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Prosthetic Arms are often financially out of reach for children. A single prosthetic can cost upwards of $40,000 USD and as children grow they may need multiple new arms throughout a single year. Further, high end prosthetics can be incredibly complicated allowing for articulated wrists and individual finger movements, leading to a complex learning curve that leaves many adults frustrated leading...
At present, there are various kinds of assistive technology tools in the market to help students who struggle in writing. Hence, those tools are not suitable for students with learning disabilities in Thailand, we then need to design and develop our own assistive technology. Similar to other disabilities, students with learning disabilities will also need suitable assistive technology tools for them...
Haptics and robotics are widely growing technologies of 21 century. Robots of present days are being used in the fields which are secluded from the human society; they face major short comings because of their limited abilities to interact with humans, to fill this void the proposed system uses haptics technology which provides a tactile feedback to give the feel of touch, sense and force. The main...
Background: Hypoparathyroidism is one of the most frequent and serious complications of the thyroid surgery. Preservation of parathyroid glands (PGs) and treatment of postoperative hypocalcemia are key factors. The aim of this review is to evaluate the relevant literature and provide the clinician guidance for preservation of PGs and the formulation of individualized therapeutic strategies for patients...
Moisture measurements of the body can be used for healthcare purposes as well as for helping in exercising. In this paper, the suitability of passive UHF RFID technology for moisture sensing is investigated. The technology has a great potential in wearable, comfortable, and wireless moisture sensing systems, although it is not originally used for sensing purposes. In our study, the tag antenna outlines...
There is a wide range of serious games all over the world which are used as a Cognitive Stimulation Therapy to treat Alzheimer's patients. But the utilization of these applications in the developing countries is very low due to low literacy in English and ICT. The aim of the study is to identify basic design considerations for making games more accessible, utilizable and stimulating for people with...
In project D.R.E.A.M.S., we propose to develop and assess the feasibility of a novel and intelligent delirium-prevention system to address depression, pain, sleep, activity patterns and emotional states using the Emotiv Epoc+ | 14 Channel EEG, and HTC Vive VR set.
Every year a number of people involved in a cardiac arrest (a condition in which the heart of a person stops working) die before the arrival of paramedics. Therefore, a timely cardiopulmonary resuscitation (CPR) is a necessary act to save somebody's life. Now a days gamming has become a common trend in both children and adults, so it should be used as a key to learning. In this paper, we discuss the...
The technology world for visually impaired people has evolved over the past few years, making their day-to-day life more functional. However, there are still gaps such as in the area of aesthetics and visual image that need to be more explored. Thus, this article describes the first validation in the development of a Web platform in aid of the combination of clothing for blindness people. This project...
Predicting and classifying student's performance using data mining techniques have been gaining an enormous amount of attention from researchers and practitioners. However, the use of games for the classification of student's ability level is still slightly. This study focuses on identification of important factors for determining student level performance on Math. The best classification algorithm...
Game-based learning (GBL) is a popular innovative pedagogical framework for developing Computational Thinking (CT) skills. The base idea is to use games to help create awareness and generated needed CT skills and abilities; in short, it is “games for CT” approach. This is however, one part of the equation for understanding and developing CT in our modern digital age. The other part of the equation...
Doc and the machine can be described as a game-based qualitative analysis and crowd interpretation software that provides real-time, in-game peer assessment and feedback to encourage user reflection and self-explanation in cultural competence training. The primary audience includes students and trainees in medical and nursing schools and practising healthcare providers looking for professional development...
Bad posture while working or playing videogames can affect our life quality and impose negative economic consequences over time. There's raising concern in companies regarding worker's wellness, many adopting preventive measures. Specialized training in posture is important to prevent occupational activities risks and to foster health promotion. In this paper, we present a study of different classifiers...
Down's syndrome (also known as trisomy 21) is a genetic disorder caused by the presence of a third copy of chromosome 21 in a baby's cell. With education and proper care the quality of life of these people can be improved, and with the right support people with Down's syndrome can have an active role in the community. In this paper we examine how a virtual reality serious game, the EnCity game, could...
Training deficits in ‘soft skills’ - personal or non-technical skills - have long been lamented by educators and employers despite longstanding evidence of their importance. Virtual environments, combined with online learning management and reporting platforms, offer potential for addressing this gap through affordable and scalable simulations. This paper aims to summarise virtual ‘soft skills’ work...
Game addiction is a serious issue. A lot of children play games too much that it hinders their academic prowess. This further makes hard subjects like mathematics to be more difficult for the student. This paper proposes a method to motivate students to study mathematics using a serious game to utilize that gaming addiction to help students instead. Serious game is a game which conveys serious content...
Virtual Reality (VR) demonstrates unique educational benefits over other teaching mediums including enhanced engagement and learner motivation. Such benefits could be exploited to improve teaching of surgical hand preparation (SHP), a practice crucial in preventing post-surgical infection. This study hypothesises that the utilisation of VR technology to demonstrate SHP technique will produce superior...
We are experiencing an upcoming trend of using head mounted display systems in games and serious games, which is likely to become an established practice in the near future. While these systems provide highly immersive experiences, many users have been reporting discomfort symptoms, such as nausea, sickness, and headaches, among others. When using VR for health applications, this is more critical,...
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