Ye, Nong; Li, Xiangyang; Farley, Toni
2003-01-15
Hand signs are considered as one of the important ways to enter information into computers for certain tasks. Computers receive sensor data of hand signs for recognition. When using hand signs as computer inputs, we need to (1) train computer users in the sign language so that their hand signs can be easily recognized by computers, and (2) design the computer interface to avoid the use of confusing signs for improving user input performance and user satisfaction. For user training and computer interface design, it is important to have a knowledge of which signs can be easily recognized by computers and which signs are not distinguishable by computers. This paper presents a data mining technique to discover distinct patterns of hand signs from sensor data. Based on these patterns, we derive a group of indistinguishable signs by computers. Such information can in turn assist in user training and computer interface design.
Exploring Factors That Affect Adoption of Computer Security Practices among College Students
ERIC Educational Resources Information Center
Alqarni, Amani
2017-01-01
Cyber-attacks threaten the security of computer users' information, networks, machines, and privacy. Studies of computer security education, awareness, and training among ordinary computer users, college students, non-IT-oriented user groups, and non-technically trained citizens are limited. Most research has focused on computer security standards…
Task-Relevant Sound and User Experience in Computer-Mediated Firefighter Training
ERIC Educational Resources Information Center
Houtkamp, Joske M.; Toet, Alexander; Bos, Frank A.
2012-01-01
The authors added task-relevant sounds to a computer-mediated instructor in-the-loop virtual training for firefighter commanders in an attempt to raise the engagement and arousal of the users. Computer-mediated training for crew commanders should provide a sensory experience that is sufficiently intense to make the training viable and effective.…
Yaghmaie, Farideh; Jayasuriya, Rohan
2004-01-01
There have been many changes made to information systems in the last decade. Changes in information systems require users constantly to update their computer knowledge and skills. Computer training is a critical issue for any user because it offers them considerable new skills. The purpose of this study was to measure the effects of 'subjective computer training' and management support on attitudes to computers, computer anxiety and subjective norms to use computers. The data were collected from community health centre staff. The results of the study showed that health staff trained in computer use had more favourable attitudes to computers, less computer anxiety and more awareness of others' expectations about computer use than untrained users. However, there was no relationship between management support and computer attitude, computer anxiety or subjective norms. Lack of computer training for the majority of healthcare staff confirmed the need for more attention to this issue, particularly in health centres.
ERIC Educational Resources Information Center
Edwards, Keith
2015-01-01
Attacks on computer systems continue to be a problem. The majority of the attacks target home computer users. To help mitigate the attacks some companies provide security awareness training to their employees. However, not all people work for a company that provides security awareness training and typically, home computer users do not have the…
Wu, Dongrui; Lance, Brent J; Parsons, Thomas D
2013-01-01
Brain-computer interaction (BCI) and physiological computing are terms that refer to using processed neural or physiological signals to influence human interaction with computers, environment, and each other. A major challenge in developing these systems arises from the large individual differences typically seen in the neural/physiological responses. As a result, many researchers use individually-trained recognition algorithms to process this data. In order to minimize time, cost, and barriers to use, there is a need to minimize the amount of individual training data required, or equivalently, to increase the recognition accuracy without increasing the number of user-specific training samples. One promising method for achieving this is collaborative filtering, which combines training data from the individual subject with additional training data from other, similar subjects. This paper describes a successful application of a collaborative filtering approach intended for a BCI system. This approach is based on transfer learning (TL), active class selection (ACS), and a mean squared difference user-similarity heuristic. The resulting BCI system uses neural and physiological signals for automatic task difficulty recognition. TL improves the learning performance by combining a small number of user-specific training samples with a large number of auxiliary training samples from other similar subjects. ACS optimally selects the classes to generate user-specific training samples. Experimental results on 18 subjects, using both k nearest neighbors and support vector machine classifiers, demonstrate that the proposed approach can significantly reduce the number of user-specific training data samples. This collaborative filtering approach will also be generalizable to handling individual differences in many other applications that involve human neural or physiological data, such as affective computing.
Wu, Dongrui; Lance, Brent J.; Parsons, Thomas D.
2013-01-01
Brain-computer interaction (BCI) and physiological computing are terms that refer to using processed neural or physiological signals to influence human interaction with computers, environment, and each other. A major challenge in developing these systems arises from the large individual differences typically seen in the neural/physiological responses. As a result, many researchers use individually-trained recognition algorithms to process this data. In order to minimize time, cost, and barriers to use, there is a need to minimize the amount of individual training data required, or equivalently, to increase the recognition accuracy without increasing the number of user-specific training samples. One promising method for achieving this is collaborative filtering, which combines training data from the individual subject with additional training data from other, similar subjects. This paper describes a successful application of a collaborative filtering approach intended for a BCI system. This approach is based on transfer learning (TL), active class selection (ACS), and a mean squared difference user-similarity heuristic. The resulting BCI system uses neural and physiological signals for automatic task difficulty recognition. TL improves the learning performance by combining a small number of user-specific training samples with a large number of auxiliary training samples from other similar subjects. ACS optimally selects the classes to generate user-specific training samples. Experimental results on 18 subjects, using both nearest neighbors and support vector machine classifiers, demonstrate that the proposed approach can significantly reduce the number of user-specific training data samples. This collaborative filtering approach will also be generalizable to handling individual differences in many other applications that involve human neural or physiological data, such as affective computing. PMID:23437188
NASA Technical Reports Server (NTRS)
Tompkins, F. G.
1983-01-01
The report presents guidance for the NASA Computer Security Program Manager and the NASA Center Computer Security Officials as they develop training requirements and implement computer security training programs. NASA audiences are categorized based on the computer security knowledge required to accomplish identified job functions. Training requirements, in terms of training subject areas, are presented for both computer security program management personnel and computer resource providers and users. Sources of computer security training are identified.
Computer use changes generalization of movement learning.
Wei, Kunlin; Yan, Xiang; Kong, Gaiqing; Yin, Cong; Zhang, Fan; Wang, Qining; Kording, Konrad Paul
2014-01-06
Over the past few decades, one of the most salient lifestyle changes for us has been the use of computers. For many of us, manual interaction with a computer occupies a large portion of our working time. Through neural plasticity, this extensive movement training should change our representation of movements (e.g., [1-3]), just like search engines affect memory [4]. However, how computer use affects motor learning is largely understudied. Additionally, as virtually all participants in studies of perception and actions are computer users, a legitimate question is whether insights from these studies bear the signature of computer-use experience. We compared non-computer users with age- and education-matched computer users in standard motor learning experiments. We found that people learned equally fast but that non-computer users generalized significantly less across space, a difference negated by two weeks of intensive computer training. Our findings suggest that computer-use experience shaped our basic sensorimotor behaviors, and this influence should be considered whenever computer users are recruited as study participants. Copyright © 2014 Elsevier Ltd. All rights reserved.
Modeling the User for Education, Training, and Performance Aiding
2003-11-01
Eds.) Technology applications in education : A learning view (pp. 79–99). Hillsdale, NJ: Lawrence Erlbaum Associates. Fletcher, J.D. and Johnston, R...2003 symposium on Advanced Technologies for Military Training. v CONTENTS MODELING THE USER FOR EDUCATION , TRAINING, AND PERFORMANCE AIDING EXECUTIVE...using computer technology for education , training, decision-making, and performance aiding. Our focus is on the digital representation of these users
Halder, S; Käthner, I; Kübler, A
2016-02-01
Auditory brain-computer interfaces are an assistive technology that can restore communication for motor impaired end-users. Such non-visual brain-computer interface paradigms are of particular importance for end-users that may lose or have lost gaze control. We attempted to show that motor impaired end-users can learn to control an auditory speller on the basis of event-related potentials. Five end-users with motor impairments, two of whom with additional visual impairments, participated in five sessions. We applied a newly developed auditory brain-computer interface paradigm with natural sounds and directional cues. Three of five end-users learned to select symbols using this method. Averaged over all five end-users the information transfer rate increased by more than 1800% from the first session (0.17 bits/min) to the last session (3.08 bits/min). The two best end-users achieved information transfer rates of 5.78 bits/min and accuracies of 92%. Our results show that an auditory BCI with a combination of natural sounds and directional cues, can be controlled by end-users with motor impairment. Training improves the performance of end-users to the level of healthy controls. To our knowledge, this is the first time end-users with motor impairments controlled an auditory brain-computer interface speller with such high accuracy and information transfer rates. Further, our results demonstrate that operating a BCI with event-related potentials benefits from training and specifically end-users may require more than one session to develop their full potential. Copyright © 2015 International Federation of Clinical Neurophysiology. Published by Elsevier Ireland Ltd. All rights reserved.
Training | High-Performance Computing | NREL
Training Training Find training resources for using NREL's high-performance computing (HPC) systems as well as related online tutorials. Upcoming Training HPC User Workshop - June 12th We will be Conference, a group meets to discuss Best Practices in HPC Training. This group developed a list of resources
Problematics of different technical maintenance for computers
NASA Technical Reports Server (NTRS)
Dostalek, Z.
1977-01-01
Two modes of operations are used in the technical maintenance of computers: servicing provided by the equipment supplier, and that done by specially trained computer users. The advantages and disadvantages of both modes are discussed. Maintenance downtime is tabulated for two computers serviced by user employees over an eight year period.
DOE Office of Scientific and Technical Information (OSTI.GOV)
Gonzalez Anez, Francisco
This paper presents two development projects (STARMATE and VIRMAN) focused on supporting training on maintenance. Both projects aim at specifying, designing, developing, and demonstrating prototypes allowing computer guided maintenance of complex mechanical elements using Augmented and Virtual Reality techniques. VIRMAN is a Spanish development project. The objective is to create a computer tool for maintenance training course elaborations and training delivery based on 3D virtual reality models of complex components. The training delivery includes 3D record displays on maintenance procedures with all complementary information for intervention understanding. Users are requested to perform the maintenance intervention trying to follow up themore » procedure. Users can be evaluated about the level of knowledge achieved. Instructors can check the evaluation records left during the training sessions. VIRMAN is simple software supported by a regular computer and can be used in an Internet framework. STARMATE is a forward step in the area of virtual reality. STARMATE is a European Commission project in the frame of 'Information Societies Technologies'. A consortium of five companies and one research institute shares their expertise in this new technology. STARMATE provides two main functionalities (1) user assistance for achieving assembly/de-assembly and following maintenance procedures, and (2) workforce training. The project relies on Augmented Reality techniques, which is a growing area in Virtual Reality research. The idea of Augmented Reality is to combine a real scene, viewed by the user, with a virtual scene, generated by a computer, augmenting the reality with additional information. The user interface is see-through goggles, headphones, microphone and an optical tracking system. All these devices are integrated in a helmet connected with two regular computers. The user has his hands free for performing the maintenance intervention and he can navigate in the virtual world thanks to a voice recognition system and a virtual pointing device. The maintenance work is guided with audio instructions, 2D and 3D information are directly displayed into the user's goggles: There is a position-tracking system that allows 3D virtual models to be displayed in the real counterpart positions independently of the user allocation. The user can create his own virtual environment, placing the information required wherever he wants. The STARMATE system is applicable to a large variety of real work situations. (author)« less
User-Design: A Case Application in Health Care Training.
ERIC Educational Resources Information Center
Carr-Chellman, Alison; Cuyar, Craig; Breman, Jeroen
1998-01-01
Discussion of user-design as a theoretical process for creating training, software, and computer systems focuses on a case study that describes user-design methodology in home health care through the context of diffusing a new laptop patient-record-keeping system with home nurses. Research needs and implications for the design process are…
Benefits of music training in mandarin-speaking pediatric cochlear implant users.
Fu, Qian-Jie; Galvin, John J; Wang, Xiaosong; Wu, Jiunn-Liang
2015-02-01
The aims of this study were to assess young (5- to 10-year-old) Mandarin-speaking cochlear implant (CI) users' musical pitch perception and to assess the benefits of computer-based home training on performance. Melodic contour identification (MCI) was used to assess musical pitch perception in 14 Mandarin-speaking pediatric CI users; the instrument timbre and the contour length were varied as experimental parameters. Six subjects received subsequent MCI training on their home computer in which auditory and visual feedback were provided. MCI performance was generally poor (grand mean=33.3% correct) and highly variable, with scores ranging from 9.3% to 98.1% correct; there was no significant effect of instrument timbre or contour length on performance (p>.05). After 4 weeks of training, performance sharply improved. Follow-up measures that were conducted 8 weeks after training was stopped showed no significant decline in MCI performance. For the 6 trained subjects, there was a significant effect of contour length for the training and follow-up measures. These preliminary data suggest that although baseline MCI performance initially may be poor, training may greatly improve Mandarin-speaking pediatric CI users' melodic pitch perception.
User Participation and Participatory Design: Topics in Computing Education.
ERIC Educational Resources Information Center
Kautz, Karlheinz
1996-01-01
Discusses user participation and participatory design in the context of formal education for computing professionals. Topics include the current curriculum debate; mathematical- and engineering-based education; traditional system-development training; and an example of a course program that includes computers and society, and prototyping. (53…
Alasmary, May; El Metwally, Ashraf; Househ, Mowafa
2014-08-01
The association of computer literacy, training on clinical productivity and satisfaction of a recently implemented Electronic Medical Record (EMR) system in Prince Sultan Medical Military City ((PSMMC)) was investigated. The scope of this study was to explore the association between age, occupation and computer literacy and clinical productivity and users' satisfaction of the newly implemented EMR at PSMMC as well as the association of user satisfaction with age and position. A self-administrated questionnaire was distributed to all doctors and nurses working in Alwazarat Family and Community Center (a Health center in PSMMC). A convenience sample size of 112 healthcare providers (65 Nurses and 47 physicians) completed the questionnaire. A combination of correlation, One Way ANOVA and t-tests were used to answer the research questions. Participants had high levels of self-reported literacy on computers and satisfaction of the system. Both levels were higher among physicians than among nurses. A moderate but significant (at p < 0.01 level) correlation was found between computer literacy and users' satisfaction towards the system (R = 0.343). Age was weakly, but significantly (at p < 0.05), positively correlated with satisfaction with the system (R = 0.29). Self-reported system productivity and satisfaction was statistically correlated at p < 0.01 (R = 0.509). High level of satisfaction with training on using the system was not positively correlated with overall satisfaction of using the system. This study demonstrated that EMR users with high computer literacy skills were more satisfied with using the EMR than users with low computer literacy skills.
Training Programs in Applications Software.
ERIC Educational Resources Information Center
Modianos, Doan T.; Cornwell, Larry W.
1988-01-01
Description of training programs for using business applications software highlights implementing programs for Lotus 1-2-3 and dBASE III Plus. The amount of computer experience of the users and the difference in training methods needed are discussed, and the use of a Macintosh computer for producing notes is explained. (LRW)
A multilingual audiometer simulator software for training purposes.
Kompis, Martin; Steffen, Pascal; Caversaccio, Marco; Brugger, Urs; Oesch, Ivo
2012-04-01
A set of algorithms, which allows a computer to determine the answers of simulated patients during pure tone and speech audiometry, is presented. Based on these algorithms, a computer program for training in audiometry was written and found to be useful for teaching purposes. To develop a flexible audiometer simulator software as a teaching and training tool for pure tone and speech audiometry, both with and without masking. First a set of algorithms, which allows a computer to determine the answers of a simulated, hearing-impaired patient, was developed. Then, the software was implemented. Extensive use was made of simple, editable text files to define all texts in the user interface and all patient definitions. The software 'audiometer simulator' is available for free download. It can be used to train pure tone audiometry (both with and without masking), speech audiometry, measurement of the uncomfortable level, and simple simulation tests. Due to the use of text files, the user can alter or add patient definitions and all texts and labels shown on the screen. So far, English, French, German, and Portuguese user interfaces are available and the user can choose between German or French speech audiometry.
Training Strategy: Computer Education for Teachers in Uruguay.
ERIC Educational Resources Information Center
Grunberg, Jorge
1987-01-01
Described is the Alfa Project in Uruguay, designed to integrate computer education into secondary schools through teacher-training. Both teacher-users and teacher-authors were considered. Course objectives, curriculum content, and teaching guidelines are presented. (MNS)
Neuroprosthetic Decoder Training as Imitation Learning.
Merel, Josh; Carlson, David; Paninski, Liam; Cunningham, John P
2016-05-01
Neuroprosthetic brain-computer interfaces function via an algorithm which decodes neural activity of the user into movements of an end effector, such as a cursor or robotic arm. In practice, the decoder is often learned by updating its parameters while the user performs a task. When the user's intention is not directly observable, recent methods have demonstrated value in training the decoder against a surrogate for the user's intended movement. Here we show that training a decoder in this way is a novel variant of an imitation learning problem, where an oracle or expert is employed for supervised training in lieu of direct observations, which are not available. Specifically, we describe how a generic imitation learning meta-algorithm, dataset aggregation (DAgger), can be adapted to train a generic brain-computer interface. By deriving existing learning algorithms for brain-computer interfaces in this framework, we provide a novel analysis of regret (an important metric of learning efficacy) for brain-computer interfaces. This analysis allows us to characterize the space of algorithmic variants and bounds on their regret rates. Existing approaches for decoder learning have been performed in the cursor control setting, but the available design principles for these decoders are such that it has been impossible to scale them to naturalistic settings. Leveraging our findings, we then offer an algorithm that combines imitation learning with optimal control, which should allow for training of arbitrary effectors for which optimal control can generate goal-oriented control. We demonstrate this novel and general BCI algorithm with simulated neuroprosthetic control of a 26 degree-of-freedom model of an arm, a sophisticated and realistic end effector.
An online semi-supervised brain-computer interface.
Gu, Zhenghui; Yu, Zhuliang; Shen, Zhifang; Li, Yuanqing
2013-09-01
Practical brain-computer interface (BCI) systems should require only low training effort for the user, and the algorithms used to classify the intent of the user should be computationally efficient. However, due to inter- and intra-subject variations in EEG signal, intermittent training/calibration is often unavoidable. In this paper, we present an online semi-supervised P300 BCI speller system. After a short initial training (around or less than 1 min in our experiments), the system is switched to a mode where the user can input characters through selective attention. In this mode, a self-training least squares support vector machine (LS-SVM) classifier is gradually enhanced in back end with the unlabeled EEG data collected online after every character input. In this way, the classifier is gradually enhanced. Even though the user may experience some errors in input at the beginning due to the small initial training dataset, the accuracy approaches that of fully supervised method in a few minutes. The algorithm based on LS-SVM and its sequential update has low computational complexity; thus, it is suitable for online applications. The effectiveness of the algorithm has been validated through data analysis on BCI Competition III dataset II (P300 speller BCI data). The performance of the online system was evaluated through experimental results on eight healthy subjects, where all of them achieved the spelling accuracy of 85 % or above within an average online semi-supervised learning time of around 3 min.
Lotte, Fabien; Larrue, Florian; Mühl, Christian
2013-01-01
While recent research on Brain-Computer Interfaces (BCI) has highlighted their potential for many applications, they remain barely used outside laboratories. The main reason is their lack of robustness. Indeed, with current BCI, mental state recognition is usually slow and often incorrect. Spontaneous BCI (i.e., mental imagery-based BCI) often rely on mutual learning efforts by the user and the machine, with BCI users learning to produce stable ElectroEncephaloGraphy (EEG) patterns (spontaneous BCI control being widely acknowledged as a skill) while the computer learns to automatically recognize these EEG patterns, using signal processing. Most research so far was focused on signal processing, mostly neglecting the human in the loop. However, how well the user masters the BCI skill is also a key element explaining BCI robustness. Indeed, if the user is not able to produce stable and distinct EEG patterns, then no signal processing algorithm would be able to recognize them. Unfortunately, despite the importance of BCI training protocols, they have been scarcely studied so far, and used mostly unchanged for years. In this paper, we advocate that current human training approaches for spontaneous BCI are most likely inappropriate. We notably study instructional design literature in order to identify the key requirements and guidelines for a successful training procedure that promotes a good and efficient skill learning. This literature study highlights that current spontaneous BCI user training procedures satisfy very few of these requirements and hence are likely to be suboptimal. We therefore identify the flaws in BCI training protocols according to instructional design principles, at several levels: in the instructions provided to the user, in the tasks he/she has to perform, and in the feedback provided. For each level, we propose new research directions that are theoretically expected to address some of these flaws and to help users learn the BCI skill more efficiently. PMID:24062669
Remote voice training: A case study on space shuttle applications, appendix C
NASA Technical Reports Server (NTRS)
Mollakarimi, Cindy; Hamid, Tamin
1990-01-01
The Tile Automation System includes applications of automation and robotics technology to all aspects of the Shuttle tile processing and inspection system. An integrated set of rapid prototyping testbeds was developed which include speech recognition and synthesis, laser imaging systems, distributed Ada programming environments, distributed relational data base architectures, distributed computer network architectures, multi-media workbenches, and human factors considerations. Remote voice training in the Tile Automation System is discussed. The user is prompted over a headset by synthesized speech for the training sequences. The voice recognition units and the voice output units are remote from the user and are connected by Ethernet to the main computer system. A supervisory channel is used to monitor the training sequences. Discussions include the training approaches as well as the human factors problems and solutions for this system utilizing remote training techniques.
Computer Education and Training Reference Guide.
ERIC Educational Resources Information Center
Edumatics Corp., Oceanport, NJ.
Intended for use by educators, educational administrators, and directors of training within industry, this guide lists commercially available products and services in the field of computers and education. It contains descriptive information wherever possible and comparison charts designed to enable the prospective user to make a preliminary…
Quality user support: Supporting quality users
DOE Office of Scientific and Technical Information (OSTI.GOV)
Woolley, T.C.
1994-12-31
During the past decade, fundamental changes have occurred in technical computing in the oil industry. Technical computing systems have moved from local, fragmented quantity, to global, integrated, quality. The compute power available to the average geoscientist at his desktop has grown exponentially. Technical computing applications have increased in integration and complexity. At the same time, there has been a significant change in the work force due to the pressures of restructuring, and the increased focus on international opportunities. The profile of the user of technical computing resources has changed. Users are generally more mature, knowledgeable, and team oriented than theirmore » predecessors. In the 1990s, computer literacy is a requirement. This paper describes the steps taken by Oryx Energy Company to address the problems and opportunities created by the explosive growth in computing power and needs, coupled with the contraction of the business. A successful user support strategy will be described. Characteristics of the program include: (1) Client driven support; (2) Empowerment of highly skilled professionals to fill the support role; (3) Routine and ongoing modification to the support plan; (4) Utilization of the support assignment to create highly trained advocates on the line; (5) Integration of the support role to the reservoir management team. Results of the plan include a highly trained work force, stakeholder teams that include support personnel, and global support from a centralized support organization.« less
Payload crew training scheduler (PACTS) user's manual
NASA Technical Reports Server (NTRS)
Shipman, D. L.
1980-01-01
The operation of the payload specialist training scheduler (PACTS) is discussed in this user's manual which is used to schedule payload specialists for mission training on the Spacelab experiments. The PACTS program is a fully automated interactive, computerized scheduling program equipped with tutorial displays. The tutorial displays are sufficiently detailed for use by a program analyst having no computer experience. The PACTS program is designed to operate on the UNIVAC 1108 computer system, and has the capability to load output into a PDP 11/45 Interactive Graphics Display System for printing schedules. The program has the capacity to handle up to three overlapping Spacelab missions.
Human factors aspects of control room design
NASA Technical Reports Server (NTRS)
Jenkins, J. P.
1983-01-01
A plan for the design and analysis of a multistation control room is reviewed. It is found that acceptance of the computer based information system by the uses in the control room is mandatory for mission and system success. Criteria to improve computer/user interface include: match of system input/output with user; reliability, compatibility and maintainability; easy to learn and little training needed; self descriptive system; system under user control; transparent language, format and organization; corresponds to user expectations; adaptable to user experience level; fault tolerant; dialog capability user communications needs reflected in flexibility, complexity, power and information load; integrated system; and documentation.
ERIC Educational Resources Information Center
Stumpf, Mark R.
This report presents an instructional design model that was developed for use by the End-Users Computing department of a large pharmaceutical company in developing effective--but not lengthy--microcomputer training seminars to train office workers and executives in the proper use of computers and thus increase their productivity. The 14 steps of…
Benefits of Music Training in Mandarin-Speaking Pediatric Cochlear Implant Users
ERIC Educational Resources Information Center
Fu, Qian-Jie; Galvin, John J., III; Wang, Xiaosong; Wu, Jiunn-Liang
2015-01-01
Purpose: The aims of this study were to assess young (5- to 10-year-old) Mandarin-speaking cochlear implant (CI) users' musical pitch perception and to assess the benefits of computer-based home training on performance. Method: Melodic contour identification (MCI) was used to assess musical pitch perception in 14 Mandarin-speaking pediatric CI…
National Occupational Skill Standards. CADD: Computer Aided Drafting and Design.
ERIC Educational Resources Information Center
National Coalition for Advanced Manufacturing, Washington, DC.
This document identifies computer-aided drafting and design (CADD) skills that companies require of training programs and future employees. The information was developed by two committees of technically knowledgeable CADD users from across the United States and validated by several hundred other CADD users. The skills are aimed at a beginner CADD…
Designing Better Camels: Developing Effective Documentation for Computer Software.
ERIC Educational Resources Information Center
Zacher, Candace M.
This guide to the development of effective documentation for users of computer software begins by identifying five types of documentation, i.e., training manuals, user guides, tutorials, on-screen help comments, and troubleshooting manuals. Six steps in the development process are then outlined and briefly described: (1) planning and preparation;…
2008-03-01
for over 18 months (Vijayan, 2007). Other retailers have felt the sting of indirect data breaches as well. In October of 2007, a backup computer tape...Information Services suffered a data breach in the form of a “rouge and dishonest employee” stealing records (The Associated Press, 2007). Most of the...infects the target computer (Keizer, 2008). 2 With the frequency of attacks and data breaches , the actual financial cost is incredibly high
Critical care procedure logging using handheld computers
Carlos Martinez-Motta, J; Walker, Robin; Stewart, Thomas E; Granton, John; Abrahamson, Simon; Lapinsky, Stephen E
2004-01-01
Introduction We conducted this study to evaluate the feasibility of implementing an internet-linked handheld computer procedure logging system in a critical care training program. Methods Subspecialty trainees in the Interdepartmental Division of Critical Care at the University of Toronto received and were trained in the use of Palm handheld computers loaded with a customized program for logging critical care procedures. The procedures were entered into the handheld device using checkboxes and drop-down lists, and data were uploaded to a central database via the internet. To evaluate the feasibility of this system, we tracked the utilization of this data collection system. Benefits and disadvantages were assessed through surveys. Results All 11 trainees successfully uploaded data to the central database, but only six (55%) continued to upload data on a regular basis. The most common reason cited for not using the system pertained to initial technical problems with data uploading. From 1 July 2002 to 30 June 2003, a total of 914 procedures were logged. Significant variability was noted in the number of procedures logged by individual trainees (range 13–242). The database generated by regular users provided potentially useful information to the training program director regarding the scope and location of procedural training among the different rotations and hospitals. Conclusion A handheld computer procedure logging system can be effectively used in a critical care training program. However, user acceptance was not uniform, and continued training and support are required to increase user acceptance. Such a procedure database may provide valuable information that may be used to optimize trainees' educational experience and to document clinical training experience for licensing and accreditation. PMID:15469577
A Co-Adaptive Brain-Computer Interface for End Users with Severe Motor Impairment
Faller, Josef; Scherer, Reinhold; Costa, Ursula; Opisso, Eloy; Medina, Josep; Müller-Putz, Gernot R.
2014-01-01
Co-adaptive training paradigms for event-related desynchronization (ERD) based brain-computer interfaces (BCI) have proven effective for healthy users. As of yet, it is not clear whether co-adaptive training paradigms can also benefit users with severe motor impairment. The primary goal of our paper was to evaluate a novel cue-guided, co-adaptive BCI training paradigm with severely impaired volunteers. The co-adaptive BCI supports a non-control state, which is an important step toward intuitive, self-paced control. A secondary aim was to have the same participants operate a specifically designed self-paced BCI training paradigm based on the auto-calibrated classifier. The co-adaptive BCI analyzed the electroencephalogram from three bipolar derivations (C3, Cz, and C4) online, while the 22 end users alternately performed right hand movement imagery (MI), left hand MI and relax with eyes open (non-control state). After less than five minutes, the BCI auto-calibrated and proceeded to provide visual feedback for the MI task that could be classified better against the non-control state. The BCI continued to regularly recalibrate. In every calibration step, the system performed trial-based outlier rejection and trained a linear discriminant analysis classifier based on one auto-selected logarithmic band-power feature. In 24 minutes of training, the co-adaptive BCI worked significantly (p = 0.01) better than chance for 18 of 22 end users. The self-paced BCI training paradigm worked significantly (p = 0.01) better than chance in 11 of 20 end users. The presented co-adaptive BCI complements existing approaches in that it supports a non-control state, requires very little setup time, requires no BCI expert and works online based on only two electrodes. The preliminary results from the self-paced BCI paradigm compare favorably to previous studies and the collected data will allow to further improve self-paced BCI systems for disabled users. PMID:25014055
Huo, Zhimin; Summers, Ronald M.; Paquerault, Sophie; Lo, Joseph; Hoffmeister, Jeffrey; Armato, Samuel G.; Freedman, Matthew T.; Lin, Jesse; Ben Lo, Shih-Chung; Petrick, Nicholas; Sahiner, Berkman; Fryd, David; Yoshida, Hiroyuki; Chan, Heang-Ping
2013-01-01
Computer-aided detection/diagnosis (CAD) is increasingly used for decision support by clinicians for detection and interpretation of diseases. However, there are no quality assurance (QA) requirements for CAD in clinical use at present. QA of CAD is important so that end users can be made aware of changes in CAD performance both due to intentional or unintentional causes. In addition, end-user training is critical to prevent improper use of CAD, which could potentially result in lower overall clinical performance. Research on QA of CAD and user training are limited to date. The purpose of this paper is to bring attention to these issues, inform the readers of the opinions of the members of the American Association of Physicists in Medicine (AAPM) CAD subcommittee, and thus stimulate further discussion in the CAD community on these topics. The recommendations in this paper are intended to be work items for AAPM task groups that will be formed to address QA and user training issues on CAD in the future. The work items may serve as a framework for the discussion and eventual design of detailed QA and training procedures for physicists and users of CAD. Some of the recommendations are considered by the subcommittee to be reasonably easy and practical and can be implemented immediately by the end users; others are considered to be “best practice” approaches, which may require significant effort, additional tools, and proper training to implement. The eventual standardization of the requirements of QA procedures for CAD will have to be determined through consensus from members of the CAD community, and user training may require support of professional societies. It is expected that high-quality CAD and proper use of CAD could allow these systems to achieve their true potential, thus benefiting both the patients and the clinicians, and may bring about more widespread clinical use of CAD for many other diseases and applications. It is hoped that the awareness of the need for appropriate CAD QA and user training will stimulate new ideas and approaches for implementing such procedures efficiently and effectively as well as funding opportunities to fulfill such critical efforts. PMID:23822459
How to Represent Adaptation in e-Learning with IMS Learning Design
ERIC Educational Resources Information Center
Burgos, Daniel; Tattersall, Colin; Koper, Rob
2007-01-01
Adaptation in e-learning has been an important research topic for the last few decades in computer-based education. In adaptivity the behaviour of the user triggers some actions in the system that guides the learning process. In adaptability, the user makes changes and takes decisions. Progressing from computer-based training and adaptive…
Computer-Aided Training for Transport Planners: Experience with the Pluto Package.
ERIC Educational Resources Information Center
Bonsall, P. W.
1995-01-01
Describes the PLUTO model, an interactive computer program designed for use in education and training of city planners and engineers. Emphasizes four issues: (1) the balance between realism and simplification; (2) the design of the user interface; (3) comparative advantages of group and solo working; and (4) factors affecting the decision to…
DOT National Transportation Integrated Search
1976-05-01
As part of its activity under the Rail Equipment Safety Project, computer programs for track/train dynamics analysis are being developed and modified. As part of this effort, derailment behavior of trains negotiating curves under buff or draft has be...
User-Driven Sampling Strategies in Image Exploitation
Harvey, Neal R.; Porter, Reid B.
2013-12-23
Visual analytics and interactive machine learning both try to leverage the complementary strengths of humans and machines to solve complex data exploitation tasks. These fields overlap most significantly when training is involved: the visualization or machine learning tool improves over time by exploiting observations of the human-computer interaction. This paper focuses on one aspect of the human-computer interaction that we call user-driven sampling strategies. Unlike relevance feedback and active learning sampling strategies, where the computer selects which data to label at each iteration, we investigate situations where the user selects which data is to be labeled at each iteration. User-drivenmore » sampling strategies can emerge in many visual analytics applications but they have not been fully developed in machine learning. We discovered that in user-driven sampling strategies suggest new theoretical and practical research questions for both visualization science and machine learning. In this paper we identify and quantify the potential benefits of these strategies in a practical image analysis application. We find user-driven sampling strategies can sometimes provide significant performance gains by steering tools towards local minima that have lower error than tools trained with all of the data. Furthermore, in preliminary experiments we find these performance gains are particularly pronounced when the user is experienced with the tool and application domain.« less
User-driven sampling strategies in image exploitation
NASA Astrophysics Data System (ADS)
Harvey, Neal; Porter, Reid
2013-12-01
Visual analytics and interactive machine learning both try to leverage the complementary strengths of humans and machines to solve complex data exploitation tasks. These fields overlap most significantly when training is involved: the visualization or machine learning tool improves over time by exploiting observations of the human-computer interaction. This paper focuses on one aspect of the human-computer interaction that we call user-driven sampling strategies. Unlike relevance feedback and active learning sampling strategies, where the computer selects which data to label at each iteration, we investigate situations where the user selects which data is to be labeled at each iteration. User-driven sampling strategies can emerge in many visual analytics applications but they have not been fully developed in machine learning. User-driven sampling strategies suggest new theoretical and practical research questions for both visualization science and machine learning. In this paper we identify and quantify the potential benefits of these strategies in a practical image analysis application. We find user-driven sampling strategies can sometimes provide significant performance gains by steering tools towards local minima that have lower error than tools trained with all of the data. In preliminary experiments we find these performance gains are particularly pronounced when the user is experienced with the tool and application domain.
Broadening the interface bandwidth in simulation based training
NASA Technical Reports Server (NTRS)
Somers, Larry E.
1989-01-01
Currently most computer based simulations rely exclusively on computer generated graphics to create the simulation. When training is involved, the method almost exclusively used to display information to the learner is text displayed on the cathode ray tube. MICROEXPERT Systems is concentrating on broadening the communications bandwidth between the computer and user by employing a novel approach to video image storage combined with sound and voice output. An expert system is used to combine and control the presentation of analog video, sound, and voice output with computer based graphics and text. Researchers are currently involved in the development of several graphics based user interfaces for NASA, the U.S. Army, and the U.S. Navy. Here, the focus is on the human factors considerations, software modules, and hardware components being used to develop these interfaces.
Performance Data, Analytics & Services Job Logs & Statistics Training & Tutorials Software Outages NERSC Training Spectrum Scale User Group Meeting Live Status Now Computing Queue Look MOTD » Deep Learning at 15 PFlops Enables Training for Extreme Weather Identification at Scale March 29, 2018
NASA Technical Reports Server (NTRS)
Schreiner, John; Clancy, Daniel (Technical Monitor)
2002-01-01
The Collaborative Information Portal (CIP) is a web-based information management and retrieval system. Its purpose is to provide users at MER (Mars Exploration Rover) mission operations with easy access to a broad range of mission data and products and contextual information such as the current operations schedule. The CIP web-server provides this content in a user customizable web-portal environment. Since CIP is still under development, only a subset of the full feature set will be available for the EDO field test. The CIP web-portal will be accessed through a standard web browser. CIP is intended to be intuitive and simple to use, however, at the training session, users will receive a one to two page reference guide, which should aid them in using CIP. Users must provide their own computers for accessing CIP during the field test. These computers should be configured with Java 1.3 and a Java 2 enabled browser. Macintosh computers should be running OS 10.1.3 or later. Classic Mac OS (OS 9) is not supported. For more information please read section 7.3 in the FIASCO Rover Science Operations Test Mission Plan. Several screen shots of the Beta Release of CIP are shown on the following pages.
Environmental Sound Training in Cochlear Implant Users
Sheft, Stanley; Kuvadia, Sejal; Gygi, Brian
2015-01-01
Purpose The study investigated the effect of a short computer-based environmental sound training regimen on the perception of environmental sounds and speech in experienced cochlear implant (CI) patients. Method Fourteen CI patients with the average of 5 years of CI experience participated. The protocol consisted of 2 pretests, 1 week apart, followed by 4 environmental sound training sessions conducted on separate days in 1 week, and concluded with 2 posttest sessions, separated by another week without training. Each testing session included an environmental sound test, which consisted of 40 familiar everyday sounds, each represented by 4 different tokens, as well as the Consonant Nucleus Consonant (CNC) word test, and Revised Speech Perception in Noise (SPIN-R) sentence test. Results Environmental sounds scores were lower than for either of the speech tests. Following training, there was a significant average improvement of 15.8 points in environmental sound perception, which persisted 1 week later after training was discontinued. No significant improvements were observed for either speech test. Conclusions The findings demonstrate that environmental sound perception, which remains problematic even for experienced CI patients, can be improved with a home-based computer training regimen. Such computer-based training may thus provide an effective low-cost approach to rehabilitation for CI users, and potentially, other hearing impaired populations. PMID:25633579
Empowering Middle School Teachers with Portable Computers.
ERIC Educational Resources Information Center
Weast, Jerry D.; And Others
1993-01-01
A Sioux Falls (South Dakota) project that supplied middle school teachers with Macintosh computers and training to use them showed gratifying results. Easy access to portable notebook computers made teachers more active computer users, increased teacher interaction and collaboration, enhanced teacher productivity regarding management tasks and…
Can virtual reality be used to conduct mass prophylaxis clinic training? A pilot program.
Yellowlees, Peter; Cook, James N; Marks, Shayna L; Wolfe, Daniel; Mangin, Elanor
2008-03-01
To create and evaluate a pilot bioterrorism defense training environment using virtual reality technology. The present pilot project used Second Life, an internet-based virtual world system, to construct a virtual reality environment to mimic an actual setting that might be used as a Strategic National Stockpile (SNS) distribution site for northern California in the event of a bioterrorist attack. Scripted characters were integrated into the system as mock patients to analyze various clinic workflow scenarios. Users tested the virtual environment over two sessions. Thirteen users who toured the environment were asked to complete an evaluation survey. Respondents reported that the virtual reality system was relevant to their practice and had potential as a method of bioterrorism defense training. Computer simulations of bioterrorism defense training scenarios are feasible with existing personal computer technology. The use of internet-connected virtual environments holds promise for bioterrorism defense training. Recommendations are made for public health agencies regarding the implementation and benefits of using virtual reality for mass prophylaxis clinic training.
Developing an Intelligent Computer-Aided Trainer
NASA Technical Reports Server (NTRS)
Hua, Grace
1990-01-01
The Payload-assist module Deploys/Intelligent Computer-Aided Training (PD/ICAT) system was developed as a prototype for intelligent tutoring systems with the intention of seeing PD/ICAT evolve and produce a general ICAT architecture and development environment that can be adapted by a wide variety of training tasks. The proposed architecture is composed of a user interface, a domain expert, a training session manager, a trainee model and a training scenario generator. The PD/ICAT prototype was developed in the LISP environment. Although it has been well received by its peers and users, it could not be delivered toe its end users for practical use because of specific hardware and software constraints. To facilitate delivery of PD/ICAT to its users and to prepare for a more widely accepted development and delivery environment for future ICAT applications, we have ported this training system to a UNIX workstation and adopted use of a conventional language, C, and a C-based rule-based language, CLIPS. A rapid conversion of the PD/ICAT expert system to CLIPS was possible because the knowledge was basically represented as a forward chaining rule base. The resulting CLIPS rule base has been tested successfully in other ICATs as well. Therefore, the porting effort has proven to be a positive step toward our ultimate goal of building a general purpose ICAT development environment.
Hilton, Joan F.; Barkoff, Lynsey; Chang, Olivia; Halperin, Lindsay; Ratanawongsa, Neda; Sarkar, Urmimala; Leykin, Yan; Muñoz, Ricardo F.; Thom, David H.; Kahn, James S.
2012-01-01
Background Personal health records (PHR) may improve patients' health by providing access to and context for health information. Among patients receiving care at a safety-net HIV/AIDS clinic, we examined the hypothesis that a mental health (MH) or substance use (SU) condition represents a barrier to engagement with web-based health information, as measured by consent to participate in a trial that provided access to personal (PHR) or general (non-PHR) health information portals and by completion of baseline study surveys posted there. Methods Participants were individually trained to access and navigate individualized online accounts and to complete study surveys. In response to need, during accrual months 4 to 12 we enhanced participant training to encourage survey completion with the help of staff. Using logistic regression models, we estimated odds ratios for study participation and for survey completion by combined MH/SU status, adjusted for levels of computer competency, on-study training, and demographics. Results Among 2,871 clinic patients, 70% had MH/SU conditions, with depression (38%) and methamphetamine use (17%) most commonly documented. Middle-aged patients and those with a MH/SU condition were over-represented among study participants (N = 338). Survey completion was statistically independent of MH/SU status (OR, 1.85 [95% CI, 0.93–3.66]) but tended to be higher among those with MH/SU conditions. Completion rates were low among beginner computer users, regardless of training level (<50%), but adequate among advanced users (>70%). Conclusions Among patients attending a safety-net clinic, MH/SU conditions were not barriers to engagement with web-based health information. Instead, level of computer competency was useful for identifying individuals requiring substantial computer training in order to fully participate in the study. Intensive on-study training was insufficient to enable beginner computer users to complete study surveys. PMID:22363761
Examining the motivators of training transfer in an enterprise systems context
NASA Astrophysics Data System (ADS)
Arasanmi, Chris Niyi; Wang, William Yu Chung; Singh, Harminder
2017-09-01
Enterprise systems (ES) are large software packages that have been widely adopted, but are complex to deploy. One way to obtain more value from them is to train end-users. However, little is known about the effectiveness of ES training. This study examines post-training behaviour in the ES environment through the concept of training transfer and the theoretical framework of self-determination theory. It proposes that end-users' computer self-efficacy (CSE) and mastery orientation (MO), as well as the perceived ease-of-use (PEOU) of a system, influence their motivation to transfer the skills they have gained during training to their work environment and to use the system. Data was collected from 170 ES end-users, who had previously attended ES training, through a survey. Partial least squares modelling was used to analyse the data, and all of the hypotheses were supported. This study is among the first few studies that investigate the more distal impact of information systems training.
Know Thy Learner: User Characteristics Underlying Effective Videogame-Based Training
NASA Technical Reports Server (NTRS)
Orvis, Karin A.; Horn, Daniel B.; Belanich, James
2008-01-01
Some proponents of training games argue that younger adults (Soldiers) are part of the "digital"or "twitch" generation, having grown up uing computers and playing videogames (e.g.,Prensky,2001). The Entertainment Software Association (ESA) reports that 69%of American heads of households play computer and/or videogames. "65% of college students reported being regular or occasional game players" (Jones, 2003).
MPBEC, a Matlab Program for Biomolecular Electrostatic Calculations
NASA Astrophysics Data System (ADS)
Vergara-Perez, Sandra; Marucho, Marcelo
2016-01-01
One of the most used and efficient approaches to compute electrostatic properties of biological systems is to numerically solve the Poisson-Boltzmann (PB) equation. There are several software packages available that solve the PB equation for molecules in aqueous electrolyte solutions. Most of these software packages are useful for scientists with specialized training and expertise in computational biophysics. However, the user is usually required to manually take several important choices, depending on the complexity of the biological system, to successfully obtain the numerical solution of the PB equation. This may become an obstacle for researchers, experimentalists, even students with no special training in computational methodologies. Aiming to overcome this limitation, in this article we present MPBEC, a free, cross-platform, open-source software that provides non-experts in the field an easy and efficient way to perform biomolecular electrostatic calculations on single processor computers. MPBEC is a Matlab script based on the Adaptative Poisson-Boltzmann Solver, one of the most popular approaches used to solve the PB equation. MPBEC does not require any user programming, text editing or extensive statistical skills, and comes with detailed user-guide documentation. As a unique feature, MPBEC includes a useful graphical user interface (GUI) application which helps and guides users to configure and setup the optimal parameters and approximations to successfully perform the required biomolecular electrostatic calculations. The GUI also incorporates visualization tools to facilitate users pre- and post-analysis of structural and electrical properties of biomolecules.
MPBEC, a Matlab Program for Biomolecular Electrostatic Calculations
Vergara-Perez, Sandra; Marucho, Marcelo
2015-01-01
One of the most used and efficient approaches to compute electrostatic properties of biological systems is to numerically solve the Poisson-Boltzmann (PB) equation. There are several software packages available that solve the PB equation for molecules in aqueous electrolyte solutions. Most of these software packages are useful for scientists with specialized training and expertise in computational biophysics. However, the user is usually required to manually take several important choices, depending on the complexity of the biological system, to successfully obtain the numerical solution of the PB equation. This may become an obstacle for researchers, experimentalists, even students with no special training in computational methodologies. Aiming to overcome this limitation, in this article we present MPBEC, a free, cross-platform, open-source software that provides non-experts in the field an easy and efficient way to perform biomolecular electrostatic calculations on single processor computers. MPBEC is a Matlab script based on the Adaptative Poisson Boltzmann Solver, one of the most popular approaches used to solve the PB equation. MPBEC does not require any user programming, text editing or extensive statistical skills, and comes with detailed user-guide documentation. As a unique feature, MPBEC includes a useful graphical user interface (GUI) application which helps and guides users to configure and setup the optimal parameters and approximations to successfully perform the required biomolecular electrostatic calculations. The GUI also incorporates visualization tools to facilitate users pre- and post- analysis of structural and electrical properties of biomolecules. PMID:26924848
MPBEC, a Matlab Program for Biomolecular Electrostatic Calculations.
Vergara-Perez, Sandra; Marucho, Marcelo
2016-01-01
One of the most used and efficient approaches to compute electrostatic properties of biological systems is to numerically solve the Poisson-Boltzmann (PB) equation. There are several software packages available that solve the PB equation for molecules in aqueous electrolyte solutions. Most of these software packages are useful for scientists with specialized training and expertise in computational biophysics. However, the user is usually required to manually take several important choices, depending on the complexity of the biological system, to successfully obtain the numerical solution of the PB equation. This may become an obstacle for researchers, experimentalists, even students with no special training in computational methodologies. Aiming to overcome this limitation, in this article we present MPBEC, a free, cross-platform, open-source software that provides non-experts in the field an easy and efficient way to perform biomolecular electrostatic calculations on single processor computers. MPBEC is a Matlab script based on the Adaptative Poisson Boltzmann Solver, one of the most popular approaches used to solve the PB equation. MPBEC does not require any user programming, text editing or extensive statistical skills, and comes with detailed user-guide documentation. As a unique feature, MPBEC includes a useful graphical user interface (GUI) application which helps and guides users to configure and setup the optimal parameters and approximations to successfully perform the required biomolecular electrostatic calculations. The GUI also incorporates visualization tools to facilitate users pre- and post- analysis of structural and electrical properties of biomolecules.
A CAI System for Visually Impaired Children to Improve Abilities of Orientation and Mobility
NASA Astrophysics Data System (ADS)
Yoneda, Takahiro; Kudo, Hiroaki; Minagawa, Hiroki; Ohnishi, Noboru; Matsubara, Shizuya
Some visually impaired children have difficulty in simple locomotion, and need orientation and mobility training. We developed a computer assisted instruction system which assists this training. A user realizes a task given by a tactile map and synthesized speech. The user walks around a room according to the task. The system gives the gap of walk path from its target path via both auditory and tactile feedback after the end of a task. Then the user can understand how well the user walked. We describe the detail of the proposed system and task, and the experimental result with three visually impaired children.
Tsui, Chun Sing Louis; Gan, John Q; Roberts, Stephen J
2009-03-01
Due to the non-stationarity of EEG signals, online training and adaptation are essential to EEG based brain-computer interface (BCI) systems. Self-paced BCIs offer more natural human-machine interaction than synchronous BCIs, but it is a great challenge to train and adapt a self-paced BCI online because the user's control intention and timing are usually unknown. This paper proposes a novel motor imagery based self-paced BCI paradigm for controlling a simulated robot in a specifically designed environment which is able to provide user's control intention and timing during online experiments, so that online training and adaptation of the motor imagery based self-paced BCI can be effectively investigated. We demonstrate the usefulness of the proposed paradigm with an extended Kalman filter based method to adapt the BCI classifier parameters, with experimental results of online self-paced BCI training with four subjects.
Towards Zero Training for Brain-Computer Interfacing
Krauledat, Matthias; Tangermann, Michael; Blankertz, Benjamin; Müller, Klaus-Robert
2008-01-01
Electroencephalogram (EEG) signals are highly subject-specific and vary considerably even between recording sessions of the same user within the same experimental paradigm. This challenges a stable operation of Brain-Computer Interface (BCI) systems. The classical approach is to train users by neurofeedback to produce fixed stereotypical patterns of brain activity. In the machine learning approach, a widely adapted method for dealing with those variances is to record a so called calibration measurement on the beginning of each session in order to optimize spatial filters and classifiers specifically for each subject and each day. This adaptation of the system to the individual brain signature of each user relieves from the need of extensive user training. In this paper we suggest a new method that overcomes the requirement of these time-consuming calibration recordings for long-term BCI users. The method takes advantage of knowledge collected in previous sessions: By a novel technique, prototypical spatial filters are determined which have better generalization properties compared to single-session filters. In particular, they can be used in follow-up sessions without the need to recalibrate the system. This way the calibration periods can be dramatically shortened or even completely omitted for these ‘experienced’ BCI users. The feasibility of our novel approach is demonstrated with a series of online BCI experiments. Although performed without any calibration measurement at all, no loss of classification performance was observed. PMID:18698427
Users' evaluation of the Navy Computer-Assisted Medical Diagnosis System.
Merrill, L L; Pearsall, D M; Gauker, E D
1996-01-01
U.S. Navy Independent Duty Corpsmen (IDCs) aboard small ships and submarines are responsible for all clinical and related health care duties while at sea. During deployment, life-threatening illnesses sometimes require evacuation to a shore-based treatment facility. At-sea evacuations are dangerous, expensive, and may compromise the mission of the vessel. Therefore, Group Medical Officers and IDCs were trained to use the Navy Computer-Assisted Medical Diagnosis (NCAMD) system during deployment. They were then surveyed to evaluate the NCAMD system. Their responses show that NCAMD is a cost-efficient, user-friendly package. It is easy to learn, and is especially valuable for training in the diagnosis of chest and abdominal complaints. However, the delivery of patient care at sea would significantly improve if computer hardware were upgraded to current industry standards. Also, adding various computer peripheral devices, structured forms, and reference materials to the at-sea clinician's resources could enhance shipboard patient care.
Gfeller, Kate; Guthe, Emily; Driscoll, Virginia; Brown, Carolyn J
2015-09-01
This paper provides a preliminary report of a music-based training program for adult cochlear implant (CI) recipients. Included in this report are descriptions of the rationale for music-based training, factors influencing program development, and the resulting program components. Prior studies describing experience-based plasticity in response to music training, auditory training for persons with hearing impairment, and music training for CI recipients were reviewed. These sources revealed rationales for using music to enhance speech, factors associated with successful auditory training, relevant aspects of electric hearing and music perception, and extant evidence regarding limitations and advantages associated with parameters for music training with CI users. This informed the development of a computer-based music training program designed specifically for adult CI users. Principles and parameters for perceptual training of music, such as stimulus choice, rehabilitation approach, and motivational concerns were developed in relation to the unique auditory characteristics of adults with electric hearing. An outline of the resulting program components and the outcome measures for evaluating program effectiveness are presented. Music training can enhance the perceptual accuracy of music, but is also hypothesized to enhance several features of speech with similar processing requirements as music (e.g., pitch and timbre). However, additional evaluation of specific training parameters and the impact of music-based training on speech perception of CI users is required.
Gfeller, Kate; Guthe, Emily; Driscoll, Virginia; Brown, Carolyn J.
2015-01-01
Objective This paper provides a preliminary report of a music-based training program for adult cochlear implant (CI) recipients. Included in this report are descriptions of the rationale for music-based training, factors influencing program development, and the resulting program components. Methods Prior studies describing experience-based plasticity in response to music training, auditory training for persons with hearing impairment, and music training for cochlear implant recipients were reviewed. These sources revealed rationales for using music to enhance speech, factors associated with successful auditory training, relevant aspects of electric hearing and music perception, and extant evidence regarding limitations and advantages associated with parameters for music training with CI users. This information formed the development of a computer-based music training program designed specifically for adult CI users. Results Principles and parameters for perceptual training of music, such as stimulus choice, rehabilitation approach, and motivational concerns were developed in relation to the unique auditory characteristics of adults with electric hearing. An outline of the resulting program components and the outcome measures for evaluating program effectiveness are presented. Conclusions Music training can enhance the perceptual accuracy of music, but is also hypothesized to enhance several features of speech with similar processing requirements as music (e.g., pitch and timbre). However, additional evaluation of specific training parameters and the impact of music-based training on speech perception of CI users are required. PMID:26561884
Individual Differences and Acquiring Computer Literacy: Are Women More Efficient Than Men?
ERIC Educational Resources Information Center
Gattiker, Urs E.
The training of computer users is becoming increasingly important to all industrialized nations. This study examined how individual differences (e.g. ability and gender) may affect learning outcomes when acquiring computer skills. Subjects (N=347) were college students who took a computer literacy course from a college of business administration…
IUWare and Computing Tools: Indiana University's Approach to Low-Cost Software.
ERIC Educational Resources Information Center
Sheehan, Mark C.; Williams, James G.
1987-01-01
Describes strategies for providing low-cost microcomputer-based software for classroom use on college campuses. Highlights include descriptions of the software (IUWare and Computing Tools); computing center support; license policies; documentation; promotion; distribution; staff, faculty, and user training; problems; and future plans. (LRW)
Digital Environment for Movement Control in Surgical Skill Training.
Juanes, Juan A; Gómez, Juan J; Peguero, Pedro D; Ruisoto, Pablo
2016-06-01
Intelligent environments are increasingly becoming useful scenarios for handling computers. Technological devices are practical tools for learning and acquiring clinical skills as part of the medical training process. Within the framework of the advanced user interface, we present a technological application using Leap Motion, to enhance interaction with the user in the process of a laparoscopic surgical intervention and integrate the navigation through augmented reality images using manual gestures. Thus, we intend to achieve a more natural interaction with the objects that participate in a surgical intervention, which are augmented and related to the user's hand movements.
Simulation training tools for nonlethal weapons using gaming environments
NASA Astrophysics Data System (ADS)
Donne, Alexsana; Eagan, Justin; Tse, Gabriel; Vanderslice, Tom; Woods, Jerry
2006-05-01
Modern simulation techniques have a growing role for evaluating new technologies and for developing cost-effective training programs. A mission simulator facilitates the productive exchange of ideas by demonstration of concepts through compellingly realistic computer simulation. Revolutionary advances in 3D simulation technology have made it possible for desktop computers to process strikingly realistic and complex interactions with results depicted in real-time. Computer games now allow for multiple real human players and "artificially intelligent" (AI) simulated robots to play together. Advances in computer processing power have compensated for the inherent intensive calculations required for complex simulation scenarios. The main components of the leading game-engines have been released for user modifications, enabling game enthusiasts and amateur programmers to advance the state-of-the-art in AI and computer simulation technologies. It is now possible to simulate sophisticated and realistic conflict situations in order to evaluate the impact of non-lethal devices as well as conflict resolution procedures using such devices. Simulations can reduce training costs as end users: learn what a device does and doesn't do prior to use, understand responses to the device prior to deployment, determine if the device is appropriate for their situational responses, and train with new devices and techniques before purchasing hardware. This paper will present the status of SARA's mission simulation development activities, based on the Half-Life gameengine, for the purpose of evaluating the latest non-lethal weapon devices, and for developing training tools for such devices.
Seismic waveform modeling over cloud
NASA Astrophysics Data System (ADS)
Luo, Cong; Friederich, Wolfgang
2016-04-01
With the fast growing computational technologies, numerical simulation of seismic wave propagation achieved huge successes. Obtaining the synthetic waveforms through numerical simulation receives an increasing amount of attention from seismologists. However, computational seismology is a data-intensive research field, and the numerical packages usually come with a steep learning curve. Users are expected to master considerable amount of computer knowledge and data processing skills. Training users to use the numerical packages, correctly access and utilize the computational resources is a troubled task. In addition to that, accessing to HPC is also a common difficulty for many users. To solve these problems, a cloud based solution dedicated on shallow seismic waveform modeling has been developed with the state-of-the-art web technologies. It is a web platform integrating both software and hardware with multilayer architecture: a well designed SQL database serves as the data layer, HPC and dedicated pipeline for it is the business layer. Through this platform, users will no longer need to compile and manipulate various packages on the local machine within local network to perform a simulation. By providing users professional access to the computational code through its interfaces and delivering our computational resources to the users over cloud, users can customize the simulation at expert-level, submit and run the job through it.
Bartha, Michael C; Allie, Paul; Kokot, Douglas; Roe, Cynthia Purvis
2015-01-01
Computer users continue to report eye and upper body discomfort even as workstation flexibility has improved. Research shows a relationship between character size, viewing distance, and reading performance. Few reports exist regarding text height viewed under normal office work conditions and eye discomfort. This paper reports self-selected computer display placement, text characteristics, and subjective comfort for older and younger computer workers under real-world conditions. Computer workers were provided with monitors and adjustable display support(s). In Study 1, older workers wearing progressive-addition lenses (PALs) were observed. In study 2, older workers wearing multifocal lenses and younger workers were observed. Workers wearing PALs experienced less eye and body discomfort with adjustable displays, and less eye and neck discomfort for text visual angles near or greater than ergonomic recommendations. Older workers wearing multifocal correction positioned displays much lower than younger workers. In general, computer users did not adjust character size to ensure that fovial images of text fell within the recommended range. Ergonomic display placement recommendations should be different for computer users wearing multifocal correction for presbyopia. Ergonomic training should emphasize adjusting text size for user comfort.
Computer Proficiency Questionnaire: Assessing Low and High Computer Proficient Seniors
Boot, Walter R.; Charness, Neil; Czaja, Sara J.; Sharit, Joseph; Rogers, Wendy A.; Fisk, Arthur D.; Mitzner, Tracy; Lee, Chin Chin; Nair, Sankaran
2015-01-01
Purpose of the Study: Computers and the Internet have the potential to enrich the lives of seniors and aid in the performance of important tasks required for independent living. A prerequisite for reaping these benefits is having the skills needed to use these systems, which is highly dependent on proper training. One prerequisite for efficient and effective training is being able to gauge current levels of proficiency. We developed a new measure (the Computer Proficiency Questionnaire, or CPQ) to measure computer proficiency in the domains of computer basics, printing, communication, Internet, calendaring software, and multimedia use. Our aim was to develop a measure appropriate for individuals with a wide range of proficiencies from noncomputer users to extremely skilled users. Design and Methods: To assess the reliability and validity of the CPQ, a diverse sample of older adults, including 276 older adults with no or minimal computer experience, was recruited and asked to complete the CPQ. Results: The CPQ demonstrated excellent reliability (Cronbach’s α = .98), with subscale reliabilities ranging from .86 to .97. Age, computer use, and general technology use all predicted CPQ scores. Factor analysis revealed three main factors of proficiency related to Internet and e-mail use; communication and calendaring; and computer basics. Based on our findings, we also developed a short-form CPQ (CPQ-12) with similar properties but 21 fewer questions. Implications: The CPQ and CPQ-12 are useful tools to gauge computer proficiency for training and research purposes, even among low computer proficient older adults. PMID:24107443
Adapting for Impaired Patrons.
ERIC Educational Resources Information Center
Schuyler, Michael
1999-01-01
Describes how a library, with an MCI Corporation grant, approached the process of setting up computers for the visually impaired. Discusses preparations, which included hiring a visually-impaired user as a consultant and contacting the VIP (Visually Impaired Persons) group; equipment; problems with the graphical user interface; and training.…
ERIC Educational Resources Information Center
Association of Small Computer Users in Education, Greencastle, IN.
Forty-three papers from a conference on microcomputers are presented under the following headings: Computing in the Curriculum, Information and Computer Science Information; Institutional and Administrative Computing, and Management, Services, and Training. Topics of the papers include the following: telecommunications projects that work in…
Web-based auditory self-training system for adult and elderly users of hearing aids.
Vitti, Simone Virginia; Blasca, Wanderléia Quinhoneiro; Sigulem, Daniel; Torres Pisa, Ivan
2015-01-01
Adults and elderly users of hearing aids suffer psychosocial reactions as a result of hearing loss. Auditory rehabilitation is typically carried out with support from a speech therapist, usually in a clinical center. For these cases, there is a lack of computer-based self-training tools for minimizing the psychosocial impact of hearing deficiency. To develop and evaluate a web-based auditory self-training system for adult and elderly users of hearing aids. Two modules were developed for the web system: an information module based on guidelines for using hearing aids; and an auditory training module presenting a sequence of training exercises for auditory abilities along the lines of the auditory skill steps within auditory processing. We built aweb system using PHP programming language and a MySQL database .from requirements surveyed through focus groups that were conducted by healthcare information technology experts. The web system was evaluated by speech therapists and hearing aid users. An initial sample of 150 patients at DSA/HRAC/USP was defined to apply the system with the inclusion criteria that: the individuals should be over the age of 25 years, presently have hearing impairment, be a hearing aid user, have a computer and have internet experience. They were divided into two groups: a control group (G1) and an experimental group (G2). These patients were evaluated clinically using the HHIE for adults and HHIA for elderly people, before and after system implementation. A third web group was formed with users who were invited through social networks for their opinions on using the system. A questionnaire evaluating hearing complaints was given to all three groups. The study hypothesis considered that G2 would present greater auditory perception, higher satisfaction and fewer complaints than G1 after the auditory training. It was expected that G3 would have fewer complaints regarding use and acceptance of the system. The web system, which was named SisTHA portal, was finalized, rated by experts and hearing aid users and approved for use. The system comprised auditory skills training along five lines: discrimination; recognition; comprehension and temporal sequencing; auditory closure; and cognitive-linguistic and communication strategies. Users needed to undergo auditory training over a minimum period of 1 month: 5 times a week for 30 minutes a day. Comparisons were made between G1 and G2 and web system use by G3. The web system developed was approved for release to hearing aid users. It is expected that the self-training will help improve effective use of hearing aids, thereby decreasing their rejection.
Jeunet, Camille; N'Kaoua, Bernard; Subramanian, Sriram; Hachet, Martin; Lotte, Fabien
2015-01-01
Mental-Imagery based Brain-Computer Interfaces (MI-BCIs) allow their users to send commands to a computer using their brain-activity alone (typically measured by ElectroEncephaloGraphy-EEG), which is processed while they perform specific mental tasks. While very promising, MI-BCIs remain barely used outside laboratories because of the difficulty encountered by users to control them. Indeed, although some users obtain good control performances after training, a substantial proportion remains unable to reliably control an MI-BCI. This huge variability in user-performance led the community to look for predictors of MI-BCI control ability. However, these predictors were only explored for motor-imagery based BCIs, and mostly for a single training session per subject. In this study, 18 participants were instructed to learn to control an EEG-based MI-BCI by performing 3 MI-tasks, 2 of which were non-motor tasks, across 6 training sessions, on 6 different days. Relationships between the participants' BCI control performances and their personality, cognitive profile and neurophysiological markers were explored. While no relevant relationships with neurophysiological markers were found, strong correlations between MI-BCI performances and mental-rotation scores (reflecting spatial abilities) were revealed. Also, a predictive model of MI-BCI performance based on psychometric questionnaire scores was proposed. A leave-one-subject-out cross validation process revealed the stability and reliability of this model: it enabled to predict participants' performance with a mean error of less than 3 points. This study determined how users' profiles impact their MI-BCI control ability and thus clears the way for designing novel MI-BCI training protocols, adapted to the profile of each user.
Automated social skills training with audiovisual information.
Tanaka, Hiroki; Sakti, Sakriani; Neubig, Graham; Negoro, Hideki; Iwasaka, Hidemi; Nakamura, Satoshi
2016-08-01
People with social communication difficulties tend to have superior skills using computers, and as a result computer-based social skills training systems are flourishing. Social skills training, performed by human trainers, is a well-established method to obtain appropriate skills in social interaction. Previous works have attempted to automate one or several parts of social skills training through human-computer interaction. However, while previous work on simulating social skills training considered only acoustic and linguistic features, human social skills trainers take into account visual features (e.g. facial expression, posture). In this paper, we create and evaluate a social skills training system that closes this gap by considering audiovisual features regarding ratio of smiling, yaw, and pitch. An experimental evaluation measures the difference in effectiveness of social skill training when using audio features and audiovisual features. Results showed that the visual features were effective to improve users' social skills.
Computer Directed Training System (CDTS), User’s Manual
1983-07-01
lessons, together with an estimate of the time required for completion. a. BSCOl0. This lesson in BASIC ( Beginners All Purpose Symbolic Instruction Code...A2-8 FIGURESj Figure A2-1. Training Systems Manager and Training Monitors Responsibility Flowchart ...training at the site. Therefore, the TSM must be knowledgeable in the various tasks required. Figure A2-1 illustrates the position in the flowchart . These
Audiometric testing and hearing protection training through multimedia technology.
Hong, OiSaeng; Csaszar, Peter
2005-09-01
The purpose of this paper is to present the development process of a computer-based audiometric testing and tailored intervention program, and assess its feasibility by obtaining users' feedback. The program was implemented for 397 operating engineers at their union training center, and its feasibility was evaluated by obtaining quantitative and qualitative feedback from the participants through a survey and focus group. Over 96% of the participants indicated they liked receiving a hearing test by computer; the computer-based test worked smoothly; and the computer-based training was well organized, effective and held their interests. Almost all (more than 99%) said they would recommend this program to other workers. This project is considered as one of the first ones incorporating multimedia computer technology with self-administered audiometric testing and tailored training. Participants' favorable feedback strongly supported the continued utilization of this approach for designing and developing health screening and intervention to promote healthy behaviors.
Adaptive hybrid brain-computer interaction: ask a trainer for assistance!
