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    Novel supports to the assessment of cognitive functions through the combined use of technologies and subjective and objective measurements

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    Tesis por compendio[ES] Las funciones cognitivas incluyen todos los procesos a través de los cuales un individuo percibe, registra, mantiene, manipula, usa y expresa información que está involucrada en cualquier actividad cotidiana. Las principales herramientas estandarizadas se pueden dividir en tres grupos principales: escalas cortas de pruebas de seguimiento cognitivo: cuestionarios, baterías neuropsicológicas generales y pruebas específicas. Estas herramientas están bien validadas y son confiables, pero, en la última década, varias investigaciones han demostrado que algunos pacientes pueden realizar bien estas pruebas neuropsicológicas, incluso cuando tienen dificultades significativas para adaptar sus comportamientos a las actividades de la vida diaria. De acuerdo con esto, más recientemente, un nuevo enfoque ha aumentado sustancialmente, lo que podría proporcionar una mayor validez ecológica en la evaluación de las capacidades cognitivas funcionales que el enfoque estandarizado: el uso de sistemas tecnológicos avanzados para la evaluación neuropsicológica (STAEN). STAEN se refiere a un conjunto de dispositivos y aplicaciones de software tales como pruebas computarizadas, juegos divertidos e interactivos de fantasía (JS) y / o sistemas de realidad virtual simulada (RV) y / o aumentada (RA) que van más allá de las pruebas de evaluación tradicionales y que Brindar la posibilidad de entregar estímulos controlados y dinámicos, en entornos ecológicamente válidos y seguros. Partiendo de estas premisas, el objetivo principal de la tesis era diseñar, desarrollar y validar un SG 2D no inmersivo versus un JS 3D inmersivo y una actividad de la vida diaria en un entorno 3D RV inmersivo versus un RA para la evaluación de funciones cognitivas, comparando la eficacia y efectividad de ellos. El primer estudio 2D incluyó 354 sujetos sanos y se encontraron correlaciones entre el juego y los métodos tradicionales, lo que sugiere que el juego podría ser una herramienta válida para evaluar las funciones cognitivas en adultos. El segundo estudio, comparó la versión 2D versus una versión 3D STAEN, involucró a 94 sujetos sanos y mostró que la versión 3D fue capaz de generar tiempos más bajos y respuestas correctas más altas que la 2D, lo que sugiere evidencia inicial de la eficacia de un sistema más inmersivo en comparación con un sistema no-inmersivo. Aunque este resultado destaca una posible limitación en el uso de diferentes sistemas tecnológicos debido a las diferencias en los dos métodos de interacción (el sistema 2D aplicó el mouse y el teclado; los controladores de dos manos virtuales 3D) y el registro de datos de latencia de hardware y software. Con respecto a la variabilidad individual en edad, género y educación, los hallazgos mostraron consistencia con la literatura de referencia. Específicamente, los más jóvenes mostraron un mayor rendimiento que los mayores; niveles educativos más altos reflejados en una mejor puntuación y sobre género, los resultados mostraron un panorama más compuesto. Además, para mejorar la validez ecológica de la evaluación, el último estudio de esta tesis comparó el rendimiento conductual y las respuestas fisiológicas, durante una tarea de cocina ecológica, entre un sistema virtual y un sistema aumentado en 50 sujetos sanos. La tarea de cocinar consistió en 4 niveles que aumentaron en dificultad. A medida que el nivel aumentó, aparecieron actividades adicionales. Los resultados de comportamiento mostraron que los tiempos son siempre más bajos en realidad virtual que en RA, aumentando constantemente de acuerdo con la dificultad de las tareas. Con respecto a las respuestas fisiológicas, los hallazgos mostraron que la condición RA produjo más excitación y activación individual que la realidad virtual. Para concluir, STAEN está demostrando ser herramientas confiables y efectivas para la evaluación de las funciones cognitivas en adultos, proporcionando más validez ec[CA] Les funcions cognitives inclouen tots els processos a través dels quals un individu percep, registra, manté, manipula, usa i expressa informació que està involucrada en qualsevol activitat quotidiana. Les principals ferramentes estandarditzades es poden dividir en tres grups principals: escales curtes de proves de seguiment cognitiu: qüestionaris, bateries neuropsicológiques generals i proves específiques. Estes ferramentes estan ben validades i són confiables, però, en l'última dècada, diverses investigacions han demostrat que alguns pacients poden realitzar bé estes proves neuropsicológiques, inclús quan tenen dificultats significatives per a adaptar els seus comportaments a les activitats de la vida diària. D'acord amb açò, més recentment, un nou enfocament ha augmentat substancialment, la qual cosa podria proporcionar una major validesa ecològica en l'avaluació de les capacitats cognitives funcionals que l'enfocament estandarditzat: l'ús de sistemes tecnològics avançats per a l'avaluació neuropsicológica (STAEN). STAEN es referix a un conjunt de dispositius i aplicacions de software com ara proves computaritzades, jocs divertits i interactius de fantasia (JS) i / o sistemes de realitat virtual simulada (RV) i / o augmentada (RA) que van més enllà de les proves d'avaluació tradicionals i que brinden la possibilitat de presentar estímuls controlats i dinàmics, en entorns ecològicament vàlids i segurs. Partint d'estes premisses, l'objectiu principal de la tesi era dissenyar, desenrotllar i validar un SG 2D no inmersiu versus un JS 3D inmersiu i una activitat de la vida diària en un entorn 3D RV inmersiu versus un RA per a l'avaluació de funcions cognitives, comparant l'eficàcia i efectivitat d'ells. El primer estudi 2D va incloure 