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Sample records for super nintendo video

  1. Nintendo Wii video-gaming ability predicts laparoscopic skill.

    Science.gov (United States)

    Badurdeen, Shiraz; Abdul-Samad, Omar; Story, Giles; Wilson, Clare; Down, Sue; Harris, Adrian

    2010-08-01

    Studies using conventional consoles have suggested a possible link between video-gaming and laparoscopic skill. The authors hypothesized that the Nintendo Wii, with its motion-sensing interface, would provide a better model for laparoscopic tasks. This study investigated the relationship between Nintendo Wii skill, prior gaming experience, and laparoscopic skill. In this study, 20 participants who had minimal experience with either laparoscopic surgery or Nintendo Wii performed three tasks on a Webcam-based laparoscopic simulator and were assessed on three games on the Wii. The participants completed a questionnaire assessing prior gaming experience. The score for each of the three Wii games correlated positively with the laparoscopic score (r = 0.78, 0.63, 0.77; P skill overlap between the Nintendo Wii and basic laparoscopic tasks. Surgical candidates with advanced Nintendo Wii ability may possess higher baseline laparoscopic ability.

  2. Nintendo Super Smash Bros. Melee: An "Untouchable" Agent

    OpenAIRE

    Parr, Ben; Dilipkumar, Deepak; Liu, Yuan

    2017-01-01

    Nintendo's Super Smash Bros. Melee fighting game can be emulated on modern hardware allowing us to inspect internal memory states, such as character positions. We created an AI that avoids being hit by training using these internal memory states and outputting controller button presses. After training on a month's worth of Melee matches, our best agent learned to avoid the toughest AI built into the game for a full minute 74.6% of the time.

  3. Impact of Super Monkey Ball and Underground video games on basic and advanced laparoscopic skill training

    NARCIS (Netherlands)

    Rosser, James C.; Liu, Xinwei; Jacobs, Charles; Choi, Katherine Mia; Jalink, Maarten B.; Hoedemaker, Henk O. ten Cate

    Objective This abstract profiles the comparison of correlations between previously validated Super Monkey Ball (SMB) and recently introduced Underground (U) video game on the Nintendo Wii U to multiple validated tasks used for developing basic and advanced laparoscopic skills. Methods Sixty-eight

  4. Impact of Super Monkey Ball and Underground video games on basic and advanced laparoscopic skill training.

    Science.gov (United States)

    Rosser, James C; Liu, Xinwei; Jacobs, Charles; Choi, Katherine Mia; Jalink, Maarten B; Ten Cate Hoedemaker, Henk O

    2017-04-01

    This abstract profiles the comparison of correlations between previously validated Super Monkey Ball (SMB) and recently introduced Underground (U) video game on the Nintendo Wii U to multiple validated tasks used for developing basic and advanced laparoscopic skills. Sixty-eight participants, 53 residents and 15 attending surgeons, performed the Top Gun Pea Drop, FLS Peg Pass, intracorporeal suturing, and two video games (SMB and U). SMB is an over-the-counter game, and U was formulated for laparoscopic skill training. Spearman's rank correlations were performed looking at performance comparing the three validated laparoscopic training tasks, and SMB/U. The SMB score had a moderate correlation with intracorporeal suturing (ρ = 0.39, p skills. At this point, our conclusion would be that both are effective for laparoscopic skill training, and they should be used in tandem rather than alone.

  5. Effects of Nintendo Wii-Fit® video games on balance in children with mild cerebral palsy.

    Science.gov (United States)

    Tarakci, Devrim; Ersoz Huseyinsinoglu, Burcu; Tarakci, Ela; Razak Ozdincler, Arzu

    2016-10-01

    This study compared the effects of Nintendo Wii-Fit ® balance-based video games and conventional balance training in children with mild cerebral palsy (CP). This randomized controlled trial involved 30 ambulatory pediatric patients (aged 5-18 years) with CP. Participants were randomized to either conventional balance training (control group) or to Wii-Fit balance-based video games training (Wii group). Both group received neuro-developmental treatment (NDT) during 24 sessions. In addition, while the control group received conventional balance training in each session, the Wii group played Nintendo Wii Fit games such as ski slalom, tightrope walk and soccer heading on balance board. Primary outcomes were Functional Reach Test (forward and sideways), Sit-to-Stand Test and Timed Get up and Go Test. Nintendo Wii Fit balance, age and game scores, 10 m walk test, 10-step climbing test and Wee-Functional Independence Measure (Wee FIM) were secondary outcomes. After the treatment, changes in balance scores and independence level in activities of daily living were significant (P Wii-based game group compared with the control group in all balance tests and total Wee FIM score (P Wii-fit balance-based video games are better at improving both static and performance-related balance parameters when combined with NDT treatment in children with mild CP. © 2016 Japan Pediatric Society.

  6. Nintendo Wii related Achilles tendon rupture: first reported case and literature review of motion sensing video game injuries.

    Science.gov (United States)

    Singh, Rohit; Manoharan, Gopikanthan; Moores, Thomas Steven; Patel, Amit

    2014-05-14

    Achilles tendon ruptures tend to occur more commonly in healthy men between the ages of 30 and 50 years who have had no previous injury or problem reported in the affected leg. The injury is usually due to sudden forced plantar flexion of the foot, unexpected dorsiflexion of the foot and violent dorsiflexion of a plantar flexed foot, all of which occur during high impact activities. We present the first reported case of interactive activity with Nintendo Wii games that have resulted in Achilles tendon rupture in a 46-year-old man. There have been no previous reports of Achilles tendon rupture with Nintendo Wii usage; it is a relatively uncommon mode of injury and is rare in terms of epidemiology of motion sensing video game injuries. 2014 BMJ Publishing Group Ltd.

  7. Construct and concurrent validity of a Nintendo Wii video game made for training basic laparoscopic skills.

    Science.gov (United States)

    Jalink, M B; Goris, J; Heineman, E; Pierie, J P E N; ten Cate Hoedemaker, H O

    2014-02-01

    Virtual reality (VR) laparoscopic simulators have been around for more than 10 years and have proven to be cost- and time-effective in laparoscopic skills training. However, most simulators are, in our experience, considered less interesting by residents and are often poorly accessible. Consequently, these devices are rarely used in actual training. In an effort to make a low-cost and more attractive simulator, a custom-made Nintendo Wii game was developed. This game could ultimately be used to train the same basic skills as VR laparoscopic simulators ought to. Before such a video game can be implemented into a surgical training program, it has to be validated according to international standards. The main goal of this study was to test construct and concurrent validity of the controls of a prototype of the game. In this study, the basic laparoscopic skills of experts (surgeons, urologists, and gynecologists, n = 15) were compared to those of complete novices (internists, n = 15) using the Wii Laparoscopy (construct validity). Scores were also compared to the Fundamentals of Laparoscopy (FLS) Peg Transfer test, an already established assessment method for measuring basic laparoscopic skills (concurrent validity). Results showed that experts were 111 % faster (P = 0.001) on the Wii Laparoscopy task than novices. Also, scores of the FLS Peg Transfer test and the Wii Laparoscopy showed a significant, high correlation (r = 0.812, P < 0.001). The prototype setup of the Wii Laparoscopy possesses solid construct and concurrent validity.

  8. Super VHS video cassette recorder, A-SB88; Super VHS video A-SB88

    Energy Technology Data Exchange (ETDEWEB)

    NONE

    1999-03-01

    A super VHS video cassette recorder, A-SB88, was commercialized having no compromised aspects at all in picture quality, sound quality, operability, energy conservation, design, etc. In the picture quality, the VCR is mounted with the S-ET system capable of realizing a quality comparable to SVHS with a three-dimensional Y/C detached circuit for dynamic moving image detection, three-dimensional DNR(digital noise reduction) and TBC(time base corrector), FE(flying erase) circuit, and a normal tape. In the operability, it is provided with a remote control transfer in large LCD, 400x high speed rewind, reservation system capable of simply reserving a serial drama for example, and a function for searching the end of picture recording; also, in the environmental aspect, the stand-by power consumption was reduced to 1/10 of conventional models (ratio with Toshiba A-BS6 at display power off). (translated by NEDO)

  9. Video Super-Resolution via Bidirectional Recurrent Convolutional Networks.

    Science.gov (United States)

    Huang, Yan; Wang, Wei; Wang, Liang

    2018-04-01

    Super resolving a low-resolution video, namely video super-resolution (SR), is usually handled by either single-image SR or multi-frame SR. Single-Image SR deals with each video frame independently, and ignores intrinsic temporal dependency of video frames which actually plays a very important role in video SR. Multi-Frame SR generally extracts motion information, e.g., optical flow, to model the temporal dependency, but often shows high computational cost. Considering that recurrent neural networks (RNNs) can model long-term temporal dependency of video sequences well, we propose a fully convolutional RNN named bidirectional recurrent convolutional network for efficient multi-frame SR. Different from vanilla RNNs, 1) the commonly-used full feedforward and recurrent connections are replaced with weight-sharing convolutional connections. So they can greatly reduce the large number of network parameters and well model the temporal dependency in a finer level, i.e., patch-based rather than frame-based, and 2) connections from input layers at previous timesteps to the current hidden layer are added by 3D feedforward convolutions, which aim to capture discriminate spatio-temporal patterns for short-term fast-varying motions in local adjacent frames. Due to the cheap convolutional operations, our model has a low computational complexity and runs orders of magnitude faster than other multi-frame SR methods. With the powerful temporal dependency modeling, our model can super resolve videos with complex motions and achieve well performance.

