1,087 research outputs found

    Automated Low-Cost Malaria Detection System in Thin Blood Slide Images Using Mobile Phones

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    Malaria, a deadly disease which according to the World Health Organisation (WHO) is responsible for the fatal illness in 200 million people around the world in 2010, is diagnosed using peripheral blood examination. The work undertaken in this research programme aims to develop an automated malaria parasite-detection system, using microscopic-image processing, that can be incorporated onto mobile phones. In this research study, the main objective is to achieve the performance equal to or better than the manual microscopy, which is the gold standard in malaria diagnosis, in order to produce a reliable automated diagnostic platform without expert intervention, for the effective treatment and eradication of the deadly disease. The work contributed to the field of mathematical morphology by proposing a novel method called the Annular Ring Ratio transform for blood component identification. It has also proposed an automated White Blood Cell and Red Blood Cell differentiation algorithm, which when combined with ARR transform method, has wide applications not only for malaria diagnosis but also for many blood related analysis involving microscopic examination. The research has undertaken investigations on infected cell identification which aids in the calculation of parasitemia, the measure of infection. In addition, an automated diagnostic tool to detect the sexual stage (gametocytes) of the species P.falciparum for post-treatment malaria diagnosis was developed. Furthermore, a parallel investigation was carried out on automated malaria diagnosis on fluorescent thin blood films and a WBC and infected cell differentiation algorithm was proposed. Finally, a mobile phone application based on the morphological image processing algorithms proposed in this thesis was developed. A complete malaria diagnostic unit using the mobile phones attached to a portable microscope was set up which has enormous potential not only for malaria diagnosis but also for the blood parasitological field where advancement in medical diagnostics using cellular smart phone technology is widely acknowledged

    Metafore mobilnih komunikacija ; Метафоры мобильной связи.

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    Mobilne komunikacije su polje informacione i komunikacione tehnologije koje karakteriše brzi razvoj i u kome se istraživanjem u analitičkim okvirima kognitivne lingvistike, zasnovanom na uzorku od 1005 odrednica, otkriva izrazito prisustvo metafore, metonimije, analogije i pojmovnog objedinjavanja. Analiza uzorka reči i izraza iz oblasti mobilnih medija, mobilnih operativnih sistema, dizajna korisničkih interfejsa, terminologije mobilnih mreža, kao i slenga i tekstizama koje upotrebljavaju korisnici mobilnih naprava ukazuje da pomenuti kognitivni mehanizmi imaju ključnu ulogu u olakšavanju interakcije između ljudi i širokog spektra mobilnih uređaja sa računarskim sposobnostima, od prenosivih računara i ličnih digitalnih asistenata (PDA), do mobilnih telefona, tableta i sprava koje se nose na telu. Ti mehanizmi predstavljaju temelj razumevanja i nalaze se u osnovi principa funkcionisanja grafičkih korisničkih interfejsa i direktne manipulacije u računarskim okruženjima. Takođe je analiziran i poseban uzorak od 660 emotikona i emođija koji pokazuju potencijal za proširenje značenja, imajući u vidu značaj piktograma za tekstualnu komunikaciju u vidu SMS poruka i razmenu tekstualnih sadržaja na društvenim mrežama kojima se redovno pristupa putem mobilnih uređaja...Mobile communications are a fast-developing field of information and communication technology whose exploration within the analytical framework of cognitive linguistics, based on a sample of 1005 entries, reveals the pervasive presence of metaphor, metonymy analogy and conceptual integration. The analysis of the sample consisting of words and phrases related to mobile media, mobile operating systems and interface design, the terminology of mobile networking, as well as the slang and textisms employed by mobile gadget users shows that the above cognitive mechanisms play a key role in facilitating interaction between people and a wide range of mobile computing devices from laptops and PDAs to mobile phones, tablets and wearables. They are the cornerstones of comprehension that are behind the principles of functioning of graphical user interfaces and direct manipulation in computing environments. A separate sample, featuring a selection of 660 emoticons and emoji, exhibiting the potential for semantic expansion was also analyzed, in view of the significance of pictograms for text-based communication in the form of text messages or exchanges on social media sites regularly accessed via mobile devices..

