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1.
Nutr Hosp ; 38(Spec No2): 44-48, 2021 Sep 30.
Article Es | MEDLINE | ID: mdl-34323096

INTRODUCTION: Background: icons or shapes represent the development and approval of dietary guidelines including recommendations of food consumption and nutrient intakes according to the behavioral models of countries worldwide. The Food and Agriculture Organization (FAO) collected and recognized them. Methods: food-based dietary guidelines from 94 countries included in the FAO website. Websites of the different Spanish scientific societies that have elaborated and developed them, including the Mediterranean Diet Foundation. Results: in all, 94 countries are collected in the FAO food guidelines website, with predominant models of 33 diet plates and 51 food pyramids, emerging 11 as new graphics systems, that reflect, in addition to food: 52, physical activity; 63, water or hydration; 20, social and emotional values; and 13, reduction or elimination of alcoholic beverages. Conclusions: the models with icons or shapes so far are consistent with the modes of distribution of food at meals and adapting to new criteria that include behavioral guidelines. New designs are incorporated that include food safety guidelines in generic graphic structures that do not represent any of the classic models: food plates or food pyramids.


INTRODUCCIÓN: Fundamentos: el desarrollo y la aprobación de guías alimentarias, con recomendación de consumo de alimentos y de ingestas de nutrientes según los distintos modelos comportamentales de los países a nivel mundial, culmina con la creación de iconos o grafismos que las representan. Estos, además, son recogidos y reconocidos por la Organización para la Alimentación y la Agricultura (FAO). Métodos: guías alimentarias de 94 países incluidas en la web de la FAO y de las diferentes sociedades científicas españolas que las tienen elaboradas y desarrolladas, así como la de la Fundación Dieta Mediterránea. Resultados: en la web de la FAO se recogen 94 países con modelos predominantes de 33 platos y 51 pirámides, surgiendo 11 casos de sistema nuevo que plasman, además de alimentos: 52, actividad física; 63, agua o hidratación; 20, aspectos sociales y emocionales, y 13, reducción o eliminación de bebidas alcohólicas. Conclusiones: los modelos de iconos o grafismos hasta ahora son parejos con los modos de distribución de alimentos en las comidas, adaptándose a los nuevos criterios que incluyen pautas comportamentales. Se incorporan nuevos diseños que incluyen pautas de seguridad alimentaria en estructuras gráficas genéricas que no representan ninguno de los modelos clásicos (platos o pirámides alimentarios).


Computer Graphics/standards , Diet, Healthy/psychology , Nutrition Policy/trends , Computer Graphics/instrumentation , Humans
2.
Nutr. hosp ; 38(sup. 2)abr. 2021. ilus, tab
Article Es | IBECS | ID: ibc-225126

Fundamentos: el desarrollo y la aprobación de guías alimentarias, con recomendación de consumo de alimentos y de ingestas de nutrientes según los distintos modelos comportamentales de los países a nivel mundial, culmina con la creación de iconos o grafismos que las representan. Estos, además, son recogidos y reconocidos por la Organización para la Alimentación y la Agricultura (FAO). Métodos: guías alimentarias de 94 países incluidas en la web de la FAO y de las diferentes sociedades científicas españolas que las tienen elaboradas y desarrolladas, así como la de la Fundación Dieta Mediterránea. Resultados: en la web de la FAO se recogen 94 países con modelos predominantes de 33 platos y 51 pirámides, surgiendo 11 casos de sistema nuevo que plasman, además de alimentos: 52, actividad física; 63, agua o hidratación; 20, aspectos sociales y emocionales, y 13, reducción o eliminación de bebidas alcohólicas. Conclusiones: los modelos de iconos o grafismos hasta ahora son parejos con los modos de distribución de alimentos en las comidas, adaptándose a los nuevos criterios que incluyen pautas comportamentales. Se incorporan nuevos diseños que incluyen pautas de seguridad alimentaria en estructuras gráficas genéricas que no representan ninguno de los modelos clásicos (platos o pirámides alimentarios). (AU)