354 subjectes sans i es van trobar correlacions entre el joc i els mètodes tradicionals, la qual cosa suggerix que el joc podria ser una ferramenta vàlida per a avaluar les funcions cognitives en adults. El segon estudi, va comparar la versió 2D versus una versió 3D STAEN, va involucrar a 94 subjectes sans i va mostrar que la versió 3D va ser capaç de generar temps més baixos i respostes correctes més altes que la 2D, la qual cosa suggerix evidència inicial de l'eficàcia d'un sistema més inmersiu en comparació amb un sistema no-inmersiu. Encara que este resultat destaca una possible limitació en l'ús de diferents sistemes tecnològics a causa de les diferències en els dos mètodes d'interacció (el sistema 2D va aplicar el ratolí i el teclat; els controladors de dos mans virtuals 3D) i el registre de dades de latència de hardware i software. Respecte a la variabilitat individual en edat, gènere i educació, les troballes van mostrar consistència amb la literatura de referència. Específicament, els més jóvens van mostrar un major rendiment que els majors; nivells educatius més alts reflectits en una millor puntuació i sobre gènere, els resultats van mostrar un panorama més compost. A més, per a millorar la validesa ecològica de l'avaluació, l'últim estudi d'esta tesi va comparar el rendiment conductual i les respostes fisiològiques, durant una tasca de cuina ecològica, entre un sistema virtual i un sistema augmentat en 50 subjectes sans. La tasca de cuinar va consistir en 4 nivells que van augmentar en dificultat. A mesura que el nivell va augmentar, van aparéixer activitats addicionals. Els resultats de comportament van mostrar que els temps són sempre més baixos en realitat virtual que en RA, augmentant constantment d'acord amb la dificultat de les tasques. Respecte a les respostes fisiològiques, les troballes van mostrar que la condició RA va produir més excitació i activació individual que la realitat virtual. Per a concloure, STAEN està demostrant ser ferramentes confiables i efectives per a l'avaluació de les funcions cognitives en adults, proporcionant més validesa ecològica i objectivitat que els mètodes tradicio[EN] Cognitive functions include all the processes through which an individual perceives, records, maintains, manipulates, uses and expresses information that are involved in any everyday activity. The main standardized tools can be divided in three main groups: short scales of cognitive tracking tests - questionnaires, general neuropsychological batteries, and specific tests. These tools are well-validated and reliable but, in the last decade, several research have shown that some patients can perform these neuropsychological tests well, even when they have significant difficulties in adapting their behaviours to daily life activities. According to this, more recently, a new approach has substantially increased, potentially providing a higher ecological validity in functional cognitive abilities assessment than standardized approach: the use of advanced technological systems for neuropsychological assessment (ATSNA). ATSNA refer to a set of devices and software applications such as computerized tests, fun and interactive fantasy serious games (SG), and/or simulated virtual (VR) and/or augmented (AR) reality systems that go beyond traditional assessment tests and that supply the possibility to deliver controlled and dynamic stimuli, in ecologically valid, and secure environments. Starting from these premises, the main objective of the thesis was to design, develop, and validate a non-immersive 2D SG versus an immersive 3D SG and a daily life activity in an immersive 3D VR environment versus an AR for the assessment of cognitive functions, comparing the efficacy and effectiveness of them. The first 2D study involved 354 healthy subjects and correlations were found between the game and traditional methods, suggesting that the game could be a valid tool for assessing cognitive functions in adults. The second study, compared 2D versus a 3D ATSNA version, it involved 94 healthy subjects and showed that 3D version was able to generate lower times and higher correct answers that the 2D, suggesting initial evidence of efficacy of a more immersive system compared to a non-immersive system. Although this result highlights a potential limitation on using different technological systems due to the differences on the two interaction methods (the 2D system applied mouse and keyboard; the 3D two virtual hands' controllers) and hardware and software latency data recording. Regarding individual variability on age, gender, and education, the findings showed consistency with the reference literature. Specifically, younger showed higher performance that older; higher educational levels reflected on a better score and about gender, results showed a more composite panorama. Furthermore, to enhance the ecological validity of assessment, the last study of this thesis compared the behavioural performance and physiological responses, during an ecological cooking task, between a virtual and an augmented system on 50 healthy subjects. The cooking task consisted of 4 levels that increased in difficulty. As the level increased, additional activities appeared. The behavioural results showed that times are always lower in VR than in AR, increasing constantly in accordance with the difficulty of the tasks. Regarding physiological responses, the findings showed that AR condition produced more individual excitement and activation than VR. To conclude, ATSNA are proving to be reliable and effective tools for the assessment of cognitive functions in adults, providing more ecological validity and objectivity than traditional methods of assessment.Chicchi Giglioli, IAM. (2020). Novel supports to the assessment of cognitive functions through the combined use of technologies and subjective and objective measurements [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/139075TESISCompendi

