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

RESUMO

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).


Assuntos
Gráficos por Computador/normas , Dieta Saudável/psicologia , Política Nutricional/tendências , Gráficos por Computador/instrumentação , Humanos
2.
Nutr. hosp ; 38(sup. 2)abr. 2021. ilus, tab
Artigo em Espanhol | IBECS | ID: ibc-225126

RESUMO

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


Assuntos
Humanos , Gráficos por Computador/normas , Política Nutricional/tendências , Dieta Saudável/psicologia , Gráficos por Computador/instrumentação , Guias Alimentares
3.
IEEE Trans Vis Comput Graph ; 27(5): 2597-2607, 2021 05.
Artigo em Inglês | MEDLINE | ID: mdl-33750694

RESUMO

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.


Assuntos
Gráficos por Computador/instrumentação , Gestos , Óculos Inteligentes , Realidade Virtual , Acústica , Adulto , Aprendizado Profundo , Desenho de Equipamento , Feminino , Mãos/fisiologia , Humanos , Masculino , Processamento de Sinais Assistido por Computador , Smartphone , Adulto Jovem
4.
Exp Psychol ; 67(5): 292-302, 2020 Sep.
Artigo em Inglês | MEDLINE | ID: mdl-33274658

RESUMO

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.


Assuntos
Atenção/fisiologia , Gráficos por Computador/instrumentação , Algoritmos , Feminino , Humanos , Masculino , Modelos Biológicos , Percepção
5.
Biomed Mater Eng ; 31(3): 143-155, 2020.
Artigo em Inglês | MEDLINE | ID: mdl-32474462

RESUMO

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.


Assuntos
Polissonografia , Sons Respiratórios/fisiopatologia , Processamento de Sinais Assistido por Computador , Ronco/fisiopatologia , Vibração , Adulto , Algoritmos , Gráficos por Computador/instrumentação , Técnicas de Diagnóstico do Sistema Respiratório/instrumentação , Humanos , Processamento de Imagem Assistida por Computador/instrumentação , Processamento de Imagem Assistida por Computador/métodos , Pessoa de Meia-Idade , Palato Mole/fisiopatologia , Faringe/fisiopatologia , Polissonografia/instrumentação , Polissonografia/métodos , Sons Respiratórios/diagnóstico , Apneia Obstrutiva do Sono/diagnóstico , Apneia Obstrutiva do Sono/fisiopatologia , Ronco/diagnóstico , Máquina de Vetores de Suporte , Língua/fisiopatologia
6.
Appl Ergon ; 82: 102961, 2020 Jan.
Artigo em Inglês | MEDLINE | ID: mdl-31614278

RESUMO

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.


Assuntos
Atenção , Gráficos por Computador/instrumentação , Tomada de Decisões , Análise e Desempenho de Tarefas , Percepção Visual , Adulto , Feminino , Futebol Americano , Humanos , Masculino
8.
J Med Internet Res ; 21(11): e12497, 2019 11 27.
Artigo em Inglês | MEDLINE | ID: mdl-31774413

RESUMO

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.


Assuntos
Gráficos por Computador/instrumentação , Atenção Plena/métodos , Humanos , Internet , Projetos de Pesquisa
10.
IEEE Trans Vis Comput Graph ; 25(11): 3169-3177, 2019 11.
Artigo em Inglês | MEDLINE | ID: mdl-31403417

RESUMO

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.


Assuntos
Gráficos por Computador/instrumentação , Face/anatomia & histologia , Retroalimentação Sensorial/fisiologia , Realidade Virtual , Adulto , Desenho de Equipamento , Feminino , Cabeça/fisiologia , Humanos , Masculino , Vibração , Adulto Jovem
12.
J Chem Inf Model ; 58(6): 1154-1160, 2018 06 25.
Artigo em Inglês | MEDLINE | ID: mdl-29746777

RESUMO

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 .


Assuntos
Redes de Comunicação de Computadores , Software , Biologia Computacional/instrumentação , Redes de Comunicação de Computadores/instrumentação , Gráficos por Computador/instrumentação , Descoberta de Drogas/instrumentação , Desenho de Equipamento
13.
J Comput Chem ; 39(21): 1682-1689, 2018 08 05.
Artigo em Inglês | MEDLINE | ID: mdl-29727037

RESUMO

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.


Assuntos
Algoritmos , Gráficos por Computador/instrumentação , Simulação de Dinâmica Molecular , Reprodutibilidade dos Testes
14.
Rev. bras. cir. plást ; 33(1): 96-103, jan.-mar. 2018. ilus, tab
Artigo em Inglês, Português | LILACS | ID: biblio-883644

RESUMO

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.


