Meena, Yogesh Kumar; Cecotti, Hubert; Wong-Lin, Kongfatt; Dutta, Ashish; Prasad, Girijesh
2018-04-01
Virtual keyboard applications and alternative communication devices provide new means of communication to assist disabled people. To date, virtual keyboard optimization schemes based on script-specific information, along with multimodal input access facility, are limited. In this paper, we propose a novel method for optimizing the position of the displayed items for gaze-controlled tree-based menu selection systems by considering a combination of letter frequency and command selection time. The optimized graphical user interface layout has been designed for a Hindi language virtual keyboard based on a menu wherein 10 commands provide access to type 88 different characters, along with additional text editing commands. The system can be controlled in two different modes: eye-tracking alone and eye-tracking with an access soft-switch. Five different keyboard layouts have been presented and evaluated with ten healthy participants. Furthermore, the two best performing keyboard layouts have been evaluated with eye-tracking alone on ten stroke patients. The overall performance analysis demonstrated significantly superior typing performance, high usability (87% SUS score), and low workload (NASA TLX with 17 scores) for the letter frequency and time-based organization with script specific arrangement design. This paper represents the first optimized gaze-controlled Hindi virtual keyboard, which can be extended to other languages.
Kim, Jeong Ho; Aulck, Lovenoor; Bartha, Michael C; Harper, Christy A; Johnson, Peter W
2014-11-01
The present study investigated whether there were physical exposure and typing productivity differences between a virtual keyboard with no tactile feedback and two conventional keyboards where key travel and tactile feedback are provided by mechanical switches under the keys. The key size and layout were same across all the keyboards. Typing forces; finger and shoulder muscle activity; self-reported comfort; and typing productivity were measured from 19 subjects while typing on a virtual (0 mm key travel), notebook (1.8 mm key travel), and desktop keyboard (4 mm key travel). When typing on the virtual keyboard, subjects typed with less force (p's < 0.0001) and had lower finger flexor/extensor muscle activity (p's < 0.05). However, the lower typing forces and finger muscle activity came at the expense of a 60% reduction in typing productivity (p < 0.0001), decreased self-reported comfort (p's < 0.0001), and a trend indicating an increase in shoulder muscle activity (p's < 0.10). Therefore, for long typing sessions or when typing productivity is at a premium, conventional keyboards with tactile feedback may be more suitable interface. Copyright © 2014 Elsevier Ltd and The Ergonomics Society. All rights reserved.
Design and Development of Card-Sized Virtual Keyboard Using Permanent Magnets and Hall Sensors
NASA Astrophysics Data System (ADS)
Demachi, Kazuyuki; Ohyama, Makoto; Kanemoto, Yoshiki; Masaie, Issei
This paper proposes a method to distinguish the key-type of human fingers attached with the small permanent magnets. The Hall sensors arrayed in the credit card size area feel the distribution of the magnetic field due to the key-typing movement of the human fingers as if the keyboard exists, and the signal is analyzed using the generic algorithm or the neural network algorism to distinguish the typed keys. By this method, the keyboard can be miniaturized to the credit card size (54mm×85mm). We called this system `The virtual keyboard system'.
Lin, Ming-I Brandon; Hong, Ruei-Hong; Chang, Jer-Hao; Ke, Xin-Min
2015-01-01
Purpose The increase in tablet usage allows people to perform computer work in non-traditional office environments. The aim of this study was to assess the effects of changes in tablet keyboard design on postures of the upper extremities and neck, discomfort, and usability under different usage positions during prolonged touch-typing. Methods Eighteen healthy participants familiar with touch-screen devices were randomized into three usage positions (desk, lap, and bed) and completed six, 60-minute typing sessions using three virtual keyboard designs (standard, wide, split). Electrogoniometers continuously measured the postures of the wrists, elbow, and neck. Body discomfort and system usability were evaluated by questionnaires before and immediately after each typing session. Results Separate linear mixed effects models on various postural measures and subjective ratings are conducted with usage position as the between-subject factors, keyboard design and typing duration as the with-in subject factors were conducted. Using the tablet in bed led to more extended wrists but a more natural elbow flexion than the desk position. The angled split virtual keyboard significantly reduced the extent of wrist ulnar deviation than the keyboard with either standard or wide design. However, little difference was observed across the usage position and keyboard design. When the postural data were compared between the middle and end of typing sessions, the wrists, elbow, and neck all exhibited a substantially increased range of joint movements (13% to 38%). The discomfort rating also increased significantly over time in every upper body region investigated. Additionally, the split keyboard design received a higher usability rating in the bed position, whereas participants had more satisfactory experience while using the wide keyboard in the traditional desk setting. Conclusions Prolonged use of tablets in non-traditional office environments may result in awkward postures in the upper body that may expose users to greater risks of developing musculoskeletal symptoms. Adequate virtual keyboard designs show the potential to alleviate some postural effects and improve the user experience without changing the tablet form factors. PMID:26629989
DEC Ada interface to Screen Management Guidelines (SMG)
NASA Technical Reports Server (NTRS)
Laomanachareon, Somsak; Lekkos, Anthony A.
1986-01-01
DEC's Screen Management Guidelines are the Run-Time Library procedures that perform terminal-independent screen management functions on a VT100-class terminal. These procedures assist users in designing, composing, and keeping track of complex images on a video screen. There are three fundamental elements in the screen management model: the pasteboard, the virtual display, and the virtual keyboard. The pasteboard is like a two-dimensional area on which a user places and manipulates screen displays. The virtual display is a rectangular part of the terminal screen to which a program writes data with procedure calls. The virtual keyboard is a logical structure for input operation associated with a physical keyboard. SMG can be called by all major VAX languages. Through Ada, predefined language Pragmas are used to interface with SMG. These features and elements of SMG are briefly discussed.
Virtual Sliding QWERTY: A new text entry method for smartwatches using Tap-N-Drag.
Cha, Jae-Min; Choi, Eunjung; Lim, Jihyoun
2015-11-01
A smaller screen of smartwatches compare to conventional mobile devices such as PDAs and smartphones is one of the main factors that makes users to input texts difficult. However, several studies have only proposed a concept for entering texts for smartwatches without usability tests while other studies showed low text input performance. In this study, we proposed a new text entry method called Virtual Sliding QWERTY (VSQ) which utilizes a virtual qwerty-layout keyboard and a 'Tap-N-Drag' method to move the keyboard to the desired position. In addition, to verify VSQ we conducted a usability test with 20 participants for a combination of 5 key sizes and 4 CD-gains. As a result, VSQ achieved an average of 11.9 Words per Minute which was higher than previous studies. In particular, VSQ at 5 × 5 key size and 2×, or 3× CD-gain had the highest performance in terms of the quantitative and qualitative usability test. Copyright © 2015 Elsevier Ltd and The Ergonomics Society. All rights reserved.
Metronome LKM: An open source virtual keyboard driver to measure experiment software latencies.
Garaizar, Pablo; Vadillo, Miguel A
2017-10-01
Experiment software is often used to measure reaction times gathered with keyboards or other input devices. In previous studies, the accuracy and precision of time stamps has been assessed through several means: (a) generating accurate square wave signals from an external device connected to the parallel port of the computer running the experiment software, (b) triggering the typematic repeat feature of some keyboards to get an evenly separated series of keypress events, or (c) using a solenoid handled by a microcontroller to press the input device (keyboard, mouse button, touch screen) that will be used in the experimental setup. Despite the advantages of these approaches in some contexts, none of them can isolate the measurement error caused by the experiment software itself. Metronome LKM provides a virtual keyboard to assess an experiment's software. Using this open source driver, researchers can generate keypress events using high-resolution timers and compare the time stamps collected by the experiment software with those gathered by Metronome LKM (with nanosecond resolution). Our software is highly configurable (in terms of keys pressed, intervals, SysRq activation) and runs on 2.6-4.8 Linux kernels.
CaveCAD: a tool for architectural design in immersive virtual environments
NASA Astrophysics Data System (ADS)
Schulze, Jürgen P.; Hughes, Cathleen E.; Zhang, Lelin; Edelstein, Eve; Macagno, Eduardo
2014-02-01
Existing 3D modeling tools were designed to run on desktop computers with monitor, keyboard and mouse. To make 3D modeling possible with mouse and keyboard, many 3D interactions, such as point placement or translations of geometry, had to be mapped to the 2D parameter space of the mouse, possibly supported by mouse buttons or keyboard keys. We hypothesize that had the designers of these existing systems had been able to assume immersive virtual reality systems as their target platforms, they would have been able to design 3D interactions much more intuitively. In collaboration with professional architects, we created a simple, but complete 3D modeling tool for virtual environments from the ground up and use direct 3D interaction wherever possible and adequate. In this publication, we present our approaches for interactions for typical 3D modeling functions, such as geometry creation, modification of existing geometry, and assignment of surface materials. We also discuss preliminary user experiences with this system.
NASA Technical Reports Server (NTRS)
Wheeler, Kevin; Jorgensen, Charles
2000-01-01
This paper presents recent results in neuroelectric pattern recognition of electromyographic (EMG) signals used to control virtual computer input devices. The devices are designed to substitute for the functions of both a traditional joystick and keyboard entry method. We demonstrate recognition accuracy through neuroelectric control of a 757 class simulation aircraft landing at San Francisco International Airport using a virtual joystick as shown. This is accomplished by a pilot closing his fist in empty air and performing control movements that are captured by a dry electrode array on the arm which are then analyzed and routed through a flight director permitting full pilot outer loop control of the simulation. We then demonstrate finer grain motor pattern recognition through a virtual keyboard by having a typist tap his traders on a typical desk in a touch typist position. The EMG signals are then translated to keyboard presses and displayed. The paper describes the bioelectric pattern recognition methodology common to both examples. Figure 2 depicts raw EMG data from typing, the numeral '8' and the numeral '9'. These two gestures are very close in appearance and statistical properties yet are distinguishable by our hidden Kharkov model algorithms. Extensions of this work to NASA emissions and robotic control are considered.
Tactile Data Entry for Extravehicular Activity
NASA Technical Reports Server (NTRS)
Adams, Richard J.; Olowin, Aaron B.; Hannaford, Blake; Sands, O Scott
2012-01-01
In the task-saturated environment of extravehicular activity (EVA), an astronaut's ability to leverage suit-integrated information systems is limited by a lack of options for data entry. In particular, bulky gloves inhibit the ability to interact with standard computing interfaces such as a mouse or keyboard. This paper presents the results of a preliminary investigation into a system that permits the space suit gloves themselves to be used as data entry devices. Hand motion tracking is combined with simple finger gesture recognition to enable use of a virtual keyboard, while tactile feedback provides touch-based context to the graphical user interface (GUI) and positive confirmation of keystroke events. In human subject trials, conducted with twenty participants using a prototype system, participants entered text significantly faster with tactile feedback than without (p = 0.02). The results support incorporation of vibrotactile information in a future system that will enable full touch typing and general mouse interactions using instrumented EVA gloves.
2017-08-08
Usability Studies In Virtual And Traditional Computer Aided Design Environments For Spatial Awareness Dr. Syed Adeel Ahmed, Xavier University of...virtual environment with wand interfaces compared directly with a workstation non-stereoscopic traditional CAD interface with keyboard and mouse. In...navigate through a virtual environment. The wand interface provides a significantly improved means of interaction. This study quantitatively measures the
2017-08-08
Usability Studies In Virtual And Traditional Computer Aided Design Environments For Fault Identification Dr. Syed Adeel Ahmed, Xavier University...virtual environment with wand interfaces compared directly with a workstation non-stereoscopic traditional CAD interface with keyboard and mouse. In...the differences in interaction when compared with traditional human computer interfaces. This paper provides analysis via usability study methods
Public computer surfaces are reservoirs for methicillin-resistant staphylococci.
Kassem, Issmat I; Sigler, Von; Esseili, Malak A
2007-07-01
The role of computer keyboards used by students of a metropolitan university as reservoirs of antibiotic-resistant staphylococci was determined. Putative methicillin (oxacillin)-resistant staphylococci isolates were identified from keyboard swabs following a combination of biochemical and genetic analyses. Of 24 keyboards surveyed, 17 were contaminated with staphylococci that grew in the presence of oxacillin (2 mg l(-1)). Methicillin (oxacillin)-resistant Staphylococcus aureus (MRSA), -S. epidermidis (MRSE) and -S. hominis (MRSH) were present on two, five and two keyboards, respectively, while all three staphylococci co-contaminated one keyboard. Furthermore, these were found to be part of a greater community of oxacillin-resistant bacteria. Combined with the broad user base common to public computers, the presence of antibiotic-resistant staphylococci on keyboard surfaces might impact the transmission and prevalence of pathogens throughout the community.
Augmented reality for anatomical education.
Thomas, Rhys Gethin; John, Nigel William; Delieu, John Michael
2010-03-01
The use of Virtual Environments has been widely reported as a method of teaching anatomy. Generally such environments only convey the shape of the anatomy to the student. We present the Bangor Augmented Reality Education Tool for Anatomy (BARETA), a system that combines Augmented Reality (AR) technology with models produced using Rapid Prototyping (RP) technology, to provide the student with stimulation for touch as well as sight. The principal aims of this work were to provide an interface more intuitive than a mouse and keyboard, and to evaluate such a system as a viable supplement to traditional cadaver based education.
Using Arduino microcontroller boards to measure response latencies.
Schubert, Thomas W; D'Ausilio, Alessandro; Canto, Rosario
2013-12-01
Latencies of buttonpresses are a staple of cognitive science paradigms. Often keyboards are employed to collect buttonpresses, but their imprecision and variability decreases test power and increases the risk of false positives. Response boxes and data acquisition cards are precise, but expensive and inflexible, alternatives. We propose using open-source Arduino microcontroller boards as an inexpensive and flexible alternative. These boards connect to standard experimental software using a USB connection and a virtual serial port, or by emulating a keyboard. In our solution, an Arduino measures response latencies after being signaled the start of a trial, and communicates the latency and response back to the PC over a USB connection. We demonstrated the reliability, robustness, and precision of this communication in six studies. Test measures confirmed that the error added to the measurement had an SD of less than 1 ms. Alternatively, emulation of a keyboard results in similarly precise measurement. The Arduino performs as well as a serial response box, and better than a keyboard. In addition, our setup allows for the flexible integration of other sensors, and even actuators, to extend the cognitive science toolbox.
A keyboard control method for loop measurement
DOE Office of Scientific and Technical Information (OSTI.GOV)
Gao, Z.W.
1994-12-31
This paper describes a keyboard control mode based on the DEC VAX computer. The VAX Keyboard code can be found under running of a program was developed. During the loop measurement or multitask operation, it ables to be distinguished from a keyboard code to stop current operation or transfer to another operation while previous information can be held. The combining of this mode, the author successfully used one key control loop measurement for test Dual Input Memory module which is used in a rearrange Energy Trigger system for LEP 8 Bunch operation.
On Assisting a Visual-Facial Affect Recognition System with Keyboard-Stroke Pattern Information
NASA Astrophysics Data System (ADS)
Stathopoulou, I.-O.; Alepis, E.; Tsihrintzis, G. A.; Virvou, M.
Towards realizing a multimodal affect recognition system, we are considering the advantages of assisting a visual-facial expression recognition system with keyboard-stroke pattern information. Our work is based on the assumption that the visual-facial and keyboard modalities are complementary to each other and that their combination can significantly improve the accuracy in affective user models. Specifically, we present and discuss the development and evaluation process of two corresponding affect recognition subsystems, with emphasis on the recognition of 6 basic emotional states, namely happiness, sadness, surprise, anger and disgust as well as the emotion-less state which we refer to as neutral. We find that emotion recognition by the visual-facial modality can be aided greatly by keyboard-stroke pattern information and the combination of the two modalities can lead to better results towards building a multimodal affect recognition system.
Using virtual reality and game technology to assist command and control
NASA Astrophysics Data System (ADS)
Riead, Lorien H.; Straub, James; Mangino, Joseph
2017-04-01
Recent improvements in virtual reality hardware have brought this technology to the point where easily-obtained commercial equipment can conceivably provide an affordable and relatively unexplored alternative to the traditional monitor and keyboard view of the tactical space. In addition, commercially available game engines provide several advantages for tactical applications. Using these technologies, we have created a concept of a low-cost display that allows for real-time immersive planning and strategy, with suggestions for further exploration.
NASA Technical Reports Server (NTRS)
Adams, Richard J.
2015-01-01
The patent-pending Glove-Enabled Computer Operations (GECO) design leverages extravehicular activity (EVA) glove design features as platforms for instrumentation and tactile feedback, enabling the gloves to function as human-computer interface devices. Flexible sensors in each finger enable control inputs that can be mapped to any number of functions (e.g., a mouse click, a keyboard strike, or a button press). Tracking of hand motion is interpreted alternatively as movement of a mouse (change in cursor position on a graphical user interface) or a change in hand position on a virtual keyboard. Programmable vibro-tactile actuators aligned with each finger enrich the interface by creating the haptic sensations associated with control inputs, such as recoil of a button press.
Virtual Laboratories and Virtual Worlds
NASA Astrophysics Data System (ADS)
Hut, Piet
2008-05-01
Since we cannot put stars in a laboratory, astrophysicists had to wait till the invention of computers before becoming laboratory scientists. For half a century now, we have been conducting experiments in our virtual laboratories. However, we ourselves have remained behind the keyboard, with the screen of the monitor separating us from the world we are simulating. Recently, 3D on-line technology, developed first for games but now deployed in virtual worlds like Second Life, is beginning to make it possible for astrophysicists to enter their virtual labs themselves, in virtual form as avatars. This has several advantages, from new possibilities to explore the results of the simulations to a shared presence in a virtual lab with remote collaborators on different continents. I will report my experiences with the use of Qwaq Forums, a virtual world developed by a new company (see http://www.qwaq.com).
Portable Computer Keyboard For Use With One Hand
NASA Technical Reports Server (NTRS)
Friedman, Gary L.
1992-01-01
Data-entry device held in one hand and operated with five fingers. Contains seven keys. Letters, numbers, punctuation, and cursor commands keyed into computer by pressing keys in various combinations. Device called "data egg" used where standard typewriter keyboard unusable or unavailable. Contains micro-processor and 32-Kbyte memory. Captures text and transmits it to computer. Concept extended to computer mouse. Especially useful to handicapped or bedridden people who find it difficult or impossible to operate standard keyboards.
Real-time interactive simulation: using touch panels, graphics tablets, and video-terminal keyboards
DOE Office of Scientific and Technical Information (OSTI.GOV)
Venhuizen, J.R.
1983-01-01
A Simulation Laboratory utilizing only digital computers for interactive computing must rely on CRT based graphics devices for output devices, and keyboards, graphics tablets, and touch panels, etc., for input devices. The devices all work well, with the combination of a CRT with a touch panel mounted on it as the most flexible combination of input/output devices for interactive simulation.
An immersive virtual peer for studying social influences on child cyclists' road-crossing behavior.
Babu, Sabarish V; Grechkin, Timofey Y; Chihak, Benjamin; Ziemer, Christine; Kearney, Joseph K; Cremer, James F; Plumert, Jodie M
2011-01-01
The goal of our work is to develop a programmatically controlled peer to bicycle with a human subject for the purpose of studying how social interactions influence road-crossing behavior. The peer is controlled through a combination of reactive controllers that determine the gross motion of the virtual bicycle, action-based controllers that animate the virtual bicyclist and generate verbal behaviors, and a keyboard interface that allows an experimenter to initiate the virtual bicyclist's actions during the course of an experiment. The virtual bicyclist's repertoire of behaviors includes road following, riding alongside the human rider, stopping at intersections, and crossing intersections through specified gaps in traffic. The virtual cyclist engages the human subject through gaze, gesture, and verbal interactions. We describe the structure of the behavior code and report the results of a study examining how 10- and 12-year-old children interact with a peer cyclist that makes either risky or safe choices in selecting gaps in traffic. Results of our study revealed that children who rode with a risky peer were more likely to cross intermediate-sized gaps than children who rode with a safe peer. In addition, children were significantly less likely to stop at the last six intersections after the experience of riding with the risky than the safe peer during the first six intersections. The results of the study and children's reactions to the virtual peer indicate that our virtual peer framework is a promising platform for future behavioral studies of peer influences on children's bicycle riding behavior. © 2011 IEEE Published by the IEEE Computer Society
Trudeau, Matthieu B.; Catalano, Paul J.; Jindrich, Devin L.; Dennerlein, Jack T.
2013-01-01
When holding a tablet computer with two hands, the touch keyboard configuration imposes postural constraints on the user because of the need to simultaneously hold the device and type with the thumbs. Designers have provided users with several possible keyboard configurations (device orientation, keyboard layout and location). However, potential differences in performance, usability and postures among these configurations have not been explored. We hypothesize that (1) the narrower standard keyboard layout in the portrait orientation leads to lower self-reported discomfort and less reach than the landscape orientation; (2) a split keyboard layout results in better overall outcomes compared to the standard layout; and (3) the conventional bottom keyboard location leads to the best outcomes overall compared to other locations. A repeated measures laboratory experiment of 12 tablet owners measured typing speed, discomfort, task difficulty, and thumb/wrist joint postures using an active marker system during typing tasks for different combinations of device orientation (portrait and landscape), keyboard layout (standard and split), and keyboard location (bottom, middle, top). The narrower standard keyboard with the device in the portrait orientation was associated with less discomfort (least squares mean (and S.E.) 2.9±0.6) than the landscape orientation (4.5±0.7). Additionally, the split keyboard decreased the amount of reaching required by the thumb in the landscape orientation as defined by a reduced range of motion and less MCP extension, which may have led to reduced discomfort (2.7±0.6) compared to the standard layout (4.5±0.7). However, typing speed was greater for the standard layout (127±5 char./min.) compared to the split layout (113±4 char./min.) regardless of device orientation and keyboard location. Usage guidelines and designers can incorporate these findings to optimize keyboard design parameters and form factors that promote user performance and usability for thumb interaction. PMID:23840730
Trudeau, Matthieu B; Catalano, Paul J; Jindrich, Devin L; Dennerlein, Jack T
2013-01-01
When holding a tablet computer with two hands, the touch keyboard configuration imposes postural constraints on the user because of the need to simultaneously hold the device and type with the thumbs. Designers have provided users with several possible keyboard configurations (device orientation, keyboard layout and location). However, potential differences in performance, usability and postures among these configurations have not been explored. We hypothesize that (1) the narrower standard keyboard layout in the portrait orientation leads to lower self-reported discomfort and less reach than the landscape orientation; (2) a split keyboard layout results in better overall outcomes compared to the standard layout; and (3) the conventional bottom keyboard location leads to the best outcomes overall compared to other locations. A repeated measures laboratory experiment of 12 tablet owners measured typing speed, discomfort, task difficulty, and thumb/wrist joint postures using an active marker system during typing tasks for different combinations of device orientation (portrait and landscape), keyboard layout (standard and split), and keyboard location (bottom, middle, top). The narrower standard keyboard with the device in the portrait orientation was associated with less discomfort (least squares mean (and S.E.) 2.9±0.6) than the landscape orientation (4.5±0.7). Additionally, the split keyboard decreased the amount of reaching required by the thumb in the landscape orientation as defined by a reduced range of motion and less MCP extension, which may have led to reduced discomfort (2.7±0.6) compared to the standard layout (4.5±0.7). However, typing speed was greater for the standard layout (127±5 char./min.) compared to the split layout (113±4 char./min.) regardless of device orientation and keyboard location. Usage guidelines and designers can incorporate these findings to optimize keyboard design parameters and form factors that promote user performance and usability for thumb interaction.
Biometrics and smart cards combine to offer high security
DOE Office of Scientific and Technical Information (OSTI.GOV)
Seidman, S.
1986-01-01
This paper discusses the Smart Card a plastic credit card sized package with an embedded computer chip which encompasses a level of technical sophistication which makes it virtually impossible to counterfeit. The question of legitimacy of the person using the Card for physical, computer, or network access can be answered by storing a biometric template of the authorized user in the Smart Card's unalterable memory. The bimetric template can be based upon a retina print, a hand print, a finger print, a wrist-vein print, a voice print, or pseudo-biometrics, such as signature dynamics, gait dynamics or keyboard typing patterns. Thesemore » Cards will function only when they are being used by the authorized individuals to whom they are issued.« less
Building intelligent communication systems for handicapped aphasiacs.
Fu, Yu-Fen; Ho, Cheng-Seen
2010-01-01
This paper presents an intelligent system allowing handicapped aphasiacs to perform basic communication tasks. It has the following three key features: (1) A 6-sensor data glove measures the finger gestures of a patient in terms of the bending degrees of his fingers. (2) A finger language recognition subsystem recognizes language components from the finger gestures. It employs multiple regression analysis to automatically extract proper finger features so that the recognition model can be fast and correctly constructed by a radial basis function neural network. (3) A coordinate-indexed virtual keyboard allows the users to directly access the letters on the keyboard at a practical speed. The system serves as a viable tool for natural and affordable communication for handicapped aphasiacs through continuous finger language input.
Device Control Using Gestures Sensed from EMG
NASA Technical Reports Server (NTRS)
Wheeler, Kevin R.
2003-01-01
In this paper we present neuro-electric interfaces for virtual device control. The examples presented rely upon sampling Electromyogram data from a participants forearm. This data is then fed into pattern recognition software that has been trained to distinguish gestures from a given gesture set. The pattern recognition software consists of hidden Markov models which are used to recognize the gestures as they are being performed in real-time. Two experiments were conducted to examine the feasibility of this interface technology. The first replicated a virtual joystick interface, and the second replicated a keyboard.
Virtual Keyboard for Hands-Free Operations
NASA Technical Reports Server (NTRS)
Abou-Ali, Abdel-Latief; Porter, William A.
1996-01-01
The measurement of direction of gaze (d.o.g.) has been used for clinical purposes to detect illness, such as nystagmus, unusual fixation movements and many others. It also is used to determine the points of interest in objects. In this study we employ a measurement of d.o.g. as a computer interface. The interface provides a full keyboard as well as a mouse function. Such an interface is important to computer users with paralysis or in environments where hand-free machine interface is required. The study utilizes the commercially available (ISCAN Model RK426TC) headset which consists of an InfraRed (IR) source and an IR camera to sense deflection of the illuminating beam. It also incorporates image processing package that provides the position of the pupil as well as the pupil size. The study shows the ability of implementing a full keyboard, together with some control functions, imaged on a head mounted monitor screen. This document is composed of four sections: (1) The Nature of the Equipment; (2) The Calibration Process; (3) Running Process; and (4) Conclusions.
The Student Experience With Varying Immersion Levels of Virtual Reality Simulation.
Farra, Sharon L; Smith, Sherrill J; Ulrich, Deborah L
With increasing use of virtual reality simulation (VRS) in nursing education and given the vast array of technologies available, a variety of levels of immersion and experiences can be provided to students. This study explored two different levels of immersive VRS capability. Study participants included baccalaureate nursing students from three universities across four campuses. Students were trained in the skill of decontamination using traditional methods or with VRS options of mouse and keyboard or head-mounted display technology. Results of focus group interviews reflect the student experience and satisfaction with two different immersive levels of VRS.
A Data-Driven Design Evaluation Tool for Handheld Device Soft Keyboards
Trudeau, Matthieu B.; Sunderland, Elsie M.; Jindrich, Devin L.; Dennerlein, Jack T.
2014-01-01
Thumb interaction is a primary technique used to operate small handheld devices such as smartphones. Despite the different techniques involved in operating a handheld device compared to a personal computer, the keyboard layouts for both devices are similar. A handheld device keyboard that considers the physical capabilities of the thumb may improve user experience. We developed and applied a design evaluation tool for different geometries of the QWERTY keyboard using a performance evaluation model. The model utilizes previously collected data on thumb motor performance and posture for different tap locations and thumb movement directions. We calculated a performance index (PITOT, 0 is worst and 2 is best) for 663 designs consisting in different combinations of three variables: the keyboard's radius of curvature (R) (mm), orientation (O) (°), and vertical location on the screen (L). The current standard keyboard performed poorly (PITOT = 0.28) compared to other designs considered. Keyboard location (L) contributed to the greatest variability in performance out of the three design variables, suggesting that designers should modify this variable first. Performance was greatest for designs in the middle keyboard location. In addition, having a slightly upward curve (R = −20 mm) and orientated perpendicular to the thumb's long axis (O = −20°) improved performance to PITOT = 1.97. Poorest performances were associated with placement of the keyboard's spacebar in the bottom right corner of the screen (e.g., the worst was for R = 20 mm, O = 40°, L = Bottom (PITOT = 0.09)). While this evaluation tool can be used in the design process as an ergonomic reference to promote user motor performance, other design variables such as visual access and usability still remain unexplored. PMID:25211465
Virtual reality in medical education and assessment
NASA Technical Reports Server (NTRS)
Sprague, Laurie A.; Bell, Brad; Sullivan, Tim; Voss, Mark; Payer, Andrew F.; Goza, Stewart Michael
1994-01-01
The NASA Johnson Space Center (JSC)/LinCom Corporation, the University of Texas Medical Branch at Galveston (UTMB), and the Galveston Independent School District (GISD) have teamed up to develop a virtual visual environment display (VIVED) that provides a unique educational experience using virtual reality (VR) technologies. The VIVED end product will be a self-contained educational experience allowing students a new method of learning as they interact with the subject matter through VR. This type of interface is intuitive and utilizes spatial and psychomotor abilities which are now constrained or reduced by the current two dimensional terminals and keyboards. The perpetual challenge to educators remains the identification and development of methodologies which conform the learners abilities and preferences. The unique aspects of VR provide an opportunity to explore a new educational experience. Endowing medical students with an understanding of the human body poses some difficulty challenges. One of the most difficult is to convey the three dimensional nature of anatomical structures. The ideal environment for addressing this problem would be one that allows students to become small enough to enter the body and travel through it - much like a person walks through a building. By using VR technology, this effect can be achieved; when VR is combined with multimedia technologies, the effect can be spectacular.
Riva, Giuseppe; Carelli, Laura; Gaggioli, Andrea; Gorini, Alessandra; Vigna, Cinzia; Corsi, Riccardo; Faletti, Gianluca; Vezzadini, Luca
2009-01-01
At MMVR 2007 we presented NeuroVR (http://www.neurovr.org) a free virtual reality platform based on open-source software. The software allows non-expert users to adapt the content of 14 pre-designed virtual environments to the specific needs of the clinical or experimental setting. Following the feedbacks of the 700 users who downloaded the first version, we developed a new version - NeuroVR 1.5 - that improves the possibility for the therapist to enhance the patient's feeling of familiarity and intimacy with the virtual scene, by using external sounds, photos or videos. Specifically, the new version now includes full sound support and the ability of triggering external sounds and videos using the keyboard. The outcomes of different trials made using NeuroVR will be presented and discussed.
Implementing virtual reality interfaces for the geosciences
DOE Office of Scientific and Technical Information (OSTI.GOV)
Bethel, W.; Jacobsen, J.; Austin, A.
1996-06-01
For the past few years, a multidisciplinary team of computer and earth scientists at Lawrence Berkeley National Laboratory has been exploring the use of advanced user interfaces, commonly called {open_quotes}Virtual Reality{close_quotes} (VR), coupled with visualization and scientific computing software. Working closely with industry, these efforts have resulted in an environment in which VR technology is coupled with existing visualization and computational tools. VR technology may be thought of as a user interface. It is useful to think of a spectrum, ranging the gamut from command-line interfaces to completely immersive environments. In the former, one uses the keyboard to enter threemore » or six-dimensional parameters. In the latter, three or six-dimensional information is provided by trackers contained either in hand-held devices or attached to the user in some fashion, e.g. attached to a head-mounted display. Rich, extensible and often complex languages are a vehicle whereby the user controls parameters to manipulate object position and location in a virtual world, but the keyboard is the obstacle in that typing is cumbersome, error-prone and typically slow. In the latter, the user can interact with these parameters by means of motor skills which are highly developed. Two specific geoscience application areas will be highlighted. In the first, we have used VR technology to manipulate three-dimensional input parameters, such as the spatial location of injection or production wells in a reservoir simulator. In the second, we demonstrate how VR technology has been used to manipulate visualization tools, such as a tool for computing streamlines via manipulation of a {open_quotes}rake.{close_quotes} The rake is presented to the user in the form of a {open_quotes}virtual well{close_quotes} icon, and provides parameters used by the streamlines algorithm.« less
Probabilistic motor sequence learning in a virtual reality serial reaction time task.
Sense, Florian; van Rijn, Hedderik
2018-01-01
The serial reaction time task is widely used to study learning and memory. The task is traditionally administered by showing target positions on a computer screen and collecting responses using a button box or keyboard. By comparing response times to random or sequenced items or by using different transition probabilities, various forms of learning can be studied. However, this traditional laboratory setting limits the number of possible experimental manipulations. Here, we present a virtual reality version of the serial reaction time task and show that learning effects emerge as expected despite the novel way in which responses are collected. We also show that response times are distributed as expected. The current experiment was conducted in a blank virtual reality room to verify these basic principles. For future applications, the technology can be used to modify the virtual reality environment in any conceivable way, permitting a wide range of previously impossible experimental manipulations.
Simulation of Physical Experiments in Immersive Virtual Environments
NASA Technical Reports Server (NTRS)
Noor, Ahmed K.; Wasfy, Tamer M.
2001-01-01
An object-oriented event-driven immersive Virtual environment is described for the creation of virtual labs (VLs) for simulating physical experiments. Discussion focuses on a number of aspects of the VLs, including interface devices, software objects, and various applications. The VLs interface with output devices, including immersive stereoscopic screed(s) and stereo speakers; and a variety of input devices, including body tracking (head and hands), haptic gloves, wand, joystick, mouse, microphone, and keyboard. The VL incorporates the following types of primitive software objects: interface objects, support objects, geometric entities, and finite elements. Each object encapsulates a set of properties, methods, and events that define its behavior, appearance, and functions. A container object allows grouping of several objects. Applications of the VLs include viewing the results of the physical experiment, viewing a computer simulation of the physical experiment, simulation of the experiments procedure, computational steering, and remote control of the physical experiment. In addition, the VL can be used as a risk-free (safe) environment for training. The implementation of virtual structures testing machines, virtual wind tunnels, and a virtual acoustic testing facility is described.
SurfaceSlide: a multitouch digital pathology platform.
Wang, Yinhai; Williamson, Kate E; Kelly, Paul J; James, Jacqueline A; Hamilton, Peter W
2012-01-01
Digital pathology provides a digital environment for the management and interpretation of pathological images and associated data. It is becoming increasing popular to use modern computer based tools and applications in pathological education, tissue based research and clinical diagnosis. Uptake of this new technology is stymied by its single user orientation and its prerequisite and cumbersome combination of mouse and keyboard for navigation and annotation. In this study we developed SurfaceSlide, a dedicated viewing platform which enables the navigation and annotation of gigapixel digitised pathological images using fingertip touch. SurfaceSlide was developed using the Microsoft Surface, a 30 inch multitouch tabletop computing platform. SurfaceSlide users can perform direct panning and zooming operations on digitised slide images. These images are downloaded onto the Microsoft Surface platform from a remote server on-demand. Users can also draw annotations and key in texts using an on-screen virtual keyboard. We also developed a smart caching protocol which caches the surrounding regions of a field of view in multi-resolutions thus providing a smooth and vivid user experience and reducing the delay for image downloading from the internet. We compared the usability of SurfaceSlide against Aperio ImageScope and PathXL online viewer. SurfaceSlide is intuitive, fast and easy to use. SurfaceSlide represents the most direct, effective and intimate human-digital slide interaction experience. It is expected that SurfaceSlide will significantly enhance digital pathology tools and applications in education and clinical practice.
SurfaceSlide: A Multitouch Digital Pathology Platform
Wang, Yinhai; Williamson, Kate E.; Kelly, Paul J.; James, Jacqueline A.; Hamilton, Peter W.
2012-01-01
Background Digital pathology provides a digital environment for the management and interpretation of pathological images and associated data. It is becoming increasing popular to use modern computer based tools and applications in pathological education, tissue based research and clinical diagnosis. Uptake of this new technology is stymied by its single user orientation and its prerequisite and cumbersome combination of mouse and keyboard for navigation and annotation. Methodology In this study we developed SurfaceSlide, a dedicated viewing platform which enables the navigation and annotation of gigapixel digitised pathological images using fingertip touch. SurfaceSlide was developed using the Microsoft Surface, a 30 inch multitouch tabletop computing platform. SurfaceSlide users can perform direct panning and zooming operations on digitised slide images. These images are downloaded onto the Microsoft Surface platform from a remote server on-demand. Users can also draw annotations and key in texts using an on-screen virtual keyboard. We also developed a smart caching protocol which caches the surrounding regions of a field of view in multi-resolutions thus providing a smooth and vivid user experience and reducing the delay for image downloading from the internet. We compared the usability of SurfaceSlide against Aperio ImageScope and PathXL online viewer. Conclusion SurfaceSlide is intuitive, fast and easy to use. SurfaceSlide represents the most direct, effective and intimate human–digital slide interaction experience. It is expected that SurfaceSlide will significantly enhance digital pathology tools and applications in education and clinical practice. PMID:22292040
Stereoscopic, Force-Feedback Trainer For Telerobot Operators
NASA Technical Reports Server (NTRS)
Kim, Won S.; Schenker, Paul S.; Bejczy, Antal K.
1994-01-01
Computer-controlled simulator for training technicians to operate remote robots provides both visual and kinesthetic virtual reality. Used during initial stage of training; saves time and expense, increases operational safety, and prevents damage to robots by inexperienced operators. Computes virtual contact forces and torques of compliant robot in real time, providing operator with feel of forces experienced by manipulator as well as view in any of three modes: single view, two split views, or stereoscopic view. From keyboard, user specifies force-reflection gain and stiffness of manipulator hand for three translational and three rotational axes. System offers two simulated telerobotic tasks: insertion of peg in hole in three dimensions, and removal and insertion of drawer.
Computer users' postures and associations with workstation characteristics.
Gerr, F; Marcus, M; Ortiz, D; White, B; Jones, W; Cohen, S; Gentry, E; Edwards, A; Bauer, E
2000-01-01
This investigation tested the hypotheses that (1) physical workstation dimensions are important determinants of operator posture, (2) specific workstation characteristics systematically affect worker posture, and (3) computer operators assume "neutral" upper limb postures while keying. Operator head, neck, and upper extremity posture and selected workstation dimensions and characteristics were measured among 379 computer users. Operator postures were measured with manual goniometers, workstation characteristics were evaluated by observation, and workstation dimensions by direct measurement. Considerably greater variability in all postures was observed than was expected from application of basic geometric principles to measured workstation dimensions. Few strong correlations were observed between worker posture and workstation physical dimensions; findings suggest that preference is given to keyboard placement with respect to the eyes (r = 0.60 for association between keyboard height and seated elbow height) compared with monitor placement with respect to the eyes (r = 0.18 for association between monitor height and seated eye height). Wrist extension was weakly correlated with keyboard height (r = -0.24) and virtually not at all with keyboard thickness (r = 0.07). Use of a wrist rest was associated with decreased wrist flexion (21.9 versus 25.1 degrees, p < 0.01). Participants who had easily adjustable chairs had essentially the same neck and upper limb postures as did those with nonadjustable chairs. Sixty-one percent of computer operators were observed in nonneutral shoulder postures and 41% in nonneutral wrist postures. Findings suggest that (1) workstation dimensions are not strong determinants of at least several neck and upper extremity postures among computer operators, (2) only some workstation characteristics affect posture, and (3) contrary to common recommendations, a large proportion of computer users do not work in so-called neutral postures.
The virtual mirror: a new interaction paradigm for augmented reality environments.
Bichlmeier, Christoph; Heining, Sandro Michael; Feuerstein, Marco; Navab, Nassir
2009-09-01
Medical augmented reality (AR) has been widely discussed within the medical imaging as well as computer aided surgery communities. Different systems for exemplary medical applications have been proposed. Some of them produced promising results. One major issue still hindering AR technology to be regularly used in medical applications is the interaction between physician and the superimposed 3-D virtual data. Classical interaction paradigms, for instance with keyboard and mouse, to interact with visualized medical 3-D imaging data are not adequate for an AR environment. This paper introduces the concept of a tangible/controllable Virtual Mirror for medical AR applications. This concept intuitively augments the direct view of the surgeon with all desired views on volumetric medical imaging data registered with the operation site without moving around the operating table or displacing the patient. We selected two medical procedures to demonstrate and evaluate the potentials of the Virtual Mirror for the surgical workflow. Results confirm the intuitiveness of this new paradigm and its perceptive advantages for AR-based computer aided interventions.
Foreman, Nigel; Sandamas, George; Newson, David
2004-08-01
Four groups of undergraduates (half of each gender) experienced a movement along a corridor containing three distinctive objects, in a virtual environment (VE) with wide-screen projection. One group simulated walking along the virtual corridor using a proprietary step-exercise device. A second group moved along the corridor in conventional flying mode, depressing a keyboard key to initiate continuous forward motion. Two further groups observed the walking and flying participants, by viewing their progress on the screen. Participants then had to walk along a real equivalent but empty corridor, and indicate the positions of the three objects. All groups underestimated distances in the real corridor, the greatest underestimates occurring for the middle distance object. Males' underestimations were significantly lower than females' at all distances. However, there was no difference between the active participants and passive observers, nor between walking and flying conditions.
An optical tracking system for virtual reality
NASA Astrophysics Data System (ADS)
Hrimech, Hamid; Merienne, Frederic
2009-03-01
In this paper we present a low-cost 3D tracking system which we have developed and tested in order to move away from traditional 2D interaction techniques (keyboard and mouse) in an attempt to improve user's experience while using a CVE. Such a tracking system is used to implement 3D interaction techniques that augment user experience, promote user's sense of transportation in the virtual world as well as user's awareness of their partners. The tracking system is a passive optical tracking system using stereoscopy a technique allowing the reconstruction of three-dimensional information from a couple of images. We have currently deployed our 3D tracking system on a collaborative research platform for investigating 3D interaction techniques in CVEs.
2008-12-01
systems in a compact 2D form. This stylistic decision can give trainees a confusing or incorrect assessment of the actual layout of the corresponding...birth. Replacing these instinctual motions with mappings to a keyboard and a mouse imposes a great cognitive burden on a user; even skilled users often...can cause a situation known as ― cognitive overload,‖ in which a student, overwhelmed by the learning demands being simultaneously placed on him
DOE Office of Scientific and Technical Information (OSTI.GOV)
Tittiranonda, P.; Burastero, S.; Shih, M.
This study presents an evaluation of the Apple Adjustable Keyboard based on subjective preference and observed joint angles during typing. Thirty five keyboard users were asked to use the Apple adjustable keyboard for 7--14 days and rate the various characteristics of the keyboard. Our findings suggest that the most preferred opening angles range from 11--20{degree}. The mean ulnar deviation on the Apple Adjustable keyboard is 11{degree}, compared to 16{degree} on the standard keyboard. The mean extension was decreased from 24{degree} to 16{degree} when using the adjustable keyboard. When asked to subjectively rate the adjustable keyboard in comparison to the standard,more » the average subject felt that the Apple Adjustable Keyboard was more comfortable and easier to use than the standard flat keyboard.« less
NASA Technical Reports Server (NTRS)
1994-01-01
The Data Egg, a prototype chord key-based data entry device, can be used autonomously or as an auxiliary keyboard with a personal computer. Data is entered by pressing combinations of seven buttons positioned where the fingers naturally fall when clasping the device. An experienced user can enter text at 30 to 35 words per minute. No transcription is required. The input is downloaded into a computer and printed. The Data Egg can be used by an astronaut in space, a journalist, a bedridden person, etc. It was developed by a Jet Propulsion Laboratory engineer. Product is not currently manufactured.
van der Kuil, Milan N. A.; Visser-Meily, Johanna M. A.; Evers, Andrea W. M.; van der Ham, Ineke J. M.
2018-01-01
Acquired brain injury patients often report navigation impairments. A cognitive rehabilitation therapy has been designed in the form of a serious game. The aim of the serious game is to aid patients in the development of compensatory navigation strategies by providing exercises in 3D virtual environments on their home computers. The objective of this study was to assess the usability of three critical gaming attributes: movement control in 3D virtual environments, instruction modality and feedback timing. Thirty acquired brain injury patients performed three tasks in which objective measures of usability were obtained. Mouse controlled movement was compared to keyboard controlled movement in a navigation task. Text-based instructions were compared to video-based instructions in a knowledge acquisition task. The effect of feedback timing on performance and motivation was examined in a navigation training game. Subjective usability ratings of all design options were assessed using questionnaires. Results showed that mouse controlled interaction in 3D environments is more effective than keyboard controlled interaction. Patients clearly preferred video-based instructions over text-based instructions, even though video-based instructions were not more effective in context of knowledge acquisition and comprehension. No effect of feedback timing was found on performance and motivation in games designed to train navigation abilities. Overall appreciation of the serious game was positive. The results provide valuable insights in the design choices that facilitate the transfer of skills from serious games to real-life situations. PMID:29922196
van der Kuil, Milan N A; Visser-Meily, Johanna M A; Evers, Andrea W M; van der Ham, Ineke J M
2018-01-01
Acquired brain injury patients often report navigation impairments. A cognitive rehabilitation therapy has been designed in the form of a serious game. The aim of the serious game is to aid patients in the development of compensatory navigation strategies by providing exercises in 3D virtual environments on their home computers. The objective of this study was to assess the usability of three critical gaming attributes: movement control in 3D virtual environments, instruction modality and feedback timing. Thirty acquired brain injury patients performed three tasks in which objective measures of usability were obtained. Mouse controlled movement was compared to keyboard controlled movement in a navigation task. Text-based instructions were compared to video-based instructions in a knowledge acquisition task. The effect of feedback timing on performance and motivation was examined in a navigation training game. Subjective usability ratings of all design options were assessed using questionnaires. Results showed that mouse controlled interaction in 3D environments is more effective than keyboard controlled interaction. Patients clearly preferred video-based instructions over text-based instructions, even though video-based instructions were not more effective in context of knowledge acquisition and comprehension. No effect of feedback timing was found on performance and motivation in games designed to train navigation abilities. Overall appreciation of the serious game was positive. The results provide valuable insights in the design choices that facilitate the transfer of skills from serious games to real-life situations.
Keyboards for the handicapped. A new concept.
Johnson, E L
1986-06-01
A keyboard has been designed and constructed for persons restricted to using a head or mouth stick. The keyboard is not a modification of existing keyboard technology but involves a completely new concept. The keyboard, called a 2DOF keyboard, requires only two degrees of freedom motion for actuation. The problems of simultaneous key requirements, accidental key strikes, and multiple strikes of the same key have been solved. The keyboard is transparent to the personal computer to which it is connected, allowing use of any available software.
Evaluating the Usability of Pinchigator, a system for Navigating Virtual Worlds using Pinch Gloves
NASA Technical Reports Server (NTRS)
Hamilton, George S.; Brookman, Stephen; Dumas, Joseph D. II; Tilghman, Neal
2003-01-01
Appropriate design of two dimensional user interfaces (2D U/I) utilizing the well known WIMP (Window, Icon, Menu, Pointing device) environment for computer software is well studied and guidance can be found in several standards. Three-dimensional U/I design is not nearly so mature as 2D U/I, and standards bodies have not reached consensus on what makes a usable interface. This is especially true when the tools for interacting with the virtual environment may include stereo viewing, real time trackers and pinch gloves instead of just a mouse & keyboard. Over the last several years the authors have created a 3D U/I system dubbed Pinchigator for navigating virtual worlds based on the dVise dV/Mockup visualization software, Fakespace Pinch Gloves and Pohlemus trackers. The current work is to test the usability of the system on several virtual worlds, suggest improvements to increase Pinchigator s usability, and then to generalize about what was learned and how those lessons might be applied to improve other 3D U/I systems.
Keyboard Proficiency: An Essential Skill in a Technological Age. Number 2.
ERIC Educational Resources Information Center
Gillmon, Eve
A structured keyboard skills training scheme for students in England should be included within school curricula. Negative attitudes toward keyboard training prevail in schools although employers value keyboard application skills. There are several reasons why keyboard proficiency, which facilitates the efficient input and retrieval of text and…
Effects of computer keyboarding on ultrasonographic measures of the median nerve
Toosi, KK; Impink, BG; Baker, NA; Boninger, ML
2011-01-01
Background Keyboarding is a highly repetitive daily task and has been linked to musculoskeletal disorders of the upper extremity. However, the effect of keyboarding on median nerve injuries is not well understood. The purpose of this study was to use ultrasonographic measurements to determine whether continuous keyboarding can cause acute changes in the median nerve. Methods Ultrasound images of the median nerve from twenty-one volunteers were captured at the levels of the pisiform and distal radius prior to and following a prolonged keyboarding task (i.e., one hour of continuous keyboarding). Images were analyzed by a blinded investigator to quantify the median nerve characteristics. Changes in the median nerve ultrasonographic measures as a result of continuous keyboarding task were evaluated. Results Cross-sectional areas at the pisiform level were significantly larger in both dominant (p=0.004) and non-dominant (p=0.001) hands following the keyboarding task. Swelling ratio was significantly greater in the dominant hand (p=0.020) after 60 minutes of keyboarding when compared to the baseline measures. Flattening ratios were not significantly different in either hand as a result of keyboarding. Conclusion We were able to detect an acute increase in the area of the median nerve following one hour of keyboarding with a computer keyboard. This suggests that keyboarding has an impact on the median nerve. Further studies are required to understand this relationship, which would provide insight into the pathophysiology of median neuropathies such as carpal tunnel syndrome. PMID:21739468
NASA Technical Reports Server (NTRS)
Gutensohn, Michael
2018-01-01
The task for this project was to design, develop, test, and deploy a facial recognition system for the Kennedy Space Center Augmented/Virtual Reality Lab. This system will serve as a means of user authentication as part of the NUI of the lab. The overarching goal is to create a seamless user interface that will allow the user to initiate and interact with AR and VR experiences without ever needing to use a mouse or keyboard at any step in the process.
