Search results for "interface"

showing 10 items of 2139 documents

JANE: efficient mapping of prokaryotic ESTs and variable length sequence reads on related template genomes

2009

Abstract Background ESTs or variable sequence reads can be available in prokaryotic studies well before a complete genome is known. Use cases include (i) transcriptome studies or (ii) single cell sequencing of bacteria. Without suitable software their further analysis and mapping would have to await finalization of the corresponding genome. Results The tool JANE rapidly maps ESTs or variable sequence reads in prokaryotic sequencing and transcriptome efforts to related template genomes. It provides an easy-to-use graphics interface for information retrieval and a toolkit for EST or nucleotide sequence function prediction. Furthermore, we developed for rapid mapping an enhanced sequence align…

Computational biologyBiologylcsh:Computer applications to medicine. Medical informaticsBiochemistryGenomeUser-Computer InterfaceStructural BiologyDatabases Geneticlcsh:QH301-705.5Molecular BiologySequence (medicine)Expressed Sequence TagsWhole genome sequencingGeneticsInternetExpressed sequence tagGenomeBase SequencePhylumApplied MathematicsNucleic acid sequenceComputational BiologySequence Analysis DNAComputer Science Applicationslcsh:Biology (General)Single cell sequencinglcsh:R858-859.7DNA microarraySoftwareBMC Bioinformatics
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Crowd-Averse Cyber-Physical Systems: The Paradigm of Robust Mean-Field Games

2016

For a networked controlled system, we illustrate the paradigm of robust mean-field games. This is a modeling framework at the interface of differential game theory, mathematical physics, and $H_{\infty}$ - optimal control that tries to capture the mutual influence between a crowd and its individuals. First, we establish a mean-field system for such games including the effects of adversarial disturbances. Second, we identify the optimal response of the individuals for a given population behavior. Third, we provide an analysis of equilibria and their stability.

Computer Science::Computer Science and Game Theory0209 industrial biotechnologyTheoretical computer scienceComputer scienceInterface (computing)PopulationStability (learning theory)02 engineering and technology01 natural sciencesAdversarial system020901 industrial engineering & automationSettore ING-INF/04 - AutomaticaControl theoryRobustness (computer science)Differential game0101 mathematicsElectrical and Electronic Engineeringcrowd-averse cyber-physical systems robust mean-field games paradigm networked control system differential game theory mathematical physics H∞-optimal control mean-field system adversarial disturbance effecteducationeducation.field_of_studyCyber-physical systemOptimal controlComputer Science Applications010101 applied mathematicsControl and Systems EngineeringSettore MAT/09 - Ricerca OperativaIEEE Transactions on Automatic Control
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V I G — A Visual and Dynamic Decision Support System for Multiple Objective Linear Programming

1989

In this paper we describe the principles of VIG (Visual Interactive Goal Programming), a Multiple Criteria Decision Support System, recently developed by Korhonen. PARETO RACE is a corner-stone of this system, which is designed to support both the modelling and solving of a multiple objective linear programming problem. The interface is based on one main menu, spreadsheets, and interactive use of computer graphics. VIG provides the decision-maker with the possibility to approach his/her decision problem by using an “evolutionary approach”. This means that the decision-maker does not have to specify the model precisely prior to solving the problem. In fact, the model evolves progressively. W…

Computer graphicsDecision support systemMultiple objectiveLinear programmingbusiness.industryInterface (Java)Computer scienceGoal programmingPareto principleArtificial intelligenceDecision problembusiness
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Chess recognition using 3D patterned illumination camera

2021

Computer Vision has been applied to augment traditional board games such as Chess for a number of reasons. While augmented reality enhances the gaming experience, the required additional hardware (e.g. head gear) is still not widely accepted in everyday leisure activities, and therefore, camera based methods have been developed to interface the computer with the real-life chess board. However, traditional 2D camera approaches suffer from ill-defined environmental conditions (lighting, viewing angle) and are therefore severely limited in their application. To answer this issue, we have incorporated a consumer-grade depth camera based on patterned illumination. We could show that in combinati…

