104 research outputs found

    Conceptos y conclusiones de la “Sesión 2010 del Instituto Panamericano de Estudios Avanzados en Dinámica y Control de Vehículos Marinos tripulados y no tripulados”

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    In the summer of 2010, the first ever NSF’s Pan-American Advanced Studies Institute (PASI) in Colombia was held in Barranquilla and Cartagena. The two-week institute brought together researchers of the Americas to discuss topics related to dynamics and control of manned and unmanned marine vehicles. This paper presents a summary of the program organization and findings, along with lecturer and participant feedback. It is intended to serve as a lead-in to the technical papers by PASI participants contained in this special edition of Ship Science & Technology.Entre los meses de Junio y Julio de 2010 se realizó por primera vez en Colombia el Instituto Panamericano de Estudios Avanzados (PASI, del inglés Pan-American Advanced Studies Institute) de la National Science Foundation (NSF), en las ciudades de Barranquilla y Cartagena. Este instituto a lo largo de dos semanas congregó a investigadores de todo el continente para discutir temáticas relacionadas con dinámica y control de vehículos marinos tripulados y no tripulados. Este artículo presenta una síntesis de los principales elementos de dicho instituto, los resultados de la organización del evento, así como la retroalimentación recibida por conferencistas y participantes. Además, este artículo pretende servir como prólogo a artículos técnicos preparados por los participantes del PASI en esta edición especial de Ciencia y Tecnología de Buques

    Tangibot: A collaborative multiplayer game for pediatric patients

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    [EN] Background Previous research has studied the effects of games in pediatric wards, but none of it has focused on the impact of the hospital¿s school staff on the psychosocial state of the children nor on the gameplay itself. Objectives To present the Tangibot application and evaluate its impact on the children¿s psychosocial state in the short term and the impact of the teacher on their psychosocial state, communications and coordination during the activity. Methods A study was conducted in a hospital classroom with 20 participants, who participated twice in the game: one with the teacher playing along and another without her. An observational scale was used by two evaluators in order to assess the impact on the children. Results and conclusions The study revealed that the teacher has an impact on the children¿s communication and coordination procedures but has no impact on the psychosocial state of the participants. The teacher¿s impact was found to be positive about communications. Dialogue management significantly improves when the communication includes the teacher, which means speaking turns are observed more consistently. Information pooling also improves, and the participants ask the teacher more questions. Consensus is also reached more often and more easily, but this does not reflect on the performance, as the time management is evidently worse when the teacher is present, as is also the joint task orientation. On the other hand, it was found that the teacher does not have an impact on the psychosocial state of the participants during the game, and that it is the game itself which changes their state over time. In the case of affection, which reflects the participants¿ emotions of joy or boredom, their state improved significantly after a few minutes of play. The same thing occurred for physical activity, interest in the activity and interaction between peers, which increased in value in the first part of the game, although physical activity and interaction were reduced towards the end. No changes were found throughout the game in the number of complaints, nervousness or satisfied comments, which remained very low for all these aspects, showing that the game distracted them from their various symptoms. Based on these results, future work will explore the effects of gamification on the overall hospitalization perception, with special focus on the social opportunities during the hospital stay, to provide ways for the children to meet others during their treatment, to make the experience less painful and reduce their feelings of isolation. Some game strategies should also be evaluated to determine the ones that provide the best opportunities to improve the children¿s hospital experience.This work is funded by the European Development Regional Fund (EDRF-FEDER) and supported by Spanish MINECO with Project TIN2014-60077-R-AR. The work of Jorge Montaner is supported by a national grant from the Spanish Ministry for Education (FPU17/03333). Special thanks to the staff of La Fe Hospital in Valencia who have collaborated in the experiment.Montaner-Marco, J.; Carrión-Plaza, A.; García Sanjuan, F.; Jaén Martínez, FJ. (2019). Tangibot: A collaborative multiplayer game for pediatric patients. International Journal of Medical Informatics. 132. https://doi.org/10.1016/j.ijmedinf.2019.103982S13

    Simulación clínica para aumentar la seguridad de los pacientes. Satisfacción del alumnado

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    Según Gaba, la simulación clínica es una técnica de aprendizaje para sustituir o amplificar experiencias reales por experiencias guidas que evoquen la realidad de forma interactiva. Es una metodología que aporta destreza, habilidad mental y capacidad de respuesta asertiva cuando se necesita. Aplicable a las Ciencias de la Salud; se ha introducido de manera progresiva para conseguir en el alumnado el desarrollo de competencias en laboratorios en grado y posgrado. Objetivos evaluar el grado de satisfacción en simulación clínica de los estudiantes de tercero y cuarto de Grado de Enfermería y su eficacia para la mejora de habilidades técnicas, adquisición de razonamiento crítico y toma de decisiones. Estudio descriptivo- transversal a través de la aplicación de un cuestionario. Resultados: El porcentaje de mujeres es mayor que el de hombres (64%-36%) con 23,5 años de edad media. Rendimiento académico medio 8,20 sobre 10. Los entrevistados corroboran la afirmación Murray, que nos dice que, permite oportunidades para desarrollar competencias cognitivas, psicomotoras y afectivas, a través de experiencias de ensayo y error que consecuentemente aumentan la seguridad y confianza del estudiante y ayudan a mejorar la competencia clínica