  10. A Super-resolution Reconstruction Algorithm for Surveillance Video

    Directory of Open Access Journals (Sweden)

    Jian Shao

    2017-01-01

    Full Text Available Recent technological developments have resulted in surveillance video becoming a primary method of preserving public security. Many city crimes are observed in surveillance video. The most abundant evidence collected by the police is also acquired through surveillance video sources. Surveillance video footage offers very strong support for solving criminal cases, therefore, creating an effective policy, and applying useful methods to the retrieval of additional evidence is becoming increasingly important. However, surveillance video has had its failings, namely, video footage being captured in low resolution (LR and bad visual quality. In this paper, we discuss the characteristics of surveillance video and describe the manual feature registration – maximum a posteriori – projection onto convex sets to develop a super-resolution reconstruction method, which improves the quality of surveillance video. From this method, we can make optimal use of information contained in the LR video image, but we can also control the image edge clearly as well as the convergence of the algorithm. Finally, we make a suggestion on how to adjust the algorithm adaptability by analyzing the prior information of target image.

  11. Motivations, Strategies, and Movement Patterns of Video Gamers Playing Nintendo Wii Boxing

    NARCIS (Netherlands)

    Pasch, Marco; Berthouze, Nadia; van Dijk, Elisabeth M.A.G.; Nijholt, Antinus; Nijholt, A.; Poppe, R.W.; Poppe, Ronald Walter

    2008-01-01

    Video game consoles that employ physical activity as an interaction mode can benefit from using the gamer’s movement as feedback and adapt to it. But to be able to design such systems we need to know how gamers actually move and what we can infer from this. This paper reports preliminary,

  12. Underwater video enhancement using multi-camera super-resolution

    Science.gov (United States)

    Quevedo, E.; Delory, E.; Callicó, G. M.; Tobajas, F.; Sarmiento, R.

    2017-12-01

    Image spatial resolution is critical in several fields such as medicine, communications or satellite, and underwater applications. While a large variety of techniques for image restoration and enhancement has been proposed in the literature, this paper focuses on a novel Super-Resolution fusion algorithm based on a Multi-Camera environment that permits to enhance the quality of underwater video sequences without significantly increasing computation. In order to compare the quality enhancement, two objective quality metrics have been used: PSNR (Peak Signal-to-Noise Ratio) and the SSIM (Structural SIMilarity) index. Results have shown that the proposed method enhances the objective quality of several underwater sequences, avoiding the appearance of undesirable artifacts, with respect to basic fusion Super-Resolution algorithms.

  13. Video-to-Video Dynamic Super-Resolution for Grayscale and Color Sequences

    Directory of Open Access Journals (Sweden)

    Elad Michael

    2006-01-01

    Full Text Available We address the dynamic super-resolution (SR problem of reconstructing a high-quality set of monochromatic or color super-resolved images from low-quality monochromatic, color, or mosaiced frames. Our approach includes a joint method for simultaneous SR, deblurring, and demosaicing, this way taking into account practical color measurements encountered in video sequences. For the case of translational motion and common space-invariant blur, the proposed method is based on a very fast and memory efficient approximation of the Kalman filter (KF. Experimental results on both simulated and real data are supplied, demonstrating the presented algorithms, and their strength.

  14. Health Education Video Games for Children and Adolescents: Theory, Design, and Research Findings.

    Science.gov (United States)

    Lieberman, Debra A.

    This study examined whether video games could be effective health education and therapeutic interventions for children and adolescents with diabetes. KIDZ Health Software developed a game about diabetes self-management, and tested its effectiveness for children with diabetes. The Packy and Marlon Super Nintendo video game promotes fun,…

  15. Performance Evaluations for Super-Resolution Mosaicing on UAS Surveillance Videos

    Directory of Open Access Journals (Sweden)

    Aldo Camargo

    2013-05-01

    Full Text Available Abstract Unmanned Aircraft Systems (UAS have been widely applied for reconnaissance and surveillance by exploiting information collected from the digital imaging payload. The super-resolution (SR mosaicing of low-resolution (LR UAS surveillance video frames has become a critical requirement for UAS video processing and is important for further effective image understanding. In this paper we develop a novel super-resolution framework, which does not require the construction of sparse matrices. The proposed method implements image operations in the spatial domain and applies an iterated back-projection to construct super-resolution mosaics from the overlapping UAS surveillance video frames. The Steepest Descent method, the Conjugate Gradient method and the Levenberg-Marquardt algorithm are used to numerically solve the nonlinear optimization problem for estimating a super-resolution mosaic. A quantitative performance comparison in terms of computation time and visual quality of the super-resolution mosaics through the three numerical techniques is presented.

  16. Low-Cost Super-Resolution Algorithms Implementation Over a HW/SW Video Compression Platform

    Directory of Open Access Journals (Sweden)

    Llopis Rafael Peset

    2006-01-01

    Full Text Available Two approaches are presented in this paper to improve the quality of digital images over the sensor resolution using super-resolution techniques: iterative super-resolution (ISR and noniterative super-resolution (NISR algorithms. The results show important improvements in the image quality, assuming that sufficient sample data and a reasonable amount of aliasing are available at the input images. These super-resolution algorithms have been implemented over a codesign video compression platform developed by Philips Research, performing minimal changes on the overall hardware architecture. In this way, a novel and feasible low-cost implementation has been obtained by using the resources encountered in a generic hybrid video encoder. Although a specific video codec platform has been used, the methodology presented in this paper is easily extendable to any other video encoder architectures. Finally a comparison in terms of memory, computational load, and image quality for both algorithms, as well as some general statements about the final impact of the sampling process on the quality of the super-resolved (SR image, are also presented.

  17. Video super-resolution using simultaneous motion and intensity calculations

    DEFF Research Database (Denmark)

    Keller, Sune Høgild; Lauze, Francois Bernard; Nielsen, Mads

    2011-01-01

    for the joint estimation of a super-resolution sequence and its flow field. Via the calculus of variations, this leads to a coupled system of partial differential equations for image sequence and motion estimation. We solve a simplified form of this system and as a by-product we indeed provide a motion field...

  18. Generation of super-resolution stills from video

    CSIR Research Space (South Africa)

    Duvenhage, B

    2014-11-01

    Full Text Available plane. If one accurately registers the image of the target on the focal plane to some reference then one can increase the effective sensor pixel density by stacking or appropriately combining the registered images. The super-resolution technique operates...

  19. Nintendo related injuries and other problems: review.

    Science.gov (United States)

    Jalink, Maarten B; Heineman, Erik; Pierie, Jean-Pierre E N; ten Cate Hoedemaker, Henk O

    2014-12-16

    To identify all reported cases of injury and other problems caused by using a Nintendo video gaming system. Review. Search of PubMed and Embase in June 2014 for reports on injuries and other problems caused by using a Nintendo gaming system. Most of the 38 articles identified were case reports or case series. Injuries and problems ranged from neurological and psychological to surgical. Traditional controllers with buttons were associated with tendinitis of the extensor of the thumb. The joystick on the Nintendo 64 controller was linked to palmar ulceration. The motion sensitive Wii remote was associated with musculoskeletal problems and various traumas. Most problems are mild and prevalence is low. The described injuries were related to the way the games are controlled, which varies according to the video game console. © Jalink et al 2014.

  20. Ordinal Regression Based Subpixel Shift Estimation for Video Super-Resolution

    Directory of Open Access Journals (Sweden)

    Petrovic Nemanja

    2007-01-01

    Full Text Available We present a supervised learning-based approach for subpixel motion estimation which is then used to perform video super-resolution. The novelty of this work is the formulation of the problem of subpixel motion estimation in a ranking framework. The ranking formulation is a variant of classification and regression formulation, in which the ordering present in class labels namely, the shift between patches is explicitly taken into account. Finally, we demonstrate the applicability of our approach on superresolving synthetically generated images with global subpixel shifts and enhancing real video frames by accounting for both local integer and subpixel shifts.