Background: icons or shapes represent the development and approval of dietary guidelines including recommendations of food consumption and nutrient intakes according to the behavioral models of countries worldwide. The Food and Agriculture Organization (FAO) collected and recognized them. Methods: food-based dietary guidelines from 94 countries included in the FAO website. Websites of the different Spanish scientific societies that have elaborated and developed them, including the Mediterranean Diet Foundation. Results: in all, 94 countries are collected in the FAO food guidelines website, with predominant models of 33 diet plates and 51 food pyramids, emerging 11 as new graphics systems, that reflect, in addition to food: 52, physical activity; 63, water or hydration; 20, social and emotional values; and 13, reduction or elimination of alcoholic beverages. Conclusions: the models with icons or shapes so far are consistent with the modes of distribution of food at meals and adapting to new criteria that include behavioral guidelines. New designs are incorporated that include food safety guidelines in generic graphic structures that do not represent any of the classic models: food plates or food pyramids. (AU


Humans , Computer Graphics/standards , Nutrition Policy/trends , Diet, Healthy/psychology , Computer Graphics/instrumentation , Food Guide
3.
IEEE Trans Vis Comput Graph ; 27(5): 2597-2607, 2021 05.
Article En | MEDLINE | ID: mdl-33750694

Low-cost virtual-reality (VR) head-mounted displays (HMDs) with the integration of smartphones have brought the immersive VR to the masses, and increased the ubiquity of VR. However, these systems are often limited by their poor interactivity. In this paper, we present GestOnHMD, a gesture-based interaction technique and a gesture-classification pipeline that leverages the stereo microphones in a commodity smartphone to detect the tapping and the scratching gestures on the front, the left, and the right surfaces on a mobile VR headset. Taking the Google Cardboard as our focused headset, we first conducted a gesture-elicitation study to generate 150 user-defined gestures with 50 on each surface. We then selected 15, 9, and 9 gestures for the front, the left, and the right surfaces respectively based on user preferences and signal detectability. We constructed a data set containing the acoustic signals of 18 users performing these on-surface gestures, and trained the deep-learning classification pipeline for gesture detection and recognition. Lastly, with the real-time demonstration of GestOnHMD, we conducted a series of online participatory-design sessions to collect a set of user-defined gesture-referent mappings that could potentially benefit from GestOnHMD.


Computer Graphics/instrumentation , Gestures , Smart Glasses , Virtual Reality , Acoustics , Adult , Deep Learning , Equipment Design , Female , Hand/physiology , Humans , Male , Signal Processing, Computer-Assisted , Smartphone , Young Adult
4.
Exp Psychol ; 67(5): 292-302, 2020 Sep.
Article En | MEDLINE | ID: mdl-33274658

Scatterplots are ubiquitous data graphs and can be used to depict how well data fit to a quantitative theory. We investigated which information is used for such estimates. In Experiment 1 (N = 25), we tested the influence of slope and noise on perceived fit between a linear model and data points. Additionally, eye tracking was used to analyze the deployment of attention. Visual fit estimation might mimic one or the other statistical estimate: If participants were influenced by noise only, this would suggest that their subjective judgment was similar to root mean square error. If slope was relevant, subjective estimation would mimic variance explained. While the influence of noise on estimated fit was stronger, we also found an influence of slope. As most of the fixations fell into the center of the scatterplot, in Experiment 2 (N = 51), we tested whether location of noise affects judgment. Indeed, high noise influenced the judgment of fit more strongly if it was located in the middle of the scatterplot. Visual fit estimates seem to be driven by the center of the scatterplot and to mimic variance explained.