Müller-Putz, Gernot R; Steyrl, David; Faller, Josef
2014-01-01
In applying mental imagery brain-computer interfaces (BCIs) to end users, training is a key part for novice users to get control. In general learning situations, it is an established concept that a trainer assists a trainee to improve his/her aptitude in certain skills. In this work, we want to evaluate whether we can apply this concept in the context of event-related desynchronization (ERD) based, adaptive, hybrid BCIs. Hence, in a first session we merged the features of a high aptitude BCI user, a trainer, and a novice user, the trainee, in a closed-loop BCI feedback task and automatically adapted the classifier over time. In a second session the trainees operated the system unassisted. Twelve healthy participants ran through this protocol. Along with the trainer, the trainees achieved a very high overall peak accuracy of 95.3 %. In the second session, where users operated the BCI unassisted, they still achieved a high overall peak accuracy of 83.6%. Ten of twelve first time BCI users successfully achieved significantly better than chance accuracy. Concluding, we can say that this trainer-trainee approach is very promising. Future research should investigate, whether this approach is superior to conventional training approaches. This trainer-trainee concept could have potential for future application of BCIs to end users.
Making Information Available to Partially Sighted and Blind Clients.
ERIC Educational Resources Information Center
Long, C. A.
1993-01-01
Provides an empirical review of problems facing library users with visual impairments using computers, and reviews some of the technology that can help alleviate these problems. Highlights include software; GUI (Graphical User Interfaces); advising and training; library automation; and appendices that list further sources of relevant information.…
Preparing to Teach in Cyberspace: User Education in Real and Virtual Libraries.
ERIC Educational Resources Information Center
Byron, Suzanne
1995-01-01
Discussion of librarians' training for teaching user education focuses on experiments at the University of North Texas in providing resources and empowering education for librarians and staff members who teach. The use of computer-based education principles and Ranganathan's laws of library science are explained. (Author/LRW)
Marquié, J C; Thon, B; Baracat, B
1994-06-01
The study of Bue and Gollac (1988) provided evidence that a significantly lower proportion of workers aged 45 years and over make use of computer technology compared with younger ones. The aim of the present survey was to explain this fact by a more intensive analysis of the older workers' attitude with respect to the computerization of work situations in relation to other individual and organizational factors. Six hundred and twenty office workers from 18 to 70 years old, either users or non-users of computerized devices, were asked to complete a questionnaire. The questions allowed the assessment of various aspects of the workers' current situation, such as the computer training they had received, the degree of consultation they were subjected to during the computerization process, their representation of the effects of these new technologies on working conditions and employment, the rate of use of new technologies outside the work context, and the perceived usefulness of computers for their own work. The analysis of the questionnaire revealed that as long as the step towards using computer tools, even minimally, has not been taken, then attitudes with respect to computerization are on the whole not very positive and are a source of anxiety for many workers. Age, and even more, seniority in the department, increase such negative representations. The effects of age and seniority were also found among users, as well as the effects of other factors such as qualification, education level, type and rate of computer use, and size of the firm. For the older workers, the expectation of less positive consequences for their career, or even the fear that computerization might be accompanied by threats to their own employment and the less clear knowledge of how computers operate, appeared to account for a significant part of the observed age and seniority differences in attitudes. Although the difference in the amount of computer training between age groups was smaller than expected, the study revealed that one third of the users never received any specific training, and that many of those who benefited from it were trained for only a few days. Consultation of the staff during the computerization process also appeared to be poor, to apply mostly to the best trained and qualified workers, and to be more highly developed in small companies. The results are discussed in the light of more qualitative data recorded during the survey. They suggest the need to increase information, training and involvement of all personnel from the very first stages of computerization (or other technical changes) in order to lessen fears and the feeling of disruption, which are particularly obvious among the oldest workers.
An interactive tool for visualization of spike train synchronization.
Terry, Kevin
2010-08-15
A number of studies have examined the synchronization of central and peripheral spike trains by applying signal analysis techniques in the time and frequency domains. These analyses can reveal the presence of one or more common neural inputs that produce synchronization. However, synchronization measurements can fluctuate significantly due to the inherent variability of neural discharges and a finite data record length. Moreover, the effect of these natural variations is further compounded by the number of parameters available for calculating coherence in the frequency domain and the number of indices used to quantify short-term synchronization (STS) in the time domain. The computational tool presented here provides the user with an interactive environment that dynamically calculates and displays spike train properties along with STS and coherence indices to show how these factors interact. It is intended for a broad range of users, from those who are new to synchronization to experienced researchers who want to develop more meaningful and effective computational and experimental studies. To ensure this freely available tool meets the needs of all users, there are two versions. The first is a stand-alone version for educational use that can run on any computer. The second version can be modified and expanded by researchers who want to explore more in-depth questions about synchronization. Therefore, the distribution and use of this tool should both improve the understanding of fundamental spike train synchronization dynamics and produce more efficient and meaningful synchronization studies. (c) 2010 Elsevier B.V. All rights reserved.
NASTRAN users' experience of Avco Aerostructures Division
NASA Technical Reports Server (NTRS)
Blackburn, C. L.; Wilhelm, C. A.
1973-01-01
The NASTRAN experiences of a major structural design and fabrication subcontractor that has less engineering personnel and computer facilities than those available to large prime contractors are discussed. Efforts to obtain sufficient computer capacity and the development and implementation of auxiliary programs to reduce manpower requirements are described. Applications of the NASTRAN program for training users, checking out auxiliary programs, performing in-house research and development, and structurally analyzing an Avco designed and manufactured missile case are presented.
Framework for Computer Assisted Instruction Courseware: A Case Study.
ERIC Educational Resources Information Center
Betlach, Judith A.
1987-01-01
Systematically investigates, defines, and organizes variables related to production of internally designed and implemented computer assisted instruction (CAI) courseware: special needs of users; costs; identification and definition of realistic training needs; CAI definition and design methodology; hardware and software requirements; and general…
Human Computer Interface Design Criteria. Volume 1. User Interface Requirements
2010-03-19
Television tuners, including tuner cards for use in computers, shall be equipped with secondary audio program playback circuitry. (c) All training...Shelf CSS Cascading Style Sheets DII Defense Information Infrastructure DISA Defense Information Systems Agency DoD Department of Defense
POINTER: Portable Intelligent Trainer for External Robotics
NASA Technical Reports Server (NTRS)
Kuiper, Hilbert; Rikken, Patrick J.
1994-01-01
Intelligent tutoring systems (ITS's) play an increasing role in training and education of people with different levels of skill and knowledge. As compared to conventional computer based training (CBT) an ITS provides more tailored instruction by trying to mimic the teaching behavior of a human instructor as much as possible and is therefore much more flexible. This paper starts with an introduction to ITS's, followed by the description of an ITS for training of an (astronaut) operator in monitoring and controlling robotic arm procedures. The robotic arm will be used for exchange of equipment between a space station and a space plane involving critical and accurate movements of the robotic arm. The ITS for this application, called Pointer, is developed by TNO Physics and Electronics Laboratory and is based upon an existing ITS that includes procedural training. Pointer has been developed on a workstation whereas the target platform was a portable computer. Therefore, a lot of attention had to be paid to scaling effects and keeping up with user friendliness of the much smaller user interface. Although the learning domain was the control of a robotic arm, it is clear that use of intelligent training technologies on a portable computer has many other applications (payload operations, operation control rooms, etc.). Training can occur at any time and place in an attractive and cost effective way.
A self-paced motor imagery based brain-computer interface for robotic wheelchair control.
Tsui, Chun Sing Louis; Gan, John Q; Hu, Huosheng
2011-10-01
This paper presents a simple self-paced motor imagery based brain-computer interface (BCI) to control a robotic wheelchair. An innovative control protocol is proposed to enable a 2-class self-paced BCI for wheelchair control, in which the user makes path planning and fully controls the wheelchair except for the automatic obstacle avoidance based on a laser range finder when necessary. In order for the users to train their motor imagery control online safely and easily, simulated robot navigation in a specially designed environment was developed. This allowed the users to practice motor imagery control with the core self-paced BCI system in a simulated scenario before controlling the wheelchair. The self-paced BCI can then be applied to control a real robotic wheelchair using a protocol similar to that controlling the simulated robot. Our emphasis is on allowing more potential users to use the BCI controlled wheelchair with minimal training; a simple 2-class self paced system is adequate with the novel control protocol, resulting in a better transition from offline training to online control. Experimental results have demonstrated the usefulness of the online practice under the simulated scenario, and the effectiveness of the proposed self-paced BCI for robotic wheelchair control.
Comparison of Two Music Training Approaches on Music and Speech Perception in Cochlear Implant Users
Fuller, Christina D.; Galvin, John J.; Maat, Bert; Başkent, Deniz; Free, Rolien H.
2018-01-01
In normal-hearing (NH) adults, long-term music training may benefit music and speech perception, even when listening to spectro-temporally degraded signals as experienced by cochlear implant (CI) users. In this study, we compared two different music training approaches in CI users and their effects on speech and music perception, as it remains unclear which approach to music training might be best. The approaches differed in terms of music exercises and social interaction. For the pitch/timbre group, melodic contour identification (MCI) training was performed using computer software. For the music therapy group, training involved face-to-face group exercises (rhythm perception, musical speech perception, music perception, singing, vocal emotion identification, and music improvisation). For the control group, training involved group nonmusic activities (e.g., writing, cooking, and woodworking). Training consisted of weekly 2-hr sessions over a 6-week period. Speech intelligibility in quiet and noise, vocal emotion identification, MCI, and quality of life (QoL) were measured before and after training. The different training approaches appeared to offer different benefits for music and speech perception. Training effects were observed within-domain (better MCI performance for the pitch/timbre group), with little cross-domain transfer of music training (emotion identification significantly improved for the music therapy group). While training had no significant effect on QoL, the music therapy group reported better perceptual skills across training sessions. These results suggest that more extensive and intensive training approaches that combine pitch training with the social aspects of music therapy may further benefit CI users. PMID:29621947
Fuller, Christina D; Galvin, John J; Maat, Bert; Başkent, Deniz; Free, Rolien H
2018-01-01
In normal-hearing (NH) adults, long-term music training may benefit music and speech perception, even when listening to spectro-temporally degraded signals as experienced by cochlear implant (CI) users. In this study, we compared two different music training approaches in CI users and their effects on speech and music perception, as it remains unclear which approach to music training might be best. The approaches differed in terms of music exercises and social interaction. For the pitch/timbre group, melodic contour identification (MCI) training was performed using computer software. For the music therapy group, training involved face-to-face group exercises (rhythm perception, musical speech perception, music perception, singing, vocal emotion identification, and music improvisation). For the control group, training involved group nonmusic activities (e.g., writing, cooking, and woodworking). Training consisted of weekly 2-hr sessions over a 6-week period. Speech intelligibility in quiet and noise, vocal emotion identification, MCI, and quality of life (QoL) were measured before and after training. The different training approaches appeared to offer different benefits for music and speech perception. Training effects were observed within-domain (better MCI performance for the pitch/timbre group), with little cross-domain transfer of music training (emotion identification significantly improved for the music therapy group). While training had no significant effect on QoL, the music therapy group reported better perceptual skills across training sessions. These results suggest that more extensive and intensive training approaches that combine pitch training with the social aspects of music therapy may further benefit CI users.
Käser, Tanja; Baschera, Gian-Marco; Kohn, Juliane; Kucian, Karin; Richtmann, Verena; Grond, Ursina; Gross, Markus; von Aster, Michael
2013-01-01
This article presents the design and a first pilot evaluation of the computer-based training program Calcularis for children with developmental dyscalculia (DD) or difficulties in learning mathematics. The program has been designed according to insights on the typical and atypical development of mathematical abilities. The learning process is supported through multimodal cues, which encode different properties of numbers. To offer optimal learning conditions, a user model completes the program and allows flexible adaptation to a child's individual learning and knowledge profile. Thirty-two children with difficulties in learning mathematics completed the 6–12-weeks computer training. The children played the game for 20 min per day for 5 days a week. The training effects were evaluated using neuropsychological tests. Generally, children benefited significantly from the training regarding number representation and arithmetic operations. Furthermore, children liked to play with the program and reported that the training improved their mathematical abilities. PMID:23935586
Fortmeier, Dirk; Mastmeyer, Andre; Schröder, Julian; Handels, Heinz
2016-01-01
This study presents a new visuo-haptic virtual reality (VR) training and planning system for percutaneous transhepatic cholangio-drainage (PTCD) based on partially segmented virtual patient models. We only use partially segmented image data instead of a full segmentation and circumvent the necessity of surface or volume mesh models. Haptic interaction with the virtual patient during virtual palpation, ultrasound probing and needle insertion is provided. Furthermore, the VR simulator includes X-ray and ultrasound simulation for image-guided training. The visualization techniques are GPU-accelerated by implementation in Cuda and include real-time volume deformations computed on the grid of the image data. Computation on the image grid enables straightforward integration of the deformed image data into the visualization components. To provide shorter rendering times, the performance of the volume deformation algorithm is improved by a multigrid approach. To evaluate the VR training system, a user evaluation has been performed and deformation algorithms are analyzed in terms of convergence speed with respect to a fully converged solution. The user evaluation shows positive results with increased user confidence after a training session. It is shown that using partially segmented patient data and direct volume rendering is suitable for the simulation of needle insertion procedures such as PTCD.
NASA Technical Reports Server (NTRS)
Sherry, Lance; Feary, Michael; Polson, Peter; Fennell, Karl
2003-01-01
The Flight Management Computer (FMC) and its interface, the Multi-function Control and Display Unit (MCDU) have been identified by researchers and airlines as difficult to train and use. Specifically, airline pilots have described the "drinking from the fire-hose" effect during training. Previous research has identified memorized action sequences as a major factor in a user s ability to learn and operate complex devices. This paper discusses the use of a method to examine the quantity of memorized action sequences required to perform a sample of 102 tasks, using features of the Boeing 777 Flight Management Computer Interface. The analysis identified a large number of memorized action sequences that must be learned during training and then recalled during line operations. Seventy-five percent of the tasks examined require recall of at least one memorized action sequence. Forty-five percent of the tasks require recall of a memorized action sequence and occur infrequently. The large number of memorized action sequences may provide an explanation for the difficulties in training and usage of the automation. Based on these findings, implications for training and the design of new user-interfaces are discussed.
Computer proficiency questionnaire: assessing low and high computer proficient seniors.
Boot, Walter R; Charness, Neil; Czaja, Sara J; Sharit, Joseph; Rogers, Wendy A; Fisk, Arthur D; Mitzner, Tracy; Lee, Chin Chin; Nair, Sankaran
2015-06-01
Computers and the Internet have the potential to enrich the lives of seniors and aid in the performance of important tasks required for independent living. A prerequisite for reaping these benefits is having the skills needed to use these systems, which is highly dependent on proper training. One prerequisite for efficient and effective training is being able to gauge current levels of proficiency. We developed a new measure (the Computer Proficiency Questionnaire, or CPQ) to measure computer proficiency in the domains of computer basics, printing, communication, Internet, calendaring software, and multimedia use. Our aim was to develop a measure appropriate for individuals with a wide range of proficiencies from noncomputer users to extremely skilled users. To assess the reliability and validity of the CPQ, a diverse sample of older adults, including 276 older adults with no or minimal computer experience, was recruited and asked to complete the CPQ. The CPQ demonstrated excellent reliability (Cronbach's α = .98), with subscale reliabilities ranging from .86 to .97. Age, computer use, and general technology use all predicted CPQ scores. Factor analysis revealed three main factors of proficiency related to Internet and e-mail use; communication and calendaring; and computer basics. Based on our findings, we also developed a short-form CPQ (CPQ-12) with similar properties but 21 fewer questions. The CPQ and CPQ-12 are useful tools to gauge computer proficiency for training and research purposes, even among low computer proficient older adults. © The Author 2013. Published by Oxford University Press on behalf of The Gerontological Society of America. All rights reserved. For permissions, please e-mail: journals.permissions@oup.com.
Nagle, Aniket; Riener, Robert; Wolf, Peter
2015-01-01
Computer games are increasingly being used for training cognitive functions like working memory and attention among the growing population of older adults. While cognitive training games often include elements like difficulty adaptation, rewards, and visual themes to make the games more enjoyable and effective, the effect of different degrees of afforded user control in manipulating these elements has not been systematically studied. To address this issue, two distinct implementations of the three aforementioned game elements were tested among healthy older adults (N = 21, 69.9 ± 6.4 years old) playing a game-like version of the n-back task on a tablet at home for 3 weeks. Two modes were considered, differentiated by the afforded degree of user control of the three elements: user control of difficulty vs. automatic difficulty adaptation, difficulty-dependent rewards vs. automatic feedback messages, and user choice of visual theme vs. no choice. The two modes ("USER-CONTROL" and "AUTO") were compared for frequency of play, duration of play, and in-game performance. Participants were free to play the game whenever and for however long they wished. Participants in USER-CONTROL exhibited significantly higher frequency of playing, total play duration, and in-game performance than participants in AUTO. The results of the present study demonstrate the efficacy of providing user control in the three game elements, while validating a home-based study design in which participants were not bound by any training regimen, and could play the game whenever they wished. The results have implications for designing cognitive training games that elicit higher compliance and better in-game performance, with an emphasis on home-based training.
Nagle, Aniket; Riener, Robert; Wolf, Peter
2015-01-01
Computer games are increasingly being used for training cognitive functions like working memory and attention among the growing population of older adults. While cognitive training games often include elements like difficulty adaptation, rewards, and visual themes to make the games more enjoyable and effective, the effect of different degrees of afforded user control in manipulating these elements has not been systematically studied. To address this issue, two distinct implementations of the three aforementioned game elements were tested among healthy older adults (N = 21, 69.9 ± 6.4 years old) playing a game-like version of the n-back task on a tablet at home for 3 weeks. Two modes were considered, differentiated by the afforded degree of user control of the three elements: user control of difficulty vs. automatic difficulty adaptation, difficulty-dependent rewards vs. automatic feedback messages, and user choice of visual theme vs. no choice. The two modes (“USER-CONTROL” and “AUTO”) were compared for frequency of play, duration of play, and in-game performance. Participants were free to play the game whenever and for however long they wished. Participants in USER-CONTROL exhibited significantly higher frequency of playing, total play duration, and in-game performance than participants in AUTO. The results of the present study demonstrate the efficacy of providing user control in the three game elements, while validating a home-based study design in which participants were not bound by any training regimen, and could play the game whenever they wished. The results have implications for designing cognitive training games that elicit higher compliance and better in-game performance, with an emphasis on home-based training. PMID:26635681
DOT National Transportation Integrated Search
1980-06-01
A specific goal of safety is to reduce the number of injuries that may result from the collision of two trains. In Volume IV, a computer code for the simulated crash of two railcar consists is described. The code is capable of simulating the mechanic...
Lopes, Ana C; Nunes, Urbano
2009-01-01
This paper aims to present a new framework to train people with severe motor disabilities steering an assisted mobile robot (AMR), such as a powered wheelchair. Users with high level of motor disabilities are not able to use standard HMIs, which provide a continuous command signal (e. g. standard joystick). For this reason HMIs providing a small set of simple commands, which are sparse and discrete in time must be used (e. g. scanning interface, or brain computer interface), making very difficult to steer the AMR. In this sense, the assisted navigation training framework (ANTF) is designed to train users driving the AMR, in indoor structured environments, using this type of HMIs. Additionally it provides user characterization on steering the robot, which will later be used to adapt the AMR navigation system to human competence steering the AMR. A rule-based lens (RBL) model is used to characterize users on driving the AMR. Individual judgment performance choosing the best manoeuvres is modeled using a genetic-based policy capturing (GBPC) technique characterized to infer non-compensatory judgment strategies from human decision data. Three user models, at three different learning stages, using the RBL paradigm, are presented.
Training Software in Artificial-Intelligence Computing Techniques
NASA Technical Reports Server (NTRS)
Howard, Ayanna; Rogstad, Eric; Chalfant, Eugene
2005-01-01
The Artificial Intelligence (AI) Toolkit is a computer program for training scientists, engineers, and university students in three soft-computing techniques (fuzzy logic, neural networks, and genetic algorithms) used in artificial-intelligence applications. The program promotes an easily understandable tutorial interface, including an interactive graphical component through which the user can gain hands-on experience in soft-computing techniques applied to realistic example problems. The tutorial provides step-by-step instructions on the workings of soft-computing technology, whereas the hands-on examples allow interaction and reinforcement of the techniques explained throughout the tutorial. In the fuzzy-logic example, a user can interact with a robot and an obstacle course to verify how fuzzy logic is used to command a rover traverse from an arbitrary start to the goal location. For the genetic algorithm example, the problem is to determine the minimum-length path for visiting a user-chosen set of planets in the solar system. For the neural-network example, the problem is to decide, on the basis of input data on physical characteristics, whether a person is a man, woman, or child. The AI Toolkit is compatible with the Windows 95,98, ME, NT 4.0, 2000, and XP operating systems. A computer having a processor speed of at least 300 MHz, and random-access memory of at least 56MB is recommended for optimal performance. The program can be run on a slower computer having less memory, but some functions may not be executed properly.
An Intelligent Tutoring System (ITS) for Operating Training of ROCSAT TT&C Groung Station
NASA Astrophysics Data System (ADS)
Shr, Arthur M. D.; Miau, Jiun Jih
2000-07-01
ROCS AT-1 is the first small satellite developed by the Republic of China and is a lowearth orbit experimental satellite. The goal of ROCSAT-1 is to carry out scientific research missions. To successfully accomplish ROCSAT missions, the ROCSAT Mission Operations Team (RMOT) is formed to handle the daily operation and maintenance activities. These activities are onerous and complex. Hence, RMOT is concerned with future personnel training. In this paper, we propose an Intelligent Tutoring System (ITS) which is capable of integrating the training courses into a software program. ITS uses a great amount of information to present a subject for a user to learn. In the process of teaching, an ITS is capable of presenting the course materials in a structured format to the user and to judge if the user has mastered the subject or not. ITS is the tool to integrate the RMOT training courses and to develop a multi-function computer-assisted instruction (CAI) system. It can not only provide a practical method for users recurrently, but also make self-teaching easily.
Leeb, Robert; Perdikis, Serafeim; Tonin, Luca; Biasiucci, Andrea; Tavella, Michele; Creatura, Marco; Molina, Alberto; Al-Khodairy, Abdul; Carlson, Tom; Millán, José D R
2013-10-01
Brain-computer interfaces (BCIs) are no longer only used by healthy participants under controlled conditions in laboratory environments, but also by patients and end-users, controlling applications in their homes or clinics, without the BCI experts around. But are the technology and the field mature enough for this? Especially the successful operation of applications - like text entry systems or assistive mobility devices such as tele-presence robots - requires a good level of BCI control. How much training is needed to achieve such a level? Is it possible to train naïve end-users in 10 days to successfully control such applications? In this work, we report our experiences of training 24 motor-disabled participants at rehabilitation clinics or at the end-users' homes, without BCI experts present. We also share the lessons that we have learned through transferring BCI technologies from the lab to the user's home or clinics. The most important outcome is that 50% of the participants achieved good BCI performance and could successfully control the applications (tele-presence robot and text-entry system). In the case of the tele-presence robot the participants achieved an average performance ratio of 0.87 (max. 0.97) and for the text entry application a mean of 0.93 (max. 1.0). The lessons learned and the gathered user feedback range from pure BCI problems (technical and handling), to common communication issues among the different people involved, and issues encountered while controlling the applications. The points raised in this paper are very widely applicable and we anticipate that they might be faced similarly by other groups, if they move on to bringing the BCI technology to the end-user, to home environments and towards application prototype control. Copyright © 2013 Elsevier B.V. All rights reserved.
Pulmonary Testing Laboratory Computer Application
Johnson, Martin E.
1980-01-01
An interactive computer application reporting patient pulmonary function data has been developed by Washington, D.C. VA Medical Center staff. A permanent on-line data base of patient demographics, lung capacity, flows, diffusion, arterial blood gases and physician interpretation is maintained by a minicomputer at the hospital. A user oriented application program resulted from development in concert with the clinical users. Rapid program development resulted from employing a newly developed time saving technique that has found wide application at other VA Medical Centers. Careful attention to user interaction has resulted in an application program requiring little training and which has been satisfactorily used by a number of clinicians.
Parker, Mark; Cunningham, Stuart; Enderby, Pam; Hawley, Mark; Green, Phil
2006-01-01
The STARDUST project developed robust computer speech recognizers for use by eight people with severe dysarthria and concomitant physical disability to access assistive technologies. Independent computer speech recognizers trained with normal speech are of limited functional use by those with severe dysarthria due to limited and inconsistent proximity to "normal" articulatory patterns. Severe dysarthric output may also be characterized by a small mass of distinguishable phonetic tokens making the acoustic differentiation of target words difficult. Speaker dependent computer speech recognition using Hidden Markov Models was achieved by the identification of robust phonetic elements within the individual speaker output patterns. A new system of speech training using computer generated visual and auditory feedback reduced the inconsistent production of key phonetic tokens over time.
Jeunet, Camille; N’Kaoua, Bernard; Subramanian, Sriram; Hachet, Martin; Lotte, Fabien
2015-01-01
Mental-Imagery based Brain-Computer Interfaces (MI-BCIs) allow their users to send commands to a computer using their brain-activity alone (typically measured by ElectroEncephaloGraphy—EEG), which is processed while they perform specific mental tasks. While very promising, MI-BCIs remain barely used outside laboratories because of the difficulty encountered by users to control them. Indeed, although some users obtain good control performances after training, a substantial proportion remains unable to reliably control an MI-BCI. This huge variability in user-performance led the community to look for predictors of MI-BCI control ability. However, these predictors were only explored for motor-imagery based BCIs, and mostly for a single training session per subject. In this study, 18 participants were instructed to learn to control an EEG-based MI-BCI by performing 3 MI-tasks, 2 of which were non-motor tasks, across 6 training sessions, on 6 different days. Relationships between the participants’ BCI control performances and their personality, cognitive profile and neurophysiological markers were explored. While no relevant relationships with neurophysiological markers were found, strong correlations between MI-BCI performances and mental-rotation scores (reflecting spatial abilities) were revealed. Also, a predictive model of MI-BCI performance based on psychometric questionnaire scores was proposed. A leave-one-subject-out cross validation process revealed the stability and reliability of this model: it enabled to predict participants’ performance with a mean error of less than 3 points. This study determined how users’ profiles impact their MI-BCI control ability and thus clears the way for designing novel MI-BCI training protocols, adapted to the profile of each user. PMID:26625261
Vibrotactile Feedback for Brain-Computer Interface Operation
Cincotti, Febo; Kauhanen, Laura; Aloise, Fabio; Palomäki, Tapio; Caporusso, Nicholas; Jylänki, Pasi; Mattia, Donatella; Babiloni, Fabio; Vanacker, Gerolf; Nuttin, Marnix; Marciani, Maria Grazia; Millán, José del R.
2007-01-01
To be correctly mastered, brain-computer interfaces (BCIs) need an uninterrupted flow of feedback to the user. This feedback is usually delivered through the visual channel. Our aim was to explore the benefits of vibrotactile feedback during users' training and control of EEG-based BCI applications. A protocol for delivering vibrotactile feedback, including specific hardware and software arrangements, was specified. In three studies with 33 subjects (including 3 with spinal cord injury), we compared vibrotactile and visual feedback, addressing: (I) the feasibility of subjects' training to master their EEG rhythms using tactile feedback; (II) the compatibility of this form of feedback in presence of a visual distracter; (III) the performance in presence of a complex visual task on the same (visual) or different (tactile) sensory channel. The stimulation protocol we developed supports a general usage of the tactors; preliminary experimentations. All studies indicated that the vibrotactile channel can function as a valuable feedback modality with reliability comparable to the classical visual feedback. Advantages of using a vibrotactile feedback emerged when the visual channel was highly loaded by a complex task. In all experiments, vibrotactile feedback felt, after some training, more natural for both controls and SCI users. PMID:18354734
Conducting and Supporting a Goal-Based Scenario Learning Environment.
ERIC Educational Resources Information Center
Montgomery, Joel; And Others
1994-01-01
Discussion of goal-based scenario (GBS) learning environments focuses on a training module designed to prepare consultants with new skills in managing clients, designing user-friendly graphical computer interfaces, and working in a client/server computing environment. Transforming the environment from teaching focused to learning focused is…
User Interface Evaluation of a Multimedia CD-ROM for Teaching Minor Skin Surgery
ERIC Educational Resources Information Center
Ahmed, Jamil Shaikh; Coughlan, Jane; Edwards, Michael; Morar, Sonali S.
2009-01-01
Expert operative information is a prerequisite for any form of surgical training. However, the shortening of working hours has reduced surgical training time and learning opportunities. As a potential solution to this problem, multimedia programs have been designed to provide computer-based assistance to surgical trainees outside of the operating…
Environmental Sound Training in Cochlear Implant Users
ERIC Educational Resources Information Center
Shafiro, Valeriy; Sheft, Stanley; Kuvadia, Sejal; Gygi, Brian
2015-01-01
Purpose: The study investigated the effect of a short computer-based environmental sound training regimen on the perception of environmental sounds and speech in experienced cochlear implant (CI) patients. Method: Fourteen CI patients with the average of 5 years of CI experience participated. The protocol consisted of 2 pretests, 1 week apart,…
NASIC at MIT. Final Report, 1 March 1974 through 28 February 1975.
ERIC Educational Resources Information Center
Benenfeld, Alan R.; And Others
Computer-based reference search services were provided to users on a fee-for-service basis at the Massachusetts Institute of Technology as the first, and experimental, note in the development of the Northeast Academic Science Information Center (NASIC). Development of a training program for information specialists and training materials is…
ALOG user's manual: A Guide to using the spreadsheet-based artificial log generator
Matthew F. Winn; Philip A. Araman; Randolph H. Wynne
2012-01-01
Computer programs that simulate log sawing can be valuable training tools for sawyers, as well as a means oftesting different sawing patterns. Most available simulation programs rely on diagrammed-log databases, which canbe very costly and time consuming to develop. Artificial Log Generator (ALOG) is a user-friendly Microsoft® Excel®...
A review of video security training and assessment-systems and their applications
DOE Office of Scientific and Technical Information (OSTI.GOV)
Cellucci, J.; Hall, R.J.
1991-01-01
This paper reports that during the last 10 years computer-aided video data collection and playback systems have been used as nuclear facility security training and assessment tools with varying degrees of success. These mobile systems have been used by trained security personnel for response force training, vulnerability assessment, force-on-force exercises and crisis management. Typically, synchronous recordings from multiple video cameras, communications audio, and digital sensor inputs; are played back to the exercise participants and then edited for training and briefing. Factors that have influence user acceptance include: frequency of use, the demands placed on security personnel, fear of punishment, usermore » training requirements and equipment cost. The introduction of S-VHS video and new software for scenario planning, video editing and data reduction; should bring about a wider range of security applications and supply the opportunity for significant cost sharing with other user groups.« less
Rauscher, Larissa; Kohn, Juliane; Käser, Tanja; Mayer, Verena; Kucian, Karin; McCaskey, Ursina; Esser, Günter; von Aster, Michael
2016-01-01
Calcularis is a computer-based training program which focuses on basic numerical skills, spatial representation of numbers and arithmetic operations. The program includes a user model allowing flexible adaptation to the child's individual knowledge and learning profile. The study design to evaluate the training comprises three conditions (Calcularis group, waiting control group, spelling training group). One hundred and thirty-eight children from second to fifth grade participated in the study. Training duration comprised a minimum of 24 training sessions of 20 min within a time period of 6-8 weeks. Compared to the group without training (waiting control group) and the group with an alternative training (spelling training group), the children of the Calcularis group demonstrated a higher benefit in subtraction and number line estimation with medium to large effect sizes. Therefore, Calcularis can be used effectively to support children in arithmetic performance and spatial number representation.
The Development of Educational and/or Training Computer Games for Students with Disabilities
ERIC Educational Resources Information Center
Kwon, Jungmin
2012-01-01
Computer and video games have much in common with the strategies used in special education. Free resources for game development are becoming more widely available, so lay computer users, such as teachers and other practitioners, now have the capacity to develop games using a low budget and a little self-teaching. This article provides a guideline…
Machine learning for a Toolkit for Image Mining
NASA Technical Reports Server (NTRS)
Delanoy, Richard L.
1995-01-01
A prototype user environment is described that enables a user with very limited computer skills to collaborate with a computer algorithm to develop search tools (agents) that can be used for image analysis, creating metadata for tagging images, searching for images in an image database on the basis of image content, or as a component of computer vision algorithms. Agents are learned in an ongoing, two-way dialogue between the user and the algorithm. The user points to mistakes made in classification. The algorithm, in response, attempts to discover which image attributes are discriminating between objects of interest and clutter. It then builds a candidate agent and applies it to an input image, producing an 'interest' image highlighting features that are consistent with the set of objects and clutter indicated by the user. The dialogue repeats until the user is satisfied. The prototype environment, called the Toolkit for Image Mining (TIM) is currently capable of learning spectral and textural patterns. Learning exhibits rapid convergence to reasonable levels of performance and, when thoroughly trained, Fo appears to be competitive in discrimination accuracy with other classification techniques.
BUMPER: the Bayesian User-friendly Model for Palaeo-Environmental Reconstruction
NASA Astrophysics Data System (ADS)
Holden, Phil; Birks, John; Brooks, Steve; Bush, Mark; Hwang, Grace; Matthews-Bird, Frazer; Valencia, Bryan; van Woesik, Robert
2017-04-01
We describe the Bayesian User-friendly Model for Palaeo-Environmental Reconstruction (BUMPER), a Bayesian transfer function for inferring past climate and other environmental variables from microfossil assemblages. The principal motivation for a Bayesian approach is that the palaeoenvironment is treated probabilistically, and can be updated as additional data become available. Bayesian approaches therefore provide a reconstruction-specific quantification of the uncertainty in the data and in the model parameters. BUMPER is fully self-calibrating, straightforward to apply, and computationally fast, requiring 2 seconds to build a 100-taxon model from a 100-site training-set on a standard personal computer. We apply the model's probabilistic framework to generate thousands of artificial training-sets under ideal assumptions. We then use these to demonstrate both the general applicability of the model and the sensitivity of reconstructions to the characteristics of the training-set, considering assemblage richness, taxon tolerances, and the number of training sites. We demonstrate general applicability to real data, considering three different organism types (chironomids, diatoms, pollen) and different reconstructed variables. In all of these applications an identically configured model is used, the only change being the input files that provide the training-set environment and taxon-count data.
[Anesthesia simulators and training devices].
Hartmannsgruber, M; Good, M; Carovano, R; Lampotang, S; Gravenstein, J S
1993-07-01
Simulators and training devices are used extensively by educators in 'high-tech' occupations, especially those requiring an understanding of complex systems and co-ordinated psychomotor skills. Because of advances in computer technology, anaesthetised patients can now be realistically simulated. This paper describes several training devices and a simulator currently being employed in the training of anaesthesia personnel at the University of Florida. This Gainesville Anesthesia Simulator (GAS) comprises a patient mannequin, anaesthesia gas machine, and a full set of normally operating monitoring instruments. The patient can spontaneously breathe, has audible heart and breath sounds, and palpable pulses. The mannequin contains a sophisticated lung model that consumes and eliminates gas according to physiological principles. Interconnected computers controlling the physical signs of the mannequin enable the presentation of a multitude of clinical signs. In addition, the anaesthesia machine, which is functionally intact, has hidden fault activators to challenge the user to correct equipment malfunctions. Concealed sensors monitor the users' actions and responses. A robust data acquisition and control system and a user-friendly scripting language for programming simulation scenarios are key features of GAS and make this system applicable for the training of both the beginning resident and the experienced practitioner. GAS enhances clinical education in anaesthesia by providing a non-threatening environment that fosters learning by doing. Exercises with the simulator are supported by sessions on a number of training devices. These present theoretical and practical interactive courses on the anaesthesia machine and on monitors. An extensive system, for example, introduces the student to the physics and clinical application of transoesophageal echocardiography.(ABSTRACT TRUNCATED AT 250 WORDS)
Training to use a commercial brain-computer interface as access technology: a case study.
Taherian, Sarvnaz; Selitskiy, Dmitry; Pau, James; Davies, T Claire; Owens, R Glynn
2016-01-01
This case study describes how an individual with spastic quadriplegic cerebral palsy was trained over a period of four weeks to use a commercial electroencephalography (EEG)-based brain-computer interface (BCI). The participant spent three sessions exploring the system, and seven sessions playing a game focused on EEG feedback training of left and right arm motor imagery and a customised, training game paradigm was employed. The participant showed improvement in the production of two distinct EEG patterns. The participant's performance was influenced by motivation, fatigue and concentration. Six weeks post-training the participant could still control the BCI and used this to type a sentence using an augmentative and alternative communication application on a wirelessly linked device. The results from this case study highlight the importance of creating a dynamic, relevant and engaging training environment for BCIs. Implications for Rehabilitation Customising a training paradigm to suit the users' interests can influence adherence to assistive technology training. Mood, fatigue, physical illness and motivation influence the usability of a brain-computer interface. Commercial brain-computer interfaces, which require little set up time, may be used as access technology for individuals with severe disabilities.
Veksler, Vladislav D; Buchler, Norbou; Hoffman, Blaine E; Cassenti, Daniel N; Sample, Char; Sugrim, Shridat
2018-01-01
Computational models of cognitive processes may be employed in cyber-security tools, experiments, and simulations to address human agency and effective decision-making in keeping computational networks secure. Cognitive modeling can addresses multi-disciplinary cyber-security challenges requiring cross-cutting approaches over the human and computational sciences such as the following: (a) adversarial reasoning and behavioral game theory to predict attacker subjective utilities and decision likelihood distributions, (b) human factors of cyber tools to address human system integration challenges, estimation of defender cognitive states, and opportunities for automation, (c) dynamic simulations involving attacker, defender, and user models to enhance studies of cyber epidemiology and cyber hygiene, and (d) training effectiveness research and training scenarios to address human cyber-security performance, maturation of cyber-security skill sets, and effective decision-making. Models may be initially constructed at the group-level based on mean tendencies of each subject's subgroup, based on known statistics such as specific skill proficiencies, demographic characteristics, and cultural factors. For more precise and accurate predictions, cognitive models may be fine-tuned to each individual attacker, defender, or user profile, and updated over time (based on recorded behavior) via techniques such as model tracing and dynamic parameter fitting.
Neuroprosthetic Decoder Training as Imitation Learning
Merel, Josh; Paninski, Liam; Cunningham, John P.
2016-01-01
Neuroprosthetic brain-computer interfaces function via an algorithm which decodes neural activity of the user into movements of an end effector, such as a cursor or robotic arm. In practice, the decoder is often learned by updating its parameters while the user performs a task. When the user’s intention is not directly observable, recent methods have demonstrated value in training the decoder against a surrogate for the user’s intended movement. Here we show that training a decoder in this way is a novel variant of an imitation learning problem, where an oracle or expert is employed for supervised training in lieu of direct observations, which are not available. Specifically, we describe how a generic imitation learning meta-algorithm, dataset aggregation (DAgger), can be adapted to train a generic brain-computer interface. By deriving existing learning algorithms for brain-computer interfaces in this framework, we provide a novel analysis of regret (an important metric of learning efficacy) for brain-computer interfaces. This analysis allows us to characterize the space of algorithmic variants and bounds on their regret rates. Existing approaches for decoder learning have been performed in the cursor control setting, but the available design principles for these decoders are such that it has been impossible to scale them to naturalistic settings. Leveraging our findings, we then offer an algorithm that combines imitation learning with optimal control, which should allow for training of arbitrary effectors for which optimal control can generate goal-oriented control. We demonstrate this novel and general BCI algorithm with simulated neuroprosthetic control of a 26 degree-of-freedom model of an arm, a sophisticated and realistic end effector. PMID:27191387
Fitzgerald, Diarmaid; Trakarnratanakul, Nanthana; Dunne, Lucy; Smyth, Barry; Caulfield, Brian
2008-01-01
We have developed a prototype virtual reality-based balance training system using a single inertial orientation sensor attached to the upper surface of a wobble board. This input device has been interfaced with Neverball, an open source computer game to create the balance training platform. Users can exercise with the system by standing on the wobble board and tilting it in different directions to control an on-screen environment. We have also developed a customized instruction manual to use when setting up the system. To evaluate the usability our prototype system we undertook a user evaluation study with twelve healthy novice participants. Participants were required to assemble the system using an instruction manual and then perform balance exercises with the system. Following this period of exercise VRUSE, a usability evaluation questionnaire, was completed by participants. Results indicated a high level of usability in all categories evaluated.
Lightweight Adaptation of Classifiers to Users and Contexts: Trends of the Emerging Domain
Vildjiounaite, Elena; Gimel'farb, Georgy; Kyllönen, Vesa; Peltola, Johannes
2015-01-01
Intelligent computer applications need to adapt their behaviour to contexts and users, but conventional classifier adaptation methods require long data collection and/or training times. Therefore classifier adaptation is often performed as follows: at design time application developers define typical usage contexts and provide reasoning models for each of these contexts, and then at runtime an appropriate model is selected from available ones. Typically, definition of usage contexts and reasoning models heavily relies on domain knowledge. However, in practice many applications are used in so diverse situations that no developer can predict them all and collect for each situation adequate training and test databases. Such applications have to adapt to a new user or unknown context at runtime just from interaction with the user, preferably in fairly lightweight ways, that is, requiring limited user effort to collect training data and limited time of performing the adaptation. This paper analyses adaptation trends in several emerging domains and outlines promising ideas, proposed for making multimodal classifiers user-specific and context-specific without significant user efforts, detailed domain knowledge, and/or complete retraining of the classifiers. Based on this analysis, this paper identifies important application characteristics and presents guidelines to consider these characteristics in adaptation design. PMID:26473165
Implementation of internet training on posture reform of computer users in iran.
Keykhaie, Zohreh; Zareban, Iraj; Shahrakipoor, Mahnaz; Hormozi, Maryam; Sharifi-Rad, Javad; Masoudi, Gholamreza; Rahimi, Fatemeh
2014-12-01
Musculoskeletal disorders are of common problems among computer (PC) users. Training of posture reform plays a significant role in the prevention of the emergence, progression and complications of these diseases. The present research was performed to study the effect of the Internet training on the posture reform of the Internet users working in two Iranian universities including Sistan and Baluchestan University and Islamic Azad University of Zahedan in 2014. This study was a quasi-experimental intervention with control group and conducted in two Iranian universities including Sistan and Baluchestan University and Islamic Azad University of Zahedan. The study was done on 160 PC users in the two groups of intervention (80 people) and control (80 people). Training PowerPoint was sent to the intervention group through the Internet and a post test was given to them after 45 days. Statistical software of SPSS 19 and statistical tests of Kolmogrov, t-test, Fisher Exact test, and correlation coefficient were used for data analysis. After the training, the mean scores of knowledge, attitude, performance and self-efficacy in the intervention group were 24.21 ± 1.34, 38.36 ± 2.89, 7.59 ± 1.16, and 45.06 ± 4.11, respectively (P <0.001). The mean scores of knowledge in the intervention group 5.45±2.81 and in the control group 1.20 ± 1.07 showed a significant change. Mean scores of attitude in the intervention group 3.60 ± 3.59 and in the control group 0.48± 1.03 showed a significant change as well. Mean scores of self-efficacy in the intervention group 14.83 ± 4.67 and in the control group 0.88 ± 1.93 indicated a significant change and mean scores of performance in the intervention group 5.28 ± 1.24 and in the control group 0.62 ± 0.73 indicated a significant change (P <0.001). The results of the study showed that training through the Internet had a significant impact on the posture reform of the PC users. According to the findings observed, there was a significant relationship between the scores of self-efficacy-performance after training. Therefore, based on the findings of the study, it is suggested that Internet training to increase self-efficacy approach in the successive periods can be effective to reform the postures of PC users.
Women Workers as Users of Computer Technology.
ERIC Educational Resources Information Center
Larwood, Laurie
1992-01-01
Discussion of expectations, trends, and implications of growth of computer technology and its effect on women workers argues that the experience of women is different from that of men in the nature of jobs in which women are found, their training and education, home-family conflict, and discrimination. The impact on women of increasing…
Trends in Handheld Computing Among Medical Students
Grasso, Michael A.; Yen, M. Jim; Mintz, Matthew L.
2005-01-01
The purpose of this study was to identify trends in the utilization and acceptance of handheld computers (personal digital assistants) among medical students during preclinical and clinical training. These results can be used to identify differences between preclinical and clinical users, differences between current use and idealized use, and perceived limitations of these devices. PMID:16779255
Barriers to integrating information technology in Saudi Arabia science education
NASA Astrophysics Data System (ADS)
Al-Alwani, Abdulkareem Eid Salamah
This study examined current level of information technology integration in science education in the Yanbu school district in Saudi Arabia, and barriers to use. Sub-domains investigated included: infrastructure and resources, policy and support, science teachers' personal beliefs, and staff development. Survey determined demographic data and level of technology implementation, personal computer use, and current instructional practice. Mean frequency of information technology use was 1--2 times during a semester. Science teachers rated barriers limiting use of technology in teaching with a scale ranging from 0 (does not limit) to 3 (greatly limits). Results found all four factors were significant barriers: infrastructure and resources (M = 2.06; p < .001), staff development (M = 2.02; p <.001), policy and support (M = 1.84; p < .041) and science teachers' personal beliefs regarding technology (M = 1.15; p < .001). Regression analysis found that locations, level of training, teaching experience, and gender predicted frequency of use (F(3,168) = 3.63, R2 = .10, p < .014). Teachers who received in-service training programs used IT significantly more frequently than those who did not receive any training (t = 2.41, p = 0.017). Teachers who received both pre-service and in-service training used IT significantly more frequently than those who did not receive any training (t = 2.61, p = 0.01). Low technology users perceived that there was no support or incentives for using technology, while high technology users did not perceive these barriers (r = -0.18, p = .01). High technology users had positive personal beliefs about how information technology benefits learning, while low technology users held negative beliefs about technology use (r = -0.20, p = .003). The more barriers science teachers experienced, the less likely they were to be information technology users (r = -0.16, p = .02). There is a need for more computers in school, more teacher training, more time for teachers to learn to use technology, and more readily-available, technical support staff. Further studies are needed to represent all science teachers in Saudi Arabia, assess technology capacity of all schools, and assess in-service staff development strategies.
2012-08-01
calculation of the erosion rate is based on the United States Department of Agriculture (USDA) Universal Soil Loss Equation ( USLE ). ERDC/EL TR-12-16 147...to specifying the USLE input parameters, the user must select which method to use for computing the soil loss type (i.e., “SDR,” or “Without SDR...34 Soil Model
You're a What? Usability Engineer.
ERIC Educational Resources Information Center
Crosby, Olivia
2001-01-01
Describes the work of usability engineers, who improve computer hardware, software, and websites by focusing on how users perceive and manipulate those tools. Discusses education, training, salaries, and talents needed by usability engineers. (Author/JOW)
BUMPER v1.0: a Bayesian user-friendly model for palaeo-environmental reconstruction
NASA Astrophysics Data System (ADS)
Holden, Philip B.; Birks, H. John B.; Brooks, Stephen J.; Bush, Mark B.; Hwang, Grace M.; Matthews-Bird, Frazer; Valencia, Bryan G.; van Woesik, Robert
2017-02-01
We describe the Bayesian user-friendly model for palaeo-environmental reconstruction (BUMPER), a Bayesian transfer function for inferring past climate and other environmental variables from microfossil assemblages. BUMPER is fully self-calibrating, straightforward to apply, and computationally fast, requiring ˜ 2 s to build a 100-taxon model from a 100-site training set on a standard personal computer. We apply the model's probabilistic framework to generate thousands of artificial training sets under ideal assumptions. We then use these to demonstrate the sensitivity of reconstructions to the characteristics of the training set, considering assemblage richness, taxon tolerances, and the number of training sites. We find that a useful guideline for the size of a training set is to provide, on average, at least 10 samples of each taxon. We demonstrate general applicability to real data, considering three different organism types (chironomids, diatoms, pollen) and different reconstructed variables. An identically configured model is used in each application, the only change being the input files that provide the training-set environment and taxon-count data. The performance of BUMPER is shown to be comparable with weighted average partial least squares (WAPLS) in each case. Additional artificial datasets are constructed with similar characteristics to the real data, and these are used to explore the reasons for the differing performances of the different training sets.
NASA Astrophysics Data System (ADS)
De Cino, Thomas J., II
In the aviation industry, digitally produced and presented flight, navigation, and aircraft information is commonly referred to as glass flight decks. Glass flight decks are driven by computer-based subsystems and have long been a part of military and commercial aviation sectors. Over the past 15 years, the General Aviation (GA) sector of the aviation industry has become a recent beneficiary of the rapid advancement of computer-based glass flight deck (GFD) systems. While providing the GA pilot considerable enhancements in the quality of information about the status and operations of the aircraft, training pilots on the use of glass flight decks is often delivered with traditional methods (e.g. textbooks, PowerPoint presentations, user manuals, and limited computer-based training modules). These training methods have been reported as less than desirable in learning to use the glass flight deck interface. Difficulties in achieving a complete understanding of functional and operational characteristics of the GFD systems, acquiring a full understanding of the interrelationships of the varied subsystems, and handling the wealth of flight information provided have been reported. Documented pilot concerns of poor user experience and satisfaction, and problems with the learning the complex and sophisticated interface of the GFD are additional issues with current pilot training approaches. A case study was executed to explore ways to improve training using GFD systems at a Midwestern aviation university. The researcher investigated if variations in instructional systems design and training methods for learning glass flight deck technology would affect the perceptions and attitudes of pilots of the learnability (an attribute of usability) of the glass flight deck interface. Specifically, this study investigated the effectiveness of scenario-based training (SBT) methods to potentially improve pilot knowledge and understanding of a GFD system, and overall pilot user experience and satisfaction. Participants overwhelmingly reported positive learning experiences from scenario-based GFD systems flight training, noting that learning and knowledge construction were improved over other training received in the past. In contrast, participants rated the usability and learnability of the GFD training systems low, reporting various problems with the systems' interface, and the learnability (first-time use) of the complex GFD system. However, issues with usability of the GFD training systems did not reduce or change participant attitudes towards learning and mastering GFD systems; to the contrary, all participants requested additional coursework opportunities to train on GFD systems with the scenario-based flight training format.
Computer Use and Computer Anxiety in Older Korean Americans.
Yoon, Hyunwoo; Jang, Yuri; Xie, Bo
2016-09-01
Responding to the limited literature on computer use in ethnic minority older populations, the present study examined predictors of computer use and computer anxiety in older Korean Americans. Separate regression models were estimated for computer use and computer anxiety with the common sets of predictors: (a) demographic variables (age, gender, marital status, and education), (b) physical health indicators (chronic conditions, functional disability, and self-rated health), and (c) sociocultural factors (acculturation and attitudes toward aging). Approximately 60% of the participants were computer-users, and they had significantly lower levels of computer anxiety than non-users. A higher likelihood of computer use and lower levels of computer anxiety were commonly observed among individuals with younger age, male gender, advanced education, more positive ratings of health, and higher levels of acculturation. In addition, positive attitudes toward aging were found to reduce computer anxiety. Findings provide implications for developing computer training and education programs for the target population. © The Author(s) 2015.
Toward an Open-Ended BCI: A User-Centered Coadaptive Design.
Dhindsa, Kiret; Carcone, Dean; Becker, Suzanna
2017-10-01
Brain-computer interfaces (BCIs) allow users to control a device by interpreting their brain activity. For simplicity, these devices are designed to be operated by purposefully modulating specific predetermined neurophysiological signals, such as the sensorimotor rhythm. However, the ability to modulate a given neurophysiological signal is highly variable across individuals, contributing to the inconsistent performance of BCIs for different users. These differences suggest that individuals who experience poor BCI performance with one class of brain signals might have good results with another. In order to take advantage of individual abilities as they relate to BCI control, we need to move beyond the current approaches. In this letter, we explore a new BCI design aimed at a more individualized and user-focused experience, which we call open-ended BCI. Individual users were given the freedom to discover their own mental strategies as opposed to being trained to modulate a given brain signal. They then underwent multiple coadaptive training sessions with the BCI. Our first open-ended BCI performed similarly to comparable BCIs while accommodating a wider variety of mental strategies without a priori knowledge of the specific brain signals any individual might use. Post hoc analysis revealed individual differences in terms of which sensory modality yielded optimal performance. We found a large and significant effect of individual differences in background training and expertise, such as in musical training, on BCI performance. Future research should be focused on finding more generalized solutions to user training and brain state decoding methods to fully utilize the abilities of different individuals in an open-ended BCI. Accounting for each individual's areas of expertise could have important implications on BCI training and BCI application design.
DOE Office of Scientific and Technical Information (OSTI.GOV)
Balducelli, C.; Bologna, S.; Di Costanzo, G.
1995-12-31
The paper describes part of the results achieved in the framework of the MUSTER project (Multi-Users System for Training and Evaluating Environmental Emergency Response). The aim of this project is to define the detailed specifications of a computer based system supporting collaborative training for emergency management. A system prototype has been implemented to support the refinement and improvement of the system specifications.
Jeunet, Camille; Jahanpour, Emilie; Lotte, Fabien
2016-06-01
While promising, electroencephaloraphy based brain-computer interfaces (BCIs) are barely used due to their lack of reliability: 15% to 30% of users are unable to control a BCI. Standard training protocols may be partly responsible as they do not satisfy recommendations from psychology. Our main objective was to determine in practice to what extent standard training protocols impact users' motor imagery based BCI (MI-BCI) control performance. We performed two experiments. The first consisted in evaluating the efficiency of a standard BCI training protocol for the acquisition of non-BCI related skills in a BCI-free context, which enabled us to rule out the possible impact of BCIs on the training outcome. Thus, participants (N = 54) were asked to perform simple motor tasks. The second experiment was aimed at measuring the correlations between motor tasks and MI-BCI performance. The ten best and ten worst performers of the first study were recruited for an MI-BCI experiment during which they had to learn to perform two MI tasks. We also assessed users' spatial ability and pre-training μ rhythm amplitude, as both have been related to MI-BCI performance in the literature. Around 17% of the participants were unable to learn to perform the motor tasks, which is close to the BCI illiteracy rate. This suggests that standard training protocols are suboptimal for skill teaching. No correlation was found between motor tasks and MI-BCI performance. However, spatial ability played an important role in MI-BCI performance. In addition, once the spatial ability covariable had been controlled for, using an ANCOVA, it appeared that participants who faced difficulty during the first experiment improved during the second while the others did not. These studies suggest that (1) standard MI-BCI training protocols are suboptimal for skill teaching, (2) spatial ability is confirmed as impacting on MI-BCI performance, and (3) when faced with difficult pre-training, subjects seemed to explore more strategies and therefore learn better.
Emergency Management Computer-Aided Trainer (EMCAT)
NASA Technical Reports Server (NTRS)
Rodriguez, R. C.; Johnson, R. P.
1986-01-01
The Emergency Management Computer-Aided Trainer (EMCAT) developed by Essex Corporation or NASA and the Federal Emergency Management Administration's (FEMA) National Fire Academy (NFA) is described. It is a computer based training system for fire fighting personnel. A prototype EMCAT system was developed by NASA first using video tape images and then video disk images when the technology became available. The EMCAT system is meant to fill the training needs of the fire fighting community with affordable state-of-the-art technologies. An automated real time simulation of the fire situation was needed to replace the outdated manual training methods currently being used. In order to be successful, this simulator had to provide realism, be user friendly, be affordable, and support multiple scenarios. The EMCAT system meets these requirements and therefore represents an innovative training tool, not only for the fire fighting community, but also for the needs of other disciplines.
Towards a hemodynamic BCI using transcranial Doppler without user-specific training data
NASA Astrophysics Data System (ADS)
Aleem, Idris; Chau, Tom
2013-02-01
Transcranial Doppler (TCD) was recently introduced as a new brain-computer interface (BCI) modality for detecting task-induced hemispheric lateralization. To date, single-trial discrimination between a lateralized mental activity and a rest state has been demonstrated with long (45 s) activation time periods. However, the possibility of detecting successive activations in a user-independent framework (i.e. without training data from the user) remains an open question. Objective. The objective of this research was to assess TCD-based detection of lateralized mental activity with a user-independent classifier. In so doing, we also investigated the accuracy of detecting successive lateralizations. Approach. TCD data from 18 participants were collected during verbal fluency, mental rotation tasks and baseline counting tasks. Linear discriminant analysis and a set of four time-domain features were used to classify successive left and right brain activations. Main results. In a user-independent framework, accuracies up to 74.6 ± 12.6% were achieved using training data from a single participant, and lateralization task durations of 18 s. Significance. Subject-independent, algorithmic classification of TCD signals corresponding to successive brain lateralization may be a feasible paradigm for TCD-BCI design.
Automated selection of computed tomography display parameters using neural networks
NASA Astrophysics Data System (ADS)
Zhang, Di; Neu, Scott; Valentino, Daniel J.
2001-07-01
A collection of artificial neural networks (ANN's) was trained to identify simple anatomical structures in a set of x-ray computed tomography (CT) images. These neural networks learned to associate a point in an image with the anatomical structure containing the point by using the image pixels located on the horizontal and vertical lines that ran through the point. The neural networks were integrated into a computer software tool whose function is to select an index into a list of CT window/level values from the location of the user's mouse cursor. Based upon the anatomical structure selected by the user, the software tool automatically adjusts the image display to optimally view the structure.
ERIC Educational Resources Information Center
Hansen, Duncan N.; And Others
Computer simulations of three individualized adaptive instructional models (AIM) were undertaken to determine if these models function as prescribed in Air Force technical training programs. In addition, the project sought to develop a user's guide for effective understanding of adaptive models during field implementation. Successful simulations…
Mixed-Initiative Information System for Computer-Aided Training and Decision Making. Final Report.
ERIC Educational Resources Information Center
Grignetti, Mario C.; Warnock, Eleanor H.
A description of the NET-SCHOLAR system, an on-line aid for naive users of the Advanced Research Projects Administration (ARPA) Computer Network, is provided. The discussion focuses upon the system's representation and handling of functional and procedural information and its ability to deal with action verbs, all within the context of the ARPA…
Users' Perspectives on Tour-Guide Training Courses Using 3D Tourist Sites
ERIC Educational Resources Information Center
Chen, Yu-Fen; Mo, Huai-en
2014-01-01
Taiwan is currently attempting to develop itself into a twenty-first century tourist hub to take advantage of today's thriving global tourism economy. In the coming years, Taiwan anticipates an urgent demand for tour guides, and there is a clear need for training solutions that can serve a rapidly growing population. Computer-mediated virtual 3D…
ERIC Educational Resources Information Center
Cornelius, Amy; Macaluso, Paul
The Berry Informational Technology (B.I.T.S.) program at Berry College (Georgia) is an apprenticeship opportunity associated with student work. The program gives students the opportunity to seek technological training in areas, such as building computer systems, trouble-shooting, networking, Web development, and user and technical support. In…
Space station Simulation Computer System (SCS) study for NASA/MSFC. Volume 6: Study issues report
NASA Technical Reports Server (NTRS)
1989-01-01
The Simulation Computer System (SCS) is the computer hardware, software, and workstations that will support the Payload Training Complex (PTC) at the Marshall Space Flight Center (MSFC). The PTC will train the space station payload specialists and mission specialists to operate the wide variety of experiments that will be on-board the Freedom Space Station. This simulation Computer System (SCS) study issues report summarizes the analysis and study done as task 1-identify and analyze the CSC study issues- of the SCS study contract.This work was performed over the first three months of the SCS study which began in August of 1988. First issues were identified from all sources. These included the NASA SOW, the TRW proposal, and working groups which focused the experience of NASA and the contractor team performing the study-TRW, Essex, and Grumman. The final list is organized into training related issues, and SCS associated development issues. To begin the analysis of the issues, a list of all the functions for which the SCS could be used was created, i.e., when the computer is turned on, what will it be doing. Analysis was continued by creating an operational functions matrix of SCS users vs. SCS functions to insure all the functions considered were valid, and to aid in identification of users as the analysis progressed. The functions will form the basis for the requirements, which are currently being developed under task 3 of the SCS study.
Virtual reality training improves balance function.
Mao, Yurong; Chen, Peiming; Li, Le; Huang, Dongfeng
2014-09-01
Virtual reality is a new technology that simulates a three-dimensional virtual world on a computer and enables the generation of visual, audio, and haptic feedback for the full immersion of users. Users can interact with and observe objects in three-dimensional visual space without limitation. At present, virtual reality training has been widely used in rehabilitation therapy for balance dysfunction. This paper summarizes related articles and other articles suggesting that virtual reality training can improve balance dysfunction in patients after neurological diseases. When patients perform virtual reality training, the prefrontal, parietal cortical areas and other motor cortical networks are activated. These activations may be involved in the reconstruction of neurons in the cerebral cortex. Growing evidence from clinical studies reveals that virtual reality training improves the neurological function of patients with spinal cord injury, cerebral palsy and other neurological impairments. These findings suggest that virtual reality training can activate the cerebral cortex and improve the spatial orientation capacity of patients, thus facilitating the cortex to control balance and increase motion function.
Virtual reality training improves balance function
Mao, Yurong; Chen, Peiming; Li, Le; Huang, Dongfeng
2014-01-01
Virtual reality is a new technology that simulates a three-dimensional virtual world on a computer and enables the generation of visual, audio, and haptic feedback for the full immersion of users. Users can interact with and observe objects in three-dimensional visual space without limitation. At present, virtual reality training has been widely used in rehabilitation therapy for balance dysfunction. This paper summarizes related articles and other articles suggesting that virtual reality training can improve balance dysfunction in patients after neurological diseases. When patients perform virtual reality training, the prefrontal, parietal cortical areas and other motor cortical networks are activated. These activations may be involved in the reconstruction of neurons in the cerebral cortex. Growing evidence from clinical studies reveals that virtual reality training improves the neurological function of patients with spinal cord injury, cerebral palsy and other neurological impairments. These findings suggest that virtual reality training can activate the cerebral cortex and improve the spatial orientation capacity of patients, thus facilitating the cortex to control balance and increase motion function. PMID:25368651
Veksler, Vladislav D.; Buchler, Norbou; Hoffman, Blaine E.; Cassenti, Daniel N.; Sample, Char; Sugrim, Shridat
2018-01-01
Computational models of cognitive processes may be employed in cyber-security tools, experiments, and simulations to address human agency and effective decision-making in keeping computational networks secure. Cognitive modeling can addresses multi-disciplinary cyber-security challenges requiring cross-cutting approaches over the human and computational sciences such as the following: (a) adversarial reasoning and behavioral game theory to predict attacker subjective utilities and decision likelihood distributions, (b) human factors of cyber tools to address human system integration challenges, estimation of defender cognitive states, and opportunities for automation, (c) dynamic simulations involving attacker, defender, and user models to enhance studies of cyber epidemiology and cyber hygiene, and (d) training effectiveness research and training scenarios to address human cyber-security performance, maturation of cyber-security skill sets, and effective decision-making. Models may be initially constructed at the group-level based on mean tendencies of each subject's subgroup, based on known statistics such as specific skill proficiencies, demographic characteristics, and cultural factors. For more precise and accurate predictions, cognitive models may be fine-tuned to each individual attacker, defender, or user profile, and updated over time (based on recorded behavior) via techniques such as model tracing and dynamic parameter fitting. PMID:29867661
Ketelhut, Diane Jass; Niemi, Steven M
2007-01-01
This article examines several new and exciting communication technologies. Many of the technologies were developed by the entertainment industry; however, other industries are adopting and modifying them for their own needs. These new technologies allow people to collaborate across distance and time and to learn in simulated work contexts. The article explores the potential utility of these technologies for advancing laboratory animal care and use through better education and training. Descriptions include emerging technologies such as augmented reality and multi-user virtual environments, which offer new approaches with different capabilities. Augmented reality interfaces, characterized by the use of handheld computers to infuse the virtual world into the real one, result in deeply immersive simulations. In these simulations, users can access virtual resources and communicate with real and virtual participants. Multi-user virtual environments enable multiple participants to simultaneously access computer-based three-dimensional virtual spaces, called "worlds," and to interact with digital tools. They allow for authentic experiences that promote collaboration, mentoring, and communication. Because individuals may learn or train differently, it is advantageous to combine the capabilities of these technologies and applications with more traditional methods to increase the number of students who are served by using current methods alone. The use of these technologies in animal care and use programs can create detailed training and education environments that allow students to learn the procedures more effectively, teachers to assess their progress more objectively, and researchers to gain insights into animal care.
Assisted navigation based on shared-control, using discrete and sparse human-machine interfaces.
Lopes, Ana C; Nunes, Urbano; Vaz, Luis; Vaz, Luís
2010-01-01
This paper presents a shared-control approach for Assistive Mobile Robots (AMR), which depends on the user's ability to navigate a semi-autonomous powered wheelchair, using a sparse and discrete human-machine interface (HMI). This system is primarily intended to help users with severe motor disabilities that prevent them to use standard human-machine interfaces. Scanning interfaces and Brain Computer Interfaces (BCI), characterized to provide a small set of commands issued sparsely, are possible HMIs. This shared-control approach is intended to be applied in an Assisted Navigation Training Framework (ANTF) that is used to train users' ability in steering a powered wheelchair in an appropriate manner, given the restrictions imposed by their limited motor capabilities. A shared-controller based on user characterization, is proposed. This controller is able to share the information provided by the local motion planning level with the commands issued sparsely by the user. Simulation results of the proposed shared-control method, are presented.
Dalaba, Maxwell Ayindenaba; Akweongo, Patricia; Williams, John; Saronga, Happiness Pius; Tonchev, Pencho; Sauerborn, Rainer; Mensah, Nathan; Blank, Antje; Kaltschmidt, Jens; Loukanova, Svetla
2014-01-01
This study analyzed cost of implementing computer-assisted Clinical Decision Support System (CDSS) in selected health care centres in Ghana. A descriptive cross sectional study was conducted in the Kassena-Nankana district (KND). CDSS was deployed in selected health centres in KND as an intervention to manage patients attending antenatal clinics and the labour ward. The CDSS users were mainly nurses who were trained. Activities and associated costs involved in the implementation of CDSS (pre-intervention and intervention) were collected for the period between 2009-2013 from the provider perspective. The ingredients approach was used for the cost analysis. Costs were grouped into personnel, trainings, overheads (recurrent costs) and equipment costs (capital cost). We calculated cost without annualizing capital cost to represent financial cost and cost with annualizing capital costs to represent economic cost. Twenty-two trained CDSS users (at least 2 users per health centre) participated in the study. Between April 2012 and March 2013, users managed 5,595 antenatal clients and 872 labour clients using the CDSS. We observed a decrease in the proportion of complications during delivery (pre-intervention 10.74% versus post-intervention 9.64%) and a reduction in the number of maternal deaths (pre-intervention 4 deaths versus post-intervention 1 death). The overall financial cost of CDSS implementation was US$23,316, approximately US$1,060 per CDSS user trained. Of the total cost of implementation, 48% (US$11,272) was pre-intervention cost and intervention cost was 52% (US$12,044). Equipment costs accounted for the largest proportion of financial cost: 34% (US$7,917). When economic cost was considered, total cost of implementation was US$17,128-lower than the financial cost by 26.5%. The study provides useful information in the implementation of CDSS at health facilities to enhance health workers' adherence to practice guidelines and taking accurate decisions to improve maternal health care.
