactile en salle de classe. Ce portrait nous permet d’esquisser une synthèse des usages et réalités pédagogiques qui entourent cet outil. Dans un deuxième temps, nous avons répertorié, analysé et classifié les modèles d’intégration des TIC présents dans la littérature. L’analyse de ces modèles nous a permis d’en extraire les forces et les lacunes intrinsèques. Ensuite, nous avons créé un modèle synthèse rassemblant les réflexions issues de ces analyses. En parallèle, nous avons créé une typologie permettant d’identifier et de classifier ces modèles. Dans un troisième temps, nous sommes partis des pratiques pédagogiques des enseignants et du modèle général d’intégration des TIC que nous avons conçu afin de comprendre quel était le processus d’intégration de la tablette en salle de classe. Les résultats obtenus mettent en évidence que l’utilisation de la tablette induit des usages pédagogiques novateurs qui facilitent l’enseignement et qui favorisent l’apprentissage des élèves. Cependant, nous constatons que la tablette n’est pas utilisée à son plein potentiel et que certains usages devraient être envisagés selon une perspective plus efficiente et adaptée. En ce qui concerne les processus d’intégration, nous avons identifié plusieurs éléments indispensables: ces processus doivent être itératifs et constructifs, des facteurs internes et externes doivent être considérés et des niveaux d’intégration doivent être identifiés. Le modèle ainsi conçu spécifie le modèle à privilégier et les aboutissants à considérer. À la suite de cette étape, nous avons conçu un modèle d’intégration spécifiquement dédié à la tablette. Celui-ci met en évidence, au-delà des caractéristiques définies dans le modèle général, une nécessaire formation, une implication des acteurs, un ajustement constant des pratiques pédagogiques et une itération indispensable. À la suite de ces considérations, nous constatons que le processus d’appropriation de la tablette est en cours de construction et que les nouvelles implantations, comme les existantes, doivent procéder à une analyse minutieuse des tenants et aboutissants des pratiques médiées par l’intégration de l’outil. En fin de document, une synthèse des résultats et des recommandations est proposée afin de favoriser l’intégration de la tablette tactile - et des TIC en général – dans la salle de classe.

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L’intégration des technologies de l’information et de la communication (TIC) en contexte éducatif représente un moyen concret d’action et de réflexion en sciences de l’éducation. Les scientifiques et les acteurs de terrain se questionnent sur l’intégration des technologies et sur les moyens à mettre en place afin de réussir ce processus parfois complexe. De fait, la pénétration des outils technologiques dans les établissements scolaires a été exponentielle ces dernières années. Il est aujourd’hui nécessaire de comprendre selon quelles perspectives ces outils s’intègrent en salle de classe. Un exemple marquant est celui de la tablette tactile, récemment intégrée massivement dans les écoles d’Amérique du Nord et d’Europe. Cet outil, relativement récent dans la sphère scolaire, demande une réflexion précise vis-à-vis des pratiques pédagogiques des enseignants et des processus d’intégration inhérents. Afin de répondre à ces questionnements, nous avons élaboré une recherche en trois temps. Dans un premier temps, nous avons dressé un portrait exhaustif des pratiques pédagogiques des enseignants utilisant quotidiennement la tablette tactile en salle de classe. Ce portrait nous permet d’esquisser une synthèse des usages et réalités pédagogiques qui entourent cet outil. Dans un deuxième temps, nous avons répertorié, analysé et classifié les modèles d’intégration des TIC présents dans la littérature. L’analyse de ces modèles nous a permis d’en extraire les forces et les lacunes intrinsèques. Ensuite, nous avons créé un modèle synthèse rassemblant les réflexions issues de ces analyses. En parallèle, nous avons créé une typologie permettant d’identifier et de classifier ces modèles. Dans un troisième temps, nous sommes partis des pratiques pédagogiques des enseignants et du modèle général d’intégration des TIC que nous avons conçu afin de comprendre quel était le processus d’intégration de la tablette en salle de classe. Les résultats obtenus mettent en évidence que l’utilisation de la tablette induit des usages pédagogiques novateurs qui facilitent l’enseignement et qui favorisent l’apprentissage des élèves. Cependant, nous constatons que la tablette n’est pas utilisée à son plein potentiel et que certains usages devraient être envisagés selon une perspective plus efficiente et adaptée. En ce qui concerne les processus d’intégration, nous avons identifié plusieurs éléments indispensables: ces processus doivent être itératifs et constructifs, des facteurs internes et externes doivent être considérés et des niveaux d’intégration doivent être identifiés. Le modèle ainsi conçu spécifie le modèle à privilégier et les aboutissants à considérer. À la suite de cette étape, nous avons conçu un modèle d’intégration spécifiquement dédié à la tablette. Celui-ci met en évidence, au-delà des caractéristiques définies dans le modèle général, une nécessaire formation, une implication des acteurs, un ajustement constant des pratiques pédagogiques et une itération indispensable. À la suite de ces considérations, nous constatons que le processus d’appropriation de la tablette est en cours de construction et que les nouvelles implantations, comme les existantes, doivent procéder à une analyse minutieuse des tenants et aboutissants des pratiques médiées par l’intégration de l’outil. En fin de document, une synthèse des résultats et des recommandations est proposée afin de favoriser l’intégration de la tablette tactile - et des TIC en général – dans la salle de classe.