Attention/physiology , Computer Graphics/instrumentation , Algorithms , Female , Humans , Male , Models, Biological , Perception
5.
Biomed Mater Eng ; 31(3): 143-155, 2020.
Article En | MEDLINE | ID: mdl-32474462

BACKGROUND: Snoring source analysis is essential for an appropriate surgical decision for both simple snorers and obstructive sleep apnea/hypopnea syndrome (OSAHS) patients. OBJECTIVE: As snoring sounds carry significant information about tissue vibrations within the upper airway, a new feature entitled compressed histogram of oriented gradients (CHOG) is proposed to recognize vibration patterns of the snoring source acoustically by compressing histogram of oriented gradients (HOG) descriptors via the multilinear principal component analysis (MPCA) algorithm. METHODS: Each vibration pattern corresponds to a sole or combinatorial vibration among the four upper airway soft tissues of soft palate, lateral pharyngeal wall, tongue base, and epiglottis. 1037 snoring events from noncontact sound recordings of 76 simple snorers or OSAHS patients during drug-induced sleep endoscopy (DISE) were evaluated. RESULTS: With a support vector machine (SVM) as the classifier, the proposed CHOG achieved a recognition accuracy of 89.8% for the seven observable vibration patterns of the snoring source categorized in our most recent work. CONCLUSION: The CHOG outperforms other single features widely used for acoustic analysis of sole vibration site.


Polysomnography , Respiratory Sounds/physiopathology , Signal Processing, Computer-Assisted , Snoring/physiopathology , Vibration , Adult , Algorithms , Computer Graphics/instrumentation , Diagnostic Techniques, Respiratory System/instrumentation , Humans , Image Processing, Computer-Assisted/instrumentation , Image Processing, Computer-Assisted/methods , Middle Aged , Palate, Soft/physiopathology , Pharynx/physiopathology , Polysomnography/instrumentation , Polysomnography/methods , Respiratory Sounds/diagnosis , Sleep Apnea, Obstructive/diagnosis , Sleep Apnea, Obstructive/physiopathology , Snoring/diagnosis , Support Vector Machine , Tongue/physiopathology
7.
Appl Ergon ; 82: 102961, 2020 Jan.
Article En | MEDLINE | ID: mdl-31614278

In the last decades, a number of studies have examined people's perceptual and attentional capabilities using flat screen displays. The completion of studies using curved displays/screens has been neglected so far, despite their advantage of creating a more immersive and life-like experience. In two studies, we analysed possible performance differences between subjects' perceptual and attentional capabilities during a decision-making task whilst viewing life-size stimuli on large flat and curved immersive screens. In Study 1, participants performed an attention-demanding shape discrimination task. In Study 2, participants performed a more naturalistic football-specific discrimination task. Results of both studies revealed no differences in perception and decision making between screen conditions, but that attention can be directed across greater visual angles on immersive screens compared to flat screens. The findings suggest that attention can be directed across a larger visual angle on curved screens compared to flat screens probably because curved screens distort the image less than flat screens. This study has implications for the use of flat screens in studies that examine perceptual and attentional capabilities in the visual periphery.


Attention , Computer Graphics/instrumentation , Decision Making , Task Performance and Analysis , Visual Perception , Adult , Female , Football , Humans , Male
8.
J Med Internet Res ; 21(11): e12497, 2019 11 27.
Article En | MEDLINE | ID: mdl-31774413