  1. Multi-frame super-resolution with quality self-assessment for retinal fundus videos.

    Science.gov (United States)

    Köhler, Thomas; Brost, Alexander; Mogalle, Katja; Zhang, Qianyi; Köhler, Christiane; Michelson, Georg; Hornegger, Joachim; Tornow, Ralf P

    2014-01-01

    This paper proposes a novel super-resolution framework to reconstruct high-resolution fundus images from multiple low-resolution video frames in retinal fundus imaging. Natural eye movements during an examination are used as a cue for super-resolution in a robust maximum a-posteriori scheme. In order to compensate heterogeneous illumination on the fundus, we integrate retrospective illumination correction for photometric registration to the underlying imaging model. Our method utilizes quality self-assessment to provide objective quality scores for reconstructed images as well as to select regularization parameters automatically. In our evaluation on real data acquired from six human subjects with a low-cost video camera, the proposed method achieved considerable enhancements of low-resolution frames and improved noise and sharpness characteristics by 74%. In terms of image analysis, we demonstrate the importance of our method for the improvement of automatic blood vessel segmentation as an example application, where the sensitivity was increased by 13% using super-resolution reconstruction.

  2. CHRISTMAS 2014 : GOING TO EXTREMES Nintendo related injuries and other problems: review

    NARCIS (Netherlands)

    Jalink, Maarten B.; Heineman, Erik; Pierie, Jean-Pierre E. N.; Hoedemaker, Henk O. ten Cate

    2014-01-01

    Objective To identify all reported cases of injury and other problems caused by using a Nintendo video gaming system. Design Review. Data sources and review methods Search of PubMed and Embase in June 2014 for reports on injuries and other problems caused by using a Nintendo gaming system. Results

  3. A Total Variation Regularization Based Super-Resolution Reconstruction Algorithm for Digital Video

    Directory of Open Access Journals (Sweden)

    Zhang Liangpei

    2007-01-01

    Full Text Available Super-resolution (SR reconstruction technique is capable of producing a high-resolution image from a sequence of low-resolution images. In this paper, we study an efficient SR algorithm for digital video. To effectively deal with the intractable problems in SR video reconstruction, such as inevitable motion estimation errors, noise, blurring, missing regions, and compression artifacts, the total variation (TV regularization is employed in the reconstruction model. We use the fixed-point iteration method and preconditioning techniques to efficiently solve the associated nonlinear Euler-Lagrange equations of the corresponding variational problem in SR. The proposed algorithm has been tested in several cases of motion and degradation. It is also compared with the Laplacian regularization-based SR algorithm and other TV-based SR algorithms. Experimental results are presented to illustrate the effectiveness of the proposed algorithm.

  4. Super-Resolution for “Jilin-1” Satellite Video Imagery via a Convolutional Network

    Directory of Open Access Journals (Sweden)

    Aoran Xiao

    2018-04-01

    Full Text Available Super-resolution for satellite video attaches much significance to earth observation accuracy, and the special imaging and transmission conditions on the video satellite pose great challenges to this task. The existing deep convolutional neural-network-based methods require pre-processing or post-processing to be adapted to a high-resolution size or pixel format, leading to reduced performance and extra complexity. To this end, this paper proposes a five-layer end-to-end network structure without any pre-processing and post-processing, but imposes a reshape or deconvolution layer at the end of the network to retain the distribution of ground objects within the image. Meanwhile, we formulate a joint loss function by combining the output and high-dimensional features of a non-linear mapping network to precisely learn the desirable mapping relationship between low-resolution images and their high-resolution counterparts. Also, we use satellite video data itself as a training set, which favors consistency between training and testing images and promotes the method’s practicality. Experimental results on “Jilin-1” satellite video imagery show that this method demonstrates a superior performance in terms of both visual effects and measure metrics over competing methods.

  5. Super-Resolution for "Jilin-1" Satellite Video Imagery via a Convolutional Network.

    Science.gov (United States)

    Xiao, Aoran; Wang, Zhongyuan; Wang, Lei; Ren, Yexian

    2018-04-13

    Super-resolution for satellite video attaches much significance to earth observation accuracy, and the special imaging and transmission conditions on the video satellite pose great challenges to this task. The existing deep convolutional neural-network-based methods require pre-processing or post-processing to be adapted to a high-resolution size or pixel format, leading to reduced performance and extra complexity. To this end, this paper proposes a five-layer end-to-end network structure without any pre-processing and post-processing, but imposes a reshape or deconvolution layer at the end of the network to retain the distribution of ground objects within the image. Meanwhile, we formulate a joint loss function by combining the output and high-dimensional features of a non-linear mapping network to precisely learn the desirable mapping relationship between low-resolution images and their high-resolution counterparts. Also, we use satellite video data itself as a training set, which favors consistency between training and testing images and promotes the method's practicality. Experimental results on "Jilin-1" satellite video imagery show that this method demonstrates a superior performance in terms of both visual effects and measure metrics over competing methods.

  6. Spatiotemporal Super-Resolution Reconstruction Based on Robust Optical Flow and Zernike Moment for Video Sequences

    Directory of Open Access Journals (Sweden)

    Meiyu Liang

    2013-01-01

    Full Text Available In order to improve the spatiotemporal resolution of the video sequences, a novel spatiotemporal super-resolution reconstruction model (STSR based on robust optical flow and Zernike moment is proposed in this paper, which integrates the spatial resolution reconstruction and temporal resolution reconstruction into a unified framework. The model does not rely on accurate estimation of subpixel motion and is robust to noise and rotation. Moreover, it can effectively overcome the problems of hole and block artifacts. First we propose an efficient robust optical flow motion estimation model based on motion details preserving, then we introduce the biweighted fusion strategy to implement the spatiotemporal motion compensation. Next, combining the self-adaptive region correlation judgment strategy, we construct a fast fuzzy registration scheme based on Zernike moment for better STSR with higher efficiency, and then the final video sequences with high spatiotemporal resolution can be obtained by fusion of the complementary and redundant information with nonlocal self-similarity between the adjacent video frames. Experimental results demonstrate that the proposed method outperforms the existing methods in terms of both subjective visual and objective quantitative evaluations.

  7. Children and the Nintendo.

    Science.gov (United States)

    Keller, Suzanne M.

    The four reports contained in this document examine the effects of the Nintendo Entertainment System (NES), which entered the lives of many children in the United States in 1986. The first report discusses a study of children's interaction with the game hardware. The study of fourth- and fifth-grade students indicated that children's interaction…

  8. From sick elderly to super-grandparents. A typology of elderly representations in Romanian video advertising

    Directory of Open Access Journals (Sweden)

    Simona-Nicoleta Vulpe

    2017-12-01

    Full Text Available The aim of this paper was to study the elderly representations in Romanian video advertising in order to identify a typology corresponding to these representations. The research method that I used was the content analysis with a dominant qualitative approach, but also including quantification elements. The commercials that I selected for my analysis promoted health products, banking and insurances and fast moving consumers’ goods (FMCG. The identified typology is composed of five types of elderly representations: Super-Grandparents, Seclusive Elderly, Sick Elderly, Funny Elderly, and High-Tech Elderly. The representation types and their stereotypical content varied depending on the type of product/service that was promoted and on the public addressed by commercials.

  9. The effect of a preoperative warm-up with a custom-made Nintendo video game on the performance of laparoscopic surgeons

    NARCIS (Netherlands)

    Jalink, M. B.; Heineman, E.; Pierie, J. P. E. N.; Hoedemaker, H. O. ten Cate

    It has previously been shown that short, pre-operative practice with a simulator, box trainer, or certain video games can temporarily improve one's basic laparoscopic skills; the so-called warm-up effect. In this experiment, we tested the hypothesis that Underground video game made for training

  10. The effect of a preoperative warm-up with a custom-made Nintendo video game on the performance of laparoscopic surgeons.

    Science.gov (United States)

    Jalink, M B; Heineman, E; Pierie, J P E N; ten Cate Hoedemaker, H O

    2015-08-01

    It has previously been shown that short, pre-operative practice with a simulator, box trainer, or certain video games can temporarily improve one's basic laparoscopic skills; the so-called warm-up effect. In this experiment, we tested the hypothesis that Underground video game made for training basic laparoscopic skills, can also be used for a pre-operative warm-up. 29 laparoscopic experts were randomized into two different groups, which were tested on two different days. Group 1 (n = 16) did a laparoscopic skill baseline measurement using the FLS peg transfer test and the Top Gun cobra rope drill on day 1, and did the same tests on day 2 after a 15 min session with the Underground game. Group 2 (n = 13) did the same, but started with the video game, followed by baseline measurement on day 2. This way, each participant served as its own control. Video recordings of both tasks were later analyzed by two blinded reviewers. On day 1, group 2 was 14.33 % (P = 0.037) faster in completing the peg transfer test. A trend toward better cobra rope scores is also seen. When comparing the average improvement between both days, group 1--which used the game as a warm-up on day 2--showed a 19.61 % improvement in cobra rope score, compared to a 0.77 % score decrease in group 2 (P = 0.002). This study shows that the Underground video game can be used as a pre-operative warm-up in an experimental setting.

