996 resultados para computerized environment.
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Le domaine des énergies est au cœur des préoccupations technologiques, politiques et économiques de notre société moderne. Ce domaine nécessite une compréhension minimale du concept scientifique de l’énergie. Elle est selon nous essentielle à toute formation citoyenne. Nous avons dans un premier temps, à partir de considérations théoriques et pratiques, examiné pourquoi ce domaine si important dans notre société technologique est si peu abordé dans le cursus scolaire québécois? Pourquoi se contente-t-on d’un enseignement théorique et discursif de ce concept? Pourquoi, au contraire de tout enseignement scientifique, n’a-t-on pas envisagé de situations d’apprentissages en laboratoire pour l’étude des énergies? Dans un deuxième temps, nous avons proposé une idée de solution concrète et réaliste pour répondre à l’ensemble de ces questions. Une solution qui invite les élèves à s’investir de manière constructive dans des activités de laboratoire afin de s’approprier ces concepts. Pour ce faire, nous avons conçu des variables globales énergies qui ont permis aux élèves de les mesurer et d’expérimenter facilement des transformations énergétiques. Cette recherche de développement technologique en éducation consiste donc à profiter des nouveaux développements technologiques de l’informatique et de la micro-électronique pour concevoir, réaliser et mettre à l’essai un environnement informatisé d’apprentissage en laboratoire pour les sciences et la technologie. Par ce que l’énergie est au confluent de trois domaines, cet environnement a été conçu pour supporter dans une même activité l’apprentissage des mathématiques, des sciences et de la technologie. Cette intégration recommandée par les nouveaux programmes est, selon nous, essentielle à la compréhension des concepts liés à l’énergie et à ses transformations. Par cette activité d’apprentissage multidisciplinaire, nous voulons, via une approche empirique et concrète, aborder ces problèmes de transformations énergétiques afin de donner aux élèves la capacité de perfectionner les prototypes qu’ils construisent en technologie de manière à améliorer leurs performances. Nous avons montré que cette démarche technoscientifique, assimilable à la conception d’un schème expérimental en sciences, favorise la compréhension des concepts liés aux énergies et à leurs transformations. Ce développement, ouvert à l’investigation scientifique, apporte un bénéfice didactique, non seulement, pour des enseignants en exercices et des étudiants-maîtres, mais aussi pour des élèves de 5ème année du niveau secondaire, ce que nous avons démontré dans une mise à l’essai empirique.
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Currently, several psychological and non-psychological tests can be found in publishes without standardization on procedures set in different psychological areas, like intelligence, emotional states, attitudes, social skills, vocation, preferences and others. The computerized psychological testing is a extension of traditional testing psychological practices. However, it has own psychometrics qualities, either by its matching in a computerized environment or by the extension that can be developed in it. The current research, developed from a necessity to study process of validity and reliability on a computerized test, drew a methodological structure to provide parallel applications in numerous kinds of operational groups, evaluating the influences of the time and approach in the computerization process. This validity refers to normative values groups, reproducibility in computerized applications process and data processing. Not every psychological test can be computerized. Therefore, our need to find a good test, with quality and plausible properties to transform in computerized application, leaded us to use The Millon Personality Inventory, created by Theodore Millon. This Inventory assesses personality according to 12 bipolarities distributed in 24 factors, distributed in categories motivational styles, cognitive targets and interpersonal relations. This instrument doesn t diagnose pathological features, but test normal and non adaptive aspects in human personality, comparing with Theodore Millon theory of personality. In oder to support this research in a Brazilian context in psychological testing, we discuss the theme, evaluating the advantages and disadvantages of such practices. Also we discuss the current forms in computerization of psychological testing and the main specific criteria in this psychometric specialized area of knowledge. The test was on-line, hosted in the site http://www.planetapsi.com, during the years of 2007 and 2008, which was available a questionnaire to describe social characteristics before test. A report was generated from the data entry of each user. An application of this test was conducted in a linear way through a national coverage in all Brazil regions, getting 1508 applications. Were organized nine groups, reaching 180 applications in test and retest subject, where three periods of time and three forms of retests for studies of on-line tests were separated. Parallel to this, we organized multi-application session offline group, 20 subjects who received tests by email. The subjects of this study were generally distributed by the five Brazilian regions, and were noticed about the test via the Internet. The performance application in traditional and on-line tested groups subsidies us to conclude that on-line application provides significantly consistency in all criteria for validity studied and justifies its use. The on-line test results were related not only among themselves but were similar to those data of tests done on pencil and paper (0,82). The retests results demonstrated correlation, between 0,92 and, 1 while multisessions had a good correlation in these comparisons. Moreover, were assessed the adequacy of operational criteria used, such as security, the performance of users, the environmental characteristics, the organization of the database, operational costs and limitations in this on-line inventory. In all these five items, there were excellent performances, concluding, also, that it s possible a self-applied psychometric test. The results of this work are a guide to question and establish of methodologies studies for computerization psychological testing software in the country