    A new pipeline for structural characterization and classification of RNA-Seq microbiome data

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    Background High-throughput sequencing enables the analysis of the composition of numerous biological systems, such as microbial communities. The identification of dependencies within these systems requires the analysis and assimilation of the underlying interaction patterns between all the variables that make up that system. However, this task poses a challenge when considering the compositional nature of the data coming from DNA-sequencing experiments because traditional interaction metrics (e.g., correlation) produce unreliable results when analyzing relative fractions instead of absolute abundances. The compositionality-associated challenges extend to the classification task, as it usually involves the characterization of the interactions between the principal descriptive variables of the datasets. The classification of new samples/patients into binary categories corresponding to dissimilar biological settings or phenotypes (e.g., control and cases) could help researchers in the development of treatments/drugs. Results Here, we develop and exemplify a new approach, applicable to compositional data, for the classification of new samples into two groups with different biological settings. We propose a new metric to characterize and quantify the overall correlation structure deviation between these groups and a technique for dimensionality reduction to facilitate graphical representation. We conduct simulation experiments with synthetic data to assess the proposed method’s classification accuracy. Moreover, we illustrate the performance of the proposed approach using Operational Taxonomic Unit (OTU) count tables obtained through 16S rRNA gene sequencing data from two microbiota experiments. Also, compare our method’s performance with that of two state-of-the-art methods. Conclusions Simulation experiments show that our method achieves a classification accuracy equal to or greater than 98% when using synthetic data. Finally, our method outperforms the other classification methods with real datasets from gene sequencing experiments

    A systematic review of game technologies for pediatric patients

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    [EN] Children in hospital are subjected to multiple negative stimuli that may hinder their development and social interactions. Although game technologies are thought to improve children's experience in hospital, there is a lack of information on how they can be used effectively. This paper presents a systematic review of the literature on the existing approaches in this context to identify gaps for future research. A total of 1305 studies were identified, of which 75 were thoroughly analyzed according to our review protocol. The results show that the most common approach is to design mono-user games with traditional computers or monitor-based video consoles, which serve as a distractor or a motivator for physical rehabilitation for primary school children undergoing fearful procedures such as venipuncture, or those suffering chronic, neurological, or traumatic diseases/injures. We conclude that, on the one hand, game technologies seem to present physical and psychological benefits to pediatric patients, but more research is needed on this. On the other hand, future designers of games for pediatric hospitalization should consider: 1. The development for kindergarten patients and adolescents, 2. Address the psychological impact caused by long-term hospitalization, 3. Use collaboration as an effective game strategy to reduce patient isolation, 4. Have purposes other than distraction, such as socialization, coping with emotions, or fostering physical mobility, 5. Include parents/caregivers and hospital staff in the game activities; and 6. Exploit new technological artifacts such as robots and tangible interactive elements to encourage intrinsic motivation.This work is supported by the Spanish Ministry of Economy and Competitiveness and the European Development Regional Fund (EDRF-FEDER) with Project TIN2014-60077-R.El Jurdi, S.; Montaner-Marco, J.; García Sanjuan, F.; Jaén Martínez, FJ.; Nácher-Soler, VE. (2018). A systematic review of game technologies for pediatric patients. Computers in Biology and Medicine. 97:89-112. https://doi.org/10.1016/j.compbiomed.2018.04.019S891129

    Localization of Leaks in Water Distribution Networks using Flow Readings

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    This paper presents a novel approach to localize single and sequential leaks based on the lumped model of a water distribution network (WDN). The principal features of such a model are: a new friction term expressed as a power-law and a suitable representation expressed only in terms of the flow rate. From the response of this model and flow rate measurements at junctions of the pipelines composing the WDN, a set of residuals1 is proposed for each pipeline. The residuals closest to zero will indicate the leak positions in the faulty pipelines. We present some simulation tests based on data from PipelineStudio® from Energy Solutions to illustrate the suitability of our method

    Inglês (US)

