988 resultados para Java Virtual Machine
Resumo:
OBJECTIVES: Regarding recent progress, musculoskeletal ultrasound (US) will probably soon be integrated in standard care of patient with rheumatoid arthritis (RA). However, in daily care, quality of US machines and level of experience of sonographers are varied. We conducted a study to assess reproducibility and feasibility of an US scoring for RA, including US devices of different quality and rheumatologist with various levels of expertise in US as it would be in daily care. METHODS: The Swiss Sonography in Arthritis and Rheumatism (SONAR) group has developed a semi-quantitative score using OMERACT criteria for synovitis and erosion in RA. The score was taught to 108 rheumatologists trained in US. One year after the last workshop, 19 rheumatologists participated in the study. Scans were performed on 6 US machines ranging from low to high quality, each with a different patient. Weighted kappa was calculated for each pair of readers. RESULTS: Overall, the agreement was fair to moderate. Quality of device, experience of the sonographers and practice of the score before the study improved substantially the agreement. Agreement assessed on higher quality machine, among sonographers with good experience in US increased to substantial (median kappa for B-mode and Doppler: 0.64 and 0.41 for erosion). CONCLUSIONS: This study demonstrated feasibility and reproducibility of the Swiss US SONAR score for RA. Our results confirmed importance of the quality of US machine and the training of sonographers for the implementation of US scoring in the routine daily care of RA.
Resumo:
Objetivos. Valorar la utilidad de un fórum virtual sobre la discusión de un caso clínico por grupos para la presentación de un trabajo individual. Material y métodos. En uno de los seminarios de la asignatura Enfermedades del Aparato Respiratorio y ORL del grado de Medicina, se creó un fórum virtual para discutir un caso clínico por grupos, antes de presentar un trabajo individual. Se realizaron cuatro grupos (A, B, C y D) y se abrieron cuatro temas. Cada grupo sólo podía participar en uno, pero tenían que observar la evolución de los otros foros. El trabajo individual consistía en contestar a varias preguntas planteadas por el profesor relacionadas con el desarrollo del caso clínico virtual. Para analizar los resultados de la experiencia se valoró: el número de participaciones en el foro, el número de participaciones por grupo, la nota del trabajo individual y la opinión del profesor Resultados. Se realizaron 129 participaciones al foro. El grupo A fue el que más participó (27%). El 78% de los alumnos obtuvo una nota comprendida entre el 7 y el 9. Del análisis cualitativo del trabajo individual se observó que los alumnos contestaban correctamente las preguntas, pero no se basaban en lo que sus compañeros habían desarrollado en el foro. Conclusiones. Los foros virtuales basados en la discusión de casos clínicos pueden facilitar el aprendizaje colaborativo en alumnos del grado de Medicina.
Resumo:
Pregunta de revisión: ¿El tratamiento de doble tarea con la incorporación del sistema de realidad virtual BioTrack favorece el equilibrio en los pacientes que han sufrido un traumatismo craneoencefálico? Objetivo: Determinar si el trabajo de doble tarea cognitivo-motor con la incorporación de realidad virtual favorece el equilibrio de los pacientes con traumatismo craneoencefálico. Metodología: se realizará un diseño de tipo experimental, aleatorio controlado y prospectivo. Se planteará un proyecto de 36 sesiones dividido en seis meses basado en trabajo de doble tarea cognitivo-motor con realidad virtual. Consta de un tratamiento combinado de ejercicios para el equilibrio con el soporte de realidad virtual BioTrack. Al mismo tiempo se trabajará la memoria y la atención para el trabajo cognitivo. Se compara con el grupo control que solo realiza ejercicios con BioTrack. La medida principal es el equilibrio medido con la berg balance scale y la influencia del trabajo cognitivo.
Resumo:
Presentació del projecte de disseny i desenvolupament del nou web de la Biblioteca Virtual, a la Jornada Tècnica de UOC.
Resumo:
We present a case study of the redesign of the organizational presentation and content of the Virtual Library website at the Universitat Oberta de Catalunya (Open University of Catalonia, UOC), based on a user-centered design strategy. The aim of the redesign was to provide users with more intuitive, usable and understandable content (textual content, resources and services) by implementing criteria of customization, transparency and proximity. The study also presents a selection of best practices for applying these criteria to the design of other library websites.
Resumo:
This abstract presents how we redesigned, with user-centred design methods, the way we organize and present the content on the UOC Virtual Library website. The content is now offered in a way that is more intuitive, usable and easy to understand, based on criteria of customization, transparency and proximity.The techniques used to achieve these objectives included benchmarking, interviews and focus groups during the user requirement capture phase and user tests to assess the process and results.
