1,871 research outputs found
Recommended from our members
Medical students' comfort levels with performing the basic head and neck examination in practice: follow-up during the core clerkship year.
ObjectiveFollowing our preliminary study on junior medical students' comfort levels in performing the head and neck physical examination (H&NPE) before and after a department-led teaching session, we assessed the longitudinal effect of this session on students during the core clinical clerkship year, in which these skills were performed on real patients.DesignAnonymous cross-sectional survey study as a follow-up to previous intervention.MethodsOverall, 101 and 90 second-year medical students participated in an H&NPE teaching session 1 year before the current survey administration in 2 consecutive years. The same cohorts of students, as third years, were asked to rate their comfort levels (0-5-point Likert scale) in performing the H&NPE and the importance of otolaryngology rotations in medical school and primary care residency training.ResultsOf the 101 and 90 students, 53 and 46 medical students completed the follow-up survey in each respective year. For both classes, compared with before the teaching session, students reported an average comfort level of 2.8 (somewhat to moderately comfortable) in performing the complete H&NPE (p < 0.0001) during the core clinical clerkship year. Similar changes were observed for the individual ear, nose, mouth, and neck components of the examination (all p's < 0.0002). Students at follow-up reported statistically similar comfort levels when compared with immediately after the teaching session for the ear, oral cavity, and neck examinations.ConclusionThe initial teaching session persistently improved medical students' comfort levels in performing the H&NPE, with some attrition in comfort levels with performing the nasal examination and complete H&NPE. An otolaryngologist-directed, practical educational intervention may permanently reinforce the acquisition of complex skills such as the H&NPE
The simultaneous localization and mapping (SLAM):An overview
Positioning is a need for many applications related to mapping and navigation either in civilian or military domains. The significant developments in satellite-based techniques, sensors, telecommunications, computer hardware and software, image processing, etc. positively influenced to solve the positioning problem efficiently and instantaneously. Accordingly, the mentioned development empowered the applications and advancement of autonomous navigation. One of the most interesting developed positioning techniques is what is called in robotics as the Simultaneous Localization and Mapping SLAM. The SLAM problem solution has witnessed a quick improvement in the last decades either using active sensors like the RAdio Detection And Ranging (Radar) and Light Detection and Ranging (LiDAR) or passive sensors like cameras. Definitely, positioning and mapping is one of the main tasks for Geomatics engineers, and therefore it's of high importance for them to understand the SLAM topic which is not easy because of the huge documentation and algorithms available and the various SLAM solutions in terms of the mathematical models, complexity, the sensors used, and the type of applications. In this paper, a clear and simplified explanation is introduced about SLAM from a Geomatical viewpoint avoiding going into the complicated algorithmic details behind the presented techniques. In this way, a general overview of SLAM is presented showing the relationship between its different components and stages like the core part of the front-end and back-end and their relation to the SLAM paradigm. Furthermore, we explain the major mathematical techniques of filtering and pose graph optimization either using visual or LiDAR SLAM and introduce a summary of the deep learning efficient contribution to the SLAM problem. Finally, we address examples of some existing practical applications of SLAM in our reality
Desenvolvimento inicial de plantas de milho em solo com concentrações de diclosulam, semeadas em diferentes épocas.
‘REALITY WORLDS’ COLLIDE: FILM AND VIDEOGAMES AS PEDAGOGICAL TOOLS FOR THE CLASSICS
Since the early eighties, the personal computer has come to form anintegral part of most aspects of our existence. In Hollywood thisis no different. Indeed, the influence of the computer is so powerfulthat it is rare for an action-adventure film to be able to call itselfa ‘blockbuster’ unless it is released with some sort of videogametie-in following closely in its wake, as the case of James Cameron’sAvatar (2010) suggests. It is the relationship between film andvideogame and their combined strengths as a teaching tool that arethe concerns of this article. The analysis therefore centres on twoexamples of film and videogame tie-in: Clash of the Titans andPercy Jackson & the Olympians: The lightning thief, both 2010releases. The investigation targets this film / videogame complexthrough the use of a new concept, the ‘reality world’, to be defined inthe course of the article that better allows an assessment of therelevance and utility of films and their videogame tie-ins aspedagogical tools for the teaching and study of the discipline ofClassics
CaracterÃsticas do herbicida Foramsulfuron lodosulfuron-Methyl-Sodium na cultura do milho.
bitstream/item/25616/1/Circ-58.pd
Eficiência agronômica de duas formulações da mistura de terbutilazina + metolachlor no controle em pré e pós-emergência inicial de plantas daninhas na cultura do milho.
Controle pós-emergente de plantas daninhas na cultura do sorgo granÃfero com a mistura atrazine + metolachlor.
- …