True Zero-Training Brain-Computer Interfacing – An Online Study
Kindermans, Pieter-Jan; Schreuder, Martijn; Schrauwen, Benjamin; Müller, Klaus-Robert; Tangermann, Michael
2014-01-01
Despite several approaches to realize subject-to-subject transfer of pre-trained classifiers, the full performance of a Brain-Computer Interface (BCI) for a novel user can only be reached by presenting the BCI system with data from the novel user. In typical state-of-the-art BCI systems with a supervised classifier, the labeled data is collected during a calibration recording, in which the user is asked to perform a specific task. Based on the known labels of this recording, the BCI's classifier can learn to decode the individual's brain signals. Unfortunately, this calibration recording consumes valuable time. Furthermore, it is unproductive with respect to the final BCI application, e.g. text entry. Therefore, the calibration period must be reduced to a minimum, which is especially important for patients with a limited concentration ability. The main contribution of this manuscript is an online study on unsupervised learning in an auditory event-related potential (ERP) paradigm. Our results demonstrate that the calibration recording can be bypassed by utilizing an unsupervised trained classifier, that is initialized randomly and updated during usage. Initially, the unsupervised classifier tends to make decoding mistakes, as the classifier might not have seen enough data to build a reliable model. Using a constant re-analysis of the previously spelled symbols, these initially misspelled symbols can be rectified posthoc when the classifier has learned to decode the signals. We compare the spelling performance of our unsupervised approach and of the unsupervised posthoc approach to the standard supervised calibration-based dogma for n = 10 healthy users. To assess the learning behavior of our approach, it is unsupervised trained from scratch three times per user. Even with the relatively low SNR of an auditory ERP paradigm, the results show that after a limited number of trials (30 trials), the unsupervised approach performs comparably to a classic supervised model. PMID:25068464
Reading Emotion From Mouse Cursor Motions: Affective Computing Approach.
Yamauchi, Takashi; Xiao, Kunchen
2018-04-01
Affective computing research has advanced emotion recognition systems using facial expressions, voices, gaits, and physiological signals, yet these methods are often impractical. This study integrates mouse cursor motion analysis into affective computing and investigates the idea that movements of the computer cursor can provide information about emotion of the computer user. We extracted 16-26 trajectory features during a choice-reaching task and examined the link between emotion and cursor motions. Participants were induced for positive or negative emotions by music, film clips, or emotional pictures, and they indicated their emotions with questionnaires. Our 10-fold cross-validation analysis shows that statistical models formed from "known" participants (training data) could predict nearly 10%-20% of the variance of positive affect and attentiveness ratings of "unknown" participants, suggesting that cursor movement patterns such as the area under curve and direction change help infer emotions of computer users. Copyright © 2017 Cognitive Science Society, Inc.
Eley, Robert; Fallon, Tony; Soar, Jeffrey; Buikstra, Elizabeth; Hegney, Desley
2008-10-01
A study was undertaken of the current knowledge and future training requirements of nurses in information and computer technology to inform policy to meet national goals for health. The role of the modern clinical nurse is intertwined with information and computer technology and adoption of such technology forms an important component of national strategies in health. The majority of nurses are expected to use information and computer technology during their work; however, the full extent of their knowledge and experience is unclear. Self-administered postal survey. A 78-item questionnaire was distributed to 10,000 Australian Nursing Federation members to identify the nurses' use of information and computer technology. Eighteen items related to nurses' training and education in information and computer technology. Response rate was 44%. Computers were used by 86.3% of respondents as part of their work-related activities. Between 4-17% of nurses had received training in each of 11 generic computer skills and software applications during their preregistration/pre-enrolment and between 12-30% as continuing professional education. Nurses who had received training believed that it was adequate to meet the needs of their job and was given at an appropriate time. Almost half of the respondents indicated that they required more training to better meet the information and computer technology requirements of their jobs and a quarter believed that their level of computer literacy was restricting their career development. Nurses considered that the vast majority of employers did not encourage information and computer technology training and, for those for whom training was available, workload was the major barrier to uptake. Nurses favoured introduction of a national competency standard in information and computer technology. For the considerable benefits of information and computer technology to be incorporated fully into the health system, employers must pay more attention to the training and education of nurses who are the largest users of that technology. Knowledge of the training and education needs of clinical nurses with respect to information and computer technology will provide a platform for the development of appropriate policies by government and by employers.
Faulkner, Andrew; Rosen, Stuart; Green, Tim
2012-10-01
Two experimental groups were trained for 2 h with live or recorded speech that was noise-vocoded and spectrally shifted and was from the same text and talker. These two groups showed equivalent improvements in performance for vocoded and shifted sentences, and the group trained with recorded speech showed consistently greater improvements than untrained controls. Another group trained with unshifted noise-vocoded speech improved no more than untrained controls. Computer-based training thus appears at least as effective as labor-intensive live-voice training for improving the perception of spectrally shifted noise-vocoded speech, and by implication, for training of users of cochlear implants.
Computer-Based Tools for Evaluating Graphical User Interfaces
NASA Technical Reports Server (NTRS)
Moore, Loretta A.
1997-01-01
The user interface is the component of a software system that connects two very complex system: humans and computers. Each of these two systems impose certain requirements on the final product. The user is the judge of the usability and utility of the system; the computer software and hardware are the tools with which the interface is constructed. Mistakes are sometimes made in designing and developing user interfaces because the designers and developers have limited knowledge about human performance (e.g., problem solving, decision making, planning, and reasoning). Even those trained in user interface design make mistakes because they are unable to address all of the known requirements and constraints on design. Evaluation of the user inter-face is therefore a critical phase of the user interface development process. Evaluation should not be considered the final phase of design; but it should be part of an iterative design cycle with the output of evaluation being feed back into design. The goal of this research was to develop a set of computer-based tools for objectively evaluating graphical user interfaces. The research was organized into three phases. The first phase resulted in the development of an embedded evaluation tool which evaluates the usability of a graphical user interface based on a user's performance. An expert system to assist in the design and evaluation of user interfaces based upon rules and guidelines was developed during the second phase. During the final phase of the research an automatic layout tool to be used in the initial design of graphical inter- faces was developed. The research was coordinated with NASA Marshall Space Flight Center's Mission Operations Laboratory's efforts in developing onboard payload display specifications for the Space Station.
van der Ploeg, Eva S; Hoorweg, Angela; van der Lee, Jacqueline
2016-04-01
Cognitive impairment associated with dementia is characterized by a continuous decline. Cognitive training is a method to train specific brain functions such as memory and attention to prevent or slow down cognitive decline. A small number of studies has shown that cognitive training on a computer has a positive effect on both cognition and mood in people with cognitive impairment. This pilot study tested if serious games could be integrated in a psychogeriatric rehabilitation center. Fourteen psychogeriatric patients participated twice weekly in cognitive training sessions on a computer. Both the participants and the facilitator reported positive interactions and outcomes. However, after five weeks only half of the sample still participated in the training. This was partly because of patient turn-over as well as incorporating this new task in the facilitators' daily work. Fear of failure, physical limitations and rapidly decreasing cognitive function led to drop out according to the facilitator. The engagement of patients in the games and the role of the facilitator seemed essential for success, especially monitoring (and adjusting) the difficulty level of the program for every individual participant.
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.
Brusniak, Mi-Youn; Bodenmiller, Bernd; Campbell, David; Cooke, Kelly; Eddes, James; Garbutt, Andrew; Lau, Hollis; Letarte, Simon; Mueller, Lukas N; Sharma, Vagisha; Vitek, Olga; Zhang, Ning; Aebersold, Ruedi; Watts, Julian D
2008-01-01
Background Quantitative proteomics holds great promise for identifying proteins that are differentially abundant between populations representing different physiological or disease states. A range of computational tools is now available for both isotopically labeled and label-free liquid chromatography mass spectrometry (LC-MS) based quantitative proteomics. However, they are generally not comparable to each other in terms of functionality, user interfaces, information input/output, and do not readily facilitate appropriate statistical data analysis. These limitations, along with the array of choices, present a daunting prospect for biologists, and other researchers not trained in bioinformatics, who wish to use LC-MS-based quantitative proteomics. Results We have developed Corra, a computational framework and tools for discovery-based LC-MS proteomics. Corra extends and adapts existing algorithms used for LC-MS-based proteomics, and statistical algorithms, originally developed for microarray data analyses, appropriate for LC-MS data analysis. Corra also adapts software engineering technologies (e.g. Google Web Toolkit, distributed processing) so that computationally intense data processing and statistical analyses can run on a remote server, while the user controls and manages the process from their own computer via a simple web interface. Corra also allows the user to output significantly differentially abundant LC-MS-detected peptide features in a form compatible with subsequent sequence identification via tandem mass spectrometry (MS/MS). We present two case studies to illustrate the application of Corra to commonly performed LC-MS-based biological workflows: a pilot biomarker discovery study of glycoproteins isolated from human plasma samples relevant to type 2 diabetes, and a study in yeast to identify in vivo targets of the protein kinase Ark1 via phosphopeptide profiling. Conclusion The Corra computational framework leverages computational innovation to enable biologists or other researchers to process, analyze and visualize LC-MS data with what would otherwise be a complex and not user-friendly suite of tools. Corra enables appropriate statistical analyses, with controlled false-discovery rates, ultimately to inform subsequent targeted identification of differentially abundant peptides by MS/MS. For the user not trained in bioinformatics, Corra represents a complete, customizable, free and open source computational platform enabling LC-MS-based proteomic workflows, and as such, addresses an unmet need in the LC-MS proteomics field. PMID:19087345
Doctors' experience with handheld computers in clinical practice: qualitative study.
McAlearney, Ann Scheck; Schweikhart, Sharon B; Medow, Mitchell A
2004-05-15
To examine doctors' perspectives about their experiences with handheld computers in clinical practice. Qualitative study of eight focus groups consisting of doctors with diverse training and practice patterns. Six practice settings across the United States and two additional focus group sessions held at a national meeting of general internists. 54 doctors who did or did not use handheld computers. Doctors who used handheld computers in clinical practice seemed generally satisfied with them and reported diverse patterns of use. Users perceived that the devices helped them increase productivity and improve patient care. Barriers to use concerned the device itself and personal and perceptual constraints, with perceptual factors such as comfort with technology, preference for paper, and the impression that the devices are not easy to use somewhat difficult to overcome. Participants suggested that organisations can help promote handheld computers by providing advice on purchase, usage, training, and user support. Participants expressed concern about reliability and security of the device but were particularly concerned about dependency on the device and over-reliance as a substitute for clinical thinking. Doctors expect handheld computers to become more useful, and most seem interested in leveraging (getting the most value from) their use. Key opportunities with handheld computers included their use as a stepping stone to build doctors' comfort with other information technology and ehealth initiatives and providing point of care support that helps improve patient care.
Selection criteria and facilitation training for the study of groupware
NASA Technical Reports Server (NTRS)
Robichaux, Barry P.
1993-01-01
Computer support for planning and decision making groups is a growing trend in the 90s. Groupware is a name often applied to group software and has been defined as 'computer-based systems that support groups engaged in a common task (or goal) and that provide an interface to a shared environment'. Unlike most single-user software, groupware assists user groups in their collaboration, coordination, and communication efforts. This paper focuses on groupware to support the meeting process. These systems are often called group decision support systems (GDSS), electronic meeting systems (EMS), or group support systems (GSS). The term 'meeting support groupware' is used here to include any computer-based system to support meetings. In order to understand this technology, one must first understand groups, what they do and the problems they face, and groupware, a wide range of technology to support group work. Guidelines for selecting groups for study as part of an overall research plan are provided in this document. These were taken from the literature and from persons for whom the information in this paper was targeted. Also, guidelines for facilitation training are discussed. Familiarity with known and accepted techniques are the principle duties of the facilitator and any form of training must include practice in using these techniques.
Cybersecurity Education for Military Officers
2017-12-01
lecture showed the math behind the possible combinations of passwords of different lengths, and made the recommendation to increase your password to...2. Math the system to the real world: Use of effective metaphors and real world language wherever possible. 3. User Control: Try to give the user...given any training on this topic outside of annual NKO courses. I was a math major for my undergraduate degree, so I have no computer science
García-Betances, Rebeca I.; Cabrera-Umpiérrez, María Fernanda; Ottaviano, Manuel; Pastorino, Matteo; Arredondo, María T.
2016-01-01
Despite the speedy evolution of Information and Computer Technology (ICT), and the growing recognition of the importance of the concept of universal design in all domains of daily living, mainstream ICT-based product designers and developers still work without any truly structured tools, guidance or support to effectively adapt their products and services to users’ real needs. This paper presents the approach used to define and evaluate parametric cognitive models that describe interaction and usage of ICT by people with aging- and disability-derived functional impairments. A multisensorial training platform was used to train, based on real user measurements in real conditions, the virtual parameterized user models that act as subjects of the test-bed during all stages of simulated disabilities-friendly ICT-based products design. An analytical study was carried out to identify the relevant cognitive functions involved, together with their corresponding parameters as related to aging- and disability-derived functional impairments. Evaluation of the final cognitive virtual user models in a real application has confirmed that the use of these models produce concrete valuable benefits to the design and testing process of accessible ICT-based applications and services. Parameterization of cognitive virtual user models allows incorporating cognitive and perceptual aspects during the design process. PMID:26907296
Psychological barriers to Internet usage among older adults in the UK.
Adams, Nichola; Stubbs, David; Woods, Valerie
2005-03-01
The Internet is an important tool in assisting the older population to lead independent and social lives. However, the majority of Internet users are under 55. This study investigated the following psychological barriers to Internet use by older adults: perceived usefulness, perceived ease of use, Internet efficacy, perceived complexity of navigation and perceived complexity of terminology. Twenty-three subjects (aged 55 - 75 years) were interviewed in the UK. The influences of age, computer and Internet experience, and training on these psychological barriers were explored. The results showed that the majority of the older adults who had a positive perception of usefulness, ease of use, and efficacy of the Internet or e-mail, used the Internet or e-mail more often. In addition, it was found that computer or Internet experience increased perceptions of ease of use and efficacy of the Internet and reduced perceived complexity of navigation. There was no difference between the two age groups (55 - 65 and 66 - 75 years) in these psychological barriers. It was concluded that increased marketing of the Internet (aimed at the older user), more simple and uniformly designed Internet pages, more user-friendly online help and error message terminology, and increased provision of training for the older user would assist uptake of the World Wide Web.
The GOES-R Proving Ground: 2012 Update
NASA Astrophysics Data System (ADS)
Gurka, J.; Goodman, S. J.; Schmit, T.; Demaria, M.; Mostek, A.; Siewert, C.; Reed, B.
2011-12-01
The Geostationary Operational Environmental Satellite (GOES)-R will provide a great leap forward in observing capabilities, but will also offer a significant challenge to ensure that users are ready to exploit the vast improvements in spatial, spectral, and temporal resolutions. To ensure user readiness, forecasters and other users must have access to prototype advanced products well before launch, and have the opportunity to provide feedback to product developers and computing and communications managers. The operational assessment is critical to ensure that the end products and NOAA's computing and communications systems truly meet their needs in a rapidly evolving environment. The GOES-R Proving Ground (PG) engages the National Weather Service (NWS) forecast, watch and warning community and other agency users in pre-operational demonstrations of select products with GOES-R attributes (enhanced spectral, spatial, and temporal resolution). In the PG, developers and forecasters test and apply algorithms for new GOES-R satellite data and products using proxy and simulated data sets, including observations from current and future satellite instruments (MODIS, AIRS, IASI, SEVIRI, NAST-I, NPP/VIIRS/CrIS, LIS), lightning networks, and computer simulated products. The complete list of products to be evaluated in 2012 will be determined after evaluating results from experiments in 2011 at the NWS' Storm Prediction Center, National Hurricane Center, Aviation Weather Center, Ocean Prediction Center, Hydrometeorological Prediction Center, and from the six NWS regions. In 2012 and beyond, the PG will test and validate data processing and distribution systems and the applications of these products in operational settings. Additionally developers and forecasters will test and apply display techniques and decision aid tools in operational environments. The PG is both a recipient and a source of training. Training materials are developed using various distance training tools in close collaboration with NWS Training Division and its partners at COMET, CIMSS, CIRA and other offices. The training is used to prepare the participants of PG activities, such as the Hazardous Weather Testbed's Spring Experiment and other locations listed above. A key component of the proving ground is two-way interaction, where researchers introduce new products and techniques to forecasters and other scientists. The forecasters and other users then provide feedback and ideas for improved or new products and how to best incorporate these into NOAA's integrated observing and analysis operations. This presentation will provide examples of GOES-R proxy products and forecaster evaluations from experiments at the Storm Prediction Center (SPC), the National Hurricane Center (NHC), the Aviation Weather Center (AWC), and the Alaska Region.
NASA Technical Reports Server (NTRS)
Mazzoni, Dominic; Wagstaff, Kiri; Bornstein, Benjamin; Tang, Nghia; Roden, Joseph
2006-01-01
PixelLearn is an integrated user-interface computer program for classifying pixels in scientific images. Heretofore, training a machine-learning algorithm to classify pixels in images has been tedious and difficult. PixelLearn provides a graphical user interface that makes it faster and more intuitive, leading to more interactive exploration of image data sets. PixelLearn also provides image-enhancement controls to make it easier to see subtle details in images. PixelLearn opens images or sets of images in a variety of common scientific file formats and enables the user to interact with several supervised or unsupervised machine-learning pixel-classifying algorithms while the user continues to browse through the images. The machinelearning algorithms in PixelLearn use advanced clustering and classification methods that enable accuracy much higher than is achievable by most other software previously available for this purpose. PixelLearn is written in portable C++ and runs natively on computers running Linux, Windows, or Mac OS X.
Software For Monitoring A Computer Network
NASA Technical Reports Server (NTRS)
Lee, Young H.
1992-01-01
SNMAT is rule-based expert-system computer program designed to assist personnel in monitoring status of computer network and identifying defective computers, workstations, and other components of network. Also assists in training network operators. Network for SNMAT located at Space Flight Operations Center (SFOC) at NASA's Jet Propulsion Laboratory. Intended to serve as data-reduction system providing windows, menus, and graphs, enabling users to focus on relevant information. SNMAT expected to be adaptable to other computer networks; for example in management of repair, maintenance, and security, or in administration of planning systems, billing systems, or archives.
Effects of training and motivation on auditory P300 brain-computer interface performance.
Baykara, E; Ruf, C A; Fioravanti, C; Käthner, I; Simon, N; Kleih, S C; Kübler, A; Halder, S
2016-01-01
Brain-computer interface (BCI) technology aims at helping end-users with severe motor paralysis to communicate with their environment without using the natural output pathways of the brain. For end-users in complete paralysis, loss of gaze control may necessitate non-visual BCI systems. The present study investigated the effect of training on performance with an auditory P300 multi-class speller paradigm. For half of the participants, spatial cues were added to the auditory stimuli to see whether performance can be further optimized. The influence of motivation, mood and workload on performance and P300 component was also examined. In five sessions, 16 healthy participants were instructed to spell several words by attending to animal sounds representing the rows and columns of a 5 × 5 letter matrix. 81% of the participants achieved an average online accuracy of ⩾ 70%. From the first to the fifth session information transfer rates increased from 3.72 bits/min to 5.63 bits/min. Motivation significantly influenced P300 amplitude and online ITR. No significant facilitative effect of spatial cues on performance was observed. Training improves performance in an auditory BCI paradigm. Motivation influences performance and P300 amplitude. The described auditory BCI system may help end-users to communicate independently of gaze control with their environment. Copyright © 2015 International Federation of Clinical Neurophysiology. Published by Elsevier Ireland Ltd. All rights reserved.
Remote Adaptive Motor Resistance Training Exercise Apparatus and Method of Use Thereof
NASA Technical Reports Server (NTRS)
Reich, Alton (Inventor); Shaw, James (Inventor)
2017-01-01
The invention comprises a method and/or an apparatus using a computer configured exercise system equipped with an electric motor to provide physical resistance to user motion in conjunction with means for sharing exercise system related data and/or user performance data with a secondary user, such as a medical professional, a physical therapist, a trainer, a computer generated competitor, and/or a human competitor. For example, the exercise system is used with a remote trainer to enhance exercise performance, with a remote medical professional for rehabilitation, and/or with a competitor in a competition, such as in a power/weightlifting competition or in a video game. The exercise system is optionally configured with an intelligent software assistant and knowledge navigator functioning as a personal assistant application.
Remote Adaptive Motor Resistance Training Exercise Apparatus and Method of Use Thereof
NASA Technical Reports Server (NTRS)
Shaw, James (Inventor); Reich, Alton (Inventor)
2016-01-01
The invention comprises a method and/or an apparatus using a computer configured exercise system equipped with an electric motor to provide physical resistance to user motion in conjunction with means for sharing exercise system related data and/or user performance data with a secondary user, such as a medical professional, a physical therapist, a trainer, a computer generated competitor, and/or a human competitor. For example, the exercise system is used with a remote trainer to enhance exercise performance, with a remote medical professional for rehabilitation, and/or with a competitor in a competition, such as in a power/weightlifting competition or in a video game. The exercise system is optionally configured with an intelligent software assistant and knowledge navigator functioning as a personal assistant application.
Video games and surgical ability: a literature review.
Lynch, Jeremy; Aughwane, Paul; Hammond, Toby M
2010-01-01
Surgical training is rapidly evolving because of reduced training hours and the reduction of training opportunities due to patient safety concerns. There is a popular conception that video game usage might be linked to improved operating ability especially those techniques involving endoscopic modalities. If true this might suggest future directions for training. A search was made of the MEDLINE databases for the MeSH term, "Video Games," combined with the terms "Surgical Procedures, Operative," "Endoscopy," "Robotics," "Education," "Learning," "Simulators," "Computer Simulation," "Psychomotor Performance," and "Surgery, Computer-Assisted,"encompassing all journal articles before November 2009. References of articles were searched for further studies. Twelve relevant journal articles were discovered. Video game usage has been studied in relationship to laparoscopic, gastrointestinal endoscopic, endovascular, and robotic surgery. Video game users acquire endoscopic but not robotic techniques quicker, and training on video games appears to improve performance. Copyright (c) 2010 Association of Program Directors in Surgery. Published by Elsevier Inc. All rights reserved.
A framework for analyzing the cognitive complexity of computer-assisted clinical ordering.
Horsky, Jan; Kaufman, David R; Oppenheim, Michael I; Patel, Vimla L
2003-01-01
Computer-assisted provider order entry is a technology that is designed to expedite medical ordering and to reduce the frequency of preventable errors. This paper presents a multifaceted cognitive methodology for the characterization of cognitive demands of a medical information system. Our investigation was informed by the distributed resources (DR) model, a novel approach designed to describe the dimensions of user interfaces that introduce unnecessary cognitive complexity. This method evaluates the relative distribution of external (system) and internal (user) representations embodied in system interaction. We conducted an expert walkthrough evaluation of a commercial order entry system, followed by a simulated clinical ordering task performed by seven clinicians. The DR model was employed to explain variation in user performance and to characterize the relationship of resource distribution and ordering errors. The analysis revealed that the configuration of resources in this ordering application placed unnecessarily heavy cognitive demands on the user, especially on those who lacked a robust conceptual model of the system. The resources model also provided some insight into clinicians' interactive strategies and patterns of associated errors. Implications for user training and interface design based on the principles of human-computer interaction in the medical domain are discussed.
Rohm, Martin; Schneiders, Matthias; Müller, Constantin; Kreilinger, Alex; Kaiser, Vera; Müller-Putz, Gernot R; Rupp, Rüdiger
2013-10-01
The bilateral loss of the grasp function associated with a lesion of the cervical spinal cord severely limits the affected individuals' ability to live independently and return to gainful employment after sustaining a spinal cord injury (SCI). Any improvement in lost or limited grasp function is highly desirable. With current neuroprostheses, relevant improvements can be achieved in end users with preserved shoulder and elbow, but missing hand function. The aim of this single case study is to show that (1) with the support of hybrid neuroprostheses combining functional electrical stimulation (FES) with orthoses, restoration of hand, finger and elbow function is possible in users with high-level SCI and (2) shared control principles can be effectively used to allow for a brain-computer interface (BCI) control, even if only moderate BCI performance is achieved after extensive training. The individual in this study is a right-handed 41-year-old man who sustained a traumatic SCI in 2009 and has a complete motor and sensory lesion at the level of C4. He is unable to generate functionally relevant movements of the elbow, hand and fingers on either side. He underwent extensive FES training (30-45min, 2-3 times per week for 6 months) and motor imagery (MI) BCI training (415 runs in 43 sessions over 12 months). To meet individual needs, the system was designed in a modular fashion including an intelligent control approach encompassing two input modalities, namely an MI-BCI and shoulder movements. After one year of training, the end user's MI-BCI performance ranged from 50% to 93% (average: 70.5%). The performance of the hybrid system was evaluated with different functional assessments. The user was able to transfer objects of the grasp-and-release-test and he succeeded in eating a pretzel stick, signing a document and eating an ice cream cone, which he was unable to do without the system. This proof-of-concept study has demonstrated that with the support of hybrid FES systems consisting of FES and a semiactive orthosis, restoring hand, finger and elbow function is possible in a tetraplegic end-user. Remarkably, even after one year of training and 415 MI-BCI runs, the end user's average BCI performance remained at about 70%. This supports the view that in high-level tetraplegic subjects, an initially moderate BCI performance cannot be improved by extensive training. However, this aspect has to be validated in future studies with a larger population. Copyright © 2013 Elsevier B.V. All rights reserved.
ICT Learning by Older Adults and Their Attitudes toward Computer Use
González, Antonio; Ramírez, María Paz; Viadel, Vicente
2015-01-01
Information and communication technologies have proven to be an effective way of helping older adults improve independence outcomes, but such technologies are yet not widely used by this segment of the population. This paper aims to study computer use and senior citizens' attitudes toward computer technology in the context of a 20-hour course in basic skills. A questionnaire was used to conduct pre- and postcourse analyses with a sample of 191 adults over the age of 60. The findings show that direct contact with computers generates more positive attitudes toward computer use and also positive relationships with attitudes, user behavior, training expectations, and self-confidence. Results are discussed in the light of need-to-know attitudes toward computer use and training in new technologies as an opportunity for life-long learning and for improving quality of life in old age. PMID:26346158
Armbrüster, C; Sutter, C; Ziefle, M
2007-03-01
In two experiments, the usability of input devices integrated into computer notebooks was under study. The most common input devices, touchpad (experiment 1) and trackpoint (experiment 2) were examined. So far, the evaluation of mobile input devices has been restricted to younger users. However, due to ongoing demographic change, the main target group of mobile devices will be older users. Therefore, the present study focused on ageing effects. A total of 14 middle-aged (40-65 years) and 20 younger (20-32 years) users were compared regarding speed and accuracy of cursor control in a point-click and a point-drag-drop task. Moreover, the effects of training were addressed by examining the performance increase over time. In total, 640 trials per task and input device were executed. The results show that ageing is a central factor to be considered in input device design. Middle-aged users were significantly slower than younger users when executing the different tasks. Over time, a significant training effect was observed for both devices and both age groups, although the benefit of training was greater for the middle-aged group. Generally, the touchpad performance was higher than the trackpoint performance in both age groups, but the age-related performance decrements were less distinct when using the touchpad.
Kim, Kyong; Song, Won Kyung; Chong, Woo Suk; Yu, Chang Ho
2018-04-17
The body-weight support (BWS) function, which helps to decrease load stresses on a user, is an effective tool for gait and balance rehabilitation training for elderly people with weakened lower-extremity muscular strength, hemiplegic patients, etc. This study conducts structural analysis to secure user safety in order to develop a rail-type gait and balance rehabilitation training system (RRTS). The RRTS comprises a rail, trolley, and brain-machine interface. The rail (platform) is connected to the ceiling structure, bearing the loads of the RRTS and of the user and allowing locomobility. The trolley consists of a smart drive unit (SDU) that assists the user with forward and backward mobility and a body-weight support (BWS) unit that helps the user to control his/her body-weight load, depending on the severity of his/her hemiplegia. The brain-machine interface estimates and measures on a real-time basis the body-weight (load) of the user and the intended direction of his/her movement. Considering the weight of the system and the user, the mechanical safety performance of the system frame under an applied 250-kg static load is verified through structural analysis using ABAQUS (6.14-3) software. The maximum stresses applied on the rail and trolley under the given gravity load of 250 kg, respectively, are 18.52 MPa and 48.44 MPa. The respective safety factors are computed to be 7.83 and 5.26, confirming the RRTS's mechanical safety. An RRTS with verified structural safety could be utilized for gait movement and balance rehabilitation and training for patients with hemiplegia.
Handheld computers in critical care.
Lapinsky, S E; Weshler, J; Mehta, S; Varkul, M; Hallett, D; Stewart, T E
2001-08-01
Computing technology has the potential to improve health care management but is often underutilized. Handheld computers are versatile and relatively inexpensive, bringing the benefits of computers to the bedside. We evaluated the role of this technology for managing patient data and accessing medical reference information, in an academic intensive-care unit (ICU). Palm III series handheld devices were given to the ICU team, each installed with medical reference information, schedules, and contact numbers. Users underwent a 1-hour training session introducing the hardware and software. Various patient data management applications were assessed during the study period. Qualitative assessment of the benefits, drawbacks, and suggestions was performed by an independent company, using focus groups. An objective comparison between a paper and electronic handheld textbook was achieved using clinical scenario tests. During the 6-month study period, the 20 physicians and 6 paramedical staff who used the handheld devices found them convenient and functional but suggested more comprehensive training and improved search facilities. Comparison of the handheld computer with the conventional paper text revealed equivalence. Access to computerized patient information improved communication, particularly with regard to long-stay patients, but changes to the software and the process were suggested. The introduction of this technology was well received despite differences in users' familiarity with the devices. Handheld computers have potential in the ICU, but systems need to be developed specifically for the critical-care environment.
Handheld computers in critical care
Lapinsky, Stephen E; Weshler, Jason; Mehta, Sangeeta; Varkul, Mark; Hallett, Dave; Stewart, Thomas E
2001-01-01
Background Computing technology has the potential to improve health care management but is often underutilized. Handheld computers are versatile and relatively inexpensive, bringing the benefits of computers to the bedside. We evaluated the role of this technology for managing patient data and accessing medical reference information, in an academic intensive-care unit (ICU). Methods Palm III series handheld devices were given to the ICU team, each installed with medical reference information, schedules, and contact numbers. Users underwent a 1-hour training session introducing the hardware and software. Various patient data management applications were assessed during the study period. Qualitative assessment of the benefits, drawbacks, and suggestions was performed by an independent company, using focus groups. An objective comparison between a paper and electronic handheld textbook was achieved using clinical scenario tests. Results During the 6-month study period, the 20 physicians and 6 paramedical staff who used the handheld devices found them convenient and functional but suggested more comprehensive training and improved search facilities. Comparison of the handheld computer with the conventional paper text revealed equivalence. Access to computerized patient information improved communication, particularly with regard to long-stay patients, but changes to the software and the process were suggested. Conclusions The introduction of this technology was well received despite differences in users' familiarity with the devices. Handheld computers have potential in the ICU, but systems need to be developed specifically for the critical-care environment. PMID:11511337
Simon, Nadine; Käthner, Ivo; Ruf, Carolin A; Pasqualotto, Emanuele; Kübler, Andrea; Halder, Sebastian
2014-01-01
Brain-computer interfaces (BCIs) can serve as muscle independent communication aids. Persons, who are unable to control their eye muscles (e.g., in the completely locked-in state) or have severe visual impairments for other reasons, need BCI systems that do not rely on the visual modality. For this reason, BCIs that employ auditory stimuli were suggested. In this study, a multiclass BCI spelling system was implemented that uses animal voices with directional cues to code rows and columns of a letter matrix. To reveal possible training effects with the system, 11 healthy participants performed spelling tasks on 2 consecutive days. In a second step, the system was tested by a participant with amyotrophic lateral sclerosis (ALS) in two sessions. In the first session, healthy participants spelled with an average accuracy of 76% (3.29 bits/min) that increased to 90% (4.23 bits/min) on the second day. Spelling accuracy by the participant with ALS was 20% in the first and 47% in the second session. The results indicate a strong training effect for both the healthy participants and the participant with ALS. While healthy participants reached high accuracies in the first session and second session, accuracies for the participant with ALS were not sufficient for satisfactory communication in both sessions. More training sessions might be needed to improve spelling accuracies. The study demonstrated the feasibility of the auditory BCI with healthy users and stresses the importance of training with auditory multiclass BCIs, especially for potential end-users of BCI with disease.
Language workbench user interfaces for data analysis
Benson, Victoria M.
2015-01-01
Biological data analysis is frequently performed with command line software. While this practice provides considerable flexibility for computationally savy individuals, such as investigators trained in bioinformatics, this also creates a barrier to the widespread use of data analysis software by investigators trained as biologists and/or clinicians. Workflow systems such as Galaxy and Taverna have been developed to try and provide generic user interfaces that can wrap command line analysis software. These solutions are useful for problems that can be solved with workflows, and that do not require specialized user interfaces. However, some types of analyses can benefit from custom user interfaces. For instance, developing biomarker models from high-throughput data is a type of analysis that can be expressed more succinctly with specialized user interfaces. Here, we show how Language Workbench (LW) technology can be used to model the biomarker development and validation process. We developed a language that models the concepts of Dataset, Endpoint, Feature Selection Method and Classifier. These high-level language concepts map directly to abstractions that analysts who develop biomarker models are familiar with. We found that user interfaces developed in the Meta-Programming System (MPS) LW provide convenient means to configure a biomarker development project, to train models and view the validation statistics. We discuss several advantages of developing user interfaces for data analysis with a LW, including increased interface consistency, portability and extension by language composition. The language developed during this experiment is distributed as an MPS plugin (available at http://campagnelab.org/software/bdval-for-mps/). PMID:25755929
ERIC Educational Resources Information Center
Stiller, Klaus D.; Köster, Annamaria
2016-01-01
Online learning has gained importance in education over the last 20 years, but the well-known problem of high dropout rates still persists. According to the multi-dimensional learning tasks model, the cognitive (over)load of learners is essential to attrition when dealing with five challenges (e.g. technology, user interface) of an online training…
ERIC Educational Resources Information Center
Irwin, John L.
The extent to which computer-aided drafting and design (CADD) was being used in local businesses in Saginaw, Michigan, was investigated. Focuses of a literature review were types of CADD systems, categories of CADD users, and the symbiotic relationship between industry and education in providing CADD training. The survey questionnaire was…
Training Wayfinding: Natural Movement in Mixed Reality
2007-10-01
Brown, Gabbard , Rosenblum, Yohan, Julier, Swan and Hix (2002) saw BARS as a possible source for embedded training for dismounted warriors. They were...about specific real-world spaces: 1. Preliminary experiment. Presence, 8(6), 632-656. Livingston, M.A., Brown, D., Gabbard , J.L., Rosenblum, L.J...Computer Interaction, San Francisco, CA. Swan II, J.E., Gabbard , J.L., Hix, D., Schulman, R.S., & Kim, K., (2003). A comparative study of user
Affective brain-computer music interfacing
NASA Astrophysics Data System (ADS)
Daly, Ian; Williams, Duncan; Kirke, Alexis; Weaver, James; Malik, Asad; Hwang, Faustina; Miranda, Eduardo; Nasuto, Slawomir J.
2016-08-01
Objective. We aim to develop and evaluate an affective brain-computer music interface (aBCMI) for modulating the affective states of its users. Approach. An aBCMI is constructed to detect a user's current affective state and attempt to modulate it in order to achieve specific objectives (for example, making the user calmer or happier) by playing music which is generated according to a specific affective target by an algorithmic music composition system and a case-based reasoning system. The system is trained and tested in a longitudinal study on a population of eight healthy participants, with each participant returning for multiple sessions. Main results. The final online aBCMI is able to detect its users current affective states with classification accuracies of up to 65% (3 class, p\\lt 0.01) and modulate its user's affective states significantly above chance level (p\\lt 0.05). Significance. Our system represents one of the first demonstrations of an online aBCMI that is able to accurately detect and respond to user's affective states. Possible applications include use in music therapy and entertainment.
NASA Astrophysics Data System (ADS)
Mazurowski, Maciej A.; Tourassi, Georgia D.
2011-03-01
In this study we investigate the hypothesis that there exist patterns in erroneous assessment of BI-RADS image features among radiology trainees when performing diagnostic interpretation of mammograms. We also investigate whether these error making patterns can be captured by individual user models. To test our hypothesis we propose a user modeling algorithm that uses the previous readings of a trainee to identify whether certain BI-RADS feature values (e.g. "spiculated" value for "margin" feature) are associated with higher than usual likelihood that the feature will be assessed incorrectly. In our experiments we used readings of 3 radiology residents and 7 breast imaging experts for 33 breast masses for the following BI-RADS features: parenchyma density, mass margin, mass shape and mass density. The expert readings were considered as the gold standard. Rule-based individual user models were developed and tested using the leave one-one-out crossvalidation scheme. Our experimental evaluation showed that the individual user models are accurate in identifying cases for which errors are more likely to be made. The user models captured regularities in error making for all 3 residents. This finding supports our hypothesis about existence of individual error making patterns in assessment of mammographic image features using the BI-RADS lexicon. Explicit user models identifying the weaknesses of each resident could be of great use when developing and adapting a personalized training plan to meet the resident's individual needs. Such approach fits well with the framework of adaptive computer-aided educational systems in mammography we have proposed before.
Storm Water Management Model Applications Manual
The EPA Storm Water Management Model (SWMM) is a dynamic rainfall-runoff simulation model that computes runoff quantity and quality from primarily urban areas. This manual is a practical application guide for new SWMM users who have already had some previous training in hydrolog...
NASA Technical Reports Server (NTRS)
Kennedy, Robert S.; Jones, Marshall B.; Baltzley, Dennis R.
1988-01-01
A major application of isoperformance is as a trade-off methodology of the three major drivers of system design; equipment, training variables, and user characteristics. The flexibility of isoperformance allows each of these three components to be nearly any rational variation. For example, aptitude may be military Armed Forces Qualification Testing (AFQT) categories, cutoff scores within a selection procedure, or simply dichotomizing high and low scorers (pass/fail). Equipment may be new versus old, 'smart' versus dumb, high versus low resolution, etc. Training may be short versus long or varieties of media types (lecture versus CAI/CBI versus self-paced workbooks). In its final computerized form isoperformance lets the user set an operational level of performance (e.g., a jet pilot in a simulated emergency must take prescribed corrective action and clear the plane in several seconds, pilot astronauts will check out all shuttle flight systems within 30 minutes, or Mission Specialists must handle sucdessfully a required number of job elements). At this point the computer program guides the user through any requested trade-offs of the three components while maintaining the specified operational level of performance through isoperformance curves. A demonstration of the computer program is currently available.
Neuromuscular electrical stimulation induced brain patterns to decode motor imagery.
Vidaurre, C; Pascual, J; Ramos-Murguialday, A; Lorenz, R; Blankertz, B; Birbaumer, N; Müller, K-R
2013-09-01
Regardless of the paradigm used to implement a brain-computer interface (BCI), all systems suffer from BCI-inefficiency. In the case of patients the inefficiency can be high. Some solutions have been proposed to overcome this problem, however they have not been completely successful yet. EEG from 10 healthy users was recorded during neuromuscular electrical stimulation (NMES) of hands and feet and during motor imagery (MI) of the same limbs. Features and classifiers were computed using part of these data to decode MI. Offline analyses showed that it was possible to decode MI using a classifier based on afferent patterns induced by NMES and even infer a better model than with MI data. Afferent NMES motor patterns can support the calibration of BCI systems and be used to decode MI. This finding might be a new way to train sensorimotor rhythm (SMR) based BCI systems for healthy users having difficulties to attain BCI control. It might also be an alternative to train MI-based BCIs for users who cannot perform real movements but have remaining afferents (ALS, stroke patients). Copyright © 2013 International Federation of Clinical Neurophysiology. Published by Elsevier Ireland Ltd. All rights reserved.
A Socio-Technical Approach to Preventing, Mitigating, and Recovering from Ransomware Attacks.
Sittig, Dean F; Singh, Hardeep
2016-01-01
Recently there have been several high-profile ransomware attacks involving hospitals around the world. Ransomware is intended to damage or disable a user's computer unless the user makes a payment. Once the attack has been launched, users have three options: 1) try to restore their data from backup; 2) pay the ransom; or 3) lose their data. In this manuscript, we discuss a socio-technical approach to address ransomware and outline four overarching steps that organizations can undertake to secure an electronic health record (EHR) system and the underlying computing infrastructure. First, health IT professionals need to ensure adequate system protection by correctly installing and configuring computers and networks that connect them. Next, the health care organizations need to ensure more reliable system defense by implementing user-focused strategies, including simulation and training on correct and complete use of computers and network applications. Concomitantly, the organization needs to monitor computer and application use continuously in an effort to detect suspicious activities and identify and address security problems before they cause harm. Finally, organizations need to respond adequately to and recover quickly from ransomware attacks and take actions to prevent them in future. We also elaborate on recommendations from other authoritative sources, including the National Institute of Standards and Technology (NIST). Similar to approaches to address other complex socio-technical health IT challenges, the responsibility of preventing, mitigating, and recovering from these attacks is shared between health IT professionals and end-users.
The Cybathlon BCI race: Successful longitudinal mutual learning with two tetraplegic users
Saeedi, Sareh; Schneider, Christoph; Millán, José del R.
2018-01-01
This work aims at corroborating the importance and efficacy of mutual learning in motor imagery (MI) brain–computer interface (BCI) by leveraging the insights obtained through our participation in the BCI race of the Cybathlon event. We hypothesized that, contrary to the popular trend of focusing mostly on the machine learning aspects of MI BCI training, a comprehensive mutual learning methodology that reinstates the three learning pillars (at the machine, subject, and application level) as equally significant could lead to a BCI–user symbiotic system able to succeed in real-world scenarios such as the Cybathlon event. Two severely impaired participants with chronic spinal cord injury (SCI), were trained following our mutual learning approach to control their avatar in a virtual BCI race game. The competition outcomes substantiate the effectiveness of this type of training. Most importantly, the present study is one among very few to provide multifaceted evidence on the efficacy of subject learning during BCI training. Learning correlates could be derived at all levels of the interface—application, BCI output, and electroencephalography (EEG) neuroimaging—with two end-users, sufficiently longitudinal evaluation, and, importantly, under real-world and even adverse conditions. PMID:29746465
The Cybathlon BCI race: Successful longitudinal mutual learning with two tetraplegic users.
Perdikis, Serafeim; Tonin, Luca; Saeedi, Sareh; Schneider, Christoph; Millán, José Del R
2018-05-01
This work aims at corroborating the importance and efficacy of mutual learning in motor imagery (MI) brain-computer interface (BCI) by leveraging the insights obtained through our participation in the BCI race of the Cybathlon event. We hypothesized that, contrary to the popular trend of focusing mostly on the machine learning aspects of MI BCI training, a comprehensive mutual learning methodology that reinstates the three learning pillars (at the machine, subject, and application level) as equally significant could lead to a BCI-user symbiotic system able to succeed in real-world scenarios such as the Cybathlon event. Two severely impaired participants with chronic spinal cord injury (SCI), were trained following our mutual learning approach to control their avatar in a virtual BCI race game. The competition outcomes substantiate the effectiveness of this type of training. Most importantly, the present study is one among very few to provide multifaceted evidence on the efficacy of subject learning during BCI training. Learning correlates could be derived at all levels of the interface-application, BCI output, and electroencephalography (EEG) neuroimaging-with two end-users, sufficiently longitudinal evaluation, and, importantly, under real-world and even adverse conditions.
Effect of mindfulness meditation on brain-computer interface performance.
Tan, Lee-Fan; Dienes, Zoltan; Jansari, Ashok; Goh, Sing-Yau
2014-01-01
Electroencephalogram based brain-computer interfaces (BCIs) enable stroke and motor neuron disease patients to communicate and control devices. Mindfulness meditation has been claimed to enhance metacognitive regulation. The current study explores whether mindfulness meditation training can thus improve the performance of BCI users. To eliminate the possibility of expectation of improvement influencing the results, we introduced a music training condition. A norming study found that both meditation and music interventions elicited clear expectations for improvement on the BCI task, with the strength of expectation being closely matched. In the main 12 week intervention study, seventy-six healthy volunteers were randomly assigned to three groups: a meditation training group; a music training group; and a no treatment control group. The mindfulness meditation training group obtained a significantly higher BCI accuracy compared to both the music training and no-treatment control groups after the intervention, indicating effects of meditation above and beyond expectancy effects. Copyright © 2013 Elsevier Inc. All rights reserved.
Doctors' experience with handheld computers in clinical practice: qualitative study
McAlearney, Ann Scheck; Schweikhart, Sharon B; Medow, Mitchell A
2004-01-01
Objective To examine doctors' perspectives about their experiences with handheld computers in clinical practice. Design Qualitative study of eight focus groups consisting of doctors with diverse training and practice patterns. Setting Six practice settings across the United States and two additional focus group sessions held at a national meeting of general internists. Participants 54 doctors who did or did not use handheld computers. Results Doctors who used handheld computers in clinical practice seemed generally satisfied with them and reported diverse patterns of use. Users perceived that the devices helped them increase productivity and improve patient care. Barriers to use concerned the device itself and personal and perceptual constraints, with perceptual factors such as comfort with technology, preference for paper, and the impression that the devices are not easy to use somewhat difficult to overcome. Participants suggested that organisations can help promote handheld computers by providing advice on purchase, usage, training, and user support. Participants expressed concern about reliability and security of the device but were particularly concerned about dependency on the device and over-reliance as a substitute for clinical thinking. Conclusions Doctors expect handheld computers to become more useful, and most seem interested in leveraging (getting the most value from) their use. Key opportunities with handheld computers included their use as a stepping stone to build doctors' comfort with other information technology and ehealth initiatives and providing point of care support that helps improve patient care. PMID:15142920
NASA Astrophysics Data System (ADS)
Fedorov, D.; Miller, R. J.; Kvilekval, K. G.; Doheny, B.; Sampson, S.; Manjunath, B. S.
2016-02-01
Logistical and financial limitations of underwater operations are inherent in marine science, including biodiversity observation. Imagery is a promising way to address these challenges, but the diversity of organisms thwarts simple automated analysis. Recent developments in computer vision methods, such as convolutional neural networks (CNN), are promising for automated classification and detection tasks but are typically very computationally expensive and require extensive training on large datasets. Therefore, managing and connecting distributed computation, large storage and human annotations of diverse marine datasets is crucial for effective application of these methods. BisQue is a cloud-based system for management, annotation, visualization, analysis and data mining of underwater and remote sensing imagery and associated data. Designed to hide the complexity of distributed storage, large computational clusters, diversity of data formats and inhomogeneous computational environments behind a user friendly web-based interface, BisQue is built around an idea of flexible and hierarchical annotations defined by the user. Such textual and graphical annotations can describe captured attributes and the relationships between data elements. Annotations are powerful enough to describe cells in fluorescent 4D images, fish species in underwater videos and kelp beds in aerial imagery. Presently we are developing BisQue-based analysis modules for automated identification of benthic marine organisms. Recent experiments with drop-out and CNN based classification of several thousand annotated underwater images demonstrated an overall accuracy above 70% for the 15 best performing species and above 85% for the top 5 species. Based on these promising results, we have extended bisque with a CNN-based classification system allowing continuous training on user-provided data.
Efficacy of Web-Based Instruction to Provide Training on Federal Motor Carrier Safety Regulations
DOT National Transportation Integrated Search
2011-05-01
This report presents an evaluation of the current state-of-the-art Web-based instruction (WBI), reviews the current computer platforms of potential users of WBI, reviews the current status of WBI applications for Federal Motor Carrier Safety Administ...
Saunders, Gabrielle H; Smith, Sherri L; Chisolm, Theresa H; Frederick, Melissa T; McArdle, Rachel A; Wilson, Richard H
2016-01-01
To examine the effectiveness of the Listening and Communication Enhancement (LACE) program as a supplement to standard-of-care hearing aid intervention in a Veteran population. A multisite randomized controlled trial was conducted to compare outcomes following standard-of-care hearing aid intervention supplemented with (1) LACE training using the 10-session DVD format, (2) LACE training using the 20-session computer-based format, (3) placebo auditory training (AT) consisting of actively listening to 10 hr of digitized books on a computer, and (4) educational counseling-the control group. The study involved 3 VA sites and enrolled 279 veterans. Both new and experienced hearing aid users participated to determine if outcomes differed as a function of hearing aid user status. Data for five behavioral and two self-report measures were collected during three research visits: baseline, immediately following the intervention period, and at 6 months postintervention. The five behavioral measures were selected to determine whether the perceptual and cognitive skills targeted in LACE training generalized to untrained tasks that required similar underlying skills. The two self-report measures were completed to determine whether the training resulted in a lessening of activity limitations and participation restrictions. Outcomes were obtained from 263 participants immediately following the intervention period and from 243 participants 6 months postintervention. Analyses of covariance comparing performance on each outcome measure separately were conducted using intervention and hearing aid user status as between-subject factors, visit as a within-subject factor, and baseline performance as a covariate. No statistically significant main effects or interactions were found for the use of LACE on any outcome measure. Findings from this randomized controlled trial show that LACE training does not result in improved outcomes over standard-of-care hearing aid intervention alone. Potential benefits of AT may be different than those assessed by the performance and self-report measures utilized here. Individual differences not assessed in this study should be examined to evaluate whether AT with LACE has any benefits for particular individuals. Clinically, these findings suggest that audiologists may want to temper the expectations of their patients who embark on LACE training.
Factors that influence the performance of experienced speech recognition users.
Koester, Heidi Horstmann
2006-01-01
Performance on automatic speech recognition (ASR) systems for users with physical disabilities varies widely between individuals. The goal of this study was to discover some key factors that account for that variation. Using data from 23 experienced ASR users with physical disabilities, the effect of 20 different independent variables on recognition accuracy and text entry rate with ASR was measured using bivariate and multivariate analyses. The results show that use of appropriate correction strategies had the strongest influence on user performance with ASR. The amount of time the user spent on his or her computer, the user's manual typing speed, and the speed with which the ASR system recognized speech were all positively associated with better performance. The amount or perceived adequacy of ASR training did not have a significant impact on performance for this user group.
Scherer, Reinhold; Faller, Josef; Friedrich, Elisabeth V C; Opisso, Eloy; Costa, Ursula; Kübler, Andrea; Müller-Putz, Gernot R
2015-01-01
Brain-computer interfaces (BCIs) translate oscillatory electroencephalogram (EEG) patterns into action. Different mental activities modulate spontaneous EEG rhythms in various ways. Non-stationarity and inherent variability of EEG signals, however, make reliable recognition of modulated EEG patterns challenging. Able-bodied individuals who use a BCI for the first time achieve - on average - binary classification performance of about 75%. Performance in users with central nervous system (CNS) tissue damage is typically lower. User training generally enhances reliability of EEG pattern generation and thus also robustness of pattern recognition. In this study, we investigated the impact of mental tasks on binary classification performance in BCI users with central nervous system (CNS) tissue damage such as persons with stroke or spinal cord injury (SCI). Motor imagery (MI), that is the kinesthetic imagination of movement (e.g. squeezing a rubber ball with the right hand), is the "gold standard" and mainly used to modulate EEG patterns. Based on our recent results in able-bodied users, we hypothesized that pair-wise combination of "brain-teaser" (e.g. mental subtraction and mental word association) and "dynamic imagery" (e.g. hand and feet MI) tasks significantly increases classification performance of induced EEG patterns in the selected end-user group. Within-day (How stable is the classification within a day?) and between-day (How well does a model trained on day one perform on unseen data of day two?) analysis of variability of mental task pair classification in nine individuals confirmed the hypothesis. We found that the use of the classical MI task pair hand vs. feed leads to significantly lower classification accuracy - in average up to 15% less - in most users with stroke or SCI. User-specific selection of task pairs was again essential to enhance performance. We expect that the gained evidence will significantly contribute to make imagery-based BCI technology become accessible to a larger population of users including individuals with special needs due to CNS damage.
Scherer, Reinhold; Faller, Josef; Friedrich, Elisabeth V. C.; Opisso, Eloy; Costa, Ursula; Kübler, Andrea; Müller-Putz, Gernot R.
2015-01-01
Brain-computer interfaces (BCIs) translate oscillatory electroencephalogram (EEG) patterns into action. Different mental activities modulate spontaneous EEG rhythms in various ways. Non-stationarity and inherent variability of EEG signals, however, make reliable recognition of modulated EEG patterns challenging. Able-bodied individuals who use a BCI for the first time achieve - on average - binary classification performance of about 75%. Performance in users with central nervous system (CNS) tissue damage is typically lower. User training generally enhances reliability of EEG pattern generation and thus also robustness of pattern recognition. In this study, we investigated the impact of mental tasks on binary classification performance in BCI users with central nervous system (CNS) tissue damage such as persons with stroke or spinal cord injury (SCI). Motor imagery (MI), that is the kinesthetic imagination of movement (e.g. squeezing a rubber ball with the right hand), is the "gold standard" and mainly used to modulate EEG patterns. Based on our recent results in able-bodied users, we hypothesized that pair-wise combination of "brain-teaser" (e.g. mental subtraction and mental word association) and "dynamic imagery" (e.g. hand and feet MI) tasks significantly increases classification performance of induced EEG patterns in the selected end-user group. Within-day (How stable is the classification within a day?) and between-day (How well does a model trained on day one perform on unseen data of day two?) analysis of variability of mental task pair classification in nine individuals confirmed the hypothesis. We found that the use of the classical MI task pair hand vs. feed leads to significantly lower classification accuracy - in average up to 15% less - in most users with stroke or SCI. User-specific selection of task pairs was again essential to enhance performance. We expect that the gained evidence will significantly contribute to make imagery-based BCI technology become accessible to a larger population of users including individuals with special needs due to CNS damage. PMID:25992718
Training Surgical Residents With a Haptic Robotic Central Venous Catheterization Simulator.
Pepley, David F; Gordon, Adam B; Yovanoff, Mary A; Mirkin, Katelin A; Miller, Scarlett R; Han, David C; Moore, Jason Z
Ultrasound guided central venous catheterization (CVC) is a common surgical procedure with complication rates ranging from 5 to 21 percent. Training is typically performed using manikins that do not simulate anatomical variations such as obesity and abnormal vessel positioning. The goal of this study was to develop and validate the effectiveness of a new virtual reality and force haptic based simulation platform for CVC of the right internal jugular vein. A CVC simulation platform was developed using a haptic robotic arm, 3D position tracker, and computer visualization. The haptic robotic arm simulated needle insertion force that was based on cadaver experiments. The 3D position tracker was used as a mock ultrasound device with realistic visualization on a computer screen. Upon completion of a practice simulation, performance feedback is given to the user through a graphical user interface including scoring factors based on good CVC practice. The effectiveness of the system was evaluated by training 13 first year surgical residents using the virtual reality haptic based training system over a 3 month period. The participants' performance increased from 52% to 96% on the baseline training scenario, approaching the average score of an expert surgeon: 98%. This also resulted in improvement in positive CVC practices including a 61% decrease between final needle tip position and vein center, a decrease in mean insertion attempts from 1.92 to 1.23, and a 12% increase in time spent aspirating the syringe throughout the procedure. A virtual reality haptic robotic simulator for CVC was successfully developed. Surgical residents training on the simulation improved to near expert levels after three robotic training sessions. This suggests that this system could act as an effective training device for CVC. Copyright © 2017 Association of Program Directors in Surgery. Published by Elsevier Inc. All rights reserved.
Dalaba, Maxwell Ayindenaba; Akweongo, Patricia; Williams, John; Saronga, Happiness Pius; Tonchev, Pencho; Sauerborn, Rainer; Mensah, Nathan; Blank, Antje; Kaltschmidt, Jens; Loukanova, Svetla
2014-01-01
Objective This study analyzed cost of implementing computer-assisted Clinical Decision Support System (CDSS) in selected health care centres in Ghana. Methods A descriptive cross sectional study was conducted in the Kassena-Nankana district (KND). CDSS was deployed in selected health centres in KND as an intervention to manage patients attending antenatal clinics and the labour ward. The CDSS users were mainly nurses who were trained. Activities and associated costs involved in the implementation of CDSS (pre-intervention and intervention) were collected for the period between 2009–2013 from the provider perspective. The ingredients approach was used for the cost analysis. Costs were grouped into personnel, trainings, overheads (recurrent costs) and equipment costs (capital cost). We calculated cost without annualizing capital cost to represent financial cost and cost with annualizing capital costs to represent economic cost. Results Twenty-two trained CDSS users (at least 2 users per health centre) participated in the study. Between April 2012 and March 2013, users managed 5,595 antenatal clients and 872 labour clients using the CDSS. We observed a decrease in the proportion of complications during delivery (pre-intervention 10.74% versus post-intervention 9.64%) and a reduction in the number of maternal deaths (pre-intervention 4 deaths versus post-intervention 1 death). The overall financial cost of CDSS implementation was US$23,316, approximately US$1,060 per CDSS user trained. Of the total cost of implementation, 48% (US$11,272) was pre-intervention cost and intervention cost was 52% (US$12,044). Equipment costs accounted for the largest proportion of financial cost: 34% (US$7,917). When economic cost was considered, total cost of implementation was US$17,128–lower than the financial cost by 26.5%. Conclusions The study provides useful information in the implementation of CDSS at health facilities to enhance health workers' adherence to practice guidelines and taking accurate decisions to improve maternal health care. PMID:25180831
Sesin, Anaelis; Adjouadi, Malek; Cabrerizo, Mercedes; Ayala, Melvin; Barreto, Armando
2008-01-01
This study developed an adaptive real-time human-computer interface (HCI) that serves as an assistive technology tool for people with severe motor disability. The proposed HCI design uses eye gaze as the primary computer input device. Controlling the mouse cursor with raw eye coordinates results in sporadic motion of the pointer because of the saccadic nature of the eye. Even though eye movements are subtle and completely imperceptible under normal circumstances, they considerably affect the accuracy of an eye-gaze-based HCI. The proposed HCI system is novel because it adapts to each specific user's different and potentially changing jitter characteristics through the configuration and training of an artificial neural network (ANN) that is structured to minimize the mouse jitter. This task is based on feeding the ANN a user's initially recorded eye-gaze behavior through a short training session. The ANN finds the relationship between the gaze coordinates and the mouse cursor position based on the multilayer perceptron model. An embedded graphical interface is used during the training session to generate user profiles that make up these unique ANN configurations. The results with 12 subjects in test 1, which involved following a moving target, showed an average jitter reduction of 35%; the results with 9 subjects in test 2, which involved following the contour of a square object, showed an average jitter reduction of 53%. For both results, the outcomes led to trajectories that were significantly smoother and apt at reaching fixed or moving targets with relative ease and within a 5% error margin or deviation from desired trajectories. The positive effects of such jitter reduction are presented graphically for visual appreciation.
PDA usage and training: targeting curriculum for residents and faculty.
Morris, Carl G; Church, Lili; Vincent, Chris; Rao, Ashwin
2007-06-01
Utilization of personal digital assistants (PDAs) in residency education is common, but information about their use and how residents are trained to use them is limited. Better understanding of resident and faculty PDA use and training is needed. We used a cross-sectional survey of 598 residents and faculty from the WWAMI (Washington, Wyoming, Alaska, Montana, and Idaho) Family Medicine Residency Network regarding PDA usage and training. Use of PDAs is common among residents (94%) and faculty (79%). Ninety-six percent of faculty and residents report stable or increasing frequency of use over time. The common barriers to PDA use relate to lack of time, knowledge, and formal education. Approximately half of PDA users (52%) have received some formal training; however, the majority of users report being self-taught. Faculty and residents prefer either small-group or one-on-one settings with hands-on, self-directed, interactive formats for PDA training. Large-group settings in lecture, written, or computer program formats were considered less helpful or desirable. PDAs have become a commonly used clinical tool. Lack of time and adequate training present a barrier to optimal application of PDAs in family medicine residency education.
Peters, Betts; Bieker, Gregory; Heckman, Susan M; Huggins, Jane E; Wolf, Catherine; Zeitlin, Debra; Fried-Oken, Melanie
2015-03-01
More than 300 researchers gathered at the 2013 International Brain-Computer Interface (BCI) Meeting to discuss current practice and future goals for BCI research and development. The authors organized the Virtual Users' Forum at the meeting to provide the BCI community with feedback from users. We report on the Virtual Users' Forum, including initial results from ongoing research being conducted by 2 BCI groups. Online surveys and in-person interviews were used to solicit feedback from people with disabilities who are expert and novice BCI users. For the Virtual Users' Forum, their responses were organized into 4 major themes: current (non-BCI) communication methods, experiences with BCI research, challenges of current BCIs, and future BCI developments. Two authors with severe disabilities gave presentations during the Virtual Users' Forum, and their comments are integrated with the other results. While participants' hopes for BCIs of the future remain high, their comments about available systems mirror those made by consumers about conventional assistive technology. They reflect concerns about reliability (eg, typing accuracy/speed), utility (eg, applications and the desire for real-time interactions), ease of use (eg, portability and system setup), and support (eg, technical support and caregiver training). People with disabilities, as target users of BCI systems, can provide valuable feedback and input on the development of BCI as an assistive technology. To this end, participatory action research should be considered as a valuable methodology for future BCI research. Copyright © 2015 American Congress of Rehabilitation Medicine. Published by Elsevier Inc. All rights reserved.
Gordon, Peter; Camhi, Eli; Hesse, Ron; Odlum, Michelle; Schnall, Rebecca; Rodriguez, Martha; Valdez, Esmerlin; Bakken, Suzanne
2015-01-01
Purpose To describe the processes and outcomes of developing and implementing a Continuity of Care Document (CCD), My Health Profile, as personal health record for persons living with HIV (PLWH) in an HIV/AIDS Special Needs Plan (SNP) in New York City. Methods Multiple qualitative and quantitative data sources were used to describe the processes and outcomes of implementing My Health Profile including focus groups, Audio Computer Assisted Self Interview (ACASI) surveys, administrative databases, chart abstraction, usage logs, and project management records. Qualitative data were thematically analyzed. Quantitative data analytic methods included descriptive and multivariate statistics. Data were triangulated and synthesized using the Reach, Efficacy/Effectiveness, Adoption, Implementation, Maintenance (RE-AIM) Framework. Results Reach SNP members are predominantly African American or Hispanic/Latino and about one third are female. A larger proportion of African Americans and smaller proportions of Hispanics/Latinos and Whites were trained to use My Health Profile. Efficacy/Effectiveness CCDs were produced for 8,249 unique members and updated on a monthly basis, 509 members were trained to use My Health Profile. Total number of member logins for 112 active users was 1,808 and the longest duration of use was 1,008 days. There were no significant differences between users and non-users of My Health Profile in clinical outcomes, perceptions of the quality of medical care, or health service utilization. Adoption My Health Profile was well-matched to organizational mission, values, and priorities related to coordination of care for a high-risk population of PLWH. Implementation Pre-implementation focus group participants identified potential barriers to use of My Health Profile including functional and computer literacy, privacy and confidentiality concerns, potential reluctance to use technology, and cognitive challenges. Key strategies for addressing barriers included a dedicated bilingual coach for recruitment, training, and support; basic computer and My Health Profile training; transparent audit trail revealing clinician and case manager access of My Health Profile, time-limited passwords for sharing My Health Profile with others at the point of need, and emergency access mechanism. Maintenance My Health Profile was integrated into routine operational activities and its sustainability is facilitated by its foundation on standards for Health Information Exchange (HIE). Conclusions Although potential barriers exist to the use of PHRs such as My Health Profile, PLWH with complex medical needs, low socioeconomic status, and limited computer experience will use such tools when a sufficient level of user support is provided and privacy and confidentiality concerns are addressed. PMID:22841825
NASA Technical Reports Server (NTRS)
Rogers, R. H. (Principal Investigator)
1982-01-01
A program established by NASA with the Environmental Research Institute of Michigan (ERIM) applies a network where the major participants are NASA, universities or research institutes, community colleges, and local private and public organizations. Local users are given an opportunity to obtain "hands on" training in LANDSAT data analysis and Geographic Information System (GIS) techniques using a desk top, interactive remote analysis station (RAS). The RAS communicates with a central computing facility via telephone line, and provides for generation of land use and land suitability maps and other data products via remote command. During the period from 22 September 1980 - 6 March 1982, 15 workshops and other training activities were successfully conducted throughout Michigan providing hands on training on the RAS terminals for 250 or more people and user awareness activities such as exhibits and demonstrations for 2,000 or more participants.
Carabalona, Roberta
2017-01-01
Visual P300-based Brain-Computer Interface (BCI) spellers enable communication or interaction with the environment by flashing elements in a matrix and exploiting consequent changes in end-user's brain activity. Despite research efforts, performance variability and BCI-illiteracy still are critical issues for real world applications. Moreover, there is a quite unaddressed kind of BCI-illiteracy, which becomes apparent when the same end-user operates BCI-spellers intended for different applications: our aim is to understand why some well performers can become BCI-illiterate depending on speller type. We manipulated stimulus type (factor STIM: either characters or icons), color (factor COLOR: white, green) and timing (factor SPEED: fast, slow). Each BCI session consisted of training (without feedback) and performance phase (with feedback), both in copy-spelling. For fast flashing spellers, we observed a performance worsening for white icon-speller. Our findings are consistent with existing results reported on end-users using identical white×fast spellers, indicating independence of worsening trend from users' group. The use of slow stimulation timing shed a new light on the perceptual and cognitive phenomena related to the use of a BCI-speller during both the training and the performance phase. We found a significant STIM main effect for the N1 component on Pz and PO7 during the training phase and on PO8 during the performance phase, whereas in both phases neither the STIM×COLOR interaction nor the COLOR main effect was statistically significant. After collapsing data for factor COLOR, it emerged a statistically significant modulation of N1 amplitude depending to the phase of BCI session: N1 was more negative for icons than for characters both on Pz and PO7 (training), whereas the opposite modulation was observed for PO8 (performance). Results indicate that both feedback and expertise with respect to the stimulus type can modulate the N1 component and that icons require more perceptual analysis. Therefore, fast flashing is likely to be more detrimental for end-users' performance in case of icon-spellers. In conclusion, the interplay between stimulus type and timing seems relevant for a satisfactory and efficient end-user's BCI-experience. PMID:28713233
Carabalona, Roberta
2017-01-01
Visual P300-based Brain-Computer Interface (BCI) spellers enable communication or interaction with the environment by flashing elements in a matrix and exploiting consequent changes in end-user's brain activity. Despite research efforts, performance variability and BCI-illiteracy still are critical issues for real world applications. Moreover, there is a quite unaddressed kind of BCI-illiteracy, which becomes apparent when the same end-user operates BCI-spellers intended for different applications: our aim is to understand why some well performers can become BCI-illiterate depending on speller type. We manipulated stimulus type (factor STIM: either characters or icons), color (factor COLOR: white, green) and timing (factor SPEED: fast, slow). Each BCI session consisted of training (without feedback) and performance phase (with feedback), both in copy-spelling. For fast flashing spellers, we observed a performance worsening for white icon-speller. Our findings are consistent with existing results reported on end-users using identical white×fast spellers, indicating independence of worsening trend from users' group. The use of slow stimulation timing shed a new light on the perceptual and cognitive phenomena related to the use of a BCI-speller during both the training and the performance phase. We found a significant STIM main effect for the N1 component on P z and PO 7 during the training phase and on PO 8 during the performance phase, whereas in both phases neither the STIM×COLOR interaction nor the COLOR main effect was statistically significant. After collapsing data for factor COLOR, it emerged a statistically significant modulation of N1 amplitude depending to the phase of BCI session: N1 was more negative for icons than for characters both on P z and PO 7 (training), whereas the opposite modulation was observed for PO 8 (performance). Results indicate that both feedback and expertise with respect to the stimulus type can modulate the N1 component and that icons require more perceptual analysis. Therefore, fast flashing is likely to be more detrimental for end-users' performance in case of icon-spellers. In conclusion, the interplay between stimulus type and timing seems relevant for a satisfactory and efficient end-user's BCI-experience.