Resumo:
A sign of presence in virtual environments is that people respond to situations and events as if they were real, where response may be considered at many different levels, ranging from unconscious physiological responses through to overt behavior,emotions, and thoughts. In this paper we consider two responses that gave different indications of the onset of presence in a gradually forming environment. Two aspects of the response of people to an immersive virtual environment were recorded: their eye scanpath, and their skin conductance response (SCR). The scenario was formed over a period of 2 min, by introducing an increasing number of its polygons in random order in a head-tracked head-mounted display. For one group of experimental participants (n 8) the environment formed into one in which they found themselves standing on top of a 3 m high column. For a second group of participants (n 6) the environment was otherwise the same except that the column was only 1 cm high, so that they would be standing at normal ground level. For a third group of participants (n 14) the polygons never formed into a meaningful environment. The participants who stood on top of the tall column exhibited a significant decrease in entropy of the eye scanpath and an increase in the number of SCR by 99 s into the scenario, at a time when only 65% of the polygons had been displayed. The ground level participants exhibited a similar decrease in scanpath entropy, but not the increase in SCR. The random scenario grouping did not exhibit this decrease in eye scanpath entropy. A drop in scanpath entropy indicates that the environment had cohered into a meaningful perception. An increase in the rate of SCR indicates the perception of an aversive stimulus. These results suggest that on these two dimensions (scanpath entropy and rate of SCR) participants were responding realistically to the scenario shown in the virtual environment. In addition, the response occurred well before the entire scenario had been displayed, suggesting that once a set of minimal cues exists within a scenario,it is enough to form a meaningful perception. Moreover, at the level of the sympathetic nervous system, the participants who were standing on top of the column exhibited arousal as if their experience might be real. This is an important practical aspect of the concept of presence.
Resumo:
Informe de l'anàlisi realitzat sobre el nou web de la Biblioteca Virtual de la UOC, mitjançant el mètode de test amb usuaris, per tal d'avaluar el grau d'usabilitat de la nova eina. L'anàlisi s'emmarca en el procés de disseny centrat en l'usuari que s'ha utilitzat per al seu disseny.
Resumo:
Informe de l'anàlisi realitzat sobre el nou web de la Biblioteca Virtual de la UOC, per tal d'avaluar el grau d'usabilitat de la nova eina. És el segon test amb usuaris que es realitza del nou web i s'han analitzat els següents aspectes: l'accés a la col·lecció digital, les cinc funcionalitats més utilitzades del web i les cinc funcionalitats menys visibles del web.
Resumo:
This paper presents the quantitative and qualitative findings from an experiment designed to evaluate a developing model of affective postures for full-body virtual characters in immersive virtual environments (IVEs). Forty-nine participants were each requested to explore a virtual environment by asking two virtual characters for instructions. The participants used a CAVE-like system to explore the environment. Participant responses and their impression of the virtual characters were evaluated through a wide variety of both quantitative and qualitative methods. Combining a controlled experimental approach with various data-collection methods provided a number of advantages such as providing a reason to the quantitative results. The quantitative results indicate that posture plays an important role in the communication of affect by virtual characters. The qualitative findings indicated that participants attribute a variety of psychological states to the behavioral cues displayed by virtual characters. In addition, participants tended to interpret the social context portrayed by the virtual characters in a holistic manner. This suggests that one aspect of the virtual scene colors the perception of the whole social context portrayed by the virtual characters. We conclude by discussing the importance of designing holistically congruent virtual characters especially in immersive settings.
Resumo:
Transketolase is an enzyme involved in a critical step of the non-oxidative branch of the pentose phosphate pathway whose inhibition could lead to new anticancer drugs. Here, we report new human transketolase inhibitors, based on the phenyl urea scaffold, found by applying structure-based virtual screening. These inhibitors are designed to cover a hot spot in the dimerization interface of the homodimer of the enzyme, providing for the first time compounds with a suggested novel binding mode not based on mimicking the thiamine pyrophosphate cofactor.
Resumo:
Psychophysical studies suggest that humans preferentially use a narrow band of low spatial frequencies for face recognition. Here we asked whether artificial face recognition systems have an improved recognition performance at the same spatial frequencies as humans. To this end, we estimated recognition performance over a large database of face images by computing three discriminability measures: Fisher Linear Discriminant Analysis, Non-Parametric Discriminant Analysis, and Mutual Information. In order to address frequency dependence, discriminabilities were measured as a function of (filtered) image size. All three measures revealed a maximum at the same image sizes, where the spatial frequency content corresponds to the psychophysical found frequencies. Our results therefore support the notion that the critical band of spatial frequencies for face recognition in humans and machines follows from inherent properties of face images, and that the use of these frequencies is associated with optimal face recognition performance.
