Search results for "computer.software_genre"
showing 10 items of 3858 documents
Probabilistic liver atlas construction
2017
Background Anatomical atlases are 3D volumes or shapes representing an organ or structure of the human body. They contain either the prototypical shape of the object of interest together with other shapes representing its statistical variations (statistical atlas) or a probability map of belonging to the object (probabilistic atlas). Probabilistic atlases are mostly built with simple estimations only involving the data at each spatial location. Results A new method for probabilistic atlas construction that uses a generalized linear model is proposed. This method aims to improve the estimation of the probability to be covered by the liver. Furthermore, all methods to build an atlas involve p…
Prediction of the hemoglobin level in hemodialysis patients using machine learning techniques
2013
HighlightsDifferent prediction algorithms were used to predict Hb levels in CRF patients.Prediction errors in the validation cohorts of patients were around 0.6g/dl.Difficulty to obtain lower errors due to the measuring machine precision (0.2g/dl).Relevance analysis of features have been applied for each predictor. Patients who suffer from chronic renal failure (CRF) tend to suffer from an associated anemia as well. Therefore, it is essential to know the hemoglobin (Hb) levels in these patients. The aim of this paper is to predict the hemoglobin (Hb) value using a database of European hemodialysis patients provided by Fresenius Medical Care (FMC) for improving the treatment of this kind of …
Anaerobic performance testing of professional soccer players 1995-2010
2013
Purpose:To compare sprint and countermovement-jump (CMJ) performance among competitive soccer players as a function of performance level, field position, and age. In addition, the authors wanted to quantify the evolution of these physical characteristics among professional players over a 15-y period.Methods:939 athletes (22.1 ± 4.3 y), including national-team players, tested 40-m sprint with electronic timing and CMJ on a force platform at the Norwegian Olympic Training Center between 1995 and 2010.Results:National-team and 1st-division players were faster (P < .05) than 2nd-division (1.0–1.4%), 3rd- to 5th-division (3.0–3.8%), junior national-team (1.7–2.2%), and junior players (2.8–3.7…
Accident ahead? Difficulties of drivers with and without reading impairment recognising words and pictograms in variable message signs
2017
A timely and accurate acquisition of the information provided by variable message signs (VMS) can be crucial while driving. In the current study, we assess the difficulties of adults with dyslexia acquiring the information shown in VMS and provide evidence to discuss the controversial use of pictograms as potential countermeasures. Twenty-two adults with dyslexia and 22 matched controls completed a simulated driving session. The legibility of 12 VMS was assessed, including six text messages (e.g. "ACCIDENT") and six single pictograms (e.g. the icon for "accident ahead"). On average, participants with dyslexia started reading text messages when they were closer to the VMS. In addition, while…
Semantic distance as a critical factor in icon design for in-car infotainment systems
2017
In-car infotainment systems require icons that enable fluent cognitive information processing and safe interaction while driving. An important issue is how to find an optimised set of icons for different functions in terms of semantic distance. In an optimised icon set, every icon needs to be semantically as close as possible to the function it visually represents and semantically as far as possible from the other functions represented concurrently. In three experiments (N = 21 each), semantic distances of 19 icons to four menu functions were studied with preference rankings, verbal protocols, and the primed product comparisons method. The results show that the primed product comparisons me…
Spatial resolution of fMRI in the human parasylvian cortex: Comparison of somatosensory and auditory activation
2005
Abstract In spite of its outstanding spatial resolution, the biological resolution of functional MRI may be worse because it depends on the vascular architecture of the brain. Here, we compared the activation patterns of the secondary somatosensory and parietal ventral cortex (SII/PV) with that of the primary auditory cortex and adjacent areas (AI/AII). These two brain regions are located immediately adjacent to each other on opposite banks of the Sylvian fissure, and are anatomically and functionally distinct. In 12 healthy subjects, SII/PV was activated by pneumatic tactile stimuli applied to the index finger (0.5 cm 2 contact area, 4 bar pressure), and AI/AII by amplitude-modulated tones…
Neuroanatomical basis of number synaesthesias: A voxel-based morphometry study
2016
In synaesthesia, a specific sensory dimension leads to an involuntary sensation in another sensory dimension not commonly associated with it; for example, synaesthetes may experience a specific colour when listening or thinking of numbers or letters. Large-scale behavioural studies provide a rich description of different synaesthesia phenotypes, and a great amount of research has been oriented to uncovering whether a single or multiple brain mechanisms underlie these various synaesthesia phenotypes. Interestingly, most of the synaesthetic inducers are conceptual stimuli such as numbers, letters, and months. However, the impact of these concepts on the synaesthetic brain remains largely unex…
Exploring the Enjoyment of Playing Browser Games
2009
Browser games--mostly persistent game worlds that can be used without client software and monetary cost with a Web browser--belong to the understudied digital game types, although they attract large player communities and motivate sustained play. The present work reports findings from an online survey of 8,203 players of a German strategy browser game ("Travian"). Results suggest that multiplayer browser games are enjoyed primarily because of the social relationships involved in game play and the specific time and flexibility characteristics ("easy-in, easy-out"). Competition, in contrast, seems to be less important for browser gamers than for users of other game types. Findings are discuss…
k-Nearest neighbour local linear prediction of scalp EEG activity during intermittent photic stimulation
2011
The characterization of the EEG response to photic stimulation (PS) is an important issue with significant clinical relevance. This study aims to quantify and map the complexity of the EEG during PS, where complexity is measured as the degree of unpredictability resulting from local linear prediction. EEG activity was recorded with eyes closed (EC) and eyes open (EO) during resting and PS at 5, 10, and 15. Hz in a group of 30 healthy subjects and in a case-report of a patient suffering from cerebral ischemia. The mean squared prediction error (MSPE) resulting from k-nearest neighbour local linear prediction was calculated in each condition as an index of EEG unpredictability. The linear or …
Using Augmented Reality to Treat Phobias
2005
Virtual reality (VR) is useful for treating several psychological problems, including phobias such as fear of flying, agoraphobia, claustrophobia, and phobia to insects and small animals. We believe that augmented reality (AR) could also be used to treat some psychological disorders. AR and VR share some advantages over traditional treatments. However, AR gives a greater feeling of presence (the sensation of being there) and reality judgment (judging an experience as real) than VR because the environment and the elements the patient uses to interact with the application are real. Moreover, in AR users see their own hands, feet, and so on, whereas VR only simulates this experience. With thes…