145 research outputs found

    Typical Phone Use Habits: Intense Use Does Not Predict Negative Well-Being

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    Not all smartphone owners use their device in the same way. In this work, we uncover broad, latent patterns of mobile phone use behavior. We conducted a study where, via a dedicated logging app, we collected daily mobile phone activity data from a sample of 340 participants for a period of four weeks. Through an unsupervised learning approach and a methodologically rigorous analysis, we reveal five generic phone use profiles which describe at least 10% of the participants each: limited use, business use, power use, and personality- & externally induced problematic use. We provide evidence that intense mobile phone use alone does not predict negative well-being. Instead, our approach automatically revealed two groups with tendencies for lower well-being, which are characterized by nightly phone use sessions.Comment: 10 pages, 6 figures, conference pape

    A Computer-Based Method to Improve the Spelling of Children with Dyslexia

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    In this paper we present a method which aims to improve the spelling of children with dyslexia through playful and targeted exercises. In contrast to previous approaches, our method does not use correct words or positive examples to follow, but presents the child a misspelled word as an exercise to solve. We created these training exercises on the basis of the linguistic knowledge extracted from the errors found in texts written by children with dyslexia. To test the effectiveness of this method in Spanish, we integrated the exercises in a game for iPad, DysEggxia (Piruletras in Spanish), and carried out a within-subject experiment. During eight weeks, 48 children played either DysEggxia or Word Search, which is another word game. We conducted tests and questionnaires at the beginning of the study, after four weeks when the games were switched, and at the end of the study. The children who played DysEggxia for four weeks in a row had significantly less writing errors in the tests that after playing Word Search for the same time. This provides evidence that error-based exercises presented in a tablet help children with dyslexia improve their spelling skills.Comment: 8 pages, ASSETS'14, October 20-22, 2014, Rochester, NY, US

    Fast multi-core based multimodal registration of 2D cross-sections and 3D datasets

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    <p>Abstract</p> <p>Background</p> <p>Solving bioinformatics tasks often requires extensive computational power. Recent trends in processor architecture combine multiple cores into a single chip to improve overall performance. The Cell Broadband Engine (CBE), a heterogeneous multi-core processor, provides power-efficient and cost-effective high-performance computing. One application area is image analysis and visualisation, in particular registration of 2D cross-sections into 3D image datasets. Such techniques can be used to put different image modalities into spatial correspondence, for example, 2D images of histological cuts into morphological 3D frameworks.</p> <p>Results</p> <p>We evaluate the CBE-driven PlayStation 3 as a high performance, cost-effective computing platform by adapting a multimodal alignment procedure to several characteristic hardware properties. The optimisations are based on partitioning, vectorisation, branch reducing and loop unrolling techniques with special attention to 32-bit multiplies and limited local storage on the computing units. We show how a typical image analysis and visualisation problem, the multimodal registration of 2D cross-sections and 3D datasets, benefits from the multi-core based implementation of the alignment algorithm. We discuss several CBE-based optimisation methods and compare our results to standard solutions. More information and the source code are available from <url>http://cbe.ipk-gatersleben.de</url>.</p> <p>Conclusions</p> <p>The results demonstrate that the CBE processor in a PlayStation 3 accelerates computational intensive multimodal registration, which is of great importance in biological/medical image processing. The PlayStation 3 as a low cost CBE-based platform offers an efficient option to conventional hardware to solve computational problems in image processing and bioinformatics.</p

    TERMOELEKTRYCZNE URZĄDZENIE SOLARNE DO ZASILANIA PLATFORMY POMIAROWEJ

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    This work presents the prototype of the solar - thermoelectric device, which can float on water surface. It produces electrical energy as a result of the Seebeck effect in a commercial, low-cost Peltier module. The main application of the device will be an autonomous and a floating measurement platform. An important advantage of the presented solution is the possibility to work alike at day, when a solar light heats the surface of the absorber, and at night, when the different of temperatures between air and water causes the heat flux and in an effect the electricity. The device is capable of working for many cloudy days and also in winter on very short days. The presented device is based on low-cost and widely available components.W pracy zaprezentowano prototypowe solarne urządzenie termoelektryczne pływające po powierzchni wody. Wytwarza ono w niedrogim, komercyjnym module Peltiera energię elektryczną w wyniku zachodzącego w nim zjawiska Seebecka. Docelowo głównym obszarem aplikacyjnym urządzenia będzie zasilanie autonomicznej, pływającej platformy pomiarowa do monitorowania parametrów środowiskowych. Istotną zaletą przedstawionego rozwiązania jest możliwość pracy zarówno w dzień, gdy światło słoneczne ogrzewa powierzchnię absorbera, jak również w nocy, gdy różnica temperatur między powietrzem a wodą powoduje powstawanie strumienia ciepła w module Peltiera. Urządzenie może pracować przez wiele pochmurnych lub krótkich dni, także w zimie. Do konstrukcji układu zastosowano relatywnie tanie i łatwo dostępne w handlu komponenty

