883 resultados para Touch Screen


Relevância:

100.00% 100.00%

Publicador:

Resumo:

Background: The Western Ontario and McMaster Universities (WOMAC) Osteoarthritis Index is a previously described self-administered questionnaire covering three domains: pain, stiffness and function. It has been validated in patients with osteoarthritis (OA) of the hip or knee in a paper-based format. Aim: To validate the WOMAC 3.0 using a numerical rating scale in a computerized touch screen format allowing immediate evaluation of the questionnaire. In the computed version cartoons, written and audio instruments were included in order facilitate application. Methods: Fifty patients, demographically balanced, with radiographically proven primary hip or knee OA completed the classical paper and the new computerized WOMAC version. Subjects were randomized either to paper format or computerized format first to balance possible order effects, Results: The intra-class correlation coefficients for pain, stiffness and function values were 0.915, 0.745 and 0.940, respectively. The Spearman correlation coefficients for pain, stiffness and function were 0.88, 0.77 and 0.87, respectively. Conclusion: These data indicate that the computerized WOMAC OA index 3.0 is comparable to the paper WOMAC in all three dimensions. The computerized version would allow physicians to get an immediate result and if present a direct comparison with a previous exam. (C) 2002 OsteoArthritis Research Society International. Published by Elsevier Science Ltd. All rights reserved.

Relevância:

100.00% 100.00%

Publicador:

Resumo:

This study presents the results of preliminary test on the interaction between fingertip and touch screen. The objective of this study is to identify the fingertip posture when interacting with touch screen devices. Ten participants, 7 males and 3 females, participated in this study. The participants were asked to touch targets on the mobile devices screen by tapping them sequentially and connecting them. The participants performed the tasks in a sitting posture. A tablet with 10 inches screen and a mobile phone with 4 inches screen were used in the study. The results showed that all participants dominantly used their thumb to interact with the mobile phone in single and two hands postures. The common thumb posture adopted by the participants is the combination of the 60° pitch and 0° roll angles. While for interaction with tablet in various postures observed in the study, the participants commonly used their index fingers in the combination of 60° pitch and 0° roll angles. This study also observed the participant with long finger nails touched targets on the mobile devices screen by using her index or middle fingers very low pitch.

Relevância:

100.00% 100.00%

Publicador:

Resumo:

The purpose of the present study was to determine which augmented sensory modality would best develop subjective error-detection capabilities of learners performing a spatial-temporal task when using a touch screen monitor. Participants were required to learn a 5-digit key-pressing task in a goal time of 2550 ms over 100 acquisition trials on a touch screen. Participants were randomized into 1 of 4 groups: 1) visual-feedback (colour change of button when selected), 2) auditory-feedback (click sound when button was selected), 3) visual-auditory feedback (both colour change and click sound when button was selected), and 4) no-feedback (no colour change or click sound when button was selected). Following each trial, participants were required to provide a subjective estimate regarding their performance time in relation to the actual time it took for them complete the 5-digit sequence. A no-KR retention test was conducted approximately 24-hours after the last completed acquisition trial. Results showed that practicing a timing task on a touch screen augmented with both visual and auditory information may have differentially impacted motor skill acquisition such that removal of one or both sources of augmented feedback did not result in a severe detriment to timing performance or error detection capabilities of the learner. The present study reflects the importance of multimodal augmented feedback conditions to maximize cognitive abilities for developing a stronger motor memory for subjective error-detection and correction capabilities.

