20,077 research outputs found

    The Digital Anatomist Information System and Its Use in the Generation and Delivery of Web-Based Anatomy Atlases

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    Advances in network and imaging technology, coupled with the availability of 3-D datasets such as the Visible Human, provide a unique opportunity for developing information systems in anatomy that can deliver relevant knowledge directly to the clinician, researcher or educator. A software framework is described for developing such a system within a distributed architecture that includes spatial and symbolic anatomy information resources, Web and custom servers, and authoring and end-user client programs. The authoring tools have been used to create 3-D atlases of the brain, knee and thorax that are used both locally and throughout the world. For the one and a half year period from June 1995–January 1997, the on-line atlases were accessed by over 33,000 sites from 94 countries, with an average of over 4000 ‘‘hits’’ per day, and 25,000 hits per day during peak exam periods. The atlases have been linked to by over 500 sites, and have received at least six unsolicited awards by outside rating institutions. The flexibility of the software framework has allowed the information system to evolve with advances in technology and representation methods. Possible new features include knowledge-based image retrieval and tutoring, dynamic generation of 3-D scenes, and eventually, real-time virtual reality navigation through the body. Such features, when coupled with other on-line biomedical information resources, should lead to interesting new ways for managing and accessing structural information in medicine

    SLIS Student Research Journal, Vol.3, Iss.1

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    Focal Spot, Summer/Fall 2006

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    https://digitalcommons.wustl.edu/focal_spot_archives/1103/thumbnail.jp

    Using Applied Behavior Analysis in Software to help Tutor Individuals with Autism Spectrum Disorder

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    There are currently many tutoring software systems which have been designed for neurotypical children. These systems cover academic topics such as reading and math, and are made available through various technological mediums. The majority of these systems were not designed for use by children with special needs, in particular those who are diagnosed with Autism Spectrum Disorder. Since the 1970's, studies have been conducted on the use of Applied Behavior Analysis to help autistic children learn [1]. This teaching methodology is proven to be very effective, with many patients having their diagnosis of autism dropped after a few years of treatment. With the advent of ubiquitous technologies such as mobile devices, it has become apparent that these devices could also be used to help tutor autistic children on academic subjects such as reading and math. Though the delivery of tutoring material must be made using Applied Behavior Analysis techniques, given that ABA therapy is currently the only form of treatment for Autism Spectrum Disorder endorsed by the US Surgeon General [2], which further makes the case for incorporating it into an academics tutoring system tailored for autistic children. In this paper, we present a mobile software system which can be utilized to tutor children who are diagnosed with Autism Spectrum Disorder in the subjects of reading and math. The software makes use of Applied Behavior Analysis techniques such as a Token Economy system, visual and audible reinforcers, and generalization. Furthermore, we explore how combining Applied Behavior Analysis and technology, could help extend the reach of tutoring systems to these children.Comment: 8 pages, 7 figure

    Focal Spot, Spring 2009

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    https://digitalcommons.wustl.edu/focal_spot_archives/1111/thumbnail.jp

    A collaborative citizen science platform for real-time volunteer computing and games

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    Volunteer computing (VC) or distributed computing projects are common in the citizen cyberscience (CCS) community and present extensive opportunities for scientists to make use of computing power donated by volunteers to undertake large-scale scientific computing tasks. Volunteer computing is generally a non-interactive process for those contributing computing resources to a project whereas volunteer thinking (VT) or distributed thinking, which allows volunteers to participate interactively in citizen cyberscience projects to solve human computation tasks. In this paper we describe the integration of three tools, the Virtual Atom Smasher (VAS) game developed by CERN, LiveQ, a job distribution middleware, and CitizenGrid, an online platform for hosting and providing computation to CCS projects. This integration demonstrates the combining of volunteer computing and volunteer thinking to help address the scientific and educational goals of games like VAS. The paper introduces the three tools and provides details of the integration process along with further potential usage scenarios for the resulting platform.Comment: 12 pages, 13 figure

    Evaluating Digital Libraries: A Longitudinal and Multifaceted View

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    published or submitted for publicatio

    Ono: an open platform for social robotics

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    In recent times, the focal point of research in robotics has shifted from industrial ro- bots toward robots that interact with humans in an intuitive and safe manner. This evolution has resulted in the subfield of social robotics, which pertains to robots that function in a human environment and that can communicate with humans in an int- uitive way, e.g. with facial expressions. Social robots have the potential to impact many different aspects of our lives, but one particularly promising application is the use of robots in therapy, such as the treatment of children with autism. Unfortunately, many of the existing social robots are neither suited for practical use in therapy nor for large scale studies, mainly because they are expensive, one-of-a-kind robots that are hard to modify to suit a specific need. We created Ono, a social robotics platform, to tackle these issues. Ono is composed entirely from off-the-shelf components and cheap materials, and can be built at a local FabLab at the fraction of the cost of other robots. Ono is also entirely open source and the modular design further encourages modification and reuse of parts of the platform
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