    An aesthetics of touch: investigating the language of design relating to form

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    How well can designers communicate qualities of touch? This paper presents evidence that they have some capability to do so, much of which appears to have been learned, but at present make limited use of such language. Interviews with graduate designer-makers suggest that they are aware of and value the importance of touch and materiality in their work, but lack a vocabulary to fully relate to their detailed explanations of other aspects such as their intent or selection of materials. We believe that more attention should be paid to the verbal dialogue that happens in the design process, particularly as other researchers show that even making-based learning also has a strong verbal element to it. However, verbal language alone does not appear to be adequate for a comprehensive language of touch. Graduate designers-makers’ descriptive practices combined non-verbal manipulation within verbal accounts. We thus argue that haptic vocabularies do not simply describe material qualities, but rather are situated competences that physically demonstrate the presence of haptic qualities. Such competencies are more important than groups of verbal vocabularies in isolation. Design support for developing and extending haptic competences must take this wide range of considerations into account to comprehensively improve designers’ capabilities

    Considerações sobre a implantação efetiva de um sistema de baixo custo de resposta em sala de aula

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    Orientador: Eduardo Alves do Valle JuniorDissertação (mestrado) - Universidade Estadual de Campinas, Faculdade de Engenharia Elétrica e de ComputaçãoResumo: Defendemos que a efetividade da implantação de um sistema de resposta em sala de aula depende da superação de uma série de restrições, tanto infra-estruturais quanto psicológicas, intimamente relacionadas com a tecnologia utilizada e com o público alvo pretendido. Demos sequência à investigação da criação de um sistema de baixo custo de resposta em sala de aula, o paperclickers, que requer um único dispositivo móvel para o professor capturar respostas em sala de aula, fornecidas pelos alunos através de cartões com códigos impressos. Mantivemos o objetivo de fomentar a adoção de técnicas de aprendizagem ativa em países em desenvolvimento, oferecendo uma ferramenta de fácil implementação e associada a uma metodologia de ensino específica ¿ a Instrução pelos Pares. Mas acrescentamos o enfoque de analisar e atuar sobre as possíveis barreiras de adoção, considerando como público alvo, professores de ensino médio de escolas públicas brasileiras. Compilamos os resultados dos testes de usabilidade realizados durante a pesquisa original, e descrevemos como a interpretação desses dados afetou a usabilidade da versão atual do software. Tratamos dificuldades de detecção e decodificação dos cartões de respostas, decorrentes do novo e dinâmico cenário de uso dos TopCodes, a codificação escolhida para nossa solução, muito diferente das suas condições originais. Propusemos e experimentamos melhorias de robustez no processamento dos TopCodes, analisando como a aplicação dessas melhorias afetou a usabilidade global da solução. Disponibilizamos paperclickers para o público em geral, numa versão inicial e de código aberto. Projetamos também a primeira parte de uma série de tutoriais em vídeo, para treinamento tanto no uso do paperclickers quanto da metodologia de Instrução pelos Pares. Com isso, ilustramos o material a ser criado para nosso público alvo, com a intenção de reduzir as barreiras psicológicas de adoção, focando na efetividade de implantação da nossa soluçãoAbstract: We propose the effective delivery of a classroom response system (CRS) has to overcome a series of infrastructural and psychological restrictions, intimately related to the technology used, as well as to the intended target audience. We carry on the research to create paperclickers, a low-cost CRS system, which requires a single mobile device for the teachers to capture students responses during a class, provided through paper cards with printed codes. We kept aiming at broadening the adoption of active learning techniques in developing countries, offering a tool for straightforward implementation and associated with Peer Instruction methodology; our specific goals are to analyze and reduce the existing adoption barriers, focusing on Brazilian public high school teachers. We compiled and analyzed the results of the first usability tests round, performed by the paperclickers initial research; we then described how the findings affected the tool usability. We tackled new challenges on the TopCodes machine encoding, the solution applied on the answering cards, related to the detection and decoding procedures in the classroom environment, very different from TopCodes original usage scenario. We proposed additional processing steps to improve the detection and decoding robustness; we then performed experiments to evaluate how those changes affected the overall solution usability. The resulting paperclickers version is currently available for the public at large as an open-source release. We also designed the first part of training video tutorials, covering both paperclickers and Peer Instruction usage, illustrating the material to be created for the selected target audience, aiming to reduce the psychological adoption barriers, towards an effective delivery of our solutionMestradoEngenharia de ComputaçãoMestre em Engenharia Elétrica e de Computaçã

