441 research outputs found
Immersive safe oceans technology: Developing virtual onboard training episodes for maritime safety
© 2020 by the authors. This paper introduces four safety training episodes and virtual training technology called Immersive Safe Oceans which can be used in further education of professionals in immersive training scenarios. These episodes were developed for maritime safety and are under testing. Immersive Safe Oceans Technology is a cost-effective, portable technology that can be used on board just in time or in maritime training centers. Four introduced episodes, namely, (1) command bridge, (2) machine room, (3) crane, and (4) fire safety, illustrate how Immersive Safe Oceans technology can be used in various professional training scenarios. These episodes also emphasize the growing need for virtual reality training in the shipping industry. As a result, next generation learning will happen onboard in sophisticated virtual training centers
Towards Lean Service sustainability: an action research approach
This thesis argues that the sustainability of Lean philosophy adoption depends on following a systemic and holistic thinking, combining Lean technical and social dimensions. Based on the constructivism research paradigm, the study was supported on the Action Research methodology (AR), particularly the Canonical Action Research method (CAR).
Acknowledging on lessons learned from two research cycles, the evolving approach to applying and sustaining Lean in a financial services provider was performed. The result was positive and the innovative approach followed was coined as Lean Service System Approach (LSSA). It combines the standard roadmap in Lean Leap model with Lean Service Critical Success Factors, covering the four perspectives of organisation, people, process and customer, within continuous improvement cycles. This approach was able to anchor Lean in the organisation over time and answered the research question of how to sustain Lean thinking in service organisations. Future research perspectives were also identified to foster further contributions to the Lean community, practitioners and academia.Esta tese argumenta que a sustentabilidade da filosofia Lean nas organizações depende da adoção de um pensamento sistémico e holístico e da combinação das suas dimensões: técnica e social. A investigação foi baseada no paradigma científico do construtivismo, suportada na metodologia de Action Research (AR), particularmente no método de Canonical Action Research (CAR). Após os dois primeiros ciclos de CAR, com a incorporação das lições aprendidas e com o propósito de manter o Lean na organização, foi efetuada uma abordagem evolutiva aplicada na implementação do Lean em um fornecedor de serviços financeiros. O resultado foi positivo, tendo sido criada uma abordagem inovadora nomeada de Lean Service System Approach (LSSA). Esta combina o modelo Lean leap com os fatores críticos de
sucesso do Lean Service abarcando quatro perspetivas: organização, pessoas, processos e clientes, em ciclos de melhoria contínua. Esta abordagem foi capaz de ancorar o Lean na organização e respondeu à questão de investigação de como manter o pensamento Lean em organizações de serviços. Foram igualmente identificadas perspetivas futuras de investigação para fomentar novas contribuições para a comunidade Lean, para a indústria e para a academia
Studying Serious Games for the Therapy of Children with Disabilities following a Co-Design Process
Therapy can be a long and tedious process where progress is usually not immediately
visible. This slow process can discourage younger patients, especially children who do not
understand exactly what they are doing. Serious Games can help in these situations since
they are games designed for a primary purpose other than pure entertainment. These
games can be helpful as therapy tools because they promote engagement on the side of
the patients, which in turn will make them feel more motivated to follow the therapeutic
programme.
In order to develop a game with a meaningful experience for users, beyond the fun
of playing it, which helps them in their therapy, experts in the area need to be involved
through close collaboration throughout the whole research process. Therefore, we de-
veloped a game suite for the therapy of children with disabilities following a co-design
process that included Cresce com Amor as the partner clinic. Cresce com Amor provided
therapy expertise to the research team, collaborating in several phases of the process.
Furthermore, by developing a classification system for serious games, based on the
International Classification of Functioning, Disability and Health (ICF), which matches
each game with body functions and therapy areas, we intend to support the classification
of serious games in order to make them more suitable for their ultimate purpose. An
in-house developed platform, called PLAY, supports the games by acting as a repository
for the data collected and giving the therapists an interface to interact with and adjust
the game parameters.
