82 research outputs found

    Remote control of a robotic hand using a leap sensor

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    This paper presents a low-cost gesture-based remote control of a ro-botic hand. The proposed control architecture is based on a commercial leap motion sensor and an Arduino board, which have been chosen due to their low-cost and user-friendly features. A specific Matlab code has been implemented to collect data from the leap motion sensor and to generate proper instructions to control a robotic hand, which has been 3D print at Sheffield Hallam Univer-sity. Experimental tests have been carried out validate the effectiveness of the proposed remote control for performing various grasping tasks

    Head Mounted Display Interaction Evaluation: Manipulating Virtual Objects in Augmented Reality

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    Augmented Reality (AR) is getting close to real use cases,which is driving the creation of innovative applications and the unprecedented growth of Head-Mounted Display (HMD) devices in consumer availability. However, at present there is a lack of guidelines, common form factors and standard interaction paradigms between devices, which has resulted in each HMD manufacturer creating their own specifications. This paper presents the first experimental evaluation of two AR HMDs evaluating their interaction paradigms, namely we used the HoloLens v1 (metaphoric interaction) and Meta2 (isomorphic interaction). We report on precision, interactivity and usability metrics in an object manipulation task-based user study. 20 participants took part in this study and significant differences were found between interaction paradigms of the devices for move tasks, where the isomorphic mapped interaction outperformed the metaphoric mapped interaction in both time to completion and accuracy, while the contrary was found for the resize task. From an interaction perspective, the isomorphic mapped interaction (using the Meta2) was perceived as more natural and usable with a significantly higher usability score and a significantly lower task-load index. However, when task accuracy and time to completion is key mixed interaction paradigms need to be considered

    A serious games platform for cognitive rehabilitation with preliminary evaluation

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    In recent years Serious Games have evolved substantially, solving problems in diverse areas. In particular, in Cognitive Rehabilitation, Serious Games assume a relevant role. Traditional cognitive therapies are often considered repetitive and discouraging for patients and Serious Games can be used to create more dynamic rehabilitation processes, holding patients' attention throughout the process and motivating them during their road to recovery. This paper reviews Serious Games and user interfaces in rehabilitation area and details a Serious Games platform for Cognitive Rehabilitation that includes a set of features such as: natural and multimodal user interfaces and social features (competition, collaboration, and handicapping) which can contribute to augment the motivation of patients during the rehabilitation process. The web platform was tested with healthy subjects. Results of this preliminary evaluation show the motivation and the interest of the participants by playing the games.- This work has been supported by FCT - Fundacao para a Ciencia e Tecnologia in the scope of the projects: PEst-UID/CEC/00319/2015 and PEst-UID/CEC/00027/2015. The authors would like to thank also all the volunteers that participated in the study

    A free weekly iron-folic acid supplementation and regular deworming program is associated with improved hemoglobin and iron status indicators in Vietnamese women

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    Background Anemia due to iron deficiency is recognized as one of the major nutritional deficiencies in women and children in developing countries. Daily iron supplementation for pregnant women is recommended in many countries although there are few reports of these programs working efficiently or effectively. Weekly iron-folic acid supplementation (WIFS) and regular deworming treatment is recommended for non-pregnant women living in areas with high rates of anemia. Following a baseline survey to assess the prevalence of anemia, iron deficiency and soil transmitted helminth infections, we implemented a program to make WIFS and regular deworming treatment freely and universally available for all women of reproductive age in two districts of a province in northern Vietnam over a 12 month period. The impact of the program at the population level was assessed in terms of: i) change in mean hemoglobin and iron status indicators, and ii) change in the prevalence of anemia, iron deficiency and hookworm infections. Method Distribution of WIFS and deworming were integrated with routine health services and made available to 52,000 women. Demographic data and blood and stool samples were collected in baseline, and three and 12-month post-implementation surveys using a population-based, stratified multi-stage cluster sampling design. Results The mean Hb increased by 9.6 g/L (95% CI, 5.7, 13.5, p < 0.001) during the study period. Anemia (Hb<120 g/L) was present in 131/349 (37.5%, 95% CI 31.3, 44.8) subjects at baseline, and in 70/363 (19.3%, 95% CI 14.0, 24.6) after twelve months. Iron deficiency reduced from 75/329 (22.8%, 95% CI 16.9, 28.6) to 33/353 (9.3%, 95% CI 5.7, 13.0) by the 12-mnth survey, and hookworm infection from 279/366 (76.2%,, 95% CI 68.6, 83.8) to 66/287 (23.0%, 95% CI 17.5, 28.5) over the same period. Conclusion A free, universal WIFS program with regular deworming was associated with reduced prevalence and severity of anemia, iron deficiency and h

    Mindful Parenting in Mental Health Care

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    Mindfulness is a form of meditation based on the Buddhist tradition, which has been used over the last two decades to successfully treat a multitude of mental health problems. Bringing mindfulness into parenting (“mindful parenting”) is one of the applications of mindfulness. Mindful parenting interventions are increasingly being used to help prevent and treat mental disorders in children, parenting problems, and prevent intergenerational transmission of mental disorders from parents to children. However, to date, few studies have examined the hypothesized mechanisms of change brought about by mindful parenting. We discuss six possible mechanisms through which mindful parenting may bring about change in parent–child interactions in the context of child and parent mental health problems. These mechanisms are hypothesized to be mediated by the effects of mindfulness on parental attention by: (1) reducing parental stress and resulting parental reactivity; (2) reducing parental preoccupation resulting from parental and/or child psychopathology; (3) improving parental executive functioning in impulsive parents; (4) breaking the cycle of intergenerational transmission of dysfunctional parenting schemas and habits; (5) increasing self-nourishing attention; and (6) improving marital functioning and co-parenting. We review research that has applied mindful parenting in mental health settings, with a focus on evidence for these six mechanisms. Finally, we discuss directions for future research into mindful parenting and the crucial questions that this research should strive to answer

    A Comparison of Gaze-Based and Gesture-Based Input for a Point-and-Click Task

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    Click on the DOI link to access the article (may not be free).Alternative input devices to the computer mouse are becoming more affordable and accessible. With greater availability, they have the potential to provide greater access to information for more users in more environments, perhaps while also providing more natural or efficient interaction. However, most user interfaces are built to be mouse-driven, and the adoption of these new technologies may depend on their ability to work with these existing interfaces. This study examined performance with gesture-control and gaze-tracking devices and compared them to a traditional mouse for a standard Fitts' point-and-click task. Both gesture-controlled and gaze-tracking proved to be viable alternatives, though they were significantly slower and more taxing than the familiar mouse. In order to make effective use of these devices, researchers, designers, and developers must find or create control schemes which take advantage of the alternative devices' benefits while curtailing the drawbacks
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