An innovative multimodal virtual platform for communication with devices in a natural way
NASA Astrophysics Data System (ADS)
Kinkar, Chhayarani R.; Golash, Richa; Upadhyay, Akhilesh R.
2012-03-01
As technology grows people are diverted and are more interested in communicating with machine or computer naturally. This will make machine more compact and portable by avoiding remote, keyboard etc. also it will help them to live in an environment free from electromagnetic waves. This thought has made 'recognition of natural modality in human computer interaction' a most appealing and promising research field. Simultaneously it has been observed that using single mode of interaction limit the complete utilization of commands as well as data flow. In this paper a multimodal platform, where out of many natural modalities like eye gaze, speech, voice, face etc. human gestures are combined with human voice is proposed which will minimize the mean square error. This will loosen the strict environment needed for accurate and robust interaction while using single mode. Gesture complement Speech, gestures are ideal for direct object manipulation and natural language is used for descriptive tasks. Human computer interaction basically requires two broad sections recognition and interpretation. Recognition and interpretation of natural modality in complex binary instruction is a tough task as it integrate real world to virtual environment. The main idea of the paper is to develop a efficient model for data fusion coming from heterogeneous sensors, camera and microphone. Through this paper we have analyzed that the efficiency is increased if heterogeneous data (image & voice) is combined at feature level using artificial intelligence. The long term goal of this paper is to design a robust system for physically not able or having less technical knowledge.
A review of existing and potential computer user interfaces for modern radiology.
Iannessi, Antoine; Marcy, Pierre-Yves; Clatz, Olivier; Bertrand, Anne-Sophie; Sugimoto, Maki
2018-05-16
The digitalization of modern imaging has led radiologists to become very familiar with computers and their user interfaces (UI). New options for display and command offer expanded possibilities, but the mouse and keyboard remain the most commonly utilized, for usability reasons. In this work, we review and discuss different UI and their possible application in radiology. We consider two-dimensional and three-dimensional imaging displays in the context of interventional radiology, and discuss interest in touchscreens, kinetic sensors, eye detection, and augmented or virtual reality. We show that UI design specifically for radiologists is key for future use and adoption of such new interfaces. Next-generation UI must fulfil professional needs, while considering contextual constraints. • The mouse and keyboard remain the most utilized user interfaces for radiologists. • Touchscreen, holographic, kinetic sensors and eye tracking offer new possibilities for interaction. • 3D and 2D imaging require specific user interfaces. • Holographic display and augmented reality provide a third dimension to volume imaging. • Good usability is essential for adoption of new user interfaces by radiologists.
NASA Technical Reports Server (NTRS)
1993-01-01
Using chordic technology, a data entry operator can finger key combinations for text or graphics input. Because only one hand is needed, a disabled person may use it. Strain and fatigue are less than when using a conventional keyboard; input is faster, and the system can be learned in about an hour. Infogrip, Inc. developed chordic input technology with Stennis Space Center (SSC). (NASA is interested in potentially faster human/computer interaction on spacecraft as well as a low cost tactile/visual training system for the handicapped.) The company is now marketing the BAT as an improved system for both disabled and non-disabled computer operators.
Computer Workstations: Keyboards
... computer workstation. Keyboard Placement - Height Keyboard Placement - Distance Design and Use Left Hand Key Usage You should ... chair has armrests that interfere with adequate positioning. Design and Use Potential Hazards: A traditional keyboard may ...
Warning: This keyboard will deconstruct--the role of the keyboard in skilled typewriting.
Crump, Matthew J C; Logan, Gordon D
2010-06-01
Skilled actions are commonly assumed to be controlled by precise internal schemas or cognitive maps. We challenge these ideas in the context of skilled typing, where prominent theories assume that typing is controlled by a well-learned cognitive map that plans finger movements without feedback. In two experiments, we demonstrate that online physical interaction with the keyboard critically mediates typing skill. Typists performed single-word and paragraph typing tasks on a regular keyboard, a laser-projection keyboard, and two deconstructed keyboards, made by removing successive layers of a regular keyboard. Averaged over the laser and deconstructed keyboards, response times for the first keystroke increased by 37%, the interval between keystrokes increased by 120%, and error rate increased by 177%, relative to those of the regular keyboard. A schema view predicts no influence of external motor feedback, because actions could be planned internally with high precision. We argue that the expert knowledge mediating action control emerges during online interaction with the physical environment.
ERIC Educational Resources Information Center
Warwood, Byrdeen; And Others
Before students can use microcomputers effectively, they need keyboarding skills. A project was conducted in Montana to teach keyboarding to fourth-grade children using computer-assisted instruction. Two fourth-grade classes at Hawthorne Elementary School, Bozeman, Montana, participated in an 8-week, 32-session elementary keyboarding pilot…
Next generation keyboards: The importance of cognitive compatibility
NASA Technical Reports Server (NTRS)
Amell, John R.; Ewry, Michael E.; Colle, Herbert A.
1988-01-01
The computer keyboard of today is essentially the same as it has been for many years. Few advances have been made in keyboard design even though computer systems in general have made remarkable progress in improvements. This paper discusses the future of keyboards, their competition and compatibility with voice input systems, and possible special-application intelligent keyboards for controlling complex systems.
1979-12-01
BE2 CD66 ALl SGG/110(14) 5/AS2 SGG/79(14) AMI 110(13) 5/AU2 78(16) NI KRIRF/lll(2) ANl PRIRF/lll(l) ARI IPC/lll(ll) 7/BPl IPC/144(4) ASI KRF/106(9...KRS 6034 Read a character from the keyboard/reader buffer. The keyboard/reader flag is set when the operation is completed. KIE 6035 Enable the...keyboard/ reader flag is a 1. KCC 6032 Clear the AC and the keyboard/reader flag. KRS 6034 Read a character from the keyboard/reader buffer. The keyboard
NASA Technical Reports Server (NTRS)
Crane, J. M.; Boucek, G. P., Jr.; Smith, W. D.
1986-01-01
A flight management computer (FMC) control display unit (CDU) test was conducted to compare two types of input devices: a fixed legend (dedicated) keyboard and a programmable legend (multifunction) keyboard. The task used for comparison was operation of the flight management computer for the Boeing 737-300. The same tasks were performed by twelve pilots on the FMC control display unit configured with a programmable legend keyboard and with the currently used B737-300 dedicated keyboard. Flight simulator work activity levels and input task complexity were varied during each pilot session. Half of the points tested were previously familiar with the B737-300 dedicated keyboard CDU and half had no prior experience with it. The data collected included simulator flight parameters, keystroke time and sequences, and pilot questionnaire responses. A timeline analysis was also used for evaluation of the two keyboard concepts.
Thurlow, W R
1980-01-01
Experiments with keyboard arrangements of letters show that simple alphabetic letter-key sequences with 4 to 5 letters in a row lead to most rapid visual search performance. Such arrangements can be used on keyboards operated by the index finger of one hand. Arrangement of letters in words offers a promising alternative because these arrangements can be readily memorized and can result in small interletter distances on the keyboard for frequently occurring letter sequences. Experiments on operation of keyboards show that a space or shift key operated by the left hand (which also holds the communication device) results in faster keyboard operation than when space or shift keys on the front of the keyboard (operated by right hand) are used. Special problems of the deaf-blind are discussed. Keyboard arrangements are investigated, and matching tactual codes are suggested.
An optical brain computer interface for environmental control.
Ayaz, Hasan; Shewokis, Patricia A; Bunce, Scott; Onaral, Banu
2011-01-01
A brain computer interface (BCI) is a system that translates neurophysiological signals detected from the brain to supply input to a computer or to control a device. Volitional control of neural activity and its real-time detection through neuroimaging modalities are key constituents of BCI systems. The purpose of this study was to develop and test a new BCI design that utilizes intention-related cognitive activity within the dorsolateral prefrontal cortex using functional near infrared (fNIR) spectroscopy. fNIR is a noninvasive, safe, portable and affordable optical technique with which to monitor hemodynamic changes, in the brain's cerebral cortex. Because of its portability and ease of use, fNIR is amenable to deployment in ecologically valid natural working environments. We integrated a control paradigm in a computerized 3D virtual environment to augment interactivity. Ten healthy participants volunteered for a two day study in which they navigated a virtual environment with keyboard inputs, but were required to use the fNIR-BCI for interaction with virtual objects. Results showed that participants consistently utilized the fNIR-BCI with an overall success rate of 84% and volitionally increased their cerebral oxygenation level to trigger actions within the virtual environment.
Keyboard Instruction in the Music Classroom.
ERIC Educational Resources Information Center
Appell, Claudia J.
1993-01-01
Asserts that the use of electronic keyboards enables music educators to incorporate technological advances into instruction and take advantage of the popularity of electronic and computerized keyboards. Discusses advantages of electronic keyboard instruction related to student motivation and behavior. Describes methods of incorporating…
Keyboarding, Language Arts, and the Elementary School Child.
ERIC Educational Resources Information Center
Balajthy, Ernest
1988-01-01
Discusses benefits of keyboarding instruction for elementary school students, emphasizing the integration of keyboarding with language arts instruction. Traditional typing and computer-assisted instruction are discussed, six software packages for adapting keyboarding instruction to the classroom are reviewed, and suggestions for software selection…
User-centered design and evaluation of a next generation fixed-split ergonomic keyboard.
McLoone, Hugh E; Jacobson, Melissa; Hegg, Chau; Johnson, Peter W
2010-01-01
Research has shown that fixed-split, ergonomic keyboards lessen the pain and functional status in symptomatic individuals as well as reduce the likelihood of developing musculoskeletal disorders in asymptomatic typists over extended use. The goal of this study was to evaluate design features to determine whether the current fixed-split ergonomic keyboard design could be improved. Thirty-nine, adult-aged, fixed-split ergonomic keyboard users were recruited to participate in one of three studies. First utilizing non-functional models and later a functional prototype, three studies evaluated keyboard design features including: 1) keyboard lateral inclination, 2) wrist rest height, 3) keyboard slope, and 4) curved "gull-wing" key layouts. The findings indicated that keyboard lateral inclination could be increased from 8° to 14°; wrist rest height could be increased up to 10 mm from current setting; positive, flat, and negative slope settings were equally preferred and facilitated greater postural variation; and participants preferred a new gull-wing key layout. The design changes reduced forearm pronation and wrist extension while not adversely affecting typing performance. This research demonstrated how iterative-evaluative, user-centered research methods can be utilized to improve a product's design such as a fixed-split ergonomic keyboard.
What Research Says about Keyboarding Skills and Computer Anxiety.
ERIC Educational Resources Information Center
Artwohl, Mary Jane
A literature search identified 14 studies that were examined concerning keyboarding and computer anxiety. Although research on the relationship between keyboarding skills and computer anxiety is scarce, studies are being conducted to measure the effects of basic keyboarding skills on increased productivity. In addition, research is being performed…
A Comparison of Two Chord Keyboard Coding Systems for Alphanumeric Data Entry.
1987-06-01
These rates were achieved while typing new material with no more than two errors per minute. No IBM machine has yet been marketed using this chord...type", subject’s typing rates on the standard typewriter ranged from 54.5 CPM to 176.5 CPM for mixed alphanumeric data. Nine of the ten subjects...dot Keyboard and the Standard Keyboard Material Keyboard Entry Rate All Letters Alpha-dot Keyboard 65.25 CPM Mixed Alpha/Numeric Text Alpha-dot
A Hybrid 2D/3D User Interface for Radiological Diagnosis.
Mandalika, Veera Bhadra Harish; Chernoglazov, Alexander I; Billinghurst, Mark; Bartneck, Christoph; Hurrell, Michael A; Ruiter, Niels de; Butler, Anthony P H; Butler, Philip H
2018-02-01
This paper presents a novel 2D/3D desktop virtual reality hybrid user interface for radiology that focuses on improving 3D manipulation required in some diagnostic tasks. An evaluation of our system revealed that our hybrid interface is more efficient for novice users and more accurate for both novice and experienced users when compared to traditional 2D only interfaces. This is a significant finding because it indicates, as the techniques mature, that hybrid interfaces can provide significant benefit to image evaluation. Our hybrid system combines a zSpace stereoscopic display with 2D displays, and mouse and keyboard input. It allows the use of 2D and 3D components interchangeably, or simultaneously. The system was evaluated against a 2D only interface with a user study that involved performing a scoliosis diagnosis task. There were two user groups: medical students and radiology residents. We found improvements in completion time for medical students, and in accuracy for both groups. In particular, the accuracy of medical students improved to match that of the residents.
Federal Register 2010, 2011, 2012, 2013, 2014
2013-01-31
... Related Touch Keyboard Software; Institution of Investigation AGENCY: U.S. International Trade Commission... importation of certain mobile handset devices and related touch keyboard software by reason of infringement of... certain mobile handset devices and related touch keyboard software that infringe one or more of claims 36...
Keyboard Success: MECC Version.
ERIC Educational Resources Information Center
Fidanque, Ann; And Others
This is a teacher's guide to a 30-lesson keyboarding program for elementary and middle school students. The primary instructional objectives are to teach students how to: (1) keyboard from a correct position; (2) identify the names for the fingers to be used to keyboard; and (3) locate the most frequently used keys with the correct finger. No…
Bringing Manual Input into the 20th Century: New Keyboard Concepts.
ERIC Educational Resources Information Center
Montgomery, Edward B.
1982-01-01
Examines the typewriter keyboard--the major method of information entry for the computer--and describes efforts to rearrange keyboards to improve speed and ease of use. The Montgomery wipe-activated keyboard, based on the frequency of word use, is pictured and explained. (10662 Los Vaqueros Circle, Los Alamitos, CA 90720) (JJD)
Carpal tunnel syndrome and keyboard use at work: a population-based study.
Atroshi, Isam; Gummesson, Christina; Ornstein, Ewald; Johnsson, Ragnar; Ranstam, Jonas
2007-11-01
To investigate the relationship between carpal tunnel syndrome (CTS) and keyboard use at work in a general population. A health status questionnaire was mailed to 2,465 persons of working age (25-65 years) who were randomly selected from the general population of a representative region of Sweden. The questionnaire required the subjects to provide information about the presence and severity of pain, numbness and tingling in each body region, employment history, and work activities, including average time spent using a keyboard during a usual working day. Those reporting recurrent hand numbness or tingling in the median nerve distribution were asked to undergo a physical examination and nerve conduction testing. The prevalence of CTS, defined as symptoms plus abnormal results on nerve conduction tests, was compared between groups of subjects that differed in their intensity of keyboard use, adjusting for age, sex, body mass index, and smoking status. Eighty-two percent responded to the questionnaire, and 80% of all symptomatic persons attended the examinations. Persons who had reported intensive keyboard use on the questionnaire were significantly less likely to be diagnosed as having CTS than were those who had reported little keyboard use, with a prevalence that increased from 2.6% in the highest keyboard use group (> or = 4 hours/day), to 2.9% in the moderate use group (1 to <4 hours/day), 4.9% in the low use group (<1 hour/day), and 5.2% in the no keyboard use at work group (P for trend = 0.032). Using > or = 1 hour/day to designate high keyboard use and <1 hour/day to designate low keyboard use, the prevalence ratio of CTS in the groups with high to low keyboard use was 0.55 (95% confidence interval 0.32, 0.96). Intensive keyboard use appears to be associated with a lower risk of CTS.
Keyboard Success: MicroType PAWS Version.
ERIC Educational Resources Information Center
Fidanque, Ann; And Others
This is a teacher's guide to a 30-lesson keyboarding program for elementary and middle school students. The primary instructional objectives are to teach students how to: (1) keyboard from a correct position; (2) identify the names for the fingers to be used to keyboard; and (3) locate the most frequently used keys with the correct finger. No…
The 7/8 Piano Keyboard: An Attractive Alternative for Small-Handed Players
ERIC Educational Resources Information Center
Wristen, Brenda; Hallbeck, M. Susan
2009-01-01
This study examines whether the use of a 7/8 keyboard contributes to the physical ease of small-handed pianists in comparison to the conventional piano keyboard. A secondary research question focuses on the progression of physical ease in making the transition from one keyboard to the other. For the purposes of this study, the authors stipulated…
Examining the Impact of L2 Proficiency and Keyboarding Skills on Scores on TOEFL-iBT Writing Tasks
ERIC Educational Resources Information Center
Barkaoui, Khaled
2014-01-01
A major concern with computer-based (CB) tests of second-language (L2) writing is that performance on such tests may be influenced by test-taker keyboarding skills. Poor keyboarding skills may force test-takers to focus their attention and cognitive resources on motor activities (i.e., keyboarding) and, consequently, other processes and aspects of…
Hand VR Exergame for Occupational Health Care.
Ortiz, Saskia; Uribe-Quevedo, Alvaro; Kapralos, Bill
2016-01-01
The widespread use and ubiquity of mobile computing technologies such as smartphones, tablets, laptops and portable gaming consoles has led to an increase in musculoskeletal disorders due to overuse, bad posture, repetitive movements, fixed postures and physical de-conditioning caused by low muscular demands while using (and over-using) these devices. In this paper we present the development of a hand motion-based virtual reality-based exergame for occupational health purposes that allows the user to perform simple exercises using a cost-effective non-invasive motion capture device to help overcome and prevent some of the muskoloskeletal problems associated with the over-use of keyboards and mobile devices.
Video Player Keyboard Shortcuts
... of this page: https://medlineplus.gov/hotkeys.html Video Player Keyboard Shortcuts To use the sharing features ... of accessible keyboard shortcuts for our latest Health videos on the MedlinePlus site. These shortcuts allow you ...
Bufton, Marcia J; Marklin, Richard W; Nagurka, Mark L; Simoneau, Guy G
2006-08-15
This study aimed to compare and analyse rubber-dome desktop, spring-column desktop and notebook keyboards in terms of key stiffness and fingertip typing force. The spring-column keyboard resulted in the highest mean peak contact force (0.86N), followed by the rubber dome desktop (0.68N) and the notebook (0.59N). All these differences were statistically significant. Likewise, the spring-column keyboard registered the highest fingertip typing force and the notebook keyboard the lowest. A comparison of forces showed the notebook (rubber dome) keyboard had the highest fingertip-to-peak contact force ratio (overstrike force), and the spring-column generated the least excess force (as a ratio of peak contact force). The results of this study could aid in optimizing computer key design that could possibly reduce subject discomfort and fatigue.
Reconfigurable work station for a video display unit and keyboard
NASA Technical Reports Server (NTRS)
Shields, Nicholas L. (Inventor); Roe, Fred D., Jr. (Inventor); Fagg, Mary F. (Inventor); Henderson, David E. (Inventor)
1988-01-01
A reconfigurable workstation is described having video, keyboard, and hand operated motion controller capabilities. The workstation includes main side panels between which a primary work panel is pivotally carried in a manner in which the primary work panel may be adjusted and set in a negatively declined or positively inclined position for proper forearm support when operating hand controllers. A keyboard table supports a keyboard in such a manner that the keyboard is set in a positively inclined position with respect to the negatively declined work panel. Various adjustable devices are provided for adjusting the relative declinations and inclinations of the work panels, tables, and visual display panels.
Potentially risky postural behaviors during worksite keyboard use
Baker, Nancy A.; Redfern, Mark
2016-01-01
Objective This study describes the frequency and distribution of potentially risky postural behaviors of keyboard users. Method Forty-three subjects’ keyboard postural behaviors were rated with the Keyboard – Personal Computer Style instrument (K-PeCS) while they worked at their own workstations. The frequency and distribution of keyboard postural behaviors, and the associations and differences between the right and left sides were assessed. Results Generally, each static body posture had a single criterion that occurred most frequently, (e.g. elbow flexion posture 80 – 120 degrees), while dynamic postures of the wrists and hands were distributed throughout their criteria. Right and left side postural behaviors were significantly associated for shoulder flexion, elbow flexion, hand displacement, wrist extension, forearm rotation, isolated 5th digit, MCP hyperextension, and wrist support use, and significantly different for hand displacement, isolated thumb, number of digits used, and MCP hyperextension. Conclusion Potentially problematic keyboard postural behaviors are common among keyboard users. Our results suggest that occupational therapists must systematically assess body, arm, wrist, and hand postures on both the right and left sides to be able to develop the most effective intervention strategies. PMID:19708467
DOE Office of Scientific and Technical Information (OSTI.GOV)
Veligdan, James T.; Feichtner, John D.; Phillips, Thomas E.
2001-01-01
An optical keyboard includes an optical panel having optical waveguides stacked together. First ends of the waveguides define an inlet face, and opposite ends thereof define a screen. A projector transmits a light beam outbound through the waveguides for display on the screen as a keyboard image. A light sensor is optically aligned with the inlet face for sensing an inbound light beam channeled through the waveguides from the screen upon covering one key of the keyboard image.
NASA Astrophysics Data System (ADS)
Nikitin, P. V.; Savinov, A. N.; Bazhenov, R. I.; Sivandaev, S. V.
2018-05-01
The article describes the method of identifying a person in distance learning systems based on a keyboard rhythm. An algorithm for the organization of access control is proposed, which implements authentication, identification and verification of a person using the keyboard rhythm. Authentication methods based on biometric personal parameters, including those based on the keyboard rhythm, due to the inexistence of biometric characteristics without a particular person, are able to provide an advanced accuracy and inability to refuse authorship and convenience for operators of automated systems, in comparison with other methods of conformity checking. Methods of permanent hidden keyboard monitoring allow detecting the substitution of a student and blocking the key system.
Chong, Hyun Ju; Han, Soo Jeong; Kim, Yong Jae; Park, Hye Young; Kim, Soo Ji
2014-01-01
While a number of studies have tested the therapeutic effectiveness of playing musical instruments, such as the electronic keyboard using Musical Instrument Digital Interface (MIDI), it is still unclear whether outcomes of electronic keyboard playing are related to hand function tests. The purpose of this study was to investigate the correlation between MIDI-keyboard playing and hand function tests, including grip strength, Box and Block test (BBT), and Jensen-Taylor Hand Function Test (JTHF). A total of 66 stroke patients were recruited from medical centers and were classified into acute (n = 21), subacute (n = 28), and chronic (n = 17) recovery stages. The participants' mean age was 60.5 years. The MIDI-keyboard playing protocol based on sequential key pressing was implemented. All hand function tests were performed by certified occupational therapists. MIDI scores from participants at all three recovery stages were significantly correlated with BBT and grip strength. Overall, MIDI-keyboard playing scores demonstrated moderate to high correlations with hand function tests except for participants at the chronic stage and the JTHF, which showed no correlation. These findings suggest that MIDI-keyboard playing has great potential as an assessment tool of hand function, especially hand dexterity in acute and subacute stroke patients. Further studies are needed to refine the specific keyboard playing tasks that increase responsiveness to traditional hand function tests.
Madison, Heather; Pereira, Anna; Korshøj, Mette; Taylor, Laura; Barr, Alan; Rempel, David
2015-11-01
The aim of this study was to evaluate the effects of key gap (distance between edges of keys) on computer keyboards on typing speed, percentage error, preference, and usability. In Parts 1 and 2 of this series, a small key pitch (center-to-center distance between keys) was found to reduce productivity and usability, but the findings were confounded by gap. In this study, key gap was varied while holding key pitch constant. Participants (N = 25) typed on six keyboards, which differed in gap between keys (1, 3, or 5 mm) and pitch (16 or 17 mm; distance between centers of keys), while typing speed, accuracy, usability, and preference were measured. There was no statistical interaction between gap and pitch. Accuracy was better for keyboards with a gap of 5 mm compared to a 1-mm gap (p = .04). Net typing speed (p = .02), accuracy (p = .002), and most usability measures were better for keyboards with a pitch of 17 mm compared to a 16-mm pitch. The study findings support keyboard designs with a gap between keys of 5 mm over 1 mm and a key pitch of 17 mm over 16 mm. These findings may influence keyboard standards and design, especially the design of small keyboards used with portable devices, such as tablets and laptops. © 2015, Human Factors and Ergonomics Society.
NASA Technical Reports Server (NTRS)
Albert, Stephen L.; Spencer, Jeffrey B.
1994-01-01
'THE VERTICAL' computer keyboard is designed to address critical factors which contribute to Repetitive Motion Injuries (RMI) (including Carpal Tunnel Syndrome) in association with computer keyboard usage. This keyboard splits the standard QWERTY design into two halves and positions each half 90 degrees from the desk. In order to access a computer correctly. 'THE VERTICAL' requires users to position their bodies in optimal alignment with the keyboard. The orthopaedically neutral forearm position (with hands palms-in and thumbs-up) reduces nerve compression in the forearm. The vertically arranged keypad halves ameliorate onset occurrence of keyboard-associated RMI. By utilizing visually-reference mirrored mylar surfaces adjustable to the user's eye, the user is able to readily reference any key indicia (reversed) just as they would on a conventional keyboard. Transverse adjustability substantially reduces cumulative musculoskeletal discomfort in the shoulders. 'THE VERTICAL' eliminates the need for an exterior mouse by offering a convenient finger-accessible curser control while the hands remain in the vertically neutral position. The potential commercial application for 'THE VERTICAL' is enormous since the product can effect every person who uses a computer anywhere in the world. Employers and their insurance carriers are spending hundreds of millions of dollars per year as a result of RMI. This keyboard will reduce the risk.
Zapf, Marc P; Matteucci, Paul B; Lovell, Nigel H; Zheng, Steven; Suaning, Gregg J
2014-01-01
Simulated prosthetic vision (SPV) in normally sighted subjects is an established way of investigating the prospective efficacy of visual prosthesis designs in visually guided tasks such as mobility. To perform meaningful SPV mobility studies in computer-based environments, a credible representation of both the virtual scene to navigate and the experienced artificial vision has to be established. It is therefore prudent to make optimal use of existing hardware and software solutions when establishing a testing framework. The authors aimed at improving the realism and immersion of SPV by integrating state-of-the-art yet low-cost consumer technology. The feasibility of body motion tracking to control movement in photo-realistic virtual environments was evaluated in a pilot study. Five subjects were recruited and performed an obstacle avoidance and wayfinding task using either keyboard and mouse, gamepad or Kinect motion tracking. Walking speed and collisions were analyzed as basic measures for task performance. Kinect motion tracking resulted in lower performance as compared to classical input methods, yet results were more uniform across vision conditions. The chosen framework was successfully applied in a basic virtual task and is suited to realistically simulate real-world scenes under SPV in mobility research. Classical input peripherals remain a feasible and effective way of controlling the virtual movement. Motion tracking, despite its limitations and early state of implementation, is intuitive and can eliminate between-subject differences due to familiarity to established input methods.
Pereira, Anna; Hsieh, Chih-Ming; Laroche, Charles; Rempel, David
2014-06-01
The objective was to evaluate the effects of vertical key spacing on a conventional computer keyboard on typing speed, percentage error, usability, forearm muscle activity, and wrist posture for both females with small fingers and males with large fingers. Part I evaluated primarily horizontal key spacing and found that for male typists with large fingers, productivity and usability were similar for spacings of 17, 18, and 19 mm but were reduced for spacings of 16 mm. Few other key spacing studies are available, and the international standards that specify the spacing between keys on a keyboard have been mainly guided by design convention. Experienced female typists (n = 26) with small fingers (middle finger length < or = 7.71 cm or finger breadth of < or = 1.93 cm) and male typists (n = 26) with large fingers (middle finger length > or = 8.37 cm or finger breadth of > or = 2.24 cm) typed on five keyboards that differed primarily in vertical key spacing (17 x 18, 17 x 17, 17 x 16, 17 x 15.5, and 18 x 16 mm) while typing speed, error, fatigue, preference, forearm muscle activity, and wrist posture were recorded. Productivity and usability ratings were significantly worse for the keyboard with 15.5 mm vertical spacing compared to the other keyboards for both groups.There were few significant differences on usability ratings between the other keyboards. Reducing vertical key spacing,from 18 to 17 to 16 mm, had no significant effect on productivity or usability. The findings support the design of keyboards with vertical key spacings of 16, 17, or 18 mm. These findings may influence keyboard design and standards.
Arkansas' Curriculum Guide. Competency Based Typewriting.
ERIC Educational Resources Information Center
Arkansas State Dept. of Education, Little Rock. Div. of Vocational, Technical and Adult Education.
This guide contains the essential parts of a total curriculum for a one-year typewriting course at the secondary school level. Addressed in the individual units of the guide are the following topics: alphabetic keyboarding, numeric keyboarding, basic symbol keyboarding, skill development, problem typewriting, ten-key numeric pads, production…
Triple redundant computer system/display and keyboard subsystem interface
NASA Technical Reports Server (NTRS)
Gulde, F. J.
1973-01-01
Interfacing of the redundant display and keyboard subsystem with the triple redundant computer system is defined according to space shuttle design. The study is performed in three phases: (1) TRCS configuration and characteristics identification; (2) display and keyboard subsystem configuration and characteristics identification, and (3) interface approach definition.
MIDI Keyboards: Memory Skills and Building Values toward School.
ERIC Educational Resources Information Center
Marcinkiewicz, Henryk R.; And Others
This document summarizes the results of a study which evaluated whether school instruction with Musical Instrument Digital Interface (MIDI) keyboards improves memory skill and whether school instruction with MIDI keyboards improves sentiments toward school and instructional media. Pupils in early elementary grades at five schools were evaluated…
Peake, Christian; Diaz, Alicia; Artiles, Ceferino
This study examined the relationship and degree of predictability that the fluency of writing the alphabet from memory and the selection of allographs have on measures of fluency and accuracy of spelling in a free-writing sentence task when keyboarding. The Test Estandarizado para la Evaluación de la Escritura con Teclado ("Spanish Keyboarding Writing Test"; Jiménez, 2012) was used as the assessment tool. A sample of 986 children from Grades 1 through 3 were classified according to transcription skills measured by keyboard ability (poor vs. good) across the grades. Results demonstrated that fluency in writing the alphabet and selecting allographs mediated the differences in spelling between good and poor keyboarders in the free-writing task. Execution in the allograph selection task and writing alphabet from memory had different degrees of predictability in each of the groups in explaining the level of fluency and spelling in the free-writing task sentences, depending on the grade. These results suggest that early assessment of writing by means of the computer keyboard can provide clues and guidelines for intervention and training to strengthen specific skills to improve writing performance in the early primary grades in transcription skills by keyboarding.
Alternative Computer Access for Young Handicapped Children: A Systematic Selection Procedure.
ERIC Educational Resources Information Center
Morris, Karen J.
The paper describes the type of computer access products appropriate for use by handicapped children and presents a systematic procedure for selection of such input and output devices. Modification of computer input is accomplished by three strategies: modifying the keyboard, adding alternative keyboards, and attaching switches to the keyboard.…
Keyboarding Accuracy for a Student with Physical Disabilities: A Synergistic Approach
ERIC Educational Resources Information Center
Obringer, S. John; Coffey, Kenneth; McFadden, Gary; Etheridge, Jill; Pounder, Rebecca
2007-01-01
The purpose of this study was to examine a synergistic application of three different technologies to improve the keyboarding accuracy of an individual with significant motor disorders. Three keyboarding technologies were layered to measure the power of each technology independently and collectively. The results show a significant increase in…
Older Amateur Keyboard Players Learning for Self-Fulfilment
ERIC Educational Resources Information Center
Taylor, Angela
2011-01-01
This article investigates self-reported music learning experiences of 21 older amateur pianists and electronic keyboard players. Significant changes in their lives and the encouragement of friends were catalysts for returning to or taking up a keyboard instrument as an adult, although not all returners had positive memories of learning a keyboard…
Microcomputer Keyboarding Curriculum for Middle and Junior High School Students. Final Report.
ERIC Educational Resources Information Center
Regional School District No. 10, Burlington, CT.
This project report describes the development of a seventh-grade curriculum to promote microcomputer keyboarding skills, i.e., learning correct alpha-numeric reaches, developing proficiency in making appropriate reaches, using correct fingering without looking at the keyboard, and attaining a degree of speed and accuracy. Although the curriculum…
Pointright: a system to redirect mouse and keyboard control among multiple machines
Johanson, Bradley E [Palo Alto, CA; Winograd, Terry A [Stanford, CA; Hutchins, Gregory M [Mountain View, CA
2008-09-30
The present invention provides a software system, PointRight, that allows for smooth and effortless control of pointing and input devices among multiple displays. With PointRight, a single free-floating mouse and keyboard can be used to control multiple screens. When the cursor reaches the edge of a screen it seamlessly moves to the adjacent screen and keyboard control is simultaneously redirected to the appropriate machine. Laptops may also redirect their keyboard and pointing device, and multiple pointers are supported simultaneously. The system automatically reconfigures itself as displays go on, go off, or change the machine they display.
Computer Applications Course Goals, Outlines, and Objectives.
ERIC Educational Resources Information Center
Law, Debbie; Morgan, Michele
This document contains a curriculum model that is designed to provide high school computer teachers with practical ideas for a 1-year computer applications course combining 3 quarters of instruction in keyboarding and 1 quarter of basic instruction in databases and spreadsheets. The document begins with a rationale and a 10-item list of…
Machine Shorthand Dictation, Business Education: 7706.33.
ERIC Educational Resources Information Center
Cropper, Clara Joy F.
The course is designed to reinforce machine shorthand theory with emphasis on taking dictation with speed and accuracy. In this course, students are expected to complete the basic theory of techniques for writing sounds, in combinations of letters of the alphabet, on the keyboard of a touch shorthand machine; to increase their recording speeds;…
Preparation of forefinger's sequence on keyboard orients ocular fixations on computer screen.
Coutté, Alexandre; Olivier, Gérard; Faure, Sylvane; Baccino, Thierry
2014-08-01
This study examined the links between attention, hand movements and eye movements when performed in different spatial areas. Participants performed a visual search task on a computer screen while preparing to press two keyboard keys sequentially with their index. Results showed that the planning of the manual sequence influenced the latency of the first saccade and the placement of the first fixation. In particular, even if the first fixation placement was influenced by the combination of both components of the prepared manual sequence in some trials, it was affected principally by the first component of the prepared manual sequence. Moreover, the probability that the first fixation placement did reflect a combination of both components of the manual sequence was correlated with the speed of the second component. This finding suggests that the preparation of the second component of the sequence influence simultaneous oculomotor behavior when motor control of the manual sequence relied on proactive motor planning. These results are discussed taking into account the current debate on the eye/hand coordination research.
Keyboard Success. Computer Flip Book. MECC Version.
ERIC Educational Resources Information Center
Fidanque, Ann; And Others
Designed for use by elementary and middle school students, this computer flip book contains the exercises for each lesson in a 30-lesson keyboarding program, a brief outline of the development of writing devices, and exercises for 25 bonus lessons. For each lesson, the flip book provides a keyboard diagram with the keys that have been introduced…
Keyboard Success! Microtype "PAWS" Version. Computer Flip Book.
ERIC Educational Resources Information Center
Fidanque, Ann; And Others
Designed for use by elementary and middle school students, this computer flip book contains the exercises for each lesson in a 30-lesson keyboarding program, a brief outline of the development of writing devices, and exercises for 25 bonus lessons. For each lesson, the flip book provides a keyboard diagram with the keys that have been introduced…
ERIC Educational Resources Information Center
Zafranas, Nikolaos
2004-01-01
This research had three main goals: to control whether children would show significant improvement in cognitive test scores following piano/keyboard instruction; to compare whether the spatial tasks would show greater improvement than other tasks; and to examine whether the effects of piano/keyboard training on spatial tasks are gender…
Shipboard Calibration Network Extension Utilizing COTS Products
2014-09-01
to emulate the MCS system console. C. KEYBOARD VIDEO AND MOUSE (KVM) SWITCH A ServSwitch Wizard IP Plus KVM switch is used to allow remote access...9 C. KEYBOARD VIDEO AND MOUSE (KVM) SWITCH .......................... 10 D. ROUTER...mechanical, and electrical KVM Keyboard Video and Mouse LAN Local Area Network MCS Machinery Control Systems NIST National Institute of Standards and
Prevalence and Risk Factors for Musculoskeletal Pain in Keyboard Musicians: A Systematic Review.
Amaral Corrêa, Leticia; Dos Santos, Luciano Teixeira; Nogueira Paranhos, Edmur Nelson; Minetti Albertini, Alfredo Ignacio; do Carmo Silva Parreira, Patrícia; Nogueira, Leandro Alberto Calazans
2018-04-26
To identify the prevalence and risk factors for musculoskeletal pain in keyboard musicians. Systematic review METHODS: A systematic review was conducted according to the MOOSE recommendations and it was registered with the PROSPERO database under registration number CRD42016042913. We included observational studies through the electronic databases PubMed, Scopus, ScienceDirect, Web of Science, Répertoire International de Littérature Musicale (RILM), Retrospective Index to Music Periodicals (RIPM), Scielo, and Google Scholar, with combinations of the keywords pianists, keyboard players, musculoskeletal pain, muscular disease, tendinitis, tendinopathy, observational, case-control, prevalence, and risk factors. Data from population, information about pain, and risk factors were extracted from studies that fulfilled the eligibility criteria. The methodological quality of the studies was classified through the Newcastle-Ottawa Scale. The risk of bias and quality of evidence was assessed using the GRADE system. Twelve articles (case-controls) were included for the qualitative synthesis. The quality of the studies was classified as fair (n = 6) and good (n = 6). Prevalence was observed between 25.8% and 77.0% of musculoskeletal pain among keyboard musicians, with a higher prevalence in wrists and hands (13.8%-65.8%), neck (9.8%-64.2%), and shoulders (9.8%-59.8%). The only consistent risk factor found in the 4 studies was being female, with OR ranging from 1.05-1.90. Age greater than 18 years; weekly training more than 20 hours; training for more than 60 minutes without a rest break; not having a habit of practicing sports; and playing despite the pain were also described as risks factors for musculoskeletal pain. It was not possible to perform the meta-analysis due to the heterogeneity of the studies. Keyboard musicians presented a high prevalence of musculoskeletal pain, especially in the upper extremity regions of the body. Female, ageing, playing behaviors, and sedentary lifestyle showed an increased likelihood to report musculoskeletal pain. Level II. Copyright © 2018 American Academy of Physical Medicine and Rehabilitation. Published by Elsevier Inc. All rights reserved.
Virtual daily living test to screen for mild cognitive impairment using kinematic movement analysis
Seo, Kyoungwon; Kim, Jae-kwan; Oh, Dong Hoon
2017-01-01
Questionnaires or computer-based tests for assessing activities of daily living are well-known approaches to screen for mild cognitive impairment (MCI). However, questionnaires are subjective and computerized tests only collect simple performance data with conventional input devices such as a mouse and keyboard. This study explored the validity and discriminative power of a virtual daily living test as a new diagnostic approach to assess MCI. Twenty-two healthy controls and 20 patients with MCI were recruited. The virtual daily living test presents two complex daily living tasks in an immersive virtual reality environment. The tasks were conducted based on subject body movements and detailed behavioral data (i.e., kinematic measures) were collected. Performance in both the proposed virtual daily living test and conventional neuropsychological tests for patients with MCI was compared to healthy controls. Kinematic measures considered in this study, such as body movement trajectory, time to completion, and speed, classified patients with MCI from healthy controls, F(8, 33) = 5.648, p < 0.001, η2 = 0.578. When both hand and head speed were employed in conjunction with the immediate free-recall test, a conventional neuropsychological test, the discrimination power for screening MCI was significantly improved to 90% sensitivity and 95.5% specificity (cf. the immediate free-recall test alone has 80% sensitivity and 77.3% specificity). Inclusion of the kinematic measures in screening for MCI significantly improved the classification of patients with MCI compared to the healthy control group, Wilks’ Lambda = 0.451, p < 0.001. PMID:28738088
Liu, Xianyun; Crump, Matthew J C; Logan, Gordon D
2010-06-01
Two experiments evaluated skilled typists' ability to report knowledge about the layout of keys on a standard keyboard. In Experiment 1, subjects judged the relative direction of letters on the computer keyboard. One group of subjects was asked to imagine the keyboard, one group was allowed to look at the keyboard, and one group was asked to type the letter pair before judging relative direction. The imagine group had larger angular error and longer response time than both the look and touch groups. In Experiment 2, subjects placed one key relative to another. Again, the imagine group had larger angular error, larger distance error, and longer response time than the other groups. The two experiments suggest that skilled typists have poor explicit knowledge of key locations. The results are interpreted in terms of a model with two hierarchical parts in the system controlling typewriting.
Haptic interfaces: Hardware, software and human performance
NASA Technical Reports Server (NTRS)
Srinivasan, Mandayam A.
1995-01-01
Virtual environments are computer-generated synthetic environments with which a human user can interact to perform a wide variety of perceptual and motor tasks. At present, most of the virtual environment systems engage only the visual and auditory senses, and not the haptic sensorimotor system that conveys the sense of touch and feel of objects in the environment. Computer keyboards, mice, and trackballs constitute relatively simple haptic interfaces. Gloves and exoskeletons that track hand postures have more interaction capabilities and are available in the market. Although desktop and wearable force-reflecting devices have been built and implemented in research laboratories, the current capabilities of such devices are quite limited. To realize the full promise of virtual environments and teleoperation of remote systems, further developments of haptic interfaces are critical. In this paper, the status and research needs in human haptics, technology development and interactions between the two are described. In particular, the excellent performance characteristics of Phantom, a haptic interface recently developed at MIT, are highlighted. Realistic sensations of single point of contact interactions with objects of variable geometry (e.g., smooth, textured, polyhedral) and material properties (e.g., friction, impedance) in the context of a variety of tasks (e.g., needle biopsy, switch panels) achieved through this device are described and the associated issues in haptic rendering are discussed.
PyMOL mControl: Manipulating molecular visualization with mobile devices.
Lam, Wendy W T; Siu, Shirley W I
2017-01-02
Viewing and manipulating three-dimensional (3D) structures in molecular graphics software are essential tasks for researchers and students to understand the functions of molecules. Currently, the way to manipulate a 3D molecular object is mainly based on mouse-and-keyboard control that is usually difficult and tedious to learn. While gesture-based and touch-based interactions are increasingly popular in interactive software systems, their suitability in handling molecular graphics has not yet been sufficiently explored. Here, we designed the gesture-based and touch-based interaction methods to manipulate virtual objects in PyMOL utilizing the motion and touch sensors in a mobile device. Three fundamental viewing controls-zooming, translation and rotation-and frequently used functions were implemented. Results from a pilot user study reveal that task performances on viewing controls using a mobile device are slightly reduced as compared to mouse-and-keyboard method. However, it is considered to be more suitable for oral presentations and equally suitable for education scenarios such as school classes. Overall, PyMOL mControl provides an alternative way to manipulate objects in molecular graphic software with new user experiences. The software is freely available at http://cbbio.cis.umac.mo/mcontrol.html. © 2016 by The International Union of Biochemistry and Molecular Biology, 45(1):76-83, 2017. © 2016 The International Union of Biochemistry and Molecular Biology.
ERIC Educational Resources Information Center
Ling, Guangming
2017-01-01
To investigate whether the type of keyboard used in exams introduces any construct-irrelevant variance to the TOEFL iBT Writing scores, we surveyed 17,040 TOEFL iBT examinees from 24 countries on their keyboard-related perceptions and preferences and analyzed the survey responses together with their test scores. Results suggest that controlling…
ERIC Educational Resources Information Center
Jiménez, Juan E.; Marco, Isaac; Suárez, Natalia; González, Desirée
2017-01-01
This study had two purposes: examining the internal structure of the "Test Estandarizado para la Evaluación Inicial de la Escritura con Teclado" (TEVET; Spanish Keyboarding Writing Test), and analyzing the development of keyboarding skills in Spanish elementary school children with and without learning disabilities (LD) in writing. A…
Personality identified self-powering keyboard
Wang, Zhong Lin; Zhu, Guang; Chen, Jun
2018-02-06
A keyboard for converting keystrokes into electrical signals is disclosed. The keyboard includes a plurality of keys. At least one of the keys includes two electrodes and a member that generates triboelectric charges upon skin contact. The member is adjacent to one of the electrodes to affect a flow of electrons between the two electrodes when a distance between the member and the skin varies.
Motion-Capture-Enabled Software for Gestural Control of 3D Models
NASA Technical Reports Server (NTRS)
Norris, Jeffrey S.; Luo, Victor; Crockett, Thomas M.; Shams, Khawaja S.; Powell, Mark W.; Valderrama, Anthony
2012-01-01
Current state-of-the-art systems use general-purpose input devices such as a keyboard, mouse, or joystick that map to tasks in unintuitive ways. This software enables a person to control intuitively the position, size, and orientation of synthetic objects in a 3D virtual environment. It makes possible the simultaneous control of the 3D position, scale, and orientation of 3D objects using natural gestures. Enabling the control of 3D objects using a commercial motion-capture system allows for natural mapping of the many degrees of freedom of the human body to the manipulation of the 3D objects. It reduces training time for this kind of task, and eliminates the need to create an expensive, special-purpose controller.
A microbased shared virtual world prototype
NASA Technical Reports Server (NTRS)
Pitts, Gerald; Robinson, Mark; Strange, Steve
1993-01-01
Virtual reality (VR) allows sensory immersion and interaction with a computer-generated environment. The user adopts a physical interface with the computer, through Input/Output devices such as a head-mounted display, data glove, mouse, keyboard, or monitor, to experience an alternate universe. What this means is that the computer generates an environment which, in its ultimate extension, becomes indistinguishable from the real world. 'Imagine a wraparound television with three-dimensional programs, including three-dimensional sound, and solid objects that you can pick up and manipulate, even feel with your fingers and hands.... 'Imagine that you are the creator as well as the consumer of your artificial experience, with the power to use a gesture or word to remold the world you see and hear and feel. That part is not fiction... three-dimensional computer graphics, input/output devices, computer models that constitute a VR system make it possible, today, to immerse yourself in an artificial world and to reach in and reshape it.' Our research's goal was to propose a feasibility experiment in the construction of a networked virtual reality system, making use of current personal computer (PC) technology. The prototype was built using Borland C compiler, running on an IBM 486 33 MHz and a 386 33 MHz. Each game currently is represented as an IPX client on a non-dedicated Novell server. We initially posed the two questions: (1) Is there a need for networked virtual reality? (2) In what ways can the technology be made available to the most people possible?
Web GIS in practice X: a Microsoft Kinect natural user interface for Google Earth navigation
2011-01-01
This paper covers the use of depth sensors such as Microsoft Kinect and ASUS Xtion to provide a natural user interface (NUI) for controlling 3-D (three-dimensional) virtual globes such as Google Earth (including its Street View mode), Bing Maps 3D, and NASA World Wind. The paper introduces the Microsoft Kinect device, briefly describing how it works (the underlying technology by PrimeSense), as well as its market uptake and application potential beyond its original intended purpose as a home entertainment and video game controller. The different software drivers available for connecting the Kinect device to a PC (Personal Computer) are also covered, and their comparative pros and cons briefly discussed. We survey a number of approaches and application examples for controlling 3-D virtual globes using the Kinect sensor, then describe Kinoogle, a Kinect interface for natural interaction with Google Earth, developed by students at Texas A&M University. Readers interested in trying out the application on their own hardware can download a Zip archive (included with the manuscript as additional files 1, 2, &3) that contains a 'Kinnogle installation package for Windows PCs'. Finally, we discuss some usability aspects of Kinoogle and similar NUIs for controlling 3-D virtual globes (including possible future improvements), and propose a number of unique, practical 'use scenarios' where such NUIs could prove useful in navigating a 3-D virtual globe, compared to conventional mouse/3-D mouse and keyboard-based interfaces. PMID:21791054
Web GIS in practice X: a Microsoft Kinect natural user interface for Google Earth navigation.
Boulos, Maged N Kamel; Blanchard, Bryan J; Walker, Cory; Montero, Julio; Tripathy, Aalap; Gutierrez-Osuna, Ricardo
2011-07-26
This paper covers the use of depth sensors such as Microsoft Kinect and ASUS Xtion to provide a natural user interface (NUI) for controlling 3-D (three-dimensional) virtual globes such as Google Earth (including its Street View mode), Bing Maps 3D, and NASA World Wind. The paper introduces the Microsoft Kinect device, briefly describing how it works (the underlying technology by PrimeSense), as well as its market uptake and application potential beyond its original intended purpose as a home entertainment and video game controller. The different software drivers available for connecting the Kinect device to a PC (Personal Computer) are also covered, and their comparative pros and cons briefly discussed. We survey a number of approaches and application examples for controlling 3-D virtual globes using the Kinect sensor, then describe Kinoogle, a Kinect interface for natural interaction with Google Earth, developed by students at Texas A&M University. Readers interested in trying out the application on their own hardware can download a Zip archive (included with the manuscript as additional files 1, 2, &3) that contains a 'Kinnogle installation package for Windows PCs'. Finally, we discuss some usability aspects of Kinoogle and similar NUIs for controlling 3-D virtual globes (including possible future improvements), and propose a number of unique, practical 'use scenarios' where such NUIs could prove useful in navigating a 3-D virtual globe, compared to conventional mouse/3-D mouse and keyboard-based interfaces.
Are Computer Keyboards Making You--or Your Students--Sick?
ERIC Educational Resources Information Center
Goldsborough, Reid
2008-01-01
According to new research by the London-based consumer group Which? (www.which.co.uk), a computer's keyboard may be harboring the kinds of bugs that can cause a nasty case of food poisoning. "The main cause of a bug-infested keyboard is eating at one's desk," according to a report released by the group. Crumbs and spills can wind up on and between…
ERIC Educational Resources Information Center
Stauffer, Mary
2008-01-01
This article describes an unconventional method to teach un-contracted braille reading and writing skills to students who are blind and have additional disabilities. It includes a keyboarding curriculum that focuses on the whole language approach to literacy. A special feature is the keyboard that is adapted with braille symbols. Un-contracted…
ERIC Educational Resources Information Center
Reagan, Steven Dallas
A computer teacher in a middle school in East Tennessee observed that his students were entering the middle school program with computer familiarity but without the touch keyboarding skills necessary to operate the computer efficiently. It was also observed that even with instruction and practice using drill and practice keyboarding software, the…
Size effects on the touchpad, touchscreen, and keyboard tasks of netbooks.
