149 research outputs found

    Heart rate measurement using the built-in triaxial accelerometer from a commercial digital writing device

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    Wearable devices are on the rise. Smart watches and phones, fitness trackers or smart textiles now provide unprecedented access to our own personal data. As such, wearable devices can enable health monitoring without disrupting our daily routines. In clinical settings, electrocardiograms (ECGs) and photoplethysmographies (PPGs) are used to monitor the heart's and respiratory behaviors. In more practical settings, accelerometers can be used to estimate the heartrate when they are attached to the chest. They can also help filter out some noise in ECG signal from movement. In this work, we compare the heart rate data extracted from the built-in accelerometer of a commercial smart pen equipped with sensors (STABILO's DigiPen), with a standard ECG monitor readouts. We demonstrate that it is possible to accurately predict the heart rate from the smart pencil. The data collection is done with eight volunteers, writing the alphabet continuously for five minutes. The signal is processed with a Butterworth filter to cut off noise. We achieve a mean-squared error (MSE) better than 6.685x10−3^{-3} comparing the DigiPen's computed Δ{\Delta}t (time between pulses) with the reference ECG data. The peaks' timestamps for both signals all maintain a correlation higher than 0.99. All computed heart rates from the pen accurately correlate with the reference ECG signals

    IntroducciĂłn a la teorĂ­a del videojuego

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    IntroducciĂł a la teoria del videojoc

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    Project Based Learning: Are There Any Academic Benefits for the Teacher or Students?

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    In this paper, I raise an issue often neglected in Project Based Learning (PBL) literature. What academic benefits, if any, does the teacher or the student gain by adopting PBL pedagogy in college? I argue that PBL by its structure yields little academic benefits for the teacher or the students, and this could affect motivation as well. I present some examples from my personal teaching experience in mathematics. And thus, as I explain, a more “traditional” project-based approach could be better for both teacher and students

    AN INTRODUCTION TO THE VIDEO GAME THEORY

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    Electronic health records in ambulances: the ERA multiple-methods study

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    Background: Ambulance services have a vital role in the shift towards the delivery of health care outside hospitals, when this is better for patients, by offering alternatives to transfer to the emergency department. The introduction of information technology in ambulance services to electronically capture, interpret, store and transfer patient data can support out-of-hospital care. Objective: We aimed to understand how electronic health records can be most effectively implemented in a pre-hospital context in order to support a safe and effective shift from acute to community-based care, and how their potential benefits can be maximised. Design and setting: We carried out a study using multiple methods and with four work packages: (1) a rapid literature review; (2) a telephone survey of all 13 freestanding UK ambulance services; (3) detailed case studies examining electronic health record use through qualitative methods and analysis of routine data in four selected sites consisting of UK ambulance services and their associated health economies; and (4) a knowledge-sharing workshop. Results: We found limited literature on electronic health records. Only half of the UK ambulance services had electronic health records in use at the time of data collection, with considerable variation in hardware and software and some reversion to use of paper records as services transitioned between systems. The case studies found that the ambulance services’ electronic health records were in a state of change. Not all patient contacts resulted in the generation of electronic health records. Ambulance clinicians were dealing with partial or unclear information, which may not fit comfortably with the electronic health records. Ambulance clinicians continued to use indirect data input approaches (such as first writing on a glove) even when using electronic health records. The primary function of electronic health records in all services seemed to be as a store for patient data. There was, as yet, limited evidence of electronic health records’ full potential being realised to transfer information, support decision-making or change patient care. Limitations: Limitations included the difficulty of obtaining sets of matching routine data for analysis, difficulties of attributing any change in practice to electronic health records within a complex system and the rapidly changing environment, which means that some of our observations may no longer reflect reality. Conclusions: Realising all the benefits of electronic health records requires engagement with other parts of the local health economy and dealing with variations between providers and the challenges of interoperability. Clinicians and data managers, and those working in different parts of the health economy, are likely to want very different things from a data set and need to be presented with only the information that they need

    Is Adaptive Gamification just a Theoretical Fairytale? An Experiment in a Text-based Adventure Game for Data Crowdsourcing

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    Gamification approaches are not always effective and vary in their success. Several studies suggest that unexpected results of effectiveness are related to a dearth of personalization of gamified systems following a one-size-fits-all (OSFA) approach. Although research indicates that gamification design that is dynamically adjusted to the preferences of the person using the system (i.e., adaptive gamification) can positively impact behavioral or motivational outcomes, there is still a gap in understanding the effectiveness of adaptive gamification. This work aims to advance our understanding on the impact of adaptive gamification on motivational and behavioral outcomes in the context of gamified crowdsourcing. To this end, an experiment (n=135) is conducted with a text-based adventure game that employs different versions of a narrative designed to address the specific needs of previously conceptualized distinct types of users (i.e., Hexad user types). The results show that adaptive gamification does not lead to higher behavioral outcomes, i.e., increased crowdsourcing participation, or motivational outcomes. Conclusively, this work challenges the common assumption of adaptive gamification based on player types being worth the effort. Moreover, the results show that general need satisfaction is associated with increasing motivational outcomes, independent of a user’s player type. Therefore, this work suggests focusing on different perceptions of need satisfaction being required by individuals rather than focusing on player types which are abstractions of reality

    2007-06-21 UNM NEWS MINUTE

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