The games use different interaction methods, other than the usual keyboard and
mouse, to allow patients to seamlessly perform exercises that simulate the ones done
in current traditional therapy sessions. By using off-the-shelf controllers, such as the
balance board and dance mat, we can translate real-life movements more naturally into
character movements in the virtual space.A terapia pode ser um processo longo e tedioso onde o progresso geralmente não é imedi-
atamente visível. Este processo lento pode desencorajar os pacientes mais jovens, especi-
almente as crianças que não entendem exatamente o que estão a fazer. Jogos Sérios podem
ajudar nestas situações, uma vez que são jogos concebidos com um propósito principal
que não seja apenas entretenimento. Estes jogos podem ser úteis como ferramentas te-
rapêuticas porque promovem o envolvimento do lado dos pacientes, o que, por sua vez,
fará com que se sintam mais motivados para seguir o programa terapêutico.
Para desenvolver um jogo com uma experiência significativa para os utilizadores, para
além da diversão de jogar, que os ajude na sua terapia, os especialistas na área precisam
de estar envolvidos através de uma estreita colaboração ao longo de todo o processo de
investigação. Assim, desenvolvemos uma suite de jogos para a terapia de crianças com
incapacidades seguindo um processo de co-criação que incluiu a Cresce com Amor como
clínica parceira. A Cresce com Amor adicionou conhecimentos terapêuticos à equipa de
investigação, colaborando em várias fases do processo.
Além disso, ao desenvolver um sistema de classificação para jogos sérios, baseado na
Classificação Internacional de Funcionalidade, Incapacidade e Saúde (CIF), que combina
cada jogo com funções corporais e áreas de terapia, pretendemos apoiar a classificação de
jogos sérios, a fim de torná-los mais adequados ao seu propósito final. Uma plataforma
desenvolvida internamente, chamada PLAY, suporta os jogos, agindo como um repositório
para os dados coletados e dando aos terapeutas uma interface para interagir e ajustar os
parâmetros do jogo.
Os jogos utilizam diferentes métodos de interação, além do habitual teclado e rato,
para permitir que os pacientes realizem exercícios que simulam os que são feitos nas
sessões de terapia tradicional atuais. Usando controladores comerciais, "prontos para uso",
como a balance board e o dance mat, podemos traduzir de forma mais natural movimentos
da vida real em movimentos de personagens no espaço virtual
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Applying scrum methodologies in the development of e-directory system for ASWARA
The purpose of this study is to investigate the application of the scrum methodology in the development of the E-Directory system for ASWARA. Currently, at ASWARA they do not have a suitable system that can help the HR department find detailed information about the staff such as personal and family information, security or any achievement records in their career. Therefore, the development of E-Directory system is hoped to resolve the problem. Since there are lots of private and confidential information that needs to be protected from external threat the system can only be accessed using intranet. The Intranet E-Directory is a system that combines three (3) systems which are E-Directory System, E-Store System, and Perkembangan Kemahiran Artistik (PeKA) Management System. Each of the system will use the same user data from the E-Directory system. The selection of the scrum methodology as a Software Development Methodology (SDM) is supported by a few studies that has implement scrum methodology in the development of software system. The result of survey that has conducted it shows that Scrum Methodology, Extreme programming (XP) and Custom Hybrid is the mostly used in the development of software product. The implementation of scrum methodology in development of E-Directory system has divided the module into three (3) sprint cycle which is first sprint ; login and logout, import data, second sprint ; directory module and profile module, third sprint ; HR module, security module and admin module. As a result from development E-Directory system using scrum methodology it will produce Software Requirement Specification (SRS) and Software Design Description (SDD) documentation as a deliverables together with E-Directory system. In both of documentation has the details of system requirement and design of the system
Computer Games for Motor Speech Rehabilitation
This research investigates the problem of creating a system for interactive digital visual feedback of articulator kinematics measures for speech rehabilitation. Recent technology provides precise non-line-of-sight positional tracking of small sensors which affords exploration into the motion of articulators such as the tongue. By utilizing recent game development technology, articulation kinematics can be visualized in realtime. Using these technologies the basis for an interactive rehabilitation system is formed. The system is posed as both a research apparatus and a potential clinical rehabilitation delivery system. As such, this system provides an extensible software and design architecture for the creation of interactive feedback visualizations and kinematic speech metrics as well as a clinical research front end for the creation and delivery of speech motor rehabilitation protocols
Children's Early Educational Game under the Background of Chinese Three Kingdoms Culture - To Borrow Arrows with Thatched Boats