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Healthcare, Human Computer Interfaces (HCI), Security and Biometry are the most promising application scenario directly involved in the Body Area Networks (BANs) evolution. Both wearable devices and sensors directly integrated in garments envision a word in which each of us is supervised by an invisible assistant monitoring our health and daily-life activities. New opportunities are enabled because improvements in sensors miniaturization and transmission efficiency of the wireless protocols, that achieved the integration of high computational power aboard independent, energy-autonomous, small form factor devices. Application’s purposes are various: (I) data collection to achieve off-line knowledge discovery; (II) user notification of his/her activities or in case a danger occurs; (III) biofeedback rehabilitation; (IV) remote alarm activation in case the subject need assistance; (V) introduction of a more natural interaction with the surrounding computerized environment; (VI) users identification by physiological or behavioral characteristics. Telemedicine and mHealth [1] are two of the leading concepts directly related to healthcare. The capability to borne unobtrusiveness objects supports users’ autonomy. A new sense of freedom is shown to the user, not only supported by a psychological help but a real safety improvement. Furthermore, medical community aims the introduction of new devices to innovate patient treatments. In particular, the extension of the ambulatory analysis in the real life scenario by proving continuous acquisition. The wide diffusion of emerging wellness portable equipment extended the usability of wearable devices also for fitness and training by monitoring user performance on the working task. The learning of the right execution techniques related to work, sport, music can be supported by an electronic trainer furnishing the adequate aid. HCIs made real the concept of Ubiquitous, Pervasive Computing and Calm Technology introduced in the 1988 by Marc Weiser and John Seeley Brown. They promotes the creation of pervasive environments, enhancing the human experience. Context aware, adaptive and proactive environments serve and help people by becoming sensitive and reactive to their presence, since electronics is ubiquitous and deployed everywhere. In this thesis we pay attention to the integration of all the aspects involved in a BAN development. Starting from the choice of sensors we design the node, configure the radio network, implement real-time data analysis and provide a feedback to the user. We present algorithms to be implemented in wearable assistant for posture and gait analysis and to provide assistance on different walking conditions, preventing falls. Our aim, expressed by the idea to contribute at the development of a non proprietary solutions, driven us to integrate commercial and standard solutions in our devices. We use sensors available on the market and avoided to design specialized sensors in ASIC technologies. We employ standard radio protocol and open source projects when it was achieved. The specific contributions of the PhD research activities are presented and discussed in the following. • We have designed and build several wireless sensor node providing both sensing and actuator capability making the focus on the flexibility, small form factor and low power consumption. The key idea was to develop a simple and general purpose architecture for rapid analysis, prototyping and deployment of BAN solutions. Two different sensing units are integrated: kinematic (3D accelerometer and 3D gyroscopes) and kinetic (foot-floor contact pressure forces). Two kind of feedbacks were implemented: audio and vibrotactile. • Since the system built is a suitable platform for testing and measuring the features and the constraints of a sensor network (radio communication, network protocols, power consumption and autonomy), we made a comparison between Bluetooth and ZigBee performance in terms of throughput and energy efficiency. Test in the field evaluate the usability in the fall detection scenario. • To prove the flexibility of the architecture designed, we have implemented a wearable system for human posture rehabilitation. The application was developed in conjunction with biomedical engineers who provided the audio-algorithms to furnish a biofeedback to the user about his/her stability. • We explored off-line gait analysis of collected data, developing an algorithm to detect foot inclination in the sagittal plane, during walk. • In collaboration with the Wearable Lab – ETH, Zurich, we developed an algorithm to monitor the user during several walking condition where the user carry a load. The remainder of the thesis is organized as follows. Chapter I gives an overview about Body Area Networks (BANs), illustrating the relevant features of this technology and the key challenges still open. It concludes with a short list of the real solutions and prototypes proposed by academic research and manufacturers. The domain of the posture and gait analysis, the methodologies, and the technologies used to provide real-time feedback on detected events, are illustrated in Chapter II. The Chapter III and IV, respectively, shown BANs developed with the purpose to detect fall and monitor the gait taking advantage by two inertial measurement unit and baropodometric insoles. Chapter V reports an audio-biofeedback system to improve balance on the information provided by the use centre of mass. A walking assistant based on the KNN classifier to detect walking alteration on load carriage, is described in Chapter VI.