Assuntos
Humanos , Feminino , Adolescente , Adulto , Pessoa de Meia-Idade , História do Século XXI , Pesos e Medidas Corporais , Gráficos por Computador , Software , Mama , Fotogrametria , Antropometria , Armazenamento e Recuperação da Informação , Precisão da Medição Dimensional , Pesos e Medidas Corporais/instrumentação , Pesos e Medidas Corporais/métodos , Gráficos por Computador/instrumentação , Fotogrametria/instrumentação , Fotogrametria/métodos , Antropometria/instrumentação , Antropometria/métodos , Armazenamento e Recuperação da Informação/métodos
15.
Behav Res Methods ; 50(1): 26-38, 2018 02.
Artigo em Inglês | MEDLINE | ID: mdl-29340970

RESUMO

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.


Assuntos
Terminais de Computador , Psicofísica/métodos , Software , Percepção Visual/fisiologia , Adulto , Gráficos por Computador/instrumentação , Sensibilidades de Contraste/fisiologia , Feminino , Humanos , Masculino , Fatores de Tempo , Adulto Jovem
16.
J Neurosci Methods ; 295: 45-50, 2018 02 01.
Artigo em Inglês | MEDLINE | ID: mdl-29197616

RESUMO

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.


Assuntos
Interfaces Cérebro-Computador , Gráficos por Computador/instrumentação , Computadores , Potenciais Evocados , Estimulação Luminosa/instrumentação , Encéfalo/fisiologia , Eletroencefalografia/métodos , Humanos , Transtornos dos Movimentos/fisiopatologia , Tempo de Reação , Processamento de Sinais Assistido por Computador , Máquina de Vetores de Suporte , Fatores de Tempo , Percepção Visual/fisiologia
18.
Stud Health Technol Inform ; 220: 345-51, 2016.
Artigo em Inglês | MEDLINE | ID: mdl-27046603

RESUMO

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.


Assuntos
Artérias/fisiologia , Velocidade do Fluxo Sanguíneo/fisiologia , Gráficos por Computador/instrumentação , Modelos Cardiovasculares , Processamento de Sinais Assistido por Computador/instrumentação , Simulação por Computador , Desenho de Equipamento , Humanos , Fluxo Pulsátil
19.
Br J Ophthalmol ; 100(11): 1511-1516, 2016 Nov.
Artigo em Inglês | MEDLINE | ID: mdl-26951772

RESUMO

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.


Assuntos
Ambliopia/terapia , Gráficos por Computador/instrumentação , Estrabismo/complicações , Jogos de Vídeo , Gravação de Videodisco , Visão Binocular/fisiologia , Acuidade Visual , Ambliopia/complicações , Ambliopia/fisiopatologia , Criança , Pré-Escolar , Desenho de Equipamento , Feminino , Seguimentos , Humanos , Masculino , Estimulação Luminosa/métodos , Privação Sensorial , Estrabismo/fisiopatologia , Estrabismo/terapia , Fatores de Tempo , Resultado do Tratamento , Percepção Visual/fisiologia
20.
Artigo em Inglês | MEDLINE | ID: mdl-26529779

RESUMO

MrBayes is a widespread phylogenetic inference tool harnessing empirical evolutionary models and Bayesian statistics. However, the computational cost on the likelihood estimation is very expensive, resulting in undesirably long execution time. Although a number of multi-threaded optimizations have been proposed to speed up MrBayes, there are bottlenecks that severely limit the GPU thread-level parallelism of likelihood estimations. This study proposes a high performance and resource-efficient method for GPU-oriented parallelization of likelihood estimations. Instead of having to rely on empirical programming, the proposed novel decomposition storage model implements high performance data transfers implicitly. In terms of performance improvement, a speedup factor of up to 178 can be achieved on the analysis of simulated datasets by four Tesla K40 cards. In comparison to the other publicly available GPU-oriented MrBayes, the tgMC3++ method (proposed herein) outperforms the tgMC3 (v1.0), nMC3 (v2.1.1) and oMC3 (v1.00) methods by speedup factors of up to 1.6, 1.9 and 2.9, respectively. Moreover, tgMC3++ supports more evolutionary models and gamma categories, which previous GPU-oriented methods fail to take into analysis.


Assuntos
Algoritmos , Gráficos por Computador/instrumentação , Interpretação Estatística de Dados , Sequenciamento de Nucleotídeos em Larga Escala/métodos , Armazenamento e Recuperação da Informação/métodos , Filogenia , Teorema de Bayes , Funções Verossimilhança , Software
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