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Der Zugang zu Datenbanken über die universelle Abfragesprache SQL stellt für Nicht-Spezialisten eine große Herausforderung dar. Als eine benutzerfreundliche Alternative wurden daher seit den 1970er-Jahren unterschiedliche visuelle Abfragesprachen (Visual Query Languages, kurz VQLs) für klassische PCs erforscht. Ziel der vorliegenden Arbeit ist es, eine generische VQL zu entwickeln und zu erproben, die eine gestenbasierte Exploration von Datenbanken auf Schema- und Instanzdatenebene für mobile Endgeräte, insbesondere Tablets, ermöglicht. Dafür werden verschiedene Darstellungsformen, Abfragestrategien und visuelle Hints für Fremdschlüsselbeziehungen untersucht, die den Benutzer bei der Navigation durch die Daten unterstützen. Im Rahmen einer Anforderungsanalyse erwies sich die Visualisierung der Daten und Beziehungen mittels einer platzsparenden geschachtelten NF2-Darstellung als besonders vorteilhaft. Zur Steuerung der Datenbankexploration wird eine geeignete Gestensprache, bestehend aus Stroke-, Multitouch- und Mid-Air-Gesten, vorgestellt. Das Gesamtkonzept aus Darstellung und Gestensteuerung wurde anhand des im Rahmen dieser Arbeit entwickelten GBXT-Prototyps auf seine reale Umsetzbarkeit hin, als plattformunabhängige Single-Page-Application für verschiedene mobile Endgeräte mittels JavaScript und HTML5/CSS3 untersucht.

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This paper is reviewing objective assessments of Parkinson’s disease(PD) motor symptoms, cardinal, and dyskinesia, using sensor systems. It surveys the manifestation of PD symptoms, sensors that were used for their detection, types of signals (measures) as well as their signal processing (data analysis) methods. A summary of this review’s finding is represented in a table including devices (sensors), measures and methods that were used in each reviewed motor symptom assessment study. In the gathered studies among sensors, accelerometers and touch screen devices are the most widely used to detect PD symptoms and among symptoms, bradykinesia and tremor were found to be mostly evaluated. In general, machine learning methods are potentially promising for this. PD is a complex disease that requires continuous monitoring and multidimensional symptom analysis. Combining existing technologies to develop new sensor platforms may assist in assessing the overall symptom profile more accurately to develop useful tools towards supporting better treatment process.

