150 research outputs found

    Visualizing and Predicting the Effects of Rheumatoid Arthritis on Hands

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    This dissertation was inspired by difficult decisions patients of chronic diseases have to make about about treatment options in light of uncertainty. We look at rheumatoid arthritis (RA), a chronic, autoimmune disease that primarily affects the synovial joints of the hands and causes pain and deformities. In this work, we focus on several parts of a computer-based decision tool that patients can interact with using gestures, ask questions about the disease, and visualize possible futures. We propose a hand gesture based interaction method that is easily setup in a doctor\u27s office and can be trained using a custom set of gestures that are least painful. Our system is versatile and can be used for operations like simple selections to navigating a 3D world. We propose a point distribution model (PDM) that is capable of modeling hand deformities that occur due to RA and a generalized fitting method for use on radiographs of hands. Using our shape model, we show novel visualization of disease progression. Using expertly staged radiographs, we propose a novel distance metric learning and embedding technique that can be used to automatically stage an unlabeled radiograph. Given a large set of expertly labeled radiographs, our data-driven approach can be used to extract different modes of deformation specific to a disease

    Edge/Fog Computing Technologies for IoT Infrastructure

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    The prevalence of smart devices and cloud computing has led to an explosion in the amount of data generated by IoT devices. Moreover, emerging IoT applications, such as augmented and virtual reality (AR/VR), intelligent transportation systems, and smart factories require ultra-low latency for data communication and processing. Fog/edge computing is a new computing paradigm where fully distributed fog/edge nodes located nearby end devices provide computing resources. By analyzing, filtering, and processing at local fog/edge resources instead of transferring tremendous data to the centralized cloud servers, fog/edge computing can reduce the processing delay and network traffic significantly. With these advantages, fog/edge computing is expected to be one of the key enabling technologies for building the IoT infrastructure. Aiming to explore the recent research and development on fog/edge computing technologies for building an IoT infrastructure, this book collected 10 articles. The selected articles cover diverse topics such as resource management, service provisioning, task offloading and scheduling, container orchestration, and security on edge/fog computing infrastructure, which can help to grasp recent trends, as well as state-of-the-art algorithms of fog/edge computing technologies

    Playful Materialities

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    Game culture and material culture have always been closely linked. Analog forms of rule-based play (ludus) would hardly be conceivable without dice, cards, and game boards. In the act of free play (paidia), children as well as adults transform simple objects into multifaceted toys in an almost magical way. Even digital play is suffused with material culture: Games are not only mediated by technical interfaces, which we access via hardware and tangible peripherals. They are also subject to material hybridization, paratextual framing, and processes of de-, and re-materialization

    Playful Materialities: The Stuff That Games Are Made Of

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    Game culture and material culture have always been closely linked. Analog forms of rule-based play (ludus) would hardly be conceivable without dice, cards, and game boards. In the act of free play (paidia), children as well as adults transform simple objects into multifaceted toys in an almost magical way. Even digital play is suffused with material culture: Games are not only mediated by technical interfaces, which we access via hardware and tangible peripherals. They are also subject to material hybridization, paratextual framing, and processes of de-, and re-materialization

    Management, Technology and Learning for Individuals, Organisations and Society in Turbulent Environments

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    This book presents the collection of fifty papers which were presented in the Second International Conference on BUSINESS SUSTAINABILITY 2011 - Management, Technology and Learning for Individuals, Organisations and Society in Turbulent Environments , held in Póvoa de Varzim, Portugal, from 22ndto 24thof June, 2011.The main motive of the meeting was growing awareness of the importance of the sustainability issue. This importance had emerged from the growing uncertainty of the market behaviour that leads to the characterization of the market, i.e. environment, as turbulent. Actually, the characterization of the environment as uncertain and turbulent reflects the fact that the traditional technocratic and/or socio-technical approaches cannot effectively and efficiently lead with the present situation. In other words, the rise of the sustainability issue means the quest for new instruments to deal with uncertainty and/or turbulence. The sustainability issue has a complex nature and solutions are sought in a wide range of domains and instruments to achieve and manage it. The domains range from environmental sustainability (referring to natural environment) through organisational and business sustainability towards social sustainability. Concerning the instruments for sustainability, they range from traditional engineering and management methodologies towards “soft” instruments such as knowledge, learning, and creativity. The papers in this book address virtually whole sustainability problems space in a greater or lesser extent. However, although the uncertainty and/or turbulence, or in other words the dynamic properties, come from coupling of management, technology, learning, individuals, organisations and society, meaning that everything is at the same time effect and cause, we wanted to put the emphasis on business with the intention to address primarily companies and their businesses. Due to this reason, the main title of the book is “Business Sustainability 2.0” but with the approach of coupling Management, Technology and Learning for individuals, organisations and society in Turbulent Environments. Also, the notation“2.0” is to promote the publication as a step further from our previous publication – “Business Sustainability I” – as would be for a new version of software. Concerning the Second International Conference on BUSINESS SUSTAINABILITY, its particularity was that it had served primarily as a learning environment in which the papers published in this book were the ground for further individual and collective growth in understanding and perception of sustainability and capacity for building new instruments for business sustainability. In that respect, the methodology of the conference work was basically dialogical, meaning promoting dialog on the papers, but also including formal paper presentations. In this way, the conference presented a rich space for satisfying different authors’ and participants’ needs. Additionally, promoting the widest and global learning environment and participation, in accordance with the Conference's assumed mission to promote Proactive Generative Collaborative Learning, the Conference Organisation shares/puts open to the community the papers presented in this book, as well as the papers presented on the previous Conference(s). These papers can be accessed from the conference webpage (http://labve.dps.uminho.pt/bs11). In these terms, this book could also be understood as a complementary instrument to the Conference authors’ and participants’, but also to the wider readerships’ interested in the sustainability issues. The book brought together 107 authors from 11 countries, namely from Australia, Belgium, Brazil, Canada, France, Germany, Italy, Portugal, Serbia, Switzerland, and United States of America. The authors “ranged” from senior and renowned scientists to young researchers providing a rich and learning environment. At the end, the editors hope, and would like, that this book to be useful, meeting the expectation of the authors and wider readership and serving for enhancing the individual and collective learning, and to incentive further scientific development and creation of new papers. Also, the editors would use this opportunity to announce the intention to continue with new editions of the conference and subsequent editions of accompanying books on the subject of BUSINESS SUSTAINABILITY, the third of which is planned for year 2013.info:eu-repo/semantics/publishedVersio

    Virtual Reality Games for Motor Rehabilitation

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    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion

    Playful Materialities

    Get PDF
    Game culture and material culture have always been closely linked. Analog forms of rule-based play (ludus) would hardly be conceivable without dice, cards, and game boards. In the act of free play (paidia), children as well as adults transform simple objects into multifaceted toys in an almost magical way. Even digital play is suffused with material culture: Games are not only mediated by technical interfaces, which we access via hardware and tangible peripherals. They are also subject to material hybridization, paratextual framing, and processes of de-, and re-materialization
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