  11. Super Mario brothers and sisters: Associations between coplaying video games and sibling conflict and affection.

    Science.gov (United States)

    Coyne, Sarah M; Jensen, Alexander C; Smith, Nathan J; Erickson, Daniel H

    2016-02-01

    Video games can be played in many different contexts. This study examined associations between coplaying video games between siblings and levels of affection and conflict in the relationship. Participants were 508 adolescents (M age = 16.31 years of age, SD = 1.08) who completed questionnaires on video game use and sibling relationships. Participants were recruited from a large Northwestern city and a moderate city in the Mountain West of the United States. Video games played between siblings were coded by an independent sample to assess levels of physical aggression and prosocial behavior in each game. Playing video games with a sibling was associated with higher levels of sibling affection for both boys and girls, but higher levels of conflict for boys only. Playing a violent video game with a brother was associated with lower levels of conflict in the sibling relationship, whereas playing a prosocial video game was not related to any sibling outcome. The value of video games in sibling relationships will be discussed, with a focus on the type of game and the sex of the adolescent. Copyright © 2015 The Foundation for Professionals in Services for Adolescents. Published by Elsevier Ltd. All rights reserved.

  12. Effective deep learning training for single-image super-resolution in endomicroscopy exploiting video-registration-based reconstruction.

    Science.gov (United States)

    Ravì, Daniele; Szczotka, Agnieszka Barbara; Shakir, Dzhoshkun Ismail; Pereira, Stephen P; Vercauteren, Tom

    2018-06-01

    Probe-based confocal laser endomicroscopy (pCLE) is a recent imaging modality that allows performing in vivo optical biopsies. The design of pCLE hardware, and its reliance on an optical fibre bundle, fundamentally limits the image quality with a few tens of thousands fibres, each acting as the equivalent of a single-pixel detector, assembled into a single fibre bundle. Video registration techniques can be used to estimate high-resolution (HR) images by exploiting the temporal information contained in a sequence of low-resolution (LR) images. However, the alignment of LR frames, required for the fusion, is computationally demanding and prone to artefacts. In this work, we propose a novel synthetic data generation approach to train exemplar-based Deep Neural Networks (DNNs). HR pCLE images with enhanced quality are recovered by the models trained on pairs of estimated HR images (generated by the video registration algorithm) and realistic synthetic LR images. Performance of three different state-of-the-art DNNs techniques were analysed on a Smart Atlas database of 8806 images from 238 pCLE video sequences. The results were validated through an extensive image quality assessment that takes into account different quality scores, including a Mean Opinion Score (MOS). Results indicate that the proposed solution produces an effective improvement in the quality of the obtained reconstructed image. The proposed training strategy and associated DNNs allows us to perform convincing super-resolution of pCLE images.

  13. The Video Generation.

    Science.gov (United States)

    Provenzo, Eugene F., Jr.

    1992-01-01

    Video games are neither neutral nor harmless but represent very specific social and symbolic constructs. Research on the social content of today's video games reveals that sex bias and gender stereotyping are widely evident throughout the Nintendo games. Violence and aggression also pervade the great majority of the games. (MLF)

  14. Play to become a surgeon: impact of Nintendo Wii training on laparoscopic skills.

    Directory of Open Access Journals (Sweden)

    Domenico Giannotti

    Full Text Available BACKGROUND: Video-games have become an integral part of the new multimedia culture. Several studies assessed video-gaming enhancement of spatial attention and eye-hand coordination. Considering the technical difficulty of laparoscopic procedures, legal issues and time limitations, the validation of appropriate training even outside of the operating rooms is ongoing. We investigated the influence of a four-week structured Nintendo® Wii™ training on laparoscopic skills by analyzing performance metrics with a validated simulator (Lap Mentor™, Simbionix™. METHODOLOGY/PRINCIPAL FINDINGS: We performed a prospective randomized study on 42 post-graduate I-II year residents in General, Vascular and Endoscopic Surgery. All participants were tested on a validated laparoscopic simulator and then randomized to group 1 (Controls, no training with the Nintendo® Wii™, and group 2 (training with the Nintendo® Wii™ with 21 subjects in each group, according to a computer-generated list. After four weeks, all residents underwent a testing session on the laparoscopic simulator of the same tasks as in the first session. All 42 subjects in both groups improved significantly from session 1 to session 2. Compared to controls, the Wii group showed a significant improvement in performance (p<0.05 for 13 of the 16 considered performance metrics. CONCLUSIONS/SIGNIFICANCE: The Nintendo® Wii™ might be helpful, inexpensive and entertaining part of the training of young laparoscopists, in addition to a standard surgical education based on simulators and the operating room.

  15. Play to become a surgeon: impact of Nintendo Wii training on laparoscopic skills.

    Science.gov (United States)

    Giannotti, Domenico; Patrizi, Gregorio; Di Rocco, Giorgio; Vestri, Anna Rita; Semproni, Camilla Proietti; Fiengo, Leslie; Pontone, Stefano; Palazzini, Giorgio; Redler, Adriano

    2013-01-01

    Video-games have become an integral part of the new multimedia culture. Several studies assessed video-gaming enhancement of spatial attention and eye-hand coordination. Considering the technical difficulty of laparoscopic procedures, legal issues and time limitations, the validation of appropriate training even outside of the operating rooms is ongoing. We investigated the influence of a four-week structured Nintendo® Wii™ training on laparoscopic skills by analyzing performance metrics with a validated simulator (Lap Mentor™, Simbionix™). We performed a prospective randomized study on 42 post-graduate I-II year residents in General, Vascular and Endoscopic Surgery. All participants were tested on a validated laparoscopic simulator and then randomized to group 1 (Controls, no training with the Nintendo® Wii™), and group 2 (training with the Nintendo® Wii™) with 21 subjects in each group, according to a computer-generated list. After four weeks, all residents underwent a testing session on the laparoscopic simulator of the same tasks as in the first session. All 42 subjects in both groups improved significantly from session 1 to session 2. Compared to controls, the Wii group showed a significant improvement in performance (pNintendo® Wii™ might be helpful, inexpensive and entertaining part of the training of young laparoscopists, in addition to a standard surgical education based on simulators and the operating room.

  16. Does an exercise programme integrating the Nintendo Wii-Fit Balance Board improve balance in ambulatory children with cerebral palsy?

    OpenAIRE

    Cooper, T.; Williams, Jonathan M.

    2017-01-01

    Background: Cerebral palsy is a common childhood movement disorder with balance impairment a common complaint. Active video games such as the Nintendo Wii-Fit have been found to be a valuable therapeutic tool, enjoyed by a variety of populations including children with CP, but a synthesis of the research investigating its specific use for balance in children with CP has yet to be conducted.\\ud \\ud Objectives: To determine the effectiveness of a Nintendo Wii-Fit Balance board programme in impr...

  17. 77 FR 58577 - Certain Video Game Systems and Wireless Controllers and Components Thereof; Notice of Request for...

    Science.gov (United States)

    2012-09-21

    ...Notice is hereby given that the presiding administrative law judge has issued a Final Initial Determination and Recommended Determination on Remedy and Bonding in the above-captioned investigation. The Commission is soliciting comments on public interest issues raised by the recommended relief, specifically a limited exclusion order and a cease and desist order against certain video game systems and wireless controllers and components thereof, imported by respondent Nintendo Co., Ltd., of Kyoto, Japan and Nintendo America, Inc. of Redmond, Washington (collectively, ``Nintendo'').

  18. Physics Experiments with Nintendo Wii Controllers

    Science.gov (United States)

    Wheeler, Martyn D.

    2011-01-01

    This article provides a detailed description of the use of Nintendo Wii game controllers in physics demonstrations. The main features of the controller relevant to physics are outlined and the procedure for communicating with a PC is described. A piece of software written by the author is applied to gathering data from a controller suspended from…

  19. Functional changes in the reward circuit in response to gaming-related cues after training with a commercial video game.

    Science.gov (United States)

    Gleich, Tobias; Lorenz, Robert C; Gallinat, Jürgen; Kühn, Simone

    2017-05-15

    In the present longitudinal study, we aimed to investigate video game training associated neuronal changes in reward processing using functional magnetic resonance imaging (fMRI). We recruited 48 healthy young participants which were assigned to one of 2 groups: A group in which participants were instructed to play a commercial video game ("Super Mario 64 DS") on a portable Nintendo DS handheld console at least 30minutes a day over a period of two months (video gaming group; VG) or to a matched passive control group (CG). Before and after the training phase, in both groups, fMRI imaging was conducted during passively viewing reward and punishment-related videos sequences recorded from the trained video game. The results show that video game training may lead to reward related decrease in neuronal activation in the dorsolateral prefrontal cortex (DLPFC) and increase in the hippocampus. Additionally, the decrease in DLPFC activation was associated with gaming related parameters experienced during playing. Specifically, we found that in the VG, gaming related parameters like performance, experienced fun and frustration (assessed during the training period) were correlated to decrease in reward related DLPFC activity. Thus, neuronal changes in terms of video game training seem to be highly related to the appetitive character and reinforcement schedule of the game. Those neuronal changes may also be related to the often reported video game associated improvements in cognitive functions. Copyright © 2017 Elsevier Inc. All rights reserved.