BACKGROUND: Internet-based mindfulness interventions are a promising approach to address challenges in the dissemination and implementation of mindfulness interventions, but it is unclear how the instructional design components of such interventions are associated with intervention effectiveness. OBJECTIVE: The objective of this study was to identify the instructional design components of the internet-based mindfulness interventions and provide a framework for the classification of those components relative to the intervention effectiveness. METHODS: The critical interpretive synthesis method was applied. In phase 1, a strategic literature review was conducted to generate hypotheses for the relationship between the effectiveness of internet-based mindfulness interventions and the instructional design components of those interventions. In phase 2, the literature review was extended to systematically explore and revise the hypotheses from phase 1. RESULTS: A total of 18 studies were identified in phase 1; 14 additional studies were identified in phase 2. Of the 32 internet-based mindfulness interventions, 18 were classified as more effective, 11 as less effective, and only 3 as ineffective. The effectiveness of the interventions increased with the level of support provided by the instructional design components. The main difference between effective and ineffective interventions was the presence of just-in-time information in the form of reminders. More effective interventions included more supportive information (scores: 1.91 in phases 1 and 2) than less effective interventions (scores: 1.00 in phase 1 and 1.80 in phase 2), more part-task practice (scores: 1.18 in phase 1 and 1.60 in phase 2) than less effective interventions (scores: 0.33 in phase 1 and 1.40 in phase 2), and provided more just-in-time information (scores: 1.35 in phase 1 and 1.67 in phase 2) than less effective interventions (scores: 0.83 in phase 1 and 1.60 in phase 2). The average duration of more effective, less effective, and ineffective interventions differed for the studies of phase 1, with more effective interventions taking up more time (7.45 weeks) than less effective (4.58 weeks) or ineffective interventions (3 weeks). However, this difference did not extend to the studies of phase 2, with comparable average durations of effective (5.86 weeks), less effective (5.6 weeks), and ineffective (7 weeks) interventions. CONCLUSIONS: Our results suggest that to be effective, internet-based mindfulness interventions must contain 4 instructional design components: formal learning tasks, supportive information, part-task practice, and just-in-time information. The effectiveness of the interventions increases with the level of support provided by each of these instructional design components.


Computer Graphics/instrumentation , Mindfulness/methods , Humans , Internet , Research Design
10.
IEEE Trans Vis Comput Graph ; 25(11): 3169-3177, 2019 11.
Article En | MEDLINE | ID: mdl-31403417

While the real world provides humans with a huge variety of sensory stimuli, virtual worlds most of all communicate their properties by visual and auditory feedback due to the design of current head mounted displays (HMDs). Since HMDs offer sufficient contact area to integrate additional actuators, prior works utilised a limited amount of haptic actuators to integrate respective information about the virtual world. With the Face/On prototype complex feedback patterns are introduced that combine a high number of vibration motors with additional thermal sources to transport multi-modal and spatial information. A pre-study determining the boundaries of the feedbacks' intensities as well as a user study showing a significant increase of presence and enjoyment validate Face/On's approach.


Computer Graphics/instrumentation , Face/anatomy & histology , Feedback, Sensory/physiology , Virtual Reality , Adult , Equipment Design , Female , Head/physiology , Humans , Male , Vibration , Young Adult
12.
J Chem Inf Model ; 58(6): 1154-1160, 2018 06 25.
Article En | MEDLINE | ID: mdl-29746777

The manuscript describes WarpEngine, a novel platform implemented within the VEGA ZZ suite of software for performing distributed simulations both in local and wide area networks. Despite being tailored for structure-based virtual screening campaigns, WarpEngine possesses the required flexibility to carry out distributed calculations utilizing various pieces of software, which can be easily encapsulated within this platform without changing their source codes. WarpEngine takes advantages of all cheminformatics features implemented in the VEGA ZZ program as well as of its largely customizable scripting architecture thus allowing an efficient distribution of various time-demanding simulations. To offer an example of the WarpEngine potentials, the manuscript includes a set of virtual screening campaigns based on the ACE data set of the DUD-E collections using PLANTS as the docking application. Benchmarking analyses revealed a satisfactory linearity of the WarpEngine performances, the speed-up values being roughly equal to the number of utilized cores. Again, the computed scalability values emphasized that a vast majority (i.e., >90%) of the performed simulations benefit from the distributed platform presented here. WarpEngine can be freely downloaded along with the VEGA ZZ program at www.vegazz.net .


