30 research outputs found

    My Phone and Me: Understanding People's Receptivity to Mobile Notifications

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    Notifications are extremely beneficial to users, but they often demand their attention at inappropriate moments. In this paper we present an in-situ study of mobile interruptibility focusing on the effect of cognitive and physical factors on the response time and the disruption perceived from a notification. Through a mixed method of automated smartphone logging and experience sampling we collected 10372 in-the-wild notifications and 474 questionnaire responses on notification perception from 20 users. We found that the response time and the perceived disruption from a notification can be influenced by its presentation, alert type, sender-recipient relationship as well as the type, completion level and complexity of the task in which the user is engaged. We found that even a notification that contains important or useful content can cause disruption. Finally, we observe the substantial role of the psychological traits of the individuals on the response time and the disruption perceived from a notification

    Propagation of Respiratory Aerosols by the Vuvuzela

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    Vuvuzelas, the plastic blowing horns used by sports fans, recently achieved international recognition during the FIFA World Cup soccer tournament in South Africa. We hypothesised that vuvuzelas might facilitate the generation and dissemination of respiratory aerosols. To investigate the quantity and size of aerosols emitted when the instrument is played, eight healthy volunteers were asked to blow a vuvuzela. For each individual the concentration of particles in expelled air was measured using a six channel laser particle counter and the duration of blowing and velocity of air leaving the vuvuzela were recorded. To allow comparison with other activities undertaken at sports events each individual was also asked to shout and the measurements were repeated while using a paper cone to confine the exhaled air. Triplicate measurements were taken for each individual. The mean peak particle counts were 658Ă—103 per litre for the vuvuzela and 3.7Ă—103 per litre for shouting, representing a mean log10 difference of 2.20 (95% CI: 2.03,2.36; p<0.001). The majority (>97%) of particles captured from either the vuvuzela or shouting were between 0.5 and 5 microns in diameter. Mean peak airflows recorded for the vuvuzela and shouting were 6.1 and 1.8 litres per second respectively. We conclude that plastic blowing horns (vuvuzelas) have the capacity to propel extremely large numbers of aerosols into the atmosphere of a size able to penetrate the lower lung. Some respiratory pathogens are spread via contaminated aerosols emitted by infected persons. Further investigation is required to assess the potential of the vuvuzela to contribute to the transmission of aerosol borne diseases. We recommend, as a precautionary measure, that people with respiratory infections should be advised not to blow their vuvuzela in enclosed spaces and where there is a risk of infecting others

    The Prevalence and Risk Factors for Pneumococcal Colonization of the Nasopharynx among Children in Kilifi District, Kenya

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    BACKGROUND: Pneumococcal conjugate vaccines (PCV) reduce nasopharyngeal carriage of vaccine-serotype pneumococci but increase in the carriage of non-vaccine serotypes. We studied the epidemiology of carriage among children 3-59 months old before vaccine introduction in Kilifi, Kenya. METHODS: In a rolling cross-sectional study from October 2006 to December 2008 we approached 3570 healthy children selected at random from the population register of the Kilifi Health and Demographic Surveillance System and 134 HIV-infected children registered at a specialist clinic. A single nasopharyngeal swab was transported in STGG and cultured on gentamicin blood agar. A single colony of pneumococcus was serotyped by Quellung reaction. RESULTS: Families of 2840 children in the population-based sample and 99 in the HIV-infected sample consented to participate; carriage prevalence was 65.8% (95% CI, 64.0-67.5%) and 76% (95% CI, 66-84%) in the two samples, respectively. Carriage prevalence declined progressively with age from 79% at 6-11 months to 51% at 54-59 months (p<0.0005). Carriage was positively associated with coryza (Odds ratio 2.63, 95%CI 2.12-3.25) and cough (1.55, 95%CI 1.26-1.91) and negatively associated with recent antibiotic use (0.53 95%CI 0.34-0.81). 53 different serotypes were identified and 42% of isolates were of serotypes contained in the 10-valent PCV. Common serotypes declined in prevalence with age while less common serotypes did not. CONCLUSION: Carriage prevalence in children was high, serotypes were diverse, and the majority of strains were of serotypes not represented in the 10-valent PCV. Vaccine introduction in Kenya will provide a natural test of virulence for the many circulating non-vaccine serotypes

    My Phone and Me: Understanding People's Receptivity to Mobile Notifications

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    Notifications are extremely beneficial to users, but they often demand their attention at inappropriate moments. In this paper we present an in-situ study of mobile interruptibility focusing on the effect of cognitive and physical factors on the response time and the disruption perceived from a notification. Through a mixed method of automated smartphone logging and experience sampling we collected 10372 in-the-wild notifications and 474 questionnaire responses on notification perception from 20 users. We found that the response time and the perceived disruption from a notification can be influenced by its presentation, alert type, sender-recipient relationship as well as the type, completion level and complexity of the task in which the user is engaged. We found that even a notification that contains important or useful content can cause disruption. Finally, we observe the substantial role of the psychological traits of the individuals on the response time and the disruption perceived from a notification

    Enhanced chlorhexidine skin penetration with eucalyptus oil

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    Background Chlorhexidine digluconate (CHG) is a widely used skin antiseptic, however it poorly penetrates the skin, limiting its efficacy against microorganisms residing beneath the surface layers of skin. The aim of the current study was to improve the delivery of chlorhexidine digluconate (CHG) when used as a skin antiseptic. Method Chlorhexidine was applied to the surface of donor skin and its penetration and retention under different conditions was evaluated. Skin penetration studies were performed on full-thickness donor human skin using a Franz diffusion cell system. Skin was exposed to 2% (w/v) CHG in various concentrations of eucalyptus oil (EO) and 70% (v/v) isopropyl alcohol (IPA). The concentration of CHG (ÎĽg/mg of skin) was determined to a skin depth of 1500 ÎĽm by high performance liquid chromatography (HPLC). Results The 2% (w/v) CHG penetration into the lower layers of skin was significantly enhanced in the presence of EO. Ten percent (v/v) EO in combination with 2% (w/v) CHG in 70% (v/v) IPA significantly increased the amount of CHG which penetrated into the skin within 2 min. Conclusion The delivery of CHG into the epidermis and dermis can be enhanced by combination with EO, which in turn may improve biocide contact with additional microorganisms present in the skin, thereby enhancing antisepsis

    3D-dvshop: a 3D Dynamic Virtual Shop

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    3D-dvshop: a 3D dynamic virtual shop

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    In recent years, virtual reality has shown all its potential in a large spectrum of applications: training, simulation, CAD, and so on. Although existing technologies allow the creation of immersive virtual reality browsing experiences, little has been devoted to applying this new tool to electronic commerce (e-commerce) since almost all e-commerce web sites present products in a 2D on-line catalog. In this paper we present 3D-dvshop, a dynamic 3D virtual shop: a user can build his or her own shop, choosing a set of products that will be dynamically placed in a collection of specially created "rooms". The use of technologies such as VRML and Java allows full 3D interaction with products. In this way, the browsing experience can be more natural, attractive, realistic, and fu
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