Relevância:

100.00% 100.00%

Publicador:

Resumo:

Prospective measurement of nutrition, cognition, and physical activity in later life would facilitate early detection of detrimental change and early intervention but is hard to achieve in community settings. Technology can simplify the task and facilitate daily data collection. The Novel Assessment of Nutrition and Ageing (NANA) toolkit was developed to provide a holistic picture of an individual's function including diet, cognition and activity levels. This study aimed to validate the NANA toolkit for data collection in the community. Forty participants aged 65 years and over trialled the NANA toolkit in their homes for three 7-day periods at four-week intervals. Data collected using the NANA toolkit were compared with standard measures of diet (four-day food diary), cognitive ability (processing speed) and physical activity (self-report). Bland–Altman analysis of dietary intake (energy, carbohydrates, protein fat) found a good relationship with the food diary and cognitive processing speed and physical activity (hours) were significantly correlated with their standard counterparts. The NANA toolkit enables daily reporting of data that would otherwise be collected sporadically while reducing demands on participants; older adults can complete the daily reporting at home without a researcher being present; and it enables prospective investigation of several domains at once

Relevância:

100.00% 100.00%

Publicador:

Resumo:

The aim of this study was to investigate if a telemetry test battery can be used to measure effects of Parkinson’s disease (PD) treatment intervention and disease progression in patients with fluctuations. Sixty-five patients diagnosed with advanced PD were recruited in an open longitudinal 36-month study; 35 treated with levodopa-carbidopa intestinal gel (LCIG) and 30 were candidates for switching from oral PD treatment to LCIG. They utilized a test battery, consisting of self-assessments of symptoms and fine motor tests (tapping and spiral drawings), four times per day in their homes during week-long test periods. The repeated measurements were summarized into an overall test score (OTS) to represent the global condition of the patient during a test period. Clinical assessments included ratings on Unified PD Rating Scale (UPDRS) and 39-item PD Questionnaire (PDQ-39) scales. In LCIG-naïve patients, mean OTS compared to baseline was significantly improved from the first test period on LCIG treatment until month 24. In LCIG-non-naïve patients, there were no significant changes in mean OTS until month 36. The OTS correlated adequately with total UPDRS (rho = 0.59) and total PDQ-39 (0.59). Responsiveness measured as effect size was 0.696 and 0.536 for OTS and UPDRS respectively. The trends of the test scores were similar to the trends of clinical rating scores but dropout rate was high. Correlations between OTS and clinical rating scales were adequate indicating that the test battery contains important elements of the information of well-established scales. The responsiveness and reproducibility were better for OTS than for total UPDRS.

Relevância:

100.00% 100.00%

Publicador:

Resumo:

La señalización digital o digital signage es una tecnología de comunicaciones digital que se está usando en los últimos años para reemplazar a la antigua publicidad impresa. Esta tecnología mejora la presentación y promoción de los productos anunciados, así como facilita el intercambio de información gracias a su colocación en lugares públicos o al aire libre. Las aplicaciones con las que cuenta este nuevo método de publicidad son muy variadas, ya que pueden variar desde ambientes privados en empresas, hasta lugares públicos como centros comerciales. Aunque la primera y principal utilidad de la señalización digital es la publicidad para que el usuario sienta una necesidad de adquirir productos, también la posibilidad de ofrecer más información sobre determinados artículos a través de las nuevas tecnologías es muy importante en este campo. La aplicación realizada en este proyecto es el desarrollo de un programa en Adobe Flash a través de lenguaje de programación XML. A través de una pantalla táctil, el usuario de un museo puede interactivamente acceder a un menú en el que aparecen los diferentes estilos de arte en un determinado tiempo de la historia. A través de una línea de tiempo se puede acceder a información sobre cada objeto que esté expuesto en la exhibición. Además se pueden observar imágenes de los detalles más importantes del objeto que no pueden ser vistos a simple vista, ya que no está permitido manipularlos. El empleo de la pantalla interactiva sirve para el usuario de la exhibición como una herramienta extra para recabar información sobre lo que está viendo, a través de una tecnología nueva y fácil de usar para todo el mundo, ya que solo se necesita usar las propias manos. La facilidad de manejo en aplicaciones como estas es muy importante, ya que el usuario final puede no tener conocimientos tecnológicos por lo que la información debe darse claramente. Como conclusión, se puede decir que digital signage es un mercado que está en expansión y que las empresas deben invertir en el desarrollo de contenidos, ya que las tecnologías avanzan aunque el digital signage no lo haga, y este sector podría ser muy útil en un futuro no muy lejano, ya que la información que es capaz de transmitir al espectador en todos los lugares es mucho más válida y útil que la proporcionada por un simple póster impreso en una valla publicitaria. Abstract The Digital signage is a digital communications technology being used in recent years to replace the old advertising printed. This technology improves the presentation and promotion of the advertised products, and makes easy the exchange of information with its placement in public places or outdoors. The applications that account this new method of advertising are several; they can range from private rooms in companies, to public places like malls. Although the first major utility of Digital signage is the advertising that makes the user feel and need of purchasing products. In addition, the chance of providing more information about certain items through new technologies is very important in this field. The application made in this project is the development of a program in Adobe Flash via XML programming language. Through a touch-screen, a museum user can interactively access a menu in which different styles of art in a particular time in history appears. Through a timeline you can access to information about each object that is exposed on display. Also you can see pictures of the most important details of the object that can not be seen with the naked eye, since it is not allowed to manipulate it. The use of the interactive screen serves to the user exhibition as an extra tool to gather information about what is seeing through a new technology and easy to use for everyone, since only need to use one’s own hands. The ease of handling in applications such as this is very important as the end user may not have expertise technology so the information should be clearly. As conclusion, one can say digital signage is an expansion market and companies must invest in content development, as although digital technologies advance digital signage does not, and this sector could be very useful in a near future, because information that is able of transmitting the everywhere viewer is much more valid and useful than that provided by a simple printed poster on a billboard.