Computer programComputer sciencebusiness.industryHead (linguistics)Interface (computing)ComputingMethodologies_IMAGEPROCESSINGANDCOMPUTERVISIONComputingMilieux_PERSONALCOMPUTINGRGB color modelAugmented realityComputer visionArtificial intelligenceViewing anglebusinessThirteenth International Conference on Machine Vision
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Acceptability Study of A3-K3 Robotic Architecture for a Neurorobotics Painting

2019

In this paper, authors present a novel architecture for controlling an industrial robot via Brain Computer Interface. The robot used is a Series 2000 KR 210-2. The robotic arm was fitted with DI drawing devices that clamp, hold and manipulate various artistic media like brushes, pencils, pens. User selected a high-level task, for instance a shape or movement, using a human machine interface and the translation in robot movement was entirely demanded to the Robot Control Architecture defining a plan to accomplish user's task. The architecture was composed by a Human Machine Interface based on P300 Brain Computer Interface and a robotic architecture composed by a deliberative layer and a reac…

Computer science0206 medical engineeringBiomedical Engineering02 engineering and technologyPlan (drawing)Human–robot interactionTask (project management)law.inventionlcsh:RC321-57103 medical and health sciencesIndustrial robotbrain computer interface (BCI)0302 clinical medicineHuman–computer interactionlawArtificial Intelligenceevent related potential (ERP)Architecturelcsh:Neurosciences. Biological psychiatry. Neuropsychiatryhuman-robot interaction (HRI)Original ResearchartRobotics and AIrobot020601 biomedical engineeringRobotRobotic arm030217 neurology & neurosurgeryNeuroroboticsFrontiers in Neurorobotics
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UnipaBCI a novel general software framework for brain computer interface

2017

The increasing interest in Brain Computer Interface (BCI) requires new fast, reliable and scalable frameworks that can be used by researchers to develop BCI based high performance applications in efficient and fast ways. In this paper is presented "UnipaBCI", a general software framework for BCI applications based on electroencephalogra-phy (EEG) that can fulfill these new needs. A visual evoked potentials (VEP) application has also been developed using the proposed framework in order to test the modular architecture and the overall performance. Different types of users (beginners and experts in BCI) have been involved during the "UnipaBCI" experimental test and they have exhibited good and…

Computer scienceAugmentative communication02 engineering and technologyVisual evoked potentialsHumanoid robotElectroencephalographycomputer.software_genre03 medical and health sciences0302 clinical medicineInformationSystems_MODELSANDPRINCIPLESBrain-Computer Interface (BCI) Humanoid Robot Assistive technology Augmentative Communication rehabilitation BCI frameworkHuman–computer interaction0202 electrical engineering electronic engineering information engineeringmedicineOverall performanceBrain–computer interfaceSettore ING-INF/05 - Sistemi Di Elaborazione Delle Informazionimedicine.diagnostic_testRehabilitationModular architectureBCI frameworkSoftware frameworkAssistive technologyScalability020201 artificial intelligence & image processingcomputerBrain-Computer Interface (BCI)030217 neurology & neurosurgery
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Touch or touchless?:Evaluating usability of interactive displays for persons with autistic spectrum disorders

2019

Interactive public displays have been exploited and studied for engaging interaction in several previous studies. In this context, applications have been focused on supporting learning or entertainment activities, specifically designed for people with special needs. This includes, for example, those with Autism Spectrum Disorders (ASD). In this paper, we present a comparison study aimed at understanding the difference in terms of usability, effectiveness, and enjoyment perceived by users with ASD between two interaction modalities usually supported by interactive displays: touch-based and touchless gestural interaction. We present the outcomes of a within-subject setup involving 8 ASD users…

