224 research outputs found
Language change and SA-OT: the case of sentential negation
Simulated Annealing Optimality Theory (SA-OT) is a recent update of Optimality Theory, adding a model of performance to a theory of linguistic competence. Our aim is to show how SA-OT can be a useful paradigm for language change simulations. Performance "errors" are considered to be one of the causes of variation and change. We have chosen to model the evolution of sentential negation (SN). The descriptive background adopts Jespersen's Cycle, according to which the evolution of sentential negation follows three main stages (1. pre-verbal, 2. discontinuous, and 3. post-verbal). Therefore, we advance a novel model for SN, based on SA-OT. It reproduces the three pure and the two observed mixed stages, whereas it correctly predicts the lack of an intermediate stage between 3 and 1. The success of the approach corroborates the computational, performance-based approach to the data. Finally, we employ the iterated learning paradigm to reproduce historical changes in a "simulated corpus study". This enterprise turns out to be more difficult than one would naively believe
P003. NSAIDs for symptomatic treatment of headache
Background and aims
Clinical observations suggest that the use of non-steroidal anti-inflammatory drugs (NSAIDs) for symptomatic treatment of headache is not in line with recommendations
by international guidelines [1]. The aim of the study was to evaluate NSAIDs use for episodic headache at the Headache Centre of the Chieti University in the
period: January 2000-February 2013
Distinguishing syntactic operations in the brain: Dependency and phrase-structure parsing
Finding the structure of a sentence — the way its words hold together to convey meaning — is a fundamental step in language comprehension. Several brain regions, including the left inferior frontal gyrus, the left posterior superior temporal gyrus, and the left anterior temporal pole, are supposed to support this operation. The exact role of these areas is nonetheless still debated. In this paper we investigate the hypothesis that different brain regions could be sensitive to different kinds of syntactic computations. We compare the fit of phrase-structure and dependency structure descriptors to activity in brain areas using fMRI. Our results show a division between areas with regard to the type of structure computed, with the left ATP and left IFG favouring dependency structures and left pSTG favouring phrase structures
Reading visually embodied meaning from the brain: Visually grounded computational models decode visual-object mental imagery induced by written text
Embodiment theory predicts that mental imagery of object words recruits neural circuits involved in object perception. The degree of visual imagery present in routine thought and how it is encoded in the brain is largely unknown. We test whether fMRI activity patterns elicited by participants reading objects' names include embodied visual-object representations, and whether we can decode the representations using novel computational image-based semantic models. We first apply the image models in conjunction with text-based semantic models to test predictions of visual-specificity of semantic representations in different brain regions. Representational similarity analysis confirms that fMRI structure within ventral-temporal and lateral-occipital regions correlates most strongly with the image models and conversely text models correlate better with posterior-parietal/lateral-temporal/inferior-frontal regions. We use an unsupervised decoding algorithm that exploits commonalities in representational similarity structure found within both image model and brain data sets to classify embodied visual representations with high accuracy (8/10) and then extend it to exploit model combinations to robustly decode different brain regions in parallel. By capturing latent visual-semantic structure our models provide a route into analyzing neural representations derived from past perceptual experience rather than stimulus-driven brain activity. Our results also verify the benefit of combining multimodal data to model human-like semantic representations
Effects of Short-Term Training of Community-Dwelling Elderly with Modular Interactive Tiles
Objective: The objective of this study is to test for the increased mobility, agility, balancing, and general fitness of community-dwelling elderly individuals as a result of short-term training involving playing with modular interactive tiles (Entertainment Robotics, Odense, Denmark) at two community activity centers for the elderly. Three different tests from the Senior Fitness Test were used in order to test a variety of health parameters of the community-dwelling elderly, including those parameters related to fall prevention. Materials and Methods: Eighteen community-dwelling elderly individuals (63–95 years of age; mean, 83.2 years of age) were assessed in one intervention group without the use of a control group. The intervention group performed nine group sessions (1–1.5 hours each) of playful training with the modular interactive tiles over a 12-week period in two community activity centers for the elderly. Data were collected using pre-tests and post-tests of the 6-Minute Walk Test (6MWT), the 8-foot Timed Up & Go Test (TUG), and the Chair-Stand Test (CS). Data were analyzed for statistically significant differences and increases of means. Results: The 6MWT, TUG, and CS measurements showed statistically significant differences and increases of means between the pre-tests and post-tests with the 6MWT (P<0.001) (means difference, 22.4 percent), TUG (P<0.001) (means difference, 15 percent), and CS (P<0.002) (means difference, 14 percent). Fifty-six percent of the elderly progressed from one health risk level to a better level, according to the three tests. Conclusions: Statistically significant increases in scores were found across all tests, suggesting an improvement of many different health parameters for the elderly. Well-established research has shown the relationship between such test scores and fall incidents, balancing, mobility, agility, etc. This significant improvement in the health status of the elderly is obtained in as few as nine training sessions over a 12-week period of “playing” exergames with the modular interactive tiles
DISEGNARE IL VISSUTO LINGUISTICO: LE METAFORE DEL CORPO NEI RITRATTI LINGUISTICI
Questo studio indaga le dimensioni emotive ed esperienziali dei repertori linguistici individuali nel contesto sociale multilingue dell’Alto Adige. Utilizzando il metodo del ritratto linguistico, analizziamo una collezione di ritratti creati da giovani studenti nell’ambito del progetto “RepertoirePluS” (Eurac Research), insieme alle loro conversazioni sui ritratti. La nostra analisi si basa sul concetto di Spracherleben proposto da Busch (2017), che enfatizza gli aspetti emotivi ed esperienziali dell’uso della lingua. Esaminiamo come gli studenti utilizzino le metafore del corpo per rappresentare le loro percezioni di sé e degli altri e come esprimano le emozioni che sorgono nell’interazione e che sono inscritte e si inscrivono nel corpo. La nostra analisi dimostra l’importanza dei metodi linguistico-biografici e visivi nel catturare gli aspetti emotivi ed esperienziali dell’uso della lingua, e forniscono spunti sul rapporto tra lingua, identità ed emozione in contesti multilingui.