Resumo:
Diplomityössä tutkittiin hydrauliikan reaaliaikasimulointia ja sen mahdollisuuksia tuotekehityksen apuvälineenä. Työssä käytettiin dSPACE:n reaaliaikasimulointiin valmistamia laitteita ja ohjelmia. Työssä luotiin Matlab/Simulink –ympäristöön tyypillisimmistä hydrauliikkakomponenttien puoliempiirisistä malleista koostuva komponenttikirjasto, joista kootut hydrauliikkapiirien mallit voitiin kääntää reaaliaikaympäristöön. Työn tavoitteena oli kehittää menetelmä, jonka avulla voidaan nopeuttaa ja helpottaa hydraulismekaanisten konejärjestelmien suunnittelua ja tuotekehitystä. Kehitetyt menetelmät perustuvat todellisen konejärjestelmän osaksi kytketyn reaaliaikaisen virtuaalihydrauliikan avulla laskettuun uuteen ohjaussignaaliin, jonka avulla voidaan todellisella hydrauliikalla kuvata virtuaalisen hydrauliikan vaikutukset todelliseen järjestelmään. Näin ollen muutokset voidaan siis tehdä virtuaaliseen hydrauliikkaan ja niiden vaikutukset nähdä todellisen järjestelmän käyttäytymisessä.
Resumo:
Kustannuspaineet, tuotteiden laatuvaatimukset ja lisääntyvässä määrin myös ammattitaitoisen työvoiman pula lisäävät robotisoinnin käyttötarvetta hitsauksessa. Tämä työ on tehty edellä mainituista lähtökohdista ja käsittelee robottihitsausjärjestelmän suunnitteluprojektia, joustavaa hitsausautomaatiota ja robotiikan soveltamista. Näkökohtana on Savonia-ammattikorkeakoulun sekä Pohjois-Savon alueen yritysten tutkimus-, kehitys- ja koulutustoiminnan tarpeet. Joustavuus on hitsausjärjestelmän päätavoite, jolla pyritään vastaamaan asiakasohjautuvan yksittäis- ja piensarjatuotannon haasteisiin. Ratkaisua yksittäis- ja piensarjatuotteiden kokonaistaloudelliseen hitsaukseen on haettu hitsausrobotin rinnalle lisätyllä apurobotilla, jonka päätehtävä on kappaleenkäsittely, mutta sitä voidaan käyttää myös mm. robotisoituun leikkauksen ja särmäykseen. Tavallisuudesta poikkeavaa järjestelmäratkaisua on perusteltu sillä, että ohjaus- ja ohjelmointitekniikan sekä kehittyneen anturoinnin myötä on robottien käytettävyys parantunut ja aiempaa haasteellisempien robottijärjestelmien toteuttaminen on tullut näin mahdolliseksi. Lisäksi virtuaalimallinnus, simulointi ja etäohjelmointi ovat työkaluja, joita voidaan käyttää mm. tuotannon laadun ja tehokkuuden parantamiseen. Työssä esitetty robottiaseman suunnittelu alkaa järjestelmän määrittelystä, vaatimuslistan laadinnasta sekä visioinnista ja päättyy kolmen järjestelmävaihtoehdon vertailuun. Esitetyillä järjestelmävaihtoehdoilla on haettu mahdollisuutta yhdistää yleensä erillisinä toteutettuja työvaiheita yhteiseen soluun. Tuotannon joustavuus on ollut tuotantokapasiteettia tärkeämpi laitteistokokoonpanon valintaperuste.
Resumo:
Our body schema gives the subjective impression of being highly stable. However, a number of easily-evoked illusions illustrate its remarkable malleability. In the rubber-hand illusion, illusory ownership of a rubber-hand is evoked by synchronous visual and tactile stimulation on a visible rubber arm and on the hidden real arm. Ownership is concurrent with a proprioceptive illusion of displacement of the arm position towards the fake arm. We have previously shown that this illusion of ownership plus the proprioceptive displacement also occurs towards a virtual 3D projection of an arm when the appropriate synchronous visuotactile stimulation is provided. Our objective here was to explore whether these illusions (ownership and proprioceptive displacement) can be induced by only synchronous visuomotor stimulation, in the absence of tactile stimulation.