    Contraction of online response to major events

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    Quantifying regularities in behavioral dynamics is of crucial interest for understanding collective social events such as panics or political revolutions. With the widespread use of digital communication media it has become possible to study massive data streams of user-created content in which individuals express their sentiments, often towards a specific topic. Here we investigate messages from various online media created in response to major, collectively followed events such as sport tournaments, presidential elections or a large snow storm. We relate content length and message rate, and find a systematic correlation during events which can be described by a power law relation - the higher the excitation the shorter the messages. We show that on the one hand this effect can be observed in the behavior of most regular users, and on the other hand is accentuated by the engagement of additional user demographics who only post during phases of high collective activity. Further, we identify the distributions of content lengths as lognormals in line with statistical linguistics, and suggest a phenomenological law for the systematic dependence of the message rate to the lognormal mean parameter. Our measurements have practical implications for the design of micro-blogging and messaging services. In the case of the existing service Twitter, we show that the imposed limit of 140 characters per message currently leads to a substantial fraction of possibly dissatisfying to compose tweets that need to be truncated by their users.Comment: project page: http://senseable.mit.edu/tweetbursts

    Understanding Why Scholars Hold Different Views on the Influences of Video Games on Public Health

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    Despite decades of research, no scholarly consensus has been achieved regarding the potential impact of video games on youth aggression or other public health concerns. In recent years, hypotheses have been raised that scholarly opinions on video games may resemble past moral panics, with attitudes reflective of generational conflicts. These hypotheses are tested in a sample of 175 criminologists, psychologists and media scholars, examining both overall negative attitudes about video games and perceived linkages with youth assaults specifically. Results reflected continued lack of scholarly consensus on the issue of video game influences with only 15.3% of scholars endorsing the view the violent video games contribute to youth assaults. As hypothesized, older scholars endorsed more negative views of video games generally, although this appeared to be related to experience with games rather than age per se. Scholars with more negative attitudes toward youth themselves were also more negative about games. Criminologists and media scholars were more skeptical of violent video games contributing to youth assaults than were psychologists. These results are discussed in relation to Moral Panic Theory