  20. Playing Super Mario induces structural brain plasticity: gray matter changes resulting from training with a commercial video game.

    Science.gov (United States)

    Kühn, S; Gleich, T; Lorenz, R C; Lindenberger, U; Gallinat, J

    2014-02-01

    Video gaming is a highly pervasive activity, providing a multitude of complex cognitive and motor demands. Gaming can be seen as an intense training of several skills. Associated cerebral structural plasticity induced has not been investigated so far. Comparing a control with a video gaming training group that was trained for 2 months for at least 30 min per day with a platformer game, we found significant gray matter (GM) increase in right hippocampal formation (HC), right dorsolateral prefrontal cortex (DLPFC) and bilateral cerebellum in the training group. The HC increase correlated with changes from egocentric to allocentric navigation strategy. GM increases in HC and DLPFC correlated with participants' desire for video gaming, evidence suggesting a predictive role of desire in volume change. Video game training augments GM in brain areas crucial for spatial navigation, strategic planning, working memory and motor performance going along with evidence for behavioral changes of navigation strategy. The presented video game training could therefore be used to counteract known risk factors for mental disease such as smaller hippocampus and prefrontal cortex volume in, for example, post-traumatic stress disorder, schizophrenia and neurodegenerative disease.

  1. The effect of the Nintendo Wii Fit on balance control and gross motor function of children with spastic hemiplegic cerebral palsy

    NARCIS (Netherlands)

    Jelsma, Jennifer; Pronk, Marieke; Ferguson, Gillian; Jelsma-Smit, Dorothee

    2013-01-01

    Objective: To study the impact of training using the Nintendo Wii Fit in 14 children with spastic hemiplegic cerebral palsy. Methods: A single-subject single blinded design with multiple subjects and baselines was utilised. Interactive video gaming (IVG) in lieu of regular physiotherapy was given

  2. Nintendo Creators Purgatory: Why YouTubers should think twice before registering for the Nintendo Creators Program

    Directory of Open Access Journals (Sweden)

    Yvette Ann Walker

    2015-12-01

    Full Text Available Recently, Nintendo launched the Nintendo Creators Program, designed to share profits generated from YouTube advertising revenue with YouTube creators using copyrighted Nintendo content. While the program is an insightful response to the problems many content rights holders face in policing YouTube for copyright infringement and submitting take down notices, it as has several pitfalls for creators including exposure to censorship, bureaucracy and content use and abuse.

  3. Physics experiments with Nintendo Wii controllers

    Science.gov (United States)

    Wheeler, Martyn D.

    2011-01-01

    This article provides a detailed description of the use of Nintendo Wii game controllers in physics demonstrations. The main features of the controller relevant to physics are outlined and the procedure for communicating with a PC is described. A piece of software written by the author is applied to gathering data from a controller suspended from a spring undergoing simple harmonic motion, a pair of controllers mounted on colliding gliders on a linear air track, and a person jumping from a balance board.

  4. Comparison between Nintendo Wii Fit aerobics and traditional aerobic exercise in sedentary young adults.

    Science.gov (United States)

    Douris, Peter C; McDonald, Brittany; Vespi, Frank; Kelley, Nancy C; Herman, Lawrence

    2012-04-01

    Exergaming is becoming a popular recreational activity for young adults. The purpose was to compare the physiologic and psychological responses of college students playing Nintendo Wii Fit, an active video game console, vs. an equal duration of moderate-intensity brisk walking. Twenty-one healthy sedentary college-age students (mean age 23.2 ± 1.8 years) participated in a randomized, double cross-over study, which compared physiologic and psychological responses to 30 minutes of brisk walking exercise on a treadmill vs. 30 minutes playing Nintendo Wii Fit "Free Run" program. Physiologic parameters measured included heart rate, rate pressure product, respiratory rate, and rating of perceived exertion. Participants' positive well-being, psychological distress, and level of fatigue associated with each exercise modality were quantified using the Subjective Exercise Experience Scale. The mean maximum heart rate (HRmax) achieved when exercising with Wii Fit (142.4 ± 20.5 b·min(-1)) was significantly greater (p = 0.001) compared with exercising on the treadmill (123.2 ± 13.7 b·min(-1)). Rate pressure product was also significantly greater (p = 0.001) during exercise on the Wii Fit. Participants' rating of perceived exertion when playing Wii Fit (12.7 ± 3.0) was significantly greater (p = 0.014) when compared with brisk walking on the treadmill (10.1 ± 3.3). However, psychologically when playing Wii Fit, participants' positive well-being decreased significantly (p = 0.018) from preexercise to postexercise when compared with exercising on the treadmill. College students have the potential to surpass exercise intensities achieved when performing a conventional standard for moderate-intensity exercise when playing Nintendo Wii Fit "Free Run" with a self-selected intensity. We concluded that Nintendo Wii Fit "Free Run" may act as an alternative to traditional moderate-intensity aerobic exercise in fulfilling the American College of Sports Medicine requirements for

  5. Physical and psychosocial function in residential aged-care elders: effect of Nintendo Wii Sports games.

    Science.gov (United States)

    Keogh, Justin W L; Power, Nicola; Wooller, Leslie; Lucas, Patricia; Whatman, Chris

    2014-04-01

    This mixed-methods, quasi-experimental pilot study examined whether the Nintendo Wii Sports (NWS) active video game (exergame) system could significantly improve the functional ability, physical activity levels, and quality of life of 34 older adults (4 men and 30 women, 83 ± 8 yr) living in 2 residential aged-care (RAC) centers. Change score analyses indicated the intervention group had significantly greater increases in bicep curl muscular endurance, physical activity levels, and psychological quality of life than the control group (p games were fun and provided an avenue for greater socialization. These results add some further support to the utilization of NWS exergames in the RAC context.

  6. Measurements of Weight Bearing Asymmetry Using the Nintendo Wii Fit Balance Board Are Not Reliable for Older Adults and Individuals With Stroke.

    Science.gov (United States)

    Liuzzo, Derek M; Peters, Denise M; Middleton, Addie; Lanier, Wes; Chain, Rebecca; Barksdale, Brittany; Fritz, Stacy L

    Clinicians and researchers have used bathroom scales, balance performance monitors with feedback, postural scale analysis, and force platforms to evaluate weight bearing asymmetry (WBA). Now video game consoles offer a novel alternative for assessing this construct. By using specialized software, the Nintendo Wii Fit balance board can provide reliable measurements of WBA in healthy, young adults. However, reliability of measurements obtained using only the factory settings to assess WBA in older adults and individuals with stroke has not been established. To determine whether measurements of WBA obtained using the Nintendo Wii Fit balance board and default settings are reliable in older adults and individuals with stroke. Weight bearing asymmetry was assessed using the Nintendo Wii Fit balance board in 2 groups of participants-individuals older than 65 years (n = 41) and individuals with stroke (n = 41). Participants were given a standardized set of instructions and were not provided auditory or visual feedback. Two trials were performed. Intraclass correlation coefficients (ICC), standard error of measure (SEM), and minimal detectable change (MDC) scores were determined for each group. The ICC for the older adults sample was 0.59 (0.35-0.76) with SEM95 = 6.2% and MDC95 = 8.8%. The ICC for the sample including individuals with stroke was 0.60 (0.47-0.70) with SEM95 = 9.6% and MDC95 = 13.6%. Although measurements of WBA obtained using the Nintendo Wii Fit balance board, and its default factory settings, demonstrate moderate reliability in older adults and individuals with stroke, the relatively high associated SEM and MDC values substantially reduce the clinical utility of the Nintendo Wii Fit balance board as an assessment tool for WBA. Weight bearing asymmetry cannot be measured reliably in older adults and individuals with stroke using the Nintendo Wii Fit balance board without the use of specialized software.

  7. Comparison of Nintendo Wii and PlayStation2 for enhancing laparoscopic skills.

    Science.gov (United States)

    Ju, Rujin; Chang, Peter L; Buckley, Adam P; Wang, Karen C

    2012-01-01

    The increase in laparoscopic surgery has led to a growing need to train residents in this skill. Virtual reality simulators and box trainers have been used as educational tools outside of the operating room, but both approaches have advantages and disadvantages. Video games have been an area of interest in the search for other modalities to train residents. Experience with the traditional single controller unit video games have been correlated with better surgical skill acquisition. In 2006, Nintendo introduced the Wii, a novel gaming modality that mimics movements in laparoscopy better than traditional games do. Our objective was to compare the Nintendo Wii and PlayStation2 for enhancing laparoscopy skills. The study included stratified randomization of 23 less experienced ( 12 laparoscopy cases per year) and 19 more experienced ( 12 per year) physicians, residents, and medical students to 30 min of Wii versus PlayStation2 in a university-affiliated hospital Department of Obstetrics and Gynecology. Pre- and posttest bead transfer and suturing scores were obtained. Baseline characteristics were similar for both video game groups. Participants assigned to Wii and PlayStation2 both demonstrated significant improvement in bead transfer. Neither Wii nor PlayStation2 participants improved in suturing scores. The Wii group improved more in bead transfer scores when compared to the PlayStation2 group (60 points vs. 40 points, respectively), but this difference was not statistically significant. Both Wii and PlayStation2 significantly improved laparoscopic skills in bead transfer. These video games may be inexpensive alternatives to laparoscopy training simulators.

