Search results for "oftware"

showing 10 items of 7396 documents

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…

AdultMaleCognitive NeuroscienceExperimental and Cognitive PsychologySensory systemGrey mattercomputer.software_genre050105 experimental psychologyPerceptual DisordersYoung Adult03 medical and health sciences0302 clinical medicineVoxelCerebellumParietal LobeSensationNeuroplasticitymedicineHumans0501 psychology and cognitive sciencesGray MatterFunctional Neuroimaging05 social sciencesRight amygdalaVoxel-based morphometryAmygdalaMagnetic Resonance ImagingWhite MatterLeft angular gyrusTemporal LobeNeuropsychology and Physiological Psychologymedicine.anatomical_structureFemaleNerve NetPsychologyNeurosciencecomputerSynesthesia030217 neurology & neurosurgeryCortex
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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…

AdultMaleCompetitive BehaviorAdolescentComputer scienceDecision MakingInternet privacycomputer.software_genreChoice BehaviorYoung AdultGame clientGame designGermanyAdaptation PsychologicalHumansInterpersonal RelationsSocial BehaviorVideo game designGame DeveloperVideo gameProblem SolvingApplied PsychologyMotivationNon-cooperative gameGame mechanicsVideo game developmentMultimediaAttitude to Computersbusiness.industryCommunicationComputingMilieux_PERSONALCOMPUTINGGeneral MedicineBehavior AddictiveHuman-Computer InteractionVideo GamesFemalebusinesscomputerSoftwareCyberPsychology & Behavior
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Comparison of service tactic formation on players’ movements and point outcome between national and beginner level padel

2021

The aim of this study was to analyze the influence of service tactic formation on players’ movements and point outcome at two different performance levels. The sample contained 2,148 points corresponding to 18 matches from two male padel indoor tournaments. Players were classified according to their game level: high-level (N = 36; age = 33.3 ± 6.9 years) and beginner (N = 36; age = 35.4 ± 6.8 years). Variables pertaining to service tactic formation (conventional or Australian), point outcome and movement patterns were analysed from the matches through systematic observation. The results showed how high-level players used a significantly higher percentage of the Australian formation than beg…

AdultMaleComputer and Information SciencesKinematicsScience PolicyMovementComputer VisionScienceAccelerationSocial SciencesEquipmentSample (statistics)Athletic PerformanceDiscount pointsResearch EthicsOutcome (game theory)Computer SoftwareServerTask Performance and AnalysisComputer softwareStatisticsHumansPsychologyResearch IntegrityService (business)BehaviorMultidisciplinaryMovement (music)PhysicsQAustraliaROffensiveBiology and Life SciencesSoftware EngineeringClassical MechanicsCamerasSports ScienceOptical EquipmentTennisPhysical SciencesRecreationEngineering and TechnologyMedicineGamesPsychologyResearch ArticleSportsPLOS ONE
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A computerized system for measuring time perception in human subjects.

1991

We describe an integrated computerized approach to the design, execution and recording of time perception experiments in human subjects. The program is menu driven and runs on an IBM-compatible microcomputer. The method is easy to use, non-obtrusive to the subjects, and flexible enough to allow the investigator to design studies with a wide range of experimental protocols and study parameters. The fact that the results do not depend on proctor bias or subject-proctor interactions are additional advantages. The technique was applied to study the effects of prompt positive feedback on the time perception of normal human subjects who undergo training. The results of this study are reported.

AdultMaleComputer programComputer sciencemedia_common.quotation_subjectMedicine (miscellaneous)CognitionTime perceptionNeuropsychological TestsTest (assessment)FeedbackDesign studiesMicrocomputersPerceptionMicrocomputerTime PerceptionComputerized systemHumansFemaleSimulationSoftwaremedia_commonInternational journal of bio-medical computing
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Path Following in Non-Visual Conditions.

2018

Path-following tasks have been investigated mostly under visual conditions, that is when subjects are able to see both the path and the tool, or limb, used for navigation. Moreover, only basic path shapes are usually adopted. In the present experiment, participants must rely exclusively on continuous, non-speech, and ecological auditory and vibrotactile cues to follow a path on a flat surface. Two different, asymmetric path shapes were tested. Participants navigated by moving their index finger over a surface sensing position and force. Results show that the different non-visual feedback modes did not affect the task's accuracy, yet they affected its speed, with vibrotactile feedback causin…

AdultMaleComputer scienceInformationSystems_INFORMATIONINTERFACESANDPRESENTATION(e.g.HCI)Path following02 engineering and technology050105 experimental psychologyTask (project management)Haptic InterfacesPosition (vector)Feedback SensoryPhysical Stimulation0202 electrical engineering electronic engineering information engineeringmedicineHumans0501 psychology and cognitive sciencesComputer visionHuman computer interaction User interfaces Audio user interfaces Haptic interfacesAudio User InterfacesSettore ING-INF/05 - Sistemi Di Elaborazione Delle InformazioniSettore INF/01 - Informaticabusiness.industry05 social sciences020207 software engineeringIndex fingerHuman Computer InteractionComputer Science ApplicationsVisualizationHuman-Computer Interactionmedicine.anatomical_structureAcoustic StimulationTouch PerceptionPath (graph theory)Task analysisAuditory PerceptionFemaleArtificial intelligenceCuesbusinessPsychomotor PerformanceGestureUser InterfacesSpatial NavigationIEEE transactions on haptics
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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 …