    The mobile Oracle: a tool for early user involvement

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    This paper describes a novel tool for eliciting user requirements early in the design process of mobile applications. The "Mobile Oracle", as we have called it, is intended to help developers and designers obtain a better understanding of what the user wants at different points in space and time. It is an extension of a lo-fi version of the well-established Wizard of Oz technique, but it adds an "on demand" component to force users to explicitly request the information they need. The technique has been tested in an investigation involving 15 users (sighted, visually impaired, and elderly). Our preliminary results show it to generate valuable information concerning the ways people ask about directions and distances, as well as the services they would like to have in future mobile applications

    Interactive Human-Guided Optimization for Logistics Planning

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    Mattar N, Kulms P, Kopp S. Interactive Human-Guided Optimization for Logistics Planning. In: Pielot M, ed. Mensch und Computer 2015 – Tagungsband. Walter de Gruyter GmbH &amp; Co KG; 2015: 183-192.Logistics planning is an important problem in industry, where goods have to be parceled appropriately to meet delivery dates or reduce shipping costs. This optimization problem is classically solved offline using standard algorithms and focused heuristics, e.g. bin packing or route planning. However, in practical work environments constraints may change flexibly (e.g. when custom-tailored goods with variable size have to be handled) and it is often not clear what an optimal solution looks like. Further, logistics planning consists of multiple steps that often are handled by different human employees in different departments. In this paper we propose an interactive approach using human-guided optimization, where solution spaces can be interactively explored, manipulated, and constrained at runtime. Based on an analysis of the problem of multi-step logistics planning, we present a system that supports users in solving this optimization problem, and we report first evaluation results obtained in the first two iterations of an user-centered design process

    Interactive audio-tactile maps for visually impaired people

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    International audienceVisually impaired people face important challenges related to orientation and mobility. Indeed, 56% of visually impaired people in France declared having problems concerning autonomous mobility. These problems often mean that visually impaired people travel less, which influences their personal and professional life and can lead to exclusion from society. Therefore this issue presents a social challenge as well as an important research area. Accessible geographic maps are helpful for acquiring knowledge about a city's or neighborhood's configuration, as well as selecting a route to reach a destination. Traditionally, raised-line paper maps with braille text have been used. These maps have proved to be efficient for the acquisition of spatial knowledge by visually impaired people. Yet, these maps possess significant limitations. For instance, due to the specificities of the tactile sense only a limited amount of information can be displayed on a single map, which dramatically increases the number of maps that are needed. For the same reason, it is difficult to represent specific information such as distances. Finally, braille labels are used for textual descriptions but only a small percentage of the visually impaired population reads braille. In France 15% of blind people are braille readers and only 10% can read and write. In the United States, fewer than 10% of the legally blind people are braille readers and only 10% of blind children actually learn braille. Recent technological advances have enabled the design of interactive maps with the aim to overcome these limitations. Indeed, interactive maps have the potential to provide a broad spectrum of the population with spatial knowledge, irrespective of age, impairment, skill level, or other factors. To this regard, they might be an efficient means for providing visually impaired people with access to geospatial information. In this paper we give an overview of our research on making geographic maps accessible to visually impaired people

    Dopaminergic modulation of the hippocampal neuropil proteome identified by bioorthogonal noncanonical amino acid tagging (BONCAT)

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    Local protein synthesis and its activity-dependent modulation via dopamine receptor stimulation play an important role in synaptic plasticity – allowing synapses to respond dynamically to changes in their activity patterns. We describe here the metabolic labeling, enrichment, and MS-based identification of candidate proteins specifically translated in intact hippocampal neuropil sections upon treatment with the selective D1/D5 receptor agonist SKF81297. Using the noncanonical amino acid azidohomoalanine and click chemistry, we identified over 300 newly synthesized proteins specific to dendrites and axons. Candidates specific for the SKF81297-treated samples were predominantly involved in protein synthesis and synapse-specific functions. Furthermore, we demonstrate a dendrite-specific increase in proteins synthesis upon application of SKF81297. This study provides the first snapshot in the dynamics of the dopaminergic hippocampal neuropil proteome
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