Computer Communication Networks , Software , Computational Biology/instrumentation , Computer Communication Networks/instrumentation , Computer Graphics/instrumentation , Drug Discovery/instrumentation , Equipment Design
13.
J Comput Chem ; 39(21): 1682-1689, 2018 08 05.
Article En | MEDLINE | ID: mdl-29727037

Presented is the implementation of the Drude force field in the open-source OpenMM simulation package allowing for access to graphical processing unit (GPU) hardware. In the Drude model, electronic degrees of freedom are represented by negatively charged particles attached to their parent atoms via harmonic springs, such that extra computational overhead comes from these additional particles and virtual sites representing lone pairs on electronegative atoms, as well as the associated thermostat and integration algorithms. This leads to an approximately fourfold increase in computational demand over additive force fields. However, by making the Drude model accessible to consumer-grade desktop GPU hardware it will be possible to perform simulations of one microsecond or more in less than a month, indicating that the barrier to employ polarizable models has largely been removed such that polarizable simulations with the classical Drude model are readily accessible and practical.


Algorithms , Computer Graphics/instrumentation , Molecular Dynamics Simulation , Reproducibility of Results
14.
Rev. bras. cir. plást ; 33(1): 96-103, jan.-mar. 2018. ilus, tab
Article En, Pt | LILACS | ID: biblio-883644

Introdução: Com a globalização e melhora dos meios digitais e, consequentemente, a crescente utilização de fotografias digitais, faz-se necessária a criação de métodos de mensuração confiáveis. Na prática clínica, a medida direta utilizando-se fita métrica, régua e compasso é mais comumente utilizada. Porém, existem fatores intrínsecos (relevos corporais) e extrínsecos (colaboração do paciente ou movimentos respiratórios) que podem influenciar nos dados obtidos. A fotografia e os softwares gráficos podem ser uma alternativa precisa, mais cômoda e reprodutível à medida direta. O objetivo é demonstrar a forma de medir as mamas pelo software Adobe Photoshop. Métodos: Foram descritas a posição das voluntárias, a captação das imagens, calibração do software até a obtenção mensuração final das mamas. Em 40 mulheres voluntárias, com idade entre 18 e 60 anos, foram demarcados pontos sobre a região mamária e braços em posição frontal. A união destes pontos em cada hemicorpo formou 7 segmentos lineares, 1 angular e 1 segmento mediano comum a ambos os hemicorpos. Essas fotografias foram avaliadas no arquivo RAW, por 3 observadores, com auxílio do software Adobe Photoshop CS6®. Resultados: O Photoshop CS6® demonstrou ser eficaz na mensuração das mamas no arquivo RAW. Conclusão: O Photoshop® apresentou precisão nas medidas e ser factível para mensuração das mamas.


Introduction: With the globalization and improvement of digital media and, consequently, the increasing use of digital photography, it is necessary to create reliable measurement methods. In clinical practice, direct measurement using tape measure, ruler, and compass, is most commonly used. However, there are intrinsic (body contour) and extrinsic (patient collaboration or respiratory movements) factors that may influence the data obtained. Photography and graphics software can be an accurate, comfortable, and reproducible alternative to direct measurement. The objective is to demonstrate how to perform breast measurement using Adobe Photoshop software. Methods: Participants were described the position to assume. Imaging capturing techniques and software calibration were performed in order to obtain the final breast measurement. Markers were placed on the breast and arms of 40 women volunteers aged 18 to 60 years using an anterior view. The union of these markers in each hemibody resulted in seven linear segments, one angle and one transverse segment common to both hemibodies. These photographs were evaluated as a RAW file, by 3 evaluators, assisted by Adobe Photoshop CS6® software. Results: Photoshop CS6® proved effective in the breast measurement using RAW files. Conclusion: Photoshop® showed precision and effectiveness for breast measurement.