Direct coal liquefaction baseline design and system analysis. Quarterly report, January--March 1991
DOE Office of Scientific and Technical Information (OSTI.GOV)
Not Available
1991-04-01
The primary objective of the study is to develop a computer model for a base line direct coal liquefaction design based on two stage direct coupled catalytic reactors. This primary objective is to be accomplished by completing the following: a base line design based on previous DOE/PETC results from Wilsonville pilot plant and other engineering evaluations; a cost estimate and economic analysis; a computer model incorporating the above two steps over a wide range of capacities and selected process alternatives; a comprehensive training program for DOE/PETC Staff to understand and use the computer model; a thorough documentation of all underlyingmore » assumptions for baseline economics; and a user manual and training material which will facilitate updating of the model in the future.« less
Direct coal liquefaction baseline design and system analysis
DOE Office of Scientific and Technical Information (OSTI.GOV)
Not Available
1991-04-01
The primary objective of the study is to develop a computer model for a base line direct coal liquefaction design based on two stage direct coupled catalytic reactors. This primary objective is to be accomplished by completing the following: a base line design based on previous DOE/PETC results from Wilsonville pilot plant and other engineering evaluations; a cost estimate and economic analysis; a computer model incorporating the above two steps over a wide range of capacities and selected process alternatives; a comprehensive training program for DOE/PETC Staff to understand and use the computer model; a thorough documentation of all underlyingmore » assumptions for baseline economics; and a user manual and training material which will facilitate updating of the model in the future.« less
Development of computer games for assessment and training in post-stroke arm telerehabilitation.
Rodriguez-de-Pablo, Cristina; Perry, Joel C; Cavallaro, Francesca I; Zabaleta, Haritz; Keller, Thierry
2012-01-01
Stroke is the leading cause of long term disability among adults in industrialized nations. The majority of these disabilities include deficiencies in arm function, which can make independent living very difficult. Research shows that better results in rehabilitation are obtained when patients receive more intensive therapy. However this intensive therapy is currently too expensive to be provided by the public health system, and at home few patients perform the repetitive exercises recommended by their therapists. Computer games can provide an affordable, enjoyable, and effective way to intensify treatment, while keeping the patient as well as their therapists informed about their progress. This paper presents the study, design, implementation and user-testing of a set of computer games for at-home assessment and training of upper-limb motor impairment after stroke.
Training system for digital mammographic diagnoses of breast cancer
NASA Astrophysics Data System (ADS)
Thomaz, R. L.; Nirschl Crozara, M. G.; Patrocinio, A. C.
2013-03-01
As the technology evolves, the analog mammography systems are being replaced by digital systems. The digital system uses video monitors as the display of mammographic images instead of the previously used screen-film and negatoscope for analog images. The change in the way of visualizing mammographic images may require a different approach for training the health care professionals in diagnosing the breast cancer with digital mammography. Thus, this paper presents a computational approach to train the health care professionals providing a smooth transition between analog and digital technology also training to use the advantages of digital image processing tools to diagnose the breast cancer. This computational approach consists of a software where is possible to open, process and diagnose a full mammogram case from a database, which has the digital images of each of the mammographic views. The software communicates with a gold standard digital mammogram cases database. This database contains the digital images in Tagged Image File Format (TIFF) and the respective diagnoses according to BI-RADSTM, these files are read by software and shown to the user as needed. There are also some digital image processing tools that can be used to provide better visualization of each single image. The software was built based on a minimalist and a user-friendly interface concept that might help in the smooth transition. It also has an interface for inputting diagnoses from the professional being trained, providing a result feedback. This system has been already completed, but hasn't been applied to any professional training yet.
2017-12-01
emphasis on meeting deliverable dates over a focus on customer service and user experience, a common finding in McGrath and MacMillan’s (2000) research...including suggestions for reducing this burden, to Washington headquarters Services , Directorate for Information Operations and Reports, 1215...structure, process improvements, and training needs as the group prepares to support the retirement of the International Space Station in the 2020s and
On the control of brain-computer interfaces by users with cerebral palsy.
Daly, Ian; Billinger, Martin; Laparra-Hernández, José; Aloise, Fabio; García, Mariano Lloria; Faller, Josef; Scherer, Reinhold; Müller-Putz, Gernot
2013-09-01
Brain-computer interfaces (BCIs) have been proposed as a potential assistive device for individuals with cerebral palsy (CP) to assist with their communication needs. However, it is unclear how well-suited BCIs are to individuals with CP. Therefore, this study aims to investigate to what extent these users are able to gain control of BCIs. This study is conducted with 14 individuals with CP attempting to control two standard online BCIs (1) based upon sensorimotor rhythm modulations, and (2) based upon steady state visual evoked potentials. Of the 14 users, 8 are able to use one or other of the BCIs, online, with a statistically significant level of accuracy, without prior training. Classification results are driven by neurophysiological activity and not seen to correlate with occurrences of artifacts. However, many of these users' accuracies, while statistically significant, would require either more training or more advanced methods before practical BCI control would be possible. The results indicate that BCIs may be controlled by individuals with CP but that many issues need to be overcome before practical application use may be achieved. This is the first study to assess the ability of a large group of different individuals with CP to gain control of an online BCI system. The results indicate that six users could control a sensorimotor rhythm BCI and three a steady state visual evoked potential BCI at statistically significant levels of accuracy (SMR accuracies; mean ± STD, 0.821 ± 0.116, SSVEP accuracies; 0.422 ± 0.069). Copyright © 2013 International Federation of Clinical Neurophysiology. Published by Elsevier Ireland Ltd. All rights reserved.
CAI System Costs: Present and Future.
ERIC Educational Resources Information Center
Pressman, Israel; Rosenbloom, Bruce
1984-01-01
Discusses costs related to providing computer assisted instruction (CAI), considering hardware, software, user training, maintenance, and installation. Provides an example of the total cost of CAI broken down into these categories, giving an adjusted yearly cost. Projects future trends and costs of CAI as well as cost savings possibilities. (JM)
Laval University and Lakehead University Experiments at TREC 2015 Contextual Suggestion Track
2015-11-20
Department of Computer Science and Software Engineering, Laval University 2 Department of Software Engineering, Lakehead University Abstract—In this...Linear Regression and Lambda Mart perform poorly in this case, be- cause the size of the training data per user is small (less than 50 samples). On the
Lee, Tih-Shih; Goh, Siau Juinn Alexa; Quek, Shin Yi; Phillips, Rachel; Guan, Cuntai; Cheung, Yin Bun; Feng, Lei; Teng, Stephanie Sze Wei; Wang, Chuan Chu; Chin, Zheng Yang; Zhang, Haihong; Ng, Tze Pin; Lee, Jimmy; Keefe, Richard; Krishnan, K Ranga Rama
2013-01-01
Cognitive decline in aging is a pressing issue associated with significant healthcare costs and deterioration in quality of life. Previously, we reported the successful use of a novel brain-computer interface (BCI) training system in improving symptoms of attention deficit hyperactivity disorder. Here, we examine the feasibility of the BCI system with a new game that incorporates memory training in improving memory and attention in a pilot sample of healthy elderly. This study investigates the safety, usability and acceptability of our BCI system to elderly, and obtains an efficacy estimate to warrant a phase III trial. Thirty-one healthy elderly were randomized into intervention (n = 15) and waitlist control arms (n = 16). Intervention consisted of an 8-week training comprising 24 half-hour sessions. A usability and acceptability questionnaire was administered at the end of training. Safety was investigated by querying users about adverse events after every session. Efficacy of the system was measured by the change of total score from the Repeatable Battery for the Assessment of Neuropsychological Status (RBANS) before and after training. Feedback on the usability and acceptability questionnaire was positive. No adverse events were reported for all participants across all sessions. Though the median difference in the RBANS change scores between arms was not statistically significant, an effect size of 0.6SD was obtained, which reflects potential clinical utility according to Simon's randomized phase II trial design. Pooled data from both arms also showed that the median change in total scores pre and post-training was statistically significant (Mdn = 4.0; p<0.001). Specifically, there were significant improvements in immediate memory (p = 0.038), visuospatial/constructional (p = 0.014), attention (p = 0.039), and delayed memory (p<0.001) scores. Our BCI-based system shows promise in improving memory and attention in healthy elderly, and appears to be safe, user-friendly and acceptable to senior users. Given the efficacy signal, a phase III trial is warranted. ClinicalTrials.gov NCT01661894.
NASA Technical Reports Server (NTRS)
Smith, Jeffrey D.; Twombly, I. Alexander; Maese, A. Christopher; Cagle, Yvonne; Boyle, Richard
2003-01-01
The International Space Station demonstrates the greatest capabilities of human ingenuity, international cooperation and technology development. The complexity of this space structure is unprecedented; and training astronaut crews to maintain all its systems, as well as perform a multitude of research experiments, requires the most advanced training tools and techniques. Computer simulation and virtual environments are currently used by astronauts to train for robotic arm manipulations and extravehicular activities; but now, with the latest computer technologies and recent successes in areas of medical simulation, the capability exists to train astronauts for more hands-on research tasks using immersive virtual environments. We have developed a new technology, the Virtual Glovebox (VGX), for simulation of experimental tasks that astronauts will perform aboard the Space Station. The VGX may also be used by crew support teams for design of experiments, testing equipment integration capability and optimizing the procedures astronauts will use. This is done through the 3D, desk-top sized, reach-in virtual environment that can simulate the microgravity environment in space. Additional features of the VGX allow for networking multiple users over the internet and operation of tele-robotic devices through an intuitive user interface. Although the system was developed for astronaut training and assisting support crews, Earth-bound applications, many emphasizing homeland security, have also been identified. Examples include training experts to handle hazardous biological and/or chemical agents in a safe simulation, operation of tele-robotic systems for assessing and diffusing threats such as bombs, and providing remote medical assistance to field personnel through a collaborative virtual environment. Thus, the emerging VGX simulation technology, while developed for space- based applications, can serve a dual use facilitating homeland security here on Earth.
The AALAS Learning Library and its effectiveness as a tool for technician training.
Parker-Thornburg, Jan; Grabeel, Pam; Butler, Mark
2009-06-01
Computer-based training is potentially a useful means of gaining proficiency in various aspects of laboratory animal science. The authors present an overview of the AALAS Learning Library (ALL), an internet-based training system that was established in 2003 and is widely used for technician certification training and for IACUC-mandated training. To evaluate the effectiveness of the ALL as a tool for general training and for achieving certification, the AALAS Online Learning Committee initiated a review of the online courses. The authors analyzed the numbers of users who accessed different types of courses and completed exams in those courses. They also correlated ALL usage with pass rates in technician certification exams. Results suggest that the ALL is a highly effective method of training, particularly for technician certification.
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.
Interruption as a test of the user-computer interface
NASA Technical Reports Server (NTRS)
Kreifeldt, J. G.; Mccarthy, M. E.
1981-01-01
In order to study the effects different logic systems might have on interrupted operation, an algebraic calculator and a reverse polish notation calculator were compared when trained users were interrupted during problem entry. The RPN calculator showed markedly superior resistance to interruption effects compared to the AN calculator although no significant differences were found when the users were not interrupted. Causes and possible remedies for interruption effects are speculated. It is proposed that because interruption is such a common occurrence, it be incorporated into comparative evaluation tests of different logic system and control/display system and that interruption resistance be adopted as a specific design criteria for such design.
Training users to counteract phishing.
Mayhorn, Christopher B; Nyeste, Patrick G
2012-01-01
Phishing is an increasingly more prevalent form of online, social engineered scams that escalate costs and risks to society year to year. This study demonstrates an association between anti-phishing training techniques used in previous research and individual differences which could affect phishing susceptibility. Results indicated that anti-phishing training in both a simple comic and more complex video game form is helpful in decreasing phishing susceptibility as measured by Miss rates for all individuals including college aged and computer savvy participants. Based on the results of the present study, implications for future efforts to combat phishing are discussed.
The virtual asthma guideline e-learning program: learning effectiveness and user satisfaction.
Kang, Sung-Yoon; Kim, Sae-Hoon; Kwon, Yong-Eun; Kim, Tae-Bum; Park, Hye-Kyung; Park, Heung-Woo; Chang, Yoon-Seok; Jee, Young-Koo; Moon, Hee-Bom; Min, Kyung-Up; Cho, Sang-Heon
2018-05-01
Effective educational tools are important for increasing adherence to asthma guidelines and clinical improvement of asthma patients. We developed a computer-based interactive education program for asthma guideline named the Virtual Learning Center for Asthma Management (VLCAM). We evaluated the usefulness of program in terms of its effects on user awareness of asthma guideline and level of satisfaction. Physicians-in-training at tertiary hospitals in Korea were enrolled in a cross-sectional questionnaire survey. The e-learning program on asthma guideline was conducted over a 2-week period. We investigated changes in the awareness of asthma guideline using 35-item self-administered questionnaire aiming at assessing physicians' knowledge, attitude, and practice. Satisfaction with the program was scored on 4-point Likert scales. A total of 158 physicians-in-training at six tertiary hospitals completed the survey. Compared with baseline, the overall awareness obtained from the scores of knowledge, attitude, and practice was improved significantly. Participants were satisfied with the VLCAM program in the following aspects: helpfulness, convenience, motivation, effectiveness, physicians' confidence, improvement of asthma management, and willingness to recommend. All items in user satisfaction questionnaires received high scores over 3 points. Moreover, the problem-based learning with a virtual patient received the highest user satisfaction among all parts of the program. Our computer-based e-learning program is useful for improving awareness of asthma management. It could improve adherence to asthma guidelines and enhance the quality of asthma care.
NASA Technical Reports Server (NTRS)
Cerbins, F. C.; Huysman, B. P.; Knoedler, J. K.; Kwong, P. S.; Pieniazek, L. A.; Strom, S. W.
1986-01-01
This manual describes the operation and use of RELBET 4.0 implemented on the Hewlett Packard model 9000. The RELBET System is an integrated collection of computer programs which support the analysis and post-flight reconstruction of vehicle to vehicle relative trajectories of two on-orbit free-flying vehicles: the Space Shuttle Orbiter and some other free-flyer. The manual serves both as a reference and as a training guide. Appendices provide experienced users with details and full explanations of program usage. The body of the manual introduces new users to the system by leading them through a step by step example of a typical production. This should equip the new user both to execute a typical production process and to understand the most significant variables in that process.
A Socio-Technical Approach to Preventing, Mitigating, and Recovering from Ransomware Attacks
Singh, Hardeep
2016-01-01
Summary Recently there have been several high-profile ransomware attacks involving hospitals around the world. Ransomware is intended to damage or disable a user’s computer unless the user makes a payment. Once the attack has been launched, users have three options: 1) try to restore their data from backup; 2) pay the ransom; or 3) lose their data. In this manuscript, we discuss a socio-technical approach to address ransomware and outline four overarching steps that organizations can undertake to secure an electronic health record (EHR) system and the underlying computing infrastructure. First, health IT professionals need to ensure adequate system protection by correctly installing and configuring computers and networks that connect them. Next, the health care organizations need to ensure more reliable system defense by implementing user-focused strategies, including simulation and training on correct and complete use of computers and network applications. Concomitantly, the organization needs to monitor computer and application use continuously in an effort to detect suspicious activities and identify and address security problems before they cause harm. Finally, organizations need to respond adequately to and recover quickly from ransomware attacks and take actions to prevent them in future. We also elaborate on recommendations from other authoritative sources, including the National Institute of Standards and Technology (NIST). Similar to approaches to address other complex socio-technical health IT challenges, the responsibility of preventing, mitigating, and recovering from these attacks is shared between health IT professionals and end-users. PMID:27437066
Defining and quantifying users' mental Imagery-based BCI skills: a first step.
Lotte, Fabien; Jeunet, Camille
2018-05-17
While promising for many applications, Electroencephalography (EEG)-based Brain-Computer Interfaces (BCIs) are still scarcely used outside laboratories, due to a poor reliability. It is thus necessary to study and fix this reliability issue. Doing so requires the use of appropriate reliability metrics to quantify both the classification algorithm and the BCI user's performances. So far, Classification Accuracy (CA) is the typical metric used for both aspects. However, we argue in this paper that CA is a poor metric to study BCI users' skills. Here, we propose a definition and new metrics to quantify such BCI skills for Mental Imagery (MI) BCIs, independently of any classification algorithm. Approach: We first show in this paper that CA is notably unspecific, discrete, training data and classifier dependent, and as such may not always reflect successful self-modulation of EEG patterns by the user. We then propose a definition of MI-BCI skills that reflects how well the user can self-modulate EEG patterns, and thus how well he could control an MI-BCI. Finally, we propose new performance metrics, classDis, restDist and classStab that specifically measure how distinct and stable the EEG patterns produced by the user are, independently of any classifier. Main results: By re-analyzing EEG data sets with such new metrics, we indeed confirmed that CA may hide some increase in MI-BCI skills or hide the user inability to self-modulate a given EEG pattern. On the other hand, our new metrics could reveal such skill improvements as well as identify when a mental task performed by a user was no different than rest EEG. Significance: Our results showed that when studying MI-BCI users' skills, CA should be used with care, and complemented with metrics such as the new ones proposed. Our results also stressed the need to redefine BCI user training by considering the different BCI subskills and their measures. To promote the complementary use of our new metrics, we provide the Matlab code to compute them for free and open-source. © 2018 IOP Publishing Ltd.
[The P300-based brain-computer interface: presentation of the complex "flash + movement" stimuli].
Ganin, I P; Kaplan, A Ia
2014-01-01
The P300 based brain-computer interface requires the detection of P300 wave of brain event-related potentials. Most of its users learn the BCI control in several minutes and after the short classifier training they can type a text on the computer screen or assemble an image of separate fragments in simple BCI-based video games. Nevertheless, insufficient attractiveness for users and conservative stimuli organization in this BCI may restrict its integration into real information processes control. At the same time initial movement of object (motion-onset stimuli) may be an independent factor that induces P300 wave. In current work we checked the hypothesis that complex "flash + movement" stimuli together with drastic and compact stimuli organization on the computer screen may be much more attractive for user while operating in P300 BCI. In 20 subjects research we showed the effectiveness of our interface. Both accuracy and P300 amplitude were higher for flashing stimuli and complex "flash + movement" stimuli compared to motion-onset stimuli. N200 amplitude was maximal for flashing stimuli, while for "flash + movement" stimuli and motion-onset stimuli it was only a half of it. Similar BCI with complex stimuli may be embedded into compact control systems requiring high level of user attention under impact of negative external effects obstructing the BCI control.
Parietal neural prosthetic control of a computer cursor in a graphical-user-interface task
NASA Astrophysics Data System (ADS)
Revechkis, Boris; Aflalo, Tyson NS; Kellis, Spencer; Pouratian, Nader; Andersen, Richard A.
2014-12-01
Objective. To date, the majority of Brain-Machine Interfaces have been used to perform simple tasks with sequences of individual targets in otherwise blank environments. In this study we developed a more practical and clinically relevant task that approximated modern computers and graphical user interfaces (GUIs). This task could be problematic given the known sensitivity of areas typically used for BMIs to visual stimuli, eye movements, decision-making, and attentional control. Consequently, we sought to assess the effect of a complex, GUI-like task on the quality of neural decoding. Approach. A male rhesus macaque monkey was implanted with two 96-channel electrode arrays in area 5d of the superior parietal lobule. The animal was trained to perform a GUI-like ‘Face in a Crowd’ task on a computer screen that required selecting one cued, icon-like, face image from a group of alternatives (the ‘Crowd’) using a neurally controlled cursor. We assessed whether the crowd affected decodes of intended cursor movements by comparing it to a ‘Crowd Off’ condition in which only the matching target appeared without alternatives. We also examined if training a neural decoder with the Crowd On rather than Off had any effect on subsequent decode quality. Main results. Despite the additional demands of working with the Crowd On, the animal was able to robustly perform the task under Brain Control. The presence of the crowd did not itself affect decode quality. Training the decoder with the Crowd On relative to Off had no negative influence on subsequent decoding performance. Additionally, the subject was able to gaze around freely without influencing cursor position. Significance. Our results demonstrate that area 5d recordings can be used for decoding in a complex, GUI-like task with free gaze. Thus, this area is a promising source of signals for neural prosthetics that utilize computing devices with GUI interfaces, e.g. personal computers, mobile devices, and tablet computers.
Parietal neural prosthetic control of a computer cursor in a graphical-user-interface task.
Revechkis, Boris; Aflalo, Tyson N S; Kellis, Spencer; Pouratian, Nader; Andersen, Richard A
2014-12-01
To date, the majority of Brain-Machine Interfaces have been used to perform simple tasks with sequences of individual targets in otherwise blank environments. In this study we developed a more practical and clinically relevant task that approximated modern computers and graphical user interfaces (GUIs). This task could be problematic given the known sensitivity of areas typically used for BMIs to visual stimuli, eye movements, decision-making, and attentional control. Consequently, we sought to assess the effect of a complex, GUI-like task on the quality of neural decoding. A male rhesus macaque monkey was implanted with two 96-channel electrode arrays in area 5d of the superior parietal lobule. The animal was trained to perform a GUI-like 'Face in a Crowd' task on a computer screen that required selecting one cued, icon-like, face image from a group of alternatives (the 'Crowd') using a neurally controlled cursor. We assessed whether the crowd affected decodes of intended cursor movements by comparing it to a 'Crowd Off' condition in which only the matching target appeared without alternatives. We also examined if training a neural decoder with the Crowd On rather than Off had any effect on subsequent decode quality. Despite the additional demands of working with the Crowd On, the animal was able to robustly perform the task under Brain Control. The presence of the crowd did not itself affect decode quality. Training the decoder with the Crowd On relative to Off had no negative influence on subsequent decoding performance. Additionally, the subject was able to gaze around freely without influencing cursor position. Our results demonstrate that area 5d recordings can be used for decoding in a complex, GUI-like task with free gaze. Thus, this area is a promising source of signals for neural prosthetics that utilize computing devices with GUI interfaces, e.g. personal computers, mobile devices, and tablet computers.
The Impact of Different Visual Feedbacks in User Training on Motor Imagery Control in BCI.
Zapała, Dariusz; Francuz, Piotr; Zapała, Ewelina; Kopiś, Natalia; Wierzgała, Piotr; Augustynowicz, Paweł; Majkowski, Andrzej; Kołodziej, Marcin
2018-03-01
The challenges of research into brain-computer interfaces (BCI) include significant individual differences in learning pace and in the effective operation of BCI devices. The use of neurofeedback training is a popular method of improving the effectiveness BCI operation. The purpose of the present study was to determine to what extent it is possible to improve the effectiveness of operation of sensorimotor rhythm-based brain-computer interfaces (SMR-BCI) by supplementing user training with elements modifying the characteristics of visual feedback. Four experimental groups had training designed to reinforce BCI control by: visual feedback in the form of dummy faces expressing emotions (Group 1); flashing the principal elements of visual feedback (Group 2) and giving both visual feedbacks in one condition (Group 3). The fourth group participated in training with no modifications (Group 4). Training consisted of a series of trials where the subjects directed a ball into a basket located to the right or left side of the screen. In Group 1 a schematic image a face, placed on the controlled object, showed various emotions, depending on the accuracy of control. In Group 2, the cue and targets were flashed with different frequency (4 Hz) than the remaining elements visible on the monitor. Both modifications were also used simultaneously in Group 3. SMR activity during the task was recorded before and after the training. In Group 3 there was a significant improvement in SMR control, compared to subjects in Group 2 and 4 (control). Differences between subjects in Groups 1, 2 and 4 (control) were insignificant. This means that relatively small changes in the training procedure may significantly impact the effectiveness of BCI control. Analysis of behavioural data acquired from all participants at training showed greater effectiveness in directing the object towards the right side of the screen. Subjects with the greatest improvement in SMR control showed a significantly lower difference in the accuracy of rightward and leftward movement than others.
Work-site health promotion of frequent computer users: comparing selected interventions.
Blasche, Gerhard; Pfeffer, Manuela; Thaler, Helga; Gollner, Erwin
2013-01-01
Frequent computer use is associated with an increase in musculoskeletal complaints. The present study aims at comparing the relative efficacy of three novel interventions for the preventions of musculoskeletal complaints in frequent computer users. 93 employees (56 woman, 37 men, mean age 40.1 ± 8.8 years) with frequent computer use. Participants were assigned on the basis of preference to one of the following interventions of 8 week duration: Nordic Walking (NW), biofeedback assisted relaxation and stretching (BFB), balance exercises on a wobble board (BAL) or a waiting list control group. Outcome measures were musculoskeletal complaints, emotional well-being, fatigue, job dissatisfaction as well as neuromuscular activity in the neck/shoulder region at rest and during computer work assessed before and after the intervention and at 3 months follow-up. The average number of training-units per week was 2.2 ± 0.8, 5.5 ± 3.5 and 4.1 ± 2.9 for NW, BFB and BAL, respectively. NW led to short and medium term improvement of musculoskeletal complaints, BFB to a short term improvement of musculoskeletal complaints. Effects on the well-being related variables or on neuromuscular activity were not found. BAL had no effect on the studied variables. NW and to a limited extent BFB are interventions potentially useful for reducing musculoskeletal complaints in frequent computer users.
NASA Technical Reports Server (NTRS)
Lillesand, T. M.; Meisner, D. E. (Principal Investigator)
1980-01-01
An investigation was conducted into ways to improve the involvement of state and local user personnel in the digital image analysis process by isolating those elements of the analysis process which require extensive involvement by field personnel and providing means for performing those activities apart from a computer facility. In this way, the analysis procedure can be converted from a centralized activity focused on a computer facility to a distributed activity in which users can interact with the data at the field office level or in the field itself. A general image processing software was developed on the University of Minnesota computer system (Control Data Cyber models 172 and 74). The use of color hardcopy image data as a primary medium in supervised training procedures was investigated and digital display equipment and a coordinate digitizer were procured.
Teaching Surgical Hysteroscopy with a Computer
Lefebvre; Cote; Lefebvre
1996-08-01
Using a hysteroscope can be simulated on a computer. It will improve physician training by measuring basic knowledge and abilities, allow different interventions and anatomic variations, minimize the trauma of surgical intervention, and reduce operative casualties. An integrated questionnaire covers instrumentation, fluid infusion, power source, indications and preparation for endometrial ablation, surgical techniques, and complications to evaluate the user's knowledge. The operation simulation then proceeds. In the endometrial cavity, by virtual simulation, the operating field should appear in real time to allow physicians to adapt the trajectory of the instruments. The computer is an IBM PC compatible. We use a modified joystick with optical encoders to know the instrument position. The simulation can be repeated as desired. An evaluation system is integrated in the software to keep the user informed on the amount of burn area(s) that have been completed. This prototype model is available.
Cross-Platform User Interface of E-Learning Applications
ERIC Educational Resources Information Center
Stoces, Michal; Masner, Jan; Jarolímek, Jan; Šimek, Pavel; Vanek, Jirí; Ulman, Miloš
2015-01-01
The paper discusses the development of Web educational services for specific groups. A key feature is to allow the display and use of educational materials and training services to the widest possible set of different devices, especially in the browser classic desktop computers, notebooks, tablets, mobile phones and also on different readers for…
(Relatively) Painless Computer-Assisted Instruction with HyperStudio.
ERIC Educational Resources Information Center
Pina, Anthony A.
The College of the Desert (California) has created a multi-station technology training and development facility for faculty. HyperStudio has been adopted as the introductory tool for multimedia/hypermedia authoring for the following reasons: (1) the card/stack metaphor used by HyperStudio is easy for novices to understand and familiar to users of…
Women's Social Networking: Steps that Organize Low-Technology Users with Emergency Needs
ERIC Educational Resources Information Center
Gary, Jon O.
2011-01-01
The purpose of the study was for the researcher to develop and have evaluated the content, organization and ease of use of a computer-training program "Emergency Response Quick Start" book based on Information and Communication Technology environmental designs. This book was most notably based on underutilized women social networking…
An auditory brain-computer interface evoked by natural speech
NASA Astrophysics Data System (ADS)
Lopez-Gordo, M. A.; Fernandez, E.; Romero, S.; Pelayo, F.; Prieto, Alberto
2012-06-01
Brain-computer interfaces (BCIs) are mainly intended for people unable to perform any muscular movement, such as patients in a complete locked-in state. The majority of BCIs interact visually with the user, either in the form of stimulation or biofeedback. However, visual BCIs challenge their ultimate use because they require the subjects to gaze, explore and shift eye-gaze using their muscles, thus excluding patients in a complete locked-in state or under the condition of the unresponsive wakefulness syndrome. In this study, we present a novel fully auditory EEG-BCI based on a dichotic listening paradigm using human voice for stimulation. This interface has been evaluated with healthy volunteers, achieving an average information transmission rate of 1.5 bits min-1 in full-length trials and 2.7 bits min-1 using the optimal length of trials, recorded with only one channel and without formal training. This novel technique opens the door to a more natural communication with users unable to use visual BCIs, with promising results in terms of performance, usability, training and cognitive effort.
User's guide for the IEBT application
DOE Office of Scientific and Technical Information (OSTI.GOV)
Bartoletti, T
INFOSEC Experience-Based Training (IEBT) is a simulation and modeling approach to education in the arena of information security issues and its application to system-specific operations. The IEBT philosophy is that ''Experience is the Best Teacher''. This approach to computer-based training aims to bridge the gap between unappealing ''read the text, answer the questions'' types of training (largely a test of short-term memory), and the far more costly, time-consuming and inconvenient ''real hardware'' laboratory experience. Simulation and modeling supports this bridge by allowing the critical or salient features to be exercised while avoiding those aspects of a real world experience unrelatedmore » to the training goal.« less
EMERGENCY RESPONSE TEAMS TRAINING IN PUBLIC HEALTH CRISIS - THE SERIOUSNESS OF SERIOUS GAMES.
Stanojevic, Vojislav; Stanojevic, Cedomirka
2016-07-01
The rapid development of multimedia technologies in the last twenty years has lead to the emergence of new ways of learning academic and professional skills, which implies the application of multimedia technology in the form of a software -" serious computer games". Three-Dimensional Virtual Worlds. The basis of this game-platform is made of the platform of three-dimensional virtual worlds that can be described as communication systems in which participants share the same three-dimensional virtual space within which they can move, manipulate objects and communicate through their graphical representatives- avatars. Medical Education and Training. Arguments in favor of these computer tools in the learning process are accessibility, repeatability, low cost, the use of attractive graphics and a high degree of adaptation to the user. Specifically designed avatars allow students to get adapted to their roles in certain situations, especially to those which are considered rare, dangerous or unethical in real life. Drilling of major incidents, which includes the need to create environments for training, cannot be done in the real world due to high costs'and necessity to utilize the extensive resources. In addition, it is impossible to engage all the necessary health personnel at the same time. New technologies intended for conducting training, which are also called "virtual worlds", make the following possible: training at all times depending on user's commitments; simultaneous simulations on multiple levels, in several areas, in different circumstances, including dozens of unique victims; repeated scenarios and learning from mistakes; rapid feedback and the development of non-technical skills which are critical for reducing errors in dynamic, high-risk environments. Virtual worlds, which should be the subject of further research and improvements, in the field of hospital emergency response training for mass casualty incidents, certainly have a promising future.
Alonso-Valerdi, Luz María
2016-01-01
A brain-computer interface (BCI) aims to establish communication between the human brain and a computing system so as to enable the interaction between an individual and his environment without using the brain output pathways. Individuals control a BCI system by modulating their brain signals through mental tasks (e.g., motor imagery or mental calculation) or sensory stimulation (e.g., auditory, visual, or tactile). As users modulate their brain signals at different frequencies and at different levels, the appropriate characterization of those signals is necessary. The modulation of brain signals through mental tasks is furthermore a skill that requires training. Unfortunately, not all the users acquire such skill. A practical solution to this problem is to assess the user probability of controlling a BCI system. Another possible solution is to set the bandwidth of the brain oscillations, which is highly sensitive to the users' age, sex and anatomy. With this in mind, NeuroIndex, a Python executable script, estimates a neurophysiological prediction index and the individual alpha frequency (IAF) of the user in question. These two parameters are useful to characterize the user EEG signals, and decide how to go through the complex process of adapting the human brain and the computing system on the basis of previously proposed methods. NeuroIndeX is not only the implementation of those methods, but it also complements the methods each other and provides an alternative way to obtain the prediction parameter. However, an important limitation of this application is its dependency on the IAF value, and some results should be interpreted with caution. The script along with some electroencephalographic datasets are available on a GitHub repository in order to corroborate the functionality and usability of this application.
Alonso-Valerdi, Luz María
2016-01-01
A brain-computer interface (BCI) aims to establish communication between the human brain and a computing system so as to enable the interaction between an individual and his environment without using the brain output pathways. Individuals control a BCI system by modulating their brain signals through mental tasks (e.g., motor imagery or mental calculation) or sensory stimulation (e.g., auditory, visual, or tactile). As users modulate their brain signals at different frequencies and at different levels, the appropriate characterization of those signals is necessary. The modulation of brain signals through mental tasks is furthermore a skill that requires training. Unfortunately, not all the users acquire such skill. A practical solution to this problem is to assess the user probability of controlling a BCI system. Another possible solution is to set the bandwidth of the brain oscillations, which is highly sensitive to the users' age, sex and anatomy. With this in mind, NeuroIndex, a Python executable script, estimates a neurophysiological prediction index and the individual alpha frequency (IAF) of the user in question. These two parameters are useful to characterize the user EEG signals, and decide how to go through the complex process of adapting the human brain and the computing system on the basis of previously proposed methods. NeuroIndeX is not only the implementation of those methods, but it also complements the methods each other and provides an alternative way to obtain the prediction parameter. However, an important limitation of this application is its dependency on the IAF value, and some results should be interpreted with caution. The script along with some electroencephalographic datasets are available on a GitHub repository in order to corroborate the functionality and usability of this application. PMID:27445783
Weyand, Sabine; Takehara-Nishiuchi, Kaori; Chau, Tom
2015-10-30
Near-infrared spectroscopy (NIRS) brain-computer interfaces (BCIs) enable users to interact with their environment using only cognitive activities. This paper presents the results of a comparison of four methodological frameworks used to select a pair of tasks to control a binary NIRS-BCI; specifically, three novel personalized task paradigms and the state-of-the-art prescribed task framework were explored. Three types of personalized task selection approaches were compared, including: user-selected mental tasks using weighted slope scores (WS-scores), user-selected mental tasks using pair-wise accuracy rankings (PWAR), and researcher-selected mental tasks using PWAR. These paradigms, along with the state-of-the-art prescribed mental task framework, where mental tasks are selected based on the most commonly used tasks in literature, were tested by ten able-bodied participants who took part in five NIRS-BCI sessions. The frameworks were compared in terms of their accuracy, perceived ease-of-use, computational time, user preference, and length of training. Most notably, researcher-selected personalized tasks resulted in significantly higher accuracies, while user-selected personalized tasks resulted in significantly higher perceived ease-of-use. It was also concluded that PWAR minimized the amount of data that needed to be collected; while, WS-scores maximized user satisfaction and minimized computational time. In comparison to the state-of-the-art prescribed mental tasks, our findings show that overall, personalized tasks appear to be superior to prescribed tasks with respect to accuracy and perceived ease-of-use. The deployment of personalized rather than prescribed mental tasks ought to be considered and further investigated in future NIRS-BCI studies. Copyright © 2015 Elsevier B.V. All rights reserved.
A brain computer interface using electrocorticographic signals in humans
NASA Astrophysics Data System (ADS)
Leuthardt, Eric C.; Schalk, Gerwin; Wolpaw, Jonathan R.; Ojemann, Jeffrey G.; Moran, Daniel W.
2004-06-01
Brain-computer interfaces (BCIs) enable users to control devices with electroencephalographic (EEG) activity from the scalp or with single-neuron activity from within the brain. Both methods have disadvantages: EEG has limited resolution and requires extensive training, while single-neuron recording entails significant clinical risks and has limited stability. We demonstrate here for the first time that electrocorticographic (ECoG) activity recorded from the surface of the brain can enable users to control a one-dimensional computer cursor rapidly and accurately. We first identified ECoG signals that were associated with different types of motor and speech imagery. Over brief training periods of 3-24 min, four patients then used these signals to master closed-loop control and to achieve success rates of 74-100% in a one-dimensional binary task. In additional open-loop experiments, we found that ECoG signals at frequencies up to 180 Hz encoded substantial information about the direction of two-dimensional joystick movements. Our results suggest that an ECoG-based BCI could provide for people with severe motor disabilities a non-muscular communication and control option that is more powerful than EEG-based BCIs and is potentially more stable and less traumatic than BCIs that use electrodes penetrating the brain. The authors declare that they have no competing financial interests.
Interactive-cut: Real-time feedback segmentation for translational research.
Egger, Jan; Lüddemann, Tobias; Schwarzenberg, Robert; Freisleben, Bernd; Nimsky, Christopher
2014-06-01
In this contribution, a scale-invariant image segmentation algorithm is introduced that "wraps" the algorithm's parameters for the user by its interactive behavior, avoiding the definition of "arbitrary" numbers that the user cannot really understand. Therefore, we designed a specific graph-based segmentation method that only requires a single seed-point inside the target-structure from the user and is thus particularly suitable for immediate processing and interactive, real-time adjustments by the user. In addition, color or gray value information that is needed for the approach can be automatically extracted around the user-defined seed point. Furthermore, the graph is constructed in such a way, so that a polynomial-time mincut computation can provide the segmentation result within a second on an up-to-date computer. The algorithm presented here has been evaluated with fixed seed points on 2D and 3D medical image data, such as brain tumors, cerebral aneurysms and vertebral bodies. Direct comparison of the obtained automatic segmentation results with costlier, manual slice-by-slice segmentations performed by trained physicians, suggest a strong medical relevance of this interactive approach. Copyright © 2014 Elsevier Ltd. All rights reserved.
Levine, Marc; Schultz, Adam
2001-01-01
GEODE (Geo-Data Explorer) is a free service offered by the U.S. Geological Survey (USGS) on the Internet at http://geode.usgs.gov (fig. 1). It provides digital geographically referenced data to the desktop computers of any user, including policymakers, land and resource managers, educators, industries, and private citizens. The ultimate goal of GEODE is to provide diverse users a gateway (data portal) that will supply real-time data and analysis over the Internet without the need for special hardware, software, and training.
Fraser, C; Grundy, A; Meade, O; Callaghan, P; Lovell, K
2017-08-01
WHAT IS KNOWN ON THE SUBJECT?: UK NHS policy highlights the importance of user and carer involvement in health professional training. We know little about service user and carer motivations and experiences of accessing training courses for delivering training to health professionals and how well such courses prepare them for delivering training to healthcare professionals. 'Involvement' in training has often been tokenistic and too narrowly focused on preregistration courses. There is limited data on how best to prepare and support potential service user and carer trainers. WHAT DOES THIS PAPER ADD TO EXISTING KNOWLEDGE?: This study adds to the international literature by highlighting service user and carer motivations for accessing a training course for delivering training to health professionals. Service users and carers wanted to gain new skills and confidence in presentation/facilitation as well as to make a difference to healthcare practice. We also learned that service users desired different levels of involvement in training facilitation - some wanted to take a more active role than others. A one-size-fits-all approach is not always appropriate. Encountering resistance from staff in training was a previously unidentified challenge to service user and carers' experience of delivering training in practice and is a key challenge for trainers to address in future. Professional training involvement can be enhanced via specialist training such as the EQUIP training the trainers programme evaluated here. WHAT ARE THE IMPLICATIONS FOR PRACTICE?: When training service users and carers to deliver training to mental health professionals, it is important that service users are equipped to deal with resistance from staff. It is important that service user and carer roles are negotiated and agreed prior to delivering training to healthcare professionals to accommodate individual preferences and allay anxieties. Training for service users and carers must be offered alongside ongoing support and supervision. Mental health nurses (and other health professionals) will be better able to involve service users and carers in care planning. Service users and carers may feel more involved in care planning in future. Introduction Limited evidence exists on service user and carer perceptions of undertaking a training course for delivering care planning training to qualified mental health professionals. We know little about trainee motivations for engaging with such train the trainers courses, experiences of attending courses and trainees' subsequent experiences of codelivering training to health professionals, hence the current study. Aim To obtain participants' views on the suitability and acceptability of a training programme that aimed to prepare service users and carers to codeliver training to health professionals. Method Semi-structured interviews with nine service users and carers attending the training programme. Transcripts were analysed using inductive thematic analysis. Results Participants' reasons for attending training included skill development and making a difference to mental health practice. Course content was generally rated highly but may benefit from review and/or extension to allow the range of topics and resulting professional training programme to be covered in more depth. Trainees who delivered the care planning training reported a mix of expectations, support experiences, preparedness and personal impacts. Implications for Practice Mental health nurses are increasingly coproducing and delivering training with service users and carers. This study identifies possibilities and pitfalls in this endeavour, highlighting areas where user and carer involvement and support structures might be improved in order to fully realize the potential for involvement in training. © 2017 The Authors. Journal of Psychiatric and Mental Health Nursing Published by John Wiley & Sons Ltd.
Brain-computer interface technology: a review of the Second International Meeting.
Vaughan, Theresa M; Heetderks, William J; Trejo, Leonard J; Rymer, William Z; Weinrich, Michael; Moore, Melody M; Kübler, Andrea; Dobkin, Bruce H; Birbaumer, Niels; Donchin, Emanuel; Wolpaw, Elizabeth Winter; Wolpaw, Jonathan R
2003-06-01
This paper summarizes the Brain-Computer Interfaces for Communication and Control, The Second International Meeting, held in Rensselaerville, NY, in June 2002. Sponsored by the National Institutes of Health and organized by the Wadsworth Center of the New York State Department of Health, the meeting addressed current work and future plans in brain-computer interface (BCI) research. Ninety-two researchers representing 38 different research groups from the United States, Canada, Europe, and China participated. The BCIs discussed at the meeting use electroencephalographic activity recorded from the scalp or single-neuron activity recorded within cortex to control cursor movement, select letters or icons, or operate neuroprostheses. The central element in each BCI is a translation algorithm that converts electrophysiological input from the user into output that controls external devices. BCI operation depends on effective interaction between two adaptive controllers, the user who encodes his or her commands in the electrophysiological input provided to the BCI, and the BCI that recognizes the commands contained in the input and expresses them in device control. Current BCIs have maximum information transfer rates of up to 25 b/min. Achievement of greater speed and accuracy requires improvements in signal acquisition and processing, in translation algorithms, and in user training. These improvements depend on interdisciplinary cooperation among neuroscientists, engineers, computer programmers, psychologists, and rehabilitation specialists, and on adoption and widespread application of objective criteria for evaluating alternative methods. The practical use of BCI technology will be determined by the development of appropriate applications and identification of appropriate user groups, and will require careful attention to the needs and desires of individual users.
SPIKY: a graphical user interface for monitoring spike train synchrony
Mulansky, Mario; Bozanic, Nebojsa
2015-01-01
Techniques for recording large-scale neuronal spiking activity are developing very fast. This leads to an increasing demand for algorithms capable of analyzing large amounts of experimental spike train data. One of the most crucial and demanding tasks is the identification of similarity patterns with a very high temporal resolution and across different spatial scales. To address this task, in recent years three time-resolved measures of spike train synchrony have been proposed, the ISI-distance, the SPIKE-distance, and event synchronization. The Matlab source codes for calculating and visualizing these measures have been made publicly available. However, due to the many different possible representations of the results the use of these codes is rather complicated and their application requires some basic knowledge of Matlab. Thus it became desirable to provide a more user-friendly and interactive interface. Here we address this need and present SPIKY, a graphical user interface that facilitates the application of time-resolved measures of spike train synchrony to both simulated and real data. SPIKY includes implementations of the ISI-distance, the SPIKE-distance, and the SPIKE-synchronization (an improved and simplified extension of event synchronization) that have been optimized with respect to computation speed and memory demand. It also comprises a spike train generator and an event detector that makes it capable of analyzing continuous data. Finally, the SPIKY package includes additional complementary programs aimed at the analysis of large numbers of datasets and the estimation of significance levels. PMID:25744888
SPIKY: a graphical user interface for monitoring spike train synchrony.
Kreuz, Thomas; Mulansky, Mario; Bozanic, Nebojsa
2015-05-01
Techniques for recording large-scale neuronal spiking activity are developing very fast. This leads to an increasing demand for algorithms capable of analyzing large amounts of experimental spike train data. One of the most crucial and demanding tasks is the identification of similarity patterns with a very high temporal resolution and across different spatial scales. To address this task, in recent years three time-resolved measures of spike train synchrony have been proposed, the ISI-distance, the SPIKE-distance, and event synchronization. The Matlab source codes for calculating and visualizing these measures have been made publicly available. However, due to the many different possible representations of the results the use of these codes is rather complicated and their application requires some basic knowledge of Matlab. Thus it became desirable to provide a more user-friendly and interactive interface. Here we address this need and present SPIKY, a graphical user interface that facilitates the application of time-resolved measures of spike train synchrony to both simulated and real data. SPIKY includes implementations of the ISI-distance, the SPIKE-distance, and the SPIKE-synchronization (an improved and simplified extension of event synchronization) that have been optimized with respect to computation speed and memory demand. It also comprises a spike train generator and an event detector that makes it capable of analyzing continuous data. Finally, the SPIKY package includes additional complementary programs aimed at the analysis of large numbers of datasets and the estimation of significance levels. Copyright © 2015 the American Physiological Society.
Soft Electronics Enabled Ergonomic Human-Computer Interaction for Swallowing Training
Lee, Yongkuk; Nicholls, Benjamin; Sup Lee, Dong; Chen, Yanfei; Chun, Youngjae; Siang Ang, Chee; Yeo, Woon-Hong
2017-01-01
We introduce a skin-friendly electronic system that enables human-computer interaction (HCI) for swallowing training in dysphagia rehabilitation. For an ergonomic HCI, we utilize a soft, highly compliant (“skin-like”) electrode, which addresses critical issues of an existing rigid and planar electrode combined with a problematic conductive electrolyte and adhesive pad. The skin-like electrode offers a highly conformal, user-comfortable interaction with the skin for long-term wearable, high-fidelity recording of swallowing electromyograms on the chin. Mechanics modeling and experimental quantification captures the ultra-elastic mechanical characteristics of an open mesh microstructured sensor, conjugated with an elastomeric membrane. Systematic in vivo studies investigate the functionality of the soft electronics for HCI-enabled swallowing training, which includes the application of a biofeedback system to detect swallowing behavior. The collection of results demonstrates clinical feasibility of the ergonomic electronics in HCI-driven rehabilitation for patients with swallowing disorders. PMID:28429757
Soft Electronics Enabled Ergonomic Human-Computer Interaction for Swallowing Training
NASA Astrophysics Data System (ADS)
Lee, Yongkuk; Nicholls, Benjamin; Sup Lee, Dong; Chen, Yanfei; Chun, Youngjae; Siang Ang, Chee; Yeo, Woon-Hong
2017-04-01
We introduce a skin-friendly electronic system that enables human-computer interaction (HCI) for swallowing training in dysphagia rehabilitation. For an ergonomic HCI, we utilize a soft, highly compliant (“skin-like”) electrode, which addresses critical issues of an existing rigid and planar electrode combined with a problematic conductive electrolyte and adhesive pad. The skin-like electrode offers a highly conformal, user-comfortable interaction with the skin for long-term wearable, high-fidelity recording of swallowing electromyograms on the chin. Mechanics modeling and experimental quantification captures the ultra-elastic mechanical characteristics of an open mesh microstructured sensor, conjugated with an elastomeric membrane. Systematic in vivo studies investigate the functionality of the soft electronics for HCI-enabled swallowing training, which includes the application of a biofeedback system to detect swallowing behavior. The collection of results demonstrates clinical feasibility of the ergonomic electronics in HCI-driven rehabilitation for patients with swallowing disorders.
A Compositional Relevance Model for Adaptive Information Retrieval
NASA Technical Reports Server (NTRS)
Mathe, Nathalie; Chen, James; Lu, Henry, Jr. (Technical Monitor)
1994-01-01
There is a growing need for rapid and effective access to information in large electronic documentation systems. Access can be facilitated if information relevant in the current problem solving context can be automatically supplied to the user. This includes information relevant to particular user profiles, tasks being performed, and problems being solved. However most of this knowledge on contextual relevance is not found within the contents of documents, and current hypermedia tools do not provide any easy mechanism to let users add this knowledge to their documents. We propose a compositional relevance network to automatically acquire the context in which previous information was found relevant. The model records information on the relevance of references based on user feedback for specific queries and contexts. It also generalizes such information to derive relevant references for similar queries and contexts. This model lets users filter information by context of relevance, build personalized views of documents over time, and share their views with other users. It also applies to any type of multimedia information. Compared to other approaches, it is less costly and doesn't require any a priori statistical computation, nor an extended training period. It is currently being implemented into the Computer Integrated Documentation system which enables integration of various technical documents in a hypertext framework.
Gordon, Peter; Camhi, Eli; Hesse, Ron; Odlum, Michelle; Schnall, Rebecca; Rodriguez, Martha; Valdez, Esmerlin; Bakken, Suzanne
2012-10-01
To describe the processes and outcomes of developing and implementing a Continuity of Care Document (CCD), My Health Profile, as a personal health record for persons living with HIV (PLWH) in an HIV/AIDS Special Needs Plan in New York City. Multiple qualitative and quantitative data sources were used to describe the processes and outcomes of implementing My Health Profile including focus groups, Audio Computer Assisted Self Interview (ACASI) surveys, administrative databases, chart abstraction, usage logs, and project management records. Qualitative data were thematically analyzed. Quantitative data analytic methods included descriptive and multivariate statistics. Data were triangulated and synthesized using the Reach, Efficacy/Effectiveness, Adoption, Implementation, Maintenance (RE-AIM) Framework. Reach - SNP members are predominantly African American or Hispanic/Latino and about one-third are female. A larger proportion of African Americans and smaller proportions of Hispanics/Latinos and Whites were trained to use My Health Profile.Efficacy/Effectiveness - CCDs were produced for 8249 unique members and updated on a monthly basis, 509 members were trained to use My Health Profile. Total number of member logins for 112 active users was 1808 and the longest duration of use was 1008 days. There were no significant differences between users and non-users of My Health Profile in clinical outcomes, perceptions of the quality of medical care, or health service utilization. Adoption -My Health Profile was well-matched to organizational mission, values, and priorities related to coordination of care for a high-risk population of PLWH. Implementation - Pre-implementation focus group participants identified potential barriers to use of My Health Profile including functional and computer literacy, privacy and confidentiality concerns, potential reluctance to use technology, and cognitive challenges. Key strategies for addressing barriers included a dedicated bilingual coach for recruitment, training, and support; basic computer and My Health Profile training; transparent audit trail revealing clinician and case manager access of My Health Profile, time-limited passwords for sharing My Health Profile with others at the point of need, and emergency access mechanism. Maintenance -My Health Profile was integrated into routine operational activities and its sustainability is facilitated by its foundation on standards for Health Information Exchange (HIE). Although potential barriers exist to the use of personal health records (PHRs) such as My Health Profile, PLWH with complex medical needs, low socioeconomic status, and limited computer experience will use such tools when a sufficient level of user support is provided and privacy and confidentiality concerns are addressed. Copyright © 2012 Elsevier Ireland Ltd. All rights reserved.
Computer Based Training: Field Deployable Trainer and Shared Virtual Reality
NASA Technical Reports Server (NTRS)
Mullen, Terence J.
1997-01-01
Astronaut training has traditionally been conducted at specific sites with specialized facilities. Because of its size and nature the training equipment is generally not portable. Efforts are now under way to develop training tools that can be taken to remote locations, including into orbit. Two of these efforts are the Field Deployable Trainer and Shared Virtual Reality projects. Field Deployable Trainer NASA has used the recent shuttle mission by astronaut Shannon Lucid to the Russian space station, Mir, as an opportunity to develop and test a prototype of an on-orbit computer training system. A laptop computer with a customized user interface, a set of specially prepared CD's, and video tapes were taken to the Mir by Ms. Lucid. Based upon the feedback following the launch of the Lucid flight, our team prepared materials for the next Mir visitor. Astronaut John Blaha will fly on NASA/MIR Long Duration Mission 3, set to launch in mid September. He will take with him a customized hard disk drive and a package of compact disks containing training videos, references and maps. The FDT team continues to explore and develop new and innovative ways to conduct offsite astronaut training using personal computers. Shared Virtual Reality Training NASA's Space Flight Training Division has been investigating the use of virtual reality environments for astronaut training. Recent efforts have focused on activities requiring interaction by two or more people, called shared VR. Dr. Bowen Loftin, from the University of Houston, directs a virtual reality laboratory that conducts much of the NASA sponsored research. I worked on a project involving the development of a virtual environment that can be used to train astronauts and others to operate a science unit called a Biological Technology Facility (BTF). Facilities like this will be used to house and control microgravity experiments on the space station. It is hoped that astronauts and instructors will ultimately be able to share common virtual environments and, using telephone links, conduct interactive training from separate locations.
Taherian, Sarvnaz; Selitskiy, Dmitry; Pau, James; Claire Davies, T
2017-02-01
Using a commercial electroencephalography (EEG)-based brain-computer interface (BCI), the training and testing protocol for six individuals with spastic quadriplegic cerebral palsy (GMFCS and MACS IV and V) was evaluated. A customised, gamified training paradigm was employed. Over three weeks, the participants spent two sessions exploring the system, and up to six sessions playing the game which focussed on EEG feedback of left and right arm motor imagery. The participants showed variable inconclusive results in the ability to produce two distinct EEG patterns. Participant performance was influenced by physical illness, motivation, fatigue and concentration. The results from this case study highlight the infancy of BCIs as a form of assistive technology for people with cerebral palsy. Existing commercial BCIs are not designed according to the needs of end-users. Implications for Rehabilitation Mood, fatigue, physical illness and motivation influence the usability of a brain-computer interface. Commercial brain-computer interfaces are not designed for practical assistive technology use for people with cerebral palsy. Practical brain-computer interface assistive technologies may need to be flexible to suit individual needs.
Lisiecki, R S; Voigt, H F
1995-08-01
A 2-channel action-potential generator system was designed for use in testing neurophysiologic data acquisition/analysis systems. The system consists of a personal computer controlling an external hardware unit. This system is capable of generating 2 channels of simulated action potential (AP) waveshapes. The AP waveforms are generated from the linear combination of 2 principal-component template functions. Each channel generates randomly occurring APs with a specified rate ranging from 1 to 200 events per second. The 2 trains may be independent of one another or the second channel may be made to be excited or inhibited by the events from the first channel with user-specified probabilities. A third internal channel may be made to excite or inhibit events in both of the 2 output channels with user-specified rate parameters and probabilities. The system produces voltage waveforms that may be used to test neurophysiologic data acquisition systems for recording from 2 spike trains simultaneously and for testing multispike-train analysis (e.g., cross-correlation) software.
NASA Astrophysics Data System (ADS)
Butt, N.; Pidlisecky, A.; Ganshorn, H.; Cockett, R.
2015-12-01
The software company 3 Point Science has developed three interactive learning programs designed to teach, test and practice visualization skills and geoscience concepts. A study was conducted with 21 geoscience students at the University of Calgary who participated in 2 hour sessions of software interaction and written pre and post-tests. Computer and SMART touch table interfaces were used to analyze user interaction, problem solving methods and visualization skills. By understanding and pinpointing user problem solving methods it is possible to reconstruct viewpoints and thought processes. This could allow us to give personalized feedback in real time, informing the user of problem solving tips and possible misconceptions.
Exploring Elements of Fun to Motivate Youth to Do Cognitive Bias Modification.
Boendermaker, Wouter J; Boffo, Marilisa; Wiers, Reinout W
2015-12-01
Heavy drinking among young adults poses severe health risks, including development of later addiction problems. Cognitive retraining of automatic appetitive processes related to alcohol (so-called cognitive bias modification [CBM]) may help to prevent escalation of use. Although effective as a treatment in clinical patients, the use of CBM in youth proves more difficult, as motivation in this group is typically low, and the paradigms used are often viewed as boring and tedious. This article presents two separate studies that focused on three approaches that may enhance user experience and motivation to train: a serious game, a serious game in a social networking context, and a mobile application. In the Game Study, 77 participants performed a regular CBM training, aimed at response matching, a gamified version, or a placebo version of that training. The gamified version was presented as a stand-alone game or in the context of a social network. In the Mobile Study, 64 participants completed a different CBM training, aimed at approach bias, either on a computer or on their mobile device. Although no training effects were found in the Game Study, adding (social) game elements did increase aspects of the user experience and motivation to train. The mobile training appeared to increase motivation to train in terms how often participants trained, but this effect disappeared after controlling for baseline motivation to train. Adding (social) game elements can increase motivation to train, and mobile training did not underperform compared with the regular training in this sample, which warrants more research into motivational elements for CBM training in younger audiences.
Chiang, Vico Chung-Lim; Lo, King-Hung; Choi, Kup-Sze
2017-10-01
To investigate the feasibility of using a virtual rehabilitation system with intuitive user interface and force feedback to improve the skills in activities of daily living (ADL). A virtual training system equipped with haptic devices was developed for the rehabilitation of three ADL tasks - door unlocking, water pouring and meat cutting. Twenty subjects with upper limb disabilities, supervised by two occupational therapists, received a four-session training using the system. The task completion time and the amount of water poured into a virtual glass were recorded. The performance of the three tasks in reality was assessed before and after the virtual training. Feedback of the participants was collected with questionnaires after the study. The completion time of the virtual tasks decreased during the training (p < 0.01) while the percentage of water successfully poured increased (p = 0.051). The score of the Borg scale of perceived exertion was 1.05 (SD = 1.85; 95% CI = 0.18-1.92) and that of the task specific feedback questionnaire was 31 (SD = 4.85; 95% CI = 28.66-33.34). The feedback of the therapists suggested a positive rehabilitation effect. The participants had positive perception towards the system. The system can potentially be used as a tool to complement conventional rehabilitation approaches of ADL. Implications for rehabilitation Rehabilitation of activities of daily living can be facilitated using computer-assisted approaches. The existing approaches focus on cognitive training rather than the manual skills. A virtual training system with intuitive user interface and force feedback was designed to improve the learning of the manual skills. The study shows that system could be used as a training tool to complement conventional rehabilitation approaches.
NASA Astrophysics Data System (ADS)
Zou, Jie; Gattani, Abhishek
2005-01-01
When completely automated systems don't yield acceptable accuracy, many practical pattern recognition systems involve the human either at the beginning (pre-processing) or towards the end (handling rejects). We believe that it may be more useful to involve the human throughout the recognition process rather than just at the beginning or end. We describe a methodology of interactive visual recognition for human-centered low-throughput applications, Computer Assisted Visual InterActive Recognition (CAVIAR), and discuss the prospects of implementing CAVIAR over the Internet. The novelty of CAVIAR is image-based interaction through a domain-specific parameterized geometrical model, which reduces the semantic gap between humans and computers. The user may interact with the computer anytime that she considers its response unsatisfactory. The interaction improves the accuracy of the classification features by improving the fit of the computer-proposed model. The computer makes subsequent use of the parameters of the improved model to refine not only its own statistical model-fitting process, but also its internal classifier. The CAVIAR methodology was applied to implement a flower recognition system. The principal conclusions from the evaluation of the system include: 1) the average recognition time of the CAVIAR system is significantly shorter than that of the unaided human; 2) its accuracy is significantly higher than that of the unaided machine; 3) it can be initialized with as few as one training sample per class and still achieve high accuracy; and 4) it demonstrates a self-learning ability. We have also implemented a Mobile CAVIAR system, where a pocket PC, as a client, connects to a server through wireless communication. The motivation behind a mobile platform for CAVIAR is to apply the methodology in a human-centered pervasive environment, where the user can seamlessly interact with the system for classifying field-data. Deploying CAVIAR to a networked mobile platform poses the challenge of classifying field images and programming under constraints of display size, network bandwidth, processor speed, and memory size. Editing of the computer-proposed model is performed on the handheld while statistical model fitting and classification take place on the server. The possibility that the user can easily take several photos of the object poses an interesting information fusion problem. The advantage of the Internet is that the patterns identified by different users can be pooled together to benefit all peer users. When users identify patterns with CAVIAR in a networked setting, they also collect training samples and provide opportunities for machine learning from their intervention. CAVIAR implemented over the Internet provides a perfect test bed for, and extends, the concept of Open Mind Initiative proposed by David Stork. Our experimental evaluation focuses on human time, machine and human accuracy, and machine learning. We devoted much effort to evaluating the use of our image-based user interface and on developing principles for the evaluation of interactive pattern recognition system. The Internet architecture and Mobile CAVIAR methodology have many applications. We are exploring in the directions of teledermatology, face recognition, and education.
UIMX: A User Interface Management System For Scientific Computing With X Windows
NASA Astrophysics Data System (ADS)
Foody, Michael
1989-09-01
Applications with iconic user interfaces, (for example, interfaces with pulldown menus, radio buttons, and scroll bars), such as those found on Apple's Macintosh computer and the IBM PC under Microsoft's Presentation Manager, have become very popular, and for good reason. They are much easier to use than applications with traditional keyboard-oriented interfaces, so training costs are much lower and just about anyone can use them. They are standardized between applications, so once you learn one application you are well along the way to learning another. The use of one reinforces the common elements between applications of the interface, and, as a result, you remember how to use them longer. Finally, for the developer, their support costs can be much lower because of their ease of use.
Solar Tutorial and Annotation Resource (STAR)
NASA Astrophysics Data System (ADS)
Showalter, C.; Rex, R.; Hurlburt, N. E.; Zita, E. J.
2009-12-01
We have written a software suite designed to facilitate solar data analysis by scientists, students, and the public, anticipating enormous datasets from future instruments. Our “STAR" suite includes an interactive learning section explaining 15 classes of solar events. Users learn software tools that exploit humans’ superior ability (over computers) to identify many events. Annotation tools include time slice generation to quantify loop oscillations, the interpolation of event shapes using natural cubic splines (for loops, sigmoids, and filaments) and closed cubic splines (for coronal holes). Learning these tools in an environment where examples are provided prepares new users to comfortably utilize annotation software with new data. Upon completion of our tutorial, users are presented with media of various solar events and asked to identify and annotate the images, to test their mastery of the system. Goals of the project include public input into the data analysis of very large datasets from future solar satellites, and increased public interest and knowledge about the Sun. In 2010, the Solar Dynamics Observatory (SDO) will be launched into orbit. SDO’s advancements in solar telescope technology will generate a terabyte per day of high-quality data, requiring innovation in data management. While major projects develop automated feature recognition software, so that computers can complete much of the initial event tagging and analysis, still, that software cannot annotate features such as sigmoids, coronal magnetic loops, coronal dimming, etc., due to large amounts of data concentrated in relatively small areas. Previously, solar physicists manually annotated these features, but with the imminent influx of data it is unrealistic to expect specialized researchers to examine every image that computers cannot fully process. A new approach is needed to efficiently process these data. Providing analysis tools and data access to students and the public have proven efficient in similar astrophysical projects (e.g. the “Galaxy Zoo.”) For “crowdsourcing” to be effective for solar research, the public needs knowledge and skills to recognize and annotate key events on the Sun. Our tutorial can provide this training, with over 200 images and 18 movies showing examples of active regions, coronal dimmings, coronal holes, coronal jets, coronal waves, emerging flux, sigmoids, coronal magnetic loops, filaments, filament eruption, flares, loop oscillation, plage, surges, and sunspots. Annotation tools are provided for many of these events. Many features of the tutorial, such as mouse-over definitions and interactive annotation examples, are designed to assist people without previous experience in solar physics. After completing the tutorial, the user is presented with an interactive quiz: a series of movies and images to identify and annotate. The tutorial teaches the user, with feedback on correct and incorrect answers, until the user develops appropriate confidence and skill. This prepares users to annotate new data, based on their experience with event recognition and annotation tools. Trained users can contribute significantly to our data analysis tasks, even as our training tool contributes to public science literacy and interest in solar physics.
NASA Technical Reports Server (NTRS)
Trejo, Leonard J.; Matthews, Bryan; Rosipal, Roman
2005-01-01
We have developed and tested two EEG-based brain-computer interfaces (BCI) for users to control a cursor on a computer display. Our system uses an adaptive algorithm, based on kernel partial least squares classification (KPLS), to associate patterns in multichannel EEG frequency spectra with cursor controls. Our first BCI, Target Practice, is a system for one-dimensional device control, in which participants use biofeedback to learn voluntary control of their EEG spectra. Target Practice uses a KF LS classifier to map power spectra of 30-electrode EEG signals to rightward or leftward position of a moving cursor on a computer display. Three subjects learned to control motion of a cursor on a video display in multiple blocks of 60 trials over periods of up to six weeks. The best subject s average skill in correct selection of the cursor direction grew from 58% to 88% after 13 training sessions. Target Practice also implements online control of two artifact sources: a) removal of ocular artifact by linear subtraction of wavelet-smoothed vertical and horizontal EOG signals, b) control of muscle artifact by inhibition of BCI training during periods of relatively high power in the 40-64 Hz band. The second BCI, Think Pointer, is a system for two-dimensional cursor control. Steady-state visual evoked potentials (SSVEP) are triggered by four flickering checkerboard stimuli located in narrow strips at each edge of the display. The user attends to one of the four beacons to initiate motion in the desired direction. The SSVEP signals are recorded from eight electrodes located over the occipital region. A KPLS classifier is individually calibrated to map multichannel frequency bands of the SSVEP signals to right-left or up-down motion of a cursor on a computer display. The display stops moving when the user attends to a central fixation point. As for Target Practice, Think Pointer also implements wavelet-based online removal of ocular artifact; however, in Think Pointer muscle artifact is controlled via adaptive normalization of the SSVEP. Training of the classifier requires about three minutes. We have tested our system in real-time operation in three human subjects. Across subjects and sessions, control accuracy ranged from 80% to 100% correct with lags of 1-5 seconds for movement initiation and turning.