  8. Predictors of Video Game Console Aggression

    OpenAIRE

    Bean, Anthony Martin; Ferro, Lauren

    2016-01-01

    This study was designed to investigate the aggression levels of college students found in the Northeastern part of the United States following exposure to video games. The 59 participants played their assigned game, Mortal Kombat on Nintendo Wii or Halo 2 on the Xbox, for 45 minutes with a partner. The researchers employed twelve t-tests (alpha adjusted to .004) and three multiple linear regressions to explore the difference of aggression levels in gender, violent video game, and predictors o...

  9. The Use of Nintendo Wii in the Rehabilitation of Poststroke Patients: A Systematic Review.

    Science.gov (United States)

    Dos Santos, Luan Rafael Aguiar; Carregosa, Adriani Andrade; Masruha, Marcelo Rodrigues; Dos Santos, Pietro Araújo; Da Silveira Coêlho, Marília Lira; Ferraz, Daniel Dominguez; Da Silva Ribeiro, Nildo Manoel

    2015-10-01

    To evaluate the effectiveness of the video game console Nintendo Wii (NW) in motor function, balance, and functional independence in the treatment of poststroke patients and to identify which games are commonly used in therapy. Randomized controlled trials were researched in MEDLINE, Cochrane Library, PEDro, CAPES Periodic, BIREME, and LILACS databases, covering publications up to March 31, 2014. The assessment of methodological quality was performed using the PEDro Scale as reference. The 5 studies included for analysis showed that NW can provide an improvement of motor function of the individual, but the data are unclear when it comes to the balance and functional independence. It was concluded that there is little evidence to ensure the effectiveness and support the inclusion of the treatment with NW in patients with sequelae caused by a stroke; however, some of the studies analyzed suggest that NW can provide improvement in motor function. Copyright © 2015 National Stroke Association. Published by Elsevier Inc. All rights reserved.

  10. Metabolic changes associated with playing active video game ...

    African Journals Online (AJOL)

    Twenty adults (10 males and 10 females) between 19 and 25 years of age played Nintendo Wii Boxing™ for 15 minutes. ... the VO2max assessment. ... opponent when compared to when at rest (1.1 ± 0.1 kcal•min-1), while no significant differences were found between the two video game opponents or males and females.

  11. Respostas cardiovasculares agudas em ambiente virtualmente simulado pelo Nintendo Wii

    Directory of Open Access Journals (Sweden)

    Renato Aparecido de Souza

    2013-01-01

    Full Text Available DOI: http://dx.doi.org/10.5007/1980-0037.2013v15n1p60 Recentemente, tem sido verificada a utilização do Nintendo Wii no contexto da saúde. O objetivo do presente estudo foi analisar as respostas cardiovasculares agudas monitoradas por meio do comportamento da frequência cardíaca, pressão arterial sistólica, pressão arterial diastólica e duplo produto, em ambiente virtualmente simulado pelo console Nintendo Wii. A amostra foi composta por 18 universitários saudáveis, com média de idade de 22,07 ± 1,34 anos. As variáveis foram observadas com uso de deltas (valor final - inicial após 25 arremessos de basquetebol em duas situações experimentais: (I com o voluntário sentado e, (II com o voluntário saltando verticalmente. Os resultados sugerem que a prática de atividade física em ambiente virtual emulado pelo Nintendo Wii é capaz de alterar as respostas cardiovasculares agudas, especialmente, quando realizada em associação a saltos verticais. Assim, os resultados sustentam a viabilidade do uso do Nintendo Wii em programas de treinamento e favorecem sua indicação de forma mais segura.

  12. Temporal super resolution using variational methods

    DEFF Research Database (Denmark)

    Keller, Sune Høgild; Lauze, Francois Bernard; Nielsen, Mads

    2010-01-01

    Temporal super resolution (TSR) is the ability to convert video from one frame rate to another and is as such a key functionality in modern video processing systems. A higher frame rate than what is recorded is desired for high frame rate displays, for super slow-motion, and for video/film format...... observed when watching video on large and bright displays where the motion of high contrast edges often seem jerky and unnatural. A novel motion compensated (MC) TSR algorithm using variational methods for both optical flow calculation and the actual new frame interpolation is presented. The flow...

  13. Is the Nintendo Wii Fit really acceptable to older people?: a discrete choice experiment

    Science.gov (United States)

    2011-01-01

    Background Interactive video games such as the Nintendo Wii Fit are increasingly used as a therapeutic tool in health and aged care settings however, their acceptability to older people is unclear. The aim of this study was to determine the acceptability of the Nintendo Wii Fit as a therapy tool for hospitalised older people using a discrete choice experiment (DCE) before and after exposure to the intervention. Methods A DCE was administered to 21 participants in an interview style format prior to, and following several sessions of using the Wii Fit in physiotherapy. The physiotherapist prescribed the Wii Fit activities, supervised and supported the patient during the therapy sessions. Attributes included in the DCE were: mode of therapy (traditional or using the Wii Fit), amount of therapy, cost of therapy program and percentage of recovery made. Data was analysed using conditional (fixed-effects) logistic regression. Results Prior to commencing the therapy program participants were most concerned about therapy time (avoiding programs that were too intensive), and the amount of recovery they would make. Following the therapy program, participants were more concerned with the mode of therapy and preferred traditional therapy programs over programs using the Wii Fit. Conclusions The usefulness of the Wii Fit as a therapy tool with hospitalised older people is limited not only by the small proportion of older people who are able to use it, but by older people's preferences for traditional approaches to therapy. Mainstream media portrayals of the popularity of the Wii Fit with older people may not reflect the true acceptability in the older hospitalised population. PMID:22011360

  14. Is the Nintendo Wii Fit really acceptable to older people?: a discrete choice experiment

    Directory of Open Access Journals (Sweden)

    Burgess Leonie

    2011-10-01

    Full Text Available Abstract Background Interactive video games such as the Nintendo Wii Fit are increasingly used as a therapeutic tool in health and aged care settings however, their acceptability to older people is unclear. The aim of this study was to determine the acceptability of the Nintendo Wii Fit as a therapy tool for hospitalised older people using a discrete choice experiment (DCE before and after exposure to the intervention. Methods A DCE was administered to 21 participants in an interview style format prior to, and following several sessions of using the Wii Fit in physiotherapy. The physiotherapist prescribed the Wii Fit activities, supervised and supported the patient during the therapy sessions. Attributes included in the DCE were: mode of therapy (traditional or using the Wii Fit, amount of therapy, cost of therapy program and percentage of recovery made. Data was analysed using conditional (fixed-effects logistic regression. Results Prior to commencing the therapy program participants were most concerned about therapy time (avoiding programs that were too intensive, and the amount of recovery they would make. Following the therapy program, participants were more concerned with the mode of therapy and preferred traditional therapy programs over programs using the Wii Fit. Conclusions The usefulness of the Wii Fit as a therapy tool with hospitalised older people is limited not only by the small proportion of older people who are able to use it, but by older people's preferences for traditional approaches to therapy. Mainstream media portrayals of the popularity of the Wii Fit with older people may not reflect the true acceptability in the older hospitalised population.

  15. The energy expenditure of an activity-promoting video game compared to sedentary video games and TV watching.

    Science.gov (United States)

    Mitre, Naim; Foster, Randal C; Lanningham-Foster, Lorraine; Levine, James A

    2011-01-01

    In the present study we investigated the effect of television watching and the use of activity-promoting video games on energy expenditure in obese and lean children. Energy expenditure and physical activity were measured while participants were watching television, playing a video game on a traditional sedentary video game console, and while playing the same video game on an activity-promoting video game console. Energy expenditure was significantly greater than television watching and playing video games on a sedentary video game console when children played the video game on the activity-promoting console. When examining movement with accelerometry, children moved significantly more when playing the video game on the Nintendo Wii console. Activity-promoting video games have shown to increase movement, and be an important tool to raise energy expenditure by 50% when compared to sedentary activities of daily living.