Recent research has shown that children's strategic ability can be improved with game. To improve strategic ability, motor coordination ability and the understanding of historical knowledge, we design an ability training game - to borrow arrows with thatched boats. In order to improve children's learning efficiency, we use deep motion perception technology as a human-computer interaction tool. Our system can allow children to control the movement of boats and interact with virtual objects in the virtual environment through hand-gesture. We can provide some strategic options, such as weather, equipment, etc. Under this new mode of educational game, children's strategic and motor coordination abilities are improved, and their understanding of historical knowledge can be also enhanced
Engaging Teachers in Agile School Improvement
This Organizational Improvement Plan addresses a K-6 principal’s leadership challenge of engaging teachers in implementing the strategies from the annual school improvement plan in a changing school context. The inquiry questions focus on increasing teacher voice, enabling collaborative professional learning, and facilitating dynamic organizational change. Drawing from complexity theory, School X is conceived as a complex adaptive system that exists within a broader eco-system, with organizational transformation occurring through complex responsive processes where human interactions and diversity are essential for shifting current thinking and behaviors. The principal proposes an authentic/adaptive leadership approach that integrates two change models to develop the Dynamic Innovative Generative change framework to lead teachers in a system-oriented and locally adapted process where teachers participate as leaders and co-creators of school improvement. A collaborative, short-term action planning protocol enables teachers to engage in student-centered, collaborative, and impactful school and practice improvement. This proposed solution addresses the current low level of readiness for teachers to engage in creative and collaborative professional learning. Supporting the principal in implementing the changes in this OIP is a detailed communication plan and strategies for adapting decisions and leading an agile school improvement process
EIRA Project: advancing in the management of personal healthcare
This project arises with the purpose of shedding some light on a subject that is the order of the day in
the world of medicine: the unification of the medical history.
The motivation of the project comes from getting to know the lack of coordination in the organization
of the health system that currently exists. First, the health centers in different regions follow different
systems, end even public and private health centers in the same region operate independently, so
they can not share data between them. Second, in different centers they use different and
incompatible applications to perform tasks that are similar or complementary. This means that,
ultimately, patients are those who are harmed, since the problem of medical data accessibility implies
a risk for them. Moreover, unifying or making compatible the various existing applications could
improve clinical decision making helping tools, optimizing the efficiency, effectiveness and the use of
resources. (Chapter 1)
The development of this project draws from a comprehensive analysis that allows finding out which is
the current situation of our country on this issue, as well as the measures that have been developed
to improve it, their advantages and disadvantages and the main problems that our society faces. It
also includes the points of view of both patients and health professionals. For this purpose, it has
been necessary to do interviews with professionals, to visit hospitals, to attend to forums and to try
personally most of the systems currently in use. Also, both regulatory and socioeconomic framework
have been studied, including business opportunities in the field. In parallel to this analysis, advances in
new technologies and their possible applications in the implementation of our system have been
studied, specially tools for the development of online mobile applications and its back-end structure.
Learning how to use them has also been necessary. (Chapter 2, 4 and 7)
Based on the findings from the first phase of analysis and learning, objectives and functional and
nonfunctional requirements to be met by the application are defined, as well as the platform on
which it would be implemented, a mobile device with an Android Operating System. Then, the
architecture of the system is structured, and it is modularized according to functional requirements.
Finally, the graphic design and the implementation of a semi functional demo are performed, and a
project development planning is developed step by step. (Chapters 3, 5 and 7)
The original idea of the design was intended to assume greater innovation in technology advances,
even incorporating artificial intelligence and massive data processing applied to the healthcare field.
However, from the analysis it was concluded that, before incorporating such technologies, a solid groundwork should be laid, a system able to collect all the relevant data to work on them later. Thus,
the design was finally oriented to a simplified, unified, bilateral, multifunctional accessible and secure
system. The application of advanced technologies becomes part of the future lines of the project.