AdultMaleComputer sciencePhotic StimulationBiomedical EngineeringBiophysicsElectroencephalographyEyeMachine learningcomputer.software_genreBrain IschemiaYoung AdultIschemiamedicineHumansEEGPredictabilityIntermittent photic stimulationK nearest neighbourPredictability mapAgedScalpLocal linearmedicine.diagnostic_testbusiness.industrySpectrum AnalysisLocal linear predictionElectroencephalographySignal Processing Computer-AssistedPattern recognitionScalp eegmedicine.anatomical_structureScalpSettore ING-INF/06 - Bioingegneria Elettronica E InformaticaCortexLinear ModelsFemaleArtificial intelligencebusinesscomputerPhotic StimulationMedical Engineering & Physics
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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…

AdultMaleComputer sciencemedia_common.quotation_subjectCockroachesVirtual realitycomputer.software_genreFear of flyingUser-Computer InterfaceSensationComputer GraphicsmedicineAnimalsHumansComputer Simulationmedia_commonPhobiasMultimediaSpidersModels Theoreticalmedicine.diseaseComputer Graphics and Computer-Aided DesignTreatment OutcomeMultimediaPhobic DisordersFeelingTherapy Computer-AssistedClaustrophobiaFemaleAugmented realityDesensitization PsychologiccomputerSoftwareCognitive psychologyAgoraphobiaIEEE Computer Graphics and Applications
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Accuracy between virtual surgical planning and actual outcomes in orthognathic surgery by iterative closest point algorithm and color maps: A retrosp…

2018

Background To evaluate the accuracy between actual outcomes and virtual surgical planning (VSP) in orthognathic surgery regarding the use of three-dimensional (3D) surface models for registration using iterative closest point (ICP) algorithm and generated color maps. Material and Methods Construction of planning and postoperative 3D models in STL files format (M0 and M1, respectively) from CBCT of 25 subjects who had been submitted to bimaxillary orthognathic surgery was performed. M0 and M1 were sent to Geomagic software in semi-automatic alignment surface mesh order of M0 and M1 for registration using ICP algorithm to calculate mean deviation (MD, MD+, MD-, SD) and root mean square (RMS –…

AdultMaleComputer sciencemedicine.medical_treatmentOrthognathic surgery3d modelMandibleNoseSurgical planningPatient Care PlanningRoot mean square03 medical and health sciencesImaging Three-Dimensional0302 clinical medicineSoftwareMaxillamedicineHumansGeneral DentistryRetrospective StudiesReproducibilityOrthognathic Surgical Proceduresbusiness.industryResearchOrthognathic SurgeryReproducibility of ResultsIterative closest pointRetrospective cohort study030206 dentistryCone-Beam Computed Tomography:CIENCIAS MÉDICAS [UNESCO]Treatment OutcomeSurgery Computer-AssistedOtorhinolaryngologyUNESCO::CIENCIAS MÉDICASComputer-Aided DesignFemaleSurgeryOral SurgerybusinessAlgorithmAlgorithmsMedicina Oral Patología Oral y Cirugia Bucal
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‘Ain't nothin' like the real thing’. Motivation and study processes on a work-based project course in information systems design

2007

Background. Advocates of the project method claim that project-based learning inspires student learning. However, it has been claimed that project-based learning environments demand quite a bit of self-regulation on the part of the learner. Aims. Consequently, it was tested whether students scoring low in self-regulation of learning experienced ‘friction’, an incompatibility between student self-regulation and the demands posed by the learning environment. This would be manifest in cognitive processing and motivation. Samples. The target group consisted of 58 mainly third-year Finnish university students taking a mandatory project course in information systems design. During the project cou…

AdultMaleCooperative learningUniversitiesHigher educationTeaching method050109 social psychologyEducationSoftware DesignSurveys and QuestionnairesComputingMilieux_COMPUTERSANDEDUCATIONDevelopmental and Educational PsychologyMathematics educationInformation systemHumansLearningta5160501 psychology and cognitive sciencesStudentsGrading (education)Motivationbusiness.industry4. EducationLearning environment05 social sciences050301 educationCollaborative learningSocial Control InformalFemaleProject methodPsychologybusiness0503 educationSocial psychologyInformation SystemsBritish Journal of Educational Psychology
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Outcomes after acute myocardial infarction in HIV-infected patients: analysis of data from a French nationwide hospital medical information database.

2013

Background— We aimed to assess in-hospital case fatality and 1-year prognosis in HIV-infected patients with acute myocardial infarction. Methods and Results— From the PMSI (Program de Medicalisation des Systèmes d’informatique) database, data from 277 303 consecutive acute myocardial infarction patients hospitalized from January 1, 2005, to December 31, 2009, were analyzed. Surviving patients were followed up for 1 year after discharge. HIV-infected patients were compared with uninfected patients. Among the cohort, HIV-infected patients (n=608) accounted for 0.22%. All-cause hospital and 1-year mortality rates were lower in the HIV-infected group than in uninfected patients (3.1% versus 8.…

AdultMaleDatabases FactualStatistics as TopicMyocardial InfarctionHIV Infectionscomputer.software_genreCohort StudiesPhysiology (medical)Case fatality ratemedicineHumansMyocardial infarctionMedical Informatics ApplicationsAgedRetrospective StudiesAged 80 and overIschemic cardiomyopathyDatabasebusiness.industryMortality rateRetrospective cohort studyMiddle Agedmedicine.diseaseHospitalizationTreatment OutcomeCohortFemaleMyocardial infarction diagnosisFranceCardiology and Cardiovascular MedicinebusinesscomputerCohort studyCirculation
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