Desktop Computing Integration Project
NASA Technical Reports Server (NTRS)
Tureman, Robert L., Jr.
1992-01-01
The Desktop Computing Integration Project for the Human Resources Management Division (HRMD) of LaRC was designed to help division personnel use personal computing resources to perform job tasks. The three goals of the project were to involve HRMD personnel in desktop computing, link mainframe data to desktop capabilities, and to estimate training needs for the division. The project resulted in increased usage of personal computers by Awards specialists, an increased awareness of LaRC resources to help perform tasks, and personal computer output that was used in presentation of information to center personnel. In addition, the necessary skills for HRMD personal computer users were identified. The Awards Office was chosen for the project because of the consistency of their data requests and the desire of employees in that area to use the personal computer.
Guidelines for developing distributed virtual environment applications
NASA Astrophysics Data System (ADS)
Stytz, Martin R.; Banks, Sheila B.
1998-08-01
We have conducted a variety of projects that served to investigate the limits of virtual environments and distributed virtual environment (DVE) technology for the military and medical professions. The projects include an application that allows the user to interactively explore a high-fidelity, dynamic scale model of the Solar System and a high-fidelity, photorealistic, rapidly reconfigurable aircraft simulator. Additional projects are a project for observing, analyzing, and understanding the activity in a military distributed virtual environment, a project to develop a distributed threat simulator for training Air Force pilots, a virtual spaceplane to determine user interface requirements for a planned military spaceplane system, and an automated wingman for use in supplementing or replacing human-controlled systems in a DVE. The last two projects are a virtual environment user interface framework; and a project for training hospital emergency department personnel. In the process of designing and assembling the DVE applications in support of these projects, we have developed rules of thumb and insights into assembling DVE applications and the environment itself. In this paper, we open with a brief review of the applications that were the source for our insights and then present the lessons learned as a result of these projects. The lessons we have learned fall primarily into five areas. These areas are requirements development, software architecture, human-computer interaction, graphical database modeling, and construction of computer-generated forces.
Experience using radio frequency laptops to access the electronic medical record in exam rooms.
Dworkin, L. A.; Krall, M.; Chin, H.; Robertson, N.; Harris, J.; Hughes, J.
1999-01-01
Kaiser Permanente, Northwest, evaluated the use of laptop computers to access our existing comprehensive Electronic Medical Record in exam rooms via a wireless radiofrequency (RF) network. Eleven of 22 clinicians who were offered the laptops successfully adopted their use in the exam room. These clinicians were able to increase their exam room time with the patient by almost 4 minutes (25%), apparently without lengthening their overall work day. Patient response to exam room computing was overwhelmingly positive. The RF network response time was similar to the hardwired network. Problems cited by some laptop users and many of the eleven non-adopters included battery issues, different equipment layout and function, and inadequate training. IT support needs for the RF laptops were two to four times greater than for hardwired desktops. Addressing the reliability and training issues should increase clinician acceptance, making a successful general roll-out for exam room computing more likely. PMID:10566458
2003-03-01
sociocultural theory of learning was pioneered by Lev Vygotsky in the early twentieth century Soviet Union. Although his works were not published...Overview ....................................................................................................................... 14 Learning Theories ...and Teaching Strategies .................................................................. 14 Learning Theories and CBT
Operation plan for the data 100/LARS terminal system
NASA Technical Reports Server (NTRS)
Bowen, A. J., Jr.
1980-01-01
The Data 100/LARS terminal system provides an interface for processing on the IBM 3031 computer system at Purdue University's Laboratory for Applications of Remote Sensing. The environment in which the system is operated and supported is discussed. The general support responsibilities, procedural mechanisms, and training established for the benefit of the system users are defined.
Would You Adopt Second Life as a Training and Development Tool?
ERIC Educational Resources Information Center
Taylor, Kevin C.; Chyung, Seung Youn
2008-01-01
Due to advances in computer and network technology, virtual reality (VR) is no longer just an area of scientific research. It has also become a popular consumer product, as demonstrated by the proliferation of massive multiplayer online role-playing games. Second Life (SL), in particular, has gained popularity among casual users since it became…
User/Tutor Optimal Learning Path in E-Learning Using Comprehensive Neuro-Fuzzy Approach
ERIC Educational Resources Information Center
Fazlollahtabar, Hamed; Mahdavi, Iraj
2009-01-01
Internet evolution has affected all industrial, commercial, and especially learning activities in the new context of e-learning. Due to cost, time, or flexibility e-learning has been adopted by participators as an alternative training method. By development of computer-based devices and new methods of teaching, e-learning has emerged. The…
A Computer Program You Can Use: Edging and Trimmer Trainer
Philip A. Araman; D. Earl Kline; Matthew F. Winn
1996-01-01
We present a computerized training tool designed to help hardwood sawmill edger and trim saw operators improve their processing performance. It can also be used by managers to understand the affects of processing decisions such as limiting wane beyond standard grading rule restrictions. The program helps users understand the relationships between lumber grade, surface...
Activity recognition of assembly tasks using body-worn microphones and accelerometers.
Ward, Jamie A; Lukowicz, Paul; Tröster, Gerhard; Starner, Thad E
2006-10-01
In order to provide relevant information to mobile users, such as workers engaging in the manual tasks of maintenance and assembly, a wearable computer requires information about the user's specific activities. This work focuses on the recognition of activities that are characterized by a hand motion and an accompanying sound. Suitable activities can be found in assembly and maintenance work. Here, we provide an initial exploration into the problem domain of continuous activity recognition using on-body sensing. We use a mock "wood workshop" assembly task to ground our investigation. We describe a method for the continuous recognition of activities (sawing, hammering, filing, drilling, grinding, sanding, opening a drawer, tightening a vise, and turning a screwdriver) using microphones and three-axis accelerometers mounted at two positions on the user's arms. Potentially "interesting" activities are segmented from continuous streams of data using an analysis of the sound intensity detected at the two different locations. Activity classification is then performed on these detected segments using linear discriminant analysis (LDA) on the sound channel and hidden Markov models (HMMs) on the acceleration data. Four different methods at classifier fusion are compared for improving these classifications. Using user-dependent training, we obtain continuous average recall and precision rates (for positive activities) of 78 percent and 74 percent, respectively. Using user-independent training (leave-one-out across five users), we obtain recall rates of 66 percent and precision rates of 63 percent. In isolation, these activities were recognized with accuracies of 98 percent, 87 percent, and 95 percent for the user-dependent, user-independent, and user-adapted cases, respectively.
Impact of four training conditions on physician use of a web-based clinical decision support system.
Kealey, Edith; Leckman-Westin, Emily; Finnerty, Molly T
2013-09-01
Training has been identified as an important barrier to implementation of clinical decision support systems (CDSSs), but little is known about the effectiveness of different training approaches. Using an observational retrospective cohort design, we examined the impact of four training conditions on physician use of a CDSS: (1) computer lab training with individualized follow-up (CL-FU) (n=40), (2) computer lab training without follow-up (CL) (n=177), (3) lecture demonstration (LD) (n=16), or (4) no training (NT) (n=134). Odds ratios of any use and ongoing use under training conditions were compared to no training over a 2-year follow-up period. CL-FU was associated with the highest percent of active users and odds for any use (90.0%, odds ratio (OR)=10.2, 95% confidence interval (CI): 3.2-32.9) and ongoing use (60.0%, OR=6.1 95% CI: 2.6-13.7), followed by CL (any use=81.4%, OR=5.3, CI: 2.9-9.6; ongoing use=28.8%, OR=1.7, 95% CI: 1.0-3.0). LD was not superior to no training (any use=47%, ongoing use=22.4%). Training format may have differential effects on initial and long-term follow-up of CDSSs use by physicians. Copyright © 2013 Elsevier B.V. All rights reserved.
UCSB FEL user-mode adaption project. Final report, 1 Jan 86-31 Dec 90
DOE Office of Scientific and Technical Information (OSTI.GOV)
Jaccarino, V.
1992-04-14
This research sponsored by the SDIO Biomedical and Materials Sciences FEL Program held the following objectives. Provide a facility in which in-house and outside user research in the materials and biological sciences can be carried out in the Far Infrared using-the unique properties of the UCSB electrostatic accelerator-driven FEL. Develop and implement new FEL concepts and FIR technology and encourage the transfer and application of this research. Train graduate students, post doctoral researchers and technical personnel in varied aspects of scientific user disciplines, FEL science and FIR technology in a cooperative, interdisciplinary environment. In summary, a free electron laser facilitymore » has been developed which is operational from 200 GH z, (6.6 cm -1), to 4.8 THz, (160 cm-1) tunable under computer control and able to deliver kilowatts of millimeter wave and far-infrared power. This facility has a well equipped user lab that has been used to perform ground breaking experiments in scientific areas as diverse as bio-physics. Nine graduate students and post doctoral researchers have been trained in the operation, use and application of these free-electron lasers.« less
Ubiquitous Wireless Smart Sensing and Control
NASA Technical Reports Server (NTRS)
Wagner, Raymond
2013-01-01
Need new technologies to reliably and safely have humans interact within sensored environments (integrated user interfaces, physical and cognitive augmentation, training, and human-systems integration tools). Areas of focus include: radio frequency identification (RFID), motion tracking, wireless communication, wearable computing, adaptive training and decision support systems, and tele-operations. The challenge is developing effective, low cost/mass/volume/power integrated monitoring systems to assess and control system, environmental, and operator health; and accurately determining and controlling the physical, chemical, and biological environments of the areas and associated environmental control systems.
Ubiquitous Wireless Smart Sensing and Control. Pumps and Pipes JSC: Uniquely Houston
NASA Technical Reports Server (NTRS)
Wagner, Raymond
2013-01-01
Need new technologies to reliably and safely have humans interact within sensored environments (integrated user interfaces, physical and cognitive augmentation, training, and human-systems integration tools).Areas of focus include: radio frequency identification (RFID), motion tracking, wireless communication, wearable computing, adaptive training and decision support systems, and tele-operations. The challenge is developing effective, low cost/mass/volume/power integrated monitoring systems to assess and control system, environmental, and operator health; and accurately determining and controlling the physical, chemical, and biological environments of the areas and associated environmental control systems.
Levy
1996-08-01
New interactive computer technologies are having a significant influence on medical education, training, and practice. The newest innovation in computer technology, virtual reality, allows an individual to be immersed in a dynamic computer-generated, three-dimensional environment and can provide realistic simulations of surgical procedures. A new virtual reality hysteroscope passes through a sensing device that synchronizes movements with a three-dimensional model of a uterus. Force feedback is incorporated into this model, so the user actually experiences the collision of an instrument against the uterine wall or the sensation of the resistance or drag of a resectoscope as it cuts through a myoma in a virtual environment. A variety of intrauterine pathologies and procedures are simulated, including hyperplasia, cancer, resection of a uterine septum, polyp, or myoma, and endometrial ablation. This technology will be incorporated into comprehensive training programs that will objectively assess hand-eye coordination and procedural skills. It is possible that by incorporating virtual reality into hysteroscopic training programs, a decrease in the learning curve and the number of complications presently associated with the procedures may be realized. Prospective studies are required to assess these potential benefits.
Hong, OiSaeng; Eakin, Brenda L; Chin, Dal Lae; Feld, Jamie; Vogel, Stephen
2013-07-01
Noise-induced hearing loss is a significant occupational injury for firefighters exposed to intermittent noise on the job. It is important to educate firefighters about using hearing protection devices whenever they are exposed to loud noise. Computer technology is a relatively new health education approach and can be useful for tailoring specific aspects of behavioral change training. The purpose of this study is to present the development process of an Internet-based tailored intervention program and to assess its efficacy. The intervention programs were implemented for 372 firefighters (mean age = 44 years, Caucasian = 82%, male = 95%) in three states (California, Illinois, and Indiana). The efficacy was assessed from firefighters' feedback through an Internet-based survey. A multimedia Internet-based training program was developed through (a) determining program content and writing scripts, (b) developing decision-making algorithms for tailoring, (c) graphic design and audio and video productions, (d) creating computer software and a database, and (e) postproduction quality control and pilot testing. Participant feedback regarding the training has been very positive. Participants reported that they liked completing the training via computer (83%) and also that the Internet-based training program was well organized (97%), easy to use (97%), and effective (98%) and held their interest (79%). Almost all (95%) would recommend this Internet training program to other firefighters. Interactive multimedia computer technology using the Internet was a feasible mode of delivery for a hearing protection intervention among firefighters. Participants' favorable feedback strongly supports the continued utilization of this approach for designing and developing interventions to promote healthy behaviors.
IITET and shadow TT: an innovative approach to training at the point of need
NASA Astrophysics Data System (ADS)
Gross, Andrew; Lopez, Favio; Dirkse, James; Anderson, Darran; Berglie, Stephen; May, Christopher; Harkrider, Susan
2014-06-01
The Image Intensification and Thermal Equipment Training (IITET) project is a joint effort between Night Vision and Electronics Sensors Directorate (NVESD) Modeling and Simulation Division (MSD) and the Army Research Institute (ARI) Fort Benning Research Unit. The IITET effort develops a reusable and extensible training architecture that supports the Army Learning Model and trains Manned-Unmanned Teaming (MUM-T) concepts to Shadow Unmanned Aerial Systems (UAS) payload operators. The training challenge of MUM-T during aviation operations is that UAS payload operators traditionally learn few of the scout-reconnaissance skills and coordination appropriate to MUM-T at the schoolhouse. The IITET effort leveraged the simulation experience and capabilities at NVESD and ARI's research to develop a novel payload operator training approach consistent with the Army Learning Model. Based on the training and system requirements, the team researched and identified candidate capabilities in several distinct technology areas. The training capability will support a variety of training missions as well as a full campaign. Data from these missions will be captured in a fully integrated AAR capability, which will provide objective feedback to the user in near-real-time. IITET will be delivered via a combination of browser and video streaming technologies, eliminating the requirement for a client download and reducing user computer system requirements. The result is a novel UAS Payload Operator training capability, nested within an architecture capable of supporting a wide variety of training needs for air and ground tactical platforms and sensors, and potentially several other areas requiring vignette-based serious games training.
Online Video-Based Training in the Use of Hydrologic Models: A Case Example Using SWAT
NASA Astrophysics Data System (ADS)
Frankenberger, J.
2009-12-01
Hydrologic models are increasingly important tools in public decision-making. For example, watershed models are used to develop Total Maximum Daily Load (TMDL) plans, quantify pollutant loads, and estimate the effects of watershed restoration efforts funded by the public. One widely-used tool is the Soil and Water Assessment Tool (SWAT), which has been applied by state and federal agencies, consultants, and university researchers to assess sources of nonpoint source pollution and the effects of potential solutions, and used in testimony in at least one lawsuit. The SWAT model has the capability to evaluate the relative effects of different management scenarios on water quality, sediment, and agricultural chemical yield at the watershed scale. As with all models, the model user and the decisions that s/he makes in the modeling process are important determinants of model performance. The SWAT model has an open structure, leaving most decisions up to the model user, which was especially appropriate when the model was primarily used in research by highly-experienced modelers. However, as the model has become more widely applied in planning and assessment, by people who may have limited hydrology background and modeling knowledge, the possibility that users may be using the model inconsistently or even incorrectly becomes a concern. Consistent training can lead to a minimum standard of knowledge that model users are expected to have, and therefore to higher use of best practices in modeling efforts. In addition, widespread availability of training can lead to better decisions about when and where using the model is appropriate, and what level of data needs to be available for confidence in predictions. Currently, most training in model use takes place in occasional face-to-face workshops, courses offered at a few universities, and a short tutorial available in the manual. Many new users simply acquire the model and learn from the manual, other users, trial and error, and posing questions to the web-based group. Although excellent model documentation is available (http://www.brc.tamus.edu/swat/), the extent to which users conduct careful study to ensure that their understanding goes beyond the superficial level is unknown. Online video-on-demand technology provides a way for users to learn consistent content while saving travel resources, and allows for training to fit into people’s schedule. Online videos were created to teach the basics of setting up the model, acquiring input data, parameterizing, calibrating and evaluating model results, and analyzing outputs, as well as model science, uncertainty, and appropriate use. Feedback was sought from the SWAT modeling community to determine typical backgrounds of model users and how the video training fits into the available means of learning SWAT. Evaluation is being undertaken to assess results. The processes used in developing and evaluating the online SWAT training could be applied to other computer models for which use among broader groups of people is increasing or has the potential to grow.
Training Aide: Research and Guidance for Effective Training User Guide
2013-12-01
Research Product 2014-02 Training Aide: Research and Guidance for Effective Training User Guide Beth Plott Shaun...Effective Training User Guide 5a. CONTRACT OR GRANT NUMBER W91WAW-07-C-0081 5b. PROGRAM ELEMENT NUMBER 611102 6. AUTHOR(S) Beth Plott...Representative and Subject Matter POC: Karin A. Orvis 14. ABSTRACT: This is a user guide for the web-based tool called Training Aide: Research and Guidance
Interactive multimedia for prenatal ultrasound training.
Lee, W; Ault, H; Kirk, J S; Comstock, C H
1995-01-01
This demonstration project examines the utility of interactive multimedia for prenatal ultrasound training. A laser-disc library was linked to a three-dimensional (3-D) heart model and other computer-based training materials through interactive multimedia. A testing module presented ultrasound anomalies and related questions to house-staff physicians through the image library. Users were asked to evaluate these training materials on the basis of perceived instructional value, question content, subjects covered, graphics interface, and ease of use; users were also asked for their comments. House-staff physicians indicated that they consider interactive multimedia to be a helpful adjunct to their core fetal imaging rotation. During a 9-month period, 16 house-staff physicians correctly diagnosed 78 +/- 4% of unknown cases presented through the testing module. The 3-D heart model was also perceived to be a useful teaching aid for spatial orientation skills. Our findings suggest that interactive multimedia and volume visualization models can be used to supplement traditional prenatal ultrasound training. The system provides a broad exposure to ultrasound anomalies, increases opportunities for postnatal correlation, emphasizes motion video for ultrasound training, encourages development of independent diagnostic ability, and helps physicians understand anatomic orientation. We hypothesize that interactive multimedia-based tutorials provide a better overall training experience for house-staff physicians. However, these supplementary methods will require formal evaluation of effectiveness to better understand their potential educational impact.
JIP: Java image processing on the Internet
NASA Astrophysics Data System (ADS)
Wang, Dongyan; Lin, Bo; Zhang, Jun
1998-12-01
In this paper, we present JIP - Java Image Processing on the Internet, a new Internet based application for remote education and software presentation. JIP offers an integrate learning environment on the Internet where remote users not only can share static HTML documents and lectures notes, but also can run and reuse dynamic distributed software components, without having the source code or any extra work of software compilation, installation and configuration. By implementing a platform-independent distributed computational model, local computational resources are consumed instead of the resources on a central server. As an extended Java applet, JIP allows users to selected local image files on their computers or specify any image on the Internet using an URL as input. Multimedia lectures such as streaming video/audio and digital images are integrated into JIP and intelligently associated with specific image processing functions. Watching demonstrations an practicing the functions with user-selected input data dramatically encourages leaning interest, while promoting the understanding of image processing theory. The JIP framework can be easily applied to other subjects in education or software presentation, such as digital signal processing, business, mathematics, physics, or other areas such as employee training and charged software consumption.
Lee, Tih-Shih; Quek, Shin Yi; Goh, Siau Juinn Alexa; Phillips, Rachel; Guan, Cuntai; Cheung, Yin Bun; Feng, Lei; Wang, Chuan Chu; Chin, Zheng Yang; Zhang, Haihong; Lee, Jimmy; Ng, Tze Pin; Krishnan, K Ranga Rama
2015-01-01
There is growing evidence that cognitive training (CT) can improve the cognitive functioning of the elderly. CT may be influenced by cultural and linguistic factors, but research examining CT programs has mostly been conducted on Western populations. We have developed an innovative electroencephalography (EEG)-based brain-computer interface (BCI) CT program that has shown preliminary efficacy in improving cognition in 32 healthy English-speaking elderly adults in Singapore. In this second pilot trial, we examine the acceptability, safety, and preliminary efficacy of our BCI CT program in healthy Chinese-speaking Singaporean elderly. Thirty-nine elderly participants were randomized into intervention (n=21) and wait-list control (n=18) arms. Intervention consisted of 24 half-hour sessions with our BCI-based CT training system to be completed in 8 weeks; the control arm received the same intervention after an initial 8-week waiting period. At the end of the training, a usability and acceptability questionnaire was administered. Efficacy was measured using the Repeatable Battery for the Assessment of Neuropsychological Status (RBANS), which was translated and culturally adapted for the Chinese-speaking local population. Users were asked about any adverse events experienced after each session as a safety measure. The training was deemed easily usable and acceptable by senior users. The median difference in the change scores pre- and post-training of the modified RBANS total score was 8.0 (95% confidence interval [CI]: 0.0-16.0, P=0.042) higher in the intervention arm than waitlist control, while the mean difference was 9.0 (95% CI: 1.7-16.2, P=0.017). Ten (30.3%) participants reported a total of 16 adverse events - all of which were graded "mild" except for one graded "moderate". Our BCI training system shows potential in improving cognition in both English- and Chinese-speaking elderly, and deserves further evaluation in a Phase III trial. Overall, participants responded positively on the usability and acceptability questionnaire.
Does user-centred design affect the efficiency, usability and safety of CPOE order sets?
Chan, Julie; Shojania, Kaveh G; Easty, Anthony C; Etchells, Edward E
2011-05-01
Application of user-centred design principles to Computerized provider order entry (CPOE) systems may improve task efficiency, usability or safety, but there is limited evaluative research of its impact on CPOE systems. We evaluated the task efficiency, usability, and safety of three order set formats: our hospital's planned CPOE order sets (CPOE Test), computer order sets based on user-centred design principles (User Centred Design), and existing pre-printed paper order sets (Paper). 27 staff physicians, residents and medical students. Sunnybrook Health Sciences Centre, an academic hospital in Toronto, Canada. Methods Participants completed four simulated order set tasks with three order set formats (two CPOE Test tasks, one User Centred Design, and one Paper). Order of presentation of order set formats and tasks was randomized. Users received individual training for the CPOE Test format only. Completion time (efficiency), requests for assistance (usability), and errors in the submitted orders (safety). 27 study participants completed 108 order sets. Mean task times were: User Centred Design format 273 s, Paper format 293 s (p=0.73 compared to UCD format), and CPOE Test format 637 s (p<0.0001 compared to UCD format). Users requested assistance in 31% of the CPOE Test format tasks, whereas no assistance was needed for the other formats (p<0.01). There were no significant differences in number of errors between formats. The User Centred Design format was more efficient and usable than the CPOE Test format even though training was provided for the latter. We conclude that application of user-centred design principles can enhance task efficiency and usability, increasing the likelihood of successful implementation.
Does user-centred design affect the efficiency, usability and safety of CPOE order sets?
Chan, Julie; Shojania, Kaveh G; Easty, Anthony C
2011-01-01
Background Application of user-centred design principles to Computerized provider order entry (CPOE) systems may improve task efficiency, usability or safety, but there is limited evaluative research of its impact on CPOE systems. Objective We evaluated the task efficiency, usability, and safety of three order set formats: our hospital's planned CPOE order sets (CPOE Test), computer order sets based on user-centred design principles (User Centred Design), and existing pre-printed paper order sets (Paper). Participants 27staff physicians, residents and medical students. Setting Sunnybrook Health Sciences Centre, an academic hospital in Toronto, Canada. Methods Participants completed four simulated order set tasks with three order set formats (two CPOE Test tasks, one User Centred Design, and one Paper). Order of presentation of order set formats and tasks was randomized. Users received individual training for the CPOE Test format only. Main Measures Completion time (efficiency), requests for assistance (usability), and errors in the submitted orders (safety). Results 27 study participants completed 108 order sets. Mean task times were: User Centred Design format 273 s, Paper format 293 s (p=0.73 compared to UCD format), and CPOE Test format 637 s (p<0.0001 compared to UCD format). Users requested assistance in 31% of the CPOE Test format tasks, whereas no assistance was needed for the other formats (p<0.01). There were no significant differences in number of errors between formats. Conclusions The User Centred Design format was more efficient and usable than the CPOE Test format even though training was provided for the latter. We conclude that application of user-centred design principles can enhance task efficiency and usability, increasing the likelihood of successful implementation. PMID:21486886
A DNA sequence analysis package for the IBM personal computer.
Lagrimini, L M; Brentano, S T; Donelson, J E
1984-01-01
We present here a collection of DNA sequence analysis programs, called "PC Sequence" (PCS), which are designed to run on the IBM Personal Computer (PC). These programs are written in IBM PC compiled BASIC and take full advantage of the IBM PC's speed, error handling, and graphics capabilities. For a modest initial expense in hardware any laboratory can use these programs to quickly perform computer analysis on DNA sequences. They are written with the novice user in mind and require very little training or previous experience with computers. Also provided are a text editing program for creating and modifying DNA sequence files and a communications program which enables the PC to communicate with and collect information from mainframe computers and DNA sequence databases. PMID:6546433
CASE tools and UML: state of the ART.
Agarwal, S
2001-05-01
With increasing need for automated tools to assist complex systems development, software design methods are becoming popular. This article analyzes the state of art in computer-aided software engineering (CASE) tools and unified modeling language (UML), focusing on their evolution, merits, and industry usage. It identifies managerial issues for the tools' adoption and recommends an action plan to select and implement them. While CASE and UML offer inherent advantages like cheaper, shorter, and efficient development cycles, they suffer from poor user satisfaction. The critical success factors for their implementation include, among others, management and staff commitment, proper corporate infrastructure, and user training.
Fisher, J Brian; Porter, Susan M
2002-01-01
This paper describes an application of a display approach which uses chromakey techniques to composite real and computer-generated images allowing a user to see his hands and medical instruments collocated with the display of virtual objects during a medical training simulation. Haptic feedback is provided through the use of a PHANTOM force feedback device in addition to tactile augmentation, which allows the user to touch virtual objects by introducing corresponding real objects in the workspace. A simplified catheter introducer insertion simulation was developed to demonstrate the capabilities of this approach.
Nambisan, Priya
2010-01-01
Several public health education programs and government agencies across the country have started offering virtual or online training programs in emergency preparedness for people who are likely to be involved in managing or responding to different types of emergency situations such as natural disasters, epidemics, bioterrorism, etc. While such online training programs are more convenient and cost-effective than traditional classroom-based programs, their success depends to a great extent on the underlying technological environment. Specifically, in an online technological environment, different types of user experiences come in to play-users' utilitarian or pragmatic experience, their fun or hedonic experience, their social experience, and most importantly, their usability experience-and these different user experiences critically shape the program outcomes, including course completion rates. This study adopts a multi-disciplinary approach and draws on theories in human computer interaction, distance learning theories, usability research, and online consumer behavior to evaluate users' experience with the technological environment of an online emergency preparedness training program and discusses its implications for the design of effective online training programs. . Data was collected using a questionnaire from 377 subjects who had registered for and participated in online public health preparedness training courses offered by a large public university in the Northeast. Analysis of the data indicates that as predicted, participants had higher levels of pragmatic and usability experiences compared to their hedonic and sociability experiences. Results also indicate that people who experienced higher levels of pragmatic, hedonic, sociability and usability experiences were more likely to complete the course(s) they registered for compared to those who reported lower levels. The study findings hold important implications for the design of effective online emergency preparedness training targeted at diverse audiences including the general public, health care and public health professionals, and emergency responders. Strategies for improving participants' pragmatic, hedonic, sociability and usability experiences are outlined. There are ample opportunities to improve the pragmatic, hedonic, sociability and usability experiences of the target audience. This is critical to improve the participants' learning and retention as well as the completion rates for the courses offered. Online emergency preparedness programs are likely to play a crucial role in preparing emergency responders at all levels in the future and their success has critical implications for public health informatics.
NASA Technical Reports Server (NTRS)
Palsson, Olafur S. (Inventor); Harris, Randall L., Sr. (Inventor); Pope, Alan T. (Inventor)
2002-01-01
Apparatus and methods for modulating the control authority (i.e., control function) of a computer simulation or game input device (e.g., joystick, button control) using physiological information so as to affect the user's ability to impact or control the simulation or game with the input device. One aspect is to use the present invention, along with a computer simulation or game, to affect physiological state or physiological self-regulation according to some programmed criterion (e.g., increase, decrease, or maintain) in order to perform better at the game task. When the affected physiological state or physiological self-regulation is the target of self-regulation or biofeedback training, the simulation or game play reinforces therapeutic changes in the physiological signal(s).
CLIPS: A proposal for improved usability
NASA Technical Reports Server (NTRS)
Patton, Charles R.
1990-01-01
This paper proposes the enhancement of the CLIPS user interface to improve the over-all usability of the CLIPS development environment. It suggests some directions for the long term growth of the user interface, and discusses some specific strengths and weaknesses of the current CLIPS PC user interface. Every user of CLIPS shares a common experience: his/her first interaction with the system itself. As with any new language, between the process of installing CLIPS on the appropriate computer and the completion of a large application, an intensive learning process takes place. For those with extensive programming knowledge and LISP backgrounds, this experience may have been mostly interesting and pleasant. Being familiar with products that are similar to CLIPS in many ways, these users enjoy a relatively short training period with the product. Already familiar with many of the functions they wish to employ, experienced users are free to focus on the capabilities of CLIPS that make it uniquely useful within their working environment.
User's guide to UGRS: the Ultimate Grading and Remanufacturing System (version 5.0).
John Moody; Charles J. Gatchell; Elizabeth S. Walker; Powsiri Klinkhachorn
1998-01-01
The Ultimate Grading and Remanufacturing System (UGRS) is the latest generation of advanced computer programs for lumber grading. It is designed to be a training and research tool that allows grading of lumber according to 1998 NHLA rules and remanufacturing for maximum dollar value. A 32-bit application that runs under all Microsoft Windows operating systems, UGRS...
Integrating shape into an interactive segmentation framework
NASA Astrophysics Data System (ADS)
Kamalakannan, S.; Bryant, B.; Sari-Sarraf, H.; Long, R.; Antani, S.; Thoma, G.
2013-02-01
This paper presents a novel interactive annotation toolbox which extends a well-known user-steered segmentation framework, namely Intelligent Scissors (IS). IS, posed as a shortest path problem, is essentially driven by lower level image based features. All the higher level knowledge about the problem domain is obtained from the user through mouse clicks. The proposed work integrates one higher level feature, namely shape up to a rigid transform, into the IS framework, thus reducing the burden on the user and the subjectivity involved in the annotation procedure, especially during instances of occlusions, broken edges, noise and spurious boundaries. The above mentioned scenarios are commonplace in medical image annotation applications and, hence, such a tool will be of immense help to the medical community. As a first step, an offline training procedure is performed in which a mean shape and the corresponding shape variance is computed by registering training shapes up to a rigid transform in a level-set framework. The user starts the interactive segmentation procedure by providing a training segment, which is a part of the target boundary. A partial shape matching scheme based on a scale-invariant curvature signature is employed in order to extract shape correspondences and subsequently predict the shape of the unsegmented target boundary. A `zone of confidence' is generated for the predicted boundary to accommodate shape variations. The method is evaluated on segmentation of digital chest x-ray images for lung annotation which is a crucial step in developing algorithms for screening Tuberculosis.
Radiological protection in computed tomography and cone beam computed tomography.
Rehani, M M
2015-06-01
The International Commission on Radiological Protection (ICRP) has sustained interest in radiological protection in computed tomography (CT), and ICRP Publications 87 and 102 focused on the management of patient doses in CT and multi-detector CT (MDCT) respectively. ICRP forecasted and 'sounded the alarm' on increasing patient doses in CT, and recommended actions for manufacturers and users. One of the approaches was that safety is best achieved when it is built into the machine, rather than left as a matter of choice for users. In view of upcoming challenges posed by newer systems that use cone beam geometry for CT (CBCT), and their widened usage, often by untrained users, a new ICRP task group has been working on radiological protection issues in CBCT. Some of the issues identified by the task group are: lack of standardisation of dosimetry in CBCT; the false belief within the medical and dental community that CBCT is a 'light', low-dose CT whereas mobile CBCT units and newer applications, particularly C-arm CT in interventional procedures, involve higher doses; lack of training in radiological protection among clinical users; and lack of dose information and tracking in many applications. This paper provides a summary of approaches used in CT and MDCT, and preliminary information regarding work just published for radiological protection in CBCT. © The International Society for Prosthetics and Orthotics Reprints and permissions: sagepub.co.uk/journalsPermissions.nav.
Video-Game-Like Engine for Depicting Spacecraft Trajectories
NASA Technical Reports Server (NTRS)
Upchurch, Paul R.
2009-01-01
GoView is a video-game-like software engine, written in the C and C++ computing languages, that enables real-time, three-dimensional (3D)-appearing visual representation of spacecraft and trajectories (1) from any perspective; (2) at any spatial scale from spacecraft to Solar-system dimensions; (3) in user-selectable time scales; (4) in the past, present, and/or future; (5) with varying speeds; and (6) forward or backward in time. GoView constructs an interactive 3D world by use of spacecraft-mission data from pre-existing engineering software tools. GoView can also be used to produce distributable application programs for depicting NASA orbital missions on personal computers running the Windows XP, Mac OsX, and Linux operating systems. GoView enables seamless rendering of Cartesian coordinate spaces with programmable graphics hardware, whereas prior programs for depicting spacecraft trajectories variously require non-Cartesian coordinates and/or are not compatible with programmable hardware. GoView incorporates an algorithm for nonlinear interpolation between arbitrary reference frames, whereas the prior programs are restricted to special classes of inertial and non-inertial reference frames. Finally, whereas the prior programs present complex user interfaces requiring hours of training, the GoView interface provides guidance, enabling use without any training.
Waytowich, Nicholas R.; Lawhern, Vernon J.; Bohannon, Addison W.; Ball, Kenneth R.; Lance, Brent J.
2016-01-01
Recent advances in signal processing and machine learning techniques have enabled the application of Brain-Computer Interface (BCI) technologies to fields such as medicine, industry, and recreation; however, BCIs still suffer from the requirement of frequent calibration sessions due to the intra- and inter-individual variability of brain-signals, which makes calibration suppression through transfer learning an area of increasing interest for the development of practical BCI systems. In this paper, we present an unsupervised transfer method (spectral transfer using information geometry, STIG), which ranks and combines unlabeled predictions from an ensemble of information geometry classifiers built on data from individual training subjects. The STIG method is validated in both off-line and real-time feedback analysis during a rapid serial visual presentation task (RSVP). For detection of single-trial, event-related potentials (ERPs), the proposed method can significantly outperform existing calibration-free techniques as well as outperform traditional within-subject calibration techniques when limited data is available. This method demonstrates that unsupervised transfer learning for single-trial detection in ERP-based BCIs can be achieved without the requirement of costly training data, representing a step-forward in the overall goal of achieving a practical user-independent BCI system. PMID:27713685
Waytowich, Nicholas R; Lawhern, Vernon J; Bohannon, Addison W; Ball, Kenneth R; Lance, Brent J
2016-01-01
Recent advances in signal processing and machine learning techniques have enabled the application of Brain-Computer Interface (BCI) technologies to fields such as medicine, industry, and recreation; however, BCIs still suffer from the requirement of frequent calibration sessions due to the intra- and inter-individual variability of brain-signals, which makes calibration suppression through transfer learning an area of increasing interest for the development of practical BCI systems. In this paper, we present an unsupervised transfer method (spectral transfer using information geometry, STIG), which ranks and combines unlabeled predictions from an ensemble of information geometry classifiers built on data from individual training subjects. The STIG method is validated in both off-line and real-time feedback analysis during a rapid serial visual presentation task (RSVP). For detection of single-trial, event-related potentials (ERPs), the proposed method can significantly outperform existing calibration-free techniques as well as outperform traditional within-subject calibration techniques when limited data is available. This method demonstrates that unsupervised transfer learning for single-trial detection in ERP-based BCIs can be achieved without the requirement of costly training data, representing a step-forward in the overall goal of achieving a practical user-independent BCI system.
NASA Astrophysics Data System (ADS)
Yang, Z. L.; Cao, J.; Hu, K.; Gui, Z. P.; Wu, H. Y.; You, L.
2016-06-01
Efficient online discovering and applying geospatial information resources (GIRs) is critical in Earth Science domain as while for cross-disciplinary applications. However, to achieve it is challenging due to the heterogeneity, complexity and privacy of online GIRs. In this article, GeoSquare, a collaborative online geospatial information sharing and geoprocessing platform, was developed to tackle this problem. Specifically, (1) GIRs registration and multi-view query functions allow users to publish and discover GIRs more effectively. (2) Online geoprocessing and real-time execution status checking help users process data and conduct analysis without pre-installation of cumbersome professional tools on their own machines. (3) A service chain orchestration function enables domain experts to contribute and share their domain knowledge with community members through workflow modeling. (4) User inventory management allows registered users to collect and manage their own GIRs, monitor their execution status, and track their own geoprocessing histories. Besides, to enhance the flexibility and capacity of GeoSquare, distributed storage and cloud computing technologies are employed. To support interactive teaching and training, GeoSquare adopts the rich internet application (RIA) technology to create user-friendly graphical user interface (GUI). Results show that GeoSquare can integrate and foster collaboration between dispersed GIRs, computing resources and people. Subsequently, educators and researchers can share and exchange resources in an efficient and harmonious way.
McFarland, Dennis J; Krusienski, Dean J; Wolpaw, Jonathan R
2006-01-01
The Wadsworth brain-computer interface (BCI), based on mu and beta sensorimotor rhythms, uses one- and two-dimensional cursor movement tasks and relies on user training. This is a real-time closed-loop system. Signal processing consists of channel selection, spatial filtering, and spectral analysis. Feature translation uses a regression approach and normalization. Adaptation occurs at several points in this process on the basis of different criteria and methods. It can use either feedforward (e.g., estimating the signal mean for normalization) or feedback control (e.g., estimating feature weights for the prediction equation). We view this process as the interaction between a dynamic user and a dynamic system that coadapt over time. Understanding the dynamics of this interaction and optimizing its performance represent a major challenge for BCI research.
Lahav, Orly; Schloerb, David W.; Srinivasan, Mandayam A.
2014-01-01
This paper presents the integration of a virtual environment (BlindAid) in an orientation and mobility rehabilitation program as a training aid for people who are blind. BlindAid allows the users to interact with different virtual structures and objects through auditory and haptic feedback. This research explores if and how use of the BlindAid in conjunction with a rehabilitation program can help people who are blind train themselves in familiar and unfamiliar spaces. The study, focused on nine participants who were congenitally, adventitiously, and newly blind, during their orientation and mobility rehabilitation program at the Carroll Center for the Blind (Newton, Massachusetts, USA). The research was implemented using virtual environment (VE) exploration tasks and orientation tasks in virtual environments and real spaces. The methodology encompassed both qualitative and quantitative methods, including interviews, a questionnaire, videotape recording, and user computer logs. The results demonstrated that the BlindAid training gave participants additional time to explore the virtual environment systematically. Secondly, it helped elucidate several issues concerning the potential strengths of the BlindAid system as a training aid for orientation and mobility for both adults and teenagers who are congenitally, adventitiously, and newly blind. PMID:25284952
Virtualization in education: Information Security lab in your hands
NASA Astrophysics Data System (ADS)
Karlov, A. A.
2016-09-01
The growing demand for qualified specialists in advanced information technologies poses serious challenges to the education and training of young personnel for science, industry and social problems. Virtualization as a way to isolate the user from the physical characteristics of computing resources (processors, servers, operating systems, networks, applications, etc.), has, in particular, an enormous influence in the field of education, increasing its efficiency, reducing the cost, making it more widely and readily available. The study of Information Security of computer systems is considered as an example of use of virtualization in education.
1985-03-01
skills previously acquired and presently unused. Nevertheless, in preparing for a "worst case" trainee, the CBT course will be more likely to contain...IV. 18 - .• . . . . . .•. • of the course constitutes those elements of "computer literacy " most applicable to CGST users, including: - Data storage...nonsense approach toward acquiring some specific knowledge or skill . They also like to decide for themselves the best way to accomplish their learning goal
The HEP Software and Computing Knowledge Base
NASA Astrophysics Data System (ADS)
Wenaus, T.
2017-10-01
HEP software today is a rich and diverse domain in itself and exists within the mushrooming world of open source software. As HEP software developers and users we can be more productive and effective if our work and our choices are informed by a good knowledge of what others in our community have created or found useful. The HEP Software and Computing Knowledge Base, hepsoftware.org, was created to facilitate this by serving as a collection point and information exchange on software projects and products, services, training, computing facilities, and relating them to the projects, experiments, organizations and science domains that offer them or use them. It was created as a contribution to the HEP Software Foundation, for which a HEP S&C knowledge base was a much requested early deliverable. This contribution will motivate and describe the system, what it offers, its content and contributions both existing and needed, and its implementation (node.js based web service and javascript client app) which has emphasized ease of use for both users and contributors.
Martin, G. T.; Yoon, S. S.; Mott, K. E.
1991-01-01
Schistosomiasis, a group of parasitic diseases caused by Schistosoma parasites, is associated with water resources development and affects more than 200 million people in 76 countries. Depending on the species of parasite involved, disease of the liver, spleen, gastrointestinal or urinary tract, or kidneys may result. A computer-assisted teaching package has been developed by WHO for use in the training of public health workers involved in schistosomiasis control. The package consists of the software, ZOOM, and a schistosomiasis information file, Dr Schisto, and uses hypermedia technology to link pictures and text. ZOOM runs on the IBM-PC and IBM-compatible computers, is user-friendly, requires a minimal hardware configuration, and can interact with the user in English, French, Spanish or Portuguese. The information files for ZOOM can be created or modified by the instructor using a word processor, and thus can be designed to suit the need of students. No programming knowledge is required to create the stacks. PMID:1786618
The expert surgical assistant. An intelligent virtual environment with multimodal input.
Billinghurst, M; Savage, J; Oppenheimer, P; Edmond, C
1996-01-01
Virtual Reality has made computer interfaces more intuitive but not more intelligent. This paper shows how an expert system can be coupled with multimodal input in a virtual environment to provide an intelligent simulation tool or surgical assistant. This is accomplished in three steps. First, voice and gestural input is interpreted and represented in a common semantic form. Second, a rule-based expert system is used to infer context and user actions from this semantic representation. Finally, the inferred user actions are matched against steps in a surgical procedure to monitor the user's progress and provide automatic feedback. In addition, the system can respond immediately to multimodal commands for navigational assistance and/or identification of critical anatomical structures. To show how these methods are used we present a prototype sinus surgery interface. The approach described here may easily be extended to a wide variety of medical and non-medical training applications by making simple changes to the expert system database and virtual environment models. Successful implementation of an expert system in both simulated and real surgery has enormous potential for the surgeon both in training and clinical practice.
Nursing self-efficacy of an integrated clinical and administrative information system.
Dillon, Thomas W; Lending, Diane; Crews, Thaddeus R; Blankenship, Ray
2003-01-01
Self-efficacy is a user's confidence that he or she has the ability to use an information system. A survey gathered demographics, self-assessed computer skills, attitude and self-efficacy before installation of an integrated clinical and administrative information system. Results showed that higher levels of nursing education, home computer use, and average levels of self-assessed e-mail, Internet search, word processing, and general computer expertise predicted self-efficacy of the system. In addition, previous use of home and office electronics equipment, such as an answering machine, predicted self-efficacy. Implications for training and future adoption of clinical information systems are presented.
The Effects of Working Memory on Brain-Computer Interface Performance
Sprague, Samantha A.; McBee, Matthew; Sellers, Eric W.
2015-01-01
Objective The purpose of the present study is to evaluate the relationship between working memory and BCI performance. Methods Participants took part in two separate sessions. The first session consisted of three computerized tasks. The LSWM was used to measure working memory, the TPVT was used to measure general intelligence, and the DCCS was used to measure executive function, specifically cognitive flexibility. The second session consisted of a P300-based BCI copy-spelling task. Results The results indicate that both working memory and general intelligence are significant predictors of BCI performance. Conclusions This suggests that working memory training could be used to improve performance on a BCI task. Significance Working memory training may help to reduce a portion of the individual differences that exist in BCI performance allowing for a wider range of users to successfully operate the BCI system as well as increase the BCI performance of current users. PMID:26620822
A haptic interface for virtual simulation of endoscopic surgery.
Rosenberg, L B; Stredney, D
1996-01-01
Virtual reality can be described as a convincingly realistic and naturally interactive simulation in which the user is given a first person illusion of being immersed within a computer generated environment While virtual reality systems offer great potential to reduce the cost and increase the quality of medical training, many technical challenges must be overcome before such simulation platforms offer effective alternatives to more traditional training means. A primary challenge in developing effective virtual reality systems is designing the human interface hardware which allows rich sensory information to be presented to users in natural ways. When simulating a given manual procedure, task specific human interface requirements dictate task specific human interface hardware. The following paper explores the design of human interface hardware that satisfies the task specific requirements of virtual reality simulation of Endoscopic surgical procedures. Design parameters were derived through direct cadaver studies and interviews with surgeons. Final hardware design is presented.
Gerr, F; Marcus, M; Monteilh, C; Hannan, L; Ortiz, D; Kleinbaum, D
2005-07-01
To examine the effect of two workstation and postural interventions on the incidence of musculoskeletal symptoms among computer users. Randomised controlled trial of two distinct workstation and postural interventions (an alternate intervention and a conventional intervention) among 376 persons using computer keyboards for more than 15 hours per week. The incidence of neck/shoulder symptoms and hand/arm symptoms during six months of follow up among individuals in the intervention groups was compared to the incidence in computer users who did not receive an intervention (comparison group). For individuals in the intervention groups, study staff adjusted workstations, where possible, and trained individuals to assume the intervention postures. Individuals reported musculoskeletal symptoms in a weekly diary. Participants who reported discomfort intensity of 6 or greater on a 0-10 visual analogue scale or who reported musculoskeletal symptoms requiring use of analgesic medication were considered symptomatic. There were no significant differences in the incidence of musculoskeletal symptoms among the three intervention groups. Twenty two (18.5%) participants in the alternate intervention group, 25 (20.2%) in the conventional intervention group, and 25 (21.7%) in the comparison group developed incident arm or hand symptoms. Thirty eight (33.3%) participants in the alternate intervention group, 36 (31.0%) in the conventional intervention group, and 33 (30.3%) in the comparison group developed incident neck or shoulder symptoms. Compliance with all components of the intervention was attained for only 25-38% of individuals, due mainly to the inflexibility of workstation configurations. This study provides evidence that two specific workplace postural interventions are unlikely to reduce the risk of upper extremity musculoskeletal symptoms among computer users.
Gerr, F; Marcus, M; Monteilh, C; Hannan, L; Ortiz, D; Kleinbaum, D
2005-01-01
Aims: To examine the effect of two workstation and postural interventions on the incidence of musculoskeletal symptoms among computer users. Methods: Randomised controlled trial of two distinct workstation and postural interventions (an alternate intervention and a conventional intervention) among 376 persons using computer keyboards for more than 15 hours per week. The incidence of neck/shoulder symptoms and hand/arm symptoms during six months of follow up among individuals in the intervention groups was compared to the incidence in computer users who did not receive an intervention (comparison group). For individuals in the intervention groups, study staff adjusted workstations, where possible, and trained individuals to assume the intervention postures. Individuals reported musculoskeletal symptoms in a weekly diary. Participants who reported discomfort intensity of 6 or greater on a 0–10 visual analogue scale or who reported musculoskeletal symptoms requiring use of analgesic medication were considered symptomatic. Results: There were no significant differences in the incidence of musculoskeletal symptoms among the three intervention groups. Twenty two (18.5%) participants in the alternate intervention group, 25 (20.2%) in the conventional intervention group, and 25 (21.7%) in the comparison group developed incident arm or hand symptoms. Thirty eight (33.3%) participants in the alternate intervention group, 36 (31.0%) in the conventional intervention group, and 33 (30.3%) in the comparison group developed incident neck or shoulder symptoms. Compliance with all components of the intervention was attained for only 25–38% of individuals, due mainly to the inflexibility of workstation configurations. Conclusions: This study provides evidence that two specific workplace postural interventions are unlikely to reduce the risk of upper extremity musculoskeletal symptoms among computer users. PMID:15961625
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
Information management and analysis system for groundwater data in Thailand
NASA Astrophysics Data System (ADS)
Gill, D.; Luckananurung, P.
1992-01-01
The Ground Water Division of the Thai Department of Mineral Resources maintains a large archive of groundwater data with information on some 50,000 water wells. Each well file contains information on well location, well completion, borehole geology, water levels, water quality, and pumping tests. In order to enable efficient use of this information a computer-based system for information management and analysis was created. The project was sponsored by the United Nations Development Program and the Thai Department of Mineral Resources. The system was designed to serve users who lack prior training in automated data processing. Access is through a friendly user/system dialogue. Tasks are segmented into a number of logical steps, each of which is managed by a separate screen. Selective retrieval is possible by four different methods of area definition and by compliance with user-specified constraints on any combination of database variables. The main types of outputs are: (1) files of retrieved data, screened according to users' specifications; (2) an assortment of pre-formatted reports; (3) computed geochemical parameters and various diagrams of water chemistry derived therefrom; (4) bivariate scatter diagrams and linear regression analysis; (5) posting of data and computed results on maps; and (6) hydraulic aquifer characteristics as computed from pumping tests. Data are entered directly from formatted screens. Most records can be copied directly from hand-written documents. The database-management program performs data integrity checks in real time, enabling corrections at the time of input. The system software can be grouped into: (1) database administration and maintenance—these functions are carried out by the SIR/DBMS software package; (2) user communication interface for task definition and execution control—the interface is written in the operating system command language (VMS/DCL) and in FORTRAN 77; and (3) scientific data-processing programs, written in FORTRAN 77. The system was implemented on a DEC MicroVAX II computer.
Brain-computer interface technology: a review of the first international meeting.
Wolpaw, J R; Birbaumer, N; Heetderks, W J; McFarland, D J; Peckham, P H; Schalk, G; Donchin, E; Quatrano, L A; Robinson, C J; Vaughan, T M
2000-06-01
Over the past decade, many laboratories have begun to explore brain-computer interface (BCI) technology as a radically new communication option for those with neuromuscular impairments that prevent them from using conventional augmentative communication methods. BCI's provide these users with communication channels that do not depend on peripheral nerves and muscles. This article summarizes the first international meeting devoted to BCI research and development. Current BCI's use electroencephalographic (EEG) activity recorded at the scalp or single-unit activity recorded from within cortex to control cursor movement, select letters or icons, or operate a neuroprosthesis. The central element in each BCI is a translation algorithm that converts electrophysiological input from the user into output that controls external devices. BCI operation depends on effective interaction between two adaptive controllers, the user who encodes his or her commands in the electrophysiological input provided to the BCI, and the BCI which recognizes the commands contained in the input and expresses them in device control. Current BCI's have maximum information transfer rates of 5-25 b/min. Achievement of greater speed and accuracy depends on improvements in signal processing, translation algorithms, and user training. These improvements depend on increased interdisciplinary cooperation between neuroscientists, engineers, computer programmers, psychologists, and rehabilitation specialists, and on adoption and widespread application of objective methods for evaluating alternative methods. The practical use of BCI technology depends on the development of appropriate applications, identification of appropriate user groups, and careful attention to the needs and desires of individual users. BCI research and development will also benefit from greater emphasis on peer-reviewed publications, and from adoption of standard venues for presentations and discussion.
Applying deep neural networks to HEP job classification
NASA Astrophysics Data System (ADS)
Wang, L.; Shi, J.; Yan, X.
2015-12-01
The cluster of IHEP computing center is a middle-sized computing system which provides 10 thousands CPU cores, 5 PB disk storage, and 40 GB/s IO throughput. Its 1000+ users come from a variety of HEP experiments. In such a system, job classification is an indispensable task. Although experienced administrator can classify a HEP job by its IO pattern, it is unpractical to classify millions of jobs manually. We present how to solve this problem with deep neural networks in a supervised learning way. Firstly, we built a training data set of 320K samples by an IO pattern collection agent and a semi-automatic process of sample labelling. Then we implemented and trained DNNs models with Torch. During the process of model training, several meta-parameters was tuned with cross-validations. Test results show that a 5- hidden-layer DNNs model achieves 96% precision on the classification task. By comparison, it outperforms a linear model by 8% precision.
Botrel, L; Acqualagna, L; Blankertz, B; Kübler, A
2017-11-01
Brain computer interfaces (BCIs) allow for controlling devices through modulation of sensorimotor rhythms (SMR), yet a profound number of users is unable to achieve sufficient accuracy. Here, we investigated if visuo-motor coordination (VMC) training or Jacobsen's progressive muscle relaxation (PMR) prior to BCI use would increase later performance compared to a control group who performed a reading task (CG). Running the study in two different BCI-labs, we achieved a joint sample size of N=154 naïve participants. No significant effect of either intervention (VMC, PMR, control) was found on resulting BCI performance. Relaxation level and visuo-motor performance were associated with later BCI performance in one BCI-lab but not in the other. These mixed results do not indicate a strong potential of VMC or PMR for boosting performance. Yet further research with different training parameters or experimental designs is needed to complete the picture. Copyright © 2017 Elsevier B.V. All rights reserved.
Development of wrist rehabilitation robot and interface system.
Yamamoto, Ikuo; Matsui, Miki; Inagawa, Naohiro; Hachisuka, Kenji; Wada, Futoshi; Hachisuka, Akiko; Saeki, Satoru
2015-01-01
The authors have developed a practical wrist rehabilitation robot for hemiplegic patients. It consists of a mechanical rotation unit, sensor, grip, and computer system. A myoelectric sensor is used to monitor the extensor carpi radialis longus/brevis muscle and flexor carpi radialis muscle activity during training. The training robot can provoke training through myoelectric sensors, a biological signal detector and processor in advance, so that patients can undergo effective training of extention and flexion in an excited condition. In addition, both-wrist system has been developed for mirror effect training, which is the most effective function of the system, so that autonomous training using both wrists is possible. Furthermore, a user-friendly screen interface with easily recognizable touch panels has been developed to give effective training for patients. The developed robot is small size and easy to carry. The developed aspiring interface system is effective to motivate the training of patients. The effectiveness of the robot system has been verified in hospital trails.
Interface Prostheses With Classifier-Feedback-Based User Training.
Fang, Yinfeng; Zhou, Dalin; Li, Kairu; Liu, Honghai
2017-11-01
It is evident that user training significantly affects performance of pattern-recognition-based myoelectric prosthetic device control. Despite plausible classification accuracy on offline datasets, online accuracy usually suffers from the changes in physiological conditions and electrode displacement. The user ability in generating consistent electromyographic (EMG) patterns can be enhanced via proper user training strategies in order to improve online performance. This study proposes a clustering-feedback strategy that provides real-time feedback to users by means of a visualized online EMG signal input as well as the centroids of the training samples, whose dimensionality is reduced to minimal number by dimension reduction. Clustering feedback provides a criterion that guides users to adjust motion gestures and muscle contraction forces intentionally. The experiment results have demonstrated that hand motion recognition accuracy increases steadily along the progress of the clustering-feedback-based user training, while conventional classifier-feedback methods, i.e., label feedback, hardly achieve any improvement. The result concludes that the use of proper classifier feedback can accelerate the process of user training, and implies prosperous future for the amputees with limited or no experience in pattern-recognition-based prosthetic device manipulation.It is evident that user training significantly affects performance of pattern-recognition-based myoelectric prosthetic device control. Despite plausible classification accuracy on offline datasets, online accuracy usually suffers from the changes in physiological conditions and electrode displacement. The user ability in generating consistent electromyographic (EMG) patterns can be enhanced via proper user training strategies in order to improve online performance. This study proposes a clustering-feedback strategy that provides real-time feedback to users by means of a visualized online EMG signal input as well as the centroids of the training samples, whose dimensionality is reduced to minimal number by dimension reduction. Clustering feedback provides a criterion that guides users to adjust motion gestures and muscle contraction forces intentionally. The experiment results have demonstrated that hand motion recognition accuracy increases steadily along the progress of the clustering-feedback-based user training, while conventional classifier-feedback methods, i.e., label feedback, hardly achieve any improvement. The result concludes that the use of proper classifier feedback can accelerate the process of user training, and implies prosperous future for the amputees with limited or no experience in pattern-recognition-based prosthetic device manipulation.
Toward Inverse Control of Physics-Based Sound Synthesis
NASA Astrophysics Data System (ADS)
Pfalz, A.; Berdahl, E.
2017-05-01
Long Short-Term Memory networks (LSTMs) can be trained to realize inverse control of physics-based sound synthesizers. Physics-based sound synthesizers simulate the laws of physics to produce output sound according to input gesture signals. When a user's gestures are measured in real time, she or he can use them to control physics-based sound synthesizers, thereby creating simulated virtual instruments. An intriguing question is how to program a computer to learn to play such physics-based models. This work demonstrates that LSTMs can be trained to accomplish this inverse control task with four physics-based sound synthesizers.
2011-01-01
Background Computational models play an increasingly important role in the assessment and control of public health crises, as demonstrated during the 2009 H1N1 influenza pandemic. Much research has been done in recent years in the development of sophisticated data-driven models for realistic computer-based simulations of infectious disease spreading. However, only a few computational tools are presently available for assessing scenarios, predicting epidemic evolutions, and managing health emergencies that can benefit a broad audience of users including policy makers and health institutions. Results We present "GLEaMviz", a publicly available software system that simulates the spread of emerging human-to-human infectious diseases across the world. The GLEaMviz tool comprises three components: the client application, the proxy middleware, and the simulation engine. The latter two components constitute the GLEaMviz server. The simulation engine leverages on the Global Epidemic and Mobility (GLEaM) framework, a stochastic computational scheme that integrates worldwide high-resolution demographic and mobility data to simulate disease spread on the global scale. The GLEaMviz design aims at maximizing flexibility in defining the disease compartmental model and configuring the simulation scenario; it allows the user to set a variety of parameters including: compartment-specific features, transition values, and environmental effects. The output is a dynamic map and a corresponding set of charts that quantitatively describe the geo-temporal evolution of the disease. The software is designed as a client-server system. The multi-platform client, which can be installed on the user's local machine, is used to set up simulations that will be executed on the server, thus avoiding specific requirements for large computational capabilities on the user side. Conclusions The user-friendly graphical interface of the GLEaMviz tool, along with its high level of detail and the realism of its embedded modeling approach, opens up the platform to simulate realistic epidemic scenarios. These features make the GLEaMviz computational tool a convenient teaching/training tool as well as a first step toward the development of a computational tool aimed at facilitating the use and exploitation of computational models for the policy making and scenario analysis of infectious disease outbreaks. PMID:21288355
Engineering and Development Program Plan, Aircraft Cabin Fire Safety.
1980-06-01
relative to a postcrash fuel fire, or whether advanced materials provide a significant safety benefit in comparison to inservice materials. if either...have always been controlled by early detection and prompt extinguishment action by effectively trained crew members. In addition, the fire resistant...occupants. g. Develop a computer fire test data bank with broad user availability for inservice and candidate cabin interior materials. h. Identify
Design of a Multi-Touch Tabletop for Simulation-Based Training
2014-06-01
receive, for example using point and click mouse-based computer interactions to specify the routes that vehicles take as part of a convoy...learning, coordination and support for planning. We first provide background in tabletop interaction in general and survey earlier efforts to use...tremendous progress over the past five years. Touch detection technologies now enable multiple users to interact simultaneously on large areas with
Spacecraft crew procedures from paper to computers
NASA Technical Reports Server (NTRS)
Oneal, Michael; Manahan, Meera
1991-01-01
Described here is a research project that uses human factors and computer systems knowledge to explore and help guide the design and creation of an effective Human-Computer Interface (HCI) for spacecraft crew procedures. By having a computer system behind the user interface, it is possible to have increased procedure automation, related system monitoring, and personalized annotation and help facilities. The research project includes the development of computer-based procedure system HCI prototypes and a testbed for experiments that measure the effectiveness of HCI alternatives in order to make design recommendations. The testbed will include a system for procedure authoring, editing, training, and execution. Progress on developing HCI prototypes for a middeck experiment performed on Space Shuttle Mission STS-34 and for upcoming medical experiments are discussed. The status of the experimental testbed is also discussed.
Kalpathy-Cramer, Jayashree; Bedrick, Steven D; Boccia, Kelly; Fuller, Clifton D
2011-01-01
Target volume delineation is a critical, but time-consuming step in the creation of radiation therapy plans used in the treatment of many types of cancer. However, variability in target volume definitions can introduce substantial differences in resulting doses to tumors and critical structures. We developed TaCTICS, a web-based educational training software application targeted towards non-expert users. We report on a small, prospective study to evaluate the utility of this online tool in improving conformance of regions-of-interest (ROIs) with a reference set. Eight residents contoured a set of structures for a head-and-neck cancer case. Subsequently, they were provided access to TaCTICS as well as contouring atlases to allow evaluation of their contours in reference to other users as well as reference ROIs. The residents then contoured a second case using these resources. Volume overlap metrics between the users showed a substantial improvement following the intervention. Additionally, 66% of users reported that they found TaCTICS to be a useful educational tool and all participants reported they would like to use TaCTICS to track their contouring skills over the course of their residency.
Haluck, R S; Marshall, R L; Krummel, T M; Melkonian, M G
2001-12-01
The use of advanced technology, such as virtual environments and computer-based simulators (VR/CBS), in training has been well established by both industry and the military. In contrast the medical profession, including surgery, has been slow to incorporate such technology in its training. In an attempt to identify factors limiting the regular incorporation of this technology into surgical training programs, a survey was developed and distributed to all general surgery program directors in the United States. A 22-question survey was sent to 254 general surgery program directors. The survey was designed to reflect attitudes of the program directors regarding the use of computer-based simulation in surgical training. Questions were scaled from 1 to 5 with 1 = strongly disagree and 5 = strongly agree. A total of 139 responses (55%) were returned. The majority of respondents (58%) had seen VR/CBS, but only 19% had "hands-on" experience with these systems. Respondents strongly agreed that there is a need for learning opportunities outside of the operating room and a role for VR/CBS in surgical training. Respondents believed both staff and residents would support this type of training. Concerns included VR/CBS' lack of validation and potential requirements for frequent system upgrades. Virtual environments and computer-based simulators, although well established training tools in other fields, have not been widely incorporated into surgical education. Our results suggest that program directors believe this type of technology would be beneficial in surgical education, but they lack adequate information regarding VR/CBS. Developers of this technology may need to focus on educating potential users and addressing their concerns.
Mechatronics Interface for Computer Assisted Prostate Surgery Training
NASA Astrophysics Data System (ADS)
Altamirano del Monte, Felipe; Padilla Castañeda, Miguel A.; Arámbula Cosío, Fernando
2006-09-01
In this work is presented the development of a mechatronics device to simulate the interaction of the surgeon with the surgical instrument (resectoscope) used during a Transurethral Resection of the Prostate (TURP). Our mechatronics interface is part of a computer assisted system for training in TURP, which is based on a 3D graphics model of the prostate which can be deformed and resected interactively by the user. The mechatronics interface, is the device that the urology residents will manipulate to simulate the movements performed during surgery. Our current prototype has five degrees of freedom, which are enough to have a realistic simulation of the surgery movements. Two of these degrees of freedom are linear, to determinate the linear displacement of the resecting loop and the other three are rotational to determinate three directions and amounts of rotation.
Trejo, Leonard J; Rosipal, Roman; Matthews, Bryan
2006-06-01
We have developed and tested two electroencephalogram (EEG)-based brain-computer interfaces (BCI) for users to control a cursor on a computer display. Our system uses an adaptive algorithm, based on kernel partial least squares classification (KPLS), to associate patterns in multichannel EEG frequency spectra with cursor controls. Our first BCI, Target Practice, is a system for one-dimensional device control, in which participants use biofeedback to learn voluntary control of their EEG spectra. Target Practice uses a KPLS classifier to map power spectra of 62-electrode EEG signals to rightward or leftward position of a moving cursor on a computer display. Three subjects learned to control motion of a cursor on a video display in multiple blocks of 60 trials over periods of up to six weeks. The best subject's average skill in correct selection of the cursor direction grew from 58% to 88% after 13 training sessions. Target Practice also implements online control of two artifact sources: 1) removal of ocular artifact by linear subtraction of wavelet-smoothed vertical and horizontal electrooculograms (EOG) signals, 2) control of muscle artifact by inhibition of BCI training during periods of relatively high power in the 40-64 Hz band. The second BCI, Think Pointer, is a system for two-dimensional cursor control. Steady-state visual evoked potentials (SSVEP) are triggered by four flickering checkerboard stimuli located in narrow strips at each edge of the display. The user attends to one of the four beacons to initiate motion in the desired direction. The SSVEP signals are recorded from 12 electrodes located over the occipital region. A KPLS classifier is individually calibrated to map multichannel frequency bands of the SSVEP signals to right-left or up-down motion of a cursor on a computer display. The display stops moving when the user attends to a central fixation point. As for Target Practice, Think Pointer also implements wavelet-based online removal of ocular artifact; however, in Think Pointer muscle artifact is controlled via adaptive normalization of the SSVEP. Training of the classifier requires about 3 min. We have tested our system in real-time operation in three human subjects. Across subjects and sessions, control accuracy ranged from 80% to 100% correct with lags of 1-5 s for movement initiation and turning. We have also developed a realistic demonstration of our system for control of a moving map display (http://ti.arc.nasa.gov/).
1986-10-01
34 syndrome . Five techniques for developing user self-sufficiency were discussed in-depth: (1) provide training at different proficiency levels, id provide...WY aba. 4 ’-a ’aba. @9 "a,.. I bJ~ V N- S ha. E-ii S ’a ’baa .4, .;y ’. ; . a.,. ~ ~ .: ;r YK’.- xYY I. r d’...da.4/ 4/ tq..ttf.%r./..v-./ - "cc~’ v,-r...data base, accessible through a user friendly interfaces, to correlate and deliver crime , traffic, vehicle, and personnel information to " / fixed and
A parallel decision tree-based method for user authentication based on keystroke patterns.
Sheng, Yong; Phoha, Vir V; Rovnyak, Steven M
2005-08-01
We propose a Monte Carlo approach to attain sufficient training data, a splitting method to improve effectiveness, and a system composed of parallel decision trees (DTs) to authenticate users based on keystroke patterns. For each user, approximately 19 times as much simulated data was generated to complement the 387 vectors of raw data. The training set, including raw and simulated data, is split into four subsets. For each subset, wavelet transforms are performed to obtain a total of eight training subsets for each user. Eight DTs are thus trained using the eight subsets. A parallel DT is constructed for each user, which contains all eight DTs with a criterion for its output that it authenticates the user if at least three DTs do so; otherwise it rejects the user. Training and testing data were collected from 43 users who typed the exact same string of length 37 nine consecutive times to provide data for training purposes. The users typed the same string at various times over a period from November through December 2002 to provide test data. The average false reject rate was 9.62% and the average false accept rate was 0.88%.