    Towards Usability Guidelines for Mobile Websites and Applications

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    The market for mobile devices is growing rapidly nowadays. Constant technolog-ical improvements provide great opportunities for the creation of mobile applica-tions. For the success of a mobile application or website, one of the main con-cerns, besides security issues, is usability. Poor usability decreases user produc-tivity and consequently causes loss of users. In order to avoid these problems, usability aspects have to be considered already during the design phase of the ap-plication, e.g. by following predefined usability guidelines. Although usability guidelines for web development are already in place since the 1990s, structured and evaluated usability guidelines for mobile applications can rarely be found in scientific literature. Thus, in this paper we introduce a catalogue of usability guidelines for mobile applications and websites, and subsequently demonstrate their usage by applying them in two case studies: the development of a mobile application and a mobile website

    Design and semantics of form and movement (DeSForM 2006)

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    Design and Semantics of Form and Movement (DeSForM) grew from applied research exploring emerging design methods and practices to support new generation product and interface design. The products and interfaces are concerned with: the context of ubiquitous computing and ambient technologies and the need for greater empathy in the pre-programmed behaviour of the ‘machines’ that populate our lives. Such explorative research in the CfDR has been led by Young, supported by Kyffin, Visiting Professor from Philips Design and sponsored by Philips Design over a period of four years (research funding £87k). DeSForM1 was the first of a series of three conferences that enable the presentation and debate of international work within this field: • 1st European conference on Design and Semantics of Form and Movement (DeSForM1), Baltic, Gateshead, 2005, Feijs L., Kyffin S. & Young R.A. eds. • 2nd European conference on Design and Semantics of Form and Movement (DeSForM2), Evoluon, Eindhoven, 2006, Feijs L., Kyffin S. & Young R.A. eds. • 3rd European conference on Design and Semantics of Form and Movement (DeSForM3), New Design School Building, Newcastle, 2007, Feijs L., Kyffin S. & Young R.A. eds. Philips sponsorship of practice-based enquiry led to research by three teams of research students over three years and on-going sponsorship of research through the Northumbria University Design and Innovation Laboratory (nuDIL). Young has been invited on the steering panel of the UK Thinking Digital Conference concerning the latest developments in digital and media technologies. Informed by this research is the work of PhD student Yukie Nakano who examines new technologies in relation to eco-design textiles

    Semantic connections : explorations, theory and a framework for design

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    Visualization and Analysis Tools for Neuronal Tissue

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    The complex nature of neuronal cellular and circuit structure poses challenges for understanding tissue organization. New techniques in electron microscopy allow for large datasets to be acquired from serial sections of neuronal tissue. These techniques reveal all cells in an unbiased fashion, so their segmentation produces complex structures that must be inspected and analyzed. Although several software packages provide 3D representations of these structures, they are limited to monoscopic projection, and are tailored to the visualization of generic 3D data. On the other hand, stereoscopic display has been shown to improve the immersive experience, with significant gains in understanding spatial relationships and identifying important features. To leverage those benefits, we have developed a 3D immersive virtual reality data display system that besides presenting data visually allows augmenting and interacting with them in a form that facilitates human analysis.;To achieve a useful system for neuroscientists, we have developed the BrainTrek system, which is a suite of software applications suited for the organization, rendering, visualization, and modification of neuron model scenes. A middle cost point CAVE system provides high vertex count rendering of an immersive 3D environment. A standard head- and wand-tracking allows movement control and modification of the scene via the on-screen, 3D menu, while a tablet touch screen provides multiple navigation modes and a 2D menu. Graphic optimization provides theoretically limitless volumes to be presented and an on-screen mini-map allows users to quickly orientate themselves. A custom voice note-taking mechanism has been installed, allowing scenes to be described and revisited. Finally, ray-casting support allows numerous analytical features, including 3D distance and volume measurements, computation and presentation of statistics, and point-and-click retrieval and presentation of raw electron microscopy data. The extension of this system to the Unity3D platform provides a low-cost alternative to the CAVE. This allows users to visualize, explore, and annotate 3D cellular data in multiple platforms and modalities, ranging from different operating systems, different hardware platforms (e.g., tablets, PCs, or stereo head-mounted displays), to operating in an online or off-line fashion. Such approach has the potential to not only address visualization and analysis needs of neuroscientists, but also to become a tool for educational purposes, as well as for crowdsourcing upcoming needs for sheer amounts of neuronal data annotation
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