257 research outputs found
Experimental study and modelling of Networked Virtual Environment server traffic
The paradigm of virtual world environment arises
as an useful tool in diverse fields such as e-Health or education,
where they provide a new way of communication and interaction
with end users. Networking capabilities play an important role
in these systems, which motivates the study and understanding
of the gaming network traffic. The present work focuses on Open
Wonderland, a system that provides the basis for the development
of Networked Virtual Environments with educational or health
purposes. The goal of this paper is defining a testing environment
and modelling the behaviour of the outgoing network traffic at
the server side.Ministerio de Industria, Comercio y Turismo AAL-010000-2012-10Ministerio de Ciencia e Innovación TEC2009-10639-C04-0
Open Source Virtual Worlds and Low Cost Sensors for Physical Rehab of Patients with Chronic Diseases
For patients with chronic diseases, exercise is a key part of rehab to
deal better with their illness. Some of them do rehabilitation at home with telemedicine
systems. However, keeping to their exercising program is challenging
and many abandon the rehabilitation. We postulate that information technologies
for socializing and serious games can encourage patients to keep doing
physical exercise and rehab. In this paper we present Virtual Valley, a low cost
telemedicine system for home exercising, based on open source virtual worlds
and utilizing popular low cost motion controllers (e.g. Wii Remote) and medical
sensors. Virtual Valley allows patient to socialize, learn, and play group based
serious games while exercising
Diavideos: a Diabetes Health Video Portal
Diavideos1 is a web platform that collects trustworthy
diabetes health videos from YouTube and offers them in a easy
way. YouTube is a big repository of health videos, but good
content is sometimes mixed with misleading and harmful
videos such as promoting anorexia [1].Diavideos is a web
portal that provides easy access to a repository of trustworthy
diabetes videos. This poster describes Diavideos and explains
the crawling method used to retrieve these videos from trusted
channels
Heuristic usability evaluation on games: a modular approach
Heuristic evaluation is the preferred method to assess usability in games when experts conduct this
evaluation. Many heuristics guidelines have been proposed attending to specificities of games but
they only focus on specific subsets of games or platforms. In fact, to date the most used guideline to
evaluate games usability is still Nielsen’s proposal, which is focused on generic software. As a
result, most evaluations do not cover important aspects in games such as mobility, multiplayer
interactions, enjoyability and playability, etc. To promote the usage of new heuristics adapted to
different game and platform aspects we propose a modular approach based on the classification of
existing game heuristics using metadata and a tool, MUSE (Meta-heUristics uSability Evaluation
tool) for games, which allows a rebuild of heuristic guidelines based on metadata selection in order
to obtain a customized list for every real evaluation case. The usage of these new rebuilt heuristic
guidelines allows an explicit attendance to a wide range of usability aspects in games and a better
detection of usability issues. We preliminarily evaluate MUSE with an analysis of two different
games, using both the Nielsen’s heuristics and the customized heuristic lists generated by our tool.Unión Europea PI055-15/E0
The Usefulness of Activity Trackers in Elderly with Reduced Mobility: A Case Study
This study was conducted to determine the accuracy and usefulness
of two current commercially available activity trackers
in rollator dependent elderly with reduced mobility (RME),
compared with elderly with normal mobility (NME) and
healthy adults (HA).
Methods: Accuracy of pedometers placed at hip (Fitbit Ultra
and Samsung GT-I9300 mobile phone) and wrist (Fitbit Ultra)
were evaluated against actual steps (video) in RME (n=5),
NME (n=7) and HA (n=6). Walk speed, Tinetti gait score and
device percent error was calculated and analyzed in SPSS
using Kruskal-Wallis, Mann-Whitney U and correlation tests.
Results: NME and HA walked significantly faster (p = 0.001)
than RME, had significantly higher gait score (p < 0.05). Gait
scores were correlated with walking speed and negatively with
pedometer percent error (p < 0.01). Estimation error in RME
were >60% at all device locations
Conclusions: Slow walking speed and gait disorders hamper
the utility of pedometers for physical activity measurement in
rollator dependent elderly, with estimation errors >60%. The
tested devices are better suited for use by ostensibly healthy
elderly or adult populations.European Ambient Assisted Living (AAL) Project AAL-2011-4- 09
AmbienNet: An Intelligent Environment to Support People with Disabilities and Elderly People
AmbienNet is an ongoing project aiming to demonstrate the
viability of accessible intelligent environments to support people
with disabilities and elderly people living autonomously. Based
on the Ambient Intelligence paradigm, it tries to study in depth its
advantages and disadvantages for people with sensory, physical or
cognitive restrictions. To this end diverse supporting technologies
and applications have been designed, in order to test their
accessibility, usability and validity. After introducing the
objectives and findings of the project, in this paper a number of
preliminary results are presented and discussed
Technology-Based Feedback and Its Efficacy in Improving Gait Parameters in Patients with Abnormal Gait: A Systematic Review
This systematic review synthesized and analyzed clinical findings related to the effectiveness of innovative technological feedback for tackling functional gait recovery. An electronic search of PUBMED, PEDro, WOS, CINAHL, and DIALNET was conducted from January 2011 to December 2016. The main inclusion criteria were: patients with modified or abnormal gait; application of technology-based feedback to deal with functional recovery of gait; any comparison between different kinds of feedback applied by means of technology, or any comparison between technological and non-technological feedback; and randomized controlled trials. Twenty papers were included. The populations were neurological patients (75%), orthopedic and healthy subjects. All participants were adults, bar one. Four studies used exoskeletons, 6 load platforms and 5 pressure sensors. The breakdown of the type of feedback used was as follows: 60% visual, 40% acoustic and 15% haptic. 55% used terminal feedback versus 65% simultaneous feedback. Prescriptive feedback was used in 60% of cases, while 50% used descriptive feedback. 62.5% and 58.33% of the trials showed a significant effect in improving step length and speed, respectively. Efficacy in improving other gait parameters such as balance or range of movement is observed in more than 75% of the studies with significant outcomes. Conclusion: Treatments based on feedback using innovative technology in patients with abnormal gait are mostly effective in improving gait parameters and therefore useful for the functional recovery of patients. The most frequently highlighted types of feedback were immediate visual feedback followed by terminal and immediate acoustic feedback.Universidad de Sevilla, Telefonica Chair "Intelligence in Networks
Influence of Input/output Operations on Processor Performance
Nowadays, computers are frequently equipped with peripherals that transfer great
amounts of data between them and the system memory using direct memory access
techniques (i.e., digital cameras, high speed networks, . . . ). Those peripherals prevent the
processor from accessing system memory for significant periods of time (i.e., while they
are communicating with system memory in order to send or receive data blocks). In this
paper we study the negative effects that I/O operations from computer peripherals have on
processor performance. With the help of a set of routines (SMPL) used to make discrete
event simulators, we have developed a configurable software that simulates a computer
processor and main memory as well as the I/O scenarios where the periph-erals operate.
This software has been used to analyze the performance of four different processors in four
I/O scenarios: video capture, video capture and playback, high speed network, and serial
transmission
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