(Chapter 8)
To conclude, this project was initiated with the aim of getting to know better the healthcare system
and its tools, learning about new technologies already used or that could be applied in the field and
designing an innovative system with business potential. Despite the difficulties encountered and the
changes made in the project with respect to the original idea, the main objectives have been
successfully met. (Chapter 9)Este proyecto surge con el propósito de arrojar algo de luz sobre un tema que está al orden del día en
el mundo de la medicina: la unificación de la historia clínica.
La motivación del proyecto surge de conocer la gran descoordinación en la organización del sistema
sanitario que existe actualmente. Primero, los centros sanitarios en comunidades autónomas distintas
siguen sistemas diferentes, e incluso los centros públicos y privados de una misma región funcionan
de forma independiente, por lo que no comparten datos entre ellos. Segundo, en los diferentes
centros se emplean aplicaciones diversas e incompatibles entre sí para la realización de tareas o bien
similares o que podrían ser complementarias. Esto hace que, en última instancia, sea el paciente el
que sale perjudicado, ya que el problema de accesibilidad a los datos médicos supone un riesgo.
Además, unificando o compatibilizando las diversas aplicaciones existentes podrían mejorarse las
herramientas de ayuda en la toma de decisiones clínicas optimizando la eficiencia, la efectividad y los
recursos del sistema (Capítulo 1).
El desarrollo de este proyecto parte de un amplio análisis que permite conocer la situación actual de
nuestro país en este tema, así como las diferentes medidas que se han desarrollado para mejorarla,
sus ventajas y desventajas y los principales problemas a los que se enfrenta nuestra sociedad.
También incluye las opiniones tanto de pacientes como de profesionales sanitarios. Para ello se han
realizado entrevistas a profesionales, se han visitado hospitales, se ha asistido a foros y se han
probado personalmente muchos de los sistemas que están actualmente en uso. También se han
estudiado tanto el marco regulador como el socioeconómico, incluyendo las oportunidades de
negocio del sector. En paralelo a dicho análisis se estudian los avances en las nuevas tecnologías que
podrían aplicarse en la implementación del sistema, entre las que se incluyen principalmente
herramientas para el desarrollo de aplicaciones móviles online y su back-end, además de aprender a
utilizarlas (Capítulos 2, 4 y 7).
En base a las conclusiones obtenidas de la primera fase de análisis y aprendizaje, se definen los
objetivos y requisitos funcionales y no funcionales que deberá cumplir la aplicación, y se elige la
plataforma sobre la que será implementada, un dispositivo móvil con sistema operativo Android.
Posteriormente, se estructura el la arquitectura del sistema y se modulariza en función de su
funcionalidad. Finalmente se trabaja en el diseño gráfico de la misma, se crea una demo
semifuncional y se elabora una planificación de su desarrollo paso por paso. (Capítulos 3, 5 y 6). La idea original del diseño pretendía suponer una mayor innovación en el ámbito tecnológico
incorporando incluso avances de inteligencia artificial y tratamiento masivo de datos aplicados al
campo sanitario. Sin embargo, a partir del análisis realizado se concluyó que, antes de incorporar
dichas tecnologías, debía construirse una base sólida, un sistema capaz de recopilar todos los datos
para, posteriormente, trabajar sobre ellos. Por eso, el diseño finalmente se orientó a un sistema
simplificado, bilateral, unificado, multifuncional, accesible y seguro. La aplicación de tecnologías más
avanzadas pasa a contarse entre las líneas futuras del proyecto. (Capítulo 8)
En conclusión, este proyecto se inició con el objetivo de conocer mejor el sistema sanitario actual y
sus herramientas, aprender acerca de las nuevas tecnologías que se están utilizando o podrían
aplicarse en el sector y diseñar un sistema innovador con posibilidades de comercialización. A pesar
de las dificultades encontradas y los cambios hechos en el proyecto con respecto a la idea original, los
objetivos principales han sido cumplidos. (Capítulo 9)Ingeniería Biomédic
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