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Esta dissertação tem como objetivo analisar a minha ação docente em aulas de matemática, que implicam a utilização de dois tipos de jogos eletrônicos em ambiente informatizado. Para tanto, foram observadas as ações e reações dos educandos ao utilizarem os jogos eletrônicos, a manifestação do pensamento, do raciocínio e de estratégias para a solução dos problemas encontrados. A metodologia desta pesquisa caracterizou-se pela natureza qualitativa - aos moldes da pesquisa-ação - numa modalidade narrativa, desenvolvendo-se pelas pesquisas bibliográficas e de campo. A coleta dos dados foi realizada por meio de entrevista semi-estruturada aplicada a nove sujeitos pertencentes a duas classes de 5ª série do ensino fundamental, em sua segunda fase. A análise dos resultados e das observações em sala de aula possibilitou concluir que os jogos, de uma maneira geral, e os eletrônicos, de forma específica, podem ser utilizados como ferramentas úteis no ensino da Matemática, proporcionando um aprendizado prazeroso, sob a orientação criteriosa do professor.
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Esta dissertação tem como objetivo analisar a minha ação docente em aulas de matemática, que implicam a utilização de dois tipos de jogos eletrônicos em ambiente informatizado. Para tanto, foram observadas as ações e reações dos educandos ao utilizarem os jogos eletrônicos, a manifestação do pensamento, do raciocínio e de estratégias para a solução dos problemas encontrados. A metodologia desta pesquisa caracterizou-se pela natureza qualitativa - aos moldes da pesquisa-ação - numa modalidade narrativa, desenvolvendo-se pelas pesquisas bibliográficas e de campo. A coleta dos dados foi realizada por meio de entrevista semi-estruturada aplicada a nove sujeitos pertencentes a duas classes de 5ª série do ensino fundamental, em sua segunda fase. A análise dos resultados e das observações em sala de aula possibilitou concluir que os jogos, de uma maneira geral, e os eletrônicos, de forma específica, podem ser utilizados como ferramentas úteis no ensino da Matemática, proporcionando um aprendizado prazeroso, sob a orientação criteriosa do professor.
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Esta dissertação tem como objetivo analisar a minha ação docente em aulas de matemática, que implicam a utilização de dois tipos de jogos eletrônicos em ambiente informatizado. Para tanto, foram observadas as ações e reações dos educandos ao utilizarem os jogos eletrônicos, a manifestação do pensamento, do raciocínio e de estratégias para a solução dos problemas encontrados. A metodologia desta pesquisa caracterizou-se pela natureza qualitativa - aos moldes da pesquisa-ação - numa modalidade narrativa, desenvolvendo-se pelas pesquisas bibliográficas e de campo. A coleta dos dados foi realizada por meio de entrevista semi-estruturada aplicada a nove sujeitos pertencentes a duas classes de 5ª série do ensino fundamental, em sua segunda fase. A análise dos resultados e das observações em sala de aula possibilitou concluir que os jogos, de uma maneira geral, e os eletrônicos, de forma específica, podem ser utilizados como ferramentas úteis no ensino da Matemática, proporcionando um aprendizado prazeroso, sob a orientação criteriosa do professor.