Computer scienceAutismInteractive displaysSpecial needsContext (language use)02 engineering and technologyInteractive displaystouchless interfaces mid-air gestures touch autism usability evaluation interactive displaysHuman–computer interaction0202 electrical engineering electronic engineering information engineeringmedicine0501 psychology and cognitive sciencesUsability evaluation050107 human factorsSettore ING-INF/05 - Sistemi Di Elaborazione Delle Informazioni020203 distributed computingModalitiesModality (human–computer interaction)Settore INF/01 - Informaticabusiness.industry05 social sciencesUsabilitymedicine.diseaseMid-air gesturesTouchTouchless interfacesAutismUser interfacebusiness
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CSCL for NGO's Cross cultural Virtual Teams in Africa: An Ethiopian Children Advocacy Case Study against Exclusion and toward Facilitation of Express…

2005

This exploratory pilot study shows that NGO's involved in Children Advocacy through Arts in Africa are willing to use a groupware, meaning a computer supported collaborative learning (CSCL) environment. Innovative ideas and best practices among NGOs would be shared easily worldwide. Little scientific information is available to help them make a sound choice. This study suggests that some NGOs based in Ethiopia/Africa have specific needs which should translate in specific context analysis and interface development: 1) an intercultural approach to creativity, arts and innovation, and 2) emphasis should be placed on tools to facilitate asynchronous systematic conception and sharing of intra an…

Computer scienceBest practicemedia_common.quotation_subject050109 social psychologyThe artsEducationCreativityCultural diversityPedagogyCross-cultural0501 psychology and cognitive sciencesInnovationChildrenmedia_commonCollaborative softwarebusiness.industry4. EducationInformation sharing05 social sciences1. No poverty050301 educationNGOCreativityContext analysisComputer-supported collaborative learningAfricaFacilitation[SHS.GESTION]Humanities and Social Sciences/Business administrationUser interfacebusiness[SHS.GESTION] Humanities and Social Sciences/Business administration0503 educationArtMeaning (linguistics)
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The Brain Electrophysiological recording & STimulation (BEST) toolbox

2021

Abstract Non-invasive brain stimulation (NIBS) experiments involve many recurring procedures that are not sufficiently standardized in the community. Given the diversity in experimental design and experience of the investigators, automated but yet flexible data collection and analysis tools are needed to increase objectivity, reliability, and reproducibility of NIBS experiments. The B rain E lectrophysiological recording and ST imulation (BEST) Toolbox is a MATLAB-based, open-source software with graphical user interface that allows users to design, run, and share freely configurable multi-protocol, multi-session NIBS studies, including transcranial magnetic, electric, and ultrasound stimul…

Computer scienceBiophysicsNeurosciences. Biological psychiatry. NeuropsychiatryElectroencephalographySoftwareEMGmedicineEEGEvoked potentialtESGraphical user interfacemedicine.diagnostic_testbusiness.industryGeneral NeurosciencefMRIBrainReproducibility of ResultsElectroencephalographyEvoked Potentials MotorTranscranial Magnetic StimulationAutomationTUSToolboxInterfacingBrain stimulationTMSNeurology (clinical)businessComputer hardwareRC321-571Brain Stimulation
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The Possibilities of Using BCI Technology in Biomedical Engineering

2018

The paper presents capabilities of building devices dedicated for persons with heavy mobility dysfunction and indicates the role of interfaces connecting brain with computer (Brain Computer Interface, BCI). Impulses coming from closing eyes, clenching teeth, and tongue movement were proposed as optimal in controlling the applications that manage executable systems. A group of electrodes giving a strong electric signal characteristic for the activity were designated and on the basis of conducted research a proposition of a scientific project concerning building of supporting devices for persons with heavy mobility dysfunction was presented.

Computer scienceClenching teeth010401 analytical chemistryBrain Computer Interface020206 networking & telecommunications02 engineering and technologycomputer.file_format01 natural sciences0104 chemical sciencesElectric signalClosing eyesHuman–computer interaction0202 electrical engineering electronic engineering information engineeringEEGExecutableBiomedical engineeringcomputerTongue movementBrain–computer interface
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