    Understanding Social Media Users via Attributes and Links

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    abstract: With the rise of social media, hundreds of millions of people spend countless hours all over the globe on social media to connect, interact, share, and create user-generated data. This rich environment provides tremendous opportunities for many different players to easily and effectively reach out to people, interact with them, influence them, or get their opinions. There are two pieces of information that attract most attention on social media sites, including user preferences and interactions. Businesses and organizations use this information to better understand and therefore provide customized services to social media users. This data can be used for different purposes such as, targeted advertisement, product recommendation, or even opinion mining. Social media sites use this information to better serve their users. Despite the importance of personal information, in many cases people do not reveal this information to the public. Predicting the hidden or missing information is a common response to this challenge. In this thesis, we address the problem of predicting user attributes and future or missing links using an egocentric approach. The current research proposes novel concepts and approaches to better understand social media users in twofold including, a) their attributes, preferences, and interests, and b) their future or missing connections and interactions. More specifically, the contributions of this dissertation are (1) proposing a framework to study social media users through their attributes and link information, (2) proposing a scalable algorithm to predict user preferences; and (3) proposing a novel approach to predict attributes and links with limited information. The proposed algorithms use an egocentric approach to improve the state of the art algorithms in two directions. First by improving the prediction accuracy, and second, by increasing the scalability of the algorithms.Dissertation/ThesisDoctoral Dissertation Computer Science 201

    A Comprehensive Study on Pedestrians' Evacuation

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    Human beings face threats because of unexpected happenings, which can be avoided through an adequate crisis evacuation plan, which is vital to stop wound and demise as its negative results. Consequently, different typical evacuation pedestrians have been created. Moreover, through applied research, these models for various applications, reproductions, and conditions have been examined to present an operational model. Furthermore, new models have been developed to cooperate with system evacuation in residential places in case of unexpected events. This research has taken into account an inclusive and a 'systematic survey of pedestrian evacuation' to demonstrate models methods by focusing on the applications' features, techniques, implications, and after that gather them under various types, for example, classical models, hybridized models, and generic model. The current analysis assists scholars in this field of study to write their forthcoming papers about it, which can suggest a novel structure to recent typical intelligent reproduction with novel features

    Prediction-based techniques for the optimization of mobile networks

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    Mención Internacional en el título de doctorMobile cellular networks are complex system whose behavior is characterized by the superposition of several random phenomena, most of which, related to human activities, such as mobility, communications and network usage. However, when observed in their totality, the many individual components merge into more deterministic patterns and trends start to be identifiable and predictable. In this thesis we analyze a recent branch of network optimization that is commonly referred to as anticipatory networking and that entails the combination of prediction solutions and network optimization schemes. The main intuition behind anticipatory networking is that knowing in advance what is going on in the network can help understanding potentially severe problems and mitigate their impact by applying solution when they are still in their initial states. Conversely, network forecast might also indicate a future improvement in the overall network condition (i.e. load reduction or better signal quality reported from users). In such a case, resources can be assigned more sparingly requiring users to rely on buffered information while waiting for the better condition when it will be more convenient to grant more resources. In the beginning of this thesis we will survey the current anticipatory networking panorama and the many prediction and optimization solutions proposed so far. In the main body of the work, we will propose our novel solutions to the problem, the tools and methodologies we designed to evaluate them and to perform a real world evaluation of our schemes. By the end of this work it will be clear that not only is anticipatory networking a very promising theoretical framework, but also that it is feasible and it can deliver substantial benefit to current and next generation mobile networks. In fact, with both our theoretical and practical results we show evidences that more than one third of the resources can be saved and even larger gain can be achieved for data rate enhancements.Programa Oficial de Doctorado en Ingeniería TelemáticaPresidente: Albert Banchs Roca.- Presidente: Pablo Serrano Yañez-Mingot.- Secretario: Jorge Ortín Gracia.- Vocal: Guevara Noubi
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