  16. Family Computer in the Early Stages - How did Nintendo construct the relationships in the market? -

    OpenAIRE

    Kei Kuriki

    2006-01-01

    When Nintendo launched into the home videogame business in 1983, it sold its videogame console at an amazingly low price. This low price enhanced the sales of its consoles. However, the execution of this strategy must not have been easy. Nintendo aimed not only to reduce the price but also to build a highly profitable business. It was clear that if the low price came from cutting its margins Nintendo couldn' t enjoy high profits. How did Nintendo solve this problem? In this case study, we wil...

  17. Overcoming Barriers to Open Innovation at Apple, Nintendo and Nokia

    OpenAIRE

    Erik Pontiskoski; Kazuhiro Asakawa

    2009-01-01

    This is a conceptual paper on the application of open innovation in three case examples of Apple, Nintendo, and Nokia. Utilizing key concepts from research into managerial and organizational cognition, we describe how each company overcame barriers to utilizing open innovation strategy in R&D and commercialization projects. We identify three levels of barriers: cognitive, behavioral, and institutional, and describe the companies balanced between internal and external reso...

  18. Nintendo Wii hjælper patienter i Esbjerg

    DEFF Research Database (Denmark)

    Lewis Brooks, Anthony (aka Tony)

    2010-01-01

    forsøgspersoner har givet dem en tro på, at leg og bevægelse gennem Nintendo Wii-spil giver meget fine resultater og bedre livskvalitet for patienter, som ellers lider af smerter og isolation på grund af sygdommen fibromyalgi. Derfor vil Hans-Jacob Haga, der er speciallæge i reumatologi med egen klinik i Esbjerg...

  19. Effects of using the nintendo wii fit plus platform in the sensorimotor training of gait disorders in Parkinson's disease.

    Science.gov (United States)

    Gonçalves, Giovanna Barros; Leite, Marco Antônio A; Orsini, Marco; Pereira, João Santos

    2014-01-17

    The use of the Nintendo Wii has been considered a good alternative in the motor rehabilitation of individuals with Parkinson's disease (PD), requiring simultaneous interaction to develop strategies for physical, visual, auditory, cognitive, psychological and social activities in the performing of virtual activities, resulting in improvement in functional performance and gait. The aim of this study was to analyze the effect of virtual sensorimotor activity on gait disorders in people with PD. Fifteen subjects with a clinical diagnosis of PD were submitted to the Unified Parkinson's Disease Rating Scale (UPDRS III), Schwab and England Activities of Daily Living Scale (SE), Functional Independence Measure (FIM), and biomechanical gait analysis using digital images taken with a video camera before and after the treatment program. The activities with the Nintendo Wii virtual platform were standardized into three categories: aerobics, balance and Wii plus exercises. Participants carried out separate virtual exercises for 40 min, twice a week, for a total of 14 sessions. The program improved sensorimotor performance in PD gait, with an increase in stride length and gait speed, in addition to a reduction in motor impairment, especially in items of rigidity and flexibility of the lower limbs evaluated by UPDRS III, and greater functional independence, as evidenced in the SE and FIM scales. Improvements in items related to locomotion and stair climbing were also observed. The training was effective in motor recovery in chronic neurodegenerative diseases, showing improvement in motor performance and functional independence in individuals with PD.

  20. Super jackstraws and super waterwheels

    International Nuclear Information System (INIS)

    Cho, Jin-Ho

    2007-01-01

    We construct various new BPS states of D-branes preserving 8 supersymmetries. These include super Jackstraws (a bunch of scattered D- or (p, q)-strings preserving supersymmetries), and super waterwheels (a number of D2-branes intersecting at generic angles on parallel lines while preserving supersymmetries). Super D-Jackstraws are scattered in various dimensions but are dynamical with all their intersections following a common null direction. Meanwhile, super (p, q)-Jackstraws form a planar static configuration. We show that the SO(2) subgroup of SL(2, R), the group of classical S-duality transformations in IIB theory, can be used to generate this latter configuration of variously charged (p, q)-strings intersecting at various angles. The waterwheel configuration of D2-branes preserves 8 supersymmetries as long as the 'critical' Born-Infeld electric fields are along the common direction

  1. Super differential forms on super Riemann surfaces

    International Nuclear Information System (INIS)

    Konisi, Gaku; Takahasi, Wataru; Saito, Takesi.

    1994-01-01

    Line integral on the super Riemann surface is discussed. A 'super differential operator' which possesses both properties of differential and of differential operator is proposed. With this 'super differential operator' a new theory of differential form on the super Riemann surface is constructed. We call 'the new differentials on the super Riemann surface' 'the super differentials'. As the applications of our theory, the existency theorems of singular 'super differentials' such as 'super abelian differentials of the 3rd kind' and of a super projective connection are examined. (author)

  2. Super families

    International Nuclear Information System (INIS)

    Amato, N.; Maldonado, R.H.C.

    1989-01-01

    The study on phenomena in the super high energy region, Σ E j > 1000 TeV revealed events that present a big dark spot in central region with high concentration of energy and particles, called halo. Six super families with halo were analysed by Brazil-Japan Cooperation of Cosmic Rays. For each family the lateral distribution of energy density was constructed and R c Σ E (R c ) was estimated. For studying primary composition, the energy correlation with particles released separately in hadrons and gamma rays was analysed. (M.C.K.)

  3. Impact of Nintendo Wii Games on Physical Literacy in Children: Motor Skills, Physical Fitness, Activity Behaviors, and Knowledge

    Directory of Open Access Journals (Sweden)

    Amanda M. George

    2016-01-01

    Full Text Available Physical literacy is the degree of fitness, behaviors, knowledge, and fundamental movement skills (agility, balance, and coordination a child has to confidently participate in physical activity. Active video games (AVG, like the Nintendo Wii, have emerged as alternatives to traditional physical activity by providing a non-threatening environment to develop physical literacy. This study examined the impact of AVGs on children’s (age 6–12, N = 15 physical literacy. For six weeks children played one of four pre-selected AVGs (minimum 20 min, twice per week. Pre and post measures of motivation, enjoyment, and physical literacy were completed. Results indicated a near significant improvement in aiming and catching (p = 0.06. Manual dexterity significantly improved in males (p = 0.001, and females felt significantly less pressured to engage in PA (p = 0.008. Overall, there appears to be some positive impact of an AVG intervention on components of physical literacy.

  4. Impact of Nintendo Wii Games on Physical Literacy in Children: Motor Skills, Physical Fitness, Activity Behaviors, and Knowledge.

    Science.gov (United States)

    George, Amanda M; Rohr, Linda E; Byrne, Jeannette

    2016-01-15

    Physical literacy is the degree of fitness, behaviors, knowledge, and fundamental movement skills (agility, balance, and coordination) a child has to confidently participate in physical activity. Active video games (AVG), like the Nintendo Wii, have emerged as alternatives to traditional physical activity by providing a non-threatening environment to develop physical literacy. This study examined the impact of AVGs on children's (age 6⁻12, N = 15) physical literacy. For six weeks children played one of four pre-selected AVGs (minimum 20 min, twice per week). Pre and post measures of motivation, enjoyment, and physical literacy were completed. Results indicated a near significant improvement in aiming and catching ( p = 0.06). Manual dexterity significantly improved in males ( p = 0.001), and females felt significantly less pressured to engage in PA ( p = 0.008). Overall, there appears to be some positive impact of an AVG intervention on components of physical literacy.

  5. REAL-TIME VIDEO SCALING BASED ON CONVOLUTION NEURAL NETWORK ARCHITECTURE

    OpenAIRE

    S Safinaz; A V Ravi Kumar

    2017-01-01

    In recent years, video super resolution techniques becomes mandatory requirements to get high resolution videos. Many super resolution techniques researched but still video super resolution or scaling is a vital challenge. In this paper, we have presented a real-time video scaling based on convolution neural network architecture to eliminate the blurriness in the images and video frames and to provide better reconstruction quality while scaling of large datasets from lower resolution frames t...

  6. Will Nintendo "Wii Fit" Get You Fit? An Evaluation of the Energy Expenditure from Active-Play Videogames.

    Science.gov (United States)

    Xian, Ying; Kakinami, Lisa; Peterson, Eric D; Mustian, Karen M; Fernandez, I Diana

    2014-04-01

    This study aimed to determine whether Nintendo(®) (Redmond, WA) "Wii Fit™" games can help individuals meet physical activity recommendations. Thirty young healthy volunteers were recruited for this randomized crossover study to evaluate the energy expenditure associated with (1) a 30-minute "Wii Fit Free Run," (2) three 10-minute bouts of "Wii Fit" aerobic games ("Rhythm Boxing," "Super Hula Hoop," and "Advanced Steps"), and (3) 30-minute treadmill running/walking. Energy expenditure was measured by indirect calorimetry using breath-by-breath analyses of O2 consumption and CO2 production. The "Wii Fit" conditions produced a moderate exercise intensity (5.0, 4.1, 3.9, and 3.8 metabolic equivalents [METs] in "Free Run," "Rhythm Boxing," "Super Hula Hoop," and "Advanced Steps"), whereas the treadmill running/walking produced a vigorous exercise intensity (METs=8.0). Based on federal guidelines, an individual could achieve the minimum weekly goal of 500 MET-minutes by playing selected "Wii Fit" aerobics games for 20-26 minutes a day, 5 days a week. Although not as vigorous as the treadmill, active-play videogames such as "Wii Fit" may provide an alternative way to encourage exercise and increase adoption and adherence to the physical activity guidelines.