Lai, Chih-Chun; Wu, Chih-Fu
2012-10-01
The size of a netbook plays an important role in its success. Somehow, the viewing area on screen and ability to type fast were traded off for portability. To further investigate, this study compared the performances of different-sized touchpads, touchscreens, and keyboards of four-sized netbooks for five application tasks. Consequently, the 7" netbook was significantly slower than larger netbooks in all the tasks except the 8.9" netbook touchpad (successive selecting and clicking) or keyboard tasks. Differences were non-significant for the operating times among the 8.9", 10.1", and 11.6" netbooks in all the tasks except between the 8.9" and 11.6" netbooks in keyboards tasks. For error rates, device-type effects rather than size effects were significant. Gender effects were not significant for operating times in all the tasks but for error rates in touchscreen (multi-direction touching) and keyboard tasks. Considering size effects, the 10.1" netbooks seemed to optimally balance between portability and productivity.
Zhang, Xiaoying; Liu, Songhuai; Yang, Degang; Du, Liangjie; Wang, Ziyuan
2016-08-01
[Purpose] The purpose of this study was to examine the immediate effects of therapeutic keyboard music playing on the finger function of subjects' hands through measurements of the joint position error test, surface electromyography, probe reaction time, and writing time. [Subjects and Methods] Ten subjects were divided randomly into experimental and control groups. The experimental group used therapeutic keyboard music playing and the control group used grip training. All subjects were assessed and evaluated by the joint position error test, surface electromyography, probe reaction time, and writing time. [Results] After accomplishing therapeutic keyboard music playing and grip training, surface electromyography of the two groups showed no significant change, but joint position error test, probe reaction time, and writing time obviously improved. [Conclusion] These results suggest that therapeutic keyboard music playing is an effective and novel treatment for improving joint position error test scores, probe reaction time, and writing time, and it should be promoted widely in clinics.
ERIC Educational Resources Information Center
Shih, Ching-Hsiang
2012-01-01
This study used a standard keyboard with a newly developed finger-pressing position detection program (FPPDP), i.e. a new software program, which turns a standard keyboard into a finger-pressing position detector, to evaluate whether two people with developmental disabilities would be able to actively perform fine motor activities to control their…
Jiménez, Juan E; Marco, Isaac; Suárez, Natalia; González, Desirée
This study had two purposes: examining the internal structure of the Test Estandarizado para la Evaluación Inicial de la Escritura con Teclado (TEVET; Spanish Keyboarding Writing Test), and analyzing the development of keyboarding skills in Spanish elementary school children with and without learning disabilities (LD) in writing. A group of 1,168 elementary school children carried out the following writing tasks: writing the alphabet in order from memory, allograph selection, word copying, writing dictated words with inconsistent spelling, writing pseudowords from dictation, and independent composition of sentence. For this purpose, exploratory factor analysis for the TEVET was conducted. Principal component analysis with a varimax rotation identified three factors with eigenvalues greater than 1.0. Based on factorial analysis, we analyzed the keyboarding skills across grades in Spanish elementary school children with and without LD (i.e., poor handwriters compared with poor spellers, who in turn were compared with mixed compared with typically achieving writers). The results indicated that poor handwriters did not differ from typically achieving writers in phonological processing, visual-orthographic processing, and sentence production components by keyboarding. The educational implications of the findings are analyzed with regard to acquisition of keyboarding skills in children with and without LD in transcription.
NASA Technical Reports Server (NTRS)
Huber, W. C.
1986-01-01
Voice synthesizer tells what key is about to be depressed. Verbal feedback useful for blind operators or where dim light prevents sighted operator from seeing keyboard. Also used where operator is busy observing other things while keying data into control system. Used as training aid for touch typing, and to train blind operators to use both standard and braille keyboards. Concept adapted to such equipment as typewriters, computers, calculators, telephones, cash registers, and on/off controls.
Installing the ARL Phrase Book Android Application and Configuring its Dependencies
2015-02-01
device and configuring several additional applications required by the Phrase Book. 15. SUBJECT TERMS Android, Phrase Book, Domain Translator, Festival ...CMU] Festival Light Dari Text-to-Speech [TTS] Engine, the Dari/Pashto soft keyboard2) were integrated into the Phrase Book for additional capability...apps (as APK files): • Dari and Pashto AnySoftKeyboards. Delivered as a 94-KB AnySoftKeyboardLanguagePackPashto.apk. • Festival Lite (Flite) TTS
Design of virtual three-dimensional instruments for sound control
NASA Astrophysics Data System (ADS)
Mulder, Axel Gezienus Elith
An environment for designing virtual instruments with 3D geometry has been prototyped and applied to real-time sound control and design. It enables a sound artist, musical performer or composer to design an instrument according to preferred or required gestural and musical constraints instead of constraints based only on physical laws as they apply to an instrument with a particular geometry. Sounds can be created, edited or performed in real-time by changing parameters like position, orientation and shape of a virtual 3D input device. The virtual instrument can only be perceived through a visualization and acoustic representation, or sonification, of the control surface. No haptic representation is available. This environment was implemented using CyberGloves, Polhemus sensors, an SGI Onyx and by extending a real- time, visual programming language called Max/FTS, which was originally designed for sound synthesis. The extension involves software objects that interface the sensors and software objects that compute human movement and virtual object features. Two pilot studies have been performed, involving virtual input devices with the behaviours of a rubber balloon and a rubber sheet for the control of sound spatialization and timbre parameters. Both manipulation and sonification methods affect the naturalness of the interaction. Informal evaluation showed that a sonification inspired by the physical world appears natural and effective. More research is required for a natural sonification of virtual input device features such as shape, taking into account possible co- articulation of these features. While both hands can be used for manipulation, left-hand-only interaction with a virtual instrument may be a useful replacement for and extension of the standard keyboard modulation wheel. More research is needed to identify and apply manipulation pragmatics and movement features, and to investigate how they are co-articulated, in the mapping of virtual object parameters. While the virtual instruments can be adapted to exploit many manipulation gestures, further work is required to reduce the need for technical expertise to realize adaptations. Better virtual object simulation techniques and faster sensor data acquisition will improve the performance of virtual instruments. The design environment which has been developed should prove useful as a (musical) instrument prototyping tool and as a tool for researching the optimal adaptation of machines to humans.
From the Classroom to the Keyboard: How Seven Teachers Created Their Online Teacher Identities
ERIC Educational Resources Information Center
Richardson, Jennifer C.; Alsup, Janet
2015-01-01
Teacher identity is defined as a sense of teacher self that results from a productive combination of key personal and professional subjectivities or beliefs. Much empirical research has been done on the development of teacher identity in the K-12 arena, with a great deal of theoretical and philosophical scholarship about teaching at the college…
Displaying Force and Torque of A Manipulator
NASA Technical Reports Server (NTRS)
Bejczy, A. K.; Dotson, R. S.; Primus, H. C.
1984-01-01
Display combines bar charts, vector diagrams, and numerical values to inform operator of forces and torques exerted by end effector of manipulator. On voice or keyboard command, eight-channel strip-chart recorder traces force and torque components and claw position of raw measurements from eight strain gage sensors in end effector. Especially helpful when operator's view of end effector is obscured.
Personalized keystroke dynamics for self-powered human--machine interfacing.
Chen, Jun; Zhu, Guang; Yang, Jin; Jing, Qingshen; Bai, Peng; Yang, Weiqing; Qi, Xuewei; Su, Yuanjie; Wang, Zhong Lin
2015-01-27
The computer keyboard is one of the most common, reliable, accessible, and effective tools used for human--machine interfacing and information exchange. Although keyboards have been used for hundreds of years for advancing human civilization, studying human behavior by keystroke dynamics using smart keyboards remains a great challenge. Here we report a self-powered, non-mechanical-punching keyboard enabled by contact electrification between human fingers and keys, which converts mechanical stimuli applied to the keyboard into local electronic signals without applying an external power. The intelligent keyboard (IKB) can not only sensitively trigger a wireless alarm system once gentle finger tapping occurs but also trace and record typed content by detecting both the dynamic time intervals between and during the inputting of letters and the force used for each typing action. Such features hold promise for its use as a smart security system that can realize detection, alert, recording, and identification. Moreover, the IKB is able to identify personal characteristics from different individuals, assisted by the behavioral biometric of keystroke dynamics. Furthermore, the IKB can effectively harness typing motions for electricity to charge commercial electronics at arbitrary typing speeds greater than 100 characters per min. Given the above features, the IKB can be potentially applied not only to self-powered electronics but also to artificial intelligence, cyber security, and computer or network access control.
PyEPL: a cross-platform experiment-programming library.
Geller, Aaron S; Schlefer, Ian K; Sederberg, Per B; Jacobs, Joshua; Kahana, Michael J
2007-11-01
PyEPL (the Python Experiment-Programming Library) is a Python library which allows cross-platform and object-oriented coding of behavioral experiments. It provides functions for displaying text and images onscreen, as well as playing and recording sound, and is capable of rendering 3-D virtual environments forspatial-navigation tasks. It is currently tested for Mac OS X and Linux. It interfaces with Activewire USB cards (on Mac OS X) and the parallel port (on Linux) for synchronization of experimental events with physiological recordings. In this article, we first present two sample programs which illustrate core PyEPL features. The examples demonstrate visual stimulus presentation, keyboard input, and simulation and exploration of a simple 3-D environment. We then describe the components and strategies used in implementing PyEPL.
PyEPL: A cross-platform experiment-programming library
Geller, Aaron S.; Schleifer, Ian K.; Sederberg, Per B.; Jacobs, Joshua; Kahana, Michael J.
2009-01-01
PyEPL (the Python Experiment-Programming Library) is a Python library which allows cross-platform and object-oriented coding of behavioral experiments. It provides functions for displaying text and images onscreen, as well as playing and recording sound, and is capable of rendering 3-D virtual environments for spatial-navigation tasks. It is currently tested for Mac OS X and Linux. It interfaces with Activewire USB cards (on Mac OS X) and the parallel port (on Linux) for synchronization of experimental events with physiological recordings. In this article, we first present two sample programs which illustrate core PyEPL features. The examples demonstrate visual stimulus presentation, keyboard input, and simulation and exploration of a simple 3-D environment. We then describe the components and strategies used in implementing PyEPL. PMID:18183912
Baker, Nancy A; Cook, James R; Redfern, Mark S
2009-01-01
This paper describes the inter-rater and intra-rater reliability, and the concurrent validity of an observational instrument, the Keyboard Personal Computer Style instrument (K-PeCS), which assesses stereotypical postures and movements associated with computer keyboard use. Three trained raters independently rated the video clips of 45 computer keyboard users to ascertain inter-rater reliability, and then re-rated a sub-sample of 15 video clips to ascertain intra-rater reliability. Concurrent validity was assessed by comparing the ratings obtained using the K-PeCS to scores developed from a 3D motion analysis system. The overall K-PeCS had excellent reliability [inter-rater: intra-class correlation coefficients (ICC)=.90; intra-rater: ICC=.92]. Most individual items on the K-PeCS had from good to excellent reliability, although six items fell below ICC=.75. Those K-PeCS items that were assessed for concurrent validity compared favorably to the motion analysis data for all but two items. These results suggest that most items on the K-PeCS can be used to reliably document computer keyboarding style.
Interface for Physics Simulation Engines
NASA Technical Reports Server (NTRS)
Damer, Bruce
2007-01-01
DSS-Prototyper is an open-source, realtime 3D virtual environment software that supports design simulation for the new Vision for Space Exploration (VSE). This is a simulation of NASA's proposed Robotic Lunar Exploration Program, second mission (RLEP2). It simulates the Lunar Surface Access Module (LSAM), which is designed to carry up to four astronauts to the lunar surface for durations of a week or longer. This simulation shows the virtual vehicle making approaches and landings on a variety of lunar terrains. The physics of the descent engine thrust vector, production of dust, and the dynamics of the suspension are all modeled in this set of simulations. The RLEP2 simulations are drivable (by keyboard or joystick) virtual rovers with controls for speed and motor torque, and can be articulated into higher or lower centers of gravity (depending on driving hazards) to enable drill placement. Gravity also can be set to lunar, terrestrial, or zero-g. This software has been used to support NASA's Marshall Space Flight Center in simulations of proposed vehicles for robotically exploring the lunar surface for water ice, and could be used to model all other aspects of the VSE from the Ares launch vehicles and Crew Exploration Vehicle (CEV) to the International Space Station (ISS). This simulator may be installed and operated on any Windows PC with an installed 3D graphics card.
1985-10-03
Electrospace Systems, Inc. (ESI). ESI con- ducted a market search for training systems that would enhance unit level training, minimize cost-prohibitive...can be reprogrammed to simulate the UGC -129 keyboard. This keyboard is the standard keyboard used for data transmission on board the EC-135 and E-4B...with the appropriate technical order, and the functions and operation of the AN/ UGC -129 (ASR) terminals used with the AN/ASC-21 AFSATCOM system. In
Accommodation and Compliance Series: Employees with Arthritis
... handed keyboard, an articulating keyboard tray, speech recognition software, a trackball, and office equipment for a workstation ... space heater, additional window insulation, and speech recognition software. An insurance clerk with arthritis from systemic lupus ...
Bisschop, Elaine; Morales, Celia; Gil, Verónica; Jiménez-Suárez, Elizabeth
The aim of this study was to analyze whether children with and without difficulties in handwriting, spelling, or both differed in alphabet writing when using a keyboard. The total sample consisted of 1,333 children from Grades 1 through 3. Scores on the spelling and handwriting factors from the Early Grade Writing Assessment (Jiménez, in press) were used to assign the participants to one of four groups with different ability patterns: poor handwriters, poor spellers, a mixed group, and typically achieving students. Groups were equalized by a matching strategy, resulting in a final sample of 352 children. A MANOVA was executed to analyze effects of group and grade on orthographic motor integration (fluency of alphabet writing) and the number of omissions when writing the alphabet (accuracy of alphabet writing) by keyboard writing mode. The results indicated that poor handwriters did not differ from typically achieving children in both variables, whereas the poor spellers did perform below the typical achievers and the poor handwriters. The difficulties of poor handwriters seem to be alleviated by the use of the keyboard; however, children with spelling difficulties might need extra instruction to become fluent keyboard writers.
48 CFR 252.204-7011 - Alternative Line Item Structure.
Code of Federal Regulations, 2011 CFR
2011-10-01
... Unit Unit price Amount 0001 Computer, Desktop with CPU, Monitor, Keyboard and Mouse 20 EA Alternative... Unit Unit Price Amount 0001 Computer, Desktop with CPU, Keyboard and Mouse 20 EA 0002 Monitor 20 EA...
48 CFR 252.204-7011 - Alternative Line Item Structure.
Code of Federal Regulations, 2014 CFR
2014-10-01
... Unit Unit price Amount 0001 Computer, Desktop with CPU, Monitor, Keyboard and Mouse 20 EA Alternative... Unit Unit Price Amount 0001 Computer, Desktop with CPU, Keyboard and Mouse 20 EA 0002 Monitor 20 EA...
48 CFR 252.204-7011 - Alternative Line Item Structure.
Code of Federal Regulations, 2012 CFR
2012-10-01
... Unit Unit price Amount 0001 Computer, Desktop with CPU, Monitor, Keyboard and Mouse 20 EA Alternative... Unit Unit Price Amount 0001 Computer, Desktop with CPU, Keyboard and Mouse 20 EA 0002 Monitor 20 EA...
48 CFR 252.204-7011 - Alternative Line Item Structure.
Code of Federal Regulations, 2013 CFR
2013-10-01
... Unit Unit price Amount 0001 Computer, Desktop with CPU, Monitor, Keyboard and Mouse 20 EA Alternative... Unit Unit Price Amount 0001 Computer, Desktop with CPU, Keyboard and Mouse 20 EA 0002 Monitor 20 EA...
EEG Control of a Virtual Helicopter in 3-Dimensional Space Using Intelligent Control Strategies
Royer, Audrey S.; Doud, Alexander J.; Rose, Minn L.
2011-01-01
Films like Firefox, Surrogates, and Avatar have explored the possibilities of using brain-computer interfaces (BCIs) to control machines and replacement bodies with only thought. Real world BCIs have made great progress toward that end. Invasive BCIs have enabled monkeys to fully explore 3-dimensional (3D) space using neuroprosthetics. However, non-invasive BCIs have not been able to demonstrate such mastery of 3D space. Here, we report our work, which demonstrates that human subjects can use a non-invasive BCI to fly a virtual helicopter to any point in a 3D world. Through use of intelligent control strategies, we have facilitated the realization of controlled flight in 3D space. We accomplished this through a reductionist approach that assigns subject-specific control signals to the crucial components of 3D flight. Subject control of the helicopter was comparable when using either the BCI or a keyboard. By using intelligent control strategies, the strengths of both the user and the BCI system were leveraged and accentuated. Intelligent control strategies in BCI systems such as those presented here may prove to be the foundation for complex BCIs capable of doing more than we ever imagined. PMID:20876032
EEG control of a virtual helicopter in 3-dimensional space using intelligent control strategies.
Royer, Audrey S; Doud, Alexander J; Rose, Minn L; He, Bin
2010-12-01
Films like Firefox, Surrogates, and Avatar have explored the possibilities of using brain-computer interfaces (BCIs) to control machines and replacement bodies with only thought. Real world BCIs have made great progress toward that end. Invasive BCIs have enabled monkeys to fully explore 3-D space using neuroprosthetics. However, noninvasive BCIs have not been able to demonstrate such mastery of 3-D space. Here, we report our work, which demonstrates that human subjects can use a noninvasive BCI to fly a virtual helicopter to any point in a 3-D world. Through use of intelligent control strategies, we have facilitated the realization of controlled flight in 3-D space. We accomplished this through a reductionist approach that assigns subject-specific control signals to the crucial components of 3-D flight. Subject control of the helicopter was comparable when using either the BCI or a keyboard. By using intelligent control strategies, the strengths of both the user and the BCI system were leveraged and accentuated. Intelligent control strategies in BCI systems such as those presented here may prove to be the foundation for complex BCIs capable of doing more than we ever imagined.
Virtual network computing: cross-platform remote display and collaboration software.
Konerding, D E
1999-04-01
VNC (Virtual Network Computing) is a computer program written to address the problem of cross-platform remote desktop/application display. VNC uses a client/server model in which an image of the desktop of the server is transmitted to the client and displayed. The client collects mouse and keyboard input from the user and transmits them back to the server. The VNC client and server can run on Windows 95/98/NT, MacOS, and Unix (including Linux) operating systems. VNC is multi-user on Unix machines (any number of servers can be run are unrelated to the primary display of the computer), while it is effectively single-user on Macintosh and Windows machines (only one server can be run, displaying the contents of the primary display of the server). The VNC servers can be configured to allow more than one client to connect at one time, effectively allowing collaboration through the shared desktop. I describe the function of VNC, provide details of installation, describe how it achieves its goal, and evaluate the use of VNC for molecular modelling. VNC is an extremely useful tool for collaboration, instruction, software development, and debugging of graphical programs with remote users.
Work/control stations in Space Station weightlessness
NASA Technical Reports Server (NTRS)
Willits, Charles
1990-01-01
An ergonomic integration of controls, displays, and associated interfaces with an operator, whose body geometry and dynamics may be altered by the state of weightlessness, is noted to rank in importance with the optimal positioning of controls relative to the layout and architecture of 'body-ported' work/control stations applicable to the NASA Space Station Freedom. A long-term solution to this complex design problem is envisioned to encompass the following features: multiple imaging, virtual optics, screen displays controlled by a keyboard ergonomically designed for weightlessness, cursor control, a CCTV camera, and a hand-controller featuring 'no-grip' vernier/tactile positioning. This controller frees all fingers for multiple-switch actuations, while retaining index/register determination with the hand controller. A single architectural point attachment/restraint may be used which requires no residual muscle tension in either brief or prolonged operation.
Impact of keyboard typing on the morphological changes of the median nerve
Yeap Loh, Ping; Liang Yeoh, Wen; Nakashima, Hiroki; Muraki, Satoshi
2017-01-01
Objectives: The primary objective was to investigate the effects of continuous typing on median nerve changes at the carpal tunnel region at two different keyboard slopes (0° and 20°). The secondary objective was to investigate the differences in wrist kinematics and the changes in wrist anthropometric measurements when typing at the two different keyboard slopes. Methods: Fifteen healthy right-handed young men were recruited. A randomized sequence of the conditions (control, typing I, and typing II) was assigned to each participant. Wrist anthropometric measurements, wrist kinematics data collection and ultrasound examination to the median nerve was performed at designated time block. Results: Typing activity and time block do not cause significant changes to the wrist anthropometric measurements. The wrist measurements remained similar across all the time blocks in the three conditions. Subsequently, the wrist extensions and ulnar deviations were significantly higher in both the typing I and typing II conditions than in the control condition for both wrists (p<0.05). Additionally, the median nerve cross-sectional area (MNCSA) significantly increased in both the typing I and typing II conditions after the typing task than before the typing task. The MNCSA significantly decreased in the recovery phase after the typing task. Conclusions: This study demonstrated the immediate changes in the median nerve after continuous keyboard typing. Changes in the median nerve were greater during typing using a keyboard tilted at 20° than during typing using a keyboard tilted at 0°. The main findings suggest wrist posture near to neutral position caused lower changes of the median nerve. PMID:28701627
Impact of keyboard typing on the morphological changes of the median nerve.
Yeap Loh, Ping; Liang Yeoh, Wen; Nakashima, Hiroki; Muraki, Satoshi
2017-09-28
The primary objective was to investigate the effects of continuous typing on median nerve changes at the carpal tunnel region at two different keyboard slopes (0° and 20°). The secondary objective was to investigate the differences in wrist kinematics and the changes in wrist anthropometric measurements when typing at the two different keyboard slopes. Fifteen healthy right-handed young men were recruited. A randomized sequence of the conditions (control, typing I, and typing II) was assigned to each participant. Wrist anthropometric measurements, wrist kinematics data collection and ultrasound examination to the median nerve was performed at designated time block. Typing activity and time block do not cause significant changes to the wrist anthropometric measurements. The wrist measurements remained similar across all the time blocks in the three conditions. Subsequently, the wrist extensions and ulnar deviations were significantly higher in both the typing I and typing II conditions than in the control condition for both wrists (p<0.05). Additionally, the median nerve cross-sectional area (MNCSA) significantly increased in both the typing I and typing II conditions after the typing task than before the typing task. The MNCSA significantly decreased in the recovery phase after the typing task. This study demonstrated the immediate changes in the median nerve after continuous keyboard typing. Changes in the median nerve were greater during typing using a keyboard tilted at 20° than during typing using a keyboard tilted at 0°. The main findings suggest wrist posture near to neutral position caused lower changes of the median nerve.
Addessi, Anna Rita; Anelli, Filomena; Benghi, Diber; Friberg, Anders
2017-01-01
In this article children's musical improvisation is investigated through the "reflexive interaction" paradigm. We used a particular system, the MIROR-Impro, implemented in the framework of the MIROR project (EC-FP7), which is able to reply to the child playing a keyboard by a "reflexive" output, mirroring (with repetitions and variations) her/his inputs. The study was conducted in a public primary school, with 47 children, aged 6-7. The experimental design used the convergence procedure, based on three sample groups allowing us to verify if the reflexive interaction using the MIROR-Impro is necessary and/or sufficient to improve the children's abilities to improvise. The following conditions were used as independent variables: to play only the keyboard, the keyboard with the MIROR-Impro but with not-reflexive reply, the keyboard with the MIROR-Impro with reflexive reply. As dependent variables we estimated the children's ability to improvise in solos, and in duets. Each child carried out a training program consisting of 5 weekly individual 12 min sessions. The control group played the complete package of independent variables; Experimental Group 1 played the keyboard and the keyboard with the MIROR-Impro with not-reflexive reply; Experimental Group 2 played only the keyboard with the reflexive system. One week after, the children were asked to improvise a musical piece on the keyboard alone (Solo task), and in pairs with a friend (Duet task). Three independent judges assessed the Solo and the Duet tasks by means of a grid based on the TAI-Test for Ability to Improvise rating scale. The EG2, which trained only with the reflexive system, reached the highest average results and the difference with EG1, which did not used the reflexive system, is statistically significant when the children improvise in a duet. The results indicate that in the sample of participants the reflexive interaction alone could be sufficient to increase the improvisational skills, and necessary when they improvise in duets. However, these results are in general not statistically significant. The correlation between Reflexive Interaction and the ability to improvise is statistically significant. The results are discussed on the light of the recent literature in neuroscience and music education.
Addessi, Anna Rita; Anelli, Filomena; Benghi, Diber; Friberg, Anders
2017-01-01
In this article children’s musical improvisation is investigated through the “reflexive interaction” paradigm. We used a particular system, the MIROR-Impro, implemented in the framework of the MIROR project (EC-FP7), which is able to reply to the child playing a keyboard by a “reflexive” output, mirroring (with repetitions and variations) her/his inputs. The study was conducted in a public primary school, with 47 children, aged 6–7. The experimental design used the convergence procedure, based on three sample groups allowing us to verify if the reflexive interaction using the MIROR-Impro is necessary and/or sufficient to improve the children’s abilities to improvise. The following conditions were used as independent variables: to play only the keyboard, the keyboard with the MIROR-Impro but with not-reflexive reply, the keyboard with the MIROR-Impro with reflexive reply. As dependent variables we estimated the children’s ability to improvise in solos, and in duets. Each child carried out a training program consisting of 5 weekly individual 12 min sessions. The control group played the complete package of independent variables; Experimental Group 1 played the keyboard and the keyboard with the MIROR-Impro with not-reflexive reply; Experimental Group 2 played only the keyboard with the reflexive system. One week after, the children were asked to improvise a musical piece on the keyboard alone (Solo task), and in pairs with a friend (Duet task). Three independent judges assessed the Solo and the Duet tasks by means of a grid based on the TAI-Test for Ability to Improvise rating scale. The EG2, which trained only with the reflexive system, reached the highest average results and the difference with EG1, which did not used the reflexive system, is statistically significant when the children improvise in a duet. The results indicate that in the sample of participants the reflexive interaction alone could be sufficient to increase the improvisational skills, and necessary when they improvise in duets. However, these results are in general not statistically significant. The correlation between Reflexive Interaction and the ability to improvise is statistically significant. The results are discussed on the light of the recent literature in neuroscience and music education. PMID:28184205
Evidence against integration of spatial maps in humans.
Sturz, Bradley R; Bodily, Kent D; Katz, Jeffrey S
2006-07-01
A dynamic 3-D virtual environment was constructed for humans as an open-field analogue of Blaisdell and Cook's (2005) pigeon foraging task to determine if humans, like pigeons, were capable of integrating separate spatial maps. Participants used keyboard keys and a mouse to search for a hidden goal in a 4x4 grid of raised cups. During Phase 1 training, a goal was consistently located between two landmarks (Map 1: blue T and red L). During Phase 2 training, a goal was consistently located down and left of a single landmark (Map 2: blue T). Transfer trials were then conducted in which participants were required to make choices in the presence of the red L alone. Cup choices during transfer assessed participants' strategies: association (from Map 1), generalization (from Map 2), or integration (combining Map 1 and 2). During transfer, cup choices increased to a location which suggested an integration strategy and was consistent with results obtained with pigeons. However, additional analyses of the human data suggested participants initially used a generalization strategy followed by a progressive shift in search behavior away from the red L. This shift in search behavior during transfer was responsible for the changes in cup choices across transfer trials and was confirmed by a control condition. These new analyses offer an alternative explanation to the spatial integration account proposed for pigeons.
Lu plays music with a keyboard in the Destiny module
2003-10-26
ISS007-E-18033 (26 October 2003) --- Astronaut Edward T. Lu, Expedition 7 NASA ISS science officer and flight engineer, plays a musical keyboard during off-shift time in the Destiny laboratory on the International Space Station (ISS).
Human factors in cockpit input and display for data link.
DOT National Transportation Integrated Search
1971-01-01
Problems associated with the entry of air-ground-air : messages via keyboard for transmission by Data Link : are discussed. The ARINC proposal for a keyboard is : presented, and an alternative method for coding keys : is proposed for comparative eval...
Gregory, Ellyn; Soderman, Melinda; Ward, Christy; Beukelman, David R; Hux, Karen
2006-06-01
This study investigated the accuracy with which 30 young adults without disabilities learned abbreviation expansion codes associated with specific vocabulary items that were stored in an AAC device with two accessing methods: mouse access and keyboard access. Both accessing methods utilized a specialized computer application, called AAC Menu, which allowed for errorless practice. Mouse access prompted passive learning, whereas keyboard access prompted active learning. Results revealed that participants who accessed words via a keyboard demonstrated significantly higher mastery of abbreviation-expansion codes than those who accessed words via a computer mouse.
NASA Technical Reports Server (NTRS)
Williams, D.
1976-01-01
Test were conducted to determine whether differences in speed and accuracy are experienced when using either line-labeled index buttons or a numeric keyboard for page selection in airborne CRT-display area navigation systems. The experiment was conducted with six airline pilots, each flying the same two simulated RNAV routes. Three pilot subjects used line-labeled buttons adjacent to the CRT screen, while three used a numeric keyboard for page access. The hypothesis of no differences in response times between the two modes of access could not be rejected.
Design and Application of a Novel Virtual Reality Navigational Technology (VRNChair).
Byagowi, Ahmad; Mohaddes, Danyal; Moussavi, Zahra
2014-01-01
This paper presents a novel virtual reality navigation (VRN) input device, called the VRNChair, offering an intuitive and natural way to interact with virtual reality (VR) environments. Traditionally, VR navigation tests are performed using stationary input devices such as keyboards or joysticks. However, in case of immersive VR environment experiments, such as our recent VRN assessment, the user may feel kinetosis (motion sickness) as a result of the disagreement between vestibular response and the optical flow. In addition, experience in using a joystick or any of the existing computer input devices may cause a bias in the accuracy of participant performance in VR environment experiments. Therefore, we have designed a VR navigational environment that is operated using a wheelchair (VRNChair). The VRNChair translates the movement of a manual wheelchair to feed any VR environment. We evaluated the VRNChair by testing on 34 young individuals in two groups performing the same navigational task with either the VRNChair or a joystick; also one older individual (55 years) performed the same experiment with both a joystick and the VRNChair. The results indicate that the VRNChair does not change the accuracy of the performance; thus removing the plausible bias of having experience using a joystick. More importantly, it significantly reduces the effect of kinetosis. While we developed VRNChair for our spatial cognition study, its application can be in many other studies involving neuroscience, neurorehabilitation, physiotherapy, and/or simply the gaming industry.
Development of a novel virtual reality gait intervention.
Boone, Anna E; Foreman, Matthew H; Engsberg, Jack R
2017-02-01
Improving gait speed and kinematics can be a time consuming and tiresome process. We hypothesize that incorporating virtual reality videogame play into variable improvement goals will improve levels of enjoyment and motivation and lead to improved gait performance. To develop a feasible, engaging, VR gait intervention for improving gait variables. Completing this investigation involved four steps: 1) identify gait variables that could be manipulated to improve gait speed and kinematics using the Microsoft Kinect and free software, 2) identify free internet videogames that could successfully manipulate the chosen gait variables, 3) experimentally evaluate the ability of the videogames and software to manipulate the gait variables, and 4) evaluate the enjoyment and motivation from a small sample of persons without disability. The Kinect sensor was able to detect stride length, cadence, and joint angles. FAAST software was able to identify predetermined gait variable thresholds and use the thresholds to play free online videogames. Videogames that involved continuous pressing of a keyboard key were found to be most appropriate for manipulating the gait variables. Five participants without disability evaluated the effectiveness for modifying the gait variables and enjoyment and motivation during play. Participants were able to modify gait variables to permit successful videogame play. Motivation and enjoyment were high. A clinically feasible and engaging virtual intervention for improving gait speed and kinematics has been developed and initially tested. It may provide an engaging avenue for achieving thousands of repetitions necessary for neural plastic changes and improved gait. Copyright © 2016 Elsevier B.V. All rights reserved.
Messier, Erik; Wilcox, Jascha; Dawson-Elli, Alexander; Diaz, Gabriel; Linte, Cristian A
2016-01-01
To inspire young students (grades 6-12) to become medical practitioners and biomedical engineers, it is necessary to expose them to key concepts of the field in a way that is both exciting and informative. Recent advances in medical image acquisition, manipulation, processing, visualization, and display have revolutionized the approach in which the human body and internal anatomy can be seen and studied. It is now possible to collect 3D, 4D, and 5D medical images of patient specific data, and display that data to the end user using consumer level 3D stereoscopic display technology. Despite such advancements, traditional 2D modes of content presentation such as textbooks and slides are still the standard didactic equipment used to teach young students anatomy. More sophisticated methods of display can help to elucidate the complex 3D relationships between structures that are so often missed when viewing only 2D media, and can instill in students an appreciation for the interconnection between medicine and technology. Here we describe the design, implementation, and preliminary evaluation of a 3D virtual anatomy puzzle dedicated to helping users learn the anatomy of various organs and systems by manipulating 3D virtual data. The puzzle currently comprises several components of the human anatomy and can be easily extended to include additional organs and systems. The 3D virtual anatomy puzzle game was implemented and piloted using three display paradigms - a traditional 2D monitor, a 3D TV with active shutter glass, and the DK2 version Oculus Rift, as well as two different user interaction devices - a space mouse and traditional keyboard controls.
Multimodal Neuroelectric Interface Development
NASA Technical Reports Server (NTRS)
Trejo, Leonard J.; Wheeler, Kevin R.; Jorgensen, Charles C.; Totah, Joseph (Technical Monitor)
2001-01-01
This project aims to improve performance of NASA missions by developing multimodal neuroelectric technologies for augmented human-system interaction. Neuroelectric technologies will add completely new modes of interaction that operate in parallel with keyboards, speech, or other manual controls, thereby increasing the bandwidth of human-system interaction. We recently demonstrated the feasibility of real-time electromyographic (EMG) pattern recognition for a direct neuroelectric human-computer interface. We recorded EMG signals from an elastic sleeve with dry electrodes, while a human subject performed a range of discrete gestures. A machine-teaming algorithm was trained to recognize the EMG patterns associated with the gestures and map them to control signals. Successful applications now include piloting two Class 4 aircraft simulations (F-15 and 757) and entering data with a "virtual" numeric keyboard. Current research focuses on on-line adaptation of EMG sensing and processing and recognition of continuous gestures. We are also extending this on-line pattern recognition methodology to electroencephalographic (EEG) signals. This will allow us to bypass muscle activity and draw control signals directly from the human brain. Our system can reliably detect P-rhythm (a periodic EEG signal from motor cortex in the 10 Hz range) with a lightweight headset containing saline-soaked sponge electrodes. The data show that EEG p-rhythm can be modulated by real and imaginary motions. Current research focuses on using biofeedback to train of human subjects to modulate EEG rhythms on demand, and to examine interactions of EEG-based control with EMG-based and manual control. Viewgraphs on these neuroelectric technologies are also included.
Chong, Hyun Ju; Cho, Sung-Rae; Kim, Soo Ji
2014-01-01
As a sequential, programmed movement of fingers, keyboard playing is a promising technique for inducing execution and a high level of coordination during finger movements. Also, keyboard playing can be physically and emotionally rewarding for adolescents in rehabilitation settings and thereby motivate continued involvement in treatment. The purpose of this study is to evaluate the effects of keyboard playing using Musical Instrument Digital Interface (MIDI) on finger movement for adolescents with brain damage. Eight adolescents with brain damage, ages 9 to 18 years (M = 13 years, SD = 2.78), in physical rehabilitation settings participated in this study. Measurements included MIDI keyboard playing for pressing force of the fingers and hand function tests (Grip and Pinch Power Test, Box and Block Test of Manual Dexterity [BBT], and the Jebsen Taylor Hand Function Test). Results showed increased velocity of all fingers on the MIDI-based test, and statistical significance was found in the velocity of F2 (index finger), F3 (middle finger), and F5 (little finger) between pre- and post-training tests. Correlation analysis between the pressing force of the finger and hand function tests showed a strong positive correlation between the measure of grip power and the pressing force of F2 and F5 on the Grip and Pinch Strength Test. All fingers showed strong correlation between MIDI results and BBT. For the Jebsen Taylor Hand Function Test, only the moving light objects task at post-training yielded strong correlation with MIDI results of all fingers. The results support using keyboard playing for hand rehabilitation, especially in the pressing force of individual finger sequential movements. Further investigation is needed to define the feasibility of the MIDI program for valid hand rehabilitation for people with brain damage.
Elementary Keyboarding Software Product Reports.
ERIC Educational Resources Information Center
Northwest Regional Educational Lab., Portland, OR.
This report provides detailed product descriptions of 45 software programs designed to teach or improve the keyboarding skills of elementary school students that were identified by the MicroSIFT (Microcomputer Information and Software for Teachers) staff. The descriptions include program titles, producer names, costs, grade levels, hardware,…
Federal Register 2010, 2011, 2012, 2013, 2014
2013-11-25
... INTERNATIONAL TRADE COMMISSION [Investigation No. 337-TA-864] Certain Mobile Handset Devices and Related Touch Keyboard Software; Commission Determination Not To Review an Initial Determination Terminating the Investigation; Termination of the Investigation AGENCY: U.S. International Trade Commission...
The Importance of Keyboarding and Data Handling Skills In Automated Data Processing
ERIC Educational Resources Information Center
Wood, Merle W.
1977-01-01
Business educators are aware of the keyboarding skills needed by data entry employees but are not aware of the skills needed by those who work with printed output; these skills should be covered in data processing programs and courses. (TA)
Comparison of tongue interface with keyboard for control of an assistive robotic arm.
Struijk, Lotte N S Andreasen; Lontis, Romulus
2017-07-01
This paper demonstrates how an assistive 6 DoF robotic arm with a gripper can be controlled manually using a tongue interface. The proposed method suggests that it possible for a user to manipulate the surroundings with his or her tongue using the inductive tongue control system as deployed in this study. The sensors of an inductive tongue-computer interface were mapped to the Cartesian control of an assistive robotic arm. The resulting control system was tested manually in order to compare manual control of the robot using a standard keyboard and using the tongue interface. Two healthy subjects controlled the robotic arm to precisely move a bottle of water from one location to another. The results shows that the tongue interface was able to fully control the robotic arm in a similar manner as the standard keyboard resulting in the same number of successful manipulations and an average increase in task duration of up to 30% as compared with the standard keyboard.
Factors influencing hand/eye synchronicity in the computer age.
Grant, A H
1992-09-01
In using a computer, the relation of vision to hand/finger actuated keyboard usage in performing fine motor-coordinated functions is influenced by the physical location, size, and collective placement of the keys. Traditional nonprehensile flat/rectangular keyboard applications usually require a high and nearly constant level of visual attention. Biometrically shaped keyboards would allow for prehensile hand-posturing, thus affording better tactile familiarity with the keys, requiring less intense and less constant level of visual attention to the task, and providing a greater measure of freedom from having to visualize the key(s). Workpace and related physiological changes, aging, onset of monocularization (intermittent lapsing of binocularity for near vision) that accompanies presbyopia, tool colors, and background contrast are factors affecting constancy of visual attention to task performance. Capitas extension, excessive excyclotorsion, and repetitive strain injuries (such as carpal tunnel syndrome) are common and debilitating concomitants to computer usage. These problems can be remedied by improved keyboard design. The salutary role of mnemonics in minimizing visual dependency is discussed.
The effect of handedness on spatial and motor representation of pitch patterns in pianists
2018-01-01
This study investigated the effect of handedness on pianists’ abilities to adjust their keyboard performance skills to new spatial and motor mappings. Left- and right-handed pianists practiced simple melodies on a regular MIDI piano keyboard (practice) and were then asked to perform these with modified melodic contours (the same or reversed melodic contour causing a change of fingering) and on a reversed MIDI piano keyboard (test). The difference of performance duration between the practice and the test phase as well as the amount of errors played were used as test measures. Overall, a stronger effect for modified melodic contours than for the reversed keyboard was observed. Furthermore, we observed a trend of left-handed pianists to be quicker and more accurate in playing melodies when reversing their fingering with reversed contours in their left-hand performances. This suggests that handedness may influence pianists’ skill to adjust to new spatial and motor mappings. PMID:29718946
Expanding Horizons in Business Education. National Business Education Association Yearbook, No. 32.
ERIC Educational Resources Information Center
McEntee, Arthur, Ed.
This yearbook contains the following 17 papers on business education for the future: "Teaching Keyboarding to Elementary Children" (Rowena Russell); "Keyboarding to Desktop Publishing in Middle School" (Sharon Andelora); "Youth Apprenticeship Programs--Business and School Partnerships" (William H. Cassidy); "The Administrative Steps for…
Input Devices for Young Handicapped Children.
ERIC Educational Resources Information Center
Morris, Karen
The versatility of the computer can be expanded considerably for young handicapped children by using input devices other than the typewriter-style keyboard. Input devices appropriate for young children can be classified into four categories: alternative keyboards, contact switches, speech input devices, and cursor control devices. Described are…
Low typing endurance in keyboard workers with work-related upper limb disorder
Povlsen, Bo
2011-01-01
Objective To compare results of typing endurance and pain before and after a standardized functional test. Design A standardized previously published typing test on a standard QWERTY keyboard. Setting An outpatient hospital environment. Participants Sixty-one keyboard and mouse operating patients with WRULD and six normal controls. Main outcome measure Pain severity before and after the test, typing endurance and speed were recorded. Results Thirty-two patients could not complete the test before pain reached VAS 5 and this group only typed a mean of 11 minutes. The control group and the remaining group of 29 patients completed the test. Two-tailed student T test was used for evaluation. The endurance was significantly shorter in the patient group that could not complete the test (P < 0.00001) and the pain levels were also higher in this group both before (P = 0.01) and after the test (P = 0.0003). Both patient groups had more pain in the right than the left hand, both before and after typing. Conclusions Low typing endurance correlates statistically with more resting pain in keyboard and mouse operators with work-related upper limb disorder and statistically more pain after a standardized typing test. As the right hands had higher pain levels, typing alone may not be the cause of the pain as the left hand on a QWERTY keyboard does relative more keystrokes than the right hand. PMID:21637395
BrailleEasy: One-handed Braille Keyboard for Smartphones.
Šepić, Barbara; Ghanem, Abdurrahman; Vogel, Stephan
2015-01-01
The evolution of mobile technology is moving at a very fast pace. Smartphones are currently considered a primary communication platform where people exchange voice calls, text messages and emails. The human-smartphone interaction, however, is generally optimized for sighted people through the use of visual cues on the touchscreen, e.g., typing text by tapping on a visual keyboard. Unfortunately, this interaction scheme renders smartphone technology largely inaccessible to visually impaired people as it results in slow typing and higher error rates. Apple and some third party applications provide solutions specific to blind people which enables them to use Braille on smartphones. These applications usually require both hands for typing. However, Brailling with both hands while holding the phone is not very comfortable. Furthermore, two-handed Brailling is not possible on smartwatches, which will be used more pervasively in the future. Therefore, we develop a platform for one-handed Brailing consisting of a custom keyboard called BrailleEasy to input Arabic or English Braille codes within any application, and a BrailleTutor application for practicing. Our platform currently supports Braille grade 1, and will be extended to support contractions, spelling correction, and more languages. Preliminary analysis of user studies for blind participants showed that after less than two hours of practice, participants were able to type significantly faster with the BrailleEasy keyboard than with the standard QWERTY keyboard.
Gatti, Roberto; Tettamanti, Andrea; Lambiase, Simone; Rossi, Paolo; Comola, Mauro
2015-06-01
Playing an instrument implies neuroplasticity in different cerebral regions. This phenomenon has been described in subjects with stroke, suggesting that it could play a role in hand rehabilitation. The aim of this study is to analyse the effectiveness of playing a musical keyboard in improving hand function in subjects with multiple sclerosis. Nineteen hospitalized subjects were randomized in two groups: nine played a turned-on musical keyboard by sequences of fingers movements (audio feedback present) and 10 performed the same exercises on a turned-off musical keyboard (audio feedback absent). Training duration was half an hour per day for 15 days. Primary outcome was the perceived hand functional use measured by ABILHAND Questionnaire. Secondary outcomes were hand dexterity, measured by Nine-Hole Peg Test, and hand strength, measured by Jamar and Pinch dynamometers. Two-way analysis of variance was used for data analysis. The interaction time × group was significant (p = 0.003) for ABILHAND Questionnaire in favour of experimental group (mean between-group difference 0.99 logit [IC95%: 0.44; 1.54]). The two groups showed a significant time effect for all outcomes except for Jamar measure. Playing a musical keyboard seems a valid method to train the functional use of hands in subjects with multiple sclerosis. Copyright © 2014 John Wiley & Sons, Ltd.
Development of a Computer Writing System Based on EOG
López, Alberto; Ferrero, Francisco; Yangüela, David; Álvarez, Constantina; Postolache, Octavian
2017-01-01
The development of a novel computer writing system based on eye movements is introduced herein. A system of these characteristics requires the consideration of three subsystems: (1) A hardware device for the acquisition and transmission of the signals generated by eye movement to the computer; (2) A software application that allows, among other functions, data processing in order to minimize noise and classify signals; and (3) A graphical interface that allows the user to write text easily on the computer screen using eye movements only. This work analyzes these three subsystems and proposes innovative and low cost solutions for each one of them. This computer writing system was tested with 20 users and its efficiency was compared to a traditional virtual keyboard. The results have shown an important reduction in the time spent on writing, which can be very useful, especially for people with severe motor disorders. PMID:28672863
Development of a Computer Writing System Based on EOG.
López, Alberto; Ferrero, Francisco; Yangüela, David; Álvarez, Constantina; Postolache, Octavian
2017-06-26
The development of a novel computer writing system based on eye movements is introduced herein. A system of these characteristics requires the consideration of three subsystems: (1) A hardware device for the acquisition and transmission of the signals generated by eye movement to the computer; (2) A software application that allows, among other functions, data processing in order to minimize noise and classify signals; and (3) A graphical interface that allows the user to write text easily on the computer screen using eye movements only. This work analyzes these three subsystems and proposes innovative and low cost solutions for each one of them. This computer writing system was tested with 20 users and its efficiency was compared to a traditional virtual keyboard. The results have shown an important reduction in the time spent on writing, which can be very useful, especially for people with severe motor disorders.
Implementing Artificial Intelligence Behaviors in a Virtual World
NASA Technical Reports Server (NTRS)
Krisler, Brian; Thome, Michael
2012-01-01
In this paper, we will present a look at the current state of the art in human-computer interface technologies, including intelligent interactive agents, natural speech interaction and gestural based interfaces. We describe our use of these technologies to implement a cost effective, immersive experience on a public region in Second Life. We provision our Artificial Agents as a German Shepherd Dog avatar with an external rules engine controlling the behavior and movement. To interact with the avatar, we implemented a natural language and gesture system allowing the human avatars to use speech and physical gestures rather than interacting via a keyboard and mouse. The result is a system that allows multiple humans to interact naturally with AI avatars by playing games such as fetch with a flying disk and even practicing obedience exercises using voice and gesture, a natural seeming day in the park.
NASA Technical Reports Server (NTRS)
Roth, D. J.; Hull, D. R.
1994-01-01
IMAGEP manipulates digital image data to effect various processing, analysis, and enhancement functions. It is keyboard-driven program organized into nine subroutines. Within subroutines are sub-subroutines also selected via keyboard. Algorithm has possible scientific, industrial, and biomedical applications in study of flows in materials, analysis of steels and ores, and pathology, respectively.
Keyboarding Coursework and Employment, Earnings, and Educational Attainment.
ERIC Educational Resources Information Center
Hearn, James C.; And Others
1993-01-01
Survey data from 6,476 postsecondary students and 2,525 nonstudents were examined for postschool effects of student participation in typing and keyboarding coursework on employment, earnings, further education attainment, and related equity and cost-effectiveness issues. Results indicate significant positive effects on almost all aspects examined.…
Procedural Memory Consolidation in the Performance of Brief Keyboard Sequences
ERIC Educational Resources Information Center
Duke, Robert A.; Davis, Carla M.
2006-01-01
Using two sequential key press sequences, we tested the extent to which subjects' performance on a digital piano keyboard changed between the end of training and retest on subsequent days. We found consistent, significant improvements attributable to sleep-based consolidation effects, indicating that learning continued after the cessation of…
16 CFR 255.1 - General considerations.
Code of Federal Regulations, 2013 CFR
2013-01-01
... service matches up advertisers with bloggers who will promote the advertiser's products on their personal... keyboards. An announcer says, “We asked X, an administrative assistant for over ten years, to try these five unmarked keyboards and tell us which one she liked best.”The advertisement portrays X typing on each...
16 CFR 255.1 - General considerations.
Code of Federal Regulations, 2014 CFR
2014-01-01
... service matches up advertisers with bloggers who will promote the advertiser's products on their personal... keyboards. An announcer says, “We asked X, an administrative assistant for over ten years, to try these five unmarked keyboards and tell us which one she liked best.”The advertisement portrays X typing on each...
16 CFR 255.1 - General considerations.
Code of Federal Regulations, 2012 CFR
2012-01-01
... service matches up advertisers with bloggers who will promote the advertiser's products on their personal... keyboards. An announcer says, “We asked X, an administrative assistant for over ten years, to try these five unmarked keyboards and tell us which one she liked best.”The advertisement portrays X typing on each...
Elementary/Middle School Keyboarding Strategies Guide.
ERIC Educational Resources Information Center
National Business Education Association, Reston, VA.