Humans , Female , Adolescent , Adult , Middle Aged , History, 21st Century , Body Weights and Measures , Computer Graphics , Software , Breast , Photogrammetry , Anthropometry , Information Storage and Retrieval , Dimensional Measurement Accuracy , Body Weights and Measures/instrumentation , Body Weights and Measures/methods , Computer Graphics/instrumentation , Photogrammetry/instrumentation , Photogrammetry/methods , Anthropometry/instrumentation , Anthropometry/methods , Information Storage and Retrieval/methods
15.
Behav Res Methods ; 50(1): 26-38, 2018 02.
Article En | MEDLINE | ID: mdl-29340970

Vision unfolds as an intricate pattern of information processing over time. Studying vision and visual cognition therefore requires precise manipulations of the timing of visual stimulus presentation. Although standard computer display technologies offer great accuracy and precision of visual presentation, their temporal resolution is limited. This limitation stems from the fact that the presentation of rendered stimuli has to wait until the next refresh of the computer screen. We present a novel method for presenting visual stimuli with ultrahigh temporal resolution (<1 ms) on newly available gaming monitors. The method capitalizes on the G-Sync technology, which allows for presenting stimuli as soon as they have been rendered by the computer's graphics card, without having to wait for the next screen refresh. We provide software implementations in the three programming languages C++, Python (using PsychoPy2), and Matlab (using Psychtoolbox3). For all implementations, we confirmed the ultrahigh temporal resolution of visual presentation with external measurements by using a photodiode. Moreover, a psychophysical experiment revealed that the ultrahigh temporal resolution impacts on human visual performance. Specifically, observers' object recognition performance improved over fine-grained increases of object presentation duration in a theoretically predicted way. Taken together, the present study shows that the G-Sync-based presentation method enables researchers to investigate visual processes whose data patterns were concealed by the low temporal resolution of previous technologies. Therefore, this new presentation method may be a valuable tool for experimental psychologists and neuroscientists studying vision and its temporal characteristics.


Computer Terminals , Psychophysics/methods , Software , Visual Perception/physiology , Adult , Computer Graphics/instrumentation , Contrast Sensitivity/physiology , Female , Humans , Male , Time Factors , Young Adult
16.
J Neurosci Methods ; 295: 45-50, 2018 02 01.
Article En | MEDLINE | ID: mdl-29197616

BACKGROUND: Visual neuroscience experiments and Brain-Computer Interface (BCI) control often require strict timings in a millisecond scale. As most experiments are performed using a personal computer (PC), the latencies that are introduced by the setup should be taken into account and be corrected. As a standard computer monitor uses a rastering to update each line of the image sequentially, this causes a monitor raster latency which depends on the position, on the monitor and the refresh rate. NEW METHOD: We technically measured the raster latencies of different monitors and present the effects on visual evoked potentials (VEPs) and event-related potentials (ERPs). Additionally we present a method for correcting the monitor raster latency and analyzed the performance difference of a code-modulated VEP BCI speller by correcting the latency. COMPARISON WITH EXISTING METHODS: There are currently no other methods validating the effects of monitor raster latency on VEPs and ERPs. RESULTS: The timings of VEPs and ERPs are directly affected by the raster latency. Furthermore, correcting the raster latency resulted in a significant reduction of the target prediction error from 7.98% to 4.61% and also in a more reliable classification of targets by significantly increasing the distance between the most probable and the second most probable target by 18.23%. CONCLUSIONS: The monitor raster latency affects the timings of VEPs and ERPs, and correcting resulted in a significant error reduction of 42.23%. It is recommend to correct the raster latency for an increased BCI performance and methodical correctness.


Brain-Computer Interfaces , Computer Graphics/instrumentation , Computers , Evoked Potentials , Photic Stimulation/instrumentation , Brain/physiology , Electroencephalography/methods , Humans , Movement Disorders/physiopathology , Reaction Time , Signal Processing, Computer-Assisted , Support Vector Machine , Time Factors , Visual Perception/physiology
18.
Stud Health Technol Inform ; 220: 345-51, 2016.
Article En | MEDLINE | ID: mdl-27046603

Cardio-vascular blood flow simulations are essential in understanding the blood flow behavior during normal and disease conditions. To date, such blood flow simulations have only been done at a macro scale level due to computational limitations. In this paper, we present a GPU based large scale solver that enables modeling the flow even in the smallest arteries. A mechanical equivalent of the circuit based flow modeling system is first developed to employ the GPU computing framework. Numerical studies were employed using a set of 10 million connected vascular elements. Run-time flow analysis were performed to simulate vascular blockages, as well as arterial cut-off. Our results showed that we can achieve ~100 FPS using a GTX 680m and ~40 FPS using a Tegra K1 computing platform.