Relevância:

100.00% 100.00%

Publicador:

Resumo:

Objectives: To validate the WOMAC 3.1 in a touch screen computer format, which applies each question as a cartoon in writing and in speech (QUALITOUCH method), and to assess patient acceptance of the computer touch screen version. Methods: The paper and computer formats of WOMAC 3.1 were applied in random order to 53 subjects with hip or knee osteoarthritis. The mean age of the subjects was 64 years ( range 45 to 83), 60% were male, 53% were 65 years or older, and 53% used computers at home or at work. Agreement between formats was assessed by intraclass correlation coefficients (ICCs). Preferences were assessed with a supplementary questionnaire. Results: ICCs between formats were 0.92 (95% confidence interval, 0.87 to 0.96) for pain; 0.94 (0.90 to 0.97) for stiffness, and 0.96 ( 0.94 to 0.98) for function. ICCs were similar in men and women, in subjects with or without previous computer experience, and in subjects below or above age 65. The computer format was found easier to use by 26% of the subjects, the paper format by 8%, and 66% were undecided. Overall, 53% of subjects preferred the computer format, while 9% preferred the paper format, and 38% were undecided. Conclusion: The computer format of the WOMAC 3.1 is a reliable assessment tool. Agreement between computer and paper formats was independent of computer experience, age, or sex. Thus the computer format may help improve patient follow up by meeting patients' preferences and providing immediate results.

Relevância:

100.00% 100.00%

Publicador:

Resumo:

Nano-scale touch screen thin film have not been thoroughly investigated in terms of dynamic impact analysis under various strain rates. This research is focused on two different thin films, Zinc Oxide (ZnO) film and Indium Tin Oxide (ITO) film, deposited on Polyethylene Terephthalate (PET) substrate for the standard touch screen panels. Dynamic Mechanical Analysis (DMA) was performed on the ZnO film coated PET substrates. Nano-impact (fatigue) testing was performed on ITO film coated PET substrates. Other analysis includes hardness and the elastic modulus measurements, atomic force microscopy (AFM), Fourier Transform Infrared Spectroscopy (FTIR) and the Scanning Electron Microscopy (SEM) of the film surface.
Ten delta of DMA is described as the ratio of loss modulus (viscous properties) and storage modulus (elastic properties) of the material and its peak against time identifies the glass transition temperature (Tg). Thus, in essence the Tg recognizes changes from glassy to rubber state of the material and for our sample ZnO film, Tg was found as 388.3 K. The DMA results also showed that the Ten delta curve for Tg increases monotonically in the viscoelastic state (before Tg) and decreases sharply in the rubber state (after Tg) until recrystallization of ZnO takes place. This led to an interpretation that enhanced ductility can be achieved by negating the strength of the material.
For the nano-impact testing using the ITO coated PET, the damage started with the crack initiation and propagation. The interpretation of the nano-impact results depended on the characteristics of the loading history. Under the nano-impact loading, the surface structure of ITO film suffered from several forms of failure damages that range from deformation to catastrophic failures. It is concluded that in such type of application, the films should have low residual stress to prevent deformation, good adhesive strength, durable and good resistance to wear.