Ishijima, Hisahiro; Mapunda, Martin; Mndeme, Mathew; Sukums, Felix; Mlay, Violeth Solomon
2015-06-16
The establishment of a functional information system for human resource for health (HRH) was one of the major challenges for the Tanzanian health sector. In 2008, the Ministry of Health and Social Welfare developed the HRH Strategic Plan, in which establishment of computerized information systems were one of the strategic objectives. In response to this objective, the Ministry developed two information systems, namely the Human Resource for Health Information System (HRHIS) and the Training Institution Information System (TIIS), to capture information from both the public and private sectors. The national rollout of HRHIS and TIIS was carried out in four phases during a 6 year period between 2009 and 2014. Together with other activities, the rollout process included conducting system operation training and data utilization training for evidence-based planning, development and management of HRH and social welfare workers and health training institutions. HRHIS was rolled out in all 25 regions of the Tanzanian mainland, including 171 districts, and TIIS was rolled out in all 154 health training institutions and universities. Information is captured from both the private and public health sectors with high-data coverage. The authors identified several key factors for the achievements such as using local experts for developing the systems, involvement of system users, positive attitudes among users, focusing on routine work of the system users and provision of operations and data utilization trainings. However, several challenges were also identified such as getting a consensus on sustainable HR information systems among stakeholders, difficulty in obtaining baseline HRH information, inadequate computer skills and unsatisfactory infrastructure for information and communication technology. We learned that detailed situation analysis and understanding of the reality on the ground helped to reduce the "design-reality gap" and contributed to establishing user-friendly systems and to improve sustainability of the systems. This paper illustrates the successful development and national rollout of two information systems for HRH in Tanzania. The approaches used and activities conducted here and lessons learned could be useful for countries which are planning to establish HR information systems.
Users' Perception of Medical Simulation Training: A Framework for Adopting Simulator Technology
ERIC Educational Resources Information Center
Green, Leili Hayati
2014-01-01
Users play a key role in many training strategies, yet some organizations often fail to understand the users' perception after a simulation training implementation, their attitude about acceptance or rejection of and integration of emerging simulation technology in medical training (Gaba, 2007, and Topol, 2012). Several factors are considered to…
Pierella, C; De Luca, A; Tasso, E; Cervetto, F; Gamba, S; Losio, L; Quinland, E; Venegoni, A; Mandraccia, S; Muller, I; Massone, A; Mussa-Ivaldi, F A; Casadio, M
2017-07-01
Body machine interfaces (BMIs) are used by people with severe motor disabilities to control external devices, but they also offer the opportunity to focus on rehabilitative goals. In this study we introduced in a clinical setting a BMI that was integrated by the therapists in the rehabilitative treatments of 2 spinal cord injured (SCI) subjects for 5 weeks. The BMI mapped the user's residual upper body mobility onto the two coordinates of a cursor on a screen. By controlling the cursor, the user engaged in playing computer games. The BMI allowed the mapping between body and cursor spaces to be modified, gradually challenging the user to exercise more impaired movements. With this approach, we were able to change our subjects' behavior, who initially used almost exclusively their proximal upper body-shoulders and arms - for using the BMI. By the end of training, cursor control was shifted toward more distal body regions - forearms instead of upper arms - with an increase of mobility and strength of all the degrees of freedom involved in the control. The clinical tests and the electromyographic signals from the main muscles of the upper body confirmed the positive effect of the training. Encouraging the subjects to explore different and sometimes unusual movement combinations was beneficial for recovering distal arm functions and for increasing their overall mobility.
Inertial Motion-Tracking Technology for Virtual 3-D
NASA Technical Reports Server (NTRS)
2005-01-01
In the 1990s, NASA pioneered virtual reality research. The concept was present long before, but, prior to this, the technology did not exist to make a viable virtual reality system. Scientists had theories and ideas they knew that the concept had potential, but the computers of the 1970s and 1980s were not fast enough, sensors were heavy and cumbersome, and people had difficulty blending fluidly with the machines. Scientists at Ames Research Center built upon the research of previous decades and put the necessary technology behind them, making the theories of virtual reality a reality. Virtual reality systems depend on complex motion-tracking sensors to convey information between the user and the computer to give the user the feeling that he is operating in the real world. These motion-tracking sensors measure and report an object s position and orientation as it changes. A simple example of motion tracking would be the cursor on a computer screen moving in correspondence to the shifting of the mouse. Tracking in 3-D, necessary to create virtual reality, however, is much more complex. To be successful, the perspective of the virtual image seen on the computer must be an accurate representation of what is seen in the real world. As the user s head or camera moves, turns, or tilts, the computer-generated environment must change accordingly with no noticeable lag, jitter, or distortion. Historically, the lack of smooth and rapid tracking of the user s motion has thwarted the widespread use of immersive 3-D computer graphics. NASA uses virtual reality technology for a variety of purposes, mostly training of astronauts. The actual missions are costly and dangerous, so any opportunity the crews have to practice their maneuvering in accurate situations before the mission is valuable and instructive. For that purpose, NASA has funded a great deal of virtual reality research, and benefited from the results.
Virtual reality for intelligent and interactive operating, training, and visualization systems
NASA Astrophysics Data System (ADS)
Freund, Eckhard; Rossmann, Juergen; Schluse, Michael
2000-10-01
Virtual Reality Methods allow a new and intuitive way of communication between man and machine. The basic idea of Virtual Reality (VR) is the generation of artificial computer simulated worlds, which the user not only can look at but also can interact with actively using data glove and data helmet. The main emphasis for the use of such techniques at the IRF is the development of a new generation of operator interfaces for the control of robots and other automation components and for intelligent training systems for complex tasks. The basic idea of the methods developed at the IRF for the realization of Projective Virtual Reality is to let the user work in the virtual world as he would act in reality. The user actions are recognized by the Virtual reality System and by means of new and intelligent control software projected onto the automation components like robots which afterwards perform the necessary actions in reality to execute the users task. In this operation mode the user no longer has to be a robot expert to generate tasks for robots or to program them, because intelligent control software recognizes the users intention and generated automatically the commands for nearly every automation component. Now, Virtual Reality Methods are ideally suited for universal man-machine-interfaces for the control and supervision of a big class of automation components, interactive training and visualization systems. The Virtual Reality System of the IRF-COSIMIR/VR- forms the basis for different projects starting with the control of space automation systems in the projects CIROS, VITAL and GETEX, the realization of a comprehensive development tool for the International Space Station and last but not least with the realistic simulation fire extinguishing, forest machines and excavators which will be presented in the final paper in addition to the key ideas of this Virtual Reality System.
The importance of setting and evaluating standards of telemedicine training.
Brebner, E M; Brebner, J A; Ruddick-Bracken, H; Wootton, R; Ferguson, J
2003-01-01
The importance of appropriate training in the use of videoconferencing equipment for clinical purposes is often underestimated when telemedicine projects are established. We developed a user training programme which was delivered via videoconferencing to a group of 130 nurses. Training was delivered on a one-to-one basis. A questionnaire was developed to evaluate user satisfaction and the effectiveness of training. One hundred and two fully completed questionnaires were returned (a 79% response rate). High levels of satisfaction were obtained but the level of user competence reached 100% only when training was supported by a training manual and at least weekly practice. Before establishing a telemedicine service, the following steps appear to be important: identify the required training competencies; deliver a 'hands on' training programme based on the required training competencies; back up the training programme with an instruction booklet; ensure that trainees have at least weekly practice; measure the level of user competence.
Training NOAA Staff on Effective Communication Methods with Local Climate Users
NASA Astrophysics Data System (ADS)
Timofeyeva, M. M.; Mayes, B.
2011-12-01
Since 2002 NOAA National Weather Service (NWS) Climate Services Division (CSD) offered training opportunities to NWS staff. As a result of eight-year-long development of the training program, NWS offers three training courses and about 25 online distance learning modules covering various climate topics: climate data and observations, climate variability and change, NWS national and local climate products, their tools, skill, and interpretation. Leveraging climate information and expertise available at all NOAA line offices and partners allows delivery of the most advanced knowledge and is a very critical aspect of the training program. NWS challenges in providing local climate services includes effective communication techniques on provide highly technical scientific information to local users. Addressing this challenge requires well trained, climate-literate workforce at local level capable of communicating the NOAA climate products and services as well as provide climate-sensitive decision support. Trained NWS climate service personnel use proactive and reactive approaches and professional education methods in communicating climate variability and change information to local users. Both scientifically-unimpaired messages and amiable communication techniques such as story telling approach are important in developing an engaged dialog between the climate service providers and users. Several pilot projects NWS CSD conducted in the past year applied the NWS climate services training program to training events for NOAA technical user groups. The technical user groups included natural resources managers, engineers, hydrologists, and planners for transportation infrastructure. Training of professional user groups required tailoring the instructions to the potential applications of each group of users. Training technical user identified the following critical issues: (1) Knowledge of target audience expectations, initial knowledge status, and potential use of climate information; (2) Leveraging partnership with climate services providers; and, (3) Applying 3H training approach, where the first H stands for Head (trusted science), the second H stands for Heart (make it easy), and the third H for Hand (support with applications).
Office ergonomics: deficiencies in computer workstation design.
Shikdar, Ashraf A; Al-Kindi, Mahmoud A
2007-01-01
The objective of this research was to study and identify ergonomic deficiencies in computer workstation design in typical offices. Physical measurements and a questionnaire were used to study 40 workstations. Major ergonomic deficiencies were found in physical design and layout of the workstations, employee postures, work practices, and training. The consequences in terms of user health and other problems were significant. Forty-five percent of the employees used nonadjustable chairs, 48% of computers faced windows, 90% of the employees used computers more than 4 hrs/day, 45% of the employees adopted bent and unsupported back postures, and 20% used office tables for computers. Major problems reported were eyestrain (58%), shoulder pain (45%), back pain (43%), arm pain (35%), wrist pain (30%), and neck pain (30%). These results indicated serious ergonomic deficiencies in office computer workstation design, layout, and usage. Strategies to reduce or eliminate ergonomic deficiencies in computer workstation design were suggested.
A hybrid personalized data recommendation approach for geoscience data sharing
NASA Astrophysics Data System (ADS)
WANG, M.; Wang, J.
2016-12-01
Recommender systems are effective tools helping Internet users overcome information overloading. The two most widely used recommendation algorithms are collaborating filtering (CF) and content-based filtering (CBF). A number of recommender systems based on those two algorithms were developed for multimedia, online sells, and other domains. Each of the two algorithms has its advantages and shortcomings. Hybrid approaches that combine these two algorithms are better choices in many cases. In geoscience data sharing domain, where the items (datasets) are more informative (in space and time) and domain-specific, no recommender system is specialized for data users. This paper reports a dynamic weighted hybrid recommendation algorithm that combines CF and CBF for geoscience data sharing portal. We first derive users' ratings on items with their historical visiting time by Jenks Natural Break. In the CBF part, we incorporate the space, time, and subject information of geoscience datasets to compute item similarity. Predicted ratings were computed with k-NN method separately using CBF and CF, and then combined with weights. With training dataset we attempted to find the best model describing ideal weights and users' co-rating numbers. A logarithmic function was confirmed to be the best model. The model was then used to tune the weights of CF and CBF on user-item basis with test dataset. Evaluation results show that the dynamic weighted approach outperforms either solo CF or CBF approach in terms of Precision and Recall.
Athanasopoulou, Christina; Välimäki, Maritta; Koutra, Katerina; Löttyniemi, Eliisa; Bertsias, Antonios; Basta, Maria; Vgontzas, Alexandros N; Lionis, Christos
2017-09-20
Individuals with schizophrenia spectrum disorders use the Internet for general and health-related purposes. Their ability to find, understand, and apply the health information they acquire online in order to make appropriate health decisions - known as eHealth literacy - has never been investigated. The European agenda strives to limit health inequalities and enhance mental health literacy. Nevertheless, each European member state varies in levels of Internet use and online health information-seeking. This study aimed to examine computer/Internet use for general and health-related purposes, eHealth literacy, and attitudes toward computer/Internet among adults with schizophrenia spectrum disorders from two distant European regions. Data were collected from mental health services of psychiatric clinics in Finland (FI) and Greece (GR). A total of 229 patients (FI = 128, GR = 101) participated in the questionnaire survey. The data analysis included evaluation of frequencies and group comparisons with multiple linear and logistic regression models. The majority of Finnish participants were current Internet users (FI = 111, 87%, vs. GR = 33, 33%, P < .0001), while the majority of Greek participants had never used computers/Internet, mostly due to their perception that they do not need it. In both countries, more than half of Internet users used the Internet for health-related purposes (FI = 61, 55%, vs. GR = 20, 61%). The eHealth literacy of Internet users (previous and current Internet users) was found significantly higher in the Finnish group (FI: Mean = 27.05, SD 5.36; GR: Mean = 23.15, SD = 7.23, P < .0001) upon comparison with their Greek counterparts. For current Internet users, Internet use patterns were significantly different between country groups. When adjusting for gender, age, education and disease duration, country was a significant predictor of frequency of Internet use, eHealth literacy and Interest. The Finnish group of Internet users scored higher in eHealth literacy, while the Greek group of never Internet users had a higher Interest in computer/Internet. eHealth literacy is either moderate (Finnish group) or low (Greek group). Thus, exposure to ICT and eHealth skills training are needed for this population. Recommendations to improve the eHealth literacy and access to health information among these individuals are provided.
User-friendly cognitive training for the elderly: a technical report.
Boquete, Luciano; Rodríguez-Ascariz, José Manuel; Amo-Usanos, Carlos; Martínez-Arribas, Alejandro; Amo-Usanos, Javier; Otón, Salvador
2011-01-01
This article presents a system that implements a cognitive training program in users' homes. The system comprises various applications designed to create a daily brain-fitness regime. The proposed mental training system uses television and a remote control specially designed for the elderly. This system integrates Java applications to promote brain-fitness training in three areas: arithmetic, memory, and idea association. The system comprises the following: Standard television set, simplified wireless remote control, black box (system's core hardware and software), brain-fitness games (language Java), and Wi-Fi-enabled Internet-connected router. All data from the user training sessions are monitored through a control center. This control center analyzes the evolution of the user and the proper performance of the system during the test. The implemented system has been tested by six healthy volunteers. The results for this user group demonstrated the accessibility and usability of the system in a controlled real environment. The impressions of the users were very favorable, and they reported high adaptability to the system. The mean score for usability and accessibility assigned by the users was 3.56 out of 5 points. The operation stress test (over 200 h) was successful. The proposed system was used to implement a cognitive training program in users' homes, which was developed to be a low-cost tool with a high degree of user interactivity. The results of this preliminary study indicate that this user-friendly system could be adopted as a form of cognitive training for the elderly.
Schwenk, Michael; Grewal, Gurtej S; Honarvar, Bahareh; Schwenk, Stefanie; Mohler, Jane; Khalsa, Dharma S; Najafi, Bijan
2014-12-13
Wearable sensor technology can accurately measure body motion and provide incentive feedback during exercising. The aim of this pilot study was to evaluate the effectiveness and user experience of a balance training program in older adults integrating data from wearable sensors into a human-computer interface designed for interactive training. Senior living community residents (mean age 84.6) with confirmed fall risk were randomized to an intervention (IG, n = 17) or control group (CG, n = 16). The IG underwent 4 weeks (twice a week) of balance training including weight shifting and virtual obstacle crossing tasks with visual/auditory real-time joint movement feedback using wearable sensors. The CG received no intervention. Outcome measures included changes in center of mass (CoM) sway, ankle and hip joint sway measured during eyes open (EO) and eyes closed (EC) balance test at baseline and post-intervention. Ankle-hip postural coordination was quantified by a reciprocal compensatory index (RCI). Physical performance was quantified by the Alternate-Step-Test (AST), Timed-up-and-go (TUG), and gait assessment. User experience was measured by a standardized questionnaire. After the intervention sway of CoM, hip, and ankle were reduced in the IG compared to the CG during both EO and EC condition (p = .007-.042). Improvement was obtained for AST (p = .037), TUG (p = .024), fast gait speed (p = . 010), but not normal gait speed (p = .264). Effect sizes were moderate for all outcomes. RCI did not change significantly. Users expressed a positive training experience including fun, safety, and helpfulness of sensor-feedback. Results of this proof-of-concept study suggest that older adults at risk of falling can benefit from the balance training program. Study findings may help to inform future exercise interventions integrating wearable sensors for guided game-based training in home- and community environments. Future studies should evaluate the added value of the proposed sensor-based training paradigm compared to traditional balance training programs and commercial exergames. http://www.clinicaltrials.govNCT02043834.
New software solutions for analytical spectroscopists
NASA Astrophysics Data System (ADS)
Davies, Antony N.
1999-05-01
Analytical spectroscopists must be computer literate to effectively carry out the tasks assigned to them. This has often been resisted within organizations with insufficient funds to equip their staff properly, a lack of desire to deliver the essential training and a basic resistance amongst staff to learn the new techniques required for computer assisted analysis. In the past these problems were compounded by seriously flawed software which was being sold for spectroscopic applications. Owing to the limited market for such complex products the analytical spectroscopist often was faced with buying incomplete and unstable tools if the price was to remain reasonable. Long product lead times meant spectrometer manufacturers often ended up offering systems running under outdated and sometimes obscure operating systems. Not only did this mean special staff training for each instrument where the knowledge gained on one system could not be transferred to the neighbouring system but these spectrometers were often only capable of running in a stand-alone mode, cut-off from the rest of the laboratory environment. Fortunately a number of developments in recent years have substantially changed this depressing picture. A true multi-tasking operating system with a simple graphical user interface, Microsoft Windows NT4, has now been widely introduced into the spectroscopic computing environment which has provided a desktop operating system which has proved to be more stable and robust as well as requiring better programming techniques of software vendors. The opening up of the Internet has provided an easy way to access new tools for data handling and has forced a substantial re-think about results delivery (for example Chemical MIME types, IUPAC spectroscopic data exchange standards). Improved computing power and cheaper hardware now allows large spectroscopic data sets to be handled without too many problems. This includes the ability to carry out chemometric operations in minutes rather than hours. Fast networks now enable data analysis of even multi-dimensional spectroscopic data sets remote from the measuring instrument. A strong tendency to opt for a more unified graphical user interface which is substantially more user friendly allows even inexperienced users to rapidly get acquainted with even the complex mathematical analyses. Some examples of new spectroscopic software products will be given to demonstrate the aforesaid points and highlight the ease of integration into a modern analytical spectroscopy workplace.
Methods for Improving the User-Computer Interface. Technical Report.
ERIC Educational Resources Information Center
McCann, Patrick H.
This summary of methods for improving the user-computer interface is based on a review of the pertinent literature. Requirements of the personal computer user are identified and contrasted with computer designer perspectives towards the user. The user's psychological needs are described, so that the design of the user-computer interface may be…
High-Performance Computing User Facility | Computational Science | NREL
User Facility High-Performance Computing User Facility The High-Performance Computing User Facility technologies. Photo of the Peregrine supercomputer The High Performance Computing (HPC) User Facility provides Gyrfalcon Mass Storage System. Access Our HPC User Facility Learn more about these systems and how to access
Computer Menu Task Performance Model Development
1990-11-01
effect that all three of these factors have on menu task performance Results showed that all three factors significantly influenced menu search and...applications. The work was sponsored by the AFHRL Operations Training Division (AFHRL/OT) and performed under Work Unit 1123-34-02, User/System Interface...capabilities effectively are often either not available or configured in a manner that is difficult to use. These findings provided the genesis for the work
A User Modelling Approach for Computer-Based Critiquing
1990-01-01
example a CAD/CAM system). Com- puters are good for simulating in circumstances where training on the actual equip- 13 ment (for example a power plant or...system. It is an environment in which simulated devices, such as steam plant controllers, can be assembled and operated. Students can assemble a...Con- cordia hypermedia system, graphics can be integrated easily. Concordia is a hy- permedia development and presentation system available on the
ERIC Educational Resources Information Center
Schlenker, Richard M.
This manual was developed for use as a "how to" training device and provides a step-by-step introduction to using AppleWorks in the database mode. Instructions are given to prepare the original database with the headings of the user's choice. Inserting information records in the new database is covered, along with changing the layout of…
2013-04-01
Visibility and Management of Operating and Support Costs (VAMOSC), under Unit Level Consumption and Manhours—Organizational Corrective Maintenance...2007). LCMS Knowledgebase 2007: A comparison of 30+ Enterprise Learning Content Management Systems. Sunnyvale, CA: Brandon Hall Research. Chatham, R...School. IBM. (2011). Naval visibility and management of operating and support costs (VAMOSC; 10.3, ships, user manual). IBM. (2011). Naval
A Plan Recognition Model for Subdialogues in Conversations.
1984-11-01
82-K-0193. A simplified, shortened version appears in tho Proceedings of the 10th International Conference on Computational Linguistics , Stanford... linguistic results from such work. Consider the following two dialogue fragments. Dialogue 1 was collected at an information booth in a train station in...network structures [Sidner and Bates, 19831. Unlike Dialogue 1, the system’s interaction with the user is primarily non- linguistic , with utterances only
Waytowich, Nicholas R.; Lawhern, Vernon J.; Bohannon, Addison W.; ...
2016-09-22
Recent advances in signal processing and machine learning techniques have enabled the application of Brain-Computer Interface (BCI) technologies to fields such as medicine, industry, and recreation; however, BCIs still suffer from the requirement of frequent calibration sessions due to the intra- and inter-individual variability of brain-signals, which makes calibration suppression through transfer learning an area of increasing interest for the development of practical BCI systems. In this paper, we present an unsupervised transfer method (spectral transfer using information geometry,STIG),which ranks and combines unlabeled predictions from an ensemble of information geometry classifiers built on data from individual training subjects. The STIGmore » method is validated in both off-line and real-time feedback analysis during a rapid serial visual presentation task (RSVP). For detection of single-trial, event-related potentials (ERPs), the proposed method can significantly outperform existing calibration-free techniques as well as out perform traditional within-subject calibration techniques when limited data is available. Here, this method demonstrates that unsupervised transfer learning for single-trial detection in ERP-based BCIs can be achieved without the requirement of costly training data, representing a step-forward in the overall goal of achieving a practical user-independent BCI system.« less
DOE Office of Scientific and Technical Information (OSTI.GOV)
Waytowich, Nicholas R.; Lawhern, Vernon J.; Bohannon, Addison W.
Recent advances in signal processing and machine learning techniques have enabled the application of Brain-Computer Interface (BCI) technologies to fields such as medicine, industry, and recreation; however, BCIs still suffer from the requirement of frequent calibration sessions due to the intra- and inter-individual variability of brain-signals, which makes calibration suppression through transfer learning an area of increasing interest for the development of practical BCI systems. In this paper, we present an unsupervised transfer method (spectral transfer using information geometry,STIG),which ranks and combines unlabeled predictions from an ensemble of information geometry classifiers built on data from individual training subjects. The STIGmore » method is validated in both off-line and real-time feedback analysis during a rapid serial visual presentation task (RSVP). For detection of single-trial, event-related potentials (ERPs), the proposed method can significantly outperform existing calibration-free techniques as well as out perform traditional within-subject calibration techniques when limited data is available. Here, this method demonstrates that unsupervised transfer learning for single-trial detection in ERP-based BCIs can be achieved without the requirement of costly training data, representing a step-forward in the overall goal of achieving a practical user-independent BCI system.« less
Vourvopoulos, Athanasios; Bermúdez I Badia, Sergi
2016-08-09
The use of Brain-Computer Interface (BCI) technology in neurorehabilitation provides new strategies to overcome stroke-related motor limitations. Recent studies demonstrated the brain's capacity for functional and structural plasticity through BCI. However, it is not fully clear how we can take full advantage of the neurobiological mechanisms underlying recovery and how to maximize restoration through BCI. In this study we investigate the role of multimodal virtual reality (VR) simulations and motor priming (MP) in an upper limb motor-imagery BCI task in order to maximize the engagement of sensory-motor networks in a broad range of patients who can benefit from virtual rehabilitation training. In order to investigate how different BCI paradigms impact brain activation, we designed 3 experimental conditions in a within-subject design, including an immersive Multimodal Virtual Reality with Motor Priming (VRMP) condition where users had to perform motor-execution before BCI training, an immersive Multimodal VR condition, and a control condition with standard 2D feedback. Further, these were also compared to overt motor-execution. Finally, a set of questionnaires were used to gather subjective data on Workload, Kinesthetic Imagery and Presence. Our findings show increased capacity to modulate and enhance brain activity patterns in all extracted EEG rhythms matching more closely those present during motor-execution and also a strong relationship between electrophysiological data and subjective experience. Our data suggest that both VR and particularly MP can enhance the activation of brain patterns present during overt motor-execution. Further, we show changes in the interhemispheric EEG balance, which might play an important role in the promotion of neural activation and neuroplastic changes in stroke patients in a motor-imagery neurofeedback paradigm. In addition, electrophysiological correlates of psychophysiological responses provide us with valuable information about the motor and affective state of the user that has the potential to be used to predict MI-BCI training outcome based on user's profile. Finally, we propose a BCI paradigm in VR, which gives the possibility of motor priming for patients with low level of motor control.
Development of a low-cost virtual reality workstation for training and education
NASA Technical Reports Server (NTRS)
Phillips, James A.
1996-01-01
Virtual Reality (VR) is a set of breakthrough technologies that allow a human being to enter and fully experience a 3-dimensional, computer simulated environment. A true virtual reality experience meets three criteria: (1) it involves 3-dimensional computer graphics; (2) it includes real-time feedback and response to user actions; and (3) it must provide a sense of immersion. Good examples of a virtual reality simulator are the flight simulators used by all branches of the military to train pilots for combat in high performance jet fighters. The fidelity of such simulators is extremely high -- but so is the price tag, typically millions of dollars. Virtual reality teaching and training methods are manifestly effective, but the high cost of VR technology has limited its practical application to fields with big budgets, such as military combat simulation, commercial pilot training, and certain projects within the space program. However, in the last year there has been a revolution in the cost of VR technology. The speed of inexpensive personal computers has increased dramatically, especially with the introduction of the Pentium processor and the PCI bus for IBM-compatibles, and the cost of high-quality virtual reality peripherals has plummeted. The result is that many public schools, colleges, and universities can afford a PC-based workstation capable of running immersive virtual reality applications. My goal this summer was to assemble and evaluate such a system.
Fast attainment of computer cursor control with noninvasively acquired brain signals
NASA Astrophysics Data System (ADS)
Bradberry, Trent J.; Gentili, Rodolphe J.; Contreras-Vidal, José L.
2011-06-01
Brain-computer interface (BCI) systems are allowing humans and non-human primates to drive prosthetic devices such as computer cursors and artificial arms with just their thoughts. Invasive BCI systems acquire neural signals with intracranial or subdural electrodes, while noninvasive BCI systems typically acquire neural signals with scalp electroencephalography (EEG). Some drawbacks of invasive BCI systems are the inherent risks of surgery and gradual degradation of signal integrity. A limitation of noninvasive BCI systems for two-dimensional control of a cursor, in particular those based on sensorimotor rhythms, is the lengthy training time required by users to achieve satisfactory performance. Here we describe a novel approach to continuously decoding imagined movements from EEG signals in a BCI experiment with reduced training time. We demonstrate that, using our noninvasive BCI system and observational learning, subjects were able to accomplish two-dimensional control of a cursor with performance levels comparable to those of invasive BCI systems. Compared to other studies of noninvasive BCI systems, training time was substantially reduced, requiring only a single session of decoder calibration (~20 min) and subject practice (~20 min). In addition, we used standardized low-resolution brain electromagnetic tomography to reveal that the neural sources that encoded observed cursor movement may implicate a human mirror neuron system. These findings offer the potential to continuously control complex devices such as robotic arms with one's mind without lengthy training or surgery.
Work-related health disorders among Saudi computer users.
Jomoah, Ibrahim M
2014-01-01
The present study was conducted to investigate the prevalence of musculoskeletal disorders and eye and vision complaints among the computer users of King Abdulaziz University (KAU), Saudi Arabian Airlines (SAUDIA), and Saudi Telecom Company (STC). Stratified random samples of the work stations and operators at each of the studied institutions were selected and the ergonomics of the work stations were assessed and the operators' health complaints were investigated. The average ergonomic score of the studied work station at STC, KAU, and SAUDIA was 81.5%, 73.3%, and 70.3, respectively. Most of the examined operators use computers daily for ≤ 7 hours, yet they had some average incidences of general complaints (e.g., headache, body fatigue, and lack of concentration) and relatively high level of incidences of eye and vision complaints and musculoskeletal complaints. The incidences of the complaints have been found to increase with the (a) decrease in work station ergonomic score, (b) progress of age and duration of employment, (c) smoking, (d) use of computers, (e) lack of work satisfaction, and (f) history of operators' previous ailments. It has been recommended to improve the ergonomics of the work stations, set up training programs, and conduct preplacement and periodical examinations for operators.
Integrated multi sensors and camera video sequence application for performance monitoring in archery
NASA Astrophysics Data System (ADS)
Taha, Zahari; Arif Mat-Jizat, Jessnor; Amirul Abdullah, Muhammad; Muazu Musa, Rabiu; Razali Abdullah, Mohamad; Fauzi Ibrahim, Mohamad; Hanafiah Shaharudin, Mohd Ali
2018-03-01
This paper explains the development of a comprehensive archery performance monitoring software which consisted of three camera views and five body sensors. The five body sensors evaluate biomechanical related variables of flexor and extensor muscle activity, heart rate, postural sway and bow movement during archery performance. The three camera views with the five body sensors are integrated into a single computer application which enables the user to view all the data in a single user interface. The five body sensors’ data are displayed in a numerical and graphical form in real-time. The information transmitted by the body sensors are computed with an embedded algorithm that automatically transforms the summary of the athlete’s biomechanical performance and displays in the application interface. This performance will be later compared to the pre-computed psycho-fitness performance from the prefilled data into the application. All the data; camera views, body sensors; performance-computations; are recorded for further analysis by a sports scientist. Our developed application serves as a powerful tool for assisting the coach and athletes to observe and identify any wrong technique employ during training which gives room for correction and re-evaluation to improve overall performance in the sport of archery.
Work-Related Health Disorders among Saudi Computer Users
Jomoah, Ibrahim M.
2014-01-01
The present study was conducted to investigate the prevalence of musculoskeletal disorders and eye and vision complaints among the computer users of King Abdulaziz University (KAU), Saudi Arabian Airlines (SAUDIA), and Saudi Telecom Company (STC). Stratified random samples of the work stations and operators at each of the studied institutions were selected and the ergonomics of the work stations were assessed and the operators' health complaints were investigated. The average ergonomic score of the studied work station at STC, KAU, and SAUDIA was 81.5%, 73.3%, and 70.3, respectively. Most of the examined operators use computers daily for ≤ 7 hours, yet they had some average incidences of general complaints (e.g., headache, body fatigue, and lack of concentration) and relatively high level of incidences of eye and vision complaints and musculoskeletal complaints. The incidences of the complaints have been found to increase with the (a) decrease in work station ergonomic score, (b) progress of age and duration of employment, (c) smoking, (d) use of computers, (e) lack of work satisfaction, and (f) history of operators' previous ailments. It has been recommended to improve the ergonomics of the work stations, set up training programs, and conduct preplacement and periodical examinations for operators. PMID:25383379
Goal selection versus process control while learning to use a brain-computer interface
NASA Astrophysics Data System (ADS)
Royer, Audrey S.; Rose, Minn L.; He, Bin
2011-06-01
A brain-computer interface (BCI) can be used to accomplish a task without requiring motor output. Two major control strategies used by BCIs during task completion are process control and goal selection. In process control, the user exerts continuous control and independently executes the given task. In goal selection, the user communicates their goal to the BCI and then receives assistance executing the task. A previous study has shown that goal selection is more accurate and faster in use. An unanswered question is, which control strategy is easier to learn? This study directly compares goal selection and process control while learning to use a sensorimotor rhythm-based BCI. Twenty young healthy human subjects were randomly assigned either to a goal selection or a process control-based paradigm for eight sessions. At the end of the study, the best user from each paradigm completed two additional sessions using all paradigms randomly mixed. The results of this study were that goal selection required a shorter training period for increased speed, accuracy, and information transfer over process control. These results held for the best subjects as well as in the general subject population. The demonstrated characteristics of goal selection make it a promising option to increase the utility of BCIs intended for both disabled and able-bodied users.
Ramon, Shulamit; Morant, Nicola; Stead, Ute; Perry, Ben
2017-12-01
Shared decision making (SDM) is recognised as a promising strategy to enhance good collaboration between clinicians and service users, yet it is not practised regularly in mental health. Develop and evaluate a novel training programme to enhance SDM in psychiatric medication management for service users, psychiatrists and care co-ordinators. The training programme design was informed by existing literature and local stakeholders consultations. Parallel group-based training programmes on SDM process were delivered to community mental health service users and providers. Evaluation consisted of quantitative measures at baseline and 12-month follow-up, post-programme participant feedback and qualitative interviews. Training was provided to 47 service users, 35 care-coordinators and 12 psychiatrists. Participant feedback was generally positive. Statistically significant changes in service users' decisional conflict and perceptions of practitioners' interactional style in promoting SDM occurred at the follow-up. Qualitative data suggested positive impacts on service users' and care co-ordinators confidence to explore medication experience, and group-based training was valued. The programme was generally acceptable to service users and practitioners. This indicates the value of conducting a larger study and exploring application for non-medical decisions.
Ranking the whole MEDLINE database according to a large training set using text indexing.
Suomela, Brian P; Andrade, Miguel A
2005-03-24
The MEDLINE database contains over 12 million references to scientific literature, with about 3/4 of recent articles including an abstract of the publication. Retrieval of entries using queries with keywords is useful for human users that need to obtain small selections. However, particular analyses of the literature or database developments may need the complete ranking of all the references in the MEDLINE database as to their relevance to a topic of interest. This report describes a method that does this ranking using the differences in word content between MEDLINE entries related to a topic and the whole of MEDLINE, in a computational time appropriate for an article search query engine. We tested the capabilities of our system to retrieve MEDLINE references which are relevant to the subject of stem cells. We took advantage of the existing annotation of references with terms from the MeSH hierarchical vocabulary (Medical Subject Headings, developed at the National Library of Medicine). A training set of 81,416 references was constructed by selecting entries annotated with the MeSH term stem cells or some child in its sub tree. Frequencies of all nouns, verbs, and adjectives in the training set were computed and the ratios of word frequencies in the training set to those in the entire MEDLINE were used to score references. Self-consistency of the algorithm, benchmarked with a test set containing the training set and an equal number of references randomly selected from MEDLINE was better using nouns (79%) than adjectives (73%) or verbs (70%). The evaluation of the system with 6,923 references not used for training, containing 204 articles relevant to stem cells according to a human expert, indicated a recall of 65% for a precision of 65%. This strategy appears to be useful for predicting the relevance of MEDLINE references to a given concept. The method is simple and can be used with any user-defined training set. Choice of the part of speech of the words used for classification has important effects on performance. Lists of words, scripts, and additional information are available from the web address http://www.ogic.ca/projects/ks2004/.
Bringing Chatbots into education: Towards Natural Language Negotiation of Open Learner Models
NASA Astrophysics Data System (ADS)
Kerlyl, Alice; Hall, Phil; Bull, Susan
There is an extensive body of work on Intelligent Tutoring Systems: computer environments for education, teaching and training that adapt to the needs of the individual learner. Work on personalisation and adaptivity has included research into allowing the student user to enhance the system's adaptivity by improving the accuracy of the underlying learner model. Open Learner Modelling, where the system's model of the user's knowledge is revealed to the user, has been proposed to support student reflection on their learning. Increased accuracy of the learner model can be obtained by the student and system jointly negotiating the learner model. We present the initial investigations into a system to allow people to negotiate the model of their understanding of a topic in natural language. This paper discusses the development and capabilities of both conversational agents (or chatbots) and Intelligent Tutoring Systems, in particular Open Learner Modelling. We describe a Wizard-of-Oz experiment to investigate the feasibility of using a chatbot to support negotiation, and conclude that a fusion of the two fields can lead to developing negotiation techniques for chatbots and the enhancement of the Open Learner Model. This technology, if successful, could have widespread application in schools, universities and other training scenarios.
Tangible Landscape: Cognitively Grasping the Flow of Water
NASA Astrophysics Data System (ADS)
Harmon, B. A.; Petrasova, A.; Petras, V.; Mitasova, H.; Meentemeyer, R. K.
2016-06-01
Complex spatial forms like topography can be challenging to understand, much less intentionally shape, given the heavy cognitive load of visualizing and manipulating 3D form. Spatiotemporal processes like the flow of water over a landscape are even more challenging to understand and intentionally direct as they are dependent upon their context and require the simulation of forces like gravity and momentum. This cognitive work can be offloaded onto computers through 3D geospatial modeling, analysis, and simulation. Interacting with computers, however, can also be challenging, often requiring training and highly abstract thinking. Tangible computing - an emerging paradigm of human-computer interaction in which data is physically manifested so that users can feel it and directly manipulate it - aims to offload this added cognitive work onto the body. We have designed Tangible Landscape, a tangible interface powered by an open source geographic information system (GRASS GIS), so that users can naturally shape topography and interact with simulated processes with their hands in order to make observations, generate and test hypotheses, and make inferences about scientific phenomena in a rapid, iterative process. Conceptually Tangible Landscape couples a malleable physical model with a digital model of a landscape through a continuous cycle of 3D scanning, geospatial modeling, and projection. We ran a flow modeling experiment to test whether tangible interfaces like this can effectively enhance spatial performance by offloading cognitive processes onto computers and our bodies. We used hydrological simulations and statistics to quantitatively assess spatial performance. We found that Tangible Landscape enhanced 3D spatial performance and helped users understand water flow.
Tanaka, Hiroki; Negoro, Hideki; Iwasaka, Hidemi; Nakamura, Satoshi
2017-01-01
Social skills training, performed by human trainers, is a well-established method for obtaining appropriate skills in social interaction. Previous work automated the process of social skills training by developing a dialogue system that teaches social communication skills through interaction with a computer avatar. Even though previous work that simulated social skills training only considered acoustic and linguistic information, human social skills trainers take into account visual and other non-verbal features. In this paper, we create and evaluate a social skills training system that closes this gap by considering the audiovisual features of the smiling ratio and the head pose (yaw and pitch). In addition, the previous system was only tested with graduate students; in this paper, we applied our system to children or young adults with autism spectrum disorders. For our experimental evaluation, we recruited 18 members from the general population and 10 people with autism spectrum disorders and gave them our proposed multimodal system to use. An experienced human social skills trainer rated the social skills of the users. We evaluated the system's effectiveness by comparing pre- and post-training scores and identified significant improvement in their social skills using our proposed multimodal system. Computer-based social skills training is useful for people who experience social difficulties. Such a system can be used by teachers, therapists, and social skills trainers for rehabilitation and the supplemental use of human-based training anywhere and anytime.
Negoro, Hideki; Iwasaka, Hidemi; Nakamura, Satoshi
2017-01-01
Social skills training, performed by human trainers, is a well-established method for obtaining appropriate skills in social interaction. Previous work automated the process of social skills training by developing a dialogue system that teaches social communication skills through interaction with a computer avatar. Even though previous work that simulated social skills training only considered acoustic and linguistic information, human social skills trainers take into account visual and other non-verbal features. In this paper, we create and evaluate a social skills training system that closes this gap by considering the audiovisual features of the smiling ratio and the head pose (yaw and pitch). In addition, the previous system was only tested with graduate students; in this paper, we applied our system to children or young adults with autism spectrum disorders. For our experimental evaluation, we recruited 18 members from the general population and 10 people with autism spectrum disorders and gave them our proposed multimodal system to use. An experienced human social skills trainer rated the social skills of the users. We evaluated the system’s effectiveness by comparing pre- and post-training scores and identified significant improvement in their social skills using our proposed multimodal system. Computer-based social skills training is useful for people who experience social difficulties. Such a system can be used by teachers, therapists, and social skills trainers for rehabilitation and the supplemental use of human-based training anywhere and anytime. PMID:28796781
Scene Recognition for Indoor Localization Using a Multi-Sensor Fusion Approach.
Liu, Mengyun; Chen, Ruizhi; Li, Deren; Chen, Yujin; Guo, Guangyi; Cao, Zhipeng; Pan, Yuanjin
2017-12-08
After decades of research, there is still no solution for indoor localization like the GNSS (Global Navigation Satellite System) solution for outdoor environments. The major reasons for this phenomenon are the complex spatial topology and RF transmission environment. To deal with these problems, an indoor scene constrained method for localization is proposed in this paper, which is inspired by the visual cognition ability of the human brain and the progress in the computer vision field regarding high-level image understanding. Furthermore, a multi-sensor fusion method is implemented on a commercial smartphone including cameras, WiFi and inertial sensors. Compared to former research, the camera on a smartphone is used to "see" which scene the user is in. With this information, a particle filter algorithm constrained by scene information is adopted to determine the final location. For indoor scene recognition, we take advantage of deep learning that has been proven to be highly effective in the computer vision community. For particle filter, both WiFi and magnetic field signals are used to update the weights of particles. Similar to other fingerprinting localization methods, there are two stages in the proposed system, offline training and online localization. In the offline stage, an indoor scene model is trained by Caffe (one of the most popular open source frameworks for deep learning) and a fingerprint database is constructed by user trajectories in different scenes. To reduce the volume requirement of training data for deep learning, a fine-tuned method is adopted for model training. In the online stage, a camera in a smartphone is used to recognize the initial scene. Then a particle filter algorithm is used to fuse the sensor data and determine the final location. To prove the effectiveness of the proposed method, an Android client and a web server are implemented. The Android client is used to collect data and locate a user. The web server is developed for indoor scene model training and communication with an Android client. To evaluate the performance, comparison experiments are conducted and the results demonstrate that a positioning accuracy of 1.32 m at 95% is achievable with the proposed solution. Both positioning accuracy and robustness are enhanced compared to approaches without scene constraint including commercial products such as IndoorAtlas.
Scene Recognition for Indoor Localization Using a Multi-Sensor Fusion Approach
Chen, Ruizhi; Li, Deren; Chen, Yujin; Guo, Guangyi; Cao, Zhipeng
2017-01-01
After decades of research, there is still no solution for indoor localization like the GNSS (Global Navigation Satellite System) solution for outdoor environments. The major reasons for this phenomenon are the complex spatial topology and RF transmission environment. To deal with these problems, an indoor scene constrained method for localization is proposed in this paper, which is inspired by the visual cognition ability of the human brain and the progress in the computer vision field regarding high-level image understanding. Furthermore, a multi-sensor fusion method is implemented on a commercial smartphone including cameras, WiFi and inertial sensors. Compared to former research, the camera on a smartphone is used to “see” which scene the user is in. With this information, a particle filter algorithm constrained by scene information is adopted to determine the final location. For indoor scene recognition, we take advantage of deep learning that has been proven to be highly effective in the computer vision community. For particle filter, both WiFi and magnetic field signals are used to update the weights of particles. Similar to other fingerprinting localization methods, there are two stages in the proposed system, offline training and online localization. In the offline stage, an indoor scene model is trained by Caffe (one of the most popular open source frameworks for deep learning) and a fingerprint database is constructed by user trajectories in different scenes. To reduce the volume requirement of training data for deep learning, a fine-tuned method is adopted for model training. In the online stage, a camera in a smartphone is used to recognize the initial scene. Then a particle filter algorithm is used to fuse the sensor data and determine the final location. To prove the effectiveness of the proposed method, an Android client and a web server are implemented. The Android client is used to collect data and locate a user. The web server is developed for indoor scene model training and communication with an Android client. To evaluate the performance, comparison experiments are conducted and the results demonstrate that a positioning accuracy of 1.32 m at 95% is achievable with the proposed solution. Both positioning accuracy and robustness are enhanced compared to approaches without scene constraint including commercial products such as IndoorAtlas. PMID:29292761
Cho, Yongwon; Lee, Areum; Park, Jongha; Ko, Bemseok; Kim, Namkug
2018-07-01
Contactless operating room (OR) interfaces are important for computer-aided surgery, and have been developed to decrease the risk of contamination during surgical procedures. In this study, we used Leap Motion™, with a personalized automated classifier, to enhance the accuracy of gesture recognition for contactless interfaces. This software was trained and tested on a personal basis that means the training of gesture per a user. We used 30 features including finger and hand data, which were computed, selected, and fed into a multiclass support vector machine (SVM), and Naïve Bayes classifiers and to predict and train five types of gestures including hover, grab, click, one peak, and two peaks. Overall accuracy of the five gestures was 99.58% ± 0.06, and 98.74% ± 3.64 on a personal basis using SVM and Naïve Bayes classifiers, respectively. We compared gesture accuracy across the entire dataset and used SVM and Naïve Bayes classifiers to examine the strength of personal basis training. We developed and enhanced non-contact interfaces with gesture recognition to enhance OR control systems. Copyright © 2018 Elsevier B.V. All rights reserved.
Training simulator for retinal laser photocoagulation: a new approach for surgeons' apprenticeships
NASA Astrophysics Data System (ADS)
Dubois, Patrick; Meseure, Philippe; Peugnet, Frederic; Rouland, Jean-Francois
1998-06-01
Retinal laser photocoagulation is a current practice in many eye diseases therapy. Its mastering requires a specific training usually made on actual patients with some risks. The authors present a new device aimed to deliver a complete training separated from the therapeutic practice. This training simulator is built around the actual instrument to comply with the required realism. The instrumental functionalities of the device give the residents the same operating conditions as in the actual practice. The eye fundus visualization is simulated by virtual images, based on actual fundus pictures. They are computed at the rate of 10-12 frames/second according to the adjustments and manipulations of the 3-mirror lens made by the operator. All the pictures are combined in a fundus database planned to collect a wide variety of pathologies. The pedagogical functionalities are gathered in the user's interface. The two major guidelines of the developed software was to achieve an easy to use interface and to enforce no 'school dependent' rules of valuation. This new pedagogical instrument runs on PC micro-computers which allows a low- cost technology and could provide a practical training to retinal photocoagulation without the patient. A clinical validation of its pedagogical efficiency is submitted in another abstract.
GeoBrain Computational Cyber-laboratory for Earth Science Studies
NASA Astrophysics Data System (ADS)
Deng, M.; di, L.
2009-12-01
Computational approaches (e.g., computer-based data visualization, analysis and modeling) are critical for conducting increasingly data-intensive Earth science (ES) studies to understand functions and changes of the Earth system. However, currently Earth scientists, educators, and students have met two major barriers that prevent them from being effectively using computational approaches in their learning, research and application activities. The two barriers are: 1) difficulties in finding, obtaining, and using multi-source ES data; and 2) lack of analytic functions and computing resources (e.g., analysis software, computing models, and high performance computing systems) to analyze the data. Taking advantages of recent advances in cyberinfrastructure, Web service, and geospatial interoperability technologies, GeoBrain, a project funded by NASA, has developed a prototype computational cyber-laboratory to effectively remove the two barriers. The cyber-laboratory makes ES data and computational resources at large organizations in distributed locations available to and easily usable by the Earth science community through 1) enabling seamless discovery, access and retrieval of distributed data, 2) federating and enhancing data discovery with a catalogue federation service and a semantically-augmented catalogue service, 3) customizing data access and retrieval at user request with interoperable, personalized, and on-demand data access and services, 4) automating or semi-automating multi-source geospatial data integration, 5) developing a large number of analytic functions as value-added, interoperable, and dynamically chainable geospatial Web services and deploying them in high-performance computing facilities, 6) enabling the online geospatial process modeling and execution, and 7) building a user-friendly extensible web portal for users to access the cyber-laboratory resources. Users can interactively discover the needed data and perform on-demand data analysis and modeling through the web portal. The GeoBrain cyber-laboratory provides solutions to meet common needs of ES research and education, such as, distributed data access and analysis services, easy access to and use of ES data, and enhanced geoprocessing and geospatial modeling capability. It greatly facilitates ES research, education, and applications. The development of the cyber-laboratory provides insights, lessons-learned, and technology readiness to build more capable computing infrastructure for ES studies, which can meet wide-range needs of current and future generations of scientists, researchers, educators, and students for their formal or informal educational training, research projects, career development, and lifelong learning.
Users' Manual for Research: Translating Head Start Findings Into Action (Expanded Notebook Version).
ERIC Educational Resources Information Center
Grotberg, Edith H.; Fowler, Austine
This users' manual, intended for use with a Project Head Start teacher training notebook, describes the purpose, development and field testing of the training materials and suggests procedures for using the notebook as a resource in teacher training sessions. The training notebook to which the users' manual refers is based on 11 questions in the…
Design and Implementation of a Brain Computer Interface System for Controlling a Robotic Claw
NASA Astrophysics Data System (ADS)
Angelakis, D.; Zoumis, S.; Asvestas, P.
2017-11-01
The aim of this paper is to present the design and implementation of a brain-computer interface (BCI) system that can control a robotic claw. The system is based on the Emotiv Epoc headset, which provides the capability of simultaneous recording of 14 EEG channels, as well as wireless connectivity by means of the Bluetooth protocol. The system is initially trained to decode what user thinks to properly formatted data. The headset communicates with a personal computer, which runs a dedicated software application, implemented under the Processing integrated development environment. The application acquires the data from the headset and invokes suitable commands to an Arduino Uno board. The board decodes the received commands and produces corresponding signals to a servo motor that controls the position of the robotic claw. The system was tested successfully on a healthy, male subject, aged 28 years. The results are promising, taking into account that no specialized hardware was used. However, tests on a larger number of users is necessary in order to draw solid conclusions regarding the performance of the proposed system.
Towards a user-friendly brain-computer interface: initial tests in ALS and PLS patients.
Bai, Ou; Lin, Peter; Huang, Dandan; Fei, Ding-Yu; Floeter, Mary Kay
2010-08-01
Patients usually require long-term training for effective EEG-based brain-computer interface (BCI) control due to fatigue caused by the demands for focused attention during prolonged BCI operation. We intended to develop a user-friendly BCI requiring minimal training and less mental load. Testing of BCI performance was investigated in three patients with amyotrophic lateral sclerosis (ALS) and three patients with primary lateral sclerosis (PLS), who had no previous BCI experience. All patients performed binary control of cursor movement. One ALS patient and one PLS patient performed four-directional cursor control in a two-dimensional domain under a BCI paradigm associated with human natural motor behavior using motor execution and motor imagery. Subjects practiced for 5-10min and then participated in a multi-session study of either binary control or four-directional control including online BCI game over 1.5-2h in a single visit. Event-related desynchronization and event-related synchronization in the beta band were observed in all patients during the production of voluntary movement either by motor execution or motor imagery. The online binary control of cursor movement was achieved with an average accuracy about 82.1+/-8.2% with motor execution and about 80% with motor imagery, whereas offline accuracy was achieved with 91.4+/-3.4% with motor execution and 83.3+/-8.9% with motor imagery after optimization. In addition, four-directional cursor control was achieved with an accuracy of 50-60% with motor execution and motor imagery. Patients with ALS or PLS may achieve BCI control without extended training, and fatigue might be reduced during operation of a BCI associated with human natural motor behavior. The development of a user-friendly BCI will promote practical BCI applications in paralyzed patients. Copyright 2010 International Federation of Clinical Neurophysiology. All rights reserved.
Zhu, Xinjie; Zhang, Qiang; Ho, Eric Dun; Yu, Ken Hung-On; Liu, Chris; Huang, Tim H; Cheng, Alfred Sze-Lok; Kao, Ben; Lo, Eric; Yip, Kevin Y
2017-09-22
A genomic signal track is a set of genomic intervals associated with values of various types, such as measurements from high-throughput experiments. Analysis of signal tracks requires complex computational methods, which often make the analysts focus too much on the detailed computational steps rather than on their biological questions. Here we propose Signal Track Query Language (STQL) for simple analysis of signal tracks. It is a Structured Query Language (SQL)-like declarative language, which means one only specifies what computations need to be done but not how these computations are to be carried out. STQL provides a rich set of constructs for manipulating genomic intervals and their values. To run STQL queries, we have developed the Signal Track Analytical Research Tool (START, http://yiplab.cse.cuhk.edu.hk/start/ ), a system that includes a Web-based user interface and a back-end execution system. The user interface helps users select data from our database of around 10,000 commonly-used public signal tracks, manage their own tracks, and construct, store and share STQL queries. The back-end system automatically translates STQL queries into optimized low-level programs and runs them on a computer cluster in parallel. We use STQL to perform 14 representative analytical tasks. By repeating these analyses using bedtools, Galaxy and custom Python scripts, we show that the STQL solution is usually the simplest, and the parallel execution achieves significant speed-up with large data files. Finally, we describe how a biologist with minimal formal training in computer programming self-learned STQL to analyze DNA methylation data we produced from 60 pairs of hepatocellular carcinoma (HCC) samples. Overall, STQL and START provide a generic way for analyzing a large number of genomic signal tracks in parallel easily.
Computation of Low Speed Cavity Noise
NASA Technical Reports Server (NTRS)
Blech, Richard A. (Technical Monitor); Loh, Ching Y.
2004-01-01
Over the last five years, the Aircraft Icing Project of the NASA Aviation Safety Program has developed a number of in-flight icing education and training aids to support increased awareness for pilots of the hazards associated with atmospheric icing conditions. Through the development of this work, a number of new instructional design approaches and media delivery methods have been introduced to enhance the learning experience, expand user interactivity and participation, and, hopefully, increase the learner retention rates. The goal of using these multimedia techniques is to increase the effectiveness of the training materials. This paper will describe the multimedia technology that has been introduced and give examples of how it was used.
Fitting neuron models to spike trains.
Rossant, Cyrille; Goodman, Dan F M; Fontaine, Bertrand; Platkiewicz, Jonathan; Magnusson, Anna K; Brette, Romain
2011-01-01
Computational modeling is increasingly used to understand the function of neural circuits in systems neuroscience. These studies require models of individual neurons with realistic input-output properties. Recently, it was found that spiking models can accurately predict the precisely timed spike trains produced by cortical neurons in response to somatically injected currents, if properly fitted. This requires fitting techniques that are efficient and flexible enough to easily test different candidate models. We present a generic solution, based on the Brian simulator (a neural network simulator in Python), which allows the user to define and fit arbitrary neuron models to electrophysiological recordings. It relies on vectorization and parallel computing techniques to achieve efficiency. We demonstrate its use on neural recordings in the barrel cortex and in the auditory brainstem, and confirm that simple adaptive spiking models can accurately predict the response of cortical neurons. Finally, we show how a complex multicompartmental model can be reduced to a simple effective spiking model.
Surgery applications of virtual reality
NASA Technical Reports Server (NTRS)
Rosen, Joseph
1994-01-01
Virtual reality is a computer-generated technology which allows information to be displayed in a simulated, bus lifelike, environment. In this simulated 'world', users can move and interact as if they were actually a part of that world. This new technology will be useful in many different fields, including the field of surgery. Virtual reality systems can be used to teach surgical anatomy, diagnose surgical problems, plan operations, simulate and perform surgical procedures (telesurgery), and predict the outcomes of surgery. The authors of this paper describe the basic components of a virtual reality surgical system. These components include: the virtual world, the virtual tools, the anatomical model, the software platform, the host computer, the interface, and the head-coupled display. In the chapter they also review the progress towards using virtual reality for surgical training, planning, telesurgery, and predicting outcomes. Finally, the authors present a training system being developed for the practice of new procedures in abdominal surgery.
Experience Paper: Software Engineering and Community Codes Track in ATPESC
DOE Office of Scientific and Technical Information (OSTI.GOV)
Dubey, Anshu; Riley, Katherine M.
Argonne Training Program in Extreme Scale Computing (ATPESC) was started by the Argonne National Laboratory with the objective of expanding the ranks of better prepared users of high performance computing (HPC) machines. One of the unique aspects of the program was inclusion of software engineering and community codes track. The inclusion was motivated by the observation that the projects with a good scientific and software process were better able to meet their scientific goals. In this paper we present our experience of running the software track from the beginning of the program until now. We discuss the motivations, the reception,more » and the evolution of the track over the years. We welcome discussion and input from the community to enhance the track in ATPESC, and also to facilitate inclusion of similar tracks in other HPC oriented training programs.« less
Virtual Reality-Enhanced Extinction of Phobias and Post-Traumatic Stress.
Maples-Keller, Jessica L; Yasinski, Carly; Manjin, Nicole; Rothbaum, Barbara Olasov
2017-07-01
Virtual reality (VR) refers to an advanced technological communication interface in which the user is actively participating in a computer-generated 3-dimensional virtual world that includes computer sensory input devices used to simulate real-world interactive experiences. VR has been used within psychiatric treatment for anxiety disorders, particularly specific phobias and post-traumatic stress disorder, given several advantages that VR provides for use within treatment for these disorders. Exposure therapy for anxiety disorder is grounded in fear-conditioning models, in which extinction learning involves the process through which conditioned fear responses decrease or are inhibited. The present review will provide an overview of extinction training and anxiety disorder treatment, advantages for using VR within extinction training, a review of the literature regarding the effectiveness of VR within exposure therapy for specific phobias and post-traumatic stress disorder, and limitations and future directions of the extant empirical literature.
Simulation in a dynamic prototyping environment: Petri nets or rules?
NASA Technical Reports Server (NTRS)
Moore, Loretta A.; Price, Shannon W.; Hale, Joseph P.
1994-01-01
An evaluation of a prototyped user interface is best supported by a simulation of the system. A simulation allows for dynamic evaluation of the interface rather than just a static evaluation of the screen's appearance. This allows potential users to evaluate both the look (in terms of the screen layout, color, objects, etc.) and feel (in terms of operations and actions which need to be performed) of a system's interface. Because of the need to provide dynamic evaluation of an interface, there must be support for producing active simulations. The high-fidelity training simulators are normally delivered too late to be effectively used in prototyping the displays. Therefore, it is important to build a low fidelity simulator, so that the iterative cycle of refining the human computer interface based upon a user's interactions can proceed early in software development.
Simulation in a dynamic prototyping environment: Petri nets or rules?
NASA Technical Reports Server (NTRS)
Moore, Loretta A.; Price, Shannon; Hale, Joseph P.
1994-01-01
An evaluation of a prototyped user interface is best supported by a simulation of the system. A simulation allows for dynamic evaluation of the interface rather than just a static evaluation of the screen's appearance. This allows potential users to evaluate both the look (in terms of the screen layout, color, objects, etc.) and feel (in terms of operations and actions which need to be performed) of a system's interface. Because of the need to provide dynamic evaluation of an interface, there must be support for producing active simulations. The high-fidelity training simulators are delivered too late to be effectively used in prototyping the displays. Therefore, it is important to build a low fidelity simulator, so that the iterative cycle of refining the human computer interface based upon a user's interactions can proceed early in software development.
Ahmed, Afaz Uddin; Tariqul Islam, Mohammad; Ismail, Mahamod; Kibria, Salehin; Arshad, Haslina
2014-01-01
An artificial neural network (ANN) and affinity propagation (AP) algorithm based user categorization technique is presented. The proposed algorithm is designed for closed access femtocell network. ANN is used for user classification process and AP algorithm is used to optimize the ANN training process. AP selects the best possible training samples for faster ANN training cycle. The users are distinguished by using the difference of received signal strength in a multielement femtocell device. A previously developed directive microstrip antenna is used to configure the femtocell device. Simulation results show that, for a particular house pattern, the categorization technique without AP algorithm takes 5 indoor users and 10 outdoor users to attain an error-free operation. While integrating AP algorithm with ANN, the system takes 60% less training samples reducing the training time up to 50%. This procedure makes the femtocell more effective for closed access operation. PMID:25133214
Ahmed, Afaz Uddin; Islam, Mohammad Tariqul; Ismail, Mahamod; Kibria, Salehin; Arshad, Haslina
2014-01-01
An artificial neural network (ANN) and affinity propagation (AP) algorithm based user categorization technique is presented. The proposed algorithm is designed for closed access femtocell network. ANN is used for user classification process and AP algorithm is used to optimize the ANN training process. AP selects the best possible training samples for faster ANN training cycle. The users are distinguished by using the difference of received signal strength in a multielement femtocell device. A previously developed directive microstrip antenna is used to configure the femtocell device. Simulation results show that, for a particular house pattern, the categorization technique without AP algorithm takes 5 indoor users and 10 outdoor users to attain an error-free operation. While integrating AP algorithm with ANN, the system takes 60% less training samples reducing the training time up to 50%. This procedure makes the femtocell more effective for closed access operation.
Systems Engineering Model and Training Application for Desktop Environment
NASA Technical Reports Server (NTRS)
May, Jeffrey T.
2010-01-01
Provide a graphical user interface based simulator for desktop training, operations and procedure development and system reference. This simulator allows for engineers to train and further understand the dynamics of their system from their local desktops. It allows the users to train and evaluate their system at a pace and skill level based on the user's competency and from a perspective based on the user's need. The simulator will not require any special resources to execute and should generally be available for use. The interface is based on a concept of presenting the model of the system in ways that best suits the user's application or training needs. The three levels of views are Component View, the System View (overall system), and the Console View (monitor). These views are portals into a single model, so changing the model from one view or from a model manager Graphical User Interface will be reflected on all other views.
Enhancing Users' Participation in Business Process Modeling through Ontology-Based Training
NASA Astrophysics Data System (ADS)
Macris, A.; Malamateniou, F.; Vassilacopoulos, G.
Successful business process design requires active participation of users who are familiar with organizational activities and business process modelling concepts. Hence, there is a need to provide users with reusable, flexible, agile and adaptable training material in order to enable them instil their knowledge and expertise in business process design and automation activities. Knowledge reusability is of paramount importance in designing training material on process modelling since it enables users participate actively in process design/redesign activities stimulated by the changing business environment. This paper presents a prototype approach for the design and use of training material that provides significant advantages to both the designer (knowledge - content reusability and semantic web enabling) and the user (semantic search, knowledge navigation and knowledge dissemination). The approach is based on externalizing domain knowledge in the form of ontology-based knowledge networks (i.e. training scenarios serving specific training needs) so that it is made reusable.
The effects of working memory on brain-computer interface performance.
Sprague, Samantha A; McBee, Matthew T; Sellers, Eric W
2016-02-01
The purpose of the present study is to evaluate the relationship between working memory and BCI performance. Participants took part in two separate sessions. The first session consisted of three computerized tasks. The List Sorting Working Memory Task was used to measure working memory, the Picture Vocabulary Test was used to measure general intelligence, and the Dimensional Change Card Sort Test was used to measure executive function, specifically cognitive flexibility. The second session consisted of a P300-based BCI copy-spelling task. The results indicate that both working memory and general intelligence are significant predictors of BCI performance. This suggests that working memory training could be used to improve performance on a BCI task. Working memory training may help to reduce a portion of the individual differences that exist in BCI performance allowing for a wider range of users to successfully operate the BCI system as well as increase the BCI performance of current users. Copyright © 2015 International Federation of Clinical Neurophysiology. Published by Elsevier Ireland Ltd. All rights reserved.
PRANAS: A New Platform for Retinal Analysis and Simulation.
Cessac, Bruno; Kornprobst, Pierre; Kraria, Selim; Nasser, Hassan; Pamplona, Daniela; Portelli, Geoffrey; Viéville, Thierry
2017-01-01
The retina encodes visual scenes by trains of action potentials that are sent to the brain via the optic nerve. In this paper, we describe a new free access user-end software allowing to better understand this coding. It is called PRANAS (https://pranas.inria.fr), standing for Platform for Retinal ANalysis And Simulation. PRANAS targets neuroscientists and modelers by providing a unique set of retina-related tools. PRANAS integrates a retina simulator allowing large scale simulations while keeping a strong biological plausibility and a toolbox for the analysis of spike train population statistics. The statistical method (entropy maximization under constraints) takes into account both spatial and temporal correlations as constraints, allowing to analyze the effects of memory on statistics. PRANAS also integrates a tool computing and representing in 3D (time-space) receptive fields. All these tools are accessible through a friendly graphical user interface. The most CPU-costly of them have been implemented to run in parallel.
Toro, Maria Luisa; Bird, Emily; Oyster, Michelle; Worobey, Lynn; Lain, Michael; Bucior, Samuel; Cooper, Rory A; Pearlman, Jonathan
2017-11-01
Purpose of state: The aims of this study were to develop a Wheelchair Maintenance Training Programme (WMTP) as a tool for clinicians to teach wheelchair users (and caregivers when applicable) in a group setting to perform basic maintenance at home in the USA and to develop a Wheelchair Maintenance Training Questionnaire (WMT-Q) to evaluate wheelchair maintenance knowledge in clinicians, manual and power wheelchair users. The WMTP and WMT-Q were developed through an iterative process. A convenience sample of clinicians (n = 17), manual wheelchair (n ∞ 5), power wheelchair users (n = 4) and caregivers (n = 4) provided feedback on the training programme. A convenience sample of clinicians (n = 38), manual wheelchair (n = 25), and power wheelchair users (n = 30) answered the WMT-Q throughout different phases of development. The subscores of the WMT-Q achieved a reliability that ranged between ICC(3,1) = 0.48 to ICC(3,1) = 0.89. The WMTP and WMT-Q were implemented with 15 clinicians who received in-person training in the USA using the materials developed and showed a significant increase in all except one of the WMT-Q subscores after the WMTP (p < 0.007). The WMTP will continue to be revised as it is further implemented. The WMT-Q is an acceptable instrument to measure pre- and post-training maintenance knowledge. Implications for Rehabilitation The Wheelchair Maintenance Training Program can be used to educate rehabilitation clinicians and technicians to improve wheelchair service and delivery to end users. This training complements the World Health Organization basic wheelchair service curriculum, which only includes training of the clinicians, but does not include detailed information to train wheelchair users and caregivers. This training program offers a time efficient method for providing education to end users in a group setting that may mitigate adverse consequences resulting from wheelchair breakdown. This training program has significant potential for impact among wheelchair users in areas where access to repair services is limited.
Challenges of Moving IPG into Production
NASA Technical Reports Server (NTRS)
Schulbach, Cathy
2004-01-01
Over the past 5-6 years, NASA has been developing the Information Power Grid and has a persistent testbed currently based on GT2.4.2. This presentation will begin with an overview of IPG status and services, discuss key milestones in IPG development, and present early as well as expected applications. The presentation will discuss some of the issues encountered in developing a grid including the tension between providing centralized and distributed computing. These issues also affect how the grid is moved into full production. Finally, the presentation will provide current plans for moving IPG into full production, including gaining broad user input, developing acceptance criteria from the production operations group, planning upgrades, and training users.
An Automated Medical Information Management System (OpScan-MIMS) in a Clinical Setting
Margolis, S.; Baker, T.G.; Ritchey, M.G.; Alterescu, S.; Friedman, C.