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A számítógépes munkavégzés elterjedése számos szempontból és módszerrel vizsgálható. A szerző kutatásai során az ember-gép-környezet összhang megteremtésének igényéből kiindulva arra keresi a választ, hogy milyen tényezők befolyásolják a számítógéppel végzett tevékenységek megszervezésének és végrehajtásának hatékonyságát. Tanulmányában a kutatás indítófázisának főbb eredményeiről, a számítógép-használati szokásokról ad áttekintést, ami elengedhetetlen az irodai-adminisztratív jellegű tevékenységekhez kötődő kritikus tényezők feltárásához, továbbá a mérési és fejlesztési feladatok megalapozásához. A szűkebb értelemben vett ergonómiai szempontok mellett a digitális kompetenciák kérdéskörét vonta be a munkába, amit releváns kérdésnek tart a hatékonyság mérése szempontjából, mivel a számítógép megválasztása és a munkahely kialakítása nem értékelhető az emberi tényező alkalmassága és az elvégzendő feladat tartalma nélkül. __________ Office and administrative work, business corres-pondence, private contacts and learning are increasingly supported by computers. Moreover the technical possibilities of correspondence are wider than using a PC. It is accessible on the go by a cell phone. The author analysed the characteristics of the used devices, the working environment, satisfaction factors in connection with computer work and the digital competence by a survey. In his opinion development in an ergonomic approach is important not only to establish the technological novelties but to utilize the present possibilities of hardware and environment. The reason for this is that many people can not (or do not want) to follow the dynamic technological development of computers with buying the newest devices. The study compares the results of home and work characteristic of computer work. This research was carried out as part of the “TAMOP-4.2.1.B-10/2/ KONV-2010-0001” project with support by the European Union, co-financed by the European Social Fund.
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This present paper reviews the reliability and validity of visual analogue scales (VAS) in terms of (1) their ability to predict feeding behaviour, (2) their sensitivity to experimental manipulations, and (3) their reproducibility. VAS correlate with, but do not reliably predict, energy intake to the extent that they could be used as a proxy of energy intake. They do predict meal initiation in subjects eating their normal diets in their normal environment. Under laboratory conditions, subjectively rated motivation to eat using VAS is sensitive to experimental manipulations and has been found to be reproducible in relation to those experimental regimens. Other work has found them not to be reproducible in relation to repeated protocols. On balance, it would appear, in as much as it is possible to quantify, that VAS exhibit a good degree of within-subject reliability and validity in that they predict with reasonable certainty, meal initiation and amount eaten, and are sensitive to experimental manipulations. This reliability and validity appears more pronounced under the controlled (but more arti®cial) conditions of the laboratory where the signal : noise ratio in experiments appears to be elevated relative to real life. It appears that VAS are best used in within-subject, repeated-measures designs where the effect of different treatments can be compared under similar circumstances. They are best used in conjunction with other measures (e.g. feeding behaviour, changes in plasma metabolites) rather than as proxies for these variables. New hand-held electronic appetite rating systems (EARS) have been developed to increase reliability of data capture and decrease investigator workload. Recent studies have compared these with traditional pen and paper (P&P) VAS. The EARS have been found to be sensitive to experimental manipulations and reproducible relative to P&P. However, subjects appear to exhibit a signi®cantly more constrained use of the scale when using the EARS relative to the P&P. For this reason it is recommended that the two techniques are not used interchangeably
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Increasing use of computerized systems in our daily lives creates new adversarial opportunities for which complex mechanisms are exploited to mend the rapid development of new attacks. Behavioral Biometrics appear as one of the promising response to these attacks. But it is a relatively new research area, specific frameworks for evaluation and development of behavioral biometrics solutions could not be found yet. In this paper we present a conception of a generic framework and runtime environment which will enable researchers to develop, evaluate and compare their behavioral biometrics solutions with repeatable experiments under the same conditions with the same data.