Relevância:

60.00% 60.00%

Publicador:

Resumo:

This paper reports on the creation of an interface for 3D virtual environments, computer-aided design applications or computer games. Standard computer interfaces are bound to 2D surfaces, e.g., computer mouses, keyboards, touch pads or touch screens. The Smart Object is intended to provide the user with a 3D interface by using sensors that register movement (inertial measurement unit), touch (touch screen) and voice (microphone). The design and development process as well as the tests and results are presented in this paper. The Smart Object was developed by a team of four third-year engineering students from diverse scientific backgrounds and nationalities during one semester.

Relevância:

60.00% 60.00%

Publicador:

Resumo:

En una época como la actual, en la que se hace necesario disponer de equipos con grandes características y recursos para poder disfrutar de los últimos lanzamientos en juegos, no dejan de producirse equipos de bajo coste basados en microcontroladores que pueden entretener al mismo nivel que los más caros. Este proyecto reúne el diseño de la configuración, interconexión y programación de código necesarios para ejecutar un juego sencillo. Para ello se ha utilizado una pantalla LCD táctil y un microcontrolador HCS12.

Relevância:

60.00% 60.00%

Publicador:

Resumo:

The vision-for-action literature favours the idea that the motor output of an action - whether manual or oculomotor - leads to similar results regarding object handling. Findings on line bisection performance challenge this idea: healthy individuals bisect lines manually to the left of centre, and to the right of centre when using eye fixation. In case that these opposite biases for manual and oculomotor action reflect more universal compensatory mechanisms that cancel each other out to enhance overall accuracy, one would like to observe comparable opposite biases for other material. In the present study, we report on three independent experiments in which we tested line bisection (by hand, by eye fixation) not only for solid lines, but also for letter lines; the latter, when bisected manually, is known to result in a rightward bias. Accordingly, we expected a leftward bias for letter lines when bisected via eye fixation. Analysis of bisection biases provided evidence for this idea: manual bisection was more rightward for letter as compared to solid lines, while bisection by eye fixation was more leftward for letter as compared to solid lines. Support for the eye fixation observation was particularly obvious in two of the three studies, for which comparability between eye and hand action was increasingly adjusted (paper-pencil versus touch screen for manual action). These findings question the assumption that ocular motor and manual output are always inter-changeable, but rather suggest that at least for some situations ocular motor and manual output biases are orthogonal to each other, possibly balancing each other out.

Relevância:

60.00% 60.00%

Publicador:

Resumo:

