313 research outputs found

    Wireless Sensing of Lower Lip and Thumb-Index Finger ‘Ramp-and-Hold’ Isometric Force Dynamics in a Small Cohort of Unilateral MCA Stroke: Discussion of Preliminary Findings

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    Automated wireless sensing of force dynamics during a visuomotor control task was used to rapidly assess residual motor function during finger pinch (right and left hand) and lower lip compression in a cohort of seven adult males with chronic, unilateral middle cerebral artery (MCA) stroke with infarct confirmed by anatomic magnetic resonance imaging (MRI). A matched cohort of 25 neurotypical adult males served as controls. Dependent variables were extracted from digitized records of ‘ramp-and-hold’ isometric contractions to target levels (0.25, 0.5, 1, and 2 Newtons) presented in a randomized block design; and included force reaction time, peak force, and dF/dtmax associated with force recruitment, and end-point accuracy and variability metrics during the contraction hold-phase (mean, SD, criterion percentage ‘on-target’). Maximum voluntary contraction force (MVCF) was also assessed to establish the force operating range. Results based on linear mixed modeling (LMM, adjusted for age and handedness) revealed significant patterns of dissolution in fine force regulation among MCA stroke participants, especially for the contralesional thumb-index finger followed by the ipsilesional digits, and the lower lip. For example, the contralesional thumb-index finger manifest increased reaction time, and greater overshoot in peak force during recruitment compared to controls. Impaired force regulation among MCA stroke participants during the contraction hold-phase was associated with significant increases in force SD, and dramatic reduction in the ability to regulate force output within prescribed target force window (±5% of target). Impaired force regulation during contraction hold-phase was greatest in the contralesional hand muscle group, followed by significant dissolution in ipsilateral digits, with smaller effects found for lower lip. These changes in fine force dynamics were accompanied by large reductions in the MVCF with the LMM marginal means for contralesional and ipsilesional pinch forces at just 34.77% (15.93 N vs. 45.82 N) and 66.45% (27.23 N vs. 40.98 N) of control performance, respectively. Biomechanical measures of fine force and MVCF performance in adult stroke survivors provide valuable information on the profile of residual motor function which can help inform clinical treatment strategies and quantitatively monitor the efficacy of rehabilitation or neuroprotection strategies

    Pupil Plane Phase Apodization

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    Phase apodization coronagraphs are implemented in a pupil plane to create a dark hole in the science camera focal plane. They are successfully created as "Apodizing Phase Plates" (APPs) using classical optical manufacturing, and as "vector-APPs" using liquid-crystal patterning with essentially achromatic performance. This type of coronagraph currently delivers excellent broadband contrast (∼\sim10−5^{-5}) at small angular separations (few λ/D\lambda/D) at ground-based telescopes, owing to their insensitivity to tip/tilt errors.Comment: Invited chapter, to be published in the "Handbook of Astronomical Instrumentation", Vol. 3, eds. A. Moore and D. Burrows, WSPC (2018). 9 pages, 1 figur

    A Reduction in Video Gaming Time Produced a Decrease in Brain Activity

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    This study examines whether a decrease in brain development is observable after players have reduced their video gaming time over a period of 1 year. Both video gaming experts and non-experts were recruited, whose resting-state functional MRI (fMRI) data were collected at the beginning and the end of the study. Immediately after the first scan, the participants were instructed to spend no more than 3 h on video gaming weekly for 1 year. The results showed decreased self-reported video gaming skills and decreased amplitude of low-frequency fluctuation (ALFF) in the experts at the end of the study, demonstrating that a reduction in video gaming time over a period of 1 year produced a decrease in brain development. The non-experts served as a control group and had no significant changes. The findings support the adaptive effect of video gaming experience on brain and cognitive development

    (M)ad to see me?: Intelligent Advertisement Placement: Balancing User Annoyance and Advertising Effectiveness

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    Advertising is an unavoidable albeit a frustrating part of mobile interactions. Due to limited form factor, mobile advertisements often resort to intrusive strategies where they temporarily block the user's view in an attempt to increase effectiveness and force the user's attention. While such strategies contribute to advertising awareness and effectiveness, they do so at the cost of degrading the user's overall experience and can lead to frustration and annoyance. In this paper, we contribute by developing Perceptive Ads as an intelligent advertisement placement strategy that minimizes disruptions caused by ads while preserving their effectiveness. Our work is the first to simultaneously consider the needs of users, app developers, and advertisers. Ensuring the needs of all stakeholders are taken into account is essential for the adoption of advertising strategies as users (and indirectly developers) would reject strategies that are disruptive but effective, while advertisers would reject strategies that are non-disruptive but inefficient. We demonstrate the effectiveness of our technique through a user study with N = 16 participants and two representative examples of mobile apps that commonly integrate advertisements (a game and a news app). Results from the study demonstrate that our approach can improve perception towards advertisements by 43.75% without affecting application interactivity while at the same time increasing advertisement effectiveness by 37.5% compared to a state-of-the-art baseline.Peer reviewe

    Differential subtypes of sinistral learning disabled children: A neuropsychological, taxonomic approach.

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