  7. From Barney to Super Nintendo: What to Do When Your Child Wants It All.

    Science.gov (United States)

    Rosenberg, Ellen

    1994-01-01

    Parents must help their children distinguish between wants and needs and put them in a balanced perspective. Children need to learn to respect differences in people rather than base their judgments on socioeconomic status. The article suggests ways parents can grab teachable moments to reinforce their values and decisions. (SM)

  8. Improved nondominant hand performance on a laparoscopic virtual reality simulator after playing the Nintendo Wii.

    Science.gov (United States)

    Middleton, Kellie K; Hamilton, Travis; Tsai, Pei-Chien; Middleton, Dana B; Falcone, John L; Hamad, Giselle

    2013-11-01

    Video games have been shown to improve eye-hand coordination, spatial visualization, manual dexterity, and rapid mental processing, which are important in the acquisition of laparoscopic skills. This study investigated the relationship between playing Nintendo(®) Wii™ and virtual reality (VR) laparoscopic surgery simulator performance. We hypothesized that playing the Wii would improve surgical skills performance on a VR laparoscopic simulator and hoped to elucidate which tasks, in particular, would be most beneficial for nondominant hand training. This was a single-blinded, randomized, prospective study conducted with 23 student volunteers. VR laparoscopic skills were assessed at baseline on a Simbionix LapMentor™ Surgical Simulator (Simbionix Ltd., Israel) and after the gaming period of 2 weeks. Simulator performance metrics were compared between groups using nonparametric statistics and an alpha of 0.05. Compared with the control group, the Wii-playing group demonstrated greater improvement of six measures, including accuracy on the eye-hand coordination task (p = 0.04), faster completion time (p = 0.04), decreased number of left-handed movements (p = 0.03), decreased left handed total path length (p = 0.03), decreased total number of grasping attempts (p = 0.04), and improved left-handed economy of movement (p = 0.05) for the bimanual clipping and grasping task. When comparing the number of measures improved upon by the Wii-playing group and the control group for all three tasks, the Wii-playing group consistently outperformed the control group in 18 measures compared with the control group's improvement in 6. This study further characterizes the association between video game playing and surgical performance. Improvements following the intervention were made in the most basic of surgical skills, most notably with the nondominant hand, suggesting that short-term playing of the Wii could improve bimanual dexterity and expedite the acquisition of basic

  9. The Super Patalan Numbers

    OpenAIRE

    Richardson, Thomas M.

    2014-01-01

    We introduce the super Patalan numbers, a generalization of the super Catalan numbers in the sense of Gessel, and prove a number of properties analagous to those of the super Catalan numbers. The super Patalan numbers generalize the super Catalan numbers similarly to how the Patalan numbers generalize the Catalan numbers.

  10. A super soliton connection

    International Nuclear Information System (INIS)

    Gurses, M.; Oguz, O.

    1985-07-01

    Integrable super non-linear classical partial differential equations are considered. A super s1(2,R) algebra valued connection 1-form is constructed. It is shown that curvature 2-form of this super connection vanishes by virtue of the integrable super equations of motion. A super extension of the AKNS scheme is presented and a class of super extension of the Lax hierarchy and super non-linear Schroedinger equation are found. O(N) extension and the Baecklund transformations of the above super equations are also considered. (author)

  11. Nintendo Wii training on postural balance and mobility rehabilitation of adults with Parkinson's disease: a systematic review

    Directory of Open Access Journals (Sweden)

    Daniel Dominguez Ferraz

    Full Text Available Abstract Introduction: Postural instability affects balance control in Parkinson disease (PD patients and increases the particular risk of falling compared with healthy older adults. Video games with not immersive virtual reality have been used in neurological disorders rehabilitation process. Objective: To evaluate the effectiveness of the video game console Nintendo Wii (NW on postural balance and mobility treatment of adults with PD in Hoehn and Yahr stages I to III. Methods: The following databases were searched electronically on MEDLINE, Cochrane Library, PEDro, CAPES Periodic, BIREME, and LILACS databases. The search period for this review was January 2010 to June 2016. The assessment of methodological quality was performed using the PEDro Scale as reference. Results: 12 original studies were selected, but only 3 were randomized controlled trials (RCTs. Conclusion: Some of the studies analysed suggest that NW can provide improvement in balance and mobility of adults with PD. These benefits should be interpreted with caution because of the low methodological quality of the included trials, and the lack of common assessment of treatment effects. There is little evidence to ensure the effectiveness and support the inclusion of the treatment with NW of patients with PD.

  12. Cardiovascular and Affective Outcomes of Active Gaming: Using the Nintendo Wii as a Cardiovascular Training Tool

    Science.gov (United States)

    Naugle, Keith E.; Naugle, Kelly M.; Wikstrom, Erik A.

    2014-01-01

    Naugle, KE, Naugle, KM, and Wikstrom, EA. Cardiovascular and affective outcomes of active gaming: Using the Nintendo Wii as a cardiovascular training tool. J Strength Cond Res 28(2): 443–451, 2014–Active-video gaming is purported to produce similar cardiovascular responses as aerobic fitness activities. This study compared the emotional and cardiovascular effects of Wii games with those of traditional exercise in college-aged adults with different exercise backgrounds. Specifically, the percentage of heart rate reserve, rate of perceived exertion (RPE), level of enjoyment, and Positive and Negative Affect Schedule scores were compared between subjects who reported exercising frequently at high intensities (high-intensity exerciser group: age = 20.18 years [0.87]; Height = 165.23 cm [9.97]; Mass = 62.37 kg [11.61]), N = 11 and those who exercise more often at lower intensities (low-intensity exercisers group: age = 20.72 years [1.19]; Height = 164.39 cm [8.05]; Mass = 68.04 kg [10.71]), N = 11. The subjects completed six 20-minute exercises sessions: treadmill walking, stationary cycling, and Wii's Tennis, Boxing, Cycling, and Step. The low-intensity exerciser group achieved a greater percentage of heart rate reserve (a) during traditional exercise compared with that during Wii boxing, (b) playing Wii boxing compared with that for Wii tennis, and (c) playing Wii boxing compared with that when the high-intensity exercisers group played any Wii games (p < 0.05). The RPE was greater for boxing and cycling compared with that for tennis and step (p < 0.05). Ratings of enjoyment and the increase in positive emotion were greater for boxing and for tennis compared with those for traditional exercises (p < 0.05). Results suggest that Wii boxing shows the greatest potential as a cardiovascular fitness tool among the Wii games, particularly for individuals who typically exercise at lower intensities. PMID:23660574

  13. Effects of Using the Nintendo Wii Fit Plus Platform in the Sensorimotor Training of Gait Disorders in Parkinson’s Disease

    Science.gov (United States)

    Gonçalves, Giovanna Barros; Leite, Marco Antônio A.; Orsini, Marco; Pereira, João Santos

    2014-01-01

    The use of the Nintendo Wii has been considered a good alternative in the motor rehabilitation of individuals with Parkinson’s disease (PD), requiring simultaneous interaction to develop strategies for physical, visual, auditory, cognitive, psychological and social activities in the performing of virtual activities, resulting in improvement in functional performance and gait. The aim of this study was to analyze the effect of virtual sensorimotor activity on gait disorders in people with PD. Fifteen subjects with a clinical diagnosis of PD were submitted to the Unified Parkinson’s Disease Rating Scale (UPDRS III), Schwab and England Activities of Daily Living Scale (SE), Functional Independence Measure (FIM), and biomechanical gait analysis using digital images taken with a video camera before and after the treatment program. The activities with the Nintendo Wii virtual platform were standardized into three categories: aerobics, balance and Wii plus exercises. Participants carried out separate virtual exercises for 40 min, twice a week, for a total of 14 sessions. The program improved sensorimotor performance in PD gait, with an increase in stride length and gait speed, in addition to a reduction in motor impairment, especially in items of rigidity and flexibility of the lower limbs evaluated by UPDRS III, and greater functional independence, as evidenced in the SE and FIM scales. Improvements in items related to locomotion and stair climbing were also observed. The training was effective in motor recovery in chronic neurodegenerative diseases, showing improvement in motor performance and functional independence in individuals with PD. PMID:24744845

  14. Clinical use of Nintendo Wii bowling simulation to decrease fall risk in an elderly resident of a nursing home: a case report.

    Science.gov (United States)

    Clark, Robert; Kraemer, Theresa

    2009-01-01

    Of the estimated 1.7 million residents of nursing homes in the United