Developed through a cooperative effort of many teachers and researchers, this guide is intended to supplement existing elementary and middle school materials on keyboarding. The guide contains sections that are designed for stand-alone use. Topics cover a wide range of strategies, including teaching special needs students. The U.S. Postal Service…
A proposal for new keypad design of electronic locks.
Trayner, C
1993-10-01
Electronic locks, for which a password is entered on a computer-style keyboard, are described. Certain security problems associated with them are analysed. It is proposed that different labelling of the keyboard keys can reduce this problem. Theoretical figures are provided to support this claim and to aid design.
Music Learning in Your School Computer Lab.
ERIC Educational Resources Information Center
Reese, Sam
1998-01-01
States that a growing number of schools are installing general computer labs equipped to use notation, accompaniment, and sequencing software independent of MIDI keyboards. Discusses (1) how to configure the software without MIDI keyboards or external sound modules, (2) using the actual MIDI software, (3) inexpensive enhancements, and (4) the…
Producing Videotape Programs for Computer Training: An Example with AMA/NET
Novey, Donald W.
1990-01-01
To facilitate user proficiency with AMA/Net, an 80-minute training videotape has been produced. The production was designed to use videotape's advantages, where information and emotion are combined; and to accommodate its chief disadvantage, lack of resolution for fine text, with close-ups and graphics. Content of the videotape was conceived, out-lined, demonstrated with simultaneous text capture, edited into script form, narration added, and scripts marked for videotaping and narrating. Videotaping was performed with actual keyboard sounds for realism. The recording was divided into four areas: office mock-up, keyboard close-ups, scan-conversion and screen close-ups. Once the footage was recorded, it was logged and rough-edited. Care was taken to balance the pace of the program with visual stimulation and amount of narration. The final edit was performed as a culmination of all scripts, video materials and rough edit, with graphics and steady change of visual information offsetting the static nature of the screen display. Carefully planned video programs can be a useful and economical adjunct in the training process for online services.
Producing Videotape Programs for Computer Training: An Example with AMA/NET
Novey, Donald W.
1990-01-01
To facilitate user proficiency with AMA/Net, an 80-minute training videotape has been produced. The production was designed to use videotape's advantages, where information and emotion are combined; and to accommodate its chief disadvantage, lack of resolution for fine text, with close-ups and graphics. Content of the videotape was conceived, outlined, demonstrated with simultaneous text capture, edited into script form, narration added, and scripts marked for videotaping and narrating. Videotaping was performed with actual keyboard sounds for realism. The recording was divided into four areas: office mock-up, keyboard close-ups, scan-conversion and screen close-ups. Once the footage was recorded, it was logged and rough-edited. Care was taken to balance the pace of the program with visual stimulation and amount of narration. The final edit was performed as a culmination of all scripts, video materials and rough edit, with graphics and steady change of visual information offsetting the static nature of the screen display. Carefully planned video programs can be a useful and economical adjunct in the training process for online services.
Parallelizing Ant Colony Optimization via Area of Expertise Learning
2007-09-13
reminding me that when you don’t have anything else to say, a cat on the keyboard can at least get you a few more pages. Adrian A. de Freitas v Table of...Determination of Others’ Expertise (Q-Learning) . . . . . . . . 69 viii Figure Page 4.8. Pheromone Concentrations of Colonies 1, 2, and 3... Pheromone Concentrations of a Single ACS-GRIDWORLD Colony 75 4.14. Comparison of Policies Formed through AOE Learning . . . . . 75 4.15. Combined Pheromone
Use of camera drive in stereoscopic display of learning contents of introductory physics
NASA Astrophysics Data System (ADS)
Matsuura, Shu
2011-03-01
Simple 3D physics simulations with stereoscopic display were created for a part of introductory physics e-Learning. First, cameras to see the 3D world can be made controllable by the user. This enabled to observe the system and motions of objects from any position in the 3D world. Second, cameras were made attachable to one of the moving object in the simulation so as to observe the relative motion of other objects. By this option, it was found that users perceive the velocity and acceleration more sensibly on stereoscopic display than on non-stereoscopic 3D display. Simulations were made using Adobe Flash ActionScript, and Papervison 3D library was used to render the 3D models in the flash web pages. To display the stereogram, two viewports from virtual cameras were displayed in parallel in the same web page. For observation of stereogram, the images of two viewports were superimposed by using 3D stereogram projection box (T&TS CO., LTD.), and projected on an 80-inch screen. The virtual cameras were controlled by keyboard and also by Nintendo Wii remote controller buttons. In conclusion, stereoscopic display offers learners more opportunities to play with the simulated models, and to perceive the characteristics of motion better.
Lamberti, Fabrizio; Paravati, Gianluca; Gatteschi, Valentina; Cannavo, Alberto; Montuschi, Paolo
2018-05-01
Software for computer animation is generally characterized by a steep learning curve, due to the entanglement of both sophisticated techniques and interaction methods required to control 3D geometries. This paper proposes a tool designed to support computer animation production processes by leveraging the affordances offered by articulated tangible user interfaces and motion capture retargeting solutions. To this aim, orientations of an instrumented prop are recorded together with animator's motion in the 3D space and used to quickly pose characters in the virtual environment. High-level functionalities of the animation software are made accessible via a speech interface, thus letting the user control the animation pipeline via voice commands while focusing on his or her hands and body motion. The proposed solution exploits both off-the-shelf hardware components (like the Lego Mindstorms EV3 bricks and the Microsoft Kinect, used for building the tangible device and tracking animator's skeleton) and free open-source software (like the Blender animation tool), thus representing an interesting solution also for beginners approaching the world of digital animation for the first time. Experimental results in different usage scenarios show the benefits offered by the designed interaction strategy with respect to a mouse & keyboard-based interface both for expert and non-expert users.
A quantitative model for designing keyboard layout.
Shieh, K K; Lin, C C
1999-02-01
This study analyzed the quantitative relationship between keytapping times and ergonomic principles in typewriting skills. Keytapping times and key-operating characteristics of a female subject typing on the Qwerty and Dvorak keyboards for six weeks each were collected and analyzed. The results showed that characteristics of the typed material and the movements of hands and fingers were significantly related to keytapping times. The most significant factors affecting keytapping times were association frequency between letters, consecutive use of the same hand or finger, and the finger used. A regression equation for relating keytapping times to ergonomic principles was fitted to the data. Finally, a protocol for design of computerized keyboard layout based on the regression equation was proposed.
Musician's and Physicist's View on Tuning Keyboard Instruments
ERIC Educational Resources Information Center
Lubenow, Martin; Meyn, Jan-Peter
2007-01-01
The simultaneous sound of several voices or instruments requires proper tuning to achieve consonance for certain intervals and chords. Most instruments allow enough frequency variation to enable pure tuning while being played. Keyboard instruments such as organ and piano have given frequencies for individual notes and the tuning must be based on a…
Keyboard Laboratory, Course Number: Music: 5633.32
ERIC Educational Resources Information Center
Pomerko, Doris; And Others
A course in introduction to music emphasizing modes and forms is presented. A laboratory approach in which pupils are to develop skill in playing keyboard instruments, sing, listen to, read and compose music with emphasis on identification of elementary concepts of mode and form is used. Course objectives include: (1) The student will select the…
Speech Recognition Technology for Disabilities Education
ERIC Educational Resources Information Center
Tang, K. Wendy; Kamoua, Ridha; Sutan, Victor; Farooq, Omer; Eng, Gilbert; Chu, Wei Chern; Hou, Guofeng
2005-01-01
Speech recognition is an alternative to traditional methods of interacting with a computer, such as textual input through a keyboard. An effective system can replace or reduce the reliability on standard keyboard and mouse input. This can especially assist dyslexic students who have problems with character or word use and manipulation in a textual…
In Early Education, Why Teach Handwriting before Keyboarding?
ERIC Educational Resources Information Center
Stevenson, Nancy C.; Just, Carol
2014-01-01
Legible written communication is essential for students to share knowledge (Rogers and Case-Smith 2002). If students lack proficiency in written communication, their composition skills will suffer, which can affect their self-esteem and grades. Whether or not this proficiency is in handwriting or keyboarding is a question worthy of discussion. In…
An Analysis of Young Children Learning Keyboarding Skills.
ERIC Educational Resources Information Center
Cowles, Milly; And Others
The primary purpose of this study was to demonstrate whether children ages 5 through 8 could learn keyboarding skills. A secondary purpose was to examine the relationship between typing skill development and motor proficiency. A sample of 24 children was randomly selected from a group attending a summer school enrichment program. The…
Children Composing and Their Visual-Spatial Approach to the Keyboard
ERIC Educational Resources Information Center
Roels, Johanna Maria; Van Petegem, Peter
2015-01-01
This study aims to contribute to the already existing findings of children's compositional strategies and products. Despite the abundance of research provided regarding the manner in which children approach composing, little has been found about how children deal, specifically, with the structure of the keyboard. Therefore, from a context in which…
Lu and Duque in Destiny laboratory with musical keyboard
2003-10-26
ISS007-E-18044 (26 October 2003) --- Astronaut Edward T. Lu (at musical keyboard), Expedition 7 NASA ISS science officer and flight engineer, and European Space Agency (ESA) astronaut Pedro Duque of Spain share a light moment during off-shift time in the Destiny laboratory on the International Space Station (ISS).
BASIC, Logo, and Pilot: A Comparison of Three Computer Languages.
ERIC Educational Resources Information Center
Maddux, Cleborne D.; Cummings, Rhoda E.
1985-01-01
Following a brief history of Logo, BASIC, and Pilot programing languages, common educational programing tasks (input from keyboard, evaluation of keyboard input, and computation) are presented in each language to illustrate how each can be used to perform the same tasks and to demonstrate each language's strengths and weaknesses. (MBR)
Comparisons of population subgroups performance on a keyboard psychomotor task
NASA Technical Reports Server (NTRS)
Stapleford, R. L.
1973-01-01
Response time and pass/fail data were obtained from 163 subjects performing a psychomotor task. The basic task comprised a random five digit number briefly displayed to the subject at the start of each trail, and the keyboard on which the subject was to enter the number as fast as he could accurately do so after the display was extinguished. Some tests were run with the addition of a secondary task which required the subject to respond to a displayed light appearing at a random time. Matched pairs of subjects were selected from the group to analyze the effects of age, sex, intelligence, prior keyboard skill, and drinking habits. There was little or no effect due to age or drinking habits. Differences in response time were: average IQ subjects faster than low IQ subjects by 0.5 to 0.6 sec; subjects with prior keyboard skill faster by 0.4 to 0.5 sec; and female subjects faster by 0.2 to 0.3 sec. These effects were generally insensitive to the presence of the secondary task.
Mikkelsen, Sigurd; Vilstrup, Imogen; Lassen, Christina Funch; Kryger, Ann Isabel; Thomsen, Jane Frølund; Andersen, Johan Hviid
2007-01-01
Objective To examine the validity and potential biases in self‐reports of computer, mouse and keyboard usage times, compared with objective recordings. Methods A study population of 1211 people was asked in a questionnaire to estimate the average time they had worked with computer, mouse and keyboard during the past four working weeks. During the same period, a software program recorded these activities objectively. The study was part of a one‐year follow‐up study from 2000–1 of musculoskeletal outcomes among Danish computer workers. Results Self‐reports on computer, mouse and keyboard usage times were positively associated with objectively measured activity, but the validity was low. Self‐reports explained only between a quarter and a third of the variance of objectively measured activity, and were even lower for one measure (keyboard time). Self‐reports overestimated usage times. Overestimation was large at low levels and declined with increasing levels of objectively measured activity. Mouse usage time proportion was an exception with a near 1:1 relation. Variability in objectively measured activity, arm pain, gender and age influenced self‐reports in a systematic way, but the effects were modest and sometimes in different directions. Conclusion Self‐reported durations of computer activities are positively associated with objective measures but they are quite inaccurate. Studies using self‐reports to establish relations between computer work times and musculoskeletal pain could be biased and lead to falsely increased or decreased risk estimates. PMID:17387136
Mikkelsen, Sigurd; Vilstrup, Imogen; Lassen, Christina Funch; Kryger, Ann Isabel; Thomsen, Jane Frølund; Andersen, Johan Hviid
2007-08-01
To examine the validity and potential biases in self-reports of computer, mouse and keyboard usage times, compared with objective recordings. A study population of 1211 people was asked in a questionnaire to estimate the average time they had worked with computer, mouse and keyboard during the past four working weeks. During the same period, a software program recorded these activities objectively. The study was part of a one-year follow-up study from 2000-1 of musculoskeletal outcomes among Danish computer workers. Self-reports on computer, mouse and keyboard usage times were positively associated with objectively measured activity, but the validity was low. Self-reports explained only between a quarter and a third of the variance of objectively measured activity, and were even lower for one measure (keyboard time). Self-reports overestimated usage times. Overestimation was large at low levels and declined with increasing levels of objectively measured activity. Mouse usage time proportion was an exception with a near 1:1 relation. Variability in objectively measured activity, arm pain, gender and age influenced self-reports in a systematic way, but the effects were modest and sometimes in different directions. Self-reported durations of computer activities are positively associated with objective measures but they are quite inaccurate. Studies using self-reports to establish relations between computer work times and musculoskeletal pain could be biased and lead to falsely increased or decreased risk estimates.
Focus of Attention Affects Performance of Motor Skills in Music
ERIC Educational Resources Information Center
Duke, Robert A.; Cash, Carla Davis; Allen, Sarah E.
2011-01-01
To test the extent to which learners performing a simple keyboard passage would be affected by directing their focus of attention to different aspects of their movements, 16 music majors performed a brief keyboard passage under each of four focus conditions arranged in a counterbalanced design--a total of 64 experimental sessions. As they…
Typewriting 10-20-30. Senior High School Teacher Resource Manual.
ERIC Educational Resources Information Center
Alberta Dept. of Education, Edmonton. Curriculum Branch.
This manual is designed to assist typewriting teachers in the implementation of the Alberta, Canada, Typewriting 10-20-30 Curriculum (1985). Many ideas contained in the handbook can also be used in curricula that address keyboarding or the skill of typing in computer keyboarding, dictaphone typing, or word processing. The manual is organized in…
ERIC Educational Resources Information Center
Lancioni, Giulio E.; Singh, Nirbhay N.; O'Reilly, Mark F.; Sigafoos, Jeff; Green, Vanessa; Oliva, Doretta; Lang, Russell
2011-01-01
This study assessed the effectiveness of microswitches for simple responses (i.e., partial hand closure, vocalization, and hand stroking) and a keyboard emulator to facilitate the writing performance of three participants with extensive motor disabilities. The study was carried out according to an ABAB design. During the A phases, the participants…
A Comparison of Keyboarding Software for the Elementary Grades. A Quarterly Report.
ERIC Educational Resources Information Center
Nolf, Kathleen; Weaver, Dave
This paper provides generalizations and ideas on what to look for when previewing software products designed for teaching or improving the keyboarding skills of elementary school students, a list of nine products that the MicroSIFT (Microcomputer Software and Information for Teachers) staff recommends for preview, and a table of features comparing…
The Effect of Timed Relaxation on Keyboarding Achievement. Research Bulletin No. 46-B.
ERIC Educational Resources Information Center
Matthews, Doris B.
Research has shown that relaxation exercises produce physical changes in students. After relaxation exercises, students appear calmer, have reduced levels of anxiety, and are more responsive to instruction. In order to determine if relaxation exercises would improve the rate at which students learn keyboarding, a study was conducted in a South…
ERIC Educational Resources Information Center
Kafafian, Haig
Teaching instructions, lesson plans, and exercises are provided for severely physically and/or neurologically handicapped persons learning to use the Cybertype electric writing machine with a tongue-body keyboard. The keyboard, which has eight double-throw toggle switches and a three-position state-selector switch, is designed to be used by…
Keyboarding Instruction at NABTE Institutions: Are We Teaching Techniques to Reduce CTD Incidence?
ERIC Educational Resources Information Center
Blaszczynski, Carol; Joyce, Marguerite Shane
1996-01-01
Responses from 157 of 193 business teachers who teach keyboarding indicated that 78.7% were aware of cumulative trauma disorder and 22% had experienced it. Only 13% of classrooms were equipped with wrist rests. About 53% teach techniques to reduce incidence, but 20% did not know whether they taught preventive measures. (SK)
Differences in Middle School TCAP Writing Assessment Scores Based on Keyboarding Skill
ERIC Educational Resources Information Center
Parker, Carol A.
2016-01-01
The purpose of this study was to determine if there was a difference in the writing assessment scores for each of the four traits--development, focus and organization, language, and conventions--as measured by the Tennessee Comprehensive Assessment Program (TCAP) of students who had a formal keyboarding course compared to those who did not. A…
Remote control of an MR imaging study via tele-collaboration tools
NASA Astrophysics Data System (ADS)
Sullivan, John M., Jr.; Mullen, Julia S.; Benz, Udo A.; Schmidt, Karl F.; Murugavel, Murali; Chen, Wei; Ghadyani, Hamid
2005-04-01
In contrast to traditional 'video conferencing' the Access Grid (AG), developed by Argonne National Laboratory, is a collaboration of audio, video and shared application tools which provide the 'persistent presence' of each participant. Among the shared application tools are the ability to share viewing and control of presentations, browsers, images and movies. When used in conjunction with Virtual Network Computing (VNC) software, an investigator can interact with colleagues at a remote site, and control remote systems via local keyboard and mouse commands. This combination allows for effective viewing and discussion of information, i.e. data, images, and results. It is clear that such an approach when applied to the medical sciences will provide a means by which a team of experts can not only access, but interact and control medical devices for the purpose of experimentation, diagnosis, surgery and therapy. We present the development of an application node at our 4.7 Tesla MR magnet facility, and a demonstration of remote investigator control of the magnet. A local magnet operator performs manual tasks such as loading the test subject into the magnet and administering the stimulus associated with the functional MRI study. The remote investigator has complete control of the magnet console. S/he can adjust the gradient coil settings, the pulse sequence, image capture frequency, etc. A geographically distributed audience views and interacts with the remote investigator and local MR operator. This AG demonstration of MR magnet control illuminates the potential of untethered medical experiments, procedures and training.
New biometric modalities using internal physical characteristics
NASA Astrophysics Data System (ADS)
Mortenson, Juliana (Brooks)
2010-04-01
Biometrics is described as the science of identifying people based on physical characteristics such as their fingerprints, facial features, hand geometry, iris patterns, palm prints, or speech recognition. Notably, all of these physical characteristics are visible or detectable from the exterior of the body. These external characteristics can be lifted, photographed, copied or recorded for unauthorized access to a biometric system. Individual humans are unique internally, however, just as they are unique externally. New biometric modalities have been developed which identify people based on their unique internal characteristics. For example, "BoneprintsTM" use acoustic fields to scan the unique bone density pattern of a thumb pressed on a small acoustic sensor. Thanks to advances in piezoelectric materials the acoustic sensor can be placed in virtually any device such as a steering wheel, door handle, or keyboard. Similarly, "Imp-PrintsTM" measure the electrical impedance patterns of a hand to identify or verify a person's identity. Small impedance sensors can be easily embedded in devices such as smart cards, handles, or wall mounts. These internal biometric modalities rely on physical characteristics which are not visible or photographable, providing an added level of security. In addition, both the acoustic and impedance methods can be combined with physiologic measurements such as acoustic Doppler or impedance plethysmography, respectively. Added verification that the biometric pattern came from a living person can be obtained. These new biometric modalities have the potential to allay user concerns over protection of privacy, while providing a higher level of security.*
Software wizards to adjust keyboard and mouse settings for people with physical impairments
Koester, Heidi; Simpson, Richard; Mankowski, Jennifer
2013-01-01
Context/objective This study describes research behind two software wizards that help users with physical impairments adjust their keyboard and mouse settings to meet their specific needs. The Keyboard Wizard and Pointing Wizard programs help ensure that keyboard and pointing devices are properly configured for an individual, and reconfigured as the user's needs change. We summarize four effectiveness studies and six usability studies. Methods Studies involved participants whose physical impairments affect their ability to use a keyboard and mouse. Effectiveness studies used an A-B-A design, with condition A using default Windows settings and condition B using wizard-recommended settings. Primary data were performance metrics for text entry and target acquisition. Usability studies asked participants to run through each wizard, with no outside guidance. Primary data were completion time, errors made, and user feedback. Results The wizards were effective at recommending new settings for users who needed them and not recommending them for users who did not. Sensitivity for StickyKeys, pointer speed, and object size algorithms was 100%. Specificity for StickyKeys and pointer speed was over 80%, and 50% for object size. For those who needed settings changes, the recommendations improved performance, with speed increases ranging from 9 to 59%. Accuracy improved significantly with the wizard recommendations, eliminating up to 100% of errors. Users ran through the current wizard software in less than 6 minutes. Ease-of-use rating averaged over 4.5 on a scale of 1 to 5. Conclusion The wizards are a simple yet effective way of adjusting Windows to accommodate physical impairments. PMID:23820146
You can't touch this: touch-free navigation through radiological images.
Ebert, Lars C; Hatch, Gary; Ampanozi, Garyfalia; Thali, Michael J; Ross, Steffen
2012-09-01
Keyboards, mice, and touch screens are a potential source of infection or contamination in operating rooms, intensive care units, and autopsy suites. The authors present a low-cost prototype of a system, which allows for touch-free control of a medical image viewer. This touch-free navigation system consists of a computer system (IMac, OS X 10.6 Apple, USA) with a medical image viewer (OsiriX, OsiriX foundation, Switzerland) and a depth camera (Kinect, Microsoft, USA). They implemented software that translates the data delivered by the camera and a voice recognition software into keyboard and mouse commands, which are then passed to OsiriX. In this feasibility study, the authors introduced 10 medical professionals to the system and asked them to re-create 12 images from a CT data set. They evaluated response times and usability of the system compared with standard mouse/keyboard control. Users felt comfortable with the system after approximately 10 minutes. Response time was 120 ms. Users required 1.4 times more time to re-create an image with gesture control. Users with OsiriX experience were significantly faster using the mouse/keyboard and faster than users without prior experience. They rated the system 3.4 out of 5 for ease of use in comparison to the mouse/keyboard. The touch-free, gesture-controlled system performs favorably and removes a potential vector for infection, protecting both patients and staff. Because the camera can be quickly and easily integrated into existing systems, requires no calibration, and is low cost, the barriers to using this technology are low.
ERIC Educational Resources Information Center
Chen, Jingjun; Luo, Rong; Liu, Huashan
2017-01-01
With the development of ICT, digital writing is becoming much more common in people's life. Differently from keyboarding alphabets directly to input English words, keyboarding Chinese character is always through typing phonetic alphabets and then identify the glyph provided by Pinyin input-method software while in this process which do not need…
ERIC Educational Resources Information Center
Ketovuori, Mikko
2015-01-01
This article investigates a piano-playing subject called "keyboard harmony." The subject was initially developed in the 1980s to give (K-12) schoolteachers the skills needed for accompanying singing in classrooms. Since keyboard harmony today has an official status in all Finnish music schools, both piano and general music teachers ought…
ERIC Educational Resources Information Center
DeFulio, Anthony; Crone-Todd, Darlene E.; Long, Lauren V.; Nuzzo, Paul A.; Silverman, Kenneth
2011-01-01
Keyboarding skill is an important target for adult education programs due to the ubiquity of computers in modern work environments. A previous study showed that novice typists learned key locations quickly but that fluency took a relatively long time to develop. In the present study, novice typists achieved fluent performance in nearly half the…
ERIC Educational Resources Information Center
Kafafian, Haig
The instruction manual contains lessons for teaching severely physically and/or neurologically handicapped students to use the seven-key Cybertype electric writing machine. Unlike the 14-key keyboard, which requires bilateral coordination in arms, legs, or other parts of the body, the seven-key keyboard requires the use of only one part of the…
The Meaning of Learning Piano Keyboard in the Lives of Older Chinese People
ERIC Educational Resources Information Center
Li, Sicong; Southcott, Jane
2015-01-01
Across the globe populations are ageing and living longer. Older people seek meaningful ways of occupying and enjoying their later years. Frequently, this takes the form of learning a new skill, in this case playing the piano keyboard. From the initial act of commitment to learning comes a raft of related aspects that influence the learner, their…
Lontis, Eugen R; Lund, Morten E; Christensen, Henrik V; Bentsen, Bo; Gaihede, Michael; Caltenco, Hector A; Andreasen Struijk, Lotte N S
2010-01-01
Typing performance of a full alphabet keyboard and a joystick type of mouse (with on-screen keyboard) provided by a wireless integrated tongue control system (TCS) has been investigated. The speed and accuracy have been measured in a form of a throughput defining the true correct words per minute [cwpm]. Training character sequences were typed in a dedicated interface that provided visual feedback of activated sensors, a map of the alphabet associated, and the task character. Testing sentences were typed in Word, with limited visual feedback, using non-predictive typing (map of characters in alphabetic order associated to sensors) and predictive typing (LetterWise) for TCS keyboard, and non-predictive typing for TCS mouse. Two subjects participated for four and three consecutive days, respectively, two sessions per day. Maximal throughput of 2.94, 2.46, and 2.06, 1.68 [cwpm] were obtained with TCS keyboard by subject 1 and 2 with predictive and non-predictive typing respectively. Maximal throughput of 2.09 and 1.71 [cwpm] was obtained with TCS mouse by subject 1 and 2, respectively. Same experimental protocol has been planned for a larger number of subjects.
Address entry while driving: speech recognition versus a touch-screen keyboard.
Tsimhoni, Omer; Smith, Daniel; Green, Paul
2004-01-01
A driving simulator experiment was conducted to determine the effects of entering addresses into a navigation system during driving. Participants drove on roads of varying visual demand while entering addresses. Three address entry methods were explored: word-based speech recognition, character-based speech recognition, and typing on a touch-screen keyboard. For each method, vehicle control and task measures, glance timing, and subjective ratings were examined. During driving, word-based speech recognition yielded the shortest total task time (15.3 s), followed by character-based speech recognition (41.0 s) and touch-screen keyboard (86.0 s). The standard deviation of lateral position when performing keyboard entry (0.21 m) was 60% higher than that for all other address entry methods (0.13 m). Degradation of vehicle control associated with address entry using a touch screen suggests that the use of speech recognition is favorable. Speech recognition systems with visual feedback, however, even with excellent accuracy, are not without performance consequences. Applications of this research include the design of in-vehicle navigation systems as well as other systems requiring significant driver input, such as E-mail, the Internet, and text messaging.
The QWERTY effect: how typing shapes the meanings of words.
Jasmin, Kyle; Casasanto, Daniel
2012-06-01
The QWERTY keyboard mediates communication for millions of language users. Here, we investigated whether differences in the way words are typed correspond to differences in their meanings. Some words are spelled with more letters on the right side of the keyboard and others with more letters on the left. In three experiments, we tested whether asymmetries in the way people interact with keys on the right and left of the keyboard influence their evaluations of the emotional valence of the words. We found the predicted relationship between emotional valence and QWERTY key position across three languages (English, Spanish, and Dutch). Words with more right-side letters were rated as more positive in valence, on average, than words with more left-side letters: the QWERTY effect. This effect was strongest in new words coined after QWERTY was invented and was also found in pseudowords. Although these data are correlational, the discovery of a similar pattern across languages, which was strongest in neologisms, suggests that the QWERTY keyboard is shaping the meanings of words as people filter language through their fingers. Widespread typing introduces a new mechanism by which semantic changes in language can arise.
Voice and gesture-based 3D multimedia presentation tool
NASA Astrophysics Data System (ADS)
Fukutake, Hiromichi; Akazawa, Yoshiaki; Okada, Yoshihiro
2007-09-01
This paper proposes a 3D multimedia presentation tool that allows the user to manipulate intuitively only through the voice input and the gesture input without using a standard keyboard or a mouse device. The authors developed this system as a presentation tool to be used in a presentation room equipped a large screen like an exhibition room in a museum because, in such a presentation environment, it is better to use voice commands and the gesture pointing input rather than using a keyboard or a mouse device. This system was developed using IntelligentBox, which is a component-based 3D graphics software development system. IntelligentBox has already provided various types of 3D visible, reactive functional components called boxes, e.g., a voice input component and various multimedia handling components. IntelligentBox also provides a dynamic data linkage mechanism called slot-connection that allows the user to develop 3D graphics applications by combining already existing boxes through direct manipulations on a computer screen. Using IntelligentBox, the 3D multimedia presentation tool proposed in this paper was also developed as combined components only through direct manipulations on a computer screen. The authors have already proposed a 3D multimedia presentation tool using a stage metaphor and its voice input interface. This time, we extended the system to make it accept the user gesture input besides voice commands. This paper explains details of the proposed 3D multimedia presentation tool and especially describes its component-based voice and gesture input interfaces.
ERIC Educational Resources Information Center
Ashburner, Jill; Ziviani, Jenny; Pennington, Ana
2012-01-01
This study explored the utility of using keyboarding as an alternative to handwriting for students with ASD who experience handwriting difficulties. Participants included 22 students with ASD (M age = 10.83 plus or minus 1.4 years) who had been using portable word processors in mainstream classrooms for at least 6 months to circumvent handwriting…
ERIC Educational Resources Information Center
Taylor, Angela
2015-01-01
This article discusses the use of interpretative phenomenological analysis (IPA) in a mixed methods research design with reference to five recent publications about music in the lives of mature age amateur keyboard players. It explores the links between IPA and the data-gathering methods of "Rivers of Musical Experience",…
Static vs. dynamic decoding algorithms in a non-invasive body-machine interface
Seáñez-González, Ismael; Pierella, Camilla; Farshchiansadegh, Ali; Thorp, Elias B.; Abdollahi, Farnaz; Pedersen, Jessica; Mussa-Ivaldi, Ferdinando A.
2017-01-01
In this study, we consider a non-invasive body-machine interface that captures body motions still available to people with spinal cord injury (SCI) and maps them into a set of signals for controlling a computer user interface while engaging in a sustained level of mobility and exercise. We compare the effectiveness of two decoding algorithms that transform a high-dimensional body-signal vector into a lower dimensional control vector on 6 subjects with high-level SCI and 8 controls. One algorithm is based on a static map from current body signals to the current value of the control vector set through principal component analysis (PCA), the other on dynamic mapping a segment of body signals to the value and the temporal derivatives of the control vector set through a Kalman filter. SCI and control participants performed straighter and smoother cursor movements with the Kalman algorithm during center-out reaching, but their movements were faster and more precise when using PCA. All participants were able to use the BMI’s continuous, two-dimensional control to type on a virtual keyboard and play pong, and performance with both algorithms was comparable. However, seven of eight control participants preferred PCA as their method of virtual wheelchair control. The unsupervised PCA algorithm was easier to train and seemed sufficient to achieve a higher degree of learnability and perceived ease of use. PMID:28092564
D'Antonio, Natalie N; Rihs, John D; Stout, Janet E; Yu, Victor L
2013-04-01
Contaminated computer keyboards have been acknowledged as a potential source for bacterial transmission between health care providers and patients. Biosafe HM 4100 is an antimicrobial polymer that can be incorporated into the polyurethane material used to make keyboard covers. This study aimed to determine whether plastic keyboard covers containing HM 4100 effectively minimize the survival of bacterial species commonly present on health care environmental surfaces. Polyurethane material that contained 0.5% HM 4100, 1% HM 4100, and 1% HM 4100 with spray coating of 1% HM 4100 were tested. In 2 separate experiments, the surfaces of test materials were inoculated with suspensions of methicillin-resistant Staphylococcus aureus (MRSA), vancomycin-resistant Enterococcus faecalis (VREF), Escherichia coli, or Pseudomonas aeruginosa. Viability was assessed on the materials at 0, 10, 30, 60, 120, and 240 minutes after inoculation. Maximum reductions in viability were observed for all 4 organisms at the longest tested time period on each test material. Mean reductions on the 0.5% HM 4100 material at 240 minutes were 99.99% for E coli, 97.8% for MRSA, 95.0% for VREF, and 92.1% for P aeruginosa. Mean reductions on the 1% HM 4100 at 120 minutes were 99.9% for VREF, 99.9% for MRSA, 99.9% for P aeruginosa, and 99.5% for E coli. Mean reductions on the 1% HM 4100 plus spray coating at 30 minutes were 99.9% for E coli, 99.8% for VREF, 98.8% for P aeruginosa, and 97.2% for MRSA. Incorporation of the HM 4100 antimicrobial polymer into polyurethane keyboard material may reduce the hand carriage of bacteria between health care providers and patients. Copyright © 2013 Association for Professionals in Infection Control and Epidemiology, Inc. Published by Mosby, Inc. All rights reserved.
Voss, Andreas; Leonhart, Rainer; Stahl, Christoph
2007-11-01
Psychological research is based in large parts on response latencies, which are often registered by keypresses on a standard computer keyboard. Recording response latencies with a standard keyboard is problematic because keypresses are buffered within the keyboard hardware before they are signaled to the computer, adding error variance to the recorded latencies. This can be circumvented by using external response pads connected to the computer's parallel port. In this article, we describe how to build inexpensive, reliable, and easy-to-use response pads with six keys from two standard computer mice that can be connected to the PC's parallel port. We also address the problem of recording data from the parallel port with different software packages under Microsoft's Windows XP.
Postural dynamism during computer mouse and keyboard use: A pilot study.
Van Niekerk, S M; Fourie, S M; Louw, Q A
2015-09-01
Prolonged sedentary computer use is a risk factor for musculoskeletal pain. The aim of this study was to explore postural dynamism during two common computer tasks, namely mouse use and keyboard typing. Postural dynamism was described as the total number of postural changes that occurred during the data capture period. Twelve participants were recruited to perform a mouse and a typing task. The data of only eight participants could be analysed. A 3D motion analysis system measured the number of cervical and thoracic postural changes as well as, the range in which the postural changes occurred. The study findings illustrate that there is less postural dynamism of the cervical and thoracic spinal regions during computer mouse use, when compared to keyboard typing. Copyright © 2015 Elsevier Ltd and The Ergonomics Society. All rights reserved.
A MUSIC-based method for SSVEP signal processing.
Chen, Kun; Liu, Quan; Ai, Qingsong; Zhou, Zude; Xie, Sheng Quan; Meng, Wei
2016-03-01
The research on brain computer interfaces (BCIs) has become a hotspot in recent years because it offers benefit to disabled people to communicate with the outside world. Steady state visual evoked potential (SSVEP)-based BCIs are more widely used because of higher signal to noise ratio and greater information transfer rate compared with other BCI techniques. In this paper, a multiple signal classification based method was proposed for multi-dimensional SSVEP feature extraction. 2-second data epochs from four electrodes achieved excellent accuracy rates including idle state detection. In some asynchronous mode experiments, the recognition accuracy reached up to 100%. The experimental results showed that the proposed method attained good frequency resolution. In most situations, the recognition accuracy was higher than canonical correlation analysis, which is a typical method for multi-channel SSVEP signal processing. Also, a virtual keyboard was successfully controlled by different subjects in an unshielded environment, which proved the feasibility of the proposed method for multi-dimensional SSVEP signal processing in practical applications.
Nessi: An EEG-Controlled Web Browser for Severely Paralyzed Patients
Bensch, Michael; Karim, Ahmed A.; Mellinger, Jürgen; Hinterberger, Thilo; Tangermann, Michael; Bogdan, Martin; Rosenstiel, Wolfgang; Birbaumer, Niels
2007-01-01
We have previously demonstrated that an EEG-controlled web browser based on self-regulation of slow cortical potentials (SCPs) enables severely paralyzed patients to browse the internet independently of any voluntary muscle control. However, this system had several shortcomings, among them that patients could only browse within a limited number of web pages and had to select links from an alphabetical list, causing problems if the link names were identical or if they were unknown to the user (as in graphical links). Here we describe a new EEG-controlled web browser, called Nessi, which overcomes these shortcomings. In Nessi, the open source browser, Mozilla, was extended by graphical in-place markers, whereby different brain responses correspond to different frame colors placed around selectable items, enabling the user to select any link on a web page. Besides links, other interactive elements are accessible to the user, such as e-mail and virtual keyboards, opening up a wide range of hypertext-based applications. PMID:18350132
Emerging technologies for bioweapons defense.
Nguyen, Sinh; Rosen, Joseph M; Koop, C Everett
2005-01-01
The Global War on Terrorism (GWOT) has changed the way we think about national security. The tragic events of Sept.11 have shown us that world of the 21(st) century is clearly a dangerous place. Terrorism, more than ever, affects the very lives of each and every citizens of our country. Al Qaida has proven that it is able to use simple rudimentary methods to invoke strategic economic losses to our society with our own domestic resources as its weapons. The dawn of the new century has brought forth a new kind of asymmetric war where guerilla fighters are armed not with rifles but with technology at the touch of a keyboard. Warfare as we know it has changed and just as the military has its "transformation", medicine so too must have its own transformation in order to protect our citizen against the ever changing threat of bioterrorism. Virtual Reality and its applications can play a vital role in developing new countermeasures to minimize the catastrophic effects of a potential bioterror attack.
Visual communication interface for severe physically disabled patients
NASA Astrophysics Data System (ADS)
Savino, M. J.; Fernández, E. A.
2007-11-01
During the last years several interfaces have been developed to allow communication to those patients suffering serious physical disabilities. In this work, a computer based communication interface is presented. It was designed to allow communication to those patients that cannot use neither their hands nor their voice but they can do it through their eyes. The system monitors the eyes movements by means of a webcam. Then, by means of an Artificial Neural Network, the system allows the identification of specified position on the screen through the identification of the eyes positions. This way the user can control a virtual keyboard on a screen that allows him to write and browse the system and enables him to send e-mails, SMS, activate video/music programs and control environmental devices. A patient was simulated to evaluate the versatility of the system. Its operation was satisfactory and it allowed the evaluation of the system potential. The development of this system requires low cost elements that are easily found in the market.
ERIC Educational Resources Information Center
Lancioni, Giulio E.; Singh, Nirbhay N.; O'Reilly, Mark F.; Sigafoos, Jeff; Green, Vanessa; Chiapparino, Claudia; Stasolla, Fabrizio; Oliva, Doretta
2009-01-01
The present study assessed the use of a voice-detecting sensor interfaced with a scanning keyboard emulator to allow two boys with extensive motor disabilities to write. Specifically, the study (a) compared the effects of the voice-detecting sensor with those of a familiar pressure sensor on the boys' writing time, (b) checked which of the sensors…
ERIC Educational Resources Information Center
Peake, Christian; Diaz, Alicia; Artiles, Ceferino
2017-01-01
This study examined the relationship and degree of predictability that the fluency of writing the alphabet from memory and the selection of allographs have on measures of fluency and accuracy of spelling in a free-writing sentence task when keyboarding. The "Test Estandarizado para la Evaluación de la Escritura con Teclado"…
ERIC Educational Resources Information Center
Bisschop, Elaine; Morales, Celia; Gil, Verónica; Jiménez-Suárez, Elizabeth
2017-01-01
The aim of this study was to analyze whether children with and without difficulties in handwriting, spelling, or both differed in alphabet writing when using a keyboard. The total sample consisted of 1,333 children from Grades 1 through 3. Scores on the spelling and handwriting factors from the "Early Grade Writing Assessment" (Jiménez,…
ERIC Educational Resources Information Center
Taylor, Angela
2011-01-01
"Rivers of Musical Experience" were used as a research tool to explore the wide range of musical experiences and concomitant identity construction that six amateur keyboard players over the age of 55 brought to their learning as mature adults. It appears that significant changes in their lives acted as triggers for them to engage in musical…
Bruno Garza, J L; Eijckelhof, B H W; Johnson, P W; Raina, S M; Rynell, P W; Huysmans, M A; van Dieën, J H; van der Beek, A J; Blatter, B M; Dennerlein, J T
2012-01-01
This study, a part of the PRedicting Occupational biomechanics in OFfice workers (PROOF) study, investigated whether there are differences in field-measured forces, muscle efforts, postures, velocities and accelerations across computer activities. These parameters were measured continuously for 120 office workers performing their own work for two hours each. There were differences in nearly all forces, muscle efforts, postures, velocities and accelerations across keyboard, mouse and idle activities. Keyboard activities showed a 50% increase in the median right trapezius muscle effort when compared to mouse activities. Median shoulder rotation changed from 25 degrees internal rotation during keyboard use to 15 degrees external rotation during mouse use. Only keyboard use was associated with median ulnar deviations greater than 5 degrees. Idle activities led to the greatest variability observed in all muscle efforts and postures measured. In future studies, measurements of computer activities could be used to provide information on the physical exposures experienced during computer use. Practitioner Summary: Computer users may develop musculoskeletal disorders due to their force, muscle effort, posture and wrist velocity and acceleration exposures during computer use. We report that many physical exposures are different across computer activities. This information may be used to estimate physical exposures based on patterns of computer activities over time.
Smith, Matthew Lee; Pickens, Adam W; Ahn, SangNam; Ory, Marcia G; DeJoy, David M; Young, Kristi; Bishop, Gary; Congleton, Jerome J
2015-01-01
Obesity in the workplace is associated with loss of productivity, high medical care expenses, and increased rates of work-related injuries and illness. Thus, effective, low-cost interventions are needed to accommodate the size of today's obese office worker while alleviating potential physical harm associated with musculoskeletal disorders. Utilizing a sample of 22 overweight and obese office workers, this pilot study assessed the impact of introducing an alternative, more ergonomically-sound keyboard on perceptions about design, acceptability, and usability; self-reported body discomfort; and typing productivity. Data were collected using self-reported questionnaires and objective typing tests administered before and after the intervention. The intervention duration was six weeks. After switching from their standard work keyboard to an alternative keyboard, all participants reported significant decreases in lower back discomfort (t = 2.14, P = 0.044); although obese participants reported significant decreases in both upper (t = 2.46, P = 0.032) and lower (t = 2.39, P = 0.036) back discomfort. No significant changes were observed in overall typing performance scores from baseline to follow-up. Findings suggest that such interventions may be introduced into the workforce with positive gains for workers without reducing short-term worker productivity. Copyright © 2014 Elsevier Ltd and The Ergonomics Society. All rights reserved.
All-Elastomer-Based Triboelectric Nanogenerator as a Keyboard Cover To Harvest Typing Energy.
Li, Shengming; Peng, Wenbo; Wang, Jie; Lin, Long; Zi, Yunlong; Zhang, Gong; Wang, Zhong Lin
2016-08-23
The drastic expansion of consumer electronics (like personal computers, touch pads, smart phones, etc.) creates many human-machine interfaces and multiple types of interactions between human and electronics. Considering the high frequency of such operations in our daily life, an extraordinary amount of biomechanical energy from typing or pressing buttons is available. In this study, we have demonstrated a highly flexible triboelectric nanogenerator (TENG) solely made from elastomeric materials as a cover on a conventional keyboard to harvest biomechanical energy from typing. A dual-mode working mechanism is established with a high transferred charge density of ∼140 μC/m(2) due to both structural and material innovations. We have also carried out fundamental investigations of its performance dependence on various structural factors for optimizing the electric output in practice. The fully packaged keyboard-shaped TENG is further integrated with a horn-like polypyrrole-based supercapacitor as a self-powered system. Typing in normal speed for 1 h, ∼8 × 10(-4) J electricity could be stored, which is capable of driving an electronic thermometer/hydrometer. Our keyboard cover also performs outstanding long-term stability, water resistance, as well as insensitivity to surface conditions, and the last feature makes it useful to research the typing behaviors of different people.
Environmental Contaminants in Hospital Settings and Progress in Disinfecting Techniques
Ceriale, Emma; Lenzi, Daniele; Burgassi, Sandra; Azzolini, Elena; Manzi, Pietro
2013-01-01
Medical devices, such as stethoscopes, and other objects found in hospital, such as computer keyboards and telephone handsets, may be reservoirs of bacteria for healthcare-associated infections. In this cross-over study involving an Italian teaching hospital we evaluated microbial contamination (total bacterial count (TBC) at 36°C/22°C, Staphylococcus spp., moulds, Enterococcus spp., Pseudomonas spp., E. coli, total coliform bacteria, Acinetobacter spp., and Clostridium difficile) of these devices before and after cleaning and differences in contamination between hospital units and between stethoscopes and keyboards plus handsets. We analysed 37 telephone handsets, 27 computer keyboards, and 35 stethoscopes, comparing their contamination in four hospital units. Wilcoxon signed-rank and Mann-Whitney tests were used. Before cleaning, many samples were positive for Staphylococcus spp. and coliforms. After cleaning, CFUs decreased to zero in most comparisons. The first aid unit had the highest and intensive care the lowest contamination (P < 0.01). Keyboards and handsets had higher TBC at 22°C (P = 0.046) and mould contamination (P = 0.002) than stethoscopes. Healthcare professionals should disinfect stethoscopes and other possible sources of bacterial healthcare-associated infections. The cleaning technique used was effective in reducing bacterial contamination. Units with high patient turnover, such as first aid, should practise stricter hygiene. PMID:24286078
NASA Astrophysics Data System (ADS)
Giancardo, L.; Sánchez-Ferro, A.; Butterworth, I.; Mendoza, C. S.; Hooker, J. M.
2015-04-01
Modern digital devices and appliances are capable of monitoring the timing of button presses, or finger interactions in general, with a sub-millisecond accuracy. However, the massive amount of high resolution temporal information that these devices could collect is currently being discarded. Multiple studies have shown that the act of pressing a button triggers well defined brain areas which are known to be affected by motor-compromised conditions. In this study, we demonstrate that the daily interaction with a computer keyboard can be employed as means to observe and potentially quantify psychomotor impairment. We induced a psychomotor impairment via a sleep inertia paradigm in 14 healthy subjects, which is detected by our classifier with an Area Under the ROC Curve (AUC) of 0.93/0.91. The detection relies on novel features derived from key-hold times acquired on standard computer keyboards during an uncontrolled typing task. These features correlate with the progression to psychomotor impairment (p < 0.001) regardless of the content and language of the text typed, and perform consistently with different keyboards. The ability to acquire longitudinal measurements of subtle motor changes from a digital device without altering its functionality may allow for early screening and follow-up of motor-compromised neurodegenerative conditions, psychological disorders or intoxication at a negligible cost in the general population.
Security Inference from Noisy Data
2008-04-08
and RFID chips, introduce new ways of communication and sharing data. For ex- ample, the Nike +iPod Sport Kit is a new wireless accessory for the iPod...Agrawal show: • A wide variety (e.g. different keyboards of the same model, different models, different brands ) of keyboards have keys with distinct...grammar level and spelling level in this case) are built into a single model. Algorithms to maximize global joint probability may improve the
An Experimental Study of a Six Key Handprint Chord Keyboard.
1986-05-01
analysis: sequence time, list time, and errors, is better divided by group of tests, beginning or ending. This division forms a logical outline from which...accomplished pianists . Due to the limited amount of time at the keyboard that volunteers were willing to endure, asymptotic behavior was not reached...considerable attention , and it includes an idea of time 1152 quite different from that enunciated by Newton. According to this theory, 1226 there is no
Response time accuracy in Apple Macintosh computers.
Neath, Ian; Earle, Avery; Hallett, Darcy; Surprenant, Aimée M
2011-06-01
The accuracy and variability of response times (RTs) collected on stock Apple Macintosh computers using USB keyboards was assessed. A photodiode detected a change in the screen's luminosity and triggered a solenoid that pressed a key on the keyboard. The RTs collected in this way were reliable, but could be as much as 100 ms too long. The standard deviation of the measured RTs varied between 2.5 and 10 ms, and the distributions approximated a normal distribution. Surprisingly, two recent Apple-branded USB keyboards differed in their accuracy by as much as 20 ms. The most accurate RTs were collected when an external CRT was used to display the stimuli and Psychtoolbox was able to synchronize presentation with the screen refresh. We conclude that RTs collected on stock iMacs can detect a difference as small as 5-10 ms under realistic conditions, and this dictates which types of research should or should not use these systems.
A Keyboard for Underwater Performance Assessment Battery Testing
1990-11-08
Applied Engineering . This four button underwater keyboard uses only a small portion of the boards capacity. The cable is connected to the I/O 32 board via a...H.O., by Applied Engineering ) require special programming to work with the IO 32 board. If the boards are accessed directly from Apple Basic with the... Applied Engineering , 1988) is presented in the Appendix. This program will work with either the enhanced or the unenhanced version of the Apple lie. 6
Control of a visual keyboard using an electrocorticographic brain-computer interface.
Krusienski, Dean J; Shih, Jerry J
2011-05-01
Brain-computer interfaces (BCIs) are devices that enable severely disabled people to communicate and interact with their environments using their brain waves. Most studies investigating BCI in humans have used scalp EEG as the source of electrical signals and focused on motor control of prostheses or computer cursors on a screen. The authors hypothesize that the use of brain signals obtained directly from the cortical surface will more effectively control a communication/spelling task compared to scalp EEG. A total of 6 patients with medically intractable epilepsy were tested for the ability to control a visual keyboard using electrocorticographic (ECOG) signals. ECOG data collected during a P300 visual task paradigm were preprocessed and used to train a linear classifier to subsequently predict the intended target letters. The classifier was able to predict the intended target character at or near 100% accuracy using fewer than 15 stimulation sequences in 5 of the 6 people tested. ECOG data from electrodes outside the language cortex contributed to the classifier and enabled participants to write words on a visual keyboard. This is a novel finding because previous invasive BCI research in humans used signals exclusively from the motor cortex to control a computer cursor or prosthetic device. These results demonstrate that ECOG signals from electrodes both overlying and outside the language cortex can reliably control a visual keyboard to generate language output without voice or limb movements.