1981-01-01
This paper describes an automated medical information management system within a clinic setting. The system includes an optically scanned data entry system (OpScan), a generalized, interactive retrieval and storage software system(Medical Information Management System, MIMS) and the use of time-sharing. The system has the advantages of minimal hardware purchase and maintenance, rapid data entry and retrieval, user-created programs, no need for user knowledge of computer language or technology and is cost effective. The OpScan-MIMS system has been operational for approximately 16 months in a sexually transmitted disease clinic. The system's application to medical audit, quality assurance, clinic management and clinical training are demonstrated.
An introduction to electronic learning and its use to address challenges in surgical training.
Baran, Szczepan W; Johnson, Elizabeth J; Kehler, James
2009-06-01
The animal research community faces a shortage of surgical training opportunities along with an increasing demand for expertise in surgical techniques. One possible means of overcoming this challenge is the use of computer-based or electronic learning (e-learning) to disseminate material to a broad range of animal users. E-learning platforms can take many different forms, ranging from simple text documents that are posted online to complex virtual courses that incorporate dynamic video or audio content and in which students and instructors can interact in real time. The authors present an overview of e-learning and discuss its potential benefits as a supplement to hands-on rodent surgical training. They also discuss a few basic considerations in developing and implementing electronic courses.
Implementing a Digital Phasemeter in an FPGA
NASA Technical Reports Server (NTRS)
Rao, Shanti R.
2008-01-01
Firmware for implementing a digital phasemeter within a field-programmable gate array (FPGA) has been devised. In the original application of this firmware, the phase that one seeks to measure is the difference between the phases of two nominally-equal-frequency heterodyne signals generated by two interferometers. In that application, zero-crossing detectors convert the heterodyne signals to trains of rectangular pulses, the two pulse trains are fed to a fringe counter (the major part of the phasemeter) controlled by a clock signal having a frequency greater than the heterodyne frequency, and the fringe counter computes a time-averaged estimate of the difference between the phases of the two pulse trains. The firmware also does the following: Causes the FPGA to compute the frequencies of the input signals; Causes the FPGA to implement an Ethernet (or equivalent) transmitter for readout of phase and frequency values; and Provides data for use in diagnosis of communication failures. The readout rate can be set, by programming, to a value between 250 Hz and 1 kHz. Network addresses can be programmed by the user.
2007-09-01
behavior libraries selection box, Savage Tactics behavior sub-folder and hostile behavior sub-folder that contains the behavior that is being assigned to...21) applications. The interface allows users to select models (locations, friendly assets, hostile assets, neutral assets, etc) that will be used in...altitude, etc.) for each model and define their behaviors (friendly patrol craft, hostile explosive-laden vessel, etc). Once the models and their
ERIC Educational Resources Information Center
Dwyer, Daniel J.
Designed to assess the effect of alternative display (CRT) screen sizes and resolution levels on user ability to identify and locate printed circuit (PC) board points, this study is the first in a protracted research program on the legibility of graphics in computer-based job aids. Air Force maintenance training pipeline students (35 male and 1…
Visualization and characterization of users in a citizen science project
NASA Astrophysics Data System (ADS)
Morais, Alessandra M. M.; Raddick, Jordan; Coelho dos Santos, Rafael D.
2013-05-01
Recent technological advances allowed the creation and use of internet-based systems where many users can collaborate gathering and sharing information for specific or general purposes: social networks, e-commerce review systems, collaborative knowledge systems, etc. Since most of the data collected in these systems is user-generated, understanding of the motivations and general behavior of users is a very important issue. Of particular interest are citizen science projects, where users without scientific training are asked for collaboration labeling and classifying information (either automatically by giving away idle computer time or manually by actually seeing data and providing information about it). Understanding behavior of users of those types of data collection systems may help increase the involvement of the users, categorize users accordingly to different parameters, facilitate their collaboration with the systems, design better user interfaces, and allow better planning and deployment of similar projects and systems. Behavior of those users could be estimated through analysis of their collaboration track: registers of which user did what and when can be easily and unobtrusively collected in several different ways, the simplest being a log of activities. In this paper we present some results on the visualization and characterization of almost 150.000 users with more than 80.000.000 collaborations with a citizen science project - Galaxy Zoo I, which asked users to classify galaxies' images. Basic visualization techniques are not applicable due to the number of users, so techniques to characterize users' behavior based on feature extraction and clustering are used.
Controlling user access to electronic resources without password
Smith, Fred Hewitt
2015-06-16
Described herein are devices and techniques for remotely controlling user access to a restricted computer resource. The process includes pre-determining an association of the restricted computer resource and computer-resource-proximal environmental information. Indicia of user-proximal environmental information are received from a user requesting access to the restricted computer resource. Received indicia of user-proximal environmental information are compared to associated computer-resource-proximal environmental information. User access to the restricted computer resource is selectively granted responsive to a favorable comparison in which the user-proximal environmental information is sufficiently similar to the computer-resource proximal environmental information. In at least some embodiments, the process further includes comparing user-supplied biometric measure and comparing it with a predetermined association of at least one biometric measure of an authorized user. Access to the restricted computer resource is granted in response to a favorable comparison.
Paiva, Joana S.; Dias, Duarte
2017-01-01
In recent years, safer and more reliable biometric methods have been developed. Apart from the need for enhanced security, the media and entertainment sectors have also been applying biometrics in the emerging market of user-adaptable objects/systems to make these systems more user-friendly. However, the complexity of some state-of-the-art biometric systems (e.g., iris recognition) or their high false rejection rate (e.g., fingerprint recognition) is neither compatible with the simple hardware architecture required by reduced-size devices nor the new trend of implementing smart objects within the dynamic market of the Internet of Things (IoT). It was recently shown that an individual can be recognized by extracting features from their electrocardiogram (ECG). However, most current ECG-based biometric algorithms are computationally demanding and/or rely on relatively large (several seconds) ECG samples, which are incompatible with the aforementioned application fields. Here, we present a computationally low-cost method (patent pending), including simple mathematical operations, for identifying a person using only three ECG morphology-based characteristics from a single heartbeat. The algorithm was trained/tested using ECG signals of different duration from the Physionet database on more than 60 different training/test datasets. The proposed method achieved maximal averaged accuracy of 97.450% in distinguishing each subject from a ten-subject set and false acceptance and rejection rates (FAR and FRR) of 5.710±1.900% and 3.440±1.980%, respectively, placing Beat-ID in a very competitive position in terms of the FRR/FAR among state-of-the-art methods. Furthermore, the proposed method can identify a person using an average of 1.020 heartbeats. It therefore has FRR/FAR behavior similar to obtaining a fingerprint, yet it is simpler and requires less expensive hardware. This method targets low-computational/energy-cost scenarios, such as tiny wearable devices (e.g., a smart object that automatically adapts its configuration to the user). A hardware proof-of-concept implementation is presented as an annex to this paper. PMID:28719614
Paiva, Joana S; Dias, Duarte; Cunha, João P S
2017-01-01
In recent years, safer and more reliable biometric methods have been developed. Apart from the need for enhanced security, the media and entertainment sectors have also been applying biometrics in the emerging market of user-adaptable objects/systems to make these systems more user-friendly. However, the complexity of some state-of-the-art biometric systems (e.g., iris recognition) or their high false rejection rate (e.g., fingerprint recognition) is neither compatible with the simple hardware architecture required by reduced-size devices nor the new trend of implementing smart objects within the dynamic market of the Internet of Things (IoT). It was recently shown that an individual can be recognized by extracting features from their electrocardiogram (ECG). However, most current ECG-based biometric algorithms are computationally demanding and/or rely on relatively large (several seconds) ECG samples, which are incompatible with the aforementioned application fields. Here, we present a computationally low-cost method (patent pending), including simple mathematical operations, for identifying a person using only three ECG morphology-based characteristics from a single heartbeat. The algorithm was trained/tested using ECG signals of different duration from the Physionet database on more than 60 different training/test datasets. The proposed method achieved maximal averaged accuracy of 97.450% in distinguishing each subject from a ten-subject set and false acceptance and rejection rates (FAR and FRR) of 5.710±1.900% and 3.440±1.980%, respectively, placing Beat-ID in a very competitive position in terms of the FRR/FAR among state-of-the-art methods. Furthermore, the proposed method can identify a person using an average of 1.020 heartbeats. It therefore has FRR/FAR behavior similar to obtaining a fingerprint, yet it is simpler and requires less expensive hardware. This method targets low-computational/energy-cost scenarios, such as tiny wearable devices (e.g., a smart object that automatically adapts its configuration to the user). A hardware proof-of-concept implementation is presented as an annex to this paper.
Clark, Alex M; Bunin, Barry A; Litterman, Nadia K; Schürer, Stephan C; Visser, Ubbo
2014-01-01
Bioinformatics and computer aided drug design rely on the curation of a large number of protocols for biological assays that measure the ability of potential drugs to achieve a therapeutic effect. These assay protocols are generally published by scientists in the form of plain text, which needs to be more precisely annotated in order to be useful to software methods. We have developed a pragmatic approach to describing assays according to the semantic definitions of the BioAssay Ontology (BAO) project, using a hybrid of machine learning based on natural language processing, and a simplified user interface designed to help scientists curate their data with minimum effort. We have carried out this work based on the premise that pure machine learning is insufficiently accurate, and that expecting scientists to find the time to annotate their protocols manually is unrealistic. By combining these approaches, we have created an effective prototype for which annotation of bioassay text within the domain of the training set can be accomplished very quickly. Well-trained annotations require single-click user approval, while annotations from outside the training set domain can be identified using the search feature of a well-designed user interface, and subsequently used to improve the underlying models. By drastically reducing the time required for scientists to annotate their assays, we can realistically advocate for semantic annotation to become a standard part of the publication process. Once even a small proportion of the public body of bioassay data is marked up, bioinformatics researchers can begin to construct sophisticated and useful searching and analysis algorithms that will provide a diverse and powerful set of tools for drug discovery researchers.
Bunin, Barry A.; Litterman, Nadia K.; Schürer, Stephan C.; Visser, Ubbo
2014-01-01
Bioinformatics and computer aided drug design rely on the curation of a large number of protocols for biological assays that measure the ability of potential drugs to achieve a therapeutic effect. These assay protocols are generally published by scientists in the form of plain text, which needs to be more precisely annotated in order to be useful to software methods. We have developed a pragmatic approach to describing assays according to the semantic definitions of the BioAssay Ontology (BAO) project, using a hybrid of machine learning based on natural language processing, and a simplified user interface designed to help scientists curate their data with minimum effort. We have carried out this work based on the premise that pure machine learning is insufficiently accurate, and that expecting scientists to find the time to annotate their protocols manually is unrealistic. By combining these approaches, we have created an effective prototype for which annotation of bioassay text within the domain of the training set can be accomplished very quickly. Well-trained annotations require single-click user approval, while annotations from outside the training set domain can be identified using the search feature of a well-designed user interface, and subsequently used to improve the underlying models. By drastically reducing the time required for scientists to annotate their assays, we can realistically advocate for semantic annotation to become a standard part of the publication process. Once even a small proportion of the public body of bioassay data is marked up, bioinformatics researchers can begin to construct sophisticated and useful searching and analysis algorithms that will provide a diverse and powerful set of tools for drug discovery researchers. PMID:25165633
MAMA- User Feedback and Training Summary
DOE Office of Scientific and Technical Information (OSTI.GOV)
Porter, Reid B.; Ruggiero, Christy E.
2014-05-21
This document describes the current state of the MAMA (Morphological Analysis of Materials) software user identified bugs, issues, and requests for improvements. It also lists Current users and current training methods.
Human Systems Integration Competency Development for Navy Systems Commands
2012-09-01
cognizance of Applied Engineering /Psychology relative to knowledge engineering, training, teamwork, user interface design and decision sciences. KSA...cognizance of Applied Engineering /Psychology relative to knowledge engineering, training, teamwork, user interface design and decision sciences...requirements (as required). Fundamental cognizance of Applied Engineering / Psychology relative to knowledge engineering, training, team work, user
Towards Simpler Custom and OpenSearch Services for Voluminous NEWS Merged A-Train Data (Invited)
NASA Astrophysics Data System (ADS)
Hua, H.; Fetzer, E.; Braverman, A. J.; Lewis, S.; Henderson, M. L.; Guillaume, A.; Lee, S.; de La Torre Juarez, M.; Dang, H. T.
2010-12-01
To simplify access to large and complex satellite data sets for climate analysis and model verification, we developed web services that is used to study long-term and global-scale trends in climate, water and energy cycle, and weather variability. A related NASA Energy and Water Cycle Study (NEWS) task has created a merged NEWS Level 2 data from multiple instruments in NASA’s A-Train constellation of satellites. We used this data to enable creation of climatologies that include correlation between observed temperature, water vapor and cloud properties from the A-Train sensors. Instead of imposing on the user an often rigid and limiting web-based analysis environment, we recognize the need for simple and well-designed services so that users can perform analysis in their own familiar computing environments. Custom on-demand services were developed to improve data accessibility of voluminous multi-sensor data. Services enabling geospatial, geographical, and multi-sensor parameter subsets of the data, as well a custom time-averaged Level 3 service will be presented. We will also show how a Level 3Q data reduction approach can be used to help “browse” the voluminous multi-sensor Level 2 data. An OpenSearch capability with full text + space + time search of data products will also be presented as an approach to facilitated interoperability with other data systems. We will present our experiences for improving user usability as well as strategies for facilitating interoperability with other data systems.
Sarker, Hillol; Sharmin, Moushumi; Ali, Amin Ahsan; Rahman, Md Mahbubur; Bari, Rummana; Hossain, Syed Monowar; Kumar, Santosh
Wearable wireless sensors for health monitoring are enabling the design and delivery of just-in-time interventions (JITI). Critical to the success of JITI is to time its delivery so that the user is available to be engaged. We take a first step in modeling users' availability by analyzing 2,064 hours of physiological sensor data and 2,717 self-reports collected from 30 participants in a week-long field study. We use delay in responding to a prompt to objectively measure availability. We compute 99 features and identify 30 as most discriminating to train a machine learning model for predicting availability. We find that location, affect, activity type, stress, time, and day of the week, play significant roles in predicting availability. We find that users are least available at work and during driving, and most available when walking outside. Our model finally achieves an accuracy of 74.7% in 10-fold cross-validation and 77.9% with leave-one-subject-out.
Measuring use patterns of online journals and databases
De Groote, Sandra L.; Dorsch, Josephine L.
2003-01-01
Purpose: This research sought to determine use of online biomedical journals and databases and to assess current user characteristics associated with the use of online resources in an academic health sciences center. Setting: The Library of the Health Sciences–Peoria is a regional site of the University of Illinois at Chicago (UIC) Library with 350 print journals, more than 4,000 online journals, and multiple online databases. Methodology: A survey was designed to assess online journal use, print journal use, database use, computer literacy levels, and other library user characteristics. A survey was sent through campus mail to all (471) UIC Peoria faculty, residents, and students. Results: Forty-one percent (188) of the surveys were returned. Ninety-eight percent of the students, faculty, and residents reported having convenient access to a computer connected to the Internet. While 53% of the users indicated they searched MEDLINE at least once a week, other databases showed much lower usage. Overall, 71% of respondents indicated a preference for online over print journals when possible. Conclusions: Users prefer online resources to print, and many choose to access these online resources remotely. Convenience and full-text availability appear to play roles in selecting online resources. The findings of this study suggest that databases without links to full text and online journal collections without links from bibliographic databases will have lower use. These findings have implications for collection development, promotion of library resources, and end-user training. PMID:12883574
Application of a single-flicker online SSVEP BCI for spatial navigation.
Chen, Jingjing; Zhang, Dan; Engel, Andreas K; Gong, Qin; Maye, Alexander
2017-01-01
A promising approach for brain-computer interfaces (BCIs) employs the steady-state visual evoked potential (SSVEP) for extracting control information. Main advantages of these SSVEP BCIs are a simple and low-cost setup, little effort to adjust the system parameters to the user and comparatively high information transfer rates (ITR). However, traditional frequency-coded SSVEP BCIs require the user to gaze directly at the selected flicker stimulus, which is liable to cause fatigue or even photic epileptic seizures. The spatially coded SSVEP BCI we present in this article addresses this issue. It uses a single flicker stimulus that appears always in the extrafoveal field of view, yet it allows the user to control four control channels. We demonstrate the embedding of this novel SSVEP stimulation paradigm in the user interface of an online BCI for navigating a 2-dimensional computer game. Offline analysis of the training data reveals an average classification accuracy of 96.9±1.64%, corresponding to an information transfer rate of 30.1±1.8 bits/min. In online mode, the average classification accuracy reached 87.9±11.4%, which resulted in an ITR of 23.8±6.75 bits/min. We did not observe a strong relation between a subject's offline and online performance. Analysis of the online performance over time shows that users can reliably control the new BCI paradigm with stable performance over at least 30 minutes of continuous operation.
Learning to Detect Vandalism in Social Content Systems: A Study on Wikipedia
NASA Astrophysics Data System (ADS)
Javanmardi, Sara; McDonald, David W.; Caruana, Rich; Forouzan, Sholeh; Lopes, Cristina V.
A challenge facing user generated content systems is vandalism, i.e. edits that damage content quality. The high visibility and easy access to social networks makes them popular targets for vandals. Detecting and removing vandalism is critical for these user generated content systems. Because vandalism can take many forms, there are many different kinds of features that are potentially useful for detecting it. The complex nature of vandalism, and the large number of potential features, make vandalism detection difficult and time consuming for human editors. Machine learning techniques hold promise for developing accurate, tunable, and maintainable models that can be incorporated into vandalism detection tools. We describe a method for training classifiers for vandalism detection that yields classifiers that are more accurate on the PAN 2010 corpus than others previously developed. Because of the high turnaround in social network systems, it is important for vandalism detection tools to run in real-time. To this aim, we use feature selection to find the minimal set of features consistent with high accuracy. In addition, because some features are more costly to compute than others, we use cost-sensitive feature selection to reduce the total computational cost of executing our models. In addition to the features previously used for spam detection, we introduce new features based on user action histories. The user history features contribute significantly to classifier performance. The approach we use is general and can easily be applied to other user generated content systems.
[Computer-assisted multimedia interactive learning program "Primary Open-Angle Glaucoma"].
Dick, V B; Zenz, H; Eisenmann, D; Tekaat, C J; Wagner, R; Jacobi, K W
1996-05-01
Advances in the area of information technology have opened up new possibilities for the use of interactive media in the training of medical students. Classical instructional technologies, such as video, slides, audio cassettes and computer programs with a textbook orientation, have been merged into one multimedia computer system. The medical profession has been increasingly integrating computer-based applications which can be used, for example, for record keeping within a medical practice. The goal of this development is to provide access to all modes of information storage and retrieval as well as documentation and training systems within a specific context. Since the beginning of the winter semester 1995, the Department of Ophthalmology in Giessen has used the learning program "Primary Open Angle Glaucoma" in student instruction. One factor that contributed to the implementation of this project was that actual training using patients within the clinic is difficult to conduct. Media-supported training that can provide a simulation of actual practice offers a suitable substitute. The learning program has been installed on Power PCs (Apple MacIntosh), which make up the technical foundation of our system. The program was developed using Hypercard software, which provides userfriendly graphical work environment. This controls the input and retrieval of data, direct editing of documents, immediate simulation, the creation of on-screen documents and the integration of slides that have been scanned in as well as QuickTime films. All of this can be accomplished without any special knowledge of programming language or operating systems on the part of the user. The glaucoma learning program is structured along the lines of anatomy, including an explanation of the circulation of the aqueous humor, pathology, clinical symptoms and findings, diagnosis and treatment. This structure along with the possibility for creating a list of personal files for the user with a collection of illustrations and text allows for quick access to learning content. The program is designed in such a way that working with and through it is done in a manner conducive to learning. Student response to the learning program as an accompaniment to instruction has been positive. Independent, supplemental student learning by means of an interactive learning program has raised the quality of study within the sciences. The use of a pedagogically sound multimedia program, that is oriented toward problem solving and based on actual cases offers students the opportunity to actively work ophthalmological material. An additional benefit is the development of competence in working with computer-support information systems, something that is playing an ever-increasing role within the medical profession.
Altering user' acceptance of automation through prior automation exposure.
Bekier, Marek; Molesworth, Brett R C
2017-06-01
Air navigation service providers worldwide see increased use of automation as one solution to overcome the capacity constraints imbedded in the present air traffic management (ATM) system. However, increased use of automation within any system is dependent on user acceptance. The present research sought to determine if the point at which an individual is no longer willing to accept or cooperate with automation can be manipulated. Forty participants underwent training on a computer-based air traffic control programme, followed by two ATM exercises (order counterbalanced), one with and one without the aid of automation. Results revealed after exposure to a task with automation assistance, user acceptance of high(er) levels of automation ('tipping point') decreased; suggesting it is indeed possible to alter automation acceptance. Practitioner Summary: This paper investigates whether the point at which a user of automation rejects automation (i.e. 'tipping point') is constant or can be manipulated. The results revealed after exposure to a task with automation assistance, user acceptance of high(er) levels of automation decreased; suggesting it is possible to alter automation acceptance.
A hypertext system that learns from user feedback
NASA Technical Reports Server (NTRS)
Mathe, Nathalie
1994-01-01
Retrieving specific information from large amounts of documentation is not an easy task. It could be facilitated if information relevant in the current problem solving context could be automatically supplied to the user. As a first step towards this goal, we have developed an intelligent hypertext system called CID (Computer Integrated Documentation). Besides providing an hypertext interface for browsing large documents, the CID system automatically acquires and reuses the context in which previous searches were appropriate. This mechanism utilizes on-line user information requirements and relevance feedback either to reinforce current indexing in case of success or to generate new knowledge in case of failure. Thus, the user continually augments and refines the intelligence of the retrieval system. This allows the CID system to provide helpful responses, based on previous usage of the documentation, and to improve its performance over time. We successfully tested the CID system with users of the Space Station Freedom requirements documents. We are currently extending CID to other application domains (Space Shuttle operations documents, airplane maintenance manuals, and on-line training). We are also exploring the potential commercialization of this technique.
The Galaxy platform for accessible, reproducible and collaborative biomedical analyses: 2016 update
Afgan, Enis; Baker, Dannon; van den Beek, Marius; Blankenberg, Daniel; Bouvier, Dave; Čech, Martin; Chilton, John; Clements, Dave; Coraor, Nate; Eberhard, Carl; Grüning, Björn; Guerler, Aysam; Hillman-Jackson, Jennifer; Von Kuster, Greg; Rasche, Eric; Soranzo, Nicola; Turaga, Nitesh; Taylor, James; Nekrutenko, Anton; Goecks, Jeremy
2016-01-01
High-throughput data production technologies, particularly ‘next-generation’ DNA sequencing, have ushered in widespread and disruptive changes to biomedical research. Making sense of the large datasets produced by these technologies requires sophisticated statistical and computational methods, as well as substantial computational power. This has led to an acute crisis in life sciences, as researchers without informatics training attempt to perform computation-dependent analyses. Since 2005, the Galaxy project has worked to address this problem by providing a framework that makes advanced computational tools usable by non experts. Galaxy seeks to make data-intensive research more accessible, transparent and reproducible by providing a Web-based environment in which users can perform computational analyses and have all of the details automatically tracked for later inspection, publication, or reuse. In this report we highlight recently added features enabling biomedical analyses on a large scale. PMID:27137889
Information-seeking behavior changes in community-based teaching practices.
Byrnes, Jennifer A; Kulick, Tracy A; Schwartz, Diane G
2004-07-01
A National Library of Medicine information access grant allowed for a collaborative project to provide computer resources in fourteen clinical practice sites that enabled health care professionals to access medical information via PubMed and the Internet. Health care professionals were taught how to access quality, cost-effective information that was user friendly and would result in improved patient care. Selected sites were located in medically underserved areas and received a computer, a printer, and, during year one, a fax machine. Participants were provided dial-up Internet service or were connected to the affiliated hospital's network. Clinicians were trained in how to search PubMed as a tool for practicing evidence-based medicine and to support clinical decision making. Health care providers were also taught how to find patient-education materials and continuing education programs and how to network with other professionals. Prior to the training, participants completed a questionnaire to assess their computer skills and familiarity with searching the Internet, MEDLINE, and other health-related databases. Responses indicated favorable changes in information-seeking behavior, including an increased frequency in conducting MEDLINE searches and Internet searches for work-related information.
Wiseman, Jason
2016-01-01
Background Surgical patients are increasingly using mobile health (mHealth) platforms to monitor recovery and communicate with their providers in the postdischarge period. Despite widespread enthusiasm for mHealth, few studies evaluate the usability or user experience of these platforms. Objective Our objectives were to (1) develop a novel image-based smartphone app for postdischarge surgical wound monitoring, and (2) rigorously user test it with a representative population of vascular and general surgery patients. Methods A total of 9 vascular and general surgery inpatients undertook usability testing of an internally developed smartphone app that allows patients to take digital images of their wound and answer a survey about their recovery. We followed the International Organization for Standardization (ISO) 9241-11 guidelines, focusing on effectiveness, efficiency, and user satisfaction. An accompanying training module was developed by applying tenets of adult learning. Sessions were audio-recorded, and the smartphone screen was mirrored onto a study computer. Digital image quality was evaluated by a physician panel to determine usefulness for clinical decision making. Results The mean length of time spent was 4.7 (2.1-12.8) minutes on the training session and 5.0 (1.4-16.6) minutes on app completion. 55.5% (5/9) of patients were able to complete the app independently with the most difficulty experienced in taking digital images of surgical wounds. Novice patients who were older, obese, or had groin wounds had the most difficulty. 81.8% of images were sufficient for diagnostic purposes. User satisfaction was high, with an average usability score of 83.3 out of 100. Conclusion Surgical patients can learn to use a smartphone app for postoperative wound monitoring with high user satisfaction. We identified design features and training approaches that can facilitate ease of use. This protocol illustrates an important, often overlooked, aspect of mHealth development to improve surgical care. PMID:27683059
Mitchell, K Blake; Gugerty, Leo; Muth, Eric
2008-04-01
This study examined the effect of three types of brief training on the use of automatic external defibrillators (AEDs) by 43 lay users. Because AEDs were recently approved for home use, brief training for nonprofessional users needs investigation. During training, the exposure training group read an article about AEDs that provided no information on how to operate them; the low-training group inspected the AED and read the operating instructions in the paper-based manual but was not allowed to use the device; and the high-training group watched a training video and performed a mock resuscitation using the AED but no manikin. All participants returned 2 weeks later and performed a surprise simulated AED resuscitation on a manikin. Most participants in each training group met criteria of minimally acceptable performance during the simulated manikin resuscitation, as measured by time to first shock, pad placement accuracy, and safety check performance. All participants who committed errors were able to successfully recover from them to complete the resuscitation. Compared with exposure training, the low and high training had a beneficial effect on time to first shock and errors. Untrained users were able to adequately use this AED, demonstrating walk-up-and-use usability, but additional brief training improved user performance. This study demonstrated the importance of providing high-quality but brief training for home AED users. In conjunction with other findings, the current study helps demonstrate the need for well-designed training for consumer medical devices.
Temkin, Bharti; Acosta, Eric; Malvankar, Ameya; Vaidyanath, Sreeram
2006-04-01
The Visible Human digital datasets make it possible to develop computer-based anatomical training systems that use virtual anatomical models (virtual body structures-VBS). Medical schools are combining these virtual training systems and classical anatomy teaching methods that use labeled images and cadaver dissection. In this paper we present a customizable web-based three-dimensional anatomy training system, W3D-VBS. W3D-VBS uses National Library of Medicine's (NLM) Visible Human Male datasets to interactively locate, explore, select, extract, highlight, label, and visualize, realistic 2D (using axial, coronal, and sagittal views) and 3D virtual structures. A real-time self-guided virtual tour of the entire body is designed to provide detailed anatomical information about structures, substructures, and proximal structures. The system thus facilitates learning of visuospatial relationships at a level of detail that may not be possible by any other means. The use of volumetric structures allows for repeated real-time virtual dissections, from any angle, at the convenience of the user. Volumetric (3D) virtual dissections are performed by adding, removing, highlighting, and labeling individual structures (and/or entire anatomical systems). The resultant virtual explorations (consisting of anatomical 2D/3D illustrations and animations), with user selected highlighting colors and label positions, can be saved and used for generating lesson plans and evaluation systems. Tracking users' progress using the evaluation system helps customize the curriculum, making W3D-VBS a powerful learning tool. Our plan is to incorporate other Visible Human segmented datasets, especially datasets with higher resolutions, that make it possible to include finer anatomical structures such as nerves and small vessels. (c) 2006 Wiley-Liss, Inc.
Ali, Saad; Qandeel, Monther; Ramakrishna, Rishi; Yang, Carina W
2018-02-01
Fluoroscopy-guided lumbar puncture (FGLP) is a basic procedural component of radiology residency and neuroradiology fellowship training. Performance of the procedure with limited experience is associated with increased patient discomfort as well as increased radiation dose, puncture attempts, and complication rate. Simulation in health care is a developing field that has potential for enhancing procedural training. We demonstrate the design and utility of a virtual reality simulator for performing FGLP. An FGLP module was developed on an ImmersiveTouch platform, which digitally reproduces the procedural environment with a hologram-like projection. From computed tomography datasets of healthy adult spines, we constructed a 3-D model of the lumbar spine and overlying soft tissues. We assigned different physical characteristics to each tissue type, which the user can experience through haptic feedback while advancing a virtual spinal needle. Virtual fluoroscopy as well as 3-D images can be obtained for procedural planning and guidance. The number of puncture attempts, the distance to the target, the number of fluoroscopic shots, and the approximate radiation dose can be calculated. Preliminary data from users who participated in the simulation were obtained in a postsimulation survey. All users found the simulation to be a realistic replication of the anatomy and procedure and would recommend to a colleague. On a scale of 1-5 (lowest to highest) rating the virtual simulator training overall, the mean score was 4.3 (range 3-5). We describe the design of a virtual reality simulator for performing FGLP and present the initial experience with this new technique. Copyright © 2018 The Association of University Radiologists. Published by Elsevier Inc. All rights reserved.
Alpha neurofeedback training improves SSVEP-based BCI performance.
Wan, Feng; da Cruz, Janir Nuno; Nan, Wenya; Wong, Chi Man; Vai, Mang I; Rosa, Agostinho
2016-06-01
Steady-state visual evoked potential (SSVEP)-based brain-computer interfaces (BCIs) can provide relatively easy, reliable and high speed communication. However, the performance is still not satisfactory, especially in some users who are not able to generate strong enough SSVEP signals. This work aims to strengthen a user's SSVEP by alpha down-regulating neurofeedback training (NFT) and consequently improve the performance of the user in using SSVEP-based BCIs. An experiment with two steps was designed and conducted. The first step was to investigate the relationship between the resting alpha activity and the SSVEP-based BCI performance, in order to determine the training parameter for the NFT. Then in the second step, half of the subjects with 'low' performance (i.e. BCI classification accuracy <80%) were randomly assigned to a NFT group to perform a real-time NFT, and the rest half to a non-NFT control group for comparison. The first step revealed a significant negative correlation between the BCI performance and the individual alpha band (IAB) amplitudes in the eyes-open resting condition in a total of 33 subjects. In the second step, it was found that during the IAB down-regulating NFT, on average the subjects were able to successfully decrease their IAB amplitude over training sessions. More importantly, the NFT group showed an average increase of 16.5% in the SSVEP signal SNR (signal-to-noise ratio) and an average increase of 20.3% in the BCI classification accuracy, which was significant compared to the non-NFT control group. These findings indicate that the alpha down-regulating NFT can be used to improve the SSVEP signal quality and the subjects' performance in using SSVEP-based BCIs. It could be helpful to the SSVEP related studies and would contribute to more effective SSVEP-based BCI applications.
NASA Technical Reports Server (NTRS)
Armstrong, Herbert B.; Roske-Hofstrand, Renate J.
1989-01-01
This paper discusses the use of computer-assisted instructions and flight simulations to enhance procedural and perceptual motor task training. Attention is called to the fact that incorporating the accident and incident data contained in reports filed with the Aviation Safety Reporting System (ASRS) would be a valuable training tool which the learner could apply for other situations. The need to segment the events is emphasized; this would make it possible to modify events in order to suit the needs of the training environment. Methods were developed for designing meaningful scenario development on runway incursions on the basis of analysis of ASRS reports. It is noted that, while the development of interactive training tools using the ASRS and other data bases holds much promise, the design and production of interactive video programs and laser disks are very expensive. It is suggested that this problem may be overcome by sharing the costs of production to develop a library of materials available to a broad range of users.
Kontos, Emily Z; Bennett, Gary G; Viswanath, K
2007-10-22
Despite the increasing penetration of the Internet and amount of online health information, there are significant barriers that limit its widespread adoption as a source of health information. One is the "digital divide," with people of higher socioeconomic position (SEP) demonstrating greater access and usage compared to those from lower SEP groups. However, as the access gap narrows over time and more people use the Internet, a shift in research needs to occur to explore how one might improve Internet use as well as website design for a range of audiences. This is particularly important in the case of novice users who may not have the technical skills, experience, or social connections that could help them search for health information using the Internet. The focus of our research is to investigate the challenges in the implementation of a project to improve health information seeking among low SEP groups. The goal of the project is not to promote health information seeking as much as to understand the barriers and facilitators to computer and Internet use, beyond access, among members of lower SEP groups in an urban setting. The purpose was to qualitatively describe participants' self-identified barriers and facilitators to computer and Internet use during a 1-year pilot study as well as the challenges encountered by the research team in the delivery of the intervention. Between August and November 2005, 12 low-SEP urban individuals with no or limited computer and Internet experience were recruited through a snowball sampling. Each participant received a free computer system, broadband Internet access, monthly computer training courses, and technical support for 1 year as the intervention condition. Upon completion of the study, participants were offered the opportunity to complete an in-depth semistructured interview. Interviews were approximately 1 hour in length and were conducted by the project director. The interviews were held in the participants' homes and were tape recorded for accuracy. Nine of the 12 study participants completed the semistructured interviews. Members of the research team conducted a qualitative analysis based on the transcripts from the nine interviews using the crystallization/immersion method. Nine of the 12 participants completed the in-depth interview (75% overall response rate), with three men and six women agreeing to be interviewed. Major barriers to Internet use that were mentioned included time constraints and family conflict over computer usage. The monthly training classes and technical assistance components of the intervention surfaced as the most important facilitators to computer and Internet use. The concept of received social support from other study members, such as assistance with computer-related questions, also emerged as an important facilitator to overall computer usage. This pilot study offers important insights into the self-identified barriers and facilitators in computer and Internet use among urban low-SEP novice users as well as the challenges faced by the research team in implementing the intervention.
Music-Based Training for Pediatric CI Recipients: A Systematic Analysis of Published Studies
Gfeller, Kate
2016-01-01
In recent years, there has been growing interest in the use of music-based training to enhance speech and language development in children with normal hearing and some forms of communication disorders, including pediatric CI users. The use of music training for CI users may initially seem incongruous given that signal processing for CIs presents a degraded version of pitch and timbre, both key elements in music. Furthermore, empirical data of systematic studies of music training, particularly in relation to transfer to speech skills are limited. This study describes the rationale for music training of CI users, describes key features of published studies of music training with CI users, and highlights some developmental and logistical issues that should be taken into account when interpreting or planning studies of music training and speech outcomes with pediatric CI recipients. PMID:27246744
DOE Office of Scientific and Technical Information (OSTI.GOV)
Peng, Jialin, E-mail: 2004pjl@163.com; Zhang, Hongbo; Hu, Peijun
Purpose: Efficient and accurate 3D liver segmentations from contrast-enhanced computed tomography (CT) images play an important role in therapeutic strategies for hepatic diseases. However, inhomogeneous appearances, ambiguous boundaries, and large variance in shape often make it a challenging task. The existence of liver abnormalities poses further difficulty. Despite the significant intensity difference, liver tumors should be segmented as part of the liver. This study aims to address these challenges, especially when the target livers contain subregions with distinct appearances. Methods: The authors propose a novel multiregion-appearance based approach with graph cuts to delineate the liver surface. For livers with multiplemore » subregions, a geodesic distance based appearance selection scheme is introduced to utilize proper appearance constraint for each subregion. A special case of the proposed method, which uses only one appearance constraint to segment the liver, is also presented. The segmentation process is modeled with energy functions incorporating both boundary and region information. Rather than a simple fixed combination, an adaptive balancing weight is introduced and learned from training sets. The proposed method only calls initialization inside the liver surface. No additional constraints from user interaction are utilized. Results: The proposed method was validated on 50 3D CT images from three datasets, i.e., Medical Image Computing and Computer Assisted Intervention (MICCAI) training and testing set, and local dataset. On MICCAI testing set, the proposed method achieved a total score of 83.4 ± 3.1, outperforming nonexpert manual segmentation (average score of 75.0). When applying their method to MICCAI training set and local dataset, it yielded a mean Dice similarity coefficient (DSC) of 97.7% ± 0.5% and 97.5% ± 0.4%, respectively. These results demonstrated the accuracy of the method when applied to different computed tomography (CT) datasets. In addition, user operator variability experiments showed its good reproducibility. Conclusions: A multiregion-appearance based method is proposed and evaluated to segment liver. This approach does not require prior model construction and so eliminates the burdens associated with model construction and matching. The proposed method provides comparable results with state-of-the-art methods. Validation results suggest that it may be suitable for the clinical use.« less
CMG-biotools, a free workbench for basic comparative microbial genomics.
Vesth, Tammi; Lagesen, Karin; Acar, Öncel; Ussery, David
2013-01-01
Today, there are more than a hundred times as many sequenced prokaryotic genomes than were present in the year 2000. The economical sequencing of genomic DNA has facilitated a whole new approach to microbial genomics. The real power of genomics is manifested through comparative genomics that can reveal strain specific characteristics, diversity within species and many other aspects. However, comparative genomics is a field not easily entered into by scientists with few computational skills. The CMG-biotools package is designed for microbiologists with limited knowledge of computational analysis and can be used to perform a number of analyses and comparisons of genomic data. The CMG-biotools system presents a stand-alone interface for comparative microbial genomics. The package is a customized operating system, based on Xubuntu 10.10, available through the open source Ubuntu project. The system can be installed on a virtual computer, allowing the user to run the system alongside any other operating system. Source codes for all programs are provided under GNU license, which makes it possible to transfer the programs to other systems if so desired. We here demonstrate the package by comparing and analyzing the diversity within the class Negativicutes, represented by 31 genomes including 10 genera. The analyses include 16S rRNA phylogeny, basic DNA and codon statistics, proteome comparisons using BLAST and graphical analyses of DNA structures. This paper shows the strength and diverse use of the CMG-biotools system. The system can be installed on a vide range of host operating systems and utilizes as much of the host computer as desired. It allows the user to compare multiple genomes, from various sources using standardized data formats and intuitive visualizations of results. The examples presented here clearly shows that users with limited computational experience can perform complicated analysis without much training.
CATOS (Computer Aided Training/Observing System): Automating animal observation and training.
Oh, Jinook; Fitch, W Tecumseh
2017-02-01
In animal behavioral biology, an automated observing/training system may be useful for several reasons: (a) continuous observation of animals for documentation of specific, irregular events, (b) long-term intensive training of animals in preparation for behavioral experiments, (c) elimination of potential cues and biases induced by humans during training and testing. Here, we describe an open-source-based system named CATOS (Computer Aided Training/Observing System) developed for such situations. There are several notable features in this system. CATOS is flexible and low cost because it is based on free open-source software libraries, common hardware parts, and open-system electronics based on Arduino. Automated video condensation is applied, leading to significantly reduced video data storage compared to the total active hours of the system. A data-viewing utility program helps a user browse recorded data quickly and more efficiently. With these features, CATOS has the potential to be applied to many different animal species in various environments such as laboratories, zoos, or even private homes. Also, an animal's free access to the device without constraint, and a gamified learning process, enhance the animal's welfare and enriches their environment. As a proof of concept, the system was built and tested with two different species. Initially, the system was tested for approximately 10 months with a domesticated cat. The cat was successfully and fully automatically trained to discriminate three different spoken words. Then, in order to test the system's adaptability to other species and hardware components, we used it to train a laboratory rat for 3 weeks.
Efficient utilization of graphics technology for space animation
NASA Technical Reports Server (NTRS)
Panos, Gregory Peter
1989-01-01
Efficient utilization of computer graphics technology has become a major investment in the work of aerospace engineers and mission designers. These new tools are having a significant impact in the development and analysis of complex tasks and procedures which must be prepared prior to actual space flight. Design and implementation of useful methods in applying these tools has evolved into a complex interaction of hardware, software, network, video and various user interfaces. Because few people can understand every aspect of this broad mix of technology, many specialists are required to build, train, maintain and adapt these tools to changing user needs. Researchers have set out to create systems where an engineering designer can easily work to achieve goals with a minimum of technological distraction. This was accomplished with high-performance flight simulation visual systems and supercomputer computational horsepower. Control throughout the creative process is judiciously applied while maintaining generality and ease of use to accommodate a wide variety of engineering needs.
Acceptance of direct physician access to a computer-based patient record in a managed care setting.
Dewey, J B; Manning, P; Brandt, S
1993-01-01
Kaiser Permanente Mid-Atlantic States has developed a fully integrated outpatient information system which currently runs on an IBM ES9000 on a VM platform written in MUMPS. The applications include Lab, Radiology, Transcription, Appointments. Pharmacy, Encounter tracking, Hospitalizations, Referrals, Phone Advice, Pap tracking, Problem list, Immunization tracking, and Patient demographics. They are department specific and require input and output from a dumb terminal. We have developed a physician's work station to access this information using PC compatible computers running Microsoft Windows and a custom Microsoft Visual Basic 2.0 environment which draws from these 14 applications giving the physician a comprehensive view of all electronic medical records. Through rapid prototyping, voluntary participation, formal training and gradual implementation we have created an enthusiastic response. 95% of our physician PC users access the system each month. The use ranges from 0.2 to 3.0 screens of data viewed per patient visit. This response continues to drive the process toward still greater user acceptance and further practice enhancement.
Development of a HIPAA-compliant environment for translational research data and analytics.
Bradford, Wayne; Hurdle, John F; LaSalle, Bernie; Facelli, Julio C
2014-01-01
High-performance computing centers (HPC) traditionally have far less restrictive privacy management policies than those encountered in healthcare. We show how an HPC can be re-engineered to accommodate clinical data while retaining its utility in computationally intensive tasks such as data mining, machine learning, and statistics. We also discuss deploying protected virtual machines. A critical planning step was to engage the university's information security operations and the information security and privacy office. Access to the environment requires a double authentication mechanism. The first level of authentication requires access to the university's virtual private network and the second requires that the users be listed in the HPC network information service directory. The physical hardware resides in a data center with controlled room access. All employees of the HPC and its users take the university's local Health Insurance Portability and Accountability Act training series. In the first 3 years, researcher count has increased from 6 to 58.
NASA Technical Reports Server (NTRS)
Dominick, Wayne D. (Editor); Gallagher, Mary C.
1985-01-01
There exists a large number of large-scale bibliographic Information Storage and Retrieval Systems containing large amounts of valuable data of interest in a wide variety of research applications. These systems are not used to capacity because the end users, i.e., the researchers, have not been trained in the techniques of accessing such systems. This thesis describes the development of a transportable, university-level course in methods of querying on-line interactive Information Storage and Retrieval systems as a solution to this problem. This course was designed to instruct upper division science and engineering students to enable these end users to directly access such systems. The course is designed to be taught by instructors who are not specialists in either computer science or research skills. It is independent of any particular IS and R system or computer hardware. The project is sponsored by NASA and conducted by the University of Southwestern Louisiana and Southern University.
Top-down methodology for human factors research
NASA Technical Reports Server (NTRS)
Sibert, J.
1983-01-01
User computer interaction as a conversation is discussed. The design of user interfaces which depends on viewing communications between a user and the computer as a conversion is presented. This conversation includes inputs to the computer (outputs from the user), outputs from the computer (inputs to the user), and the sequencing in both time and space of those outputs and inputs. The conversation is viewed from the user's side of the conversation. Two languages are modeled: the one with which the user communicates with the computer and the language where communication flows from the computer to the user. Both languages exist on three levels; the semantic, syntactic and lexical. It is suggested that natural languages can also be considered in these terms.
Ergonomics in the computer workstation.
Karoney, M J; Mburu, S K; Ndegwa, D W; Nyaichowa, A G; Odera, E B
2010-09-01
Awareness of effects of long term use of computer and application of ergonomics in the computer workstation is important for preventing musculoskeletal disorders, eyestrain and psychosocial effects. To determine the awareness of physical and psychological effects of prolonged computer usage and application of ergonomicsin the workstation. One hundred and eighty one people were interviewed from tertiary educational institutions, telecommunications and media houses within Nairobi, Kenya. Descriptive cross sectional study. Majority (89.8%) of the respondents felt that prolonged computer use had an adverse effect on their health, with only 12.4% having received formal training on the same. Assessment of their workstations revealed the most applied ergonomic measure as feet placement on the floor: 100% (181) followed by correct monitor placement with 94.4% (171) fulfilling the requirements. The least applied ergonomic measures were non reflecting wall paint: 5% (9) and adjustable desk 9.9% (18). There is awareness among computer users on the effects of prolonged computer use but there is limited application of ergonomic measures.
WastePlan model implementation for New York State. Final report
DOE Office of Scientific and Technical Information (OSTI.GOV)
Visalli, J.R.; Blackman, D.A.
1995-07-01
WastePlan is a computer software tool that models solid waste quantities, costs, and other parameters on a regional basis. The software was developed by the Tellus Institute, a nonprofit research and consulting firm. The project`s objective was to provide local solid waste management planners in New York State responsible to develop and implement comprehensive solid waste management plans authorized by the Solid Waste Management Act of 1988, with a WastePlan model specifically tailored to fit the demographic and other characteristics of New York State and to provide training and technical support to the users. Two-day workshops were held in 1992more » to introduce planners to the existing versions; subsequently, extensive changes were made to the model and a second set of two-day workshops were held in 1993 to introduce planners to the enhanced version of WastePlan. Following user evaluations, WastePlan was further modified to allow users to model systems using a simplified version, and to incorporate report forms required by New York State. A post-project survey of trainees revealed limited regular use of software. Possible reasons include lack of synchronicity with NYSDEC planning process; lack of computer literacy and aptitude among trainees; hardware limitations; software user-friendliness; and the work environment of the trainees. A number of recommendations are made to encourage use of WastePlan by local solid waste management planners.« less
The power of digital audio in interactive instruction: An unexploited medium
DOE Office of Scientific and Technical Information (OSTI.GOV)
Pratt, J.; Trainor, M.
1989-01-01
Widespread use of audio in computer-based training (CBT) occurred with the advent of the interactive videodisc technology. This paper discusses the alternative of digital audio, which, unlike videodisc audio, enables one to rapidly revise the audio used in the CBT and which may be used in nonvideo CBT applications as well. We also discuss techniques used in audio script writing, editing, and production. Results from evaluations indicate a high degree of user satisfaction. 4 refs.
A Methodology and Analysis for Cost-Effective Training in the AN/TSQ-73 Missile Minder
1978-02-01
subsequent users must join the program in progress. 10. Languae Laboratory - Audio, Active - Compare Mode - Al audio presenta- tional device that distributes...initial performanceof the Fystem, change inputs to or elements within the system and 4note changes in the performance of the system. 33. Teaching...Any contest, governed by rules, between teams or individuals, where the contest is a dynamic model of some real system, and a computer is used in
2007-01-01
Mechanical Turk: Artificial Artificial Intelligence . Retrieved May 15, 2006 from http://www.mturk.com/ mturk/welcome Atkins, D. E., Droegemeier, K. K...Turk (Amazon, 2006) site goes beyond volunteers and pays people to do Human Intelligence Tasks, those that are difficult for computers but relatively...geographically distributed scientific collaboration, and the use of videogame technology for training. Address: U.S. Army Research Institute, 2511 Jefferson
The ALICE analysis train system
NASA Astrophysics Data System (ADS)
Zimmermann, Markus; ALICE Collaboration
2015-05-01
In the ALICE experiment hundreds of users are analyzing big datasets on a Grid system. High throughput and short turn-around times are achieved by a centralized system called the LEGO trains. This system combines analysis from different users in so-called analysis trains which are then executed within the same Grid jobs thereby reducing the number of times the data needs to be read from the storage systems. The centralized trains improve the performance, the usability for users and the bookkeeping in comparison to single user analysis. The train system builds upon the already existing ALICE tools, i.e. the analysis framework as well as the Grid submission and monitoring infrastructure. The entry point to the train system is a web interface which is used to configure the analysis and the desired datasets as well as to test and submit the train. Several measures have been implemented to reduce the time a train needs to finish and to increase the CPU efficiency.
Model Guided Design and Development Process for an Electronic Health Record Training Program
He, Ze; Marquard, Jenna; Henneman, Elizabeth
2016-01-01
Effective user training is important to ensure electronic health record (EHR) implementation success. Though many previous studies report best practice principles and success and failure stories, current EHR training is largely empirically-based and often lacks theoretical guidance. In addition, the process of training development is underemphasized and underreported. A white paper by the American Medical Informatics Association called for models of user training for clinical information system implementation; existing instructional development models from learning theory provide a basis to meet this call. We describe in this paper our experiences and lessons learned as we adapted several instructional development models to guide our development of EHR user training. Specifically, we focus on two key aspects of this training development: training content and training process. PMID:28269940
Grundy, A C; Walker, L; Meade, O; Fraser, C; Cree, L; Bee, P; Lovell, K; Callaghan, P
2017-08-01
WHAT IS KNOWN ON THE SUBJECT?: There is consistent evidence that service users and carers feel marginalized in the process of mental health care planning. Mental health professionals have identified ongoing training needs in relation to involving service users and carers in care planning. There is limited research on the acceptability of training packages for mental health professionals which involve service users and carers as co-facilitators. WHAT DOES THIS PAPER ADD TO EXISTING KNOWLEDGE?: A co-produced and co-delivered training package on service user- and carer-involved care planning was acceptable to mental health professionals. Aspects of the training that were particularly valued were the co-production model, small group discussion and the opportunity for reflective practice. The organizational context of care planning may need more consideration in future training models. WHAT ARE THE IMPLICATIONS FOR PRACTICE?: Mental health nurses using co-production models of delivering training to other mental health professionals can be confident that such initiatives will be warmly welcomed, acceptable and engaging. On the basis of the results reported here, we encourage mental health nurses to use co-production approaches more often. Further research will show how clinically effective this training is in improving outcomes for service users and carers. Background There is limited evidence for the acceptability of training for mental health professionals on service user- and carer-involved care planning. Aim To investigate the acceptability of a co-delivered, two-day training intervention on service user- and carer-involved care planning. Methods Community mental health professionals were invited to complete the Training Acceptability Rating Scale post-training. Responses to the quantitative items were summarized using descriptive statistics (Miles, ), and qualitative responses were coded using content analysis (Weber, ). Results Of 350 trainees, 310 completed the questionnaire. The trainees rated the training favourably (median overall TARS scores = 56/63; median 'acceptability' score = 34/36; median 'perceived impact' score = 22/27). There were six qualitative themes: the value of the co-production model; time to reflect on practice; delivery preferences; comprehensiveness of content; need to consider organizational context; and emotional response. Discussion The training was found to be acceptable and comprehensive with participants valuing the co-production model. Individual differences were apparent in terms of delivery preferences and emotional reactions. There may be a need to further address the organizational context of care planning in future training. Implications for practice Mental health nurses should use co-production models of continuing professional development training that involve service users and carers as co-facilitators. © 2017 The Authors. Journal of Psychiatric and Mental Health Nursing Published by John Wiley & Sons Ltd.
Computer games and fine motor skills.
Borecki, Lukasz; Tolstych, Katarzyna; Pokorski, Mieczyslaw
2013-01-01
The study seeks to determine the influence of computer games on fine motor skills in young adults, an area of incomplete understanding and verification. We hypothesized that computer gaming could have a positive influence on basic motor skills, such as precision, aiming, speed, dexterity, or tremor. We examined 30 habitual game users (F/M - 3/27; age range 20-25 years) of the highly interactive game Counter Strike, in which players impersonate soldiers on a battlefield, and 30 age- and gender-matched subjects who declared never to play games. Selected tests from the Vienna Test System were used to assess fine motor skills and tremor. The results demonstrate that the game users scored appreciably better than the control subjects in all tests employed. In particular, the players did significantly better in the precision of arm-hand movements, as expressed by a lower time of errors, 1.6 ± 0.6 vs. 2.8 ± 0.6 s, a lower error rate, 13.6 ± 0.3 vs. 20.4 ± 2.2, and a shorter total time of performing a task, 14.6 ± 2.9 vs. 32.1 ± 4.5 s in non-players, respectively; p < 0.001 all. The findings demonstrate a positive influence of computer games on psychomotor functioning. We submit that playing computer games may be a useful training tool to increase fine motor skills and movement coordination.
Conjunctival impression cytology in computer users.
Kumar, S; Bansal, R; Khare, A; Malik, K P S; Malik, V K; Jain, K; Jain, C
2013-01-01
It is known that the computer users develop the features of dry eye. To study the cytological changes in the conjunctiva using conjunctival impression cytology in computer users and a control group. Fifteen eyes of computer users who had used computers for more than one year and ten eyes of an age-and-sex matched control group (those who had not used computers) were studied by conjunctival impression cytology. Conjunctival impression cytology (CIC) results in the control group were of stage 0 and stage I while the computer user group showed CIC results between stages II to stage IV. Among the computer users, the majority ( > 90 %) showed stage III and stage IV changes. We found that those who used computers daily for long hours developed more CIC changes than those who worked at the computer for a shorter daily duration. © NEPjOPH.
Temporal bone dissection simulator for training pediatric otolaryngology surgeons
NASA Astrophysics Data System (ADS)
Tabrizi, Pooneh R.; Sang, Hongqiang; Talari, Hadi F.; Preciado, Diego; Monfaredi, Reza; Reilly, Brian; Arikatla, Sreekanth; Enquobahrie, Andinet; Cleary, Kevin
2017-03-01
Cochlear implantation is the standard of care for infants born with severe hearing loss. Current guidelines approve the surgical placement of implants as early as 12 months of age. Implantation at a younger age poses a greater surgical challenge since the underdeveloped mastoid tip, along with thin calvarial bone, creates less room for surgical navigation and can result in increased surgical risk. We have been developing a temporal bone dissection simulator based on actual clinical cases for training otolaryngology fellows in this delicate procedure. The simulator system is based on pre-procedure CT (Computed Tomography) images from pediatric infant cases (<12 months old) at our hospital. The simulator includes: (1) simulation engine to provide the virtual reality of the temporal bone surgery environment, (2) a newly developed haptic interface for holding the surgical drill, (3) an Oculus Rift to provide a microscopic-like view of the temporal bone surgery, and (4) user interface to interact with the simulator through the Oculus Rift and the haptic device. To evaluate the system, we have collected 10 representative CT data sets and segmented the key structures: cochlea, round window, facial nerve, and ossicles. The simulator will present these key structures to the user and warn the user if needed by continuously calculating the distances between the tip of surgical drill and the key structures.
On-line classification of pollutants in water using wireless portable electronic noses.
Herrero, José Luis; Lozano, Jesús; Santos, José Pedro; Suárez, José Ignacio
2016-06-01
A portable electronic nose with database connection for on-line classification of pollutants in water is presented in this paper. It is a hand-held, lightweight and powered instrument with wireless communications capable of standalone operation. A network of similar devices can be configured for distributed measurements. It uses four resistive microsensors and headspace as sampling method for extracting the volatile compounds from glass vials. The measurement and control program has been developed in LabVIEW using the database connection toolkit to send the sensors data to a server for training and classification with Artificial Neural Networks (ANNs). The use of a server instead of the microprocessor of the e-nose increases the capacity of memory and the computing power of the classifier and allows external users to perform data classification. To address this challenge, this paper also proposes a web-based framework (based on RESTFul web services, Asynchronous JavaScript and XML and JavaScript Object Notation) that allows remote users to train ANNs and request classification values regardless user's location and the type of device used. Results show that the proposed prototype can discriminate the samples measured (Blank water, acetone, toluene, ammonia, formaldehyde, hydrogen peroxide, ethanol, benzene, dichloromethane, acetic acid, xylene and dimethylacetamide) with a 94% classification success rate. Copyright © 2016 Elsevier Ltd. All rights reserved.
Comprehensive analysis of a medication dosing error related to CPOE.
Horsky, Jan; Kuperman, Gilad J; Patel, Vimla L
2005-01-01
This case study of a serious medication error demonstrates the necessity of a comprehensive methodology for the analysis of failures in interaction between humans and information systems. The authors used a novel approach to analyze a dosing error related to computer-based ordering of potassium chloride (KCl). The method included a chronological reconstruction of events and their interdependencies from provider order entry usage logs, semistructured interviews with involved clinicians, and interface usability inspection of the ordering system. Information collected from all sources was compared and evaluated to understand how the error evolved and propagated through the system. In this case, the error was the product of faults in interaction among human and system agents that methods limited in scope to their distinct analytical domains would not identify. The authors characterized errors in several converging aspects of the drug ordering process: confusing on-screen laboratory results review, system usability difficulties, user training problems, and suboptimal clinical system safeguards that all contributed to a serious dosing error. The results of the authors' analysis were used to formulate specific recommendations for interface layout and functionality modifications, suggest new user alerts, propose changes to user training, and address error-prone steps of the KCl ordering process to reduce the risk of future medication dosing errors.
Advances of NOAA Training Program in Climate Services
NASA Astrophysics Data System (ADS)
Timofeyeva, M. M.
2012-12-01
Since 2002, NOAA's National Weather Service (NWS) Climate Services Division (CSD) has offered numerous training opportunities to NWS staff. After eight-years of development, the training program offers three instructor-led courses and roughly 25 online (distance learning) modules covering various climate topics, such as: climate data and observations, climate variability and change, and NWS national / local climate products (tools, skill, and interpretation). Leveraging climate information and expertise available at all NOAA line offices and partners allows for the delivery of the most advanced knowledge and is a very critical aspect of the training program. The emerging NOAA Climate Service (NCS) requires a well-trained, climate-literate workforce at the local level capable of delivering NOAA's climate products and services as well as providing climate-sensitive decision support. NWS Weather Forecast Offices and River Forecast Centers presently serve as local outlets for the NCS climate services. Trained NWS climate service personnel use proactive and reactive approaches and professional education methods in communicating climate variability and change information to local users. Both scientifically-sound messages and amiable communication techniques are important in developing an engaged dialog between the climate service providers and users. Several pilot projects have been conducted by the NWS CSD this past year that apply the program's training lessons and expertise to specialized external user group training. The technical user groups included natural resources managers, engineers, hydrologists, and planners for transportation infrastructure. Training of professional user groups required tailoring instructions to the potential applications for each group of users. Training technical users identified the following critical issues: (1) knowledge of target audience expectations, initial knowledge status, and potential use of climate information; (2) leveraging partnership with climate services providers; and, (3) applying 3H training approach, where the first H stands for Head (trusted science), the second H stands for Heart (make it easy), and the third H for Hand (support with applications).
Dedov, Vadim N; Dedova, Irina V
2015-07-01
Sustained exercise training could significantly improve patient rehabilitation and management of noncommunicable diseases in the community. This study aimed to develop a universal telecare system for delivery of exercise rehabilitation and cardiovascular training services at home. An innovative bilateral leg training device was equipped with an electronic system for the ongoing measurement of training activities with the device. A single-item parameter reflecting the intensity of training was monitored using several modern telecommunication technologies. According to the application protocol, eight volunteers first tried the device for 30-60 min to determine their personal training capacity. Then, they were provided with equipment to use at home for 4 weeks. Adherence to daily training was assessed by the number of training days per week, training intensity, and duration of training sessions. The system provided reliable recording of training activities with the device using (1) long-term data logging without an ongoing connection to the computer, (2) wireless monitoring and recording of training activities on a stand-alone computer, and (3) a secure cloud-based monitoring over the Internet connection using electronic devices, including smartphones. Overall analysis of recordings and phone feedbacks to participants took only approximately 5 h for the duration of study. This study, although of a pilot nature, described the comprehensive exercise telerehabilitation system integrating mobile training equipment with personalized training protocols and remote monitoring. A single-item electronic parameter of the system usage facilitated time-effective data management. Wireless connection allowed various locations of device application and several monitoring arrangements ranging from real-time monitoring to long-term recording of exercise activities. A cloud-based software platform enabled management of multiple users at distance. Implementation of this model may facilitate both accessibility and availability of personalized exercise telerehabilitation services. Further studies would validate it in the clinical and healthcare environment.
Neural network computer simulation of medical aerosols.
Richardson, C J; Barlow, D J
1996-06-01
Preliminary investigations have been conducted to assess the potential for using artificial neural networks to simulate aerosol behaviour, with a view to employing this type of methodology in the evaluation and design of pulmonary drug-delivery systems. Details are presented of the general purpose software developed for these tasks; it implements a feed-forward back-propagation algorithm with weight decay and connection pruning, the user having complete run-time control of the network architecture and mode of training. A series of exploratory investigations is then reported in which different network structures and training strategies are assessed in terms of their ability to simulate known patterns of fluid flow in simple model systems. The first of these involves simulations of cellular automata-generated data for fluid flow through a partially obstructed two-dimensional pipe. The artificial neural networks are shown to be highly successful in simulating the behaviour of this simple linear system, but with important provisos relating to the information content of the training data and the criteria used to judge when the network is properly trained. A second set of investigations is then reported in which similar networks are used to simulate patterns of fluid flow through aerosol generation devices, using training data furnished through rigorous computational fluid dynamics modelling. These more complex three-dimensional systems are modelled with equal success. It is concluded that carefully tailored, well trained networks could provide valuable tools not just for predicting but also for analysing the spatial dynamics of pharmaceutical aerosols.
CyberMedVPS: visual programming for development of simulators.
Morais, Aline M; Machado, Liliane S
2011-01-01
Computer applications based on Virtual Reality (VR) has been outstanding in training and teaching in the medical filed due to their ability to simulate realistic in which users can practice skills and decision making in different situations. But was realized in these frameworks a hard interaction of non-programmers users. Based on this problematic will be shown the CyberMedVPS, a graphical module which implement Visual Programming concepts to solve an interaction trouble. Frameworks to develop such simulators are available but their use demands knowledge of programming. Based on this problematic will be shown the CyberMedVPS, a graphical module for the CyberMed framework, which implements Visual Programming concepts to allow the development of simulators by non-programmers professionals of the medical field.
Collaborative voxel-based surgical virtual environments.
Acosta, Eric; Muniz, Gilbert; Armonda, Rocco; Bowyer, Mark; Liu, Alan
2008-01-01
Virtual Reality-based surgical simulators can utilize Collaborative Virtual Environments (C-VEs) to provide team-based training. To support real-time interactions, C-VEs are typically replicated on each user's local computer and a synchronization method helps keep all local copies consistent. This approach does not work well for voxel-based C-VEs since large and frequent volumetric updates make synchronization difficult. This paper describes a method that allows multiple users to interact within a voxel-based C-VE for a craniotomy simulator being developed. Our C-VE method requires smaller update sizes and provides faster synchronization update rates than volumetric-based methods. Additionally, we address network bandwidth/latency issues to simulate networked haptic and bone drilling tool interactions with a voxel-based skull C-VE.
ERIC Educational Resources Information Center
Paisley, William; Butler, Matilda
This study of the computer/user interface investigated the role of the computer in performing information tasks that users now perform without computer assistance. Users' perceptual/cognitive processes are to be accelerated or augmented by the computer; a long term goal is to delegate information tasks entirely to the computer. Cybernetic and…
The FITS model office ergonomics program: a model for best practice.
Chim, Justine M Y
2014-01-01
An effective office ergonomics program can predict positive results in reducing musculoskeletal injury rates, enhancing productivity, and improving staff well-being and job satisfaction. Its objective is to provide a systematic solution to manage the potential risk of musculoskeletal disorders among computer users in an office setting. A FITS Model office ergonomics program is developed. The FITS Model Office Ergonomics Program has been developed which draws on the legislative requirements for promoting the health and safety of workers using computers for extended periods as well as previous research findings. The Model is developed according to the practical industrial knowledge in ergonomics, occupational health and safety management, and human resources management in Hong Kong and overseas. This paper proposes a comprehensive office ergonomics program, the FITS Model, which considers (1) Furniture Evaluation and Selection; (2) Individual Workstation Assessment; (3) Training and Education; (4) Stretching Exercises and Rest Break as elements of an effective program. An experienced ergonomics practitioner should be included in the program design and implementation. Through the FITS Model Office Ergonomics Program, the risk of musculoskeletal disorders among computer users can be eliminated or minimized, and workplace health and safety and employees' wellness enhanced.
The potential for gaming techniques in radiology education and practice.
Reiner, Bruce; Siegel, Eliot
2008-02-01
Traditional means of communication, education and training, and research have been dramatically transformed with the advent of computerized medicine, and no other medical specialty has been more greatly affected than radiology. Of the myriad of newer computer applications currently available, computer gaming stands out for its unique potential to enhance end-user performance and job satisfaction. Research in other disciplines has demonstrated computer gaming to offer the potential for enhanced decision making, resource management, visual acuity, memory, and motor skills. Within medical imaging, video gaming provides a novel means to enhance radiologist and technologist performance and visual perception by increasing attentional capacity, visual field of view, and visual-motor coordination. These enhancements take on heightened importance with the increasing size and complexity of three-dimensional imaging datasets. Although these operational gains are important in themselves, psychologic gains intrinsic to video gaming offer the potential to reduce stress and improve job satisfaction by creating a fun and engaging means of spirited competition. By creating customized gaming programs and rewards systems, video game applications can be customized to the skill levels and preferences of individual users, thereby creating a comprehensive means to improve individual and collective job performance.
Computational Design of Animated Mechanical Characters
NASA Astrophysics Data System (ADS)
Coros, Stelian; Thomaszewski, Bernhard; DRZ Team Team
2014-03-01
A factor key to the appeal of modern CG movies and video-games is that the virtual worlds they portray place no bounds on what can be imagined. Rapid manufacturing devices hold the promise of bringing this type of freedom to our own world, by enabling the fabrication of physical objects whose appearance, deformation behaviors and motions can be precisely specified. In order to unleash the full potential of this technology however, computational design methods that create digital content suitable for fabrication need to be developed. In recent work, we presented a computational design system that allows casual users to create animated mechanical characters. Given an articulated character as input, the user designs the animated character by sketching motion curves indicating how they should move. For each motion curve, our framework creates an optimized mechanism that reproduces it as closely as possible. The resulting mechanisms are attached to the character and then connected to each other using gear trains, which are created in a semi-automated fashion. The mechanical assemblies generated with our system can be driven with a single input driver, such as a hand-operated crank or an electric motor, and they can be fabricated using rapid prototyping devices.
A resource facility for kinetic analysis: modeling using the SAAM computer programs.