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Research shows that poor indoor air quality (IAQ) in school buildings can cause a reduction in the students’ performance assessed by short-term computer-based tests; whereas good air quality in classrooms can enhance children's concentration and also teachers’ productivity. Investigation of air quality in classrooms helps us to characterise pollutant levels and implement corrective measures. Outdoor pollution, ventilation equipment, furnishings, and human activities affect IAQ. In school classrooms, the occupancy density is high (1.8–2.4 m2/person) compared to offices (10 m2/person). Ventilation systems expend energy and there is a trend to save energy by reducing ventilation rates. We need to establish the minimum acceptable level of fresh air required for the health of the occupants. This paper describes a project, which will aim to investigate the effect of IAQ and ventilation rates on pupils’ performance and health using psychological tests. The aim is to recommend suitable ventilation rates for classrooms and examine the suitability of the air quality guidelines for classrooms. The air quality, ventilation rates and pupils’ performance in classrooms will be evaluated in parallel measurements. In addition, Visual Analogue Scales will be used to assess subjective perception of the classroom environment and SBS symptoms. Pupil performance will be measured with Computerised Assessment Tests (CAT), and Pen and Paper Performance Tasks while physical parameters of the classroom environment will be recorded using an advanced data logging system. A total number of 20 primary schools in the Reading area are expected to participate in the present investigation, and the pupils participating in this study will be within the age group of 9–11 years. On completion of the project, based on the overall data recommendations for suitable ventilation rates for schools will be formulated.
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Includes bibliography
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BACKGROUND: Virtual reality testing of everyday activities is a novel type of computerized assessment that measures cognitive, executive, and motor performance as a screening tool for early dementia. This study used a virtual reality day-out task (VR-DOT) environment to evaluate its predictive value in patients with mild cognitive impairment (MCI). METHODS: One hundred thirty-four patients with MCI were selected and compared with 75 healthy control subjects. Participants received an initial assessment that included VR-DOT, a neuropsychological evaluation, magnetic resonance imaging (MRI) scan, and event-related potentials (ERPs). After 12 months, participants were assessed again with MRI, ERP, VR-DOT, and neuropsychological tests. RESULTS: At the end of the study, we differentiated two subgroups of patients with MCI according to their clinical evolution from baseline to follow-up: 56 MCI progressors and 78 MCI nonprogressors. VR-DOT performance profiles correlated strongly with existing predictive biomarkers, especially the ERP and MRI biomarkers of cortical thickness. CONCLUSIONS: Compared with ERP, MRI, or neuropsychological tests alone, the VR-DOT could provide additional predictive information in a low-cost, computerized, and noninvasive way.
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Errors in the administration of medication represent a significant loss of medical resources and pose life altering or life threatening risks to patients. This paper considered the question, what impact do Computerized Physician Order Entry (CPOE) systems have on medication errors in the hospital inpatient environment? Previous reviews have examined evidence of the impact of CPOE on medication errors, but have come to ambiguous conclusions as to the impact of CPOE and decision support systems (DSS). Forty-three papers were identified. Thirty-one demonstrated a significant reduction in prescribing error rates for all or some drug types; decreases in minor errors were most often reported. Several studies reported increases in the rate of duplicate orders and failures to remove contraindicated drugs, often attributed to inappropriate design or to an inability to operate the system properly. The evidence on the effectiveness of CPOE to reduce errors in medication administration is compelling though it is limited by modest study sample sizes and designs. ^
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The risks associated with gestational diabetes (GD) can be reduced with an active treatment able to improve glycemic control. Advances in mobile health can provide new patient-centric models for GD to create personalized health care services, increase patient independence and improve patients’ self-management capabilities, and potentially improve their treatment compliance. In these models, decision-support functions play an essential role. The telemedicine system MobiGuide provides personalized medical decision support for GD patients that is based on computerized clinical guidelines and adapted to a mobile environment. The patient’s access to the system is supported by a smartphone-based application that enhances the efficiency and ease of use of the system. We formalized the GD guideline into a computer-interpretable guideline (CIG). We identified several workflows that provide decision-support functionalities to patients and 4 types of personalized advice to be delivered through a mobile application at home, which is a preliminary step to providing decision-support tools in a telemedicine system: (1) therapy, to help patients to comply with medical prescriptions; (2) monitoring, to help patients to comply with monitoring instructions; (3) clinical assessment, to inform patients about their health conditions; and (4) upcoming events, to deal with patients’ personal context or special events. The whole process to specify patient-oriented decision support functionalities ensures that it is based on the knowledge contained in the GD clinical guideline and thus follows evidence-based recommendations but at the same time is patient-oriented, which could enhance clinical outcomes and patients’ acceptance of the whole system.
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In article the problems of mutual adapting of the humans and computer environment are reviewed. Features of image-intuitive and physical-mathematical modes of perception and thinking are investigated. The problems of choice of means and methods of the differential education the computerized society are considered.