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    The composition and potential hosts of mycophagous Drosophilidae from a section of the Brazilian Amazon forest in the Caxiuanã National forest were investigated. Sampling was performed in three different periods at long the wet season (January (beginning) and July (end) 2013 and May (middle) 2014). The samples were collected from existing trails by actively searching for fungal fruiting bodies where Drosophilidae were present. We present composition and richness analysis over two years of sampling sampling Drosophilidae and Fungi. We evaluate sampling completeness using asymptotic species richness estimators. Out of 159 fruiting body samples and 64 fungal species, 5,124 drosophilids belonging to 55 species and 5 genera were collected. The mycophagous Drosophilidae richness values estimated by Jackknife 1 and Bootstrap were 69 and 61, respectively. The estimated fly richness correlated positively with fungal richness and abundance. Among the Drosophilidae species identified in this study, approximately 5% represent new occurrences for Brazil and 56% represent new species. Four genera belonging to the Zygothrica genus group are found in the Amazon region, and these genera represent 80% of the fungus-associated fauna known to date for the tropics. In conclusion, our results show that the fungal richness and abundance were the factors that determined the high diversity of mycophagous Drosophilidae

    Inglês (US)

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    The composition and potential hosts of mycophagous Drosophilidae from a section of the Brazilian Amazon forest in the Caxiuanã National forest were investigated. Sampling was performed in three different periods at long the wet season (January (beginning) and July (end) 2013 and May (middle) 2014). The samples were collected from existing trails by actively searching for fungal fruiting bodies where Drosophilidae were present. We present composition and richness analysis over two years of sampling sampling Drosophilidae and Fungi. We evaluate sampling completeness using asymptotic species richness estimators. Out of 159 fruiting body samples and 64 fungal species, 5,124 drosophilids belonging to 55 species and 5 genera were collected. The mycophagous Drosophilidae richness values estimated by Jackknife 1 and Bootstrap were 69 and 61, respectively. The estimated fly richness correlated positively with fungal richness and abundance. Among the Drosophilidae species identified in this study, approximately 5% represent new occurrences for Brazil and 56% represent new species. Four genera belonging to the Zygothrica genus group are found in the Amazon region, and these genera represent 80% of the fungus-associated fauna known to date for the tropics. In conclusion, our results show that the fungal richness and abundance were the factors that determined the high diversity of mycophagous Drosophilidae

    In silico and in vivo combinatorial design of Octarellin VI, an artificial protein modeled on the (B/A)8 fold

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    One way to gain insight into the sequence-structure-function relationship in proteins is to perform de novo design of artificial proteins. The applications of such a study are varied. For example, in medicine and industry, it would give us the ability to precisely engineer proteins to perform a specific function under a wider range of conditions. Despite impressive successes in the de novo protein design, designing a folded protein of more than 100 amino acids remains a challenge. In our lab, four generations of Octarellins, de novo polypeptides of more than two hundred amino acids modelled on the (beta/alpha)8 barrel fold, have been built and structurally characterized using biophysical and spectroscopic methods. The last generation of Octarellins was designed following a hierarchical method combining the specificity of rational design and the power of computational design. The resulting artificial protein, named Octarellin VI, was expressed in E. coli and purified from inclusion bodies. The biophysical characterization showed a monomeric protein, with a secondary structure level similar to the computationally designed model and thermostability. However, the poor solubility in bacteria and low stability of the protein at long term make impossible determine its structure to criticize the model. To improve these negative features, we performed a directed evolution process over the Octarellin, following the improvement at solubility level in the bacteria, thanks to the fusion of Octarellin to the fluorescent folding reporter GFP. After 8 cycles of directed evolution by Error Prone PCR technique, we obtained a most soluble protein, with a 92% of sequence identity with the original protein. This soluble variant is under study to characterize its structural features. The combination between in silico design and directed evolution process emerges as a powerful tool for protein engineering, showing be complementaries techniques and the information obtained by the whole process of design and posterior comparison between 3D structure of Octarellin with the computational model will allow to improve the algorithms for protein design

    Guía Global de Practicum en Enfermería. Una necesidad para el aprendizaje y la evaluación

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    El alumnado acude a la Universidad con intención de adquirir competencias profesionales. Planteamos el currículo de titulación y su contenido y el método deben traducirse eficazmente en la práctica. Si encontramos un vacío provocamos un “shock de realidad.” Para evitarlo surge el consenso de Guía de Practicum con los Centros Sanitarios, la adquisición secuencial de competencias y la figura del Tutor Clínico coordinado con el profesorado. Este trabajo tiene como objetivo elaborar una Guía Académica Global del Practicum que fomente la participación activa entre los profesores UA, tutores clínicos y alumnado. Se ha realizado un análisis del contenido de 13 guías académicas. En el Practicum de cuarto han participado 41 profesores y existen 4 guías; en tercero han participado 31 profesores y existen 5 guías; en segundo 62 profesores con 4 guías académicas. Actualmente registrados en la aplicación informática y con asignación de estudiantes existen 1859 tutores clínicos en los distintos puestos de prácticas. El tipo de evaluación realizada es 100% continua. Como conclusión decir que, unificar criterios con el profesorado, formación de tutores, secuenciar objetivos por complejidad, seguimiento/evaluación de competencias coordinados UA/Empresas e Instituciones Sanitarias, investigación e innovación, son una necesidad para la calidad del proceso de enseñanza-aprendizaje
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