Rotating Desk for Collaboration by Two Computer Programmers
NASA Technical Reports Server (NTRS)
Riley, John Thomas
2005-01-01
A special-purpose desk has been designed to facilitate collaboration by two computer programmers sharing one desktop computer or computer terminal. The impetus for the design is a trend toward what is known in the software industry as extreme programming an approach intended to ensure high quality without sacrificing the quantity of computer code produced. Programmers working in pairs is a major feature of extreme programming. The present desk design minimizes the stress of the collaborative work environment. It supports both quality and work flow by making it unnecessary for programmers to get in each other s way. The desk (see figure) includes a rotating platform that supports a computer video monitor, keyboard, and mouse. The desk enables one programmer to work on the keyboard for any amount of time and then the other programmer to take over without breaking the train of thought. The rotating platform is supported by a turntable bearing that, in turn, is supported by a weighted base. The platform contains weights to improve its balance. The base includes a stand for a computer, and is shaped and dimensioned to provide adequate foot clearance for both users. The platform includes an adjustable stand for the monitor, a surface for the keyboard and mouse, and spaces for work papers, drinks, and snacks. The heights of the monitor, keyboard, and mouse are set to minimize stress. The platform can be rotated through an angle of 40 to give either user a straight-on view of the monitor and full access to the keyboard and mouse. Magnetic latches keep the platform preferentially at either of the two extremes of rotation. To switch between users, one simply grabs the edge of the platform and pulls it around. The magnetic latch is easily released, allowing the platform to rotate freely to the position of the other user
Crew/computer communications study. Volume 2: Appendixes
NASA Technical Reports Server (NTRS)
Johannes, J. D.
1974-01-01
The software routines developed during the crew/computer communications study are described to provide the user with an understanding of each routine, any restrictions in use, the required input data, and expected results after executing the routines. The combination of routines to generate a crew/computer communications application is also explained. The programmable keyboard and display used by the program is described, and an experiment scenario is provided to illustrate the relationship between the program frames when they are grouped into activity phases. Program descriptions and a user's guide are also presented. For Vol. 1, see N74-18843.
ERIC Educational Resources Information Center
Barkaoui, Khaled
2016-01-01
This study contributes to the literature on second language (L2) learners' revision behavior by describing what, when, and how often L2 learners revise their texts when responding to timed writing tasks on the computer and by examining the effects of task type, L2 proficiency, and keyboarding skills on what and when L2 learners revise. Each of 54…
Portable Android Dari and Pashto Soft Keyboard
2013-08-01
with a collection of information if it does not display a currently valid OMB control number . PLEASE DO NOT RETURN YOUR FORM TO THE ABOVE ADDRESS. 1...Dari and Pashto Soft Keyboard 5a. CONTRACT NUMBER 5b. GRANT NUMBER 5c. PROGRAM ELEMENT NUMBER 6. AUTHOR(S) Michael Lee 5d. PROJECT NUMBER R...0006163.9 5e. TASK NUMBER 5f. WORK UNIT NUMBER 7. PERFORMING ORGANIZATION NAME(S) AND ADDRESS(ES) U.S. Army Research Laboratory ATTN: RDRL
Harris, Robert; de Jong, Bauke M
2015-10-22
Using fMRI, cerebral activations were studied in 24 classically-trained keyboard performers and 12 musically unskilled control subjects. Two groups of musicians were recruited: improvising (n=12) and score-dependent (non-improvising) musicians (n=12). While listening to both familiar and unfamiliar music, subjects either (covertly) appraised the presented music performance or imagined they were playing the music themselves. We hypothesized that improvising musicians would exhibit enhanced efficiency of audiomotor transformation reflected by stronger ventral premotor activation. Statistical Parametric Mapping revealed that, while virtually 'playing along׳ with the music, improvising musicians exhibited activation of a right-hemisphere distribution of cerebral areas including posterior-superior parietal and dorsal premotor cortex. Involvement of these right-hemisphere dorsal stream areas suggests that improvising musicians recruited an amodal spatial processing system subserving pitch-to-space transformations to facilitate their virtual motor performance. Score-dependent musicians recruited a primarily left-hemisphere pattern of motor areas together with the posterior part of the right superior temporal sulcus, suggesting a relationship between aural discrimination and symbolic representation. Activations in bilateral auditory cortex were significantly larger for improvising musicians than for score-dependent musicians, suggesting enhanced top-down effects on aural perception. Our results suggest that learning to play a music instrument primarily from notation predisposes musicians toward aural identification and discrimination, while learning by improvisation involves audio-spatial-motor transformations, not only during performance, but also perception. Copyright © 2015 The Authors. Published by Elsevier B.V. All rights reserved.
The combined use of virtual reality exposure in the treatment of agoraphobia.
Pitti, Carmen T; Peñate, Wenceslao; de la Fuente, Juan; Bethencourt, Juan M; Roca-Sánchez, María J; Acosta, Leopoldo; Villaverde, María L; Gracia, Ramón
2015-01-01
This study compares the differential efficacy of three groups of treatments for agoraphobia: paroxetine combined with cognitive-behavioral therapy, paroxetine combined with cognitive-behavioral therapy and virtual reality exposure, and a group with only paroxetine. 99 patients with agoraphobia were finally selected. Both combined treatment groups received 11 sessions of cognitive-behavioral therapy, and one of the groups was also exposed to 4 sessions of virtual reality treatment. Treatments were applied in individual sessions once a week for 3 months. The three treatment groups showed statistically significant improvements. In some measures, combined treatment groups showed greater improvements. The virtual reality exposure group showed greater improvement confronting phobic stimuli. Treatments combining psychopharmacological and psychological therapy showed greater efficacy. Although the use of new technologies led to greater improvement, treatment adherence problems still remain.
Attention to the hands disrupts skilled typewriting: the role of vision in producing the disruption.
Tapp, Kristy M; Logan, Gordon D
2011-11-01
Drawing typists' attention to their hands by asking them to type only letters assigned to the left or the right hand disrupts their performance, slowing the rate of typing and increasing errors. In this article we test the hypothesis that slowing occurs because typists watch their hands to determine which hand types which letter. Skilled typists were cued to type letters of one hand or of both hands while they could view their hands on the keyboard and while their vision was blocked by a box placed over the keyboard. Typing was slower when letters of one hand were typed than when letters of both hands were typed, and the slowing was greater when the hands were covered than when they were not. This supports the hypothesis that slowing occurs because typists watch their hands. However, typists were able to type letters of one hand when the keyboard was covered, so typists must have monitored kinesthetic information as well.
Effect of Wrist Posture on Carpal Tunnel Pressure while Typing
Rempel, David M.; Keir, Peter J.; Bach, Joel M.
2009-01-01
Long weekly hours of keyboard use may lead to or aggravate carpal tunnel syndrome. The effects of typing on fluid pressure in the carpal tunnel, a possible mediator of carpal tunnel syndrome, are unknown. Twenty healthy subjects participated in a laboratory study to investigate the effects of typing at different wrist postures on carpal tunnel pressure of the right hand. Changes in wrist flexion/extension angle (p = 0.01) and radial/ulnar deviation angle (p = 0.03) independently altered carpal tunnel pressure; wrist deviations in extension or radial deviation were associated with an increase in pressure. The activity of typing independently elevated carpal tunnel pressure (p= 0.001) relative to the static hand held in the same posture. This information can guide the design and use of keyboards and workstations in order to minimize carpal tunnel pressure while typing. The findings may also be useful to clinicians and ergonomists in the management of patients with carpal tunnel syndrome who use a keyboard. PMID:18383144
Spuler, Martin
2015-08-01
A Brain-Computer Interface (BCI) allows to control a computer by brain activity only, without the need for muscle control. In this paper, we present an EEG-based BCI system based on code-modulated visual evoked potentials (c-VEPs) that enables the user to work with arbitrary Windows applications. Other BCI systems, like the P300 speller or BCI-based browsers, allow control of one dedicated application designed for use with a BCI. In contrast, the system presented in this paper does not consist of one dedicated application, but enables the user to control mouse cursor and keyboard input on the level of the operating system, thereby making it possible to use arbitrary applications. As the c-VEP BCI method was shown to enable very fast communication speeds (writing more than 20 error-free characters per minute), the presented system is the next step in replacing the traditional mouse and keyboard and enabling complete brain-based control of a computer.
Smibert, O C; Aung, A K; Woolnough, E; Carter, G P; Schultz, M B; Howden, B P; Seemann, T; Spelman, D; McGloughlin, S; Peleg, A Y
2018-03-02
Few studies have used molecular epidemiological methods to study transmission links to clinical isolates in intensive care units. Ninety-four multidrug-resistant organisms (MDROs) cultured from routine specimens from intensive care unit (ICU) patients over 13 weeks were stored (11 meticillin-resistant Staphylococcus aureus (MRSA), two vancomycin-resistant enterococci and 81 Gram-negative bacteria). Medical staff personal mobile phones, departmental phones, and ICU keyboards were swabbed and cultured for MDROs; MRSA was isolated from two phones. Environmental and patient isolates of the same genus were selected for whole genome sequencing. On whole genome sequencing, the mobile phone isolates had a pairwise single nucleotide polymorphism (SNP) distance of 183. However, >15,000 core genome SNPs separated the mobile phone and clinical isolates. In a low-endemic setting, mobile phones and keyboards appear unlikely to contribute to hospital-acquired MDROs. Copyright © 2018 The Healthcare Infection Society. Published by Elsevier Ltd. All rights reserved.
Keyboard before Head Tracking Depresses User Success in Remote Camera Control
NASA Astrophysics Data System (ADS)
Zhu, Dingyun; Gedeon, Tom; Taylor, Ken
In remote mining, operators of complex machinery have more tasks or devices to control than they have hands. For example, operating a rock breaker requires two handed joystick control to position and fire the jackhammer, leaving the camera control to either automatic control or require the operator to switch between controls. We modelled such a teleoperated setting by performing experiments using a simple physical game analogue, being a half size table soccer game with two handles. The complex camera angles of the mining application were modelled by obscuring the direct view of the play area and the use of a Pan-Tilt-Zoom (PTZ) camera. The camera control was via either a keyboard or via head tracking using two different sets of head gestures called “head motion” and “head flicking” for turning camera motion on/off. Our results show that the head motion control was able to provide a comparable performance to using a keyboard, while head flicking was significantly worse. In addition, the sequence of use of the three control methods is highly significant. It appears that use of the keyboard first depresses successful use of the head tracking methods, with significantly better results when one of the head tracking methods was used first. Analysis of the qualitative survey data collected supports that the worst (by performance) method was disliked by participants. Surprisingly, use of that worst method as the first control method significantly enhanced performance using the other two control methods.
Development and application of virtual reality for man/systems integration
NASA Technical Reports Server (NTRS)
Brown, Marcus
1991-01-01
While the graphical presentation of computer models signified a quantum leap over presentations limited to text and numbers, it still has the problem of presenting an interface barrier between the human user and the computer model. The user must learn a command language in order to orient themselves in the model. For example, to move left from the current viewpoint of the model, they might be required to type 'LEFT' at a keyboard. This command is fairly intuitive, but if the viewpoint moves far enough that there are no visual cues overlapping with the first view, the user does not know if the viewpoint has moved inches, feet, or miles to the left, or perhaps remained in the same position, but rotated to the left. Until the user becomes quite familiar with the interface language of the computer model presentation, they will be proned to lossing their bearings frequently. Even a highly skilled user will occasionally get lost in the model. A new approach to presenting type type of information is to directly interpret the user's body motions as the input language for determining what view to present. When the user's head turns 45 degrees to the left, the viewpoint should be rotated 45 degrees to the left. Since the head moves through several intermediate angles between the original view and the final one, several intermediate views should be presented, providing the user with a sense of continuity between the original view and the final one. Since the primary way a human physically interacts with their environment should monitor the movements of the user's hands and alter objects in the virtual model in a way consistent with the way an actual object would move when manipulated using the same hand movements. Since this approach to the man-computer interface closely models the same type of interface that humans have with the physical world, this type of interface is often called virtual reality, and the model is referred to as a virtual world. The task of this summer fellowship was to set up a virtual reality system at MSFC and begin applying it to some of the questions which concern scientists and engineers involved in space flight. A brief discussion of this work is presented.
Teistler, M; Breiman, R S; Lison, T; Bott, O J; Pretschner, D P; Aziz, A; Nowinski, W L
2008-10-01
Volumetric imaging (computed tomography and magnetic resonance imaging) provides increased diagnostic detail but is associated with the problem of navigation through large amounts of data. In an attempt to overcome this problem, a novel 3D navigation tool has been designed and developed that is based on an alternative input device. A 3D mouse allows for simultaneous definition of position and orientation of orthogonal or oblique multiplanar reformatted images or slabs, which are presented within a virtual 3D scene together with the volume-rendered data set and additionally as 2D images. Slabs are visualized with maximum intensity projection, average intensity projection, or standard volume rendering technique. A prototype has been implemented based on PC technology that has been tested by several radiologists. It has shown to be easily understandable and usable after a very short learning phase. Our solution may help to fully exploit the diagnostic potential of volumetric imaging by allowing for a more efficient reading process compared to currently deployed solutions based on conventional mouse and keyboard.
Desktop-VR system for preflight 3D navigation training
NASA Astrophysics Data System (ADS)
Aoki, Hirofumi; Oman, Charles M.; Buckland, Daniel A.; Natapoff, Alan
Crews who inhabit spacecraft with complex 3D architecture frequently report inflight disorientation and navigation problems. Preflight virtual reality (VR) training may reduce those risks. Although immersive VR techniques may better support spatial orientation training in a local environment, a non-immersive desktop (DT) system may be more convenient for navigation training in "building scale" spaces, especially if the two methods achieve comparable results. In this study trainees' orientation and navigation performance during simulated space station emergency egress tasks was compared while using immersive head-mounted display (HMD) and DT-VR systems. Analyses showed no differences in pointing angular-error or egress time among the groups. The HMD group was significantly faster than DT group when pointing from destination to start location and from start toward different destination. However, this may be attributed to differences in the input device used (a head-tracker for HMD group vs. a keyboard touchpad or a gamepad in the DT group). All other 3D navigation performance measures were similar using the immersive and non-immersive VR systems, suggesting that the simpler desktop VR system may be useful for astronaut 3D navigation training.
Noah, Benjamin; Li, Jingwen; Rothrock, Ling
2017-10-01
The objectives of this study were to test the effect of interaction device on performance in a process control task (managing a tank farm). The study compared the following two conditions: a) 4K-resolution 55" screen with a 21" touchscreen versus b) 4K-resolution 55″ screen with keyboard/mouse. The touchscreen acted both as an interaction device for data entry and navigation and as an additional source of information. A within-subject experiment was conducted among 20 college engineering students. A primary task of preventing tanks from overfilling as well as a secondary task of manual logging with situation awareness questions were designed for the study. Primary Task performance (including tank level at discharge, number of tank discharged and performance score), Secondary Task Performance (including Tank log count, performance score), system interaction times, subjective workload, situation awareness questionnaire, user experience survey regarding usability and condition comparison were used as the measures. Parametric data resulted in two metrics statistically different means between the two conditions: The 4K-keyboard condition resulted in faster Detection + Navigation time compared to the 4K-touchscreen condition, by about 2 s, while participants within the 4K-touchscreen condition were about 2 s faster in data entry than in the 4K-keyboard condition. No significant results were found for: performance on the secondary task, situation awareness, and workload. Additionally, no clear significant differences were found in the non-parametric data analysis. However, participants showed a slight preference for the 4K-touchscreen condition compared to the 4K-keyboard condition in subjective responses in comparing the conditions. Introducing the touchscreen as an additional/alternative input device showed to have an effect in interaction times, which suggests that proper design considerations need to be made. While having values shown on the interaction device provides value, a potential issue of visual distraction exists when having an additional visual display. The allocation of visual attention between primary displays and the touchscreen should be further investigated. Copyright © 2017 Elsevier Ltd. All rights reserved.
Orbit targeting specialist function: Level C formulation requirements
NASA Technical Reports Server (NTRS)
Dupont, A.; Mcadoo, S.; Jones, H.; Jones, A. K.; Pearson, D.
1978-01-01
A definition of the level C requirements for onboard maneuver targeting software is provided. Included are revisions of the level C software requirements delineated in JSC IN 78-FM-27, Proximity Operations Software; Level C Requirements, dated May 1978. The software supports the terminal phase midcourse (TPM) maneuver, braking and close-in operations as well as supporting computation of the rendezvous corrective combination maneuver (NCC), and the terminal phase initiation (TPI). Specific formulation is contained here for the orbit targeting specialist function including the processing logic, linkage, and data base definitions for all modules. The crew interface with the software is through the keyboard and the ORBIT-TGT display.
Scardovelli, Terigi Augusto; Frère, Annie France
2015-01-01
Many children with motor impairments cannot participate in games and jokes that contribute to their formation. Currently, commercial computer games there are few options of software and sufficiently flexible access devices to meet the needs of this group of children. In this study, a peripheral access device and a 3D computerized game that do not require the actions of dragging, clicking, or activating various keys at the same time were developed. The peripheral access device consists of a webcam and a supervisory system that processes the images. This method provides a field of action that can be adjusted to various types of motor impairments. To analyze the sensitivity of the commands, a virtual course was developed using the scenario of a path of straight lines and curves. A volunteer with good ability in virtual games performed a short training with the virtual course and, after 15min of training, obtained similar results with a standard keyboard and the adapted peripheral device. A 3D game in the Amazon forest was developed using the Blender 3D tool. This free software was used to model the characters and scenarios. To evaluate the usability of the 3D game, the game was tested by 20 volunteers without motor impairments (group A) and 13 volunteers with severe motor limitations of the upper limbs (group B). All the volunteers (group A and B) could easily execute all the actions of the game using the adapted peripheral device. The majority positively evaluated the questions of usability and expressed their satisfaction. The computerized game coupled to the adapted device will offer the option of leisure and learning to people with severe motor impairments who previously lacked this possibility. It also provided equality in this activity to all the users. Copyright © 2014. Published by Elsevier Ireland Ltd.
Both hand position and movement direction modulate visual attention
Festman, Yariv; Adam, Jos J.; Pratt, Jay; Fischer, Martin H.
2013-01-01
The current study explored effects of continuous hand motion on the allocation of visual attention. A concurrent paradigm was used to combine visually concealed continuous hand movements with an attentionally demanding letter discrimination task. The letter probe appeared contingent upon the moving right hand passing through one of six positions. Discrimination responses were then collected via a keyboard press with the static left hand. Both the right hand's position and its movement direction systematically contributed to participants' visual sensitivity. Discrimination performance increased substantially when the right hand was distant from, but moving toward the visual probe location (replicating the far-hand effect, Festman et al., 2013). However, this effect disappeared when the probe appeared close to the static left hand, supporting the view that static and dynamic features of both hands combine in modulating pragmatic maps of attention. PMID:24098288
Pfordresher, Peter Q; Mantell, James T
2012-01-01
We report an experiment that tested whether effects of altered auditory feedback (AAF) during piano performance differ from its effects during singing. These effector systems differ with respect to the mapping between motor gestures and pitch content of auditory feedback. Whereas this action-effect mapping is highly reliable during phonation in any vocal motor task (singing or speaking), mapping between finger movements and pitch occurs only in limited situations, such as piano playing. Effects of AAF in both tasks replicated results previously found for keyboard performance (Pfordresher, 2003), in that asynchronous (delayed) feedback slowed timing whereas alterations to feedback pitch increased error rates, and the effect of asynchronous feedback was similar in magnitude across tasks. However, manipulations of feedback pitch had larger effects on singing than on keyboard production, suggesting effector-specific differences in sensitivity to action-effect mapping with respect to feedback content. These results support the view that disruption from AAF is based on abstract, effector independent, response-effect associations but that the strength of associations differs across effector systems. Copyright © 2011. Published by Elsevier B.V.
Musician's and physicist's view on tuning keyboard instruments
NASA Astrophysics Data System (ADS)
Lubenow, Martin; Meyn, Jan-Peter
2007-01-01
The simultaneous sound of several voices or instruments requires proper tuning to achieve consonance for certain intervals and chords. Most instruments allow enough frequency variation to enable pure tuning while being played. Keyboard instruments such as organ and piano have given frequencies for individual notes and the tuning must be based on a compromise. The equal temperament is not the only solution, but a special choice. Unequal temperaments produce better results in many cases, because important major thirds and triads are improved. Equal temperament was not propagated by Johann Sebastian Bach, as is often stated in introductory literature on this topic.
A Laboratory for Characterizing the Efficacy of Moving Target Defense
2016-10-25
of William and Mary are developing a scalable, dynamic, adaptive security system that combines virtualization , emulation, and mutable network...goal with the resource constraints of a small number of servers, and making virtual nodes “real enough” from the view of attackers. Unfortunately, with...we at College of William and Mary are developing a scalable, dynamic, adaptive security system that combines virtualization , emulation, and mutable
NASA Astrophysics Data System (ADS)
Mazova, Raissa; Kisel'Man, Broneslav; Baranova, Natalya; Lobkovsky, Leopold
2010-05-01
The analysis of the Indian Ocean earthquake and tsunami on 26 December 2004 carried out in a number of works demonstrates that rupture process in the seismic source was realized during several minutes. In some works, there was suggested that a source probably consists of several segments with width near above hundred of kilometers and with total length more than 1000 km. Such a picture is consistent with subduction keyboard model of tsunamigenic earthquake (see, e.g. [1]) which treats the anomalously long source of Indian Ocean tsunami, caused by oblique subduction, as a multiblock piston mechanism with non-simultaneous realization of each block. Because of existing in literature uncertainty with source structure and movements at all its extent, it is interesting for given event to study in details the dependence of characteristics of surface water wave induced by seismic source on its extent [1,2]. In the work it was studied the influence of submarine seismic source extention to wave field distribution in basin of Bengal bay and central part of Indian ocean. To analyze, it was considered separately the influence of large segment of seismic source for given tsunami. On the basis of keyboard model it is considered the earthquake origin with extension near 1200 km comprises 3 seismic source: Sumatran, Andaman and Nicobar ones, each of which comprises 6, 4 and 3 keyboard blocks, respectively (1, 2 and 3 scenarios). It was calculated the maximal vertical displacement of these segments on 2-5 meters. The velocity of block movement was taken in correspondence with available data on characteristic times in the source. For scenario 1 tsunami source, formed at the ocean surface, generates almost circular wave which, due to bathymetry of given basin, preserve its form and propagates most quickly in west and south-west direction. To north-east, to Indian coast, the wave came with large delay, as compared with records of real mareographs. As follows from the wave field picture for second series of calculations, the wave front, as it was expected, becomes to be more elongated, and the time of approach of the wave front up to east Indian coast is decreased, as compared with the case of wave generation by only Sumatra segment. At turning on of third segment wave field is characterized by else more elongated to north wave front, and time of approach of wave front the south-east Indian coast is more decreased. It's seen that from the source side faced to Bengal bay there are well pronounced three wave fronts in correspondence with marked segments. These fronts evolve then in plane enough united front with bend in the region of Nicobar islands. The change of wave field character for three taken cases is well seen on accounted satellite altimetry. Adequateness of the calculations performed was verified by comparison of mareograms, obtained from real mareographs with records of virtual mareographs placed us in calculating basin and obtained by us for each scenario. The same verification was performed by comparison of real altimetric records of satellite "Yason-1" with virtual altimetric record obtained by us for each scenario. The computations performed explain the complex character of tsunami wave propagation for given earthquake. This work was supported by the Russian Foundation for Basic Research, project no. 08-05-01027 1.Lobkovsky L.I., Mazova R.Kh. The mechanism of source of Indian Ocean tsunami 2004: analysis and numerical simulation // Physics of Earth, v.43, № 7, pp.46-56, 2007. 2.Lobkovsky L.I., Mazova R.Kh., Garagash I.A., Kataeva L.Yu., Nardin I. To analysis of source mechanism of the 26 December 2004 Indian Ocean tsunami, Russ.J.Earth Sci. V.8, ES5001, doi:10.2205/2006ES000208 http://dx.doi.org/ 10.2205/2006ES000208 (2006b).
Hierarchical virtual screening approaches in small molecule drug discovery.
Kumar, Ashutosh; Zhang, Kam Y J
2015-01-01
Virtual screening has played a significant role in the discovery of small molecule inhibitors of therapeutic targets in last two decades. Various ligand and structure-based virtual screening approaches are employed to identify small molecule ligands for proteins of interest. These approaches are often combined in either hierarchical or parallel manner to take advantage of the strength and avoid the limitations associated with individual methods. Hierarchical combination of ligand and structure-based virtual screening approaches has received noteworthy success in numerous drug discovery campaigns. In hierarchical virtual screening, several filters using ligand and structure-based approaches are sequentially applied to reduce a large screening library to a number small enough for experimental testing. In this review, we focus on different hierarchical virtual screening strategies and their application in the discovery of small molecule modulators of important drug targets. Several virtual screening studies are discussed to demonstrate the successful application of hierarchical virtual screening in small molecule drug discovery. Copyright © 2014 Elsevier Inc. All rights reserved.
Using speech recognition to enhance the Tongue Drive System functionality in computer access.
Huo, Xueliang; Ghovanloo, Maysam
2011-01-01
Tongue Drive System (TDS) is a wireless tongue operated assistive technology (AT), which can enable people with severe physical disabilities to access computers and drive powered wheelchairs using their volitional tongue movements. TDS offers six discrete commands, simultaneously available to the users, for pointing and typing as a substitute for mouse and keyboard in computer access, respectively. To enhance the TDS performance in typing, we have added a microphone, an audio codec, and a wireless audio link to its readily available 3-axial magnetic sensor array, and combined it with a commercially available speech recognition software, the Dragon Naturally Speaking, which is regarded as one of the most efficient ways for text entry. Our preliminary evaluations indicate that the combined TDS and speech recognition technologies can provide end users with significantly higher performance than using each technology alone, particularly in completing tasks that require both pointing and text entry, such as web surfing.
Reduced-Drift Virtual Gyro from an Array of Low-Cost Gyros.
Vaccaro, Richard J; Zaki, Ahmed S
2017-02-11
A Kalman filter approach for combining the outputs of an array of high-drift gyros to obtain a virtual lower-drift gyro has been known in the literature for more than a decade. The success of this approach depends on the correlations of the random drift components of the individual gyros. However, no method of estimating these correlations has appeared in the literature. This paper presents an algorithm for obtaining the statistical model for an array of gyros, including the cross-correlations of the individual random drift components. In order to obtain this model, a new statistic, called the "Allan covariance" between two gyros, is introduced. The gyro array model can be used to obtain the Kalman filter-based (KFB) virtual gyro. Instead, we consider a virtual gyro obtained by taking a linear combination of individual gyro outputs. The gyro array model is used to calculate the optimal coefficients, as well as to derive a formula for the drift of the resulting virtual gyro. The drift formula for the optimal linear combination (OLC) virtual gyro is identical to that previously derived for the KFB virtual gyro. Thus, a Kalman filter is not necessary to obtain a minimum drift virtual gyro. The theoretical results of this paper are demonstrated using simulated as well as experimental data. In experimental results with a 28-gyro array, the OLC virtual gyro has a drift spectral density 40 times smaller than that obtained by taking the average of the gyro signals.
Usability analysis of 2D graphics software for designing technical clothing.
Teodoroski, Rita de Cassia Clark; Espíndola, Edilene Zilma; Silva, Enéias; Moro, Antônio Renato Pereira; Pereira, Vera Lucia D V
2012-01-01
With the advent of technology, the computer became a working tool increasingly present in companies. Its purpose is to increase production and reduce the inherent errors in manual production. The aim of this study was to analyze the usability of 2D graphics software in creating clothing designs by a professional during his work. The movements of the mouse, keyboard and graphical tools were monitored in real time by software Camtasia 7® installed on the user's computer. To register the use of mouse and keyboard we used auxiliary software called MouseMeter®, which quantifies the number of times they pressed the right, middle and left mouse's buttons, the keyboard and also the distance traveled in meters by the cursor on the screen. Data was collected in periods of 15 minutes, 1 hour and 8 hours, consecutively. The results showed that the job is considered repetitive and high demands physical efforts, which can lead to the appearance of repetitive strain injuries. Thus, the goal of minimizing operator efforts and thereby enhance the usability of the examined tool, becomes imperative to replace the mouse by a device called tablet, which also offers an electronic pen and a drawing platform for design development.
Negative Prospective Memory in Alzheimer's Disease: "Do Not Perform That Action".
El Haj, Mohamad; Coello, Yann; Kapogiannis, Dimitrios; Gallouj, Karim; Antoine, Pascal
2018-01-01
Relatively to "standard" prospective memory, i.e., remembering to perform a future action, little is known about negative prospective memory, i.e., remembering not to perform a future action. This study investigated the latter ability in Alzheimer's disease (AD). AD participants and healthy older adults were asked to click on the keyboard or not to click on it when a cue word was encountered. Results showed more omissions (i.e., forgetting to click the keyboard when the instruction was to do so) in AD participants than in healthy older adults, suggesting a prospective memory deficit. Interestingly, more commissions (i.e., clicking the keyboard when the instruction was not to do so) were also observed in AD participants than in healthy older adults. Similar levels of commissions and omissions were observed in AD participants and in healthy older adults. Also, commissions and omissions were correlated with performance on an inhibition assessment task. Our findings reveal that AD is characterized by not only difficulty in the retrieval of recent information, but also difficulty to inhibit no-longer appropriate stimulus-response associations previously learned, suggesting a specific deficit of negative prospective memory in AD.
Enhancing an appointment diary on a pocket computer for use by people after brain injury.
Wright, P; Rogers, N; Hall, C; Wilson, B; Evans, J; Emslie, H
2001-12-01
People with memory loss resulting from brain injury benefit from purpose-designed memory aids such as appointment diaries on pocket computers. The present study explores the effects of extending the range of memory aids and including games. For 2 months, 12 people who had sustained brain injury were loaned a pocket computer containing three purpose-designed memory aids: diary, notebook and to-do list. A month later they were given another computer with the same memory aids but a different method of text entry (physical keyboard or touch-screen keyboard). Machine order was counterbalanced across participants. Assessment was by interviews during the loan periods, rating scales, performance tests and computer log files. All participants could use the memory aids and ten people (83%) found them very useful. Correlations among the three memory aids were not significant, suggesting individual variation in how they were used. Games did not increase use of the memory aids, nor did loan of the preferred pocket computer (with physical keyboard). Significantly more diary entries were made by people who had previously used other memory aids, suggesting that a better understanding of how to use a range of memory aids could benefit some people with brain injury.
Ergonomic positioning or equipment for treating carpal tunnel syndrome.
O'Connor, Denise; Page, Matthew J; Marshall, Shawn C; Massy-Westropp, Nicola
2012-01-18
Non-surgical treatment, including ergonomic positioning or equipment, are sometimes offered to people experiencing mild to moderate symptoms from carpal tunnel syndrome (CTS). The effectiveness and duration of benefit from ergonomic positioning or equipment interventions for treating CTS are unknown. To assess the effects of ergonomic positioning or equipment compared with no treatment, a placebo or another non-surgical intervention in people with CTS. We searched the Cochrane Neuromuscular Disease Group Specialized Register (14 June 2011), the Cochrane Central Register of Controlled Trials (CENTRAL) (2011, Issue 2, in The Cochrane Library), MEDLINE (1966 to June 2011), EMBASE (1980 to June 2011), CINAHL Plus (1937 to June 2011), and AMED (1985 to June 2011). We also reviewed the reference lists of randomised or quasi-randomised trials identified from the electronic search. Randomised or quasi-randomised controlled trials comparing ergonomic positioning or equipment with no treatment, placebo or another non-surgical intervention in people with CTS. Two review authors independently selected trials for inclusion, extracted data and assessed risk of bias of included studies. We calculated risk ratios (RR) and mean differences (MD) with 95% confidence intervals (CI) for the primary and secondary outcomes. We pooled results of clinically and statistically homogeneous trials, where possible, to provide estimates of the effect of ergonomic positioning or equipment. We included two trials (105 participants) comparing ergonomic versus placebo keyboards. Neither trial assessed the primary outcome (short-term overall improvement) or adverse effects of interventions. In one small trial (25 participants) an ergonomic keyboard significantly reduced pain after 12 weeks (MD -2.40; 95% CI -4.45 to -0.35) but not six weeks (MD -0.20; 95% CI -1.51 to 1.11). In this same study, there was no difference between ergonomic and standard keyboards in hand function at six or 12 weeks or palm-wrist sensory latency at 12 weeks. The second trial (80 participants) reported no significant difference in pain severity after six months when using either of the three ergonomic keyboards versus a standard keyboard. No trials comparing (i) ergonomic positioning or equipment with no treatment, (ii) ergonomic positioning or equipment with another non-surgical treatment, or (iii) different ergonomic positioning or equipment regimes, were found. There is insufficient evidence from randomised controlled trials to determine whether ergonomic positioning or equipment is beneficial or harmful for treating carpal tunnel syndrome.
A pilot study comparing mouse and mouse-emulating interface devices for graphic input.
Kanny, E M; Anson, D K
1991-01-01
Adaptive interface devices make it possible for individuals with physical disabilities to use microcomputers and thus perform many tasks that they would otherwise be unable to accomplish. Special equipment is available that purports to allow functional access to the computer for users with disabilities. As technology moves from purely keyboard applications to include graphic input, it will be necessary for assistive interface devices to support graphics as well as text entry. Headpointing systems that emulate the mouse in combination with on-screen keyboards are of particular interest to persons with severe physical impairment such as high level quadriplegia. Two such systems currently on the market are the HeadMaster and the Free Wheel. The authors have conducted a pilot study comparing graphic input speed using the mouse and two headpointing interface systems on the Macintosh computer. The study used a single subject design with six able-bodied subjects, to establish a baseline for comparison with persons with severe disabilities. Results of these preliminary data indicated that the HeadMaster was nearly as effective as the mouse and that it was superior to the Free Wheel for graphics input. This pilot study, however, demonstrated several experimental design problems that need to be addressed to make the study more robust. It also demonstrated the need to include the evaluation of text input so that the effectiveness of the interface devices with text and graphic input could be compared.
Subsurface data visualization in Virtual Reality
NASA Astrophysics Data System (ADS)
Krijnen, Robbert; Smelik, Ruben; Appleton, Rick; van Maanen, Peter-Paul
2017-04-01
Due to their increasing complexity and size, visualization of geological data is becoming more and more important. It enables detailed examining and reviewing of large volumes of geological data and it is often used as a communication tool for reporting and education to demonstrate the importance of the geology to policy makers. In the Netherlands two types of nation-wide geological models are available: 1) Layer-based models in which the subsurface is represented by a series of tops and bases of geological or hydrogeological units, and 2) Voxel models in which the subsurface is subdivided in a regular grid of voxels that can contain different properties per voxel. The Geological Survey of the Netherlands (GSN) provides an interactive web portal that delivers maps and vertical cross-sections of such layer-based and voxel models. From this portal you can download a 3D subsurface viewer that can visualize the voxel model data of an area of 20 × 25 km with 100 × 100 × 5 meter voxel resolution on a desktop computer. Virtual Reality (VR) technology enables us to enhance the visualization of this volumetric data in a more natural way as compared to a standard desktop, keyboard mouse setup. The use of VR for data visualization is not new but recent developments has made expensive hardware and complex setups unnecessary. The availability of consumer of-the-shelf VR hardware enabled us to create an new intuitive and low visualization tool. A VR viewer has been implemented using the HTC Vive head set and allows visualization and analysis of the GSN voxel model data with geological or hydrogeological units. The user can navigate freely around the voxel data (20 × 25 km) which is presented in a virtual room at a scale of 2 × 2 or 3 × 3 meters. To enable analysis, e.g. hydraulic conductivity, the user can select filters to remove specific hydrogeological units. The user can also use slicing to cut-off specific sections of the voxel data to get a closer look. This slicing can be done in any direction using a 'virtual knife'. Future plans are to further improve performance from 30 up to 90 Hz update rate to reduce possible motion sickness, add more advanced filtering capabilities as well as a multi user setup, annotation capabilities and visualizing of historical data.
Meteorological Data Visualization in Multi-User Virtual Reality
NASA Astrophysics Data System (ADS)
Appleton, R.; van Maanen, P. P.; Fisher, W. I.; Krijnen, R.
2017-12-01
Due to their complexity and size, visualization of meteorological data is important. It enables the precise examining and reviewing of meteorological details and is used as a communication tool for reporting, education and to demonstrate the importance of the data to policy makers. Specifically for the UCAR community it is important to explore all of such possibilities.Virtual Reality (VR) technology enhances the visualization of volumetric and dynamical data in a more natural way as compared to a standard desktop, keyboard mouse setup. The use of VR for data visualization is not new but recent developments has made expensive hardware and complex setups unnecessary. The availability of consumer of the shelf VR hardware enabled us to create a very intuitive and low cost way to visualize meteorological data. A VR viewer has been implemented using multiple HTC Vive head sets and allows visualization and analysis of meteorological data in NetCDF format (e.g. of NCEP North America Model (NAM), see figure). Sources of atmospheric/meteorological data include radar and satellite as well as traditional weather stations. The data includes typical meteorological information such as temperature, humidity, air pressure, as well as those data described by the climate forecast (CF) model conventions (http://cfconventions.org). Other data such as lightning-strike data and ultra-high-resolution satellite data are also becoming available. The users can navigate freely around the data which is presented in a virtual room at a scale of up to 3.5 X 3.5 meters. The multiple users can manipulate the model simultaneously. Possible mutations include scaling/translating, filtering by value and using a slicing tool to cut-off specific sections of the data to get a closer look. The slicing can be done in any direction using the concept of a `virtual knife' in real-time. The users can also scoop out parts of the data and walk though successive states of the model. Future plans are (a.o.) to further improve the performance to a higher update rate (for the reduction of possible motion sickness) and to add more advanced filtering and annotation capabilities. We are looking for cooperation with data owners with use cases such as the above mentioned. This will help in further improving and developing our tool and to broaden its application into other domains.
de Bruin, E D; Schoene, D; Pichierri, G; Smith, S T
2010-08-01
Virtual augmented exercise, an emerging technology that can help to promote physical activity and combine the strengths of indoor and outdoor exercise, has recently been proposed as having the potential to increase exercise behavior in older adults. By creating a strong presence in a virtual, interactive environment, distraction can be taken to greater levels while maintaining the benefits of indoor exercises which may result in a shift from negative to positive thoughts about exercise. Recent findings on young participants show that virtual reality training enhances mood, thus, increasing enjoyment and energy. For older adults virtual, interactive environments can influence postural control and fall events by stimulating the sensory cues that are responsible in maintaining balance and orientation. However, the potential of virtual reality training has yet to be explored for older adults. This manuscript describes the potential of dance pad training protocols in the elderly and reports on the theoretical rationale of combining physical game-like exercises with sensory and cognitive challenges in a virtual environment.
Wu, Chung-Hsien; Chiu, Yu-Hsien; Guo, Chi-Shiang
2004-12-01
This paper proposes a novel approach to the generation of Chinese sentences from ill-formed Taiwanese Sign Language (TSL) for people with hearing impairments. First, a sign icon-based virtual keyboard is constructed to provide a visualized interface to retrieve sign icons from a sign database. A proposed language model (LM), based on a predictive sentence template (PST) tree, integrates a statistical variable n-gram LM and linguistic constraints to deal with the translation problem from ill-formed sign sequences to grammatical written sentences. The PST tree trained by a corpus collected from the deaf schools was used to model the correspondence between signed and written Chinese. In addition, a set of phrase formation rules, based on trigger pair category, was derived for sentence pattern expansion. These approaches improved the efficiency of text generation and the accuracy of word prediction and, therefore, improved the input rate. For the assessment of practical communication aids, a reading-comprehension training program with ten profoundly deaf students was undertaken in a deaf school in Tainan, Taiwan. Evaluation results show that the literacy aptitude test and subjective satisfactory level are significantly improved.
A Benchmark Dataset for SSVEP-Based Brain-Computer Interfaces.
Wang, Yijun; Chen, Xiaogang; Gao, Xiaorong; Gao, Shangkai
2017-10-01
This paper presents a benchmark steady-state visual evoked potential (SSVEP) dataset acquired with a 40-target brain- computer interface (BCI) speller. The dataset consists of 64-channel Electroencephalogram (EEG) data from 35 healthy subjects (8 experienced and 27 naïve) while they performed a cue-guided target selecting task. The virtual keyboard of the speller was composed of 40 visual flickers, which were coded using a joint frequency and phase modulation (JFPM) approach. The stimulation frequencies ranged from 8 Hz to 15.8 Hz with an interval of 0.2 Hz. The phase difference between two adjacent frequencies was . For each subject, the data included six blocks of 40 trials corresponding to all 40 flickers indicated by a visual cue in a random order. The stimulation duration in each trial was five seconds. The dataset can be used as a benchmark dataset to compare the methods for stimulus coding and target identification in SSVEP-based BCIs. Through offline simulation, the dataset can be used to design new system diagrams and evaluate their BCI performance without collecting any new data. The dataset also provides high-quality data for computational modeling of SSVEPs. The dataset is freely available fromhttp://bci.med.tsinghua.edu.cn/download.html.
MoKey: A versatile exergame creator for everyday usage.
Eckert, Martina; López, Marcos; Lázaro, Carlos; Meneses, Juan
2017-11-27
Currently, virtual applications for physical exercises are highly appreciated as rehabilitation instruments. This article presents a middleware called "MoKey" (Motion Keyboard), which converts standard off-the-shelf software into exergames (exercise games). A configurable set of gestures, captured by a motion capture camera, is translated into the key strokes required by the chosen software. The present study assesses the tool regarding usability and viability on a heterogeneous group of 11 participants, aged 5 to 51, with moderate to severe disabilities, and mostly bound to a wheelchair. In comparison with FAAST (The Flexible Action and Articulated Skeleton Toolkit), MoKey achieved better results in terms of ease of use and computational load. The viability as an exergame creator tool was proven with help of four applications (PowerPoint®, e-book reader, Skype®, and Tetris). Success rates of up to 91% have been achieved, subjective perception was rated with 4.5 points (from 0-5). The middleware provides increased motivation due to the use of favorite software and the advantage of exploiting it for exercise. Used together with communication software or online games, social inclusion can be stimulated. The therapists can employ the tool to monitor the correctness and progress of the exercises.
Enabling Disabled Persons to Gain Access to Digital Media
NASA Technical Reports Server (NTRS)
Beach, Glenn; OGrady, Ryan
2011-01-01
A report describes the first phase in an effort to enhance the NaviGaze software to enable profoundly disabled persons to operate computers. (Running on a Windows-based computer equipped with a video camera aimed at the user s head, the original NaviGaze software processes the user's head movements and eye blinks into cursor movements and mouse clicks to enable hands-free control of the computer.) To accommodate large variations in movement capabilities among disabled individuals, one of the enhancements was the addition of a graphical user interface for selection of parameters that affect the way the software interacts with the computer and tracks the user s movements. Tracking algorithms were improved to reduce sensitivity to rotations and reduce the likelihood of tracking the wrong features. Visual feedback to the user was improved to provide an indication of the state of the computer system. It was found that users can quickly learn to use the enhanced software, performing single clicks, double clicks, and drags within minutes of first use. Available programs that could increase the usability of NaviGaze were identified. One of these enables entry of text by using NaviGaze as a mouse to select keys on a virtual keyboard.
Improving Control of Two Motor Controllers
NASA Technical Reports Server (NTRS)
Toland, Ronald W.
2004-01-01
A computer program controls motors that drive translation stages in a metrology system that consists of a pair of two-axis cathetometers. This program is specific to Compumotor Gemini (or equivalent) motors and the Compumotor 6K-series (or equivalent) motor controller. Relative to the software supplied with the controller, this program affords more capabilities and is easier to use. Written as a Virtual Instrument in the LabVIEW software system, the program presents an imitation control panel that the user can manipulate by use of a keyboard and mouse. There are three modes of operation: command, movement, and joystick. In command mode, single commands are sent to the controller for troubleshooting. In movement mode, distance, speed, and/or acceleration commands are sent to the controller. Position readouts from the motors and from position encoders on the translation stages are displayed in marked fields. At any time, the position readouts can be recorded in a file named by the user. In joystick mode, the program yields control of the motors to a joystick. The program sends commands to, and receives data from, the controller via a serial cable connection, using the serial-communication portion of the software supplied with the controller.
Halim, Dunant; Cheng, Li; Su, Zhongqing
2011-03-01
The work was aimed to develop a robust virtual sensing design methodology for sensing and active control applications of vibro-acoustic systems. The proposed virtual sensor was designed to estimate a broadband acoustic interior sound pressure using structural sensors, with robustness against certain dynamic uncertainties occurring in an acoustic-structural coupled enclosure. A convex combination of Kalman sub-filters was used during the design, accommodating different sets of perturbed dynamic model of the vibro-acoustic enclosure. A minimax optimization problem was set up to determine an optimal convex combination of Kalman sub-filters, ensuring an optimal worst-case virtual sensing performance. The virtual sensing and active noise control performance was numerically investigated on a rectangular panel-cavity system. It was demonstrated that the proposed virtual sensor could accurately estimate the interior sound pressure, particularly the one dominated by cavity-controlled modes, by using a structural sensor. With such a virtual sensing technique, effective active noise control performance was also obtained even for the worst-case dynamics. © 2011 Acoustical Society of America
Emerging CAE technologies and their role in Future Ambient Intelligence Environments
NASA Astrophysics Data System (ADS)
Noor, Ahmed K.
2011-03-01
Dramatic improvements are on the horizon in Computer Aided Engineering (CAE) and various simulation technologies. The improvements are due, in part, to the developments in a number of leading-edge technologies and their synergistic combinations/convergence. The technologies include ubiquitous, cloud, and petascale computing; ultra high-bandwidth networks, pervasive wireless communication; knowledge based engineering; networked immersive virtual environments and virtual worlds; novel human-computer interfaces; and powerful game engines and facilities. This paper describes the frontiers and emerging simulation technologies, and their role in the future virtual product creation and learning/training environments. The environments will be ambient intelligence environments, incorporating a synergistic combination of novel agent-supported visual simulations (with cognitive learning and understanding abilities); immersive 3D virtual world facilities; development chain management systems and facilities (incorporating a synergistic combination of intelligent engineering and management tools); nontraditional methods; intelligent, multimodal and human-like interfaces; and mobile wireless devices. The Virtual product creation environment will significantly enhance the productivity and will stimulate creativity and innovation in future global virtual collaborative enterprises. The facilities in the learning/training environment will provide timely, engaging, personalized/collaborative and tailored visual learning.
Virtual Patients for Virtual Sick Call Medical Training
2010-11-01
2007). A controlled clinical comparison of attention performance in children with ADHD in a virtual reality classroom compared to standard...traditional approaches rely upon a combination of classroom learning and role-playing lnterservice/Jndusrry Training, Simularion, and Education
Gesture Based Control and EMG Decomposition
NASA Technical Reports Server (NTRS)
Wheeler, Kevin R.; Chang, Mindy H.; Knuth, Kevin H.
2005-01-01
This paper presents two probabilistic developments for use with Electromyograms (EMG). First described is a new-electric interface for virtual device control based on gesture recognition. The second development is a Bayesian method for decomposing EMG into individual motor unit action potentials. This more complex technique will then allow for higher resolution in separating muscle groups for gesture recognition. All examples presented rely upon sampling EMG data from a subject's forearm. The gesture based recognition uses pattern recognition software that has been trained to identify gestures from among a given set of gestures. The pattern recognition software consists of hidden Markov models which are used to recognize the gestures as they are being performed in real-time from moving averages of EMG. Two experiments were conducted to examine the feasibility of this interface technology. The first replicated a virtual joystick interface, and the second replicated a keyboard. Moving averages of EMG do not provide easy distinction between fine muscle groups. To better distinguish between different fine motor skill muscle groups we present a Bayesian algorithm to separate surface EMG into representative motor unit action potentials. The algorithm is based upon differential Variable Component Analysis (dVCA) [l], [2] which was originally developed for Electroencephalograms. The algorithm uses a simple forward model representing a mixture of motor unit action potentials as seen across multiple channels. The parameters of this model are iteratively optimized for each component. Results are presented on both synthetic and experimental EMG data. The synthetic case has additive white noise and is compared with known components. The experimental EMG data was obtained using a custom linear electrode array designed for this study.
The Influence of Emotion on Keyboard Typing: An Experimental Study Using Auditory Stimuli.
Lee, Po-Ming; Tsui, Wei-Hsuan; Hsiao, Tzu-Chien
2015-01-01
In recent years, a novel approach for emotion recognition has been reported, which is by keystroke dynamics. The advantages of using this approach are that the data used is rather non-intrusive and easy to obtain. However, there were only limited investigations about the phenomenon itself in previous studies. Hence, this study aimed to examine the source of variance in keyboard typing patterns caused by emotions. A controlled experiment to collect subjects' keystroke data in different emotional states induced by International Affective Digitized Sounds (IADS) was conducted. Two-way Valence (3) x Arousal (3) ANOVAs was used to examine the collected dataset. The results of the experiment indicate that the effect of arousal is significant in keystroke duration (p < .05), keystroke latency (p < .01), but not in the accuracy rate of keyboard typing. The size of the emotional effect is small, compared to the individual variability. Our findings support the conclusion that the keystroke duration and latency are influenced by arousal. The finding about the size of the effect suggests that the accuracy rate of emotion recognition technology could be further improved if personalized models are utilized. Notably, the experiment was conducted using standard instruments and hence is expected to be highly reproducible.
