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1.
Sensors (Basel) ; 23(12)2023 Jun 20.
Artículo en Inglés | MEDLINE | ID: mdl-37420896

RESUMEN

The development of technology, such as the Internet of Things and artificial intelligence, has significantly advanced many fields of study. Animal research is no exception, as these technologies have enabled data collection through various sensing devices. Advanced computer systems equipped with artificial intelligence capabilities can process these data, allowing researchers to identify significant behaviors related to the detection of illnesses, discerning the emotional state of the animals, and even recognizing individual animal identities. This review includes articles in the English language published between 2011 and 2022. A total of 263 articles were retrieved, and after applying inclusion criteria, only 23 were deemed eligible for analysis. Sensor fusion algorithms were categorized into three levels: Raw or low (26%), Feature or medium (39%), and Decision or high (34%). Most articles focused on posture and activity detection, and the target species were primarily cows (32%) and horses (12%) in the three levels of fusion. The accelerometer was present at all levels. The findings indicate that the study of sensor fusion applied to animals is still in its early stages and has yet to be fully explored. There is an opportunity to research the use of sensor fusion for combining movement data with biometric sensors to develop animal welfare applications. Overall, the integration of sensor fusion and machine learning algorithms can provide a more in-depth understanding of animal behavior and contribute to better animal welfare, production efficiency, and conservation efforts.


Asunto(s)
Inteligencia Artificial , Aprendizaje Automático , Femenino , Bovinos , Animales , Caballos , Algoritmos , Movimiento , Biometría
2.
Games Health J ; 8(5): 313-325, 2019 Oct.
Artículo en Inglés | MEDLINE | ID: mdl-31287734

RESUMEN

This systematic review aims to analyze the state-of-the-art regarding interaction modalities used on serious games for upper limb rehabilitation. A systematic search was performed in IEEE Xplore and Web of Science databases. PRISMA and QualSyst protocols were used to filter and assess the articles. Articles must meet the following inclusion criteria: they must be written in English; be at least four pages in length; use or develop serious games; focus on upper limb rehabilitation; and be published between 2007 and 2017. Of 121 articles initially retrieved, 33 articles met the inclusion criteria. Three interaction modalities were found: vision systems (42.4%), complementary vision systems (30.3%), and no-vision systems (27.2%). Vision systems and no-vision systems obtained a similar mean QualSyst (86%) followed by complementary vision systems (85.7%). Almost half of the studies used vision systems as the interaction modality (42.4%) and used the Kinect sensor to collect the body movements (48.48%). The shoulder was the most treated body part in the studies (19%). A key limitation of vision systems and complementary vision systems is that their device performances might be affected by lighting conditions. A main limitation of the no-vision systems is that the range-of-motion in angles of the body movement might not be measured accurately. Due to a limited number of studies, fruitful areas for further research could be the following: serious games focused on finger rehabilitation and trauma injuries, game difficulty adaptation based on user's muscle strength and posture, and multisensor data fusion on interaction modalities.


Asunto(s)
Juegos Experimentales , Rehabilitación/métodos , Extremidad Superior , Terapia por Ejercicio/métodos , Terapia por Ejercicio/normas , Terapia por Ejercicio/tendencias , Humanos , Rehabilitación/normas , Rehabilitación/tendencias
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