This paper describes the development, deployment and trial results from 9 volunteers using the eCAALYX system. The eCAALYX system is an ambient assisted living telemonitoring system aimed at older adults suffering with co-morbidity. Described is a raw account of the challenges that exist and results in bringing a Telemedicine system from laboratory to real-world implementation and results for usability, functionality and reliability.
A divergência genética é um dos mais importantes parâmetros avaliados por melhoristas de plantas, na fase inicial de um programa de melhoramento genético. Diante disso, objetivou-se com este trabalho avaliar, por meio de técnicas multivariadas, a divergência genética entre 48 genótipos de soja, cultivados em várzea irrigada no Estado do Tocantins, com o intuito de identificar as combinações mais promissoras para produzir recombinações superiores, tanto destinados a produção de óleo e farelo, como do grupo especial, destinados ao consumo humano. O experimento foi conduzido no município de Formoso do Araguaia, TO, em cultivo de várzea irrigada na entressafra de 2010. O delineamento experimental foi o de blocos ao acaso, com quatro repetições. Verificou-se variabilidade entre os genótipos testados. Os resultados dos métodos de agrupamento de Tocher, UPGMA e Variáveis Canônicas foram concordantes entre si e detectaram quatro grupos distintos. As seguintes hibridações são promissoras para produção de grãos de soja destinados a óleo e farelo: M-Soy 8766, M-Soy 9144, A 7002 e M-Soy 9056 com Amaralina e cruzamentos entre M-Soy 8766, M-Soy 9144 e Amaralina com BRSMG 790A, BRS 257, BRS 216 e BRS 213 e são indicados visando a genótipos de soja especiais para alimentação humana.
Stroke is a disabling disease that requires extensive work of rehabilitation to improve the quality of life of patients. In order to increase the compliance and motivation of the patients, stroke rehabilitation exercises have been developed in a game-like structure using a smartphone. These games were designed to promote and evaluate different movements of the upper limbs and their level of difficulty is adaptable to each patient's impairment level. The feasibility of the use of smartphone built-in inertial sensors to monitor the execution of stroke rehabilitation exercises has been assessed. The accuracy of the angles measured decreased along time and for higher angles, however the differences between real and measured angles are within acceptable limits. The usability tests in a post-stroke patient case demonstrate the applicability and motivational potential of the developed games. Gamification of stroke rehabilitation exercises using a smartphone is feasible and may be valuable for stroke rehabilitation.
O cultivo de girassol (Helianthus annuus L.) pode ser realizado em vários momentos e locais durante o ano agrícola. No estado do Tocantins, a cultura pode ser explorada em lavouras na região do cerrado e em consórcios em terras baixas sub-irrigadas. O objetivo deste estudo foi avaliar o efeito dos tempos de balanço em Gurupi-TO e Formoso de Araguaia-TO, com cinco cultivares de girassol. Foi instalado quatro vezes no Gurupi-TO e um no Formoso-TO. O delineamento experimental foi em blocos casualizados, com 25 tratamentos e três repetições. Foram cinco vezes: EP1 (24/11/2008), EP2 (12/12/2008), EP3 (18/12/2008) e EP4 (30/12/2008) em Gurupi-TO e Formoso (07/04) / 2009) no Formoso do Araguaia-TO, com cinco cultivares: H250, H251, H358, H360 e H884. Houve interação significativa entre épocas e cultivares para as características: floração, altura das plantas, aquênios normais, peso de mil aquênios, peso de hectolitros e produtividade de aquênios. Em Gurupi-TO, houve uma influência negativa para todas as características avaliadas, pois as semeaduras foram adiadas, devido à incidência de Alternaria helianthi. Produtividade próxima a 3000 kg ha-1 foi obtida em Gurupi (EP1) e o consórcio em Formoso do Araguaia. As cultivares mais produtivas foram as H251 e H358, quando cultivadas em EP1 e EP5.
According to statistics, one in every three adults ageing 65 or older falls every year. Every fall may lead to long-term consequences due to fractures or even neurological damages. These consequences have severe impact in their quality of life, independence and confidence, ultimately increasing the risk of early death. Moreover, the risk of falling increases as age advances. Fortunately, several studies reveal that specific exercise programmes may help in reducing the risk of falling if performed correctly and frequently. However, user engagement and adherence to these programmes are still low mainly due to motivational factors, since interventions are usually long, unadapted and unchallenging. In this paper, a new solution is presented, which uses the concept of interactive games using motion sensors to tackle low adherence (through gaming motivation) and help in physical rehabilitation and reduce fall risk on elderly people by improving balance, muscle strength and mobility. It is intended to be used in community or domestic unsupervised contexts and supports relatively inexpensive sensing equipment (currently Kinect R , Leap Motion R , Orbotix Sphero R and Smartphones) and common platforms (desktop and mobile). Tests were already undertaken with several individuals ageing 65 or more and the results were analysed and discussed, being generally positive, despite some issues in the movement detection algorithms.
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