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Este documento descreve o trabalho realizado em conjunto com a empresa MedSUPPORT[1] no desenvolvimento de uma plataforma digital para análise da satisfação dos utentes de unidades de saúde. Atualmente a avaliação de satisfação junto dos seus clientes é um procedimento importante e que deve ser utilizado pelas empresas como mais uma ferramenta de avaliação dos seus produtos ou serviços. Para as unidades de saúde a avaliação da satisfação do utente é atualmente considerada como um objetivo fundamental dos serviços de saúde e tem vindo a ocupar um lugar progressivamente mais importante na avaliação da qualidade dos mesmos. Neste âmbito idealizou-se desenvolver uma plataforma digital para análise da satisfação dos utentes de unidades de saúde. O estudo inicial sobre o conceito da satisfação de consumidores e utentes permitiu consolidar os conceitos associados à temática em estudo. Conhecer as oito dimensões que, de acordo com os investigadores englobam a satisfação do utente é um dos pontos relevantes do estudo inicial. Para avaliar junto do utente a sua satisfação é necessário questiona-lo diretamente. Para efeito desenvolveu-se um inquérito de satisfação estudando cuidadosamente cada um dos elementos que deste fazem parte. No desenvolvimento do inquérito de satisfação foram seguidas as seguintes etapas: Planeamento do questionário, partindo das oito dimensões da satisfação do utente até às métricas que serão avaliadas junto do utente; Análise dos dados a recolher, definindo-se, para cada métrica, se os dados serão nominais, ordinais ou provenientes de escalas balanceadas; Por último a formulação das perguntas do inquérito de satisfação foi alvo de estudo cuidado para garantir que o utente percecione da melhor forma o objetivo da questão. A definição das especificações da plataforma e do questionário passou por diferentes estudos, entre eles uma análise de benchmarking[2], que permitiram definir que o inquérito iv estará localizado numa zona acessível da unidade de saúde, será respondido com recurso a um ecrã táctil (tablet) e que estará alojado na web. As aplicações web desenvolvidas atualmente apresentam um design apelativo e intuitivo. Foi fundamental levar a cabo um estudo do design da aplicação web, como garantia que as cores utilizadas, o tipo de letra, e o local onde a informação são os mais adequados. Para desenvolver a aplicação web foi utilizada a linguagem de programação Ruby, com recurso à framework Ruby on Rails. Para a implementação da aplicação foram estudadas as diferentes tecnologias disponíveis, com enfoque no estudo do sistema de gestão de base de dados a utilizar. O desenvolvimento da aplicação web teve também como objetivo melhorar a gestão da informação gerada pelas respostas ao inquérito de satisfação. O colaborador da MedSUPPORT é o responsável pela gestão da informação pelo que as suas necessidades foram atendidas. Um menu para a gestão da informação é disponibilizado ao administrador da aplicação, colaborador MedSUPPORT. O menu de gestão da informação permitirá uma análise simplificada do estado atual com recurso a um painel do tipo dashboard e, a fim de melhorar a análise interna dos dados terá uma função de exportação dos dados para folha de cálculo. Para validação do estudo efetuado foram realizados os testes de funcionamento à plataforma, tanto à sua funcionalidade como à sua utilização em contexto real pelos utentes inquiridos nas unidades de saúde. Os testes em contexto real objetivaram validar o conceito junto dos utentes inquiridos.

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)

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In standard cylindrical gradient coils consisting of a single layer of wires, a limiting factor in achieving very large magnetic field gradients is the rapid increase in coil resistance with efficiency. This is a particular problem in small-bore scanners, such as those used for MR microscopy. By adopting a multi-layer design in which the coil wires are allowed to spread out into multiple layers wound at increasing radii, a more favourable scaling of resistance with efficiency is achieved, thus allowing the design of more powerful gradient coils with acceptable resistance values. Previously this approach has been applied to the design of unshielded, longitudinal, and transverse gradient coils. Here, the multi-layer approach has been extended to allow the design of actively shielded multi-layer gradient coils, and also to produce coils exhibiting enhanced cooling characteristics. An iterative approach to modelling the steady-state temperature distribution within the coil has also been developed. Results indicate that a good level of screening can be achieved in multi-layer coils, that small versions of such coils can yield higher efficiencies at fixed resistance than conventional two-layer (primary and screen) coils, and that performance improves as the number of layers of increases. Simulations show that by optimising multi-layer coils for cooling it is possible to achieve significantly higher gradient strengths at a fixed maximum operating temperature. A four-layer coil of 8 mm inner diameter has been constructed and used to test the steady-state temperature model. (C) 2003 Elsevier Inc. All rights reserved.