Arteries/physiology , Blood Flow Velocity/physiology , Computer Graphics/instrumentation , Models, Cardiovascular , Signal Processing, Computer-Assisted/instrumentation , Computer Simulation , Equipment Design , Humans , Pulsatile Flow
19.
Br J Ophthalmol ; 100(11): 1511-1516, 2016 Nov.
Article En | MEDLINE | ID: mdl-26951772

BACKGROUND: Traditional treatment of amblyopia involves either wearing a patch or atropine penalisation of the better eye. A new treatment is being developed on the basis of virtual reality technology allowing either DVD footage or computer games which present a common background to both eyes and the foreground, containing the imagery of interest, only to the amblyopic eye. METHODS: A randomised control trial was performed on patients with amblyopia aged 4-8 years with three arms. All three arms had dichoptic stimulation using shutter glass technology. One arm had DVD footage shown to the amblyopic eye and common background to both, the second used a modified shooter game, Nux, with sprite and targets presented to the amblyopic eye (and background to both) while the third arm had both background and foreground presented to both eyes (non-interactive binocular treatment (non-I-BiT) games). RESULTS: Seventy-five patients were randomised; 67 were residual amblyopes and 70 had an associated strabismus. The visual acuity improved in all three arms by approximately 0.07 logMAR in the amblyopic eye at 6 weeks. There was no difference between I-BiT DVD and non-I-BiT games compared with I-BiT games (stated primary outcome) in terms of gain in vision. CONCLUSIONS: There was a modest vision improvement in all three arms. Treatment was well tolerated and safe. There was no difference between the three treatments in terms of primary stated outcomes but treatment duration was short and the high proportion of previously treated amblyopia and strabismic amblyopia disadvantaged dichoptic stimulation treatment. TRIAL REGISTRATION NUMBER: NCT01702727, results.


Amblyopia/therapy , Computer Graphics/instrumentation , Strabismus/complications , Video Games , Videodisc Recording , Vision, Binocular/physiology , Visual Acuity , Amblyopia/complications , Amblyopia/physiopathology , Child , Child, Preschool , Equipment Design , Female , Follow-Up Studies , Humans , Male , Photic Stimulation/methods , Sensory Deprivation , Strabismus/physiopathology , Strabismus/therapy , Time Factors , Treatment Outcome , Visual Perception/physiology
20.
Behav Res Methods ; 48(3): 1145-53, 2016 09.
Article En | MEDLINE | ID: mdl-26276516

The moving-window paradigm, based on gazecontingent technic, traditionally used in a studies of the visual perceptual span. There is a strong demand for new environments that could be employed by non-technical researchers. We have developed an easy-to-use tool with a graphical user interface (GUI) allowing both execution and control of visual gaze-contingency studies. This work describes ScreenMasker, an environment that allows create gaze-contingent textured displays used together with stimuli presentation software. ScreenMasker has an architecture that meets the requirements of low-latency real-time eye-movement experiments. It also provides a variety of settings and functions. Effective rendering times and performance are ensured by means of GPU processing under CUDA technology. Performance tests show ScreenMasker's latency to be 67-74 ms on a typical office computer, and high-end 144-Hz screen latencies of about 25-28 ms. ScreenMasker is an open-source system distributed under the GNU Lesser General Public License and is available at https://github.com/PaulOrlov/ScreenMasker .


Computer Graphics/instrumentation , Fixation, Ocular/physiology , Photic Stimulation/instrumentation , User-Computer Interface , Computers , Eye Movements/physiology , Humans , Software
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