En aquest projecte crearem un sistema per automatitzar els diferents dispositius que podem trobar en una casa. En primer lloc dissenyarem el hardware que serà el sistema nerviós des del que controlarem els dispositius a través del port USB d’un ordinador. Aquest sistema nerviós serà el punt d’interconnexió entre els dispositius de la casa i l’ordinador central que els controlarà. A nivell de hardware, a més a més del mòdul d’entrades i sortides d’interconnexió amb els dispositius que hem esmentat, ens trobem amb la necessitat d’instal•lar un ordinador central i diferents aparells repartits per la casa per poder realitzar les nostres necessitats (accions dels diferents dispositius) des de qualsevol punt de la casa. Amb aquests requeriments haurem d’estudiar les diferents possibilitats per fer el nostre sistema el màxim d’eficaç possible. Finalitzat l’estudi del hardware necessari pel nostre projecte, el següent pas és dissenyar el software. Aquest software serà l’aplicació encarregada de controlar tot el maquinari que hem dissenyat anteriorment i rebrà el nom de DOMO HOGAR. Aquest estarà format per dos programes diferents, DOMO HOGAR SERVER i DOMO HOGAR TERMINAL, cadascun d’ells amb unes funcions específiques. DOMO HOGAR SERVER serà l’aplicació que residirà a l’ordinador central i que permetrà a l’administrador gestionar totes les parts de les que forma part el nostre sistema: dispositius, tasques, pre-condicions, etc... També des d’aquesta aplicació editarem el panell tàctil que mostrarem des dels diferents terminals de l’habitatge. Per últim, aquesta aplicació també s’encarregarà de resoldre les peticions que farem, tant de l’ordinador central com dels terminals, i gestionar les diferents sortides en funció de l’acció a realitzar. Paral•lelament ens trobarem l’aplicació DOMO HOGAR TERMINAL que residirà en cada un dels terminals que hi hagi a la casa. Aquesta aplicació s’inicialitzarà llegint la configuració del panell tàctil de la base de dades de l’aplicació servidor resident a l’ordinador central i reconstruint una rèplica d’aquest panell tàctil. Finalment des d’aquesta aplicació terminal podrem donar ordres que seran emmagatzemades a la llista de tasques pendents de l’ordinador central perquè les resolgui des de l’aplicació del servidor. DOMO HOGAR ha estat creat per facilitar i confortar la vida quotidiana de les persones agilitzant el nostre dia a dia i permetent-nos invertir el nostre temps en les coses realment importants.

Relevância:

60.00% 60.00%

Publicador:

Resumo:

Les empreses sempre han buscat com optimitzar el màxim els seus recursos i ser més eficients a la hora de realitzar les tasques que li han estat encomanades. És per aquest motiu que constantment les empreses realitzen estudis i valoracions de com poder millorar dia a dia. Aquest fet no és diferenciador a l’empresa Serralleria i Alumini Vilaró (S.A.V), que dia a dia estudia com optimitzar els seus processos o de vegades introduir-ne de nous per tal d’expandir la seva oferta de serveis. L’empresa és dedica a la fabricació de peces metàl•liques el procés ja sigui només de tall i mecanitzat, plegat, soldadura, acabats en inoxidable, pintura i fins i tot embalatge pel que fa a la part productiva, respecte a la part d’oficina tècnica també ofereix serveis de desenvolupament de productes segons especificacions del client i reenginyeria de qualsevol producte, analitzant la part que és vol millorar. En l’actualitat l’empresa ha detectat una mancança que creu que es podria solucionar, el problema és que l’empresa disposa de varies màquines de tall, entre les quals hi ha una màquina de tall làser i el problema principal és que la càrrega de les planxes del calaix de magatzem a la bancada de la màquina es realitza o bé manualment o a través d’un gripper sostingut al pont grua, depenent del pes de la planxa a transportar. L’objectiu principal d’aquest treball és fer el disseny d’una màquina que permeti automatitzar el procés de transportar la planxa metàl•lica del calaix de magatzem dipositat sobre una taula mòbil a la bancada de la màquina de tall. El disseny que pretenem fer és complet començant per fer un disseny estructural de la màquina més els seus respectius càlculs, moviments que volem aconseguir, tria de components ( motors, sensors ...), elaboració d’un pressupost per poder fer una estimació i finalment la elaboració del programa de control de tota la màquina més la interacció amb la màquina a través d’una pantalla tàctil. Es a dir, el que pretenem és realitzar un projecte que puguem fabricar en la realitat utilitzant tota la informació continguda dins del mateix