Foster, D M; Boston, R C; Jacquez, J A; Zech, L
1989-01-01
Kinetic analysis and integrated system modeling have contributed significantly to understanding the physiology and pathophysiology of metabolic systems in humans and animals. Many experimental biologists are aware of the usefulness of these techniques and recognize that kinetic modeling requires special expertise. The Resource Facility for Kinetic Analysis (RFKA) provides this expertise through: (1) development and application of modeling technology for biomedical problems, and (2) development of computer-based kinetic modeling methodologies concentrating on the computer program Simulation, Analysis, and Modeling (SAAM) and its conversational version, CONversational SAAM (CONSAM). The RFKA offers consultation to the biomedical community in the use of modeling to analyze kinetic data and trains individuals in using this technology for biomedical research. Early versions of SAAM were widely applied in solving dosimetry problems; many users, however, are not familiar with recent improvements to the software. The purpose of this paper is to acquaint biomedical researchers in the dosimetry field with RFKA, which, together with the joint National Cancer Institute-National Heart, Lung and Blood Institute project, is overseeing SAAM development and applications. In addition, RFKA provides many service activities to the SAAM user community that are relevant to solving dosimetry problems.
Lowe, Evan; Drouin, Nathalie; Venhovens, Paul J; Brooks, Johnell O
2014-10-01
Understanding unique perspectives from key stakeholder groups involved in the hand control (HC) industry, including driver rehabilitation specialists (DRSs) who train users how to use their HCs, dealers/installers, and users, may become increasingly important in the United States due to increases in elderly, diabetic, and wounded warrior amputee driving populations. In this exploratory study, phone interviews were conducted with 20 DRSs, 20 dealers/installers, and 20 users regarding their perspectives about HC training, maintenance and operation, and design improvements. Results revealed common views and differences in perspectives about whether HC users should receive training and for how long, when and how often users should receive maintenance on their HCs, and what DRSs, dealers/installers, and users would like to see in the future.
NASA Astrophysics Data System (ADS)
Bai, Ou; Lin, Peter; Vorbach, Sherry; Floeter, Mary Kay; Hattori, Noriaki; Hallett, Mark
2008-03-01
To explore the reliability of a high performance brain-computer interface (BCI) using non-invasive EEG signals associated with human natural motor behavior does not require extensive training. We propose a new BCI method, where users perform either sustaining or stopping a motor task with time locking to a predefined time window. Nine healthy volunteers, one stroke survivor with right-sided hemiparesis and one patient with amyotrophic lateral sclerosis (ALS) participated in this study. Subjects did not receive BCI training before participating in this study. We investigated tasks of both physical movement and motor imagery. The surface Laplacian derivation was used for enhancing EEG spatial resolution. A model-free threshold setting method was used for the classification of motor intentions. The performance of the proposed BCI was validated by an online sequential binary-cursor-control game for two-dimensional cursor movement. Event-related desynchronization and synchronization were observed when subjects sustained or stopped either motor execution or motor imagery. Feature analysis showed that EEG beta band activity over sensorimotor area provided the largest discrimination. With simple model-free classification of beta band EEG activity from a single electrode (with surface Laplacian derivation), the online classifications of the EEG activity with motor execution/motor imagery were: >90%/~80% for six healthy volunteers, >80%/~80% for the stroke patient and ~90%/~80% for the ALS patient. The EEG activities of the other three healthy volunteers were not classifiable. The sensorimotor beta rhythm of EEG associated with human natural motor behavior can be used for a reliable and high performance BCI for both healthy subjects and patients with neurological disorders. Significance: The proposed new non-invasive BCI method highlights a practical BCI for clinical applications, where the user does not require extensive training.
ABSENTEE COMPUTATIONS IN A MULTIPLE-ACCESS COMPUTER SYSTEM.
require user interaction, and the user may therefore want to run these computations ’ absentee ’ (or, user not present). A mechanism is presented which...provides for the handling of absentee computations in a multiple-access computer system. The design is intended to be implementation-independent...Some novel features of the system’s design are: a user can switch computations from interactive to absentee (and vice versa), the system can
Federal Register 2010, 2011, 2012, 2013, 2014
2013-03-26
...; (Formerly FDA-2007D-0393)] Guidance for Industry: Blood Establishment Computer System Validation in the User... Industry: Blood Establishment Computer System Validation in the User's Facility'' dated April 2013. The... document entitled ``Guidance for Industry: Blood Establishment Computer System Validation in the User's...
Project Assessment Skills Web Application
NASA Technical Reports Server (NTRS)
Goff, Samuel J.
2013-01-01
The purpose of this project is to utilize Ruby on Rails to create a web application that will replace a spreadsheet keeping track of training courses and tasks. The goal is to create a fast and easy to use web application that will allow users to track progress on training courses. This application will allow users to update and keep track of all of the training required of them. The training courses will be organized by group and by user, making readability easier. This will also allow group leads and administrators to get a sense of how everyone is progressing in training. Currently, updating and finding information from this spreadsheet is a long and tedious task. By upgrading to a web application, finding and updating information will be easier than ever as well as adding new training courses and tasks. Accessing this data will be much easier in that users just have to go to a website and log in with NDC credentials rather than request the relevant spreadsheet from the holder. In addition to Ruby on Rails, I will be using JavaScript, CSS, and jQuery to help add functionality and ease of use to my web application. This web application will include a number of features that will help update and track progress on training. For example, one feature will be to track progress of a whole group of users to be able to see how the group as a whole is progressing. Another feature will be to assign tasks to either a user or a group of users. All of these together will create a user friendly and functional web application.
Åberg, Anna Cristina; Halvorsen, Kjartan; From, Ingrid; Bruhn, Åsa Bergman; Oestreicher, Lars; Melander-Wikman, Anita
2017-01-01
The eBalance project is based on the idea that serious exergames—i.e., computer gaming systems with an interface that requires physical exertion to play—that are well adapted to users, can become a substantial part of a solution to recognized problems of insufficient engagement in fall-prevention exercise and the high levels of fall-related injuries among older people. This project is carried out as a collaboration between eight older people who have an interest in balance training and met the inclusion criteria of independence in personal activities of daily living, access to and basic knowledge of a computer, four staff working with the rehabilitation of older adults, and an interdisciplinary group of six research coordinators covering the areas of geriatric care and rehabilitation, as well as information technology and computer science. This paper describes the study protocol of the project’s initial phase which aims to develop a working partnership with potential users of fall-prevention exergames, including its conceptual underpinnings. The qualitative methodology was inspired by an ethnographical approach implying combining methods that allowed the design to evolve through the study based on the participants’ reflections. A participatory and appreciative action and reflection (PAAR) approach, accompanied by inquiries inspired by the Normalization Process Theory (NPT) was used in interactive workshops, including exergame testing, and between workshop activities. Data were collected through audio recordings, photos, and different types of written documentation. The findings provide a description of the methodology thus developed and applied. They display a methodology that can be useful for the design and development of care service and innovations for older persons where user participation is in focus. PMID:28489067
Åberg, Anna Cristina; Halvorsen, Kjartan; From, Ingrid; Bruhn, Åsa Bergman; Oestreicher, Lars; Melander-Wikman, Anita
2017-05-10
The eBalance project is based on the idea that serious exergames-i.e., computer gaming systems with an interface that requires physical exertion to play-that are well adapted to users, can become a substantial part of a solution to recognized problems of insufficient engagement in fall-prevention exercise and the high levels of fall-related injuries among older people. This project is carried out as a collaboration between eight older people who have an interest in balance training and met the inclusion criteria of independence in personal activities of daily living, access to and basic knowledge of a computer, four staff working with the rehabilitation of older adults, and an interdisciplinary group of six research coordinators covering the areas of geriatric care and rehabilitation, as well as information technology and computer science. This paper describes the study protocol of the project's initial phase which aims to develop a working partnership with potential users of fall-prevention exergames, including its conceptual underpinnings. The qualitative methodology was inspired by an ethnographical approach implying combining methods that allowed the design to evolve through the study based on the participants' reflections. A participatory and appreciative action and reflection (PAAR) approach, accompanied by inquiries inspired by the Normalization Process Theory (NPT) was used in interactive workshops, including exergame testing, and between workshop activities. Data were collected through audio recordings, photos, and different types of written documentation. The findings provide a description of the methodology thus developed and applied. They display a methodology that can be useful for the design and development of care service and innovations for older persons where user participation is in focus.
Untrained users derail your caboose? Learn to get on track
NASA Technical Reports Server (NTRS)
Bentley-Smith, M.
2000-01-01
You've implemented Oracle, and low-and-behold, your users can't bear it. They're making costly errors, finding creative work-arounds, and being mavericks with your system, because user training wasn't on track. This paper discusses how to build a proactive, comprehensive training program to get your users back on track.
DOE Office of Scientific and Technical Information (OSTI.GOV)
Houston, Johnny L; Geter, Kerry
This Project?s third year of implementation in 2007-2008, the final year, as designated by Elizabeth City State University (ECSU), in cooperation with the National Association of Mathematicians (NAM) Inc., in an effort to promote research and research training programs in computational science ? scientific visualization (CSSV). A major goal of the Project was to attract the energetic and productive faculty, graduate and upper division undergraduate students of diverse ethnicities to a program that investigates science and computational science issues of long-term interest to the Department of Energy (DoE) and the nation. The breadth and depth of computational science?scientific visualization andmore » the magnitude of resources available are enormous for permitting a variety of research activities. ECSU?s Computational Science-Science Visualization Center will serve as a conduit for directing users to these enormous resources.« less
Cognitive context detection in UAS operators using eye-gaze patterns on computer screens
NASA Astrophysics Data System (ADS)
Mannaru, Pujitha; Balasingam, Balakumar; Pattipati, Krishna; Sibley, Ciara; Coyne, Joseph
2016-05-01
In this paper, we demonstrate the use of eye-gaze metrics of unmanned aerial systems (UAS) operators as effective indices of their cognitive workload. Our analyses are based on an experiment where twenty participants performed pre-scripted UAS missions of three different difficulty levels by interacting with two custom designed graphical user interfaces (GUIs) that are displayed side by side. First, we compute several eye-gaze metrics, traditional eye movement metrics as well as newly proposed ones, and analyze their effectiveness as cognitive classifiers. Most of the eye-gaze metrics are computed by dividing the computer screen into "cells". Then, we perform several analyses in order to select metrics for effective cognitive context classification related to our specific application; the objective of these analyses are to (i) identify appropriate ways to divide the screen into cells; (ii) select appropriate metrics for training and classification of cognitive features; and (iii) identify a suitable classification method.
On the tip of the tongue: learning typing and pointing with an intra-oral computer interface.
Caltenco, Héctor A; Breidegard, Björn; Struijk, Lotte N S Andreasen
2014-07-01
To evaluate typing and pointing performance and improvement over time of four able-bodied participants using an intra-oral tongue-computer interface for computer control. A physically disabled individual may lack the ability to efficiently control standard computer input devices. There have been several efforts to produce and evaluate interfaces that provide individuals with physical disabilities the possibility to control personal computers. Training with the intra-oral tongue-computer interface was performed by playing games over 18 sessions. Skill improvement was measured through typing and pointing exercises at the end of each training session. Typing throughput improved from averages of 2.36 to 5.43 correct words per minute. Pointing throughput improved from averages of 0.47 to 0.85 bits/s. Target tracking performance, measured as relative time on target, improved from averages of 36% to 47%. Path following throughput improved from averages of 0.31 to 0.83 bits/s and decreased to 0.53 bits/s with more difficult tasks. Learning curves support the notion that the tongue can rapidly learn novel motor tasks. Typing and pointing performance of the tongue-computer interface is comparable to performances of other proficient assistive devices, which makes the tongue a feasible input organ for computer control. Intra-oral computer interfaces could provide individuals with severe upper-limb mobility impairments the opportunity to control computers and automatic equipment. Typing and pointing performance of the tongue-computer interface is comparable to performances of other proficient assistive devices, but does not cause fatigue easily and might be invisible to other people, which is highly prioritized by assistive device users. Combination of visual and auditory feedback is vital for a good performance of an intra-oral computer interface and helps to reduce involuntary or erroneous activations.
NASA Astrophysics Data System (ADS)
Boudria, Yacine; Feltane, Amal; Besio, Walter
2014-06-01
Objective. Brain-computer interfaces (BCIs) based on electroencephalography (EEG) have been shown to accurately detect mental activities, but the acquisition of high levels of control require extensive user training. Furthermore, EEG has low signal-to-noise ratio and low spatial resolution. The objective of the present study was to compare the accuracy between two types of BCIs during the first recording session. EEG and tripolar concentric ring electrode (TCRE) EEG (tEEG) brain signals were recorded and used to control one-dimensional cursor movements. Approach. Eight human subjects were asked to imagine either ‘left’ or ‘right’ hand movement during one recording session to control the computer cursor using TCRE and disc electrodes. Main results. The obtained results show a significant improvement in accuracies using TCREs (44%-100%) compared to disc electrodes (30%-86%). Significance. This study developed the first tEEG-based BCI system for real-time one-dimensional cursor movements and showed high accuracies with little training.
Fitting Neuron Models to Spike Trains
Rossant, Cyrille; Goodman, Dan F. M.; Fontaine, Bertrand; Platkiewicz, Jonathan; Magnusson, Anna K.; Brette, Romain
2011-01-01
Computational modeling is increasingly used to understand the function of neural circuits in systems neuroscience. These studies require models of individual neurons with realistic input–output properties. Recently, it was found that spiking models can accurately predict the precisely timed spike trains produced by cortical neurons in response to somatically injected currents, if properly fitted. This requires fitting techniques that are efficient and flexible enough to easily test different candidate models. We present a generic solution, based on the Brian simulator (a neural network simulator in Python), which allows the user to define and fit arbitrary neuron models to electrophysiological recordings. It relies on vectorization and parallel computing techniques to achieve efficiency. We demonstrate its use on neural recordings in the barrel cortex and in the auditory brainstem, and confirm that simple adaptive spiking models can accurately predict the response of cortical neurons. Finally, we show how a complex multicompartmental model can be reduced to a simple effective spiking model. PMID:21415925
2014-08-01
daily) hydrology UI user interface of a model USGS U.S. Geological Survey USLE Universal Soil Loss Equation used to compute soil erosion rate for...SCS curve number runoff method, inches or m It daily infiltration rate for day t, m/day K soil erodibility factor in the USLE and MUSLE L length...and soil erosion (using the Universal Soil Loss Equation, or USLE ) as a reference even when time-varying hydrology is selected for use. The UI also
De Leo, Gianluca; Diggs, Leigh A; Radici, Elena; Mastaglio, Thomas W
2014-02-01
Virtual-reality solutions have successfully been used to train distributed teams. This study aimed to investigate the correlation between user characteristics and sense of presence in an online virtual-reality environment where distributed teams are trained. A greater sense of presence has the potential to make training in the virtual environment more effective, leading to the formation of teams that perform better in a real environment. Being able to identify, before starting online training, those user characteristics that are predictors of a greater sense of presence can lead to the selection of trainees who would benefit most from the online simulated training. This is an observational study with a retrospective postsurvey of participants' user characteristics and degree of sense of presence. Twenty-nine members from 3 Air Force National Guard Medical Service expeditionary medical support teams participated in an online virtual environment training exercise and completed the Independent Television Commission-Sense of Presence Inventory survey, which measures sense of presence and user characteristics. Nonparametric statistics were applied to determine the statistical significance of user characteristics to sense of presence. Comparing user characteristics to the 4 scales of the Independent Television Commission-Sense of Presence Inventory using Kendall τ test gave the following results: the user characteristics "how often you play video games" (τ(26)=-0.458, P<0.01) and "television/film production knowledge" (τ(27)=-0.516, P<0.01) were significantly related to negative effects. Negative effects refer to adverse physiologic reactions owing to the virtual environment experience such as dizziness, nausea, headache, and eyestrain. The user characteristic "knowledge of virtual reality" was significantly related to engagement (τ(26)=0.463, P<0.01) and negative effects (τ(26)=-0.404, P<0.05). Individuals who have knowledge about virtual environments and experience with gaming environments report a higher sense of presence that indicates that they will likely benefit more from online virtual training. Future research studies could include a larger population of expeditionary medical support, and the results obtained could be used to create a model that predicts the level of presence based on the user characteristics. To maximize results and minimize costs, only those individuals who, based on their characteristics, are supposed to have a higher sense of presence and less negative effects could be selected for online simulated virtual environment training.
Development of user guidelines for ECAS display design, volume 1
NASA Technical Reports Server (NTRS)
Dodson, D. W.; Shields, N. L., Jr.
1978-01-01
Experiment computer application software (ECAS) display design and command usage guidelines were developed, which if followed by spacelab experiments, would standardize methods and techniques for data presentation and commanding via ECAS. These guidelines would provide some commonality among experiments which would enhance crew training and flight operations. The guidelines are applicable to all onboard experiment displays, whether allocated by ECAS or a dedicated experiment processor. A brief description of the spacelab data display system characteristics and of the services provided by the experiment computer operating system is included. Guidelines concerning data presentation and layout of alphanumeric and graphic information are presented along with guidelines concerning keyboard commanding and command feedback.
The Berlin Brain–Computer Interface: Non-Medical Uses of BCI Technology
Blankertz, Benjamin; Tangermann, Michael; Vidaurre, Carmen; Fazli, Siamac; Sannelli, Claudia; Haufe, Stefan; Maeder, Cecilia; Ramsey, Lenny; Sturm, Irene; Curio, Gabriel; Müller, Klaus-Robert
2010-01-01
Brain–computer interfacing (BCI) is a steadily growing area of research. While initially BCI research was focused on applications for paralyzed patients, increasingly more alternative applications in healthy human subjects are proposed and investigated. In particular, monitoring of mental states and decoding of covert user states have seen a strong rise of interest. Here, we present some examples of such novel applications which provide evidence for the promising potential of BCI technology for non-medical uses. Furthermore, we discuss distinct methodological improvements required to bring non-medical applications of BCI technology to a diversity of layperson target groups, e.g., ease of use, minimal training, general usability, short control latencies. PMID:21165175
AEGIS: a wildfire prevention and management information system
NASA Astrophysics Data System (ADS)
Kalabokidis, Kostas; Ager, Alan; Finney, Mark; Athanasis, Nikos; Palaiologou, Palaiologos; Vasilakos, Christos
2016-03-01
We describe a Web-GIS wildfire prevention and management platform (AEGIS) developed as an integrated and easy-to-use decision support tool to manage wildland fire hazards in Greece (http://aegis.aegean.gr). The AEGIS platform assists with early fire warning, fire planning, fire control and coordination of firefighting forces by providing online access to information that is essential for wildfire management. The system uses a number of spatial and non-spatial data sources to support key system functionalities. Land use/land cover maps were produced by combining field inventory data with high-resolution multispectral satellite images (RapidEye). These data support wildfire simulation tools that allow the users to examine potential fire behavior and hazard with the Minimum Travel Time fire spread algorithm. End-users provide a minimum number of inputs such as fire duration, ignition point and weather information to conduct a fire simulation. AEGIS offers three types of simulations, i.e., single-fire propagation, point-scale calculation of potential fire behavior, and burn probability analysis, similar to the FlamMap fire behavior modeling software. Artificial neural networks (ANNs) were utilized for wildfire ignition risk assessment based on various parameters, training methods, activation functions, pre-processing methods and network structures. The combination of ANNs and expected burned area maps are used to generate integrated output map of fire hazard prediction. The system also incorporates weather information obtained from remote automatic weather stations and weather forecast maps. The system and associated computation algorithms leverage parallel processing techniques (i.e., High Performance Computing and Cloud Computing) that ensure computational power required for real-time application. All AEGIS functionalities are accessible to authorized end-users through a web-based graphical user interface. An innovative smartphone application, AEGIS App, also provides mobile access to the web-based version of the system.
Spatial-temporal discriminant analysis for ERP-based brain-computer interface.
Zhang, Yu; Zhou, Guoxu; Zhao, Qibin; Jin, Jing; Wang, Xingyu; Cichocki, Andrzej
2013-03-01
Linear discriminant analysis (LDA) has been widely adopted to classify event-related potential (ERP) in brain-computer interface (BCI). Good classification performance of the ERP-based BCI usually requires sufficient data recordings for effective training of the LDA classifier, and hence a long system calibration time which however may depress the system practicability and cause the users resistance to the BCI system. In this study, we introduce a spatial-temporal discriminant analysis (STDA) to ERP classification. As a multiway extension of the LDA, the STDA method tries to maximize the discriminant information between target and nontarget classes through finding two projection matrices from spatial and temporal dimensions collaboratively, which reduces effectively the feature dimensionality in the discriminant analysis, and hence decreases significantly the number of required training samples. The proposed STDA method was validated with dataset II of the BCI Competition III and dataset recorded from our own experiments, and compared to the state-of-the-art algorithms for ERP classification. Online experiments were additionally implemented for the validation. The superior classification performance in using few training samples shows that the STDA is effective to reduce the system calibration time and improve the classification accuracy, thereby enhancing the practicability of ERP-based BCI.
Human Engineering Guidelines for Management Information Systems. Change 1,
1983-06-09
beginner . chapter offers guidelines concerning training. 0 A brief review available for the infrequent user. Major training factors * A program for a...the training include a program specifically designed L Li LL for the beginner or naive user? 8. Is there a brief review for the intermittent user? Ei Li...250 pages of text. Flowchart - A graphic representation, using standard symbols, which portrays logical data and process- ing requirements. Formatting
Genomics Virtual Laboratory: A Practical Bioinformatics Workbench for the Cloud
Afgan, Enis; Sloggett, Clare; Goonasekera, Nuwan; Makunin, Igor; Benson, Derek; Crowe, Mark; Gladman, Simon; Kowsar, Yousef; Pheasant, Michael; Horst, Ron; Lonie, Andrew
2015-01-01
Background Analyzing high throughput genomics data is a complex and compute intensive task, generally requiring numerous software tools and large reference data sets, tied together in successive stages of data transformation and visualisation. A computational platform enabling best practice genomics analysis ideally meets a number of requirements, including: a wide range of analysis and visualisation tools, closely linked to large user and reference data sets; workflow platform(s) enabling accessible, reproducible, portable analyses, through a flexible set of interfaces; highly available, scalable computational resources; and flexibility and versatility in the use of these resources to meet demands and expertise of a variety of users. Access to an appropriate computational platform can be a significant barrier to researchers, as establishing such a platform requires a large upfront investment in hardware, experience, and expertise. Results We designed and implemented the Genomics Virtual Laboratory (GVL) as a middleware layer of machine images, cloud management tools, and online services that enable researchers to build arbitrarily sized compute clusters on demand, pre-populated with fully configured bioinformatics tools, reference datasets and workflow and visualisation options. The platform is flexible in that users can conduct analyses through web-based (Galaxy, RStudio, IPython Notebook) or command-line interfaces, and add/remove compute nodes and data resources as required. Best-practice tutorials and protocols provide a path from introductory training to practice. The GVL is available on the OpenStack-based Australian Research Cloud (http://nectar.org.au) and the Amazon Web Services cloud. The principles, implementation and build process are designed to be cloud-agnostic. Conclusions This paper provides a blueprint for the design and implementation of a cloud-based Genomics Virtual Laboratory. We discuss scope, design considerations and technical and logistical constraints, and explore the value added to the research community through the suite of services and resources provided by our implementation. PMID:26501966
Genomics Virtual Laboratory: A Practical Bioinformatics Workbench for the Cloud.
Afgan, Enis; Sloggett, Clare; Goonasekera, Nuwan; Makunin, Igor; Benson, Derek; Crowe, Mark; Gladman, Simon; Kowsar, Yousef; Pheasant, Michael; Horst, Ron; Lonie, Andrew
2015-01-01
Analyzing high throughput genomics data is a complex and compute intensive task, generally requiring numerous software tools and large reference data sets, tied together in successive stages of data transformation and visualisation. A computational platform enabling best practice genomics analysis ideally meets a number of requirements, including: a wide range of analysis and visualisation tools, closely linked to large user and reference data sets; workflow platform(s) enabling accessible, reproducible, portable analyses, through a flexible set of interfaces; highly available, scalable computational resources; and flexibility and versatility in the use of these resources to meet demands and expertise of a variety of users. Access to an appropriate computational platform can be a significant barrier to researchers, as establishing such a platform requires a large upfront investment in hardware, experience, and expertise. We designed and implemented the Genomics Virtual Laboratory (GVL) as a middleware layer of machine images, cloud management tools, and online services that enable researchers to build arbitrarily sized compute clusters on demand, pre-populated with fully configured bioinformatics tools, reference datasets and workflow and visualisation options. The platform is flexible in that users can conduct analyses through web-based (Galaxy, RStudio, IPython Notebook) or command-line interfaces, and add/remove compute nodes and data resources as required. Best-practice tutorials and protocols provide a path from introductory training to practice. The GVL is available on the OpenStack-based Australian Research Cloud (http://nectar.org.au) and the Amazon Web Services cloud. The principles, implementation and build process are designed to be cloud-agnostic. This paper provides a blueprint for the design and implementation of a cloud-based Genomics Virtual Laboratory. We discuss scope, design considerations and technical and logistical constraints, and explore the value added to the research community through the suite of services and resources provided by our implementation.
A case-oriented web-based training system for breast cancer diagnosis.
Huang, Qinghua; Huang, Xianhai; Liu, Longzhong; Lin, Yidi; Long, Xingzhang; Li, Xuelong
2018-03-01
Breast cancer is still considered as the most common form of cancer as well as the leading causes of cancer deaths among women all over the world. We aim to provide a web-based breast ultrasound database for online training inexperienced radiologists and giving computer-assisted diagnostic information for detection and classification of the breast tumor. We introduce a web database which stores breast ultrasound images from breast cancer patients as well as their diagnostic information. A web-based training system using a feature scoring scheme based on Breast Imaging Reporting and Data System (BI-RADS) US lexicon was designed. A computer-aided diagnosis (CAD) subsystem was developed to assist the radiologists to make scores on the BI-RADS features for an input case. The training system possesses 1669 scored cases, where 412 cases are benign and 1257 cases are malignant. It was tested by 31 users including 12 interns, 11 junior radiologists, and 8 experienced senior radiologists. This online training system automatically creates case-based exercises to train and guide the newly employed or resident radiologists for the diagnosis of breast cancer using breast ultrasound images based on the BI-RADS. After the trainings, the interns and junior radiologists show significant improvement in the diagnosis of the breast tumor with ultrasound imaging (p-value < .05); meanwhile the senior radiologists show little improvement (p-value > .05). The online training system can improve the capabilities of early-career radiologists in distinguishing between the benign and malignant lesions and reduce the misdiagnosis of breast cancer in a quick, convenient and effective manner. Copyright © 2017 Elsevier Ireland Ltd. All rights reserved.
Stehle, A; Gross, M
1998-12-01
With the increasing capacity of personal computers more and more multimedia training programs are becoming available which make use of these possibilities. Computer-based presentation is usually interesting because it is visually attractive. However, the extent to which computer-based training programs correspond to international standards of quality of software ergonomics has never been the subject of systematic research. Another question is how much these programs motivate learning and what increase in knowledge can be achieved by using them. Using a multimedia interactive training program developed in our facility, 100 medical students were asked to evaluate the program after they had been using it for about one hour. In a questionnaire they first rated suitability for the task, self-descriptiveness, controllability, conformity with user expectation, error tolerance, suitability for individualization, and suitability for learning on a bipolar scale from "---" to "+3" (in numbers 1, worst result, to 7, best result). The median values achieved were rated between 6.0 and 6.2--software ergonomic criteria of the program ranged from good to very good. The second part was a subjective evaluation of the program's ability to deliver "medical knowledge which is relevant for the exam" (median = 6.0), "knowledge about systematic procedure in medicine" (median = 5.5), "knowledge about sensible use of diagnostic methods" (median = 6.0), "knowledge about clinical methods", and "experience with selective learning" (median = 6.0). This part was also rated good to very good. The third part of the questionnaire involved a pretest-posttest comparison. Two groups of students were asked how much benefit they had achieved by using the program. It was shown that the students were able to answer the exam questions significantly better than the control questions after they had used the program. This study confirms that the interactive computer-based training program is very well suited for providing knowledge in on appealing manner in an instructional setting.
Oba, Sandra I.; Galvin, John J.; Fu, Qian-Jie
2014-01-01
Auditory training has been shown to significantly improve cochlear implant (CI) users’ speech and music perception. However, it is unclear whether post-training gains in performance were due to improved auditory perception or to generally improved attention, memory and/or cognitive processing. In this study, speech and music perception, as well as auditory and visual memory were assessed in ten CI users before, during, and after training with a non-auditory task. A visual digit span (VDS) task was used for training, in which subjects recalled sequences of digits presented visually. After the VDS training, VDS performance significantly improved. However, there were no significant improvements for most auditory outcome measures (auditory digit span, phoneme recognition, sentence recognition in noise, digit recognition in noise), except for small (but significant) improvements in vocal emotion recognition and melodic contour identification. Post-training gains were much smaller with the non-auditory VDS training than observed in previous auditory training studies with CI users. The results suggest that post-training gains observed in previous studies were not solely attributable to improved attention or memory, and were more likely due to improved auditory perception. The results also suggest that CI users may require targeted auditory training to improve speech and music perception. PMID:23516087
Galileo Teacher Training Program - GTTP Days
NASA Astrophysics Data System (ADS)
Heenatigala, T.; Doran, R.
2012-09-01
Despite the vast availability of teaching resources on the internet, finding a quality and user-friendly materials is a challenge. Many teachers are not trained with proper computing skills to search for the right materials. With years of expertise training teachers globally, Galileo Teacher Training Program (GTTP) [1] recognize the need of having a go-to place for teachers to access resources. To fill this need GTTP developed - GTTP Days - a program creating resource guides for planetary, lunar and solar fields. Avoiding the imbalance in science resources between the developed and undeveloped world, GTTP Days is available both online and offline as a printable version. Each resource guide covers areas such as scientific knowledge, exploration, observation, photography, art & culture and web tools. The lesson plans of each guide include hands-on activities, web tools, software tools, and activities for people with disabilities [2]. Each activity indicate the concepts used, the skills required and age level which guides the teachers and educators to select the correct content suitable for local curriculum.
Efficient model for low-energy transverse beam dynamics in a nine-cell 1.3 GHz cavity
NASA Astrophysics Data System (ADS)
Hellert, Thorsten; Dohlus, Martin; Decking, Winfried
2017-10-01
FLASH and the European XFEL are SASE-FEL user facilities, at which superconducting TESLA cavities are operated in a pulsed mode to accelerate long bunch-trains. Several cavities are powered by one klystron. While the low-level rf system is able to stabilize the vector sum of the accelerating gradient of one rf station sufficiently, the rf parameters of individual cavities vary within the bunch-train. In correlation with misalignments, intrabunch-train trajectory variations are induced. An efficient model is developed to describe the effect at low beam energy, using numerically adjusted transfer matrices and discrete coupler kick coefficients, respectively. Comparison with start-to-end tracking and dedicated experiments at the FLASH injector will be shown. The short computation time of the derived model allows for comprehensive numerical studies on the impact of misalignments and variable rf parameters on the transverse intra-bunch-train beam stability at the injector module. Results from both, statistical multibunch performance studies and the deduction of misalignments from multibunch experiments are presented.
A 3D virtual reality simulator for training of minimally invasive surgery.
Mi, Shao-Hua; Hou, Zeng-Gunag; Yang, Fan; Xie, Xiao-Liang; Bian, Gui-Bin
2014-01-01
For the last decade, remarkable progress has been made in the field of cardiovascular disease treatment. However, these complex medical procedures require a combination of rich experience and technical skills. In this paper, a 3D virtual reality simulator for core skills training in minimally invasive surgery is presented. The system can generate realistic 3D vascular models segmented from patient datasets, including a beating heart, and provide a real-time computation of force and force feedback module for surgical simulation. Instruments, such as a catheter or guide wire, are represented by a multi-body mass-spring model. In addition, a realistic user interface with multiple windows and real-time 3D views are developed. Moreover, the simulator is also provided with a human-machine interaction module that gives doctors the sense of touch during the surgery training, enables them to control the motion of a virtual catheter/guide wire inside a complex vascular model. Experimental results show that the simulator is suitable for minimally invasive surgery training.
Rai, Sauharda; Gurung, Dristy; Kaiser, Bonnie N; Sikkema, Kathleen J; Dhakal, Manoj; Bhardwaj, Anvita; Tergesen, Cori; Kohrt, Brandon A
2018-06-01
Service users' involvement as cofacilitators of mental health trainings is a nascent endeavor in low- and middle-income countries, and the role of families on service user participation in trainings has received limited attention. This study examined how caregivers perceive and facilitate service user's involvement in an antistigma program that was added to mental health Gap Action Program (mhGAP) trainings for primary care workers in Nepal. Service users were trained as cofacilitators for antistigma and mhGAP trainings delivered to primary care workers through the REducing Stigma among HealthcAre ProvidErs (RESHAPE) program. Key informant interviews (n = 17) were conducted with caregivers and service users in RESHAPE. Five themes emerged: (a) Caregivers' perceived benefits of service user involvement included reduced caregiver burden, learning new skills, and opportunities to develop support groups. (b) Caregivers' fear of worsening stigma impeded RESHAPE participation. (c) Lack of trust between caregivers and service users jeopardized participation, but it could be mitigated through family engagement with health workers. (d) Orientation provided to caregivers regarding RESHAPE needed greater attention, and when information was provided, it contributed to stigma reduction in families. (e) Time management impacted caregivers' ability to facilitate service user participation. Engagement with families allows for greater identification of motivational factors and barriers impacting optimal program performance. Caregiver involvement in all program elements should be considered best practice for service user-facilitated antistigma initiatives, and service users reluctant to include caregivers should be provided with health staff support to address barriers to including family. (PsycINFO Database Record (c) 2018 APA, all rights reserved).
NASA Technical Reports Server (NTRS)
Smith, Jeffrey
2003-01-01
The Bio- Visualization, Imaging and Simulation (BioVIS) Technology Center at NASA's Ames Research Center is dedicated to developing and applying advanced visualization, computation and simulation technologies to support NASA Space Life Sciences research and the objectives of the Fundamental Biology Program. Research ranges from high resolution 3D cell imaging and structure analysis, virtual environment simulation of fine sensory-motor tasks, computational neuroscience and biophysics to biomedical/clinical applications. Computer simulation research focuses on the development of advanced computational tools for astronaut training and education. Virtual Reality (VR) and Virtual Environment (VE) simulation systems have become important training tools in many fields from flight simulation to, more recently, surgical simulation. The type and quality of training provided by these computer-based tools ranges widely, but the value of real-time VE computer simulation as a method of preparing individuals for real-world tasks is well established. Astronauts routinely use VE systems for various training tasks, including Space Shuttle landings, robot arm manipulations and extravehicular activities (space walks). Currently, there are no VE systems to train astronauts for basic and applied research experiments which are an important part of many missions. The Virtual Glovebox (VGX) is a prototype VE system for real-time physically-based simulation of the Life Sciences Glovebox where astronauts will perform many complex tasks supporting research experiments aboard the International Space Station. The VGX consists of a physical display system utilizing duel LCD projectors and circular polarization to produce a desktop-sized 3D virtual workspace. Physically-based modeling tools (Arachi Inc.) provide real-time collision detection, rigid body dynamics, physical properties and force-based controls for objects. The human-computer interface consists of two magnetic tracking devices (Ascention Inc.) attached to instrumented gloves (Immersion Inc.) which co-locate the user's hands with hand/forearm representations in the virtual workspace. Force-feedback is possible in a work volume defined by a Phantom Desktop device (SensAble inc.). Graphics are written in OpenGL. The system runs on a 2.2 GHz Pentium 4 PC. The prototype VGX provides astronauts and support personnel with a real-time physically-based VE system to simulate basic research tasks both on Earth and in the microgravity of Space. The immersive virtual environment of the VGX also makes it a useful tool for virtual engineering applications including CAD development, procedure design and simulation of human-system systems in a desktop-sized work volume.
Trunk Acceleration for Neuroprosthetic Control of Standing – a Pilot Study
Audu, Musa L.; Kirsch, Robert F.; Triolo, Ronald J.
2013-01-01
This pilot study investigated the potential of using trunk acceleration feedback control of center of pressure (COP) against postural disturbances with a standing neuroprosthesis following paralysis. Artificial neural networks (ANNs) were trained to use three-dimensional trunk acceleration as input to predict changes in COP for able-bodied subjects undergoing perturbations during bipedal stance. Correlation coefficients between ANN predictions and actual COP ranged from 0.67 to 0.77. An ANN trained across all subject-normalized data was used to drive feedback control of ankle muscle excitation levels for a computer model representing a standing neuroprosthesis user. Feedback control reduced average upper-body loading during perturbation onset and recovery by 42% and peak loading by 29% compared to optimal, constant excitation. PMID:21975251
Trunk acceleration for neuroprosthetic control of standing: a pilot study.
Nataraj, Raviraj; Audu, Musa L; Kirsch, Robert F; Triolo, Ronald J
2012-02-01
This pilot study investigated the potential of using trunk acceleration feedback control of center of pressure (COP) against postural disturbances with a standing neuroprosthesis following paralysis. Artificial neural networks (ANNs) were trained to use three-dimensional trunk acceleration as input to predict changes in COP for able-bodied subjects undergoing perturbations during bipedal stance. Correlation coefficients between ANN predictions and actual COP ranged from 0.67 to 0.77. An ANN trained across all subject-normalized data was used to drive feedback control of ankle muscle excitation levels for a computer model representing a standing neuroprosthesis user. Feedback control reduced average upper-body loading during perturbation onset and recovery by 42% and peak loading by 29% compared with optimal, constant excitation.
Goehring, Tobias; Bolner, Federico; Monaghan, Jessica J M; van Dijk, Bas; Zarowski, Andrzej; Bleeck, Stefan
2017-02-01
Speech understanding in noisy environments is still one of the major challenges for cochlear implant (CI) users in everyday life. We evaluated a speech enhancement algorithm based on neural networks (NNSE) for improving speech intelligibility in noise for CI users. The algorithm decomposes the noisy speech signal into time-frequency units, extracts a set of auditory-inspired features and feeds them to the neural network to produce an estimation of which frequency channels contain more perceptually important information (higher signal-to-noise ratio, SNR). This estimate is used to attenuate noise-dominated and retain speech-dominated CI channels for electrical stimulation, as in traditional n-of-m CI coding strategies. The proposed algorithm was evaluated by measuring the speech-in-noise performance of 14 CI users using three types of background noise. Two NNSE algorithms were compared: a speaker-dependent algorithm, that was trained on the target speaker used for testing, and a speaker-independent algorithm, that was trained on different speakers. Significant improvements in the intelligibility of speech in stationary and fluctuating noises were found relative to the unprocessed condition for the speaker-dependent algorithm in all noise types and for the speaker-independent algorithm in 2 out of 3 noise types. The NNSE algorithms used noise-specific neural networks that generalized to novel segments of the same noise type and worked over a range of SNRs. The proposed algorithm has the potential to improve the intelligibility of speech in noise for CI users while meeting the requirements of low computational complexity and processing delay for application in CI devices. Copyright © 2016 The Authors. Published by Elsevier B.V. All rights reserved.
ERIC Educational Resources Information Center
Caputi, Peter; Chan, Amy; Jayasuriya, Rohan
2011-01-01
This paper examined the impact of training strategies on the types of errors that novice users make when learning a commonly used spreadsheet application. Fifty participants were assigned to a counterfactual thinking training (CFT) strategy, an error management training strategy, or a combination of both strategies, and completed an easy task…
Gerhardt-Szép, Susanne; Dreher, Stefanie; Rüttermann, Stefan; Weberschock, Tobias
2017-11-01
Computer-assisted learning (CAL) programs are becoming more widely used in medical and dental training. However, the combination of CAL programs and evidence-based education in dentistry has not been described previously. The aim was to determine the acceptance and user-friendliness of a CAL program combined with evidence-based training. The didactic concept of the module includes the case-oriented, problem-based embedding of a total of 32 EbM learning assignments, which can be completed interactively and self-determinedly in an interdisciplinary context using focus patients with different diseases. The present study was conducted at the Dental School of the Goethe University in Frankfurt/Main. Data on acceptance and user-friendliness were collected from three consecutive cohorts of 114 dental students attending their first clinical semester. They used the "Toothache Walk-in Clinic: FOCUS" CAL, which can be downloaded via the Internet. The instrument consisted of 64 statements. The first part addressed general information about the user. The second part contained 43 specific statements on the CAL program. These included factors A (handling and technical aspects), B (content and functional range), and C (didactics and suitability for education). Possible responses ranged from 0 to 3 (0 = strongly disagree, 3 = strongly agree). All of the 114 questionnaires distributed were returned (response rate 100%). Most users (90.1%) considered the topics of evidence-based dentistry important for their training. They rated the program by using German school grades, and the overall rating was 2.26 (SD = 0.64). Most students (88.6%) considered the program useful for their clinical training in the treatment of patients. The mean scores for the 43 specific items amounted to 1.90 (factor A, SD = 0.63), 1.55 (factor B, SD = 1.93), and 2.23 (factor C, SD = 0.79). The CAL program with dental medicine vignettes and learning elements for evidence-based medicine received a primarily positive assessment. Students welcome that EbM contents are offered as part of their dental studies curriculum. Copyright © 2017. Published by Elsevier GmbH.
Bennett, Gary G; Viswanath, K
2007-01-01
Background Despite the increasing penetration of the Internet and amount of online health information, there are significant barriers that limit its widespread adoption as a source of health information. One is the “digital divide,” with people of higher socioeconomic position (SEP) demonstrating greater access and usage compared to those from lower SEP groups. However, as the access gap narrows over time and more people use the Internet, a shift in research needs to occur to explore how one might improve Internet use as well as website design for a range of audiences. This is particularly important in the case of novice users who may not have the technical skills, experience, or social connections that could help them search for health information using the Internet. The focus of our research is to investigate the challenges in the implementation of a project to improve health information seeking among low SEP groups. The goal of the project is not to promote health information seeking as much as to understand the barriers and facilitators to computer and Internet use, beyond access, among members of lower SEP groups in an urban setting. Objective The purpose was to qualitatively describe participants’ self-identified barriers and facilitators to computer and Internet use during a 1-year pilot study as well as the challenges encountered by the research team in the delivery of the intervention. Methods Between August and November 2005, 12 low-SEP urban individuals with no or limited computer and Internet experience were recruited through a snowball sampling. Each participant received a free computer system, broadband Internet access, monthly computer training courses, and technical support for 1 year as the intervention condition. Upon completion of the study, participants were offered the opportunity to complete an in-depth semistructured interview. Interviews were approximately 1 hour in length and were conducted by the project director. The interviews were held in the participants’ homes and were tape recorded for accuracy. Nine of the 12 study participants completed the semistructured interviews. Members of the research team conducted a qualitative analysis based on the transcripts from the nine interviews using the crystallization/immersion method. Results Nine of the 12 participants completed the in-depth interview (75% overall response rate), with three men and six women agreeing to be interviewed. Major barriers to Internet use that were mentioned included time constraints and family conflict over computer usage. The monthly training classes and technical assistance components of the intervention surfaced as the most important facilitators to computer and Internet use. The concept of received social support from other study members, such as assistance with computer-related questions, also emerged as an important facilitator to overall computer usage. Conclusions This pilot study offers important insights into the self-identified barriers and facilitators in computer and Internet use among urban low-SEP novice users as well as the challenges faced by the research team in implementing the intervention. PMID:17951215
Path tracking control of an omni-directional walker considering pressures from a user.
Tan, Renpeng; Wang, Shuoyu; Jiang, Yinlai; Ishida, Kenji; Fujie, Masakatsu G
2013-01-01
An omni-directional walker (ODW) is being developed to support the people with walking disabilities to do walking rehabilitation. The training paths, which the user follows in the rehabilitation, are defined by physical therapists and stored in the ODW. In order to obtain a good training effect, the defined training paths need to be performed accurately. However, the ODW deviates from the training path in real rehabilitation, which is caused by the variation of the whole system's parameters due to the force from the user. In this paper, the characteristics of pressures from a user are measured, based on which an adaptive controller is proposed to deal with this problem, and validated in an experiment in which a pseudo handicapped person follows the ODW. The experimental results show that the proposed method can control the ODW to accurately follow the defined path with or without a user.
Experiences in Training End-User Searchers.
ERIC Educational Resources Information Center
Haines, Judith S.
1982-01-01
Describes study of chemists in the Chemistry Division, Organic Research Laboratory, Eastman Kodak Company, as end-user searchers on the DIALOG system searching primarily the "Chemical Abstracts" database. Training, level of use, online browsing, types of searches, satisfaction, costs, and value of end-user searching are highlighted.…
Back to the future: virtualization of the computing environment at the W. M. Keck Observatory
NASA Astrophysics Data System (ADS)
McCann, Kevin L.; Birch, Denny A.; Holt, Jennifer M.; Randolph, William B.; Ward, Josephine A.
2014-07-01
Over its two decades of science operations, the W.M. Keck Observatory computing environment has evolved to contain a distributed hybrid mix of hundreds of servers, desktops and laptops of multiple different hardware platforms, O/S versions and vintages. Supporting the growing computing capabilities to meet the observatory's diverse, evolving computing demands within fixed budget constraints, presents many challenges. This paper describes the significant role that virtualization is playing in addressing these challenges while improving the level and quality of service as well as realizing significant savings across many cost areas. Starting in December 2012, the observatory embarked on an ambitious plan to incrementally test and deploy a migration to virtualized platforms to address a broad range of specific opportunities. Implementation to date has been surprisingly glitch free, progressing well and yielding tangible benefits much faster than many expected. We describe here the general approach, starting with the initial identification of some low hanging fruit which also provided opportunity to gain experience and build confidence among both the implementation team and the user community. We describe the range of challenges, opportunities and cost savings potential. Very significant among these was the substantial power savings which resulted in strong broad support for moving forward. We go on to describe the phasing plan, the evolving scalable architecture, some of the specific technical choices, as well as some of the individual technical issues encountered along the way. The phased implementation spans Windows and Unix servers for scientific, engineering and business operations, virtualized desktops for typical office users as well as more the more demanding graphics intensive CAD users. Other areas discussed in this paper include staff training, load balancing, redundancy, scalability, remote access, disaster readiness and recovery.
Information-seeking behavior changes in community-based teaching practices*†
Byrnes, Jennifer A.; Kulick, Tracy A.; Schwartz, Diane G.
2004-01-01
A National Library of Medicine information access grant allowed for a collaborative project to provide computer resources in fourteen clinical practice sites that enabled health care professionals to access medical information via PubMed and the Internet. Health care professionals were taught how to access quality, cost-effective information that was user friendly and would result in improved patient care. Selected sites were located in medically underserved areas and received a computer, a printer, and, during year one, a fax machine. Participants were provided dial-up Internet service or were connected to the affiliated hospital's network. Clinicians were trained in how to search PubMed as a tool for practicing evidence-based medicine and to support clinical decision making. Health care providers were also taught how to find patient-education materials and continuing education programs and how to network with other professionals. Prior to the training, participants completed a questionnaire to assess their computer skills and familiarity with searching the Internet, MEDLINE, and other health-related databases. Responses indicated favorable changes in information-seeking behavior, including an increased frequency in conducting MEDLINE searches and Internet searches for work-related information. PMID:15243639
Konduri, Niranjan; Sawyer, Kelly; Nizova, Nataliya
2017-04-01
Ukraine has successfully implemented e-TB Manager nationwide as its mandatory national tuberculosis registry after first introducing it in 2009. Our objective was to perform an end-of-programme evaluation after formal handover of the registry administration to Ukraine's Centre for Disease Control in 2015. We conducted a nationwide, cross-sectional, anonymous, 18-point user experience survey, and stratified the registry's transaction statistics to demonstrate usability. Contrary to initial implementation experience, older users (aged >50 years), often with limited or no computer proficiency prior to using the registry, had significantly better user experience scores for at least six of the 12 measures compared to younger users (aged 18-29 years). Using the registry for >3 years was associated with significantly higher scores for having capacity, adequacy of training received and satisfaction with the registry. Of the 5.9 million transactions over a 4-year period, nine out of 24 oblasts (regions) and Kiev city accounted for 62.5% of all transactions, and corresponded to 59% of Ukraine's tuberculosis burden. There were 437 unique active users in 486 rayons (districts) of Ukraine, demonstrating extensive reach. Our key findings complement the World Health Organization and European Respiratory Society's agenda for action on digital health to help implement the End TB Strategy.
QUEST Hanford Site Computer Users - What do they do?
DOE Office of Scientific and Technical Information (OSTI.GOV)
WITHERSPOON, T.T.
2000-03-02
The Fluor Hanford Chief Information Office requested that a computer-user survey be conducted to determine the user's dependence on the computer and its importance to their ability to accomplish their work. Daily use trends and future needs of Hanford Site personal computer (PC) users was also to be defined. A primary objective was to use the data to determine how budgets should be focused toward providing those services that are truly needed by the users.
Motivating Contributions for Home Computer Security
ERIC Educational Resources Information Center
Wash, Richard L.
2009-01-01
Recently, malicious computer users have been compromising computers en masse and combining them to form coordinated botnets. The rise of botnets has brought the problem of home computers to the forefront of security. Home computer users commonly have insecure systems; these users do not have the knowledge, experience, and skills necessary to…
Grayscale Optical Correlator Workbench
NASA Technical Reports Server (NTRS)
Hanan, Jay; Zhou, Hanying; Chao, Tien-Hsin
2006-01-01
Grayscale Optical Correlator Workbench (GOCWB) is a computer program for use in automatic target recognition (ATR). GOCWB performs ATR with an accurate simulation of a hardware grayscale optical correlator (GOC). This simulation is performed to test filters that are created in GOCWB. Thus, GOCWB can be used as a stand-alone ATR software tool or in combination with GOC hardware for building (target training), testing, and optimization of filters. The software is divided into three main parts, denoted filter, testing, and training. The training part is used for assembling training images as input to a filter. The filter part is used for combining training images into a filter and optimizing that filter. The testing part is used for testing new filters and for general simulation of GOC output. The current version of GOCWB relies on the mathematical software tools from MATLAB binaries for performing matrix operations and fast Fourier transforms. Optimization of filters is based on an algorithm, known as OT-MACH, in which variables specified by the user are parameterized and the best filter is selected on the basis of an average result for correct identification of targets in multiple test images.
Haptic, Virtual Interaction and Motor Imagery: Entertainment Tools and Psychophysiological Testing.
Invitto, Sara; Faggiano, Chiara; Sammarco, Silvia; De Luca, Valerio; De Paolis, Lucio T
2016-03-18
In this work, the perception of affordances was analysed in terms of cognitive neuroscience during an interactive experience in a virtual reality environment. In particular, we chose a virtual reality scenario based on the Leap Motion controller: this sensor device captures the movements of the user's hand and fingers, which are reproduced on a computer screen by the proper software applications. For our experiment, we employed a sample of 10 subjects matched by age and sex and chosen among university students. The subjects took part in motor imagery training and immersive affordance condition (a virtual training with Leap Motion and a haptic training with real objects). After each training sessions the subject performed a recognition task, in order to investigate event-related potential (ERP) components. The results revealed significant differences in the attentional components during the Leap Motion training. During Leap Motion session, latencies increased in the occipital lobes, which are entrusted to visual sensory; in contrast, latencies decreased in the frontal lobe, where the brain is mainly activated for attention and action planning.
Dauz, Emily; Moore, Jan; Smith, Carol E; Puno, Florence; Schaag, Helen
2004-01-01
This article describes the experiences of nurses who, as part of a large clinical trial, brought the Internet into older adults' homes by installing a computer, if needed, and connecting to a patient education Web site. Most of these patients had not previously used the Internet and were taught even basic computer skills when necessary. Because of increasing use of the Internet in patient education, assessment, and home monitoring, nurses in various roles currently connect with patients to monitor their progress, teach about medications, and answer questions about appointments and treatments. Thus, nurses find themselves playing the role of technology managers for patients with home-based Internet connections. This article provides step-by-step procedures for computer installation and training in the form of protocols, checklists, and patient user guides. By following these procedures, nurses can install computers, arrange Internet access, teach and connect to their patients, and prepare themselves to install future generations of technological devices.
Valladares, Angel Felix; Tschannen, Dana; Villarruel, Antonia Maria
2014-01-01
Background A major barrier to the use and scale-up of evidence-based interventions are challenges related to training and capacity building. A cost-effective and highly interactive multi-user virtual environment, Second Life (SL) is a promising alternative for comprehensive face-to-face facilitator training. Objective The purpose of this study was to examine the feasibility of using SL to train facilitators from community-based organizations to use ¡Cuídate! (Take Care of Yourself), one of the few evidence-based interventions developed and tested with Latino youth to reduce sexual risk behaviors. Methods We recruited 35 participants from community-based organizations throughout the United States to participate in the SL ¡Cuídate! Training of Facilitators. Preparation to use SL consisted of four phases: (1) recruitment and computer capacity screening, (2) enrollment, (3) orientation to the SL program, and (4) technical support throughout the synchronous training sessions. Technical difficulties, the associated cause, and the mitigation strategy implemented were recorded during each session. Participants completed evaluations including perceptions of self-efficacy and confidence to complete the necessary skills to participate in SL training. Results Overall, participants reported high levels of self-efficacy for all skills necessary to participate in SL training. Based on an 11-point scale (0-10), self-efficacy to download and access the software was rated the highest: mean 8.29 (SD 2.19). Interacting with items in SL had the lowest mean score: mean 7.49 (SD 2.89). The majority of technical difficulties experienced by participants were related to inadequate Internet connections or computer malfunctions. Conclusions Our findings support the feasibility of using SL for the ¡Cuídate! Training of Facilitators. The process used in this study to prepare participants to use SL can be used as a basis for other evidence-based intervention training in SL. This study is an important contribution to developing cost-effective and accessible training options for evidence-based interventions. PMID:25270991
Valladares, Angel Felix; Aebersold, Michelle; Tschannen, Dana; Villarruel, Antonia Maria
2014-09-30
A major barrier to the use and scale-up of evidence-based interventions are challenges related to training and capacity building. A cost-effective and highly interactive multi-user virtual environment, Second Life (SL) is a promising alternative for comprehensive face-to-face facilitator training. The purpose of this study was to examine the feasibility of using SL to train facilitators from community-based organizations to use ¡Cuídate! (Take Care of Yourself), one of the few evidence-based interventions developed and tested with Latino youth to reduce sexual risk behaviors. We recruited 35 participants from community-based organizations throughout the United States to participate in the SL ¡Cuídate! Training of Facilitators. Preparation to use SL consisted of four phases: (1) recruitment and computer capacity screening, (2) enrollment, (3) orientation to the SL program, and (4) technical support throughout the synchronous training sessions. Technical difficulties, the associated cause, and the mitigation strategy implemented were recorded during each session. Participants completed evaluations including perceptions of self-efficacy and confidence to complete the necessary skills to participate in SL training. Overall, participants reported high levels of self-efficacy for all skills necessary to participate in SL training. Based on an 11-point scale (0-10), self-efficacy to download and access the software was rated the highest: mean 8.29 (SD 2.19). Interacting with items in SL had the lowest mean score: mean 7.49 (SD 2.89). The majority of technical difficulties experienced by participants were related to inadequate Internet connections or computer malfunctions. Our findings support the feasibility of using SL for the ¡Cuídate! Training of Facilitators. The process used in this study to prepare participants to use SL can be used as a basis for other evidence-based intervention training in SL. This study is an important contribution to developing cost-effective and accessible training options for evidence-based interventions.
MOPET: a context-aware and user-adaptive wearable system for fitness training.
Buttussi, Fabio; Chittaro, Luca
2008-02-01
Cardiovascular disease, obesity, and lack of physical fitness are increasingly common and negatively affect people's health, requiring medical assistance and decreasing people's wellness and productivity. In the last years, researchers as well as companies have been increasingly investigating wearable devices for fitness applications with the aim of improving user's health, in terms of cardiovascular benefits, loss of weight or muscle strength. Dedicated GPS devices, accelerometers, step counters and heart rate monitors are already commercially available, but they are usually very limited in terms of user interaction and artificial intelligence capabilities. This significantly limits the training and motivation support provided by current systems, making them poorly suited for untrained people who are more interested in fitness for health rather than competitive purposes. To better train and motivate users, we propose the mobile personal trainer (MOPET) system. MOPET is a wearable system that supervises a physical fitness activity based on alternating jogging and fitness exercises in outdoor environments. By exploiting real-time data coming from sensors, knowledge elicited from a sport physiologist and a professional trainer, and a user model that is built and periodically updated through a guided autotest, MOPET can provide motivation as well as safety and health advice, adapted to the user and the context. To better interact with the user, MOPET also displays a 3D embodied agent that speaks, suggests stretching or strengthening exercises according to user's current condition, and demonstrates how to correctly perform exercises with interactive 3D animations. By describing MOPET, we show how context-aware and user-adaptive techniques can be applied to the fitness domain. In particular, we describe how such techniques can be exploited to train, motivate, and supervise users in a wearable personal training system for outdoor fitness activity.
ERIC Educational Resources Information Center
Chayakonvikom, Monta; Fuangvut, Parin; Cannell, Stephen
2016-01-01
ERP training is a critical success factor in ERP implementation. The current ERP training was largely ineffective and caused user resistance and ERP implementation failure. The objective of this paper is to investigate whether the current ERP training approach can accommodate the cultural learning behaviors of end-users. Hofstede's cultural…
Use of Simulation-Based Training to Aid in Implementing Complex Health Technology.
Devers, Veffa
2018-01-01
Clinicians are adult learners in a complex environment that historically does not invest in training in a way that is conducive to these types of learners. Adult learners are independent, self-directed, and goal oriented. In today's fast-paced clinical setting, a practical need exists for nurses and clinicians to master the technology they use on a daily basis, especially as medical devices have become more interconnected and complex. As hospitals look to embrace new technologies, medical device companies must provide clinical end-user training. This should be a required part of the selection process when considering the purchase of any complex medical technology. However, training busy clinicians in a traditional classroom setting can be difficult and costly. A simple, less expensive solution is online simulation training. This interactive training provides a virtual, "hands-on" end-user experience in advance of implementing new equipment. Online simulation training ensures knowledge retention and comprehension and, most importantly, that the training leads to end-user satisfaction and the ability to confidently operate new equipment. A review of the literature revealed that online simulation, coupled with the use of adult learning principles and experiential learning, may enhance the experience of clinical end users.
Bower, Peter; Roberts, Chris; O'Leary, Neil; Callaghan, Patrick; Bee, Penny; Fraser, Claire; Gibbons, Chris; Olleveant, Nicola; Rogers, Anne; Davies, Linda; Drake, Richard; Sanders, Caroline; Meade, Oonagh; Grundy, Andrew; Walker, Lauren; Cree, Lindsey; Berzins, Kathryn; Brooks, Helen; Beatty, Susan; Cahoon, Patrick; Rolfe, Anita; Lovell, Karina
2015-08-13
Involving service users in planning their care is at the centre of policy initiatives to improve mental health care quality in England. Whilst users value care planning and want to be more involved in their own care, there is substantial empirical evidence that the majority of users are not fully involved in the care planning process. Our aim is to evaluate the effectiveness and cost-effectiveness of training for mental health professionals in improving user involvement with the care planning processes. This is a cluster randomised controlled trial of community mental health teams in NHS Trusts in England allocated either to a training intervention to improve user and carer involvement in care planning or control (no training and care planning as usual). We will evaluate the effectiveness of the training intervention using a mixed design, including a 'cluster cohort' sample, a 'cluster cross-sectional' sample and process evaluation. Service users will be recruited from the caseloads of care co-ordinators. The primary outcome will be change in self-reported involvement in care planning as measured by the validated Health Care Climate Questionnaire. Secondary outcomes include involvement in care planning, satisfaction with services, medication side-effects, recovery and hope, mental health symptoms, alliance/engagement, well-being and quality of life. Cost- effectiveness will also be measured. A process evaluation informed by implementation theory will be undertaken to assess the extent to which the training was implemented and to gauge sustainability beyond the time-frame of the trial. It is hoped that the trial will generate data to inform mental health care policy and practice on care planning. ISRCTN16488358 (14 May 2014).
User-Centered Computer Aided Language Learning
ERIC Educational Resources Information Center
Zaphiris, Panayiotis, Ed.; Zacharia, Giorgos, Ed.
2006-01-01
In the field of computer aided language learning (CALL), there is a need for emphasizing the importance of the user. "User-Centered Computer Aided Language Learning" presents methodologies, strategies, and design approaches for building interfaces for a user-centered CALL environment, creating a deeper understanding of the opportunities and…
Navarro-Haro, María V; López-Del-Hoyo, Yolanda; Campos, Daniel; Linehan, Marsha M; Hoffman, Hunter G; García-Palacios, Azucena; Modrego-Alarcón, Marta; Borao, Luis; García-Campayo, Javier
2017-01-01
Regular mindfulness practice benefits people both mentally and physically, but many populations who could benefit do not practice mindfulness. Virtual Reality (VR) is a new technology that helps capture participants' attention and gives users the illusion of "being there" in the 3D computer generated environment, facilitating sense of presence. By limiting distractions from the real world, increasing sense of presence and giving people an interesting place to go to practice mindfulness, Virtual Reality may facilitate mindfulness practice. Traditional Dialectical Behavioral Therapy (DBT®) mindfulness skills training was specifically designed for clinical treatment of people who have trouble focusing attention, however severe patients often show difficulties or lack of motivation to practice mindfulness during the training. The present pilot study explored whether a sample of mindfulness experts would find useful and recommend a new VR Dialectical Behavioral Therapy (DBT®) mindfulness skills training technique and whether they would show any benefit. Forty four participants attending a mindfulness conference put on an Oculus Rift DK2 Virtual Reality helmet and floated down a calm 3D computer generated virtual river while listening to digitized DBT® mindfulness skills training instructions. On subjective questionnaires completed by the participants before and after the VR DBT® mindfulness skills training session, participants reported increases/improvements in state of mindfulness, and reductions in negative emotional states. After VR, participants reported significantly less sadness, anger, and anxiety, and reported being significantly more relaxed. Participants reported a moderate to strong illusion of going inside the 3D computer generated world (i.e., moderate to high "presence" in VR) and showed high acceptance of VR as a technique to practice mindfulness. These results show encouraging preliminary evidence of the feasibility and acceptability of using VR to practice mindfulness based on clinical expert feedback. VR is a technology with potential to increase computerized dissemination of DBT® skills training modules. Future research is warranted.
Navarro-Haro, María V.; López-del-Hoyo, Yolanda; Campos, Daniel; Linehan, Marsha M.; Hoffman, Hunter G.; García-Palacios, Azucena; Modrego-Alarcón, Marta; Borao, Luis; García-Campayo, Javier
2017-01-01
Regular mindfulness practice benefits people both mentally and physically, but many populations who could benefit do not practice mindfulness. Virtual Reality (VR) is a new technology that helps capture participants’ attention and gives users the illusion of “being there” in the 3D computer generated environment, facilitating sense of presence. By limiting distractions from the real world, increasing sense of presence and giving people an interesting place to go to practice mindfulness, Virtual Reality may facilitate mindfulness practice. Traditional Dialectical Behavioral Therapy (DBT®) mindfulness skills training was specifically designed for clinical treatment of people who have trouble focusing attention, however severe patients often show difficulties or lack of motivation to practice mindfulness during the training. The present pilot study explored whether a sample of mindfulness experts would find useful and recommend a new VR Dialectical Behavioral Therapy (DBT®) mindfulness skills training technique and whether they would show any benefit. Forty four participants attending a mindfulness conference put on an Oculus Rift DK2 Virtual Reality helmet and floated down a calm 3D computer generated virtual river while listening to digitized DBT® mindfulness skills training instructions. On subjective questionnaires completed by the participants before and after the VR DBT® mindfulness skills training session, participants reported increases/improvements in state of mindfulness, and reductions in negative emotional states. After VR, participants reported significantly less sadness, anger, and anxiety, and reported being significantly more relaxed. Participants reported a moderate to strong illusion of going inside the 3D computer generated world (i.e., moderate to high “presence” in VR) and showed high acceptance of VR as a technique to practice mindfulness. These results show encouraging preliminary evidence of the feasibility and acceptability of using VR to practice mindfulness based on clinical expert feedback. VR is a technology with potential to increase computerized dissemination of DBT® skills training modules. Future research is warranted. PMID:29166665
A self-adapting heuristic for automatically constructing terrain appreciation exercises
NASA Astrophysics Data System (ADS)
Nanda, S.; Lickteig, C. L.; Schaefer, P. S.
2008-04-01
Appreciating terrain is a key to success in both symmetric and asymmetric forms of warfare. Training to enable Soldiers to master this vital skill has traditionally required their translocation to a selected number of areas, each affording a desired set of topographical features, albeit with limited breadth of variety. As a result, the use of such methods has proved to be costly and time consuming. To counter this, new computer-aided training applications permit users to rapidly generate and complete training exercises in geo-specific open and urban environments rendered by high-fidelity image generation engines. The latter method is not only cost-efficient, but allows any given exercise and its conditions to be duplicated or systematically varied over time. However, even such computer-aided applications have shortcomings. One of the principal ones is that they usually require all training exercises to be painstakingly constructed by a subject matter expert. Furthermore, exercise difficulty is usually subjectively assessed and frequently ignored thereafter. As a result, such applications lack the ability to grow and adapt to the skill level and learning curve of each trainee. In this paper, we present a heuristic that automatically constructs exercises for identifying key terrain. Each exercise is created and administered in a unique iteration, with its level of difficulty tailored to the trainee's ability based on the correctness of that trainee's responses in prior iterations.
A collaborative virtual reality environment for neurosurgical planning and training.
Kockro, Ralf A; Stadie, Axel; Schwandt, Eike; Reisch, Robert; Charalampaki, Cleopatra; Ng, Ivan; Yeo, Tseng Tsai; Hwang, Peter; Serra, Luis; Perneczky, Axel
2007-11-01
We have developed a highly interactive virtual environment that enables collaborative examination of stereoscopic three-dimensional (3-D) medical imaging data for planning, discussing, or teaching neurosurgical approaches and strategies. The system consists of an interactive console with which the user manipulates 3-D data using hand-held and tracked devices within a 3-D virtual workspace and a stereoscopic projection system. The projection system displays the 3-D data on a large screen while the user is working with it. This setup allows users to interact intuitively with complex 3-D data while sharing this information with a larger audience. We have been using this system on a routine clinical basis and during neurosurgical training courses to collaboratively plan and discuss neurosurgical procedures with 3-D reconstructions of patient-specific magnetic resonance and computed tomographic imaging data or with a virtual model of the temporal bone. Working collaboratively with the 3-D information of a large, interactive, stereoscopic projection provides an unambiguous way to analyze and understand the anatomic spatial relationships of different surgical corridors. In our experience, the system creates a unique forum for open and precise discussion of neurosurgical approaches. We believe the system provides a highly effective way to work with 3-D data in a group, and it significantly enhances teaching of neurosurgical anatomy and operative strategies.