Drawing the linguistic experience: body metaphors in linguistic portraits
This study investigates the emotional and experiential dimensions of individual linguistic repertoires within the multilingual social context of Alto Adige. Using the linguistic portrait method, we analyze a collection of portraits created by young students as part of the “RepertoirePluS” project (Eurac Research), along with their conversations about the portraits. Our analysis is based on the concept of Spracherleben proposed by Busch (2017), which emphasizes the emotional and experiential aspects of language use. We examine how students use body metaphors to represent their perceptions of themselves and others, and how they express the emotions that arise during interaction and are stored in the body. Our findings demonstrate the importance of linguistic-biographical and visual methods in capturing the emotional and experiential aspects of language use, and provide insights into the relationship between language, identity, and emotion in multilingual contexts
Lower Limb Rehabilitation in Juvenile Idiopathic Arthritis using Serious Games
Patients undergoing physical rehabilitation therapy must perform series of
exercises regularly over a long period of time to improve, or at least not to
worsen, their condition. Rehabilitation can easily become boring because of the
tedious repetition of simple exercises, which can also cause mild pain and
discomfort. As a consequence, patients often fail to follow their
rehabilitation schedule with the required regularity, thus endangering their
recovery. In the last decade, video games have become largely popular and the
availability of advanced input controllers has made them a viable approach to
make physical rehabilitation more entertaining while increasing patients
motivation. In this paper, we present a framework integrating serious games for
the lower-limb rehabilitation of children suffering from Juvenile Idiopathic
Arthritis (JIA). The framework comprises games that implement parts of the
therapeutic protocol followed by the young patients and provides modules to
tune, control, record, and analyze the therapeutic sessions. We present the
result of a preliminary validation we performed with patients at the clinic
under therapists supervision. The feedback we received has been overall very
positive both from patients, who enjoyed performing their usual therapy using
video games, and therapists, who liked how the games could keep the children
engaged and motivated while performing the usual therapeutic routine
Serious Games for Wrist Rehabilitation in Juvenile Idiopathic Arthritis
Rehabilitation is a painful and tiring process involving series of exercises
that patients must repeat over a long period. Unfortunately, patients often
grow bored, frustrated, and lose motivation making rehabilitation less
effective. In the recent years video games have been widely used to implement
rehabilitation protocols so as to make the process more entertaining, engaging
and to keep patients motivated. In this paper, we present an integrated
framework we developed for the wrist rehabilitation of patients affected by
Juvenile Idiopathic Arthritis (JIA) following a therapeutic protocol at the
Clinica Pediatrica G. e D. De Marchi. The framework comprises four video games
and a set modules that let the therapists tune and control the exercises the
games implemented, record all the patients actions, replay and analyze the
sessions. We present the result of a preliminary validation we performed with
four poliarticular JIA patients at the clinic under the supervision of the
therapists. Overall, we received good feedback both from the young patients,
who enjoyed performing known rehabilitation exercises using video games, and
therapists who were satisfied with the framework and its potentials for
engaging and motivating the patients
Estimation of Thermal & Epithermal Neutron Flux and Gamma Dose Distribution in a Medical Cyclotron Facility for Radiation Protection Purposes Using Gold Foils and Gate 9
The aim of this study is to characterise the neutron flux generated directly behind targets used in medical cyclotrons. The characterisation process aims at determining the feasibility of using the generated neutrons for research purposes in neutron activation analysis. The study was performed by activating gold foils placed directly behind the cyclotron targets. The thermal and epithermal neutron flux were found to be 4.5E+05 ± 8.78E+04 neutrons cm-2 s-1 and 2.13E+06 ± 8.59E+04 neutrons cm-2 s-1, respectively. The flux value is the same order of magnitude listed in the manual produced by the cyclotron manufacturer. The results are encouraging and show high potential for using the cyclotron facility as a thermal neutron source for research purposes. However, it is important radiation protection procedures be followed to ensure the safety of researchers due to the high gamma dose rate measured directly behind the target at 2.46 Sv/h using an OSL chip during the beam on time
- …