Povlsen, Bo
2012-01-01
Objectives To investigate if typing speed is proportional to the severity of pain in keyboard workers with work-related upper limb disorder (WRULD). Design Standardized functional typing test with participants scoring pain before and after typing; calculation of typing speed. Participants Fifty-nine patients and six controls. Setting Tertiary hospital centre for hand and upper limb pain. Main outcome measures Pain (VAS 0–10) and calculation of typing speed as words per minute. Results Three subgroups of patients were found based on their typing speed: fast, slow and intermediate. Two-tailed student T-test with P level at 0.05 was used for evaluation. The typing speeds were significantly different between all three patient groups (P < 0.05). The typing speed was significantly faster in the fastest patient group than in the control group (P = 0.04) and the slow and middle groups (P = < 0.0001). The pain before typing was highest in the ‘slow’ group, in both hands but this difference was not statistically significant. Conclusion Typing speed is not proportional to the severity of pain in keyboard workers with WRULD. Patients with statistically significant slower or faster typing speeds do not have statistically different levels of pain. PMID:22299070
Gaudez, Clarisse; Cail, François
2016-11-01
This study compared muscular and postural stresses, performance and subject preference in women aged 18-40 years using a standard mouse, a vertical mouse and a slanted mouse in three different computer workstation positions. Four tasks were analysed: pointing, pointing-clicking, pointing-clicking-dragging and grasping-pointing the mouse after typing. Flexor digitorum superficialis (FDS) and extensor carpi radialis (ECR) activities were greater using the standard mouse compared to the vertical or slanted mouse. In all cases, the wrist position remained in the comfort zone recommended by standard ISO 11228-3. The vertical mouse was less comfortable and more difficult to use than the other two mice. FDS and ECR activities, shoulder abduction and wrist extension were greater when the mouse was placed next to the keyboard. Performance and subject preference were better with the unrestricted mouse positioning on the desktop. Grasping the mouse after typing was the task that caused the greatest stress. Practitioner Summary: In women, the slanted mouse and the unrestricted mouse positioning on the desktop provide a good blend of stresses, performance and preference. Unrestricted mouse positioning requires no keyboard, which is rare in practice. Placing the mouse in front of the keyboard, rather than next to it, reduced the physical load.
Talamo, Thomas S.; Losos, Frank J.; Mercer, Donald W.
1984-01-01
We have developed a microcomputer based system for interpretative reporting of creatine kinase (CK) and lactate dehydrogenase (LDH) isoenzyme studies. Patient demographic data and test results (total CK, CK-MB, LD-1, and LD-2) are entered manually through the keyboard. The test results are compared with normal range values and an interpretative report is generated. This report consists of all pertinent demographic information with a graphic display of up to 12 previous CK and LDH isoenzyme determinations. Diagnostic interpretative statements are printed beneath the graphic display following analysis of previously entered test results. The combination of graphic data display and interpretations based on analysis of up to 12 previous specimens provides useful and accurate information to the cardiologist.
ERIC Educational Resources Information Center
Wang, Tzu-Ling; Tseng, Yi-Kuan
2018-01-01
The purpose of this study was to investigate the relative effectiveness of experimenting with physical manipulatives alone, virtual manipulatives alone, and virtual preceding physical manipulatives (combination environment) on third-grade students' science achievement and conceptual understanding in the domain of state changes of water, focusing…
ERIC Educational Resources Information Center
Rodriguez, Carolina; Hudson, Roland; Niblock, Chantelle
2018-01-01
Combinations of Conventional Studio and Virtual Design Studio (VDS) have created valuable learning environments that take advantage of different instruments of communication and interaction. However, past experiences have reported limitations in regards to student engagement and motivation, especially when the studio projects encourage abstraction…
Two thumbs and one index: A comparison of manual coordination in touch-typing and mobile-typing.
Cerni, Tania; Longcamp, Marieke; Job, Remo
2016-06-01
It has been extensively demonstrated that in touch-typing, manual alternation is performed faster than manual repetition (see i.e. Rumelhart & Norman, 1982), due to parallel activation of successive keystrokes. In this experiment, we tested whether the manual coordination patterns typical of touch-typing can be observed in mobile-typing. We recruited skilled touch-typists and divided them into two groups depending on their typing habits on the mobile device. The "one-hand" group typed with one index finger on the mobile, and therefore produced words exclusively through manual repetition. The "two-hands" group used two thumbs, and therefore produced words through a combination of mobile-typing repetitions and alternations. The two groups were tested in a typing to dictation task with both a standard keyboard and a mobile keyboard. Results showed that manual alternation and manual repetition patterns are similar in touch-typing and in mobile-typing. For the "two-hands" group, the mean interkeystroke intervals (IKIs) for touch-typing decreased as manual alterations in words increased in both touch- and mobile-typing. The "one-hand" group showed an opposite pattern in mobile-typing. Bigram frequency was correlated with IKIs per bigrams in both tasks and groups, but the correlation for the "one-hand" group in mobile-typing was different. Our results suggest that manual coordination processes are the same in touch-typing and in mobile-typing despite different effectors, provided that both hands are used to type. Copyright © 2016 Elsevier B.V. All rights reserved.
Physical versus Virtual Manipulative Experimentation in Physics Learning
ERIC Educational Resources Information Center
Zacharia, Zacharias C.; Olympiou, Georgios
2011-01-01
The aim of this study was to investigate whether physical or virtual manipulative experimentation can differentiate physics learning. There were four experimental conditions, namely Physical Manipulative Experimentation (PME), Virtual Manipulative Experimentation (VME), and two sequential combinations of PME and VME, as well as a control condition…
ERIC Educational Resources Information Center
Dickey, Michele D.
2005-01-01
Three-dimensional virtual worlds are an emerging medium currently being used in both traditional classrooms and for distance education. Three-dimensional (3D) virtual worlds are a combination of desk-top interactive Virtual Reality within a chat environment. This analysis provides an overview of Active Worlds Educational Universe and Adobe…
A User Study: Keyboard and Applications to Simplify Smartphone Adoption for Seniors.
Austad, Hanne O; Liverud, Anders E; Chan, Richard; Røhne, Mette
2017-01-01
The aim of the user study was to evaluate how the developed assistive physical keyboard, the Ezi-PAD, and integrated senior friendly applications, can encourage non-smartphone seniors to start using the smartphone and enable senior smartphone users to continue using a smartphone in spite of increasing motoric or visual impairment. A number of seniors with different experience and impairment, aged 64 to 86, were equipped with a smartphone and an Ezi-PAD assembly. After basic training, their use of the smartphone was monitored for up to 2 months. Five out of nine participants used the system for 2 months, and found the Ezi-PAD easy to use. The senior friendly applications gave extra utilitarian value to the phone.
The design of liquid drip speed monitoring device system based on MCU
NASA Astrophysics Data System (ADS)
Zheng, Shiyong; Li, Zhao; Li, Biqing
2017-08-01
This page proposed an intelligent transfusion control and monitoring system which designed by using AT89S52 micro controller as the core, using the keyboard and photoelectric sensor as the input module, digital tube and motor as the output module. The keyboard is independent and photoelectric sensor can offer reliable detection for liquid drop speed and the transfusion bottle page. When the liquid amount is less than the warning value, the system sounded the alarm, you can remove the alert by hand movement. With the advantages of speed controllable and input pulse power can be maintained of the motor, the system can control the bottle through the upper and lower slow-moving liquid drip to control the speed of intelligent purpose.
VTAC: virtual terrain assisted impact assessment for cyber attacks
NASA Astrophysics Data System (ADS)
Argauer, Brian J.; Yang, Shanchieh J.
2008-03-01
Overwhelming intrusion alerts have made timely response to network security breaches a difficult task. Correlating alerts to produce a higher level view of intrusion state of a network, thus, becomes an essential element in network defense. This work proposes to analyze correlated or grouped alerts and determine their 'impact' to services and users of the network. A network is modeled as 'virtual terrain' where cyber attacks maneuver. Overlaying correlated attack tracks on virtual terrain exhibits the vulnerabilities exploited by each track and the relationships between them and different network entities. The proposed impact assessment algorithm utilizes the graph-based virtual terrain model and combines assessments of damages caused by the attacks. The combined impact scores allow to identify severely damaged network services and affected users. Several scenarios are examined to demonstrate the uses of the proposed Virtual Terrain Assisted Impact Assessment for Cyber Attacks (VTAC).
Monteiro, Alexandra M V; Corrêa, Diogo Goulart; Santos, Alair Augusto Sarmet M D; Cavalcanti, Silvio A; Sakuno, Telma; Filgueiras, Tereza; Just, Eduardo; Santos, Munique; Messina, Luiz Ary; Haddad, Ana Estela; Marchiori, Edson
2011-12-01
To report the experience of the Brazilian Program of Pediatric Teleradiology in combining teleconferencing and a virtual learning environment for services integration, collaborative research, and continuing education in pediatric radiology. We performed virtual meetings from March 2005 to October 2010 on pediatric radiology-related themes, using a combination of videoconferences and Web conferences, which were recorded and made available in an open-source software (Moodle) for reuse. We performed 58 virtual sessions: 29 anatomical-clinical-radiological sessions, 28 on upgrading themes, and 1 virtual symposium. The average of connected points was 12 by videoconference and 39 by Web conference, and of 450 participants per event. At the time of this writing, 318 physicians and students are registered in the virtual learning environment, with a total of 14,678 accesses. Telemedicine is being included in pediatric radiology practice, as a means for distance education, training, and continuing integration between groups.
Mechanisms for Teaching Typewriting to Special Students.
ERIC Educational Resources Information Center
Rosetti, Mary Ellen
1979-01-01
Gives examples of specialized typewriting instructional methods for students with disabilities, involving modifications to typewriters, using special keyboards, and adding sensory devices for different impairments. (MF)
Ethical Considerations for Educational Research in a Virtual World
ERIC Educational Resources Information Center
Girvan, C.; Savage, T.
2012-01-01
The combination of features in virtual worlds provides an opportunity to implement and research unique learning experiences. With increasing interest and activity from the educational research community, exploring virtual worlds for teaching and learning, there is a need to identify and understand the ethical implications of conducting research in…
Actual and Virtual Reality: Making the Most of Field Trips.
ERIC Educational Resources Information Center
Bellan, Jennifer Marie; Scheurman, Geoffrey
1998-01-01
Argues that a virtual field trip can complement and enhance a real one. Discusses the benefits and pitfalls of both types of field trips. Outlines a series of student and teacher activities combining an actual field trip and a virtual one to Fort Snelling in St. Paul, Minnesota. (MJP)
Learning in Virtual Worlds: Results from Two Studies
ERIC Educational Resources Information Center
Jestice, Rebecca J.
2010-01-01
Virtual worlds are garnering a lot of attention from educators and trainers as a new tool to enhance the effectiveness and efficiency of online learning. Virtual worlds are considered beneficial to the learning process because their unique combination of features and capabilities and their richness allows the employment of new instructional…
From Experience to Summit or Vice Versa? Netnography Study on a Virtual Community of Mountaineering
ERIC Educational Resources Information Center
Kaya, Sabri; Argan, Metin; Yetim, Gözde
2017-01-01
Virtual communities have been a significant channel for people to share their feelings and experiences regarding a special issue. The combination of ethnography and the internet offers the opportunity for new methods of research that can potentially reach a broad audience in the online world. Thus, netnography, a combination of internet and…
Using Speech Recognition to Enhance the Tongue Drive System Functionality in Computer Access
Huo, Xueliang; Ghovanloo, Maysam
2013-01-01
Tongue Drive System (TDS) is a wireless tongue operated assistive technology (AT), which can enable people with severe physical disabilities to access computers and drive powered wheelchairs using their volitional tongue movements. TDS offers six discrete commands, simultaneously available to the users, for pointing and typing as a substitute for mouse and keyboard in computer access, respectively. To enhance the TDS performance in typing, we have added a microphone, an audio codec, and a wireless audio link to its readily available 3-axial magnetic sensor array, and combined it with a commercially available speech recognition software, the Dragon Naturally Speaking, which is regarded as one of the most efficient ways for text entry. Our preliminary evaluations indicate that the combined TDS and speech recognition technologies can provide end users with significantly higher performance than using each technology alone, particularly in completing tasks that require both pointing and text entry, such as web surfing. PMID:22255801
The MAGIC Touch: Combining MAGIC-Pointing with a Touch-Sensitive Mouse
NASA Astrophysics Data System (ADS)
Drewes, Heiko; Schmidt, Albrecht
In this paper, we show how to use the combination of eye-gaze and a touch-sensitive mouse to ease pointing tasks in graphical user interfaces. A touch of the mouse positions the mouse pointer at the current gaze position of the user. Thus, the pointer is always at the position where the user expects it on the screen. This approach changes the user experience in tasks that include frequent switching between keyboard and mouse input (e.g. working with spreadsheets). In a user study, we compared the touch-sensitive mouse with a traditional mouse and observed speed improvements for pointing tasks on complex backgrounds. For pointing task on plain backgrounds, performances with both devices were similar, but users perceived the gaze-sensitive interaction of the touch-sensitive mouse as being faster and more convenient. Our results show that using a touch-sensitive mouse that positions the pointer on the user’s gaze position reduces the need for mouse movements in pointing tasks enormously.
Rosa, Pedro J; Morais, Diogo; Gamito, Pedro; Oliveira, Jorge; Saraiva, Tomaz
2016-03-01
Immersive virtual reality is thought to be advantageous by leading to higher levels of presence. However, and despite users getting actively involved in immersive three-dimensional virtual environments that incorporate sound and motion, there are individual factors, such as age, video game knowledge, and the predisposition to immersion, that may be associated with the quality of virtual reality experience. Moreover, one particular concern for users engaged in immersive virtual reality environments (VREs) is the possibility of side effects, such as cybersickness. The literature suggests that at least 60% of virtual reality users report having felt symptoms of cybersickness, which reduces the quality of the virtual reality experience. The aim of this study was thus to profile the right user to be involved in a VRE through head-mounted display. To examine which user characteristics are associated with the most effective virtual reality experience (lower cybersickness), a multiple correspondence analysis combined with cluster analysis technique was performed. Results revealed three distinct profiles, showing that the PC gamer profile is more associated with higher levels of virtual reality effectiveness, that is, higher predisposition to be immersed and reduced cybersickness symptoms in the VRE than console gamer and nongamer. These findings can be a useful orientation in clinical practice and future research as they help identify which users are more predisposed to benefit from immersive VREs.
VIRTOPSY - the Swiss virtual autopsy approach.
Thali, Michael J; Jackowski, Christian; Oesterhelweg, Lars; Ross, Steffen G; Dirnhofer, Richard
2007-03-01
The aim of the VIRTOPSY project () is utilizing radiological scanning to push low-tech documentation and autopsy procedures in a world of high-tech medicine in order to improve scientific value, to increase significance and quality in the forensic field. The term VIRTOPSY was created from the terms virtual and autopsy: Virtual is derived from the Latin word 'virtus', which means 'useful, efficient and good'. Autopsy is a combination of the old Greek terms 'autos' (=self) and 'opsomei' (=I will see). Thus autopsy means 'to see with ones own eyes'. Because our goal was to eliminate the subjectivity of "autos", we merged the two terms virtual and autopsy - deleting "autos" - to create VIRTOPSY. Today the project VIRTOPSY combining the research topics under one scientific umbrella, is characterized by a trans-disciplinary research approach that combines Forensic Medicine, Pathology, Radiology, Image Processing, Physics, and Biomechanics to an international scientific network. The paper will give an overview of the Virtopsy change process in forensic medicine.
Functional imaging of hippocampal place cells at cellular resolution during virtual navigation
Dombeck, Daniel A.; Harvey, Christopher D.; Tian, Lin; Looger, Loren L.; Tank, David W.
2010-01-01
Spatial navigation is a widely employed behavior in rodent studies of neuronal circuits underlying cognition, learning and memory. In vivo microscopy combined with genetically-encoded indicators provides important new tools to study neuronal circuits, but has been technically difficult to apply during navigation. We describe methods to image the activity of hippocampal CA1 neurons with sub-cellular resolution in behaving mice. Neurons expressing the genetically encoded calcium indicator GCaMP3 were imaged through a chronic hippocampal window. Head-fixed mice performed spatial behaviors within a setup combining a virtual reality system and a custom built two-photon microscope. Populations of place cells were optically identified, and the correlation between the location of their place fields in the virtual environment and their anatomical location in the local circuit was measured. The combination of virtual reality and high-resolution functional imaging should allow for a new generation of studies to probe neuronal circuit dynamics during behavior. PMID:20890294
Green, Dido; Meroz, Anat; Margalit, Adi Edit; Ratzon, Navah Z
2012-11-01
This study examines a potential instrument for measurement of typing postures of children. This paper describes inter-rater, test-retest reliability and concurrent validity of the Keyboard Personal Computer Style instrument (K-PeCS), an observational measurement of postures and movements during keyboarding, for use with children. Two trained raters independently rated videos of 24 children (aged 7-10 years). Six children returned one week later for identifying test-retest reliability. Concurrent validity was assessed by comparing ratings obtained using the K-PECS to scores from a 3D motion analysis system. Inter-rater reliability was moderate to high for 12 out of 16 items (Kappa: 0.46 to 1.00; correlation coefficients: 0.77-0.95) and test-retest reliability varied across items (Kappa: 0.25 to 0.67; correlation coefficients: r = 0.20 to r = 0.95). Concurrent validity compared favourably across arm pathlength, wrist extension and ulnar deviation. In light of the limitations of other tools the K-PeCS offers a fairly affordable, reliable and valid instrument to address the gap for measurement of typing styles of children, despite the shortcomings of some items. However further research is required to refine the instrument for use in evaluating typing among children. Copyright © 2012 Elsevier Ltd and The Ergonomics Society. All rights reserved.
A simple and sensitive method to measure timing accuracy.
De Clercq, Armand; Crombez, Geert; Buysse, Ann; Roeyers, Herbert
2003-02-01
Timing accuracy in presenting experimental stimuli (visual information on a PC or on a TV) and responding (keyboard presses and mouse signals) is of importance in several experimental paradigms. In this article, a simple system for measuring timing accuracy is described. The system uses two PCs (at least Pentium II, 200 MHz), a photocell, and an amplifier. No additional boards and timing hardware are needed. The first PC, a SlavePC, monitors the keyboard presses or mouse signals from the PC under test and uses a photocell that is placed in front of the screen to detect the appearance of visual stimuli on the display. The software consists of a small program running on the SlavePC. The SlavePC is connected through a serial line with a second PC. This MasterPC controls the SlavePC through an ActiveX control, which is used in a Visual Basic program. The accuracy of our system was investigated by using a similar setup of a SlavePC and a MasterPC to generate pulses and by using a pulse generator card. These tests revealed that our system has a 0.01-msec accuracy. As an illustration, the reaction time accuracy of INQUISIT for a few applications was tested using our system. It was found that in those applications that we investigated, INQUISIT measures reaction times from keyboard presses with millisecond accuracy.
... work might include Adjusting the position of your computer keyboard to prevent carpal tunnel syndrome Being sure ... whether it is sitting in front of a computer, standing at a checkout, or walking around a ...
Pre-Service Teachers' Ability to Identify and Implement Cognitive Levels in Mathematics Learning
ERIC Educational Resources Information Center
Ortiz, Enrique
2017-01-01
This study analyzed pre-service teachers' ability to identify and implement cognitive levels. The framework involved the use of the Concrete, Pictorial and Abstract (CPA) cognitive levels combined with the Virtual-level (CPVA-levels). The V-level involves applets and apps, and three digital-dynamic sublevels: virtual-Concrete, virtual-Pictorial…
Sounds of silence: How to animate virtual worlds with sound
NASA Technical Reports Server (NTRS)
Astheimer, Peter
1993-01-01
Sounds are an integral and sometimes annoying part of our daily life. Virtual worlds which imitate natural environments gain a lot of authenticity from fast, high quality visualization combined with sound effects. Sounds help to increase the degree of immersion for human dwellers in imaginary worlds significantly. The virtual reality toolkit of IGD (Institute for Computer Graphics) features a broad range of standard visual and advanced real-time audio components which interpret an object-oriented definition of the scene. The virtual reality system 'Virtual Design' realized with the toolkit enables the designer of virtual worlds to create a true audiovisual environment. Several examples on video demonstrate the usage of the audio features in Virtual Design.
... captioning, click the CC button on the lower right-hand corner of the player. Video player keyboard shortcuts Transcript Welcome to MedlinePlus, the consumer health information website from the National Library of ...
Using equivalence-based instruction to teach piano skills to college students.
Griffith, Kristin R; Ramos, Amber L; Hill, Kelli E; Miguel, Caio F
2018-04-01
The purpose of the current study was to evaluate the effects of equivalence-based instruction (EBI) on the emergence of basic music reading and piano playing skills. Six female college students learned to identify three musical chord notations given their respective dictated names. Participants also learned to play chords on the piano following the dictated name of the chord, and to play the chords to a song on a keyboard. Results are consistent with past research, in that stimuli became substitutable for each other and acquired a common behavioral function. Data suggest that EBI was an effective and efficient procedure to teach adults to read musical notation, as well as play chords and a song on a piano keyboard. © 2018 Society for the Experimental Analysis of Behavior.
Knowledge Engineering Aspects of Affective Bi-Modal Educational Applications
NASA Astrophysics Data System (ADS)
Alepis, Efthymios; Virvou, Maria; Kabassi, Katerina
This paper analyses the knowledge and software engineering aspects of educational applications that provide affective bi-modal human-computer interaction. For this purpose, a system that provides affective interaction based on evidence from two different modes has been developed. More specifically, the system's inferences about students' emotions are based on user input evidence from the keyboard and the microphone. Evidence from these two modes is combined by a user modelling component that incorporates user stereotypes as well as a multi criteria decision making theory. The mechanism that integrates the inferences from the two modes has been based on the results of two empirical studies that were conducted in the context of knowledge engineering of the system. The evaluation of the developed system showed significant improvements in the recognition of the emotional states of users.
Investigating the feasibility of a BCI-driven robot-based writing agent for handicapped individuals
NASA Astrophysics Data System (ADS)
Syan, Chanan S.; Harnarinesingh, Randy E. S.; Beharry, Rishi
2014-07-01
Brain-Computer Interfaces (BCIs) predominantly employ output actuators such as virtual keyboards and wheelchair controllers to enable handicapped individuals to interact and communicate with their environment. However, BCI-based assistive technologies are limited in their application. There is minimal research geared towards granting disabled individuals the ability to communicate using written words. This is a drawback because involving a human attendant in writing tasks can entail a breach of personal privacy where the task entails sensitive and private information such as banking matters. BCI-driven robot-based writing however can provide a safeguard for user privacy where it is required. This study investigated the feasibility of a BCI-driven writing agent using the 3 degree-of- freedom Phantom Omnibot. A full alphanumerical English character set was developed and validated using a teach pendant program in MATLAB. The Omnibot was subsequently interfaced to a P300-based BCI. Three subjects utilised the BCI in the online context to communicate words to the writing robot over a Local Area Network (LAN). The average online letter-wise classification accuracy was 91.43%. The writing agent legibly constructed the communicated letters with minor errors in trajectory execution. The developed system therefore provided a feasible platform for BCI-based writing.
NASA Astrophysics Data System (ADS)
Tang, Qiang; Chen, Yan; Gale, Alastair G.
2017-03-01
Appropriate feedback plays an important role in optimising mammographic interpretation training whilst also ensuring good interpretation performance. The traditional keyboard, mouse and workstation technical approach has a critical limitation in providing supplementary image-related information and providing complex feedback in real time. Augmented Reality (AR) provides a possible superior approach in this situation, as feedback can be provided directly overlaying the displayed mammographic images so making a generic approach which can also be vendor neutral. In this study, radiological feedback was dynamically remapped virtually into the real world, using perspective transformation, in order to provide a richer user experience in mammographic interpretation training. This is an initial attempt of an AR approach to dynamically superimpose pre-defined feedback information of a DICOM image on top of a radiologist's view, whilst the radiologist is examining images on a clinical workstation. The study demonstrates the feasibility of the approach, although there are limitations on interactive operations which are due to the hardware used. The results of this fully functional approach provide appropriate feedback/image correspondence in a simulated mammographic interpretation environment. Thus, it is argued that employing AR is a feasible way to provide rich feedback in the delivery of mammographic interpretation training.
Directional templates for real-time detection of coronal axis rotated faces
NASA Astrophysics Data System (ADS)
Perez, Claudio A.; Estevez, Pablo A.; Garate, Patricio
2004-10-01
Real-time face and iris detection on video images has gained renewed attention because of multiple possible applications in studying eye function, drowsiness detection, virtual keyboard interfaces, face recognition, video processing and multimedia retrieval. In this paper, a study is presented on using directional templates in the detection of faces rotated in the coronal axis. The templates are built by extracting the directional image information from the regions of the eyes, nose and mouth. The face position is determined by computing a line integral using the templates over the face directional image. The line integral reaches a maximum when it coincides with the face position. It is shown an improvement in localization selectivity by the increased value in the line integral computed with the directional template. Besides, improvements in the line integral value for face size and face rotation angle was also found through the computation of the line integral using the directional template. Based on these results the new templates should improve selectivity and hence provide the means to restrict computations to a fewer number of templates and restrict the region of search during the face and eye tracking procedure. The proposed method is real time, completely non invasive and was applied with no background limitation and normal illumination conditions in an indoor environment.
The electronic-commerce-oriented virtual merchandise model
NASA Astrophysics Data System (ADS)
Fang, Xiaocui; Lu, Dongming
2004-03-01
Electronic commerce has been the trend of commerce activities. Providing with Virtual Reality interface, electronic commerce has better expressing capacity and interaction means. But most of the applications of virtual reality technology in EC, 3D model is only the appearance description of merchandises. There is almost no information concerned with commerce information and interaction information. This resulted in disjunction of virtual model and commerce information. So we present Electronic Commerce oriented Virtual Merchandise Model (ECVMM), which combined a model with commerce information, interaction information and figure information of virtual merchandise. ECVMM with abundant information provides better support to information obtainment and communication in electronic commerce.
Business Education Will Prepare Today's Students for Tomorrow's Economy.
ERIC Educational Resources Information Center
Smith, C. LeMoyne
1988-01-01
Contends that business education, including keyboarding, accounting, word processing, and business fundamentals, will have a crucial role in preparing productive citizens in the emerging service-related economy. (TE)
Evaluation of the Persistent Issues in History Laboratory for Virtual Field Experience (PIH-LVFE)
ERIC Educational Resources Information Center
Brush, Thomas; Saye, John; Kale, Ugur; Hur, Jung Won; Kohlmeier, Jada; Yerasimou, Theano; Guo, Lijiang; Symonette, Simone
2009-01-01
The Persistent Issues in History Laboratory for Virtual Field Experience (PIH-LVFE) combines a database of video cases of authentic classroom practices with multiple resources and tools to enable pre-service social studies teachers to virtually observe teachers implementing problem-based learning activities. In this paper, we present the results…
ERIC Educational Resources Information Center
Ahmed, Iftekhar
2009-01-01
Virtual Research Environments (VRE) are electronic meeting places for interaction among scientists created by combining software tools and computer networking. Virtual teams are enjoying increased importance in the conduct of scientific research because of the rising cost of traditional scientific scholarly communication, the growing importance of…
ERIC Educational Resources Information Center
Hosseini, Seyede Mehrnoush
2011-01-01
The research aims to define SECI model of knowledge creation (socialization, externalization, combination, and internalization) as a framework of Virtual class management which can lead to better online teaching-learning mechanisms as well as knowledge creation. It has used qualitative research methodology including researcher's close observation…
ERIC Educational Resources Information Center
Abeldina, Zhaidary; Moldumarova, Zhibek; Abeldina, Rauza; Makysh, Gulmira; Moldumarova, Zhuldyz Ilibaevna
2016-01-01
This work reports on the use of virtual tools as means of learning process activation. A good result can be achieved by combining the classical learning with modern computer technology. By creating a virtual learning environment and using multimedia learning tools one can obtain a significant result while facilitating the development of students'…
Virtual Worlds vs Books and Videos in History Education
ERIC Educational Resources Information Center
Ijaz, Kiran; Bogdanovych, Anton; Trescak, Tomas
2017-01-01
In this paper, we investigate an application of virtual reality and artificial intelligence (AI) as a technological combination that has a potential to improve the learning experience and engage with the modern generation of students. To address this need, we have created a virtual reality replica of one of humanity's first cities, the city of…
Hologram-reconstruction signal enhancement
NASA Technical Reports Server (NTRS)
Mezrich, R. S.
1977-01-01
Principle of heterodyne detection is used to combine object beam and reconstructed virtual image beam. All light valves in page composer are opened, and virtual-image beam is allowed to interfere with light from valves.
NASA Astrophysics Data System (ADS)
Howe, Russel; Duttweiler, Mark; Khanlian, Luke; Setrakian, Mark
2005-05-01
We propose the use of virtual wheels as the starting point of a new vehicle design. Each virtual wheel incorporates a pair of simple legs that, by simulating the rotary motion and ground contact of a traditional wheel, combine many of the benefits of legged and wheeled motion. We describe the use of virtual wheels in the design of a robotic mule, presenting an analysis of the mule's mobility the results of our efforts to model and build such a device.
ERIC Educational Resources Information Center
Pellerin, Martine; Montes, Carlos Soler
2012-01-01
The study explores the effectiveness of the implementation of blended teaching (BT) by combining the Spanish online resource "Aula Virtual de Espanol" (AVE) with the face-to-face (F2F) delivery approach in second language Spanish programs in two high schools in Alberta, Canada. Findings demonstrate the effectiveness of combining the…
ERIC Educational Resources Information Center
Krange, Ingeborg; Arnseth, Hans Christian
2012-01-01
The aim of this study is to scrutinize the characteristics of conceptual meaning making when students engage with virtual worlds in combination with a spreadsheet with the aim to develop graphs. We study how these tools and the representations they contain or enable students to construct serve to influence their understanding of energy resource…
Ahmad-Sabry, Mohammad H I
2015-04-01
During 6 weeks, we had 4 incidents of echocardiography machine malfunction. There were 3 in the operating room, which were damaged due to intravenous (IV) fluid spillage over the keyboard of the machine leading to burning of the keyboard electric connection, and 1 in the cardiology department, which was damagaed due to spillage of coffee on it. The malfunction had an economic impact on the hospital (about $ 20,000) in addition to the nonavailability of the ultrasound (US) machine for the cardiac patient after the incident till the end of the case and for consequent cases till the fixation of the machine. We undertook an analysis of the incidents using simplified approach. The first incident happened when changing an empty IV fluid bag for a full one led to spillage of some fluid onto the keyboard. The second incidence was due to the use of needle to depressurize a medication bottle for continuous IV drip, and the third event was due to disconnection of the IV set from the bottle during transfer of the patient from operation room to intensive care unit. The fundamental problem is of course that fluid is harmful to the US machine. In addition, the machines are in a position between the patient bed and anesthesia machine. This means that IV pulls are on each side of the patient bed, which makes the machine vulnerable to fluid spillage. We considered a machine modification, to create a protective cover, but this was hindered by complexity of keyboard of the US machine, technical and financial challenges, and the time it would take to achieve. Second, we considered the creation of a protocol, with putting the machine in a position where no IV pulls are around and transferring the machine out of the room when transferring the patient will endanger the machine by the IV fluid. Third, changing of human behavior; to do this, we announced the protocol in our anesthesia conference to make it known to each and every one. We taught residents, fellows, and staff about the new protocol.Our simplified approach was effective for the prevention of fluid spillage over the US machine.
An Optimized Trajectory Planning for Welding Robot
NASA Astrophysics Data System (ADS)
Chen, Zhilong; Wang, Jun; Li, Shuting; Ren, Jun; Wang, Quan; Cheng, Qunchao; Li, Wentao
2018-03-01
In order to improve the welding efficiency and quality, this paper studies the combined planning between welding parameters and space trajectory for welding robot and proposes a trajectory planning method with high real-time performance, strong controllability and small welding error. By adding the virtual joint at the end-effector, the appropriate virtual joint model is established and the welding process parameters are represented by the virtual joint variables. The trajectory planning is carried out in the robot joint space, which makes the control of the welding process parameters more intuitive and convenient. By using the virtual joint model combined with the B-spline curve affine invariant, the welding process parameters are indirectly controlled by controlling the motion curve of the real joint. To solve the optimal time solution as the goal, the welding process parameters and joint space trajectory joint planning are optimized.
Lazzari, Roberta Delasta; Politti, Fabiano; Santos, Cibele Alimedia; Dumont, Arislander Jonathan Lopes; Rezende, Fernanda Lobo; Grecco, Luanda André Collange; Braun Ferreira, Luiz Alfredo; Oliveira, Claudia Santos
2015-01-01
[Purpose] The aim of the present study was to investigate the effects of a single session of transcranial direct current stimulation combined with virtual reality training on the balance of children with cerebral palsy. [Subjetcs and Methods] Children with cerebral palsy between four and 12 years of age were randomly allocated to two groups: an experimental group which performed a single session of mobility training with virtual reality combined with active transcranial direct current stimulation; and a control group which performed a single session of mobility training with virtual reality combined with placebo transcranial direct current stimulation. The children were evaluated before and after the training protocols. Static balance (sway area, displacement, velocity and frequency of oscillations of the center of pressure on the anteroposterior and mediolateral axes) was evaluated using a force plate under four conditions (30-second measurements for each condition): feet on the force plate with the eyes open, and with the eyes closed; feet on a foam mat with the eyes open, and with the eyes closed. [Results] An increase in sway velocity was the only significant difference found. [Conclusion] A single session of anodal transcranial direct current stimulation combined with mobility training elicited to lead to an increase in the body sway velocity of children with cerebral palsy. PMID:25931726
Zenner, Andre; Kruger, Antonio
2017-04-01
We define the concept of Dynamic Passive Haptic Feedback (DPHF) for virtual reality by introducing the weight-shifting physical DPHF proxy object Shifty. This concept combines actuators known from active haptics and physical proxies known from passive haptics to construct proxies that automatically adapt their passive haptic feedback. We describe the concept behind our ungrounded weight-shifting DPHF proxy Shifty and the implementation of our prototype. We then investigate how Shifty can, by automatically changing its internal weight distribution, enhance the user's perception of virtual objects interacted with in two experiments. In a first experiment, we show that Shifty can enhance the perception of virtual objects changing in shape, especially in length and thickness. Here, Shifty was shown to increase the user's fun and perceived realism significantly, compared to an equivalent passive haptic proxy. In a second experiment, Shifty is used to pick up virtual objects of different virtual weights. The results show that Shifty enhances the perception of weight and thus the perceived realism by adapting its kinesthetic feedback to the picked-up virtual object. In the same experiment, we additionally show that specific combinations of haptic, visual and auditory feedback during the pick-up interaction help to compensate for visual-haptic mismatch perceived during the shifting process.
High-numerical-aperture-based virtual point detectors for photoacoustic tomography
NASA Astrophysics Data System (ADS)
Li, Changhui; Wang, Lihong V.
2008-07-01
The focal point of a high-numerical-aperture (NA) ultrasonic transducer can be used as a virtual point detector. This virtual point detector detects omnidirectionally over a wide acceptance angle. It also combines a large active transducer surface and a small effective virtual detector size. Thus the sensitivity is high compared with that of a real point detector, and the aperture effect is small compared with that of a finite size transducer. We present two kinds of high-NA-based virtual point detectors and their successful application in photoacoustic tomography. They can also be applied in other ultrasound-related fields.
Virtual network embedding in cross-domain network based on topology and resource attributes
NASA Astrophysics Data System (ADS)
Zhu, Lei; Zhang, Zhizhong; Feng, Linlin; Liu, Lilan
2018-03-01
Aiming at the network architecture ossification and the diversity of access technologies issues, this paper researches the cross-domain virtual network embedding algorithm. By analysing the topological attribute from the local and global perspective of nodes in the virtual network and the physical network, combined with the local network resource property, we rank the embedding priority of the nodes with PCA and TOPSIS methods. Besides, the link load distribution is considered. Above all, We proposed an cross-domain virtual network embedding algorithm based on topology and resource attributes. The simulation results depicts that our algorithm increases the acceptance rate of multi-domain virtual network requests, compared with the existing virtual network embedding algorithm.
Research on virtual Guzheng based on Kinect
NASA Astrophysics Data System (ADS)
Li, Shuyao; Xu, Kuangyi; Zhang, Heng
2018-05-01
There are a lot of researches on virtual instruments, but there are few on classical Chinese instruments, and the techniques used are very limited. This paper uses Unity 3D and Kinect camera combined with virtual reality technology and gesture recognition method to design a virtual playing system of Guzheng, a traditional Chinese musical instrument, with demonstration function. In this paper, the real scene obtained by Kinect camera is fused with virtual Guzheng in Unity 3D. The depth data obtained by Kinect and the Suzuki85 algorithm are used to recognize the relative position of the user's right hand and the virtual Guzheng, and the hand gesture of the user is recognized by Kinect.
Lichvar, Alicia Beth; Hedges, Ashley; Benedict, Neal J.
2016-01-01
Objective. To design and evaluate the integration of a virtual patient activity in a required therapeutics course already using a flipped-classroom teaching format. Design. A narrative-branched, dynamic virtual-patient case was designed to replace the static written cases that students worked through during the class, which was dedicated to teaching the complications of liver disease. Students completed pre- and posttests before and after completing the virtual patient case. Examination scores were compared to those in the previous year. Assessment. Students’ posttest scores were higher compared to pretest scores (33% vs 50%). Overall median examination scores were higher compared to the historical control group (70% vs 80%), as well as scores on questions assessing higher-level learning (67% vs 83%). A majority of students (68%) felt the virtual patient helped them apply knowledge gained in the pre-class video lecture. Students preferred this strategy to usual in-class activities (33%) or indicated it was of equal value (37%). Conclusion. The combination of a pre-class video lecture with an in-class virtual patient case is an effective active-learning strategy. PMID:28179724
Lichvar, Alicia Beth; Hedges, Ashley; Benedict, Neal J; Donihi, Amy C
2016-12-25
Objective. To design and evaluate the integration of a virtual patient activity in a required therapeutics course already using a flipped-classroom teaching format. Design. A narrative-branched, dynamic virtual-patient case was designed to replace the static written cases that students worked through during the class, which was dedicated to teaching the complications of liver disease. Students completed pre- and posttests before and after completing the virtual patient case. Examination scores were compared to those in the previous year. Assessment. Students' posttest scores were higher compared to pretest scores (33% vs 50%). Overall median examination scores were higher compared to the historical control group (70% vs 80%), as well as scores on questions assessing higher-level learning (67% vs 83%). A majority of students (68%) felt the virtual patient helped them apply knowledge gained in the pre-class video lecture. Students preferred this strategy to usual in-class activities (33%) or indicated it was of equal value (37%). Conclusion. The combination of a pre-class video lecture with an in-class virtual patient case is an effective active-learning strategy.
Typewriting: The Sight Method of Teaching Typewriting
ERIC Educational Resources Information Center
Ruddle, Eleanor S.
1970-01-01
Research with beginning typewriting students supports the use of the sight method-looking at the fingers and keyboard during the initial learning stages. The sight method increases the rate and degree of accuracy. (CH)
The Idea Bank: Teaching Harmonic Concepts at the Elementary Level.
ERIC Educational Resources Information Center
Music Educators Journal, 1979
1979-01-01
Briefly described are ways of teaching the concept of harmony to young children through the use of keyboard instruments, resonator bells, diatonic and chromatic bells, and Orff melody instruments. (KC)
Keyboarding: An Important Skill for the Office of the Future.
ERIC Educational Resources Information Center
Burford, Anna M.
1980-01-01
Defines the components of the office of the future: data processing, micrographics, optical character recognition, telecommunications, and word processing. Also discusses teacher responsibility, student preparation, future challenges, and teacher awareness. (CT)
ERIC Educational Resources Information Center
Taylor, Jack A.
1983-01-01
Peripheral components for music instruction include a music keyboard, a digital music synthesizer, and music listening devices. Computers can teach sight-singing, playing an instrument, dictation, and composition. Computer programs should be interactive with students. (KC)
Workplace Ergonomics Reference Guide
... between use of keyboard and mouse (use keystroke equivalents to mouse). Change your posture frequently throughout the ... walls should be removed. The carpeting should be non-absorbent in warm, dark colors without padding or ...
Thompson, Robert; Tanimoto, Steven; Abbott, Robert; Nielsen, Kathleen; Lyman, Ruby Dawn; Geselowitz, Kira; Habermann, Katrien; Mickail, Terry; Raskind, Marshall; Peverly, Stephen; Nagy, William; Berninger, Virginia
2017-01-01
This study in programmatic research on technology-supported instruction first identified, through pretesting using evidence-based criteria, students with persisting specific learning disabilities (SLDs) in written language during middle childhood (grades 4-6) and early adolescence (grades 7-9). Participants then completed computerized writing instruction and posttesting. The 12 computer lessons varied output modes (letter production by stylus alternating with hunt and peck keyboarding versus by pencil with grooves alternating with touch typing on keyboard), input (read or heard source material), and task (notes or summaries). Posttesting and coded notes and summaries showed the effectiveness of computerized writing instruction on both writing tasks for multiple modes of language input and letter production output for improving letter production and related writing skills.
Simon-type effects: chronometric evidence for keypress schemata in typewriting.
Logan, Gordon D
2003-08-01
In 4 experiments, chronometric evidence for keypress schemata in typing was sought by presenting stimuli to be typed in positions that were displaced from a central fixation point. Reaction times were shorter when stimulus positions corresponded to keyboard locations of the letters to be typed, suggesting that position was an important part of the internal representation of the response. Experiment 1 presented single letters left and right of fixation. Experiment 2 presented single letters above and below fixation. Experiment 3 presented words left and right of fixation and found evidence of parallel activation of keypress schemata. Experiment 4 found no effect of the eccentricity of the keyboard locations and responding fingers, suggesting that response-location codes are categorical, not metric. The results are consistent with D. E. Rumelhart and D. A. Norman's (1982) theory of typewriting.
Thompson, Robert; Tanimoto, Steven; Abbott, Robert; Nielsen, Kathleen; Lyman, Ruby Dawn; Geselowitz, Kira; Habermann, Katrien; Mickail, Terry; Raskind, Marshall; Peverly, Stephen; Nagy, William; Berninger, Virginia
2017-01-01
This study in programmatic research on technology-supported instruction first identified, through pretesting using evidence-based criteria, students with persisting specific learning disabilities (SLDs) in written language during middle childhood (grades 4-6) and early adolescence (grades 7-9). Participants then completed computerized writing instruction and posttesting. The 12 computer lessons varied output modes (letter production by stylus alternating with hunt and peck keyboarding versus by pencil with grooves alternating with touch typing on keyboard), input (read or heard source material), and task (notes or summaries). Posttesting and coded notes and summaries showed the effectiveness of computerized writing instruction on both writing tasks for multiple modes of language input and letter production output for improving letter production and related writing skills. PMID:27434553
Multifunction display system, volume 1
NASA Technical Reports Server (NTRS)
1973-01-01
The design and construction of a multifunction display man/machine interface for use with a 4 pi IBM-360 System are described. The system is capable of displaying superimposed volatile alphanumeric and graphical data on a 512 x 512 element plasma panel, and holographically stored multicolor archival information. The volatile data may be entered from a keyboard or by means of an I/O interface to the 360 system. A 2-page memory local to the display is provided for storing the entered data. The archival data is stored as a phase hologram on a vinyl tape strip. This data is accessible by means of a rapid transport system which responds to inputs provided by the I/O channel on the keyboard. As many as 500 frames may be stored on a tape strip for access in under 6 seconds.
NASA Technical Reports Server (NTRS)
1981-01-01
Communication is made possible for disabled individuals by means of an electronic system, developed at Stanford University's School of Medicine, which produces highly intelligible synthesized speech. Familiarly known as the "talking wheelchair" and formally as the Versatile Portable Speech Prosthesis (VPSP). Wheelchair mounted system consists of a word processor, a video screen, a voice synthesizer and a computer program which instructs the synthesizer how to produce intelligible sounds in response to user commands. Computer's memory contains 925 words plus a number of common phrases and questions. Memory can also store several thousand other words of the user's choice. Message units are selected by operating a simple switch, joystick or keyboard. Completed message appears on the video screen, then user activates speech synthesizer, which generates a voice with a somewhat mechanical tone. With the keyboard, an experienced user can construct messages as rapidly as 30 words per minute.
Cortical Motor Circuits after Piano Training in Adulthood: Neurophysiologic Evidence.
Houdayer, Elise; Cursi, Marco; Nuara, Arturo; Zanini, Sonia; Gatti, Roberto; Comi, Giancarlo; Leocani, Letizia
2016-01-01
The neuronal mechanisms involved in brain plasticity after skilled motor learning are not completely understood. We aimed to study the short-term effects of keyboard training in music-naive subjects on the motor/premotor cortex activity and interhemispheric interactions, using electroencephalography and transcranial magnetic stimulation (TMS). Twelve subjects (experimental group) underwent, before and after a two week-piano training: (1) hand-motor function tests: Jamar, grip and nine-hole peg tests; (2) electroencephalography, evaluating the mu rhythm task-related desynchronization (TRD) during keyboard performance; and (3) TMS, targeting bilateral abductor pollicis brevis (APB) and abductor digiti minimi (ADM), to obtain duration and area of ipsilateral silent period (ISP) during simultaneous tonic contraction of APB and ADM. Data were compared with 13 controls who underwent twice these measurements, in a two-week interval, without undergoing piano training. Every subject in the experimental group improved keyboard performance and left-hand nine-hole peg test scores. Pre-training, ISP durations were asymmetrical, left being longer than right. Post-training, right ISPAPB increased, leading to symmetrical ISPAPB. Mu TRD during motor performance became more focal and had a lesser amplitude than in pre-training, due to decreased activity over ventral premotor cortices. No such changes were evidenced in controls. We demonstrated that a 10-day piano-training was associated with balanced interhemispheric interactions both at rest and during motor activation. Piano training, in a short timeframe, may reshape local and inter-hemispheric motor cortical circuits.
Lanis, Alejandro; Álvarez Del Canto, Orlando
2015-01-01
The incorporation of virtual engineering into dentistry and the digitization of information are providing new perspectives and innovative alternatives for dental treatment modalities. The use of digital surface scanners with surgical planning software allows for the combination of the radiographic, prosthetic, surgical, and laboratory fields under a common virtual scenario, permitting complete digital treatment planning. In this article, the authors present a clinical case in which a guided implant surgery was performed based on a complete digital surgical plan combining the information from a cone beam computed tomography scan and the virtual simulation obtained from the 3Shape TRIOS intraoral surface scanner. The information was imported to and combined in the 3Shape Implant Studio software for guided implant surgery planning. A surgical guide was obtained by a 3D printer, and the surgical procedure was done using the Biohorizons Guided Surgery Kit and its protocol.
Dynamic Extension of a Virtualized Cluster by using Cloud Resources
NASA Astrophysics Data System (ADS)
Oberst, Oliver; Hauth, Thomas; Kernert, David; Riedel, Stephan; Quast, Günter
2012-12-01
The specific requirements concerning the software environment within the HEP community constrain the choice of resource providers for the outsourcing of computing infrastructure. The use of virtualization in HPC clusters and in the context of cloud resources is therefore a subject of recent developments in scientific computing. The dynamic virtualization of worker nodes in common batch systems provided by ViBatch serves each user with a dynamically virtualized subset of worker nodes on a local cluster. Now it can be transparently extended by the use of common open source cloud interfaces like OpenNebula or Eucalyptus, launching a subset of the virtual worker nodes within the cloud. This paper demonstrates how a dynamically virtualized computing cluster is combined with cloud resources by attaching remotely started virtual worker nodes to the local batch system.
[Virtual microscopy in pathology teaching and postgraduate training (continuing education)].
Sinn, H P; Andrulis, M; Mogler, C; Schirmacher, P
2008-11-01
As with conventional microscopy, virtual microscopy permits histological tissue sections to be viewed on a computer screen with a free choice of viewing areas and a wide range of magnifications. This, combined with the possibility of linking virtual microscopy to E-Learning courses, make virtual microscopy an ideal tool for teaching and postgraduate training in pathology. Uses of virtual microscopy in pathology teaching include blended learning with the presentation of digital teaching slides in the internet parallel to presentation in the histology lab, extending student access to histology slides beyond the lab. Other uses are student self-learning in the Internet, as well as the presentation of virtual slides in the classroom with or without replacing real microscopes. Successful integration of virtual microscopy depends on its embedding in the virtual classroom and the creation of interactive E-learning content. Applications derived from this include the use of virtual microscopy in video clips, podcasts, SCORM modules and the presentation of virtual microscopy using interactive whiteboards in the classroom.
Zhang, Wen; Qiu, Kai-Xiong; Yu, Fang; Xie, Xiao-Guang; Zhang, Shu-Qun; Chen, Ya-Juan; Xie, Hui-Ding
2017-10-01
B-Raf kinase has been identified as an important target in recent cancer treatment. In order to discover structurally diverse and novel B-Raf inhibitors (BRIs), a virtual screening of BRIs against ZINC database was performed by using a combination of pharmacophore modelling, molecular docking, 3D-QSAR model and binding free energy (ΔG bind ) calculation studies in this work. After the virtual screening, six promising hit compounds were obtained, which were then tested for inhibitory activities of A375 cell lines. In the result, five hit compounds show good biological activities (IC 50 <50μM). The present method of virtual screening can be applied to find structurally diverse inhibitors, and the obtained five structurally diverse compounds are expected to develop novel BRIs. Copyright © 2017. Published by Elsevier Ltd.
Ji, Eun-Kyu; Lee, Sang-Heon
2016-11-01
[Purpose] The purpose of this study was to investigate the effects of virtual reality training combined with modified constraint-induced movement therapy on upper extremity motor function recovery in acute stage stroke patients. [Subjects and Methods] Four acute stage stroke patients participated in the study. A multiple baseline single subject experimental design was utilized. Modified constraint-induced movement therapy was used according to the EXplaining PLastICITy after stroke protocol during baseline sessions. Virtual reality training with modified constraint-induced movement therapy was applied during treatment sessions. The Manual Function Test and the Box and Block Test were used to measure upper extremity function before every session. [Results] The subjects' upper extremity function improved during the intervention period. [Conclusion] Virtual reality training combined with modified constraint-induced movement is effective for upper extremity function recovery in acute stroke patients.
Samosky, Joseph T; Allen, Pete; Boronyak, Steve; Branstetter, Barton; Hein, Steven; Juhas, Mark; Nelson, Douglas A; Orebaugh, Steven; Pinto, Rohan; Smelko, Adam; Thompson, Mitch; Weaver, Robert A
2011-01-01
We are developing a simulator of peripheral nerve block utilizing a mixed-reality approach: the combination of a physical model, an MRI-derived virtual model, mechatronics and spatial tracking. Our design uses tangible (physical) interfaces to simulate surface anatomy, haptic feedback during needle insertion, mechatronic display of muscle twitch corresponding to the specific nerve stimulated, and visual and haptic feedback for the injection syringe. The twitch response is calculated incorporating the sensed output of a real neurostimulator. The virtual model is isomorphic with the physical model and is derived from segmented MRI data. This model provides the subsurface anatomy and, combined with electromagnetic tracking of a sham ultrasound probe and a standard nerve block needle, supports simulated ultrasound display and measurement of needle location and proximity to nerves and vessels. The needle tracking and virtual model also support objective performance metrics of needle targeting technique.
Overuse Injury: Are Students at Risk?
ERIC Educational Resources Information Center
O'Hanlon, Anne
1986-01-01
Use of computer keyboards requires repetitive movements that may cause "overuse injuries" among students. Education on computer literacy must include warning of these negative side effects and must instill safe operating habits among students. (10 references) (CJH)
Computer vs. Typewriter: Changes in Teaching Methods.
ERIC Educational Resources Information Center
Frankeberger, Lynda
1990-01-01
Factors to consider in making a decision whether to convert traditional typewriting classrooms to microcomputer classrooms include effects on oral instruction, ethical issues in file transfer, and use of keyboarding software and timed writing software. (JOW)
Keyboard Literacy for Hawaii's Primary Children
ERIC Educational Resources Information Center
Oksendahl, Wilma J.
1972-01-01
Article discusses some of the previous experiments in elementary typewriting, the background of the Hawaii English Program, particularly the Language Skills segment, and the Primary Typewriting Program--its rationale, materials and equipment, results and limitations. (Author/CB)
Interactive Courseware Standards
1992-07-01
music industry standard provides data formats and transmission specifications for musical notation. Joint Photographic Experts Group (JPEG). This...has been used in the music industry for several years, especially for electronically programmable keyboards and 16 instruments. The video compression
Modems and More: The Computer Branches Out.
ERIC Educational Resources Information Center
Dyrli, Odvard Egil
1986-01-01
Surveys new "peripherals," electronic devices that attach to computers. Devices such as videodisc players, desktop laser printers, large screen projectors, and input mechanisms that circumvent the keyboard dramatically expand the computer's instructional uses. (Author/LHW)
ERIC Educational Resources Information Center
Piearce, Trevor; And Others
1988-01-01
Provides explanations of 15 experiments, laboratory activities, demonstrations, and lessons for use in instruction. Includes information on Daphnia, wild garlic, crystals, gas chromatographs, bleaches, alcohols, reactivity series, chemistry formula, electronic keyboards and waveforms, interference and diffraction gravity, Moire fringe patterns,…
[A heart function measuring and analyzing instrument based on single-chip microcomputer].
Rong, Z; Liang, H; Wang, S
1999-05-01
An Introduction a measuring and analyzing instrument, based on the single-chip microcomputer, which provides sample gathering, processing, controlling, adjusting, keyboard and printing. All informations are provided and displayed in Chinese.
ERIC Educational Resources Information Center
Materia, Valentina Cristiana; Giarè, Francesca; Klerkx, Laurens
2015-01-01
Purpose: The aim of the paper is to analyse the use of Communities of Practice and Information and Communication Technology (ICT) to enhance knowledge sharing between researchers and advisors. The associated research question is to what extent ICT supported a virtual Community of Practice and has been effective in counteracting fragmentation…
ERIC Educational Resources Information Center
Paulsson, Fredrik; Naeve, Ambjorn
2006-01-01
Based on existing Learning Object taxonomies, this article suggests an alternative Learning Object taxonomy, combined with a general Service Oriented Architecture (SOA) framework, aiming to transfer the modularized concept of Learning Objects to modularized Virtual Learning Environments. The taxonomy and SOA-framework exposes a need for a clearer…
ERIC Educational Resources Information Center
Bloodgood, Robert A.
2012-01-01
Histology laboratory instruction is moving away from the sole use of the traditional combination of light microscopes and glass slides in favor of virtual microscopy and virtual slides. At the same time, medical curricula are changing so as to reduce scheduled time for basic science instruction as well as focusing on student-centered learning…
Jacob, Mithun George; Wachs, Juan Pablo; Packer, Rebecca A
2013-01-01
This paper presents a method to improve the navigation and manipulation of radiological images through a sterile hand gesture recognition interface based on attentional contextual cues. Computer vision algorithms were developed to extract intention and attention cues from the surgeon's behavior and combine them with sensory data from a commodity depth camera. The developed interface was tested in a usability experiment to assess the effectiveness of the new interface. An image navigation and manipulation task was performed, and the gesture recognition accuracy, false positives and task completion times were computed to evaluate system performance. Experimental results show that gesture interaction and surgeon behavior analysis can be used to accurately navigate, manipulate and access MRI images, and therefore this modality could replace the use of keyboard and mice-based interfaces. PMID:23250787
Jacob, Mithun George; Wachs, Juan Pablo; Packer, Rebecca A
2013-06-01
This paper presents a method to improve the navigation and manipulation of radiological images through a sterile hand gesture recognition interface based on attentional contextual cues. Computer vision algorithms were developed to extract intention and attention cues from the surgeon's behavior and combine them with sensory data from a commodity depth camera. The developed interface was tested in a usability experiment to assess the effectiveness of the new interface. An image navigation and manipulation task was performed, and the gesture recognition accuracy, false positives and task completion times were computed to evaluate system performance. Experimental results show that gesture interaction and surgeon behavior analysis can be used to accurately navigate, manipulate and access MRI images, and therefore this modality could replace the use of keyboard and mice-based interfaces.
Poganiatz, I; Wagner, H
2001-04-01
Interaural level differences play an important role for elevational sound localization in barn owls. The changes of this cue with sound location are complex and frequency dependent. We exploited the opportunities offered by the virtual space technique to investigate the behavioral relevance of the overall interaural level difference by fixing this parameter in virtual stimuli to a constant value or introducing additional broadband level differences to normal virtual stimuli. Frequency-specific monaural cues in the stimuli were not manipulated. We observed an influence of the broadband interaural level differences on elevational, but not on azimuthal sound localization. Since results obtained with our manipulations explained only part of the variance in elevational turning angle, we conclude that frequency-specific cues are also important. The behavioral consequences of changes of the overall interaural level difference in a virtual sound depended on the combined interaural time difference contained in the stimulus, indicating an indirect influence of temporal cues on elevational sound localization as well. Thus, elevational sound localization is influenced by a combination of many spatial cues including frequency-dependent and temporal features.
Designing a successful HMD-based experience
NASA Technical Reports Server (NTRS)
Pierce, J. S.; Pausch, R.; Sturgill, C. B.; Christiansen, K. D.; Kaiser, M. K. (Principal Investigator)
1999-01-01
For entertainment applications, a successful virtual experience based on a head-mounted display (HMD) needs to overcome some or all of the following problems: entering a virtual world is a jarring experience, people do not naturally turn their heads or talk to each other while wearing an HMD, putting on the equipment is hard, and people do not realize when the experience is over. In the Electric Garden at SIGGRAPH 97, we presented the Mad Hatter's Tea Party, a shared virtual environment experienced by more than 1,500 SIGGRAPH attendees. We addressed these HMD-related problems with a combination of back story, see-through HMDs, virtual characters, continuity of real and virtual objects, and the layout of the physical and virtual environments.
Headphone and Head-Mounted Visual Displays for Virtual Environments
NASA Technical Reports Server (NTRS)
Begault, Duran R.; Ellis, Stephen R.; Wenzel, Elizabeth M.; Trejo, Leonard J. (Technical Monitor)
1998-01-01
A realistic auditory environment can contribute to both the overall subjective sense of presence in a virtual display, and to a quantitative metric predicting human performance. Here, the role of audio in a virtual display and the importance of auditory-visual interaction are examined. Conjectures are proposed regarding the effectiveness of audio compared to visual information for creating a sensation of immersion, the frame of reference within a virtual display, and the compensation of visual fidelity by supplying auditory information. Future areas of research are outlined for improving simulations of virtual visual and acoustic spaces. This paper will describe some of the intersensory phenomena that arise during operator interaction within combined visual and auditory virtual environments. Conjectures regarding audio-visual interaction will be proposed.
Virtual Collaboration Readiness Measurement a Case Study in the Automobile Industry
NASA Astrophysics Data System (ADS)
Ziarati, Koorush; Khayami, Raouf; Parvinnia, Elham; Afroozi Milani, Ghazal
In end of the last century information and communication technology caused a veritable evolution in the world of business and commerce. Globalization has changed all the commerce equations and business plans. Old companies have to change their strategies if they want to survive after this technological revolution. A new form of collaboration between the distributed and networked organizations has emerged as the "Virtual Organization" paradigm. A company can not join a virtual organization before obtaining a virtual maturity. This maturity shows the readiness of the company to begin a virtual collaboration. In this paper, based on the coherent and formal definition of virtual organizations, the criteria for measuring the readiness of companies are proposed. Our criteria are confirmed, modified or combined by using the factor analysis method on a sufficient number of virtual companies in the automobile manufacturing industry.
Supporting virtual enterprise design by a web-based information model
NASA Astrophysics Data System (ADS)
Li, Dong; Barn, Balbir; McKay, Alison; de Pennington, Alan
2001-10-01
Development of IT and its applications have led to significant changes in business processes. To pursue agility, flexibility and best service to customers, enterprises focus on their core competence and dynamically build relationships with partners to form virtual enterprises as customer driven temporary demand chains/networks. Building the networked enterprise needs responsively interactive decisions instead of a single-direction partner selection process. Benefits and risks in the combination should be systematically analysed, and aggregated information about value-adding abilities and risks of networks needs to be derived from interactions of all partners. In this research, a hierarchical information model to assess partnerships for designing virtual enterprises was developed. Internet technique has been applied to the evaluation process so that interactive decisions can be visualised and made responsively during the design process. The assessment is based on the process which allows each partner responds to requirements of the virtual enterprise by planning its operational process as a bidder. The assessment is then produced by making an aggregated value to represent prospect of the combination of partners given current bidding. Final design is a combination of partners with the greatest total value-adding capability and lowest risk.
Kim, Jung Woo; Sul, Sang Hun; Choi, Jae Boong
2018-06-07
In a hyper-connected society, IoT environment, markets are rapidly changing as smartphones penetrate global market. As smartphones are applied to various digital media, development of a novel smart product is required. In this paper, a Smart Product Design-Finite Element Analysis Process (SPD-FEAP) is developed to adopt fast-changing tends and user requirements that can be visually verified. The user requirements are derived and quantitatively evaluated from Smart Quality Function Deployment (SQFD) using WebData. Then the usage scenarios are created according to the priority of the functions derived from SQFD. 3D shape analysis by Finite Element Analysis (FEA) was conducted and printed out through Rapid Prototyping (RP) technology to identify any possible errors. Thus, a User Customized Smart Keyboard has been developed using SPD-FEAP. Copyright © 2018 ISA. Published by Elsevier Ltd. All rights reserved.
Movement amplitude and tempo change in piano performance
NASA Astrophysics Data System (ADS)
Palmer, Caroline
2004-05-01
Music performance places stringent temporal and cognitive demands on individuals that should yield large speed/accuracy tradeoffs. Skilled piano performance, however, shows consistently high accuracy across a wide variety of rates. Movement amplitude may affect the speed/accuracy tradeoff, so that high accuracy can be obtained even at very fast tempi. The contribution of movement amplitude changes in rate (tempo) is investigated with motion capture. Cameras recorded pianists with passive markers on hands and fingers, who performed on an electronic (MIDI) keyboard. Pianists performed short melodies at faster and faster tempi until they made errors (altering the speed/accuracy function). Variability of finger movements in the three motion planes indicated most change in the plane perpendicular to the keyboard across tempi. Surprisingly, peak amplitudes of motion before striking the keys increased as tempo increased. Increased movement amplitudes at faster rates may reduce or compensate for speed/accuracy tradeoffs. [Work supported by Canada Research Chairs program, HIMH R01 45764.
Development of non-keyboard input device checklists through assessments.
Woods, Valerie; Hastings, Sarah; Buckle, Peter; Haslam, Roger
2003-11-01
An assessment of non-keyboard input devices (NKID) was conducted to identify factors for good design in relation to operation, performance and comfort. Twenty-seven NKID users, working in health and safety, evaluated eight devices that included mice, trackballs and a joystick mouse. The factors considered important for good design were: (1) comfortable hand and finger position, (2) adequate control, (3) intuitive and easy to use, (4) ease of device, button and trackball movement, (5) good interaction with software, (6) provision of suitable accessories. Mice were rated more favourably than trackballs or the joystick mouse. The design of the standard 2-button mouse (D4) was considered most desirable to use; the 3-button mouse (D1) and 3-button curved mouse (D8) were also favoured. Assessment data and comments were drawn together with previously published research to produce useful tools for NKID purchasing (i.e. Device Purchasing Checklist) and assessment (i.e. Device Assessment Checklist).
Small Interactive Image Processing System (SMIPS) users manual
NASA Technical Reports Server (NTRS)
Moik, J. G.
1973-01-01
The Small Interactive Image Processing System (SMIP) is designed to facilitate the acquisition, digital processing and recording of image data as well as pattern recognition in an interactive mode. Objectives of the system are ease of communication with the computer by personnel who are not expert programmers, fast response to requests for information on pictures, complete error recovery as well as simplification of future programming efforts for extension of the system. The SMIP system is intended for operation under OS/MVT on an IBM 360/75 or 91 computer equipped with the IBM-2250 Model 1 display unit. This terminal is used as an interface between user and main computer. It has an alphanumeric keyboard, a programmed function keyboard and a light pen which are used for specification of input to the system. Output from the system is displayed on the screen as messages and pictures.
Localised strain sensing of dielectric elastomers in a stretchable soft-touch musical keyboard
NASA Astrophysics Data System (ADS)
Xu, Daniel; Tairych, Andreas; Anderson, Iain A.
2015-04-01
We present a new sensing method that can measure the strain at different locations in a dielectric elastomer. The method uses multiple sensing frequencies to target different regions of the same dielectric elastomer to simultaneously detect position and pressure using only a single pair of connections. The dielectric elastomer is modelled as an RC transmission line and its internal voltage and current distribution used to determine localised capacitance changes resulting from contact and pressure. This sensing method greatly simplifies high degree of freedom systems and does not require any modifications to the dielectric elastomer or sensing hardware. It is demonstrated on a multi-touch musical keyboard made from a single low cost carbon-based dielectric elastomer with 4 distinct musical tones mapped along a length of 0.1m. Loudness was controlled by the amount of pressure applied to each of these 4 positions.
ERIC Educational Resources Information Center
Leonard, Elizabeth; Morasch, Maureen J.
2012-01-01
Despite the old-fashioned view of the academic library as a static institution, libraries can and do change in response to the needs of users and stakeholders. Perhaps the most dramatic shift in services has been the transition from a purely physical to a combination physical/virtual or even virtual-only environment. This article examines how…
Triscari, Maria Teresa; Faraci, Palmira; Catalisano, Dario; D'Angelo, Valerio; Urso, Viviana
2015-01-01
The purpose of the research was to compare the effectiveness of the following treatment methods for fear of flying: cognitive behavioral therapy (CBT) integrated with systematic desensitization, CBT combined with eye movement desensitization and reprocessing therapy, and CBT combined with virtual reality exposure therapy. Overall, our findings have proven the efficacy of all interventions in reducing fear of flying in a pre- to post-treatment comparison. All groups showed a decrease in flight anxiety, suggesting the efficiency of all three treatments in reducing self-report measures of fear of flying. In particular, our results indicated significant improvements for the treated patients using all the treatment programs, as shown not only by test scores but also by participation in the post-treatment flight. Nevertheless, outcome measures maintained a significant effect at a 1-year follow-up. In conclusion, combining CBT with both the application of eye movement desensitization and reprocessing treatment and the virtual stimuli used to expose patients with aerophobia seemed as efficient as traditional cognitive behavioral treatments integrated with systematic desensitization.
Triscari, Maria Teresa; Faraci, Palmira; Catalisano, Dario; D’Angelo, Valerio; Urso, Viviana
2015-01-01
The purpose of the research was to compare the effectiveness of the following treatment methods for fear of flying: cognitive behavioral therapy (CBT) integrated with systematic desensitization, CBT combined with eye movement desensitization and reprocessing therapy, and CBT combined with virtual reality exposure therapy. Overall, our findings have proven the efficacy of all interventions in reducing fear of flying in a pre- to post-treatment comparison. All groups showed a decrease in flight anxiety, suggesting the efficiency of all three treatments in reducing self-report measures of fear of flying. In particular, our results indicated significant improvements for the treated patients using all the treatment programs, as shown not only by test scores but also by participation in the post-treatment flight. Nevertheless, outcome measures maintained a significant effect at a 1-year follow-up. In conclusion, combining CBT with both the application of eye movement desensitization and reprocessing treatment and the virtual stimuli used to expose patients with aerophobia seemed as efficient as traditional cognitive behavioral treatments integrated with systematic desensitization. PMID:26504391
NASA Astrophysics Data System (ADS)
Krange, Ingeborg; Arnseth, Hans Christian
2012-09-01
The aim of this study is to scrutinize the characteristics of conceptual meaning making when students engage with virtual worlds in combination with a spreadsheet with the aim to develop graphs. We study how these tools and the representations they contain or enable students to construct serve to influence their understanding of energy resource consumption. The data were gathered in 1st grade upper-secondary science classes and they constitute the basis for the interaction analysis of students' meaning making with representations. Our analyses demonstrate the difficulties involved in developing students' orientation toward more conceptual orientations to representations of the knowledge domain. Virtual worlds do not in themselves represent a solution to this problem.
Finite element simulation of the mechanical impact of computer work on the carpal tunnel syndrome.
Mouzakis, Dionysios E; Rachiotis, George; Zaoutsos, Stefanos; Eleftheriou, Andreas; Malizos, Konstantinos N
2014-09-22
Carpal tunnel syndrome (CTS) is a clinical disorder resulting from the compression of the median nerve. The available evidence regarding the association between computer use and CTS is controversial. There is some evidence that computer mouse or keyboard work, or both are associated with the development of CTS. Despite the availability of pressure measurements in the carpal tunnel during computer work (exposure to keyboard or mouse) there are no available data to support a direct effect of the increased intracarpal canal pressure on the median nerve. This study presents an attempt to simulate the direct effects of computer work on the whole carpal area section using finite element analysis. A finite element mesh was produced from computerized tomography scans of the carpal area, involving all tissues present in the carpal tunnel. Two loading scenarios were applied on these models based on biomechanical data measured during computer work. It was found that mouse work can produce large deformation fields on the median nerve region. Also, the high stressing effect of the carpal ligament was verified. Keyboard work produced considerable and heterogeneous elongations along the longitudinal axis of the median nerve. Our study provides evidence that increased intracarpal canal pressures caused by awkward wrist postures imposed during computer work were associated directly with deformation of the median nerve. Despite the limitations of the present study the findings could be considered as a contribution to the understanding of the development of CTS due to exposure to computer work. Copyright © 2014 Elsevier Ltd. All rights reserved.
Improving left spatial neglect through music scale playing.
Bernardi, Nicolò Francesco; Cioffi, Maria Cristina; Ronchi, Roberta; Maravita, Angelo; Bricolo, Emanuela; Zigiotto, Luca; Perucca, Laura; Vallar, Giuseppe
2017-03-01
The study assessed whether the auditory reference provided by a music scale could improve spatial exploration of a standard musical instrument keyboard in right-brain-damaged patients with left spatial neglect. As performing music scales involves the production of predictable successive pitches, the expectation of the subsequent note may facilitate patients to explore a larger extension of space in the left affected side, during the production of music scales from right to left. Eleven right-brain-damaged stroke patients with left spatial neglect, 12 patients without neglect, and 12 age-matched healthy participants played descending scales on a music keyboard. In a counterbalanced design, the participants' exploratory performance was assessed while producing scales in three feedback conditions: With congruent sound, no-sound, or random sound feedback provided by the keyboard. The number of keys played and the timing of key press were recorded. Spatial exploration by patients with left neglect was superior with congruent sound feedback, compared to both Silence and Random sound conditions. Both the congruent and incongruent sound conditions were associated with a greater deceleration in all groups. The frame provided by the music scale improves exploration of the left side of space, contralateral to the right hemisphere, damaged in patients with left neglect. Performing a scale with congruent sounds may trigger at some extent preserved auditory and spatial multisensory representations of successive sounds, thus influencing the time course of space scanning, and ultimately resulting in a more extensive spatial exploration. These findings offer new perspectives also for the rehabilitation of the disorder. © 2015 The British Psychological Society.
Choi, Kup-Sze; Chan, Tak-Yin
2015-03-01
To investigate the feasibility of using tablet device as user interface for students with upper extremity disabilities to input mathematics efficiently into computer. A touch-input system using tablet device as user interface was proposed to assist these students to write mathematics. User-switchable and context-specific keyboard layouts were designed to streamline the input process. The system could be integrated with conventional computer systems only with minor software setup. A two-week pre-post test study involving five participants was conducted to evaluate the performance of the system and collect user feedback. The mathematics input efficiency of the participants was found to improve during the experiment sessions. In particular, their performance in entering trigonometric expressions by using the touch-input system was significantly better than that by using conventional mathematics editing software with keyboard and mouse. The participants rated the touch-input system positively and were confident that they could operate at ease with more practice. The proposed touch-input system provides a convenient way for the students with hand impairment to write mathematics and has the potential to facilitate their mathematics learning. Implications for Rehabilitation Students with upper extremity disabilities often face barriers to learning mathematics which is largely based on handwriting. Conventional computer user interfaces are inefficient for them to input mathematics into computer. A touch-input system with context-specific and user-switchable keyboard layouts was designed to improve the efficiency of mathematics input. Experimental results and user feedback suggested that the system has the potential to facilitate mathematics learning for the students.
Faster, Better, Cheaper: A Decade of PC Progress.
ERIC Educational Resources Information Center
Crawford, Walt
1997-01-01
Reviews the development of personal computers and how computer components have changed in price and value. Highlights include disk drives; keyboards; displays; memory; color graphics; modems; CPU (central processing unit); storage; direct mail vendors; and future possibilities. (LRW)
2016-08-03
individual or organization knows or says about another individual Core personal Addresses Employment Educational Military Service...rhythm; handwriting ; type/keyboard pattern; posture/bearing; gait/limp; gestures). Appendix D D-8 JDN X-XX (3) Financial Transactions. Any
Burbank and Shkaplerov playing musical instruments
2012-04-21
ISS030-E-267658 (21 April 2012) --- NASA astronaut Dan Burbank, Expedition 30 commander, plays a guitar, while Russian cosmonaut Anton Shkaplerov, flight engineer, plays a musical keyboard during off-time in the Unity node of the International Space Station.
Burbank and Shkaplerov with musical instruments
2012-04-21
ISS030-E-267652 (21 April 2012) --- NASA astronaut Dan Burbank (with guitar), Expedition 30 commander, and Russian cosmonaut Anton Shkaplerov, flight engineer, are pictured at a musical keyboard during off-time in the Unity node of the International Space Station.
Burbank and Shkaplerov playing musical instruments
2012-04-21
ISS030-E-267651 (21 April 2012) --- NASA astronaut Dan Burbank, Expedition 30 commander, plays a guitar, while Russian cosmonaut Anton Shkaplerov, flight engineer, plays a musical keyboard during off-time in the Unity node of the International Space Station.
Ocular attention-sensing interface system
NASA Technical Reports Server (NTRS)
Zaklad, Allen; Glenn, Floyd A., III; Iavecchia, Helene P.; Stokes, James M.
1986-01-01
The purpose of the research was to develop an innovative human-computer interface based on eye movement and voice control. By eliminating a manual interface (keyboard, joystick, etc.), OASIS provides a control mechanism that is natural, efficient, accurate, and low in workload.
Ergonomics Considerations in Microcomputing.
ERIC Educational Resources Information Center
Torok, Andrew G.
1984-01-01
Discusses evolution of ergonomics and development of computer ergonomics with its sub-fields of hardware ergonomics (user-equipment-related problems including workstation design); software ergonomics (problems in communication with computers); and peopleware ergonomics (psychological impact). Ergonomic features of VDTs, keyboards, and printers are…
Computers-in-the-Curriculum Workshop.
ERIC Educational Resources Information Center
Casella, Vicki
1987-01-01
Computer software to build skills and encourage family computer time over the summer are recommended for teachers to send home to parents. Programs include games based on classic adventure stories, a shopping mall game to encourage math skills, and keyboarding programs. (MT)
Virtual TeleRehab: a case study.
Pareto, Lena; Johansson, Britt; Zeller, Sally; Sunnerhagen, Katharina S; Rydmark, Martin; Broeren, Jurgen
2011-01-01
We examined the efficacy of a remotely based occupational therapy intervention. A 40-year-old woman who suffered a stroke participated in a telerehabilitation program. The intervention method is based on virtual reality gaming to enhance the training experience and to facilitate the relearning processes. The results indicate that Virtual TeleRehab is an effective method for motivational, economical, and practical reasons by combining game-based rehabilitation in the home with weekly distance meetings.
Virtual Facility at Fermilab: Infrastructure and Services Expand to Public Clouds
Timm, Steve; Garzoglio, Gabriele; Cooper, Glenn; ...
2016-02-18
In preparation for its new Virtual Facility Project, Fermilab has launched a program of work to determine the requirements for running a computation facility on-site, in public clouds, or a combination of both. This program builds on the work we have done to successfully run experimental workflows of 1000-VM scale both on an on-site private cloud and on Amazon AWS. To do this at scale we deployed dynamically launched and discovered caching services on the cloud. We are now testing the deployment of more complicated services on Amazon AWS using native load balancing and auto scaling features they provide. Themore » Virtual Facility Project will design and develop a facility including infrastructure and services that can live on the site of Fermilab, off-site, or a combination of both. We expect to need this capacity to meet the peak computing requirements in the future. The Virtual Facility is intended to provision resources on the public cloud on behalf of the facility as a whole instead of having each experiment or Virtual Organization do it on their own. We will describe the policy aspects of a distributed Virtual Facility, the requirements, and plans to make a detailed comparison of the relative cost of the public and private clouds. Furthermore, this talk will present the details of the technical mechanisms we have developed to date, and the plans currently taking shape for a Virtual Facility at Fermilab.« less
Virtual Facility at Fermilab: Infrastructure and Services Expand to Public Clouds
DOE Office of Scientific and Technical Information (OSTI.GOV)
Timm, Steve; Garzoglio, Gabriele; Cooper, Glenn
In preparation for its new Virtual Facility Project, Fermilab has launched a program of work to determine the requirements for running a computation facility on-site, in public clouds, or a combination of both. This program builds on the work we have done to successfully run experimental workflows of 1000-VM scale both on an on-site private cloud and on Amazon AWS. To do this at scale we deployed dynamically launched and discovered caching services on the cloud. We are now testing the deployment of more complicated services on Amazon AWS using native load balancing and auto scaling features they provide. Themore » Virtual Facility Project will design and develop a facility including infrastructure and services that can live on the site of Fermilab, off-site, or a combination of both. We expect to need this capacity to meet the peak computing requirements in the future. The Virtual Facility is intended to provision resources on the public cloud on behalf of the facility as a whole instead of having each experiment or Virtual Organization do it on their own. We will describe the policy aspects of a distributed Virtual Facility, the requirements, and plans to make a detailed comparison of the relative cost of the public and private clouds. Furthermore, this talk will present the details of the technical mechanisms we have developed to date, and the plans currently taking shape for a Virtual Facility at Fermilab.« less
A Novel Wearable Forehead EOG Measurement System for Human Computer Interfaces
Heo, Jeong; Yoon, Heenam; Park, Kwang Suk
2017-01-01
Amyotrophic lateral sclerosis (ALS) patients whose voluntary muscles are paralyzed commonly communicate with the outside world using eye movement. There have been many efforts to support this method of communication by tracking or detecting eye movement. An electrooculogram (EOG), an electro-physiological signal, is generated by eye movements and can be measured with electrodes placed around the eye. In this study, we proposed a new practical electrode position on the forehead to measure EOG signals, and we developed a wearable forehead EOG measurement system for use in Human Computer/Machine interfaces (HCIs/HMIs). Four electrodes, including the ground electrode, were placed on the forehead. The two channels were arranged vertically and horizontally, sharing a positive electrode. Additionally, a real-time eye movement classification algorithm was developed based on the characteristics of the forehead EOG. Three applications were employed to evaluate the proposed system: a virtual keyboard using a modified Bremen BCI speller and an automatic sequential row-column scanner, and a drivable power wheelchair. The mean typing speeds of the modified Bremen brain–computer interface (BCI) speller and automatic row-column scanner were 10.81 and 7.74 letters per minute, and the mean classification accuracies were 91.25% and 95.12%, respectively. In the power wheelchair demonstration, the user drove the wheelchair through an 8-shape course without collision with obstacles. PMID:28644398
A Novel Wearable Forehead EOG Measurement System for Human Computer Interfaces.
Heo, Jeong; Yoon, Heenam; Park, Kwang Suk
2017-06-23
Amyotrophic lateral sclerosis (ALS) patients whose voluntary muscles are paralyzed commonly communicate with the outside world using eye movement. There have been many efforts to support this method of communication by tracking or detecting eye movement. An electrooculogram (EOG), an electro-physiological signal, is generated by eye movements and can be measured with electrodes placed around the eye. In this study, we proposed a new practical electrode position on the forehead to measure EOG signals, and we developed a wearable forehead EOG measurement system for use in Human Computer/Machine interfaces (HCIs/HMIs). Four electrodes, including the ground electrode, were placed on the forehead. The two channels were arranged vertically and horizontally, sharing a positive electrode. Additionally, a real-time eye movement classification algorithm was developed based on the characteristics of the forehead EOG. Three applications were employed to evaluate the proposed system: a virtual keyboard using a modified Bremen BCI speller and an automatic sequential row-column scanner, and a drivable power wheelchair. The mean typing speeds of the modified Bremen brain-computer interface (BCI) speller and automatic row-column scanner were 10.81 and 7.74 letters per minute, and the mean classification accuracies were 91.25% and 95.12%, respectively. In the power wheelchair demonstration, the user drove the wheelchair through an 8-shape course without collision with obstacles.
Bassil, Alfred; Rubod, Chrystèle; Borghesi, Yves; Kerbage, Yohan; Schreiber, Elie Servan; Azaïs, Henri; Garabedian, Charles
2017-04-01
Hysteroscopy is one of the most common gynaecological procedure. Training for diagnostic and operative hysteroscopy can be achieved through numerous previously described models like animal models or virtual reality simulation. We present our novel combined model associating virtual reality and bovine uteruses and bladders. End year residents in obstetrics and gynaecology attended a full day workshop. The workshop was divided in theoretical courses from senior surgeons and hands-on training in operative hysteroscopy and virtual reality Essure ® procedures using the EssureSim™ and Pelvicsim™ simulators with multiple scenarios. Theoretical and operative knowledge was evaluated before and after the workshop and General Points Averages (GPAs) were calculated and compared using a Student's T test. GPAs were significantly higher after the workshop was completed. The biggest difference was observed in operative knowledge (0,28 GPA before workshop versus 0,55 after workshop, p<0,05). All of the 25 residents having completed the workshop applauded the realism an efficiency of this type of training. The force feedback allowed by the cattle uteruses gives the residents the possibility to manage thickness of resection as in real time surgery. Furthermore, the two-horned bovine uteruses allowed to reproduce septa resection in conditions close to human surgery CONCLUSION: Teaching operative and diagnostic hysteroscopy is essential. Managing this training through a full day workshop using a combined animal model and virtual reality simulation is an efficient model not described before. Copyright © 2017 Elsevier B.V. All rights reserved.
ERIC Educational Resources Information Center
Lanier, Jaron
2001-01-01
Describes tele-immersion, a new medium for human interaction enabled by digital technologies. It combines the display and interaction techniques of virtual reality with new vision technologies that transcend the traditional limitations of a camera. Tele-immersion stations observe people as moving sculptures without favoring a single point of view.…
Collaboration and Dialogue in Virtual Reality
ERIC Educational Resources Information Center
Jensen, Camilla Gyldendahl
2017-01-01
"Virtual reality" adds a new dimension to problem-based learning (PBL) environments in the architecture and building construction educations, where a realistic and lifelike presence in a building enables students to assess and discuss how the various solutions interact with each other. Combined with "Building Information…
Wei, Gaofeng; Tang, Gang; Fu, Zengliang; Sun, Qiuming; Tian, Feng
2010-10-01
The China Mechanical Virtual Human (CMVH) is a human musculoskeletal biomechanical simulation platform based on China Visible Human slice images; it has great realistic application significance. In this paper is introduced the construction method of CMVH 3D models. Then a simulation system solution based on Creator/Vega is put forward for the complex and gigantic data characteristics of the 3D models. At last, combined with MFC technology, the CMVH simulation system is developed and a running simulation scene is given. This paper provides a new way for the virtual reality application of CMVH.
Reynoso, Exequiel; Capunay, Carlos; Rasumoff, Alejandro; Vallejos, Javier; Carpio, Jimena; Lago, Karen; Carrascosa, Patricia
2016-01-01
The aim of this study was to explore the usefulness of combined virtual monochromatic imaging and metal artifact reduction software (MARS) for the evaluation of musculoskeletal periprosthetic tissue. Measurements were performed in periprosthetic and remote regions in 80 patients using a high-definition scanner. Polychromatic images with and without MARS and virtual monochromatic images were obtained. Periprosthetic polychromatic imaging (PI) showed significant differences compared with remote areas among the 3 tissues explored (P < 0.0001). No significant differences were observed between periprosthetic and remote tissues using monochromatic imaging with MARS (P = 0.053 bone, P = 0.32 soft tissue, and P = 0.13 fat). However, such differences were significant using PI with MARS among bone (P = 0.005) and fat (P = 0.02) tissues. All periprosthetic areas were noninterpretable using PI, compared with 11 (9%) using monochromatic imaging. The combined use of virtual monochromatic imaging and MARS reduced periprosthetic artifacts, achieving attenuation levels comparable to implant-free tissue.
Virtual experiments: a new approach for improving process conceptualization in hillslope hydrology
NASA Astrophysics Data System (ADS)
Weiler, Markus; McDonnell, Jeff
2004-01-01
We present an approach for process conceptualization in hillslope hydrology. We develop and implement a series of virtual experiments, whereby the interaction between water flow pathways, source and mixing at the hillslope scale is examined within a virtual experiment framework. We define these virtual experiments as 'numerical experiments with a model driven by collective field intelligence'. The virtual experiments explore the first-order controls in hillslope hydrology, where the experimentalist and modeler work together to cooperatively develop and analyze the results. Our hillslope model for the virtual experiments (HillVi) in this paper is based on conceptualizing the water balance within the saturated and unsaturated zone in relation to soil physical properties in a spatially explicit manner at the hillslope scale. We argue that a virtual experiment model needs to be able to capture all major controls on subsurface flow processes that the experimentalist might deem important, while at the same time being simple with few 'tunable parameters'. This combination makes the approach, and the dialog between experimentalist and modeler, a useful hypothesis testing tool. HillVi simulates mass flux for different initial conditions under the same flow conditions. We analyze our results in terms of an artificial line source and isotopic hydrograph separation of water and subsurface flow. Our results for this first set of virtual experiments showed how drainable porosity and soil depth variability exert a first order control on flow and transport at the hillslope scale. We found that high drainable porosity soils resulted in a restricted water table rise, resulting in more pronounced channeling of lateral subsurface flow along the soil-bedrock interface. This in turn resulted in a more anastomosing network of tracer movement across the slope. The virtual isotope hydrograph separation showed higher proportions of event water with increasing drainable porosity. When combined with previous experimental findings and conceptualizations, virtual experiments can be an effective way to isolate certain controls and examine their influence over a range of rainfall and antecedent wetness conditions.
Keyboard and message evaluation for cockpit input to data link
DOT National Transportation Integrated Search
1971-11-01
The project reported-herein studied some methods for implementation of the man-machine interface of Digital Data Link for Air Traffic Control. An analysis of information transfer requirements indicated that a vocabulary or less than 200 words could y...
Telecommuting: Implications for Business Education.
ERIC Educational Resources Information Center
Holmquist, Donna; Risk, Shirley
1991-01-01
Advantages to telecommuting are flexibility, control, productivity, morale, quality of life, and, for employers, access to a wider skill pool. Disadvantages are frustration, isolation, sweatshop potential, and resentment of co-workers. Business education should emphasize keyboarding, telecommunications, time management, and communication skills in…
User documentation for the MSK and OMS intelligent tutoring systems
NASA Technical Reports Server (NTRS)
Fink, Pamela K.; Herren, L. Tandy; Lincoln, David T.
1991-01-01
This user's guide describes how to use the Intelligent Tutoring Systems for the Manual Select Keyboard (MSK) and the Orbital Maneuvering System (OMS) and how to use the C code that runs the mockup version of the MSK.
Curricular Offerings and Occupational Needs.
ERIC Educational Resources Information Center
Coppock, G. Stephen
1985-01-01
Discusses various types of job skills: necessary (writing, speaking, listening), traditional (interpersonal, phone usage, records management, keyboard, office management), and new skills (computer literacy, ability to conceptualize mentally), and the corresponding curricular needs. The college's role in this process is presented also. (CT)
Computer Program To Transliterate Into Arabic
NASA Technical Reports Server (NTRS)
Stephan, E.
1986-01-01
Conceptual program for TRS-80, Model 12 (or equivalent) computer transliterates from English letters of computer keyboard to Arabic characters in output of associated printer. Program automatically changes character sequence from left-to-right of English to right-to-left of Arabic.
ERIC Educational Resources Information Center
Hutinger, Patricia L., Ed.
1998-01-01
Four issues of "ACTTive Technology" include major articles, editorials, suggested curriculum activities, reviews of software and educational media, early childhood and technology news items, and conference calendars. Major articles include: "Teaching and Learning with Technology" (Joyce Johanson); "Use Switches and Alternate Keyboards To Add Music…
2015-03-25
is another cognitive fingerprint that has been used extensively for authorship . This work has been ex- tended to authentication by relating keyboard...this work is the inference of high-level features such as personality, gender , and dominant hand but those features have not been integrated to date
Packaging printed circuit boards: A production application of interactive graphics
NASA Technical Reports Server (NTRS)
Perrill, W. A.
1975-01-01
The structure and use of an Interactive Graphics Packaging Program (IGPP), conceived to apply computer graphics to the design of packaging electronic circuits onto printed circuit boards (PCB), were described. The intent was to combine the data storage and manipulative power of the computer with the imaginative, intuitive power of a human designer. The hardware includes a CDC 6400 computer and two CDC 777 terminals with CRT screens, light pens, and keyboards. The program is written in FORTRAN 4 extended with the exception of a few functions coded in COMPASS (assembly language). The IGPP performs four major functions for the designer: (1) data input and display, (2) component placement (automatic or manual), (3) conductor path routing (automatic or manual), and (4) data output. The most complex PCB packaged to date measured 16.5 cm by 19 cm and contained 380 components, two layers of ground planes and four layers of conductors mixed with ground planes.
NASA Technical Reports Server (NTRS)
Hosman, R. J. A. W.; Vandervaart, J. C.
1984-01-01
An experiment to investigate visual roll attitude and roll rate perception is described. The experiment was also designed to assess the improvements of perception due to cockpit motion. After the onset of the motion, subjects were to make accurate and quick estimates of the final magnitude of the roll angle step response by pressing the appropriate button of a keyboard device. The differing time-histories of roll angle, roll rate and roll acceleration caused by a step response stimulate the different perception processes related the central visual field, peripheral visual field and vestibular organs in different, yet exactly known ways. Experiments with either of the visual displays or cockpit motion and some combinations of these were run to asses the roles of the different perception processes. Results show that the differences in response time are much more pronounced than the differences in perception accuracy.
Gaze and Feet as Additional Input Modalities for Interacting with Geospatial Interfaces
NASA Astrophysics Data System (ADS)
Çöltekin, A.; Hempel, J.; Brychtova, A.; Giannopoulos, I.; Stellmach, S.; Dachselt, R.
2016-06-01
Geographic Information Systems (GIS) are complex software environments and we often work with multiple tasks and multiple displays when we work with GIS. However, user input is still limited to mouse and keyboard in most workplace settings. In this project, we demonstrate how the use of gaze and feet as additional input modalities can overcome time-consuming and annoying mode switches between frequently performed tasks. In an iterative design process, we developed gaze- and foot-based methods for zooming and panning of map visualizations. We first collected appropriate gestures in a preliminary user study with a small group of experts, and designed two interaction concepts based on their input. After the implementation, we evaluated the two concepts comparatively in another user study to identify strengths and shortcomings in both. We found that continuous foot input combined with implicit gaze input is promising for supportive tasks.
Use of natural user interfaces in water simulations
NASA Astrophysics Data System (ADS)
Donchyts, G.; Baart, F.; van Dam, A.; Jagers, B.
2013-12-01
Conventional graphical user interfaces, used to edit input and present results of earth science models, have seen little innovation for the past two decades. In most cases model data is presented and edited using 2D projections even when working with 3D data. The emergence of 3D motion sensing technologies, such as Microsoft Kinect and LEAP Motion, opens new possibilities for user interaction by adding more degrees of freedom compared to a classical way using mouse and keyboard. Here we investigate how interaction with hydrodynamic numerical models can be improved using these new technologies. Our research hypothesis (H1) states that properly designed 3D graphical user interface paired with the 3D motion sensor can significantly reduce the time required to setup and use numerical models. In this work we have used a LEAP motion controller combined with a shallow water flow model engine D-Flow Flexible Mesh. Interacting with numerical model using hands
Self-controlled practice enhances motor learning in introverts and extroverts.
Kaefer, Angélica; Chiviacowsky, Suzete; Meira, Cassio de Miranda; Tani, Go
2014-06-01
The purpose of the present study was to investigate the effects of self-controlled feedback on the learning of a sequential-timing motor task in introverts and extroverts. Fifty-six university students were selected by the Eysenck Personality Questionnaire. They practiced a motor task consisting of pressing computer keyboard keys in a specific spatial and temporal pattern. The experiment consisted of practice, retention, and transfer phases. The participants were distributed into 4 groups, formed by the combination of personality trait (extraversion/introversion) and type of feedback frequency (self-controlled/yoked). The results showed superior learning for the groups that practiced in a self-controlled schedule, in relation to groups who practiced in an externally controlled schedule, F(1, 52) = 4.13, p < .05, eta2 = .07, regardless of personality trait. We conclude that self-controlled practice enhances motor learning in introverts and extroverts.
Haptic feedback in OP:Sense - augmented reality in telemanipulated robotic surgery.
Beyl, T; Nicolai, P; Mönnich, H; Raczkowksy, J; Wörn, H
2012-01-01
In current research, haptic feedback in robot assisted interventions plays an important role. However most approaches to haptic feedback only regard the mapping of the current forces at the surgical instrument to the haptic input devices, whereas surgeons demand a combination of medical imaging and telemanipulated robotic setups. In this paper we describe how this feature is integrated in our robotic research platform OP:Sense. The proposed method allows the automatic transfer of segmented imaging data to the haptic renderer and therefore allows enriching the haptic feedback with virtual fixtures based on imaging data. Anatomical structures are extracted from pre-operative generated medical images or virtual walls are defined by the surgeon inside the imaging data. Combining real forces with virtual fixtures can guide the surgeon to the regions of interest as well as helps to prevent the risk of damage to critical structures inside the patient. We believe that the combination of medical imaging and telemanipulation is a crucial step for the next generation of MIRS-systems.
ViRPET--combination of virtual reality and PET brain imaging
Majewski, Stanislaw; Brefczynski-Lewis, Julie
2017-05-23
Various methods, systems and apparatus are provided for brain imaging during virtual reality stimulation. In one example, among others, a system for virtual ambulatory environment brain imaging includes a mobile brain imager configured to obtain positron emission tomography (PET) scans of a subject in motion, and a virtual reality (VR) system configured to provide one or more stimuli to the subject during the PET scans. In another example, a method for virtual ambulatory environment brain imaging includes providing stimulation to a subject through a virtual reality (VR) system; and obtaining a positron emission tomography (PET) scan of the subject while moving in response to the stimulation from the VR system. The mobile brain imager can be positioned on the subject with an array of imaging photodetector modules distributed about the head of the subject.
Adaptive User Model for Web-Based Learning Environment.
ERIC Educational Resources Information Center
Garofalakis, John; Sirmakessis, Spiros; Sakkopoulos, Evangelos; Tsakalidis, Athanasios
This paper describes the design of an adaptive user model and its implementation in an advanced Web-based Virtual University environment that encompasses combined and synchronized adaptation between educational material and well-known communication facilities. The Virtual University environment has been implemented to support a postgraduate…
PC-Based Virtual Reality for CAD Model Viewing
ERIC Educational Resources Information Center
Seth, Abhishek; Smith, Shana S.-F.
2004-01-01
Virtual reality (VR), as an emerging visualization technology, has introduced an unprecedented communication method for collaborative design. VR refers to an immersive, interactive, multisensory, viewer-centered, 3D computer-generated environment and the combination of technologies required to build such an environment. This article introduces the…
Vehmeijer, Maarten; van Eijnatten, Maureen; Liberton, Niels; Wolff, Jan
2016-08-01
Fractures of the orbital floor are often a result of traffic accidents or interpersonal violence. To date, numerous materials and methods have been used to reconstruct the orbital floor. However, simple and cost-effective 3-dimensional (3D) printing technologies for the treatment of orbital floor fractures are still sought. This study describes a simple, precise, cost-effective method of treating orbital fractures using 3D printing technologies in combination with autologous bone. Enophthalmos and diplopia developed in a 64-year-old female patient with an orbital floor fracture. A virtual 3D model of the fracture site was generated from computed tomography images of the patient. The fracture was virtually closed using spline interpolation. Furthermore, a virtual individualized mold of the defect site was created, which was manufactured using an inkjet printer. The tangible mold was subsequently used during surgery to sculpture an individualized autologous orbital floor implant. Virtual reconstruction of the orbital floor and the resulting mold enhanced the overall accuracy and efficiency of the surgical procedure. The sculptured autologous orbital floor implant showed an excellent fit in vivo. The combination of virtual planning and 3D printing offers an accurate and cost-effective treatment method for orbital floor fractures. Copyright © 2016 American Association of Oral and Maxillofacial Surgeons. Published by Elsevier Inc. All rights reserved.
Virtual reality and telerobotics applications of an Address Recalculation Pipeline
NASA Technical Reports Server (NTRS)
Regan, Matthew; Pose, Ronald
1994-01-01
The technology described in this paper was designed to reduce latency to user interactions in immersive virtual reality environments. It is also ideally suited to telerobotic applications such as interaction with remote robotic manipulators in space or in deep sea operations. in such circumstances the significant latency is observed response to user stimulus which is due to communications delays, and the disturbing jerkiness due to low and unpredictable frame rates on compressed video user feedback or computationally limited virtual worlds, can be masked by our techniques. The user is provided with highly responsive visual feedback independent of communication or computational delays in providing physical video feedback or in rendering virtual world images. Virtual and physical environments can be combined seamlessly using these techniques.
In the last decade three new techniques scanning probe microscopy (SPM), virtual reality (YR) and computational chemistry ave emerged with the combined capability of a priori predicting the chemically reactivity of environmental surfaces. Computational chemistry provides the cap...
Virtual Patients in Geriatric Education
ERIC Educational Resources Information Center
Tan, Zaldy S.; Mulhausen, Paul L.; Smith, Stephen R.; Ruiz, Jorge G.
2010-01-01
The virtual patient is a case-based computer program that combines textual information with multimedia elements such as audio, graphics, and animation. It is increasingly being utilized as a teaching modality by medical educators in various fields of instruction. The inherent complexity of older patients and the shortage of geriatrics educators…
Beyond Blackboard and into Virtual Communities
ERIC Educational Resources Information Center
Cleaver, Samantha
2008-01-01
Online learning is evolving into much more than discussions via Blackboard. Today's online learners are spending time engaged in discussions, meeting in virtual classrooms, and combining online and on-the-ground learning, even if they live time zones away from campus. In response, universities are adjusting their curriculum, learning expectations,…
Global Village as Virtual Community (On Writing, Thinking, and Teacher Education).
ERIC Educational Resources Information Center
Polin, Linda
1993-01-01
Describes virtual communities known as Multi-User Simulated Environment (MUSE) or Multi-User Object Oriented environment (MOO), text-based computer "communities" whose inhabitants are a combination of the real people and constructed objects that people agree to treat as real. Describes their uses in the classroom. (SR)
Testing, Testing...Managing Electronic Access in Disparate Times.
ERIC Educational Resources Information Center
Carrington, Bessie M.
1996-01-01
Duke University's Perkins Library (North Carolina) tests electronic resources and services for remote accessibility by examining capabilities on various platforms, operating systems, communications software, and World Wide Web browsers. Problems occur in establishing connections, screen display, navigation or retrieval, keyboard variations, and in…
Standardized Curriculum for Business Cooperative Education.
ERIC Educational Resources Information Center
Mississippi State Dept. of Education, Jackson. Office of Vocational, Technical and Adult Education.
Standardized curricula are provided for two courses for the secondary vocational education program in Mississippi: business cooperative education I and II. The 10 units in business cooperative education I are as follows: orientation; keyboarding and skill building; leadership development; personnel development; human relations; business…
ERIC Educational Resources Information Center
Spake, Amanda
1992-01-01
A controversial new technique, facilitated communication, is helping students with autism express themselves. Many who previously showed no indication of communication skills now need only light arm support to type on a keyboard. Using facilitated communication, teachers have discovered that many autistic children can read, write, and express…
Alternatives to Traditional Notation.
ERIC Educational Resources Information Center
Gaare, Mark
1997-01-01
Provides a introduction and overview to alternative music notation systems. Describes guitar tablature, accordion tablature, klavarskribo (a keyboard notational system developed by Cornelius Pot, a Dutch engineer), and the digital piano roll. Briefly discusses the history of notation reform and current efforts. Includes examples from scores. (MJP)
Test of a virtual cylindrical acoustic resonator for determining the Boltzmann constant
NASA Astrophysics Data System (ADS)
Feng, X. J.; Lin, H.; Gillis, K. A.; Moldover, M. R.; Zhang, J. T.
2015-10-01
We report progress toward determining the Boltzmann constant kB using the concept of a virtual acoustic resonator, a hypothetical resonator that is mathematically equivalent to a cylindrical cavity with periodic boundary conditions. We derived the virtual resonator by combining the measured frequencies of the longitudinal acoustic modes of two argon-filled, cylindrical cavity resonators in such a way to minimize the effects of the cavities’ ends, including transducers and ducts attached to the ends. The cavities had lengths of 80 mm and 160 mm and were operated in their longitudinal (ℓ,0,0) modes. We explored virtual resonators that combine modes of the two resonators that have nearly the same frequencies. The virtual resonator formed from the (2,0,0) mode of the 80 mm resonator combined with the (4,0,0) mode of the 160 mm resonator yielded a value for kB that is, fractionally, only (0.2 ± 1.5) × 10-6 larger than the 2010 CODATA-recommended value of kB. (The estimated uncertainty is one standard uncertainty corresponding to a 68% confidence level.) The same virtual resonator yielded values of the pressure derivatives of the speed of sound c in argon, (∂c2/∂p)T and (∂c2/∂p2)T, that differed from literature values by 1% and 2%, respectively. By comparison, when each cavity was considered separately, the values of kB, (∂c2/∂p)T, and (∂c2/∂p2)T differed from literature values by up to 7 ppm, 10%, and 5%, respectively. However, combining the results from the (3,0,0) or (4,0,0) modes of shorter resonator with the results from the (6,0,0) or (8,0,0) modes of the longer resonator yielded incorrect values of kB that varied from run-to-run. We speculate that these puzzling results originated in an unmodeled coupling, either between the two cavities (that resonated at nearly identical resonance frequencies in the same pressure vessel) or between the cavities and modes of the pressure vessel.
Virtual reality simulators and training in laparoscopic surgery.
Yiannakopoulou, Eugenia; Nikiteas, Nikolaos; Perrea, Despina; Tsigris, Christos
2015-01-01
Virtual reality simulators provide basic skills training without supervision in a controlled environment, free of pressure of operating on patients. Skills obtained through virtual reality simulation training can be transferred on the operating room. However, relative evidence is limited with data available only for basic surgical skills and for laparoscopic cholecystectomy. No data exist on the effect of virtual reality simulation on performance on advanced surgical procedures. Evidence suggests that performance on virtual reality simulators reliably distinguishes experienced from novice surgeons Limited available data suggest that independent approach on virtual reality simulation training is not different from proctored approach. The effect of virtual reality simulators training on acquisition of basic surgical skills does not seem to be different from the effect the physical simulators. Limited data exist on the effect of virtual reality simulation training on the acquisition of visual spatial perception and stress coping skills. Undoubtedly, virtual reality simulation training provides an alternative means of improving performance in laparoscopic surgery. However, future research efforts should focus on the effect of virtual reality simulation on performance in the context of advanced surgical procedure, on standardization of training, on the possibility of synergistic effect of virtual reality simulation training combined with mental training, on personalized training. Copyright © 2014 Surgical Associates Ltd. Published by Elsevier Ltd. All rights reserved.
Enhanced learning of proportional math through music training and spatial-temporal training.
Graziano, A B; Peterson, M; Shaw, G L
1999-03-01
It was predicted, based on a mathematical model of the cortex, that early music training would enhance spatial-temporal reasoning. We have demonstrated that preschool children given six months of piano keyboard lessons improved dramatically on spatial-temporal reasoning while children in appropriate control groups did not improve. It was then predicted that the enhanced spatial-temporal reasoning from piano keyboard training could lead to enhanced learning of specific math concepts, in particular proportional math, which is notoriously difficult to teach using the usual language-analytic methods. We report here the development of Spatial-Temporal Math Video Game software designed to teach fractions and proportional math, and its strikingly successful use in a study involving 237 second-grade children (age range six years eight months-eight years five months). Furthermore, as predicted, children given piano keyboard training along with the Math Video Game training scored significantly higher on proportional math and fractions than children given a control training along with the Math Video Game. These results were readily measured using the companion Math Video Game Evaluation Program. The training time necessary for children on the Math Video Game is very short, and they rapidly reach a high level of performance. This suggests that, as predicted, we are tapping into fundamental cortical processes of spatial-temporal reasoning. This spatial-temporal approach is easily generalized to teach other math and science concepts in a complementary manner to traditional language-analytic methods, and at a younger age. The neural mechanisms involved in thinking through fractions and proportional math during training with the Math Video Game might be investigated in EEG coherence studies along with priming by specific music.
Guo, Xia; Ohsawa, Chie; Suzuki, Akiko; Sekiyama, Kaoru
2018-01-01
Previous studies have reported that music training not only improves children's musical skills, but also enhances their cognitive functions. However, there is a disagreement about what domain(s) might be affected. Moreover, effects of short-term (
Guo, Xia; Ohsawa, Chie; Suzuki, Akiko; Sekiyama, Kaoru
2017-01-01
Previous studies have reported that music training not only improves children's musical skills, but also enhances their cognitive functions. However, there is a disagreement about what domain(s) might be affected. Moreover, effects of short-term (
A standardized set of 3-D objects for virtual reality research and applications.
Peeters, David
2018-06-01
The use of immersive virtual reality as a research tool is rapidly increasing in numerous scientific disciplines. By combining ecological validity with strict experimental control, immersive virtual reality provides the potential to develop and test scientific theories in rich environments that closely resemble everyday settings. This article introduces the first standardized database of colored three-dimensional (3-D) objects that can be used in virtual reality and augmented reality research and applications. The 147 objects have been normed for name agreement, image agreement, familiarity, visual complexity, and corresponding lexical characteristics of the modal object names. The availability of standardized 3-D objects for virtual reality research is important, because reaching valid theoretical conclusions hinges critically on the use of well-controlled experimental stimuli. Sharing standardized 3-D objects across different virtual reality labs will allow for science to move forward more quickly.
NASA Astrophysics Data System (ADS)
Chao, Jie; Chiu, Jennifer L.; DeJaegher, Crystal J.; Pan, Edward A.
2016-02-01
Deep learning of science involves integration of existing knowledge and normative science concepts. Past research demonstrates that combining physical and virtual labs sequentially or side by side can take advantage of the unique affordances each provides for helping students learn science concepts. However, providing simultaneously connected physical and virtual experiences has the potential to promote connections among ideas. This paper explores the effect of augmenting a virtual lab with physical controls on high school chemistry students' understanding of gas laws. We compared students using the augmented virtual lab to students using a similar sensor-based physical lab with teacher-led discussions. Results demonstrate that students in the augmented virtual lab condition made significant gains from pretest and posttest and outperformed traditional students on some but not all concepts. Results provide insight into incorporating mixed-reality technologies into authentic classroom settings.
Shader Lamps Virtual Patients: the physical manifestation of virtual patients.
Rivera-Gutierrez, Diego; Welch, Greg; Lincoln, Peter; Whitton, Mary; Cendan, Juan; Chesnutt, David A; Fuchs, Henry; Lok, Benjamin
2012-01-01
We introduce the notion of Shader Lamps Virtual Patients (SLVP) - the combination of projector-based Shader Lamps Avatars and interactive virtual humans. This paradigm uses Shader Lamps Avatars technology to give a 3D physical presence to conversational virtual humans, improving their social interactivity and enabling them to share the physical space with the user. The paradigm scales naturally to multiple viewers, allowing for scenarios where an instructor and multiple students are involved in the training. We have developed a physical-virtual patient for medical students to conduct ophthalmic exams, in an interactive training experience. In this experience, the trainee practices multiple skills simultaneously, including using a surrogate optical instrument in front of a physical head, conversing with the patient about his fears, observing realistic head motion, and practicing patient safety. Here we present a prototype system and results from a preliminary formative evaluation of the system.
Maintenance of Microcomputers. Manual and Apple II Session, IBM Session.
ERIC Educational Resources Information Center
Coffey, Michael A.; And Others
This guide describes maintenance procedures for IBM and Apple personal computers, provides information on detecting and diagnosing problems, and details diagnostic programs. Included are discussions of printers, terminals, disks, disk drives, keyboards, hardware, and software. The text is supplemented by various diagrams. (EW)
Telecommunication for the Physically Handicapped.
ERIC Educational Resources Information Center
Cunningham, Pat; Gose, Joan
The paper examines the uses of telecommunication for physically handicapped students. Basic equipment, including a modem and keyboard interface, are described. The types and uses of computer bulletin boards are also described. Among benefits of telecommunications for physically handicapped students noted in the paper are social prestige,…
Voice data entry in air traffic control
NASA Technical Reports Server (NTRS)
Connolly, Donald W.
1977-01-01
Several of the keyboard data languages were tabulated and analyzed. The key language chosen as a test vehicle was that used by the nonradar or flight data controllers. This application was undertaken to minimize effort in a cost efficient way and with less research and development.
ERIC Educational Resources Information Center
Lindsay, Robert E.
1970-01-01
Describes a novel instructional method for physics involving the use of a computer assisted instruction system equipped with cathode-ray-tube terminals, light pen, and keyboard input. Discusses exercises with regard to content, mediation, scoring and control. Several examples of exercises are given along with results from student evaluation. (LC)
New Styles, New Technologies, New Possibilities in Jazz.
ERIC Educational Resources Information Center
Kuzmich, John, Jr.
1989-01-01
Focuses on the growth of jazz-related ensembles and jazz education. Covers trends that parallel technological developments including electronic keyboards, Musical Instrument Digital Interface (MIDI) systems, the computer, computer assisted instruction, interactive video, and the compact disc. Urges teachers to update their knowledge and experience…
Comprehensive Microcomputer Applications for Severely Physically Handicapped Children.
ERIC Educational Resources Information Center
Rushakoff, G. Evan; Lombardino, Linda J.
1983-01-01
Explained for educators of severly physically handicapped (SPH) children are basic component parts of the microcomputer system, adaptations for children unable to use a standard keyboard, and applications for communication, academic work, writing, creative arts, recreation, future employment, and young SPH children. Factors educators should…
33 CFR 401.20 - Automatic Identification System.
Code of Federal Regulations, 2012 CFR
2012-07-01
... Recommendation M.1371-1: 2000, Technical Characteristics For A Universal Shipborne AIS Using Time Division... power receptacle accessible for the pilot's laptop computer; and (5) The Minimum Keyboard Display (MKD... AIS position reports using differential GPS corrections from the U.S. and Canadian Coast Guards...
33 CFR 401.20 - Automatic Identification System.
Code of Federal Regulations, 2014 CFR
2014-07-01
... Recommendation M.1371-1: 2000, Technical Characteristics For A Universal Shipborne AIS Using Time Division... power receptacle accessible for the pilot's laptop computer; and (5) The Minimum Keyboard Display (MKD... AIS position reports using differential GPS corrections from the U.S. and Canadian Coast Guards...
33 CFR 401.20 - Automatic Identification System.
Code of Federal Regulations, 2013 CFR
2013-07-01
... Recommendation M.1371-1: 2000, Technical Characteristics For A Universal Shipborne AIS Using Time Division... power receptacle accessible for the pilot's laptop computer; and (5) The Minimum Keyboard Display (MKD... AIS position reports using differential GPS corrections from the U.S. and Canadian Coast Guards...
33 CFR 401.20 - Automatic Identification System.
Code of Federal Regulations, 2011 CFR
2011-07-01
... Recommendation M.1371-1: 2000, Technical Characteristics For A Universal Shipborne AIS Using Time Division... power receptacle accessible for the pilot's laptop computer; and (5) The Minimum Keyboard Display (MKD... AIS position reports using differential GPS corrections from the U.S. and Canadian Coast Guards...
3D joystick for robotic arm control by individuals with high level spinal cord injuries.
Jiang, Hairong; Wachs, Juan P; Pendergast, Martin; Duerstock, Bradley S
2013-06-01
An innovative 3D joystick was developed to enable quadriplegics due to spinal cord injuries (SCIs) to more independently and efficiently operate a robotic arm as an assistive device. The 3D joystick was compared to two different manual input modalities, a keyboard control and a traditional joystick, in performing experimental robotic arm tasks by both subjects without disabilities and those with upper extremity mobility impairments. Fitts's Law targeting and practical pouring tests were conducted to compare the performance and accuracy of the proposed 3D joystick. The Fitts's law measurements showed that the 3D joystick had the best index of performance (IP), though it required an equivalent number of operations and errors as the standard robotic arm joystick. The pouring task demonstrated that the 3D joystick took significantly less task completion time and was more accurate than keyboard control. The 3D joystick also showed a decreased learning curve to the other modalities.
Lancioni, Giulio E; Singh, Nirbhay N; O'Reilly, Mark F; Sigafoos, Jeff; Green, Vanessa; Oliva, Doretta; Lang, Russell
2011-01-01
This study assessed the effectiveness of microswitches for simple responses (i.e., partial hand closure, vocalization, and hand stroking) and a keyboard emulator to facilitate the writing performance of three participants with extensive motor disabilities. The study was carried out according to an ABAB design. During the A phases, the participants (one child and two adults) were to write using the responses and technology available to them prior to this study. During the B phases, they used the new responses and technology. Data showed that two of the three participants had a faster writing performance during the B phases while the third participant had a slower writing performance. All three participants indicated a clear preference for the use of the new responses and technology, which were considered relatively easy and comfortable to manage and did not seem to cause any specific signs of tiredness. Implications of the findings are discussed. Copyright © 2010 Elsevier Ltd. All rights reserved.
Baker, Nancy A; Aufman, Elyse L; Poole, Janet L
2012-01-01
We identified the extent of the need for interventions and assistive technology to prevent computer use problems in people with systemic sclerosis (SSc) and the accommodation strategies they use to alleviate such problems. Respondents were recruited through the Scleroderma Foundation. Twenty-seven people with SSc who used a computer and reported difficulty in working completed the Computer Problems Survey. All but 1 of the respondents reported one problem with at least one equipment type. The highest number of respondents reported problems with keyboards (88%) and chairs (85%). More than half reported discomfort in the past month associated with the chair, keyboard, and mouse. Respondents used a variety of accommodation strategies. Many respondents experienced problems and discomfort related to computer use. The characteristic symptoms of SSc may contribute to these problems. Occupational therapy interventions for computer use problems in clients with SSc need to be tested. Copyright © 2012 by the American Occupational Therapy Association, Inc.
Activity Scratchpad Prototype: Simplifying the Rover Activity Planning Cycle
NASA Technical Reports Server (NTRS)
Abramyan, Lucy
2005-01-01
The Mars Exploration Rover mission depends on the Science Activity Planner as its primary interface to the Spirit and Opportunity Rovers. Scientists alternate between a series of mouse clicks and keyboard inputs to create a set of instructions for the rovers. To accelerate planning by minimizing mouse usage, a rover planning editor should receive the majority of inputted commands from the keyboard. Thorough investigation of the Eclipse platform's Java editor has provided the understanding of the base model for the Activity Scratchpad. Desirable Eclipse features can be mapped to specific rover planning commands, such as auto-completion for activity titles and content assist for target names. A custom editor imitating the Java editor's features was created with an XML parser for experimenting purposes. The prototype editor minimized effort for redundant tasks and significantly improved the visual representation of XML syntax by highlighting keywords, coloring rules, folding projections, and providing hover assist, templates and an outline view of the code.
Android application for handwriting segmentation using PerTOHS theory
NASA Astrophysics Data System (ADS)
Akouaydi, Hanen; Njah, Sourour; Alimi, Adel M.
2017-03-01
The paper handles the problem of segmentation of handwriting on mobile devices. Many applications have been developed in order to facilitate the recognition of handwriting and to skip the limited numbers of keys in keyboards and try to introduce a space of drawing for writing instead of using keyboards. In this one, we will present a mobile theory for the segmentation of for handwriting uses PerTOHS theory, Perceptual Theory of On line Handwriting Segmentation, where handwriting is defined as a sequence of elementary and perceptual codes. In fact, the theory analyzes the written script and tries to learn the handwriting visual codes features in order to generate new ones via the generated perceptual sequences. To get this classification we try to apply the Beta-elliptic model, fuzzy detector and also genetic algorithms in order to get the EPCs (Elementary Perceptual Codes) and GPCs (Global Perceptual Codes) that composed the script. So, we will present our Android application M-PerTOHS for segmentation of handwriting.
TongueToSpeech (TTS): Wearable wireless assistive device for augmented speech.
Marjanovic, Nicholas; Piccinini, Giacomo; Kerr, Kevin; Esmailbeigi, Hananeh
2017-07-01
Speech is an important aspect of human communication; individuals with speech impairment are unable to communicate vocally in real time. Our team has developed the TongueToSpeech (TTS) device with the goal of augmenting speech communication for the vocally impaired. The proposed device is a wearable wireless assistive device that incorporates a capacitive touch keyboard interface embedded inside a discrete retainer. This device connects to a computer, tablet or a smartphone via Bluetooth connection. The developed TTS application converts text typed by the tongue into audible speech. Our studies have concluded that an 8-contact point configuration between the tongue and the TTS device would yield the best user precision and speed performance. On average using the TTS device inside the oral cavity takes 2.5 times longer than the pointer finger using a T9 (Text on 9 keys) keyboard configuration to type the same phrase. In conclusion, we have developed a discrete noninvasive wearable device that allows the vocally impaired individuals to communicate in real time.
A computer-based training system combining virtual reality and multimedia
NASA Technical Reports Server (NTRS)
Stansfield, Sharon A.
1993-01-01
Training new users of complex machines is often an expensive and time-consuming process. This is particularly true for special purpose systems, such as those frequently encountered in DOE applications. This paper presents a computer-based training system intended as a partial solution to this problem. The system extends the basic virtual reality (VR) training paradigm by adding a multimedia component which may be accessed during interaction with the virtual environment. The 3D model used to create the virtual reality is also used as the primary navigation tool through the associated multimedia. This method exploits the natural mapping between a virtual world and the real world that it represents to provide a more intuitive way for the student to interact with all forms of information about the system.
Zhu, Ming; Liu, Fei; Chai, Gang; Pan, Jun J.; Jiang, Taoran; Lin, Li; Xin, Yu; Zhang, Yan; Li, Qingfeng
2017-01-01
Augmented reality systems can combine virtual images with a real environment to ensure accurate surgery with lower risk. This study aimed to develop a novel registration and tracking technique to establish a navigation system based on augmented reality for maxillofacial surgery. Specifically, a virtual image is reconstructed from CT data using 3D software. The real environment is tracked by the augmented reality (AR) software. The novel registration strategy that we created uses an occlusal splint compounded with a fiducial marker (OSM) to establish a relationship between the virtual image and the real object. After the fiducial marker is recognized, the virtual image is superimposed onto the real environment, forming the “integrated image” on semi-transparent glass. Via the registration process, the integral image, which combines the virtual image with the real scene, is successfully presented on the semi-transparent helmet. The position error of this navigation system is 0.96 ± 0.51 mm. This augmented reality system was applied in the clinic and good surgical outcomes were obtained. The augmented reality system that we established for maxillofacial surgery has the advantages of easy manipulation and high accuracy, which can improve surgical outcomes. Thus, this system exhibits significant potential in clinical applications. PMID:28198442
Zhu, Ming; Liu, Fei; Chai, Gang; Pan, Jun J; Jiang, Taoran; Lin, Li; Xin, Yu; Zhang, Yan; Li, Qingfeng
2017-02-15
Augmented reality systems can combine virtual images with a real environment to ensure accurate surgery with lower risk. This study aimed to develop a novel registration and tracking technique to establish a navigation system based on augmented reality for maxillofacial surgery. Specifically, a virtual image is reconstructed from CT data using 3D software. The real environment is tracked by the augmented reality (AR) software. The novel registration strategy that we created uses an occlusal splint compounded with a fiducial marker (OSM) to establish a relationship between the virtual image and the real object. After the fiducial marker is recognized, the virtual image is superimposed onto the real environment, forming the "integrated image" on semi-transparent glass. Via the registration process, the integral image, which combines the virtual image with the real scene, is successfully presented on the semi-transparent helmet. The position error of this navigation system is 0.96 ± 0.51 mm. This augmented reality system was applied in the clinic and good surgical outcomes were obtained. The augmented reality system that we established for maxillofacial surgery has the advantages of easy manipulation and high accuracy, which can improve surgical outcomes. Thus, this system exhibits significant potential in clinical applications.
Chen, Can; Wang, Ting; Wu, Fengbo; Huang, Wei; He, Gu; Ouyang, Liang; Xiang, Mingli; Peng, Cheng; Jiang, Qinglin
2014-01-01
Compared with normal differentiated cells, cancer cells upregulate the expression of pyruvate kinase isozyme M2 (PKM2) to support glycolytic intermediates for anabolic processes, including the synthesis of nucleic acids, amino acids, and lipids. In this study, a combination of the structure-based pharmacophore modeling and a hybrid protocol of virtual screening methods comprised of pharmacophore model-based virtual screening, docking-based virtual screening, and in silico ADMET (absorption, distribution, metabolism, excretion and toxicity) analysis were used to retrieve novel PKM2 activators from commercially available chemical databases. Tetrahydroquinoline derivatives were identified as potential scaffolds of PKM2 activators. Thus, the hybrid virtual screening approach was applied to screen the focused tetrahydroquinoline derivatives embedded in the ZINC database. Six hit compounds were selected from the final hits and experimental studies were then performed. Compound 8 displayed a potent inhibitory effect on human lung cancer cells. Following treatment with Compound 8, cell viability, apoptosis, and reactive oxygen species (ROS) production were examined in A549 cells. Finally, we evaluated the effects of Compound 8 on mice xenograft tumor models in vivo. These results may provide important information for further research on novel PKM2 activators as antitumor agents. PMID:25214764
Enabling devices, empowering people: the design and evaluation of Trackball EdgeWrite.
Wobbrock, Jacob O; Myers, Brad A
2008-01-01
To describe the research and development that led to Trackball EdgeWrite, a gestural text entry method that improves desktop input for some people with motor impairments. To compare the character-level version of this technique with a new word-level version. Further, to compare the technique with competitor techniques that use on-screen keyboards. A rapid and iterative design-and-test approach was used to generate working prototypes and elicit quantitative and qualitative feedback from a veteran trackball user. In addition, theoretical modelling based on the Steering law was used to compare competing designs. One result is a refined software artifact, Trackball EdgeWrite, which represents the outcome of this investigation. A theoretical result shows the speed benefit of word-level stroking compared to character-level stroking, which resulted in a 45.0% improvement. Empirical results of a trackball user with a spinal cord injury indicate a peak performance of 8.25 wpm with the character-level version of Trackball EdgeWrite and 12.09 wpm with the word-level version, a 46.5% improvement. Log file analysis of extended real-world text entry shows stroke savings of 43.9% with the word-level version. Both versions of Trackball EdgeWrite were better than on-screen keyboards, particularly regarding user preferences. Follow-up correspondence shows that the veteran trackball user with a spinal cord injury still uses Trackball EdgeWrite on a daily basis 2 years after his initial exposure to the software. Trackball EdgeWrite is a successful new method for desktop text entry and may have further implications for able-bodied users of mobile technologies. Theoretical modelling is useful in combination with empirical testing to explore design alternatives. Single-user lab and field studies can be useful for driving a rapid iterative cycle of innovation and development.
Sheehan, B; Lee, Y; Rodriguez, M; Tiase, V; Schnall, R
2012-01-01
Mobile health (mHealth) is a growing field aimed at developing mobile information and communication technologies for healthcare. Adolescents are known for their ubiquitous use of mobile technologies in everyday life. However, the use of mHealth tools among adolescents is not well described. We examined the usability of four commonly used mobile devices (an iPhone, an Android with touchscreen keyboard, an Android with built-in keyboard, and an iPad) for accessing healthcare information among a group of urban-dwelling adolescents. Guided by the FITT (Fit between Individuals, Task, and Technology) framework, a thinkaloud protocol was combined with a questionnaire to describe usability on three dimensions: 1) task-technology fit; 2) individual-technology fit; and 3) individual-task fit. For task-technology fit, we compared the efficiency, and effectiveness of each of the devices tested and found that the iPhone was the most usable had the fewest errors and prompts and had the lowest mean overall task time For individual-task fit, we compared efficiency and learnability measures by website tasks and found no statistically significant effect on tasks steps, task time and number of errors. Following our comparison of success rates by website tasks, we compared the difference between two mobile applications which were used for diet tracking and found statistically significant effect on tasks steps, task time and number of errors. For individual-technology fit, interface quality was significantly different across devices indicating that this is an important factor to be considered in developing future mobile devices. All of our users were able to complete all of the tasks, however the time needed to complete the tasks was significantly different by mobile device and mHealth application. Future design of mobile technology and mHealth applications should place particular importance on interface quality.
Comparison of Motor Inhibition in Variants of the Instructed-Delay Choice Reaction Time Task
Quoilin, Caroline; Lambert, Julien; Jacob, Benvenuto; Klein, Pierre-Alexandre; Duque, Julie
2016-01-01
Using instructed-delay choice reaction time (RT) paradigms, many previous studies have shown that the motor system is transiently inhibited during response preparation: motor-evoked potentials (MEPs) elicited by transcranial magnetic stimulation (TMS) over the primary motor cortex are typically suppressed during the delay period. This effect has been observed in both selected and non-selected effectors, although MEP changes in selected effectors have been more inconsistent across task versions. Here, we compared changes in MEP amplitudes in three different variants of an instructed-delay choice RT task. All variants required participants to choose between left and right index finger movements but the responses were either provided “in the air” (Variant 1), on a regular keyboard (Variant 2), or on a response device designed to control from premature responses (Variant 3). The task variants also differed according to the visual layout (more concrete in Variant 3) and depending on whether participants received a feedback of their performance (absent in Variant 1). Behavior was globally comparable between the three variants of the task although the propensity to respond prematurely was highest in Variant 2 and lowest in Variant 3. MEPs elicited in a non-selected hand were similarly suppressed in the three variants of the task. However, significant differences emerged when considering MEPs elicited in the selected hand: these MEPs were suppressed in Variants 1 and 3 whereas they were often facilitated in Variant 2, especially in the right dominant hand. In conclusion, MEPs elicited in selected muscles seem to be more sensitive to small variations to the task design than those recorded in non-selected effectors, probably because they reflect a complex combination of inhibitory and facilitatory influences on the motor output system. Finally, the use of a standard keyboard seems to be particularly inappropriate because it encourages participants to respond promptly with no means to control for premature responses, probably increasing the relative amount of facilitatory influences at the time motor inhibition is probed. PMID:27579905
Comparison of Motor Inhibition in Variants of the Instructed-Delay Choice Reaction Time Task.
Quoilin, Caroline; Lambert, Julien; Jacob, Benvenuto; Klein, Pierre-Alexandre; Duque, Julie
2016-01-01
Using instructed-delay choice reaction time (RT) paradigms, many previous studies have shown that the motor system is transiently inhibited during response preparation: motor-evoked potentials (MEPs) elicited by transcranial magnetic stimulation (TMS) over the primary motor cortex are typically suppressed during the delay period. This effect has been observed in both selected and non-selected effectors, although MEP changes in selected effectors have been more inconsistent across task versions. Here, we compared changes in MEP amplitudes in three different variants of an instructed-delay choice RT task. All variants required participants to choose between left and right index finger movements but the responses were either provided "in the air" (Variant 1), on a regular keyboard (Variant 2), or on a response device designed to control from premature responses (Variant 3). The task variants also differed according to the visual layout (more concrete in Variant 3) and depending on whether participants received a feedback of their performance (absent in Variant 1). Behavior was globally comparable between the three variants of the task although the propensity to respond prematurely was highest in Variant 2 and lowest in Variant 3. MEPs elicited in a non-selected hand were similarly suppressed in the three variants of the task. However, significant differences emerged when considering MEPs elicited in the selected hand: these MEPs were suppressed in Variants 1 and 3 whereas they were often facilitated in Variant 2, especially in the right dominant hand. In conclusion, MEPs elicited in selected muscles seem to be more sensitive to small variations to the task design than those recorded in non-selected effectors, probably because they reflect a complex combination of inhibitory and facilitatory influences on the motor output system. Finally, the use of a standard keyboard seems to be particularly inappropriate because it encourages participants to respond promptly with no means to control for premature responses, probably increasing the relative amount of facilitatory influences at the time motor inhibition is probed.
The Virtual Tablet: Virtual Reality as a Control System
NASA Technical Reports Server (NTRS)
Chronister, Andrew
2016-01-01
In the field of human-computer interaction, Augmented Reality (AR) and Virtual Reality (VR) have been rapidly growing areas of interest and concerted development effort thanks to both private and public research. At NASA, a number of groups have explored the possibilities afforded by AR and VR technology, among which is the IT Advanced Concepts Lab (ITACL). Within ITACL, the AVR (Augmented/Virtual Reality) Lab focuses on VR technology specifically for its use in command and control. Previous work in the AVR lab includes the Natural User Interface (NUI) project and the Virtual Control Panel (VCP) project, which created virtual three-dimensional interfaces that users could interact with while wearing a VR headset thanks to body- and hand-tracking technology. The Virtual Tablet (VT) project attempts to improve on these previous efforts by incorporating a physical surrogate which is mirrored in the virtual environment, mitigating issues with difficulty of visually determining the interface location and lack of tactile feedback discovered in the development of previous efforts. The physical surrogate takes the form of a handheld sheet of acrylic glass with several infrared-range reflective markers and a sensor package attached. Using the sensor package to track orientation and a motion-capture system to track the marker positions, a model of the surrogate is placed in the virtual environment at a position which corresponds with the real-world location relative to the user's VR Head Mounted Display (HMD). A set of control mechanisms is then projected onto the surface of the surrogate such that to the user, immersed in VR, the control interface appears to be attached to the object they are holding. The VT project was taken from an early stage where the sensor package, motion-capture system, and physical surrogate had been constructed or tested individually but not yet combined or incorporated into the virtual environment. My contribution was to combine the pieces of hardware, write software to incorporate each piece of position or orientation data into a coherent description of the object's location in space, place the virtual analogue accordingly, and project the control interface onto it, resulting in a functioning object which has both a physical and a virtual presence. Additionally, the virtual environment was enhanced with two live video feeds from cameras mounted on the robotic device being used as an example target of the virtual interface. The working VT allows users to naturally interact with a control interface with little to no training and without the issues found in previous efforts.
ERIC Educational Resources Information Center
Chao, Jie; Chiu, Jennifer L.; DeJaegher, Crystal J.; Pan, Edward A.
2016-01-01
Deep learning of science involves integration of existing knowledge and normative science concepts. Past research demonstrates that combining physical and virtual labs sequentially or side by side can take advantage of the unique affordances each provides for helping students learn science concepts. However, providing simultaneously connected…
Study of Human Barriers upon Development of Virtual Disciplines at University of Isfahan
ERIC Educational Resources Information Center
Nikoonezhad, Sepideh; Nili, Mohammadreza; Esfahani, Ahmadreza Nasr
2015-01-01
The present study has been carried out to investigate the human barriers of developing virtual majors at Isfahan University; therefore, considering its objective, it is a functional research. It was conducted in combined (quantitative-qualitative) manner via descriptive survey method. In order to do the research, investigating the texts, interview…
An Integration Architecture of Virtual Campuses with External e-Learning Tools
ERIC Educational Resources Information Center
Navarro, Antonio; Cigarran, Juan; Huertas, Francisco; Rodriguez-Artacho, Miguel; Cogolludo, Alberto
2014-01-01
Technology enhanced learning relies on a variety of software architectures and platforms to provide different kinds of management service and enhanced instructional interaction. As e-learning support has become more complex, there is a need for virtual campuses that combine learning management systems with the services demanded by educational…
ERIC Educational Resources Information Center
Peterson-Ahmad, Maria
2018-01-01
To meet the ever-increasing teaching standards, pre-service special educators need extensive and advanced opportunities for pedagogical preparation prior to entering the classroom. Providing opportunities for pre-service special educators to practice such strategies within a virtual simulation environment offers teacher preparation programs a way…
IMMERSE: Interactive Mentoring for Multimodal Experiences in Realistic Social Encounters
2015-08-28
undergraduates funded by your agreement who graduated during this period and will receive scholarships or fellowships for further studies in science... Player Locomotion 9.2 Interacting with Real and Virtual Objects 9.3 Animation Combinations and Stage Management 10. Recommendations on the Way Ahead...Interaction with Virtual Characters ................................52! 9.1! Player Locomotion
Virtual GEOINT Center: C2ISR through an avatar's eyes
NASA Astrophysics Data System (ADS)
Seibert, Mark; Tidbal, Travis; Basil, Maureen; Muryn, Tyler; Scupski, Joseph; Williams, Robert
2013-05-01
As the number of devices collecting and sending data in the world are increasing, finding ways to visualize and understand that data is becoming more and more of a problem. This has often been coined as the problem of "Big Data." The Virtual Geoint Center (VGC) aims to aid in solving that problem by providing a way to combine the use of the virtual world with outside tools. Using open-source software such as OpenSim and Blender, the VGC uses a visually stunning 3D environment to display the data sent to it. The VGC is broken up into two major components: The Kinect Minimap, and the Geoint Map. The Kinect Minimap uses the Microsoft Kinect and its open-source software to make a miniature display of people the Kinect detects in front of it. The Geoint Map collect smartphone sensor information from online databases and displays them in real time onto a map generated by Google Maps. By combining outside tools and the virtual world, the VGC can help a user "visualize" data, and provide additional tools to "understand" the data.
Minovski, Nikola; Perdih, Andrej; Solmajer, Tom
2012-05-01
The virtual combinatorial chemistry approach as a methodology for generating chemical libraries of structurally-similar analogs in a virtual environment was employed for building a general mixed virtual combinatorial library with a total of 53.871 6-FQ structural analogs, introducing the real synthetic pathways of three well known 6-FQ inhibitors. The druggability properties of the generated combinatorial 6-FQs were assessed using an in-house developed drug-likeness filter integrating the Lipinski/Veber rule-sets. The compounds recognized as drug-like were used as an external set for prediction of the biological activity values using a neural-networks (NN) model based on an experimentally-determined set of active 6-FQs. Furthermore, a subset of compounds was extracted from the pool of drug-like 6-FQs, with predicted biological activity, and subsequently used in virtual screening (VS) campaign combining pharmacophore modeling and molecular docking studies. This complex scheme, a powerful combination of chemometric and molecular modeling approaches provided novel QSAR guidelines that could aid in the further lead development of 6-FQs agents.
Security aspects in teleradiology workflow
NASA Astrophysics Data System (ADS)
Soegner, Peter I.; Helweg, Gernot; Holzer, Heimo; zur Nedden, Dieter
2000-05-01
The medicolegal necessity of privacy, security and confidentiality was the aim of the attempt to develop a secure teleradiology workflow between the telepartners -- radiologist and the referring physician. To avoid the lack of dataprotection and datasecurity we introduced biometric fingerprint scanners in combination with smart cards to identify the teleradiology partners and communicated over an encrypted TCP/IP satellite link between Innsbruck and Reutte. We used an asymmetric kryptography method to guarantee authentification, integrity of the data-packages and confidentiality of the medical data. It was necessary to use a biometric feature to avoid a case of mistaken identity of persons, who wanted access to the system. Only an invariable electronical identification allowed a legal liability to the final report and only a secure dataconnection allowed the exchange of sensible medical data between different partners of Health Care Networks. In our study we selected the user friendly combination of a smart card and a biometric fingerprint technique, called SkymedTM Double Guard Secure Keyboard (Agfa-Gevaert) to confirm identities and log into the imaging workstations and the electronic patient record. We examined the interoperability of the used software with the existing platforms. Only the WIN-XX operating systems could be protected at the time of our study.
ERIC Educational Resources Information Center
Robertson, Michelle M.
1992-01-01
Discusses ergonomic design considerations for library media centers. Specific design variables, including temperature and humidity, noise, illumination, color, and windows are discussed; and computer workstation design requirements are presented that address furniture and keyboard design, monitor and display features, software issues, and…
Interactive graphical computer-aided design system
NASA Technical Reports Server (NTRS)
Edge, T. M.
1975-01-01
System is used for design, layout, and modification of large-scale-integrated (LSI) metal-oxide semiconductor (MOS) arrays. System is structured around small computer which provides real-time support for graphics storage display unit with keyboard, slave display unit, hard copy unit, and graphics tablet for designer/computer interface.
1988-04-01
e.g., definitions, references, pictures) on the selected item in a separate window. For example, in a hyper- text document on astronomy , the reader...might arrive at the highlighted word " Copernicus ", select the word with the keyboard or mouse, and then be offered a number of related topics from
Did I Grow up Just to Stay Home?
ERIC Educational Resources Information Center
Reynolds, Geoffrey A.
2009-01-01
This article focuses on the background of the English duo Everything but the Girl (EBTG). EBTG was formed in 1982 in Hull, England, consisting of Tracey Thorn (lead singer, sometimes guitar) and Ben Watt (guitar, keyboard, and vocal). Their music includes: alternative, dance, electronica, lounge, and pop.
ERIC Educational Resources Information Center
Denning, Peter J.; Brown, Robert L.
1984-01-01
A computer operating system spans multiple layers of complexity, from commands entered at a keyboard to the details of electronic switching. In addition, the system is organized as a hierarchy of abstractions. Various parts of such a system and system dynamics (using the Unix operating system as an example) are described. (JN)
Multisensory Associative Guided Instruction Components-Spelling
ERIC Educational Resources Information Center
Hamilton, Harley
2016-01-01
This article describes a multisensory presentation and response system for enhancing the spelling ability of dyslexic children. The unique aspect of MAGICSpell is its system of finger-letter associations and simplified keyboard configuration. Sixteen 10- and 11-year-old dyslexic students practiced the finger-letter associations via various typing…
Administrative Assistant and Correspondence Specialist: Task List Competency Record.
ERIC Educational Resources Information Center
Minnesota Instructional Materials Center, White Bear Lake.
One of a series of 12 in the secretarial/clerical area, this booklet for the vocational instructor contains job descriptions for two word processing occupations, the non-typing administrative assistant and the correspondence specialist (also called word processing correspondence specialist, magnetic keyboard specialist, or word processing…
Handheld Micromanipulation with Vision-Based Virtual Fixtures
Becker, Brian C.; MacLachlan, Robert A.; Hager, Gregory D.; Riviere, Cameron N.
2011-01-01
Precise movement during micromanipulation becomes difficult in submillimeter workspaces, largely due to the destabilizing influence of tremor. Robotic aid combined with filtering techniques that suppress tremor frequency bands increases performance; however, if knowledge of the operator's goals is available, virtual fixtures have been shown to greatly improve micromanipulator precision. In this paper, we derive a control law for position-based virtual fixtures within the framework of an active handheld micromanipulator, where the fixtures are generated in real-time from microscope video. Additionally, we develop motion scaling behavior centered on virtual fixtures as a simple and direct extension to our formulation. We demonstrate that hard and soft (motion-scaled) virtual fixtures outperform state-of-the-art tremor cancellation performance on a set of artificial but medically relevant tasks: holding, move-and-hold, curve tracing, and volume restriction. PMID:23275860
Virtual environments for scene of crime reconstruction and analysis
NASA Astrophysics Data System (ADS)
Howard, Toby L. J.; Murta, Alan D.; Gibson, Simon
2000-02-01
This paper describes research conducted in collaboration with Greater Manchester Police (UK), to evalute the utility of Virtual Environments for scene of crime analysis, forensic investigation, and law enforcement briefing and training. We present an illustrated case study of the construction of a high-fidelity virtual environment, intended to match a particular real-life crime scene as closely as possible. We describe and evaluate the combination of several approaches including: the use of the Manchester Scene Description Language for constructing complex geometrical models; the application of a radiosity rendering algorithm with several novel features based on human perceptual consideration; texture extraction from forensic photography; and experiments with interactive walkthroughs and large-screen stereoscopic display of the virtual environment implemented using the MAVERIK system. We also discuss the potential applications of Virtual Environment techniques in the Law Enforcement and Forensic communities.
Application of 3d Model of Cultural Relics in Virtual Restoration
NASA Astrophysics Data System (ADS)
Zhao, S.; Hou, M.; Hu, Y.; Zhao, Q.
2018-04-01
In the traditional cultural relics splicing process, in order to identify the correct spatial location of the cultural relics debris, experts need to manually splice the existing debris. The repeated contact between debris can easily cause secondary damage to the cultural relics. In this paper, the application process of 3D model of cultural relic in virtual restoration is put forward, and the relevant processes and ideas are verified with the example of Terracotta Warriors data. Through the combination of traditional cultural relics restoration methods and computer virtual reality technology, virtual restoration of high-precision 3D models of cultural relics can provide a scientific reference for virtual restoration, avoiding the secondary damage to the cultural relics caused by improper restoration. The efficiency and safety of the preservation and restoration of cultural relics have been improved.
NASA Astrophysics Data System (ADS)
Zhang, Yunshen
2017-11-01
With the spiritual guidance of the Circular on the Construction of National Virtual Simulation Experimental Teaching Center by the National Department of Education, according to the requirements of construction task and work content, and based on the reality of the simulation experimental teaching center of virtual chemical laboratory at Tianjin University, this paper mainly strengthens the understanding of virtual simulation experimental teaching center from three aspects, and on this basis, this article puts forward specific construction ideas, which refer to the “four combinations, five in one, the optimization of the resources and school-enterprise cooperation”, and on this basis, this article has made effective explorations. It also shows the powerful functions of the virtual simulation experimental teaching platform in all aspects by taking the synthesis and analysis of organic compounds as an example.
NASA Technical Reports Server (NTRS)
Sierhuis, Maarten; Clancey, William J.; Damer, Bruce; Brodsky, Boris; vanHoff, Ron
2007-01-01
A virtual worlds presentation technique with embodied, intelligent agents is being developed as an instructional medium suitable to present in situ training on long term space flight. The system combines a behavioral element based on finite state automata, a behavior based reactive architecture also described as subsumption architecture, and a belief-desire-intention agent structure. These three features are being integrated to describe a Brahms virtual environment model of extravehicular crew activity which could become a basis for procedure training during extended space flight.
Image-based 3D reconstruction and virtual environmental walk-through
NASA Astrophysics Data System (ADS)
Sun, Jifeng; Fang, Lixiong; Luo, Ying
2001-09-01
We present a 3D reconstruction method, which combines geometry-based modeling, image-based modeling and rendering techniques. The first component is an interactive geometry modeling method which recovery of the basic geometry of the photographed scene. The second component is model-based stereo algorithm. We discus the image processing problems and algorithms of walking through in virtual space, then designs and implement a high performance multi-thread wandering algorithm. The applications range from architectural planning and archaeological reconstruction to virtual environments and cinematic special effects.
ERIC Educational Resources Information Center
Annetta, Leonard; Murray, Marshall; Gull Laird, Shelby; Bohr, Stephanie; Park, John
2008-01-01
This article describes a graduate distance education course at North Carolina State University, which combined science content and pedagogy with video game design. The course was conducted entirely in a synchronous, online, Virtual Learning Environment (VLE) through the ActiveWorlds[TM] platform. Inservice teachers enrolled as graduate students in…
A Model for the Design of Puzzle-Based Games Including Virtual and Physical Objects
ERIC Educational Resources Information Center
Melero, Javier; Hernandez-Leo, Davinia
2014-01-01
Multiple evidences in the Technology-Enhanced Learning domain indicate that Game-Based Learning can lead to positive effects in students' performance and motivation. Educational games can be completely virtual or can combine the use of physical objects or spaces in the real world. However, the potential effectiveness of these approaches…
The World Wide Web and Higher Education: The Promise of Virtual Universities and Online Libraries.
ERIC Educational Resources Information Center
Barnard, John
1997-01-01
While many universities and colleges are emphasizing distance education as a way to reach working adults and control costs associated with maintaining campus infrastructures, the World Wide Web is beginning to provide a medium for offering courses to students anywhere in the world. Discusses virtual universities which combine the Web with other…
Innovation in prediction planning for anterior open bite correction.
Almuzian, Mohammed; Almukhtar, Anas; O'Neil, Michael; Benington, Philip; Al Anezi, Thamer; Ayoub, Ashraf
2015-05-01
This study applies recent advances in 3D virtual imaging for application in the prediction planning of dentofacial deformities. Stereo-photogrammetry has been used to create virtual and physical models, which are creatively combined in planning the surgical correction of anterior open bite. The application of these novel methods is demonstrated through the surgical correction of a case.
Wiki or Word? Evaluating Tools for Collaborative Writing and Editing
ERIC Educational Resources Information Center
Dishaw, Mark; Eierman, Michael A.; Iversen, Jakob H.; Philip, George C.
2011-01-01
Businesses and other organizations are relying increasingly on virtual teams to perform a range of business activities. A key challenge in utilizing virtual teams is to support collaboration among team members who are separated by distance and/or time. In this paper we use a research model based on a combination of the Technology Acceptance Model…
Reducing Dropouts in Online Education-Group Tutoring in Virtual Seminars and Support Structures
ERIC Educational Resources Information Center
Holmgren, Robert; Johansson, Sigurd
2012-01-01
This paper describes a development project aimed at reducing the large number of dropouts in online degree project courses. The idea was that the introduction of group tutorials in virtual seminars, combined with extensive support materials, would reduce dropout rates. Among the students who participated, the dropout rate was reduced by 50%…
ERIC Educational Resources Information Center
Blikstein, Paulo; Fuhrmann, Tamar; Salehi, Shima
2016-01-01
In this paper, we investigate an approach to supporting students' learning in science through a combination of physical experimentation and virtual modeling. We present a study that utilizes a scientific inquiry framework, which we call "bifocal modeling," to link student-designed experiments and computer models in real time. In this…
Enriching Project-Based Learning Environments with Virtual Manipulatives: A Comparative Study
ERIC Educational Resources Information Center
Çakiroglu, Ünal
2014-01-01
Problem statement: Although there is agreement on the potential of project based learning (PBL) and virtual manipulatives (VMs), their positive impact depends on how they are used. This study was based on supporting the use of online PBL environments and improving the efficacy of the instructional practices in PBL by combining the potentials of…
Identification of DNA primase inhibitors via a combined fragment-based and virtual screening
NASA Astrophysics Data System (ADS)
Ilic, Stefan; Akabayov, Sabine R.; Arthanari, Haribabu; Wagner, Gerhard; Richardson, Charles C.; Akabayov, Barak
2016-11-01
The structural differences between bacterial and human primases render the former an excellent target for drug design. Here we describe a technique for selecting small molecule inhibitors of the activity of T7 DNA primase, an ideal model for bacterial primases due to their common structural and functional features. Using NMR screening, fragment molecules that bind T7 primase were identified and then exploited in virtual filtration to select larger molecules from the ZINC database. The molecules were docked to the primase active site using the available primase crystal structure and ranked based on their predicted binding energies to identify the best candidates for functional and structural investigations. Biochemical assays revealed that some of the molecules inhibit T7 primase-dependent DNA replication. The binding mechanism was delineated via NMR spectroscopy. Our approach, which combines fragment based and virtual screening, is rapid and cost effective and can be applied to other targets.
Keyboard Instruction for Students with a Disability
ERIC Educational Resources Information Center
Donne, Vicki
2012-01-01
Projected employment reports indicate that most new jobs will involve occupations in which computer skills are essential, but surveys reveal that many people with a disability currently lack these computer skills. One way to address the gap is to prepare students while they are attending primary and secondary school. The National Business…
Using the Computer in Special Vocational Programs. Inservice Activities.
ERIC Educational Resources Information Center
Lane, Kenneth; Ward, Raymond
This inservice manual is intended to assist vocational education teachers in using the techniques of computer-assisted instruction in special vocational education programs. Addressed in the individual units are the following topics: the basic principles of computer-assisted instruction (TRS-80 computers and typing on a computer keyboard); money…
Web 3.0, Litbots, and TPWSGWTAU
ERIC Educational Resources Information Center
McEneaney, John E.
2011-01-01
Digital literacies are typically distinguished from traditional literacy either in terms of content (media vs. print) or practice (page turning vs. keyboarding and clicking). This article presents a case for an approach that emphasizes the "who" of reading by contrasting traditional and digital literacies in terms of who counts as a reader.…
Strings in General Music: An Experience with Multiple Sequencing
ERIC Educational Resources Information Center
Martin, Jeffrey
2012-01-01
Instrumental performance that approximates real-world models is one way in which a general music curriculum can encourage high levels of engagement and potential for lifelong musical activity. Although guitars, keyboards, and various folk instruments are useful for this purpose, orchestral instruments can also provide significant solo and ensemble…
ERIC Educational Resources Information Center
Heldman, Bill
2010-01-01
With few exceptions, students interact with technology in one way or another every day. And yet, in most U.S. schools, the term "computer science" (CS) refers only to generic skills classes, such as keyboarding and computer applications. Even most Web programming classes usually teach students only how to use conventional graphical user…
Toward an Understanding of Incidental Input Enhancement in Computerized L2 Environments
ERIC Educational Resources Information Center
Gascoigne, Carolyn
2006-01-01
Computers, computer programs, and other novel and vivid technological applications to language learning can unintentionally redirect attentional resources and therefore increase the salience of unplanned as well as targeted features. Incidental activities such as keyboarding (Henry, 1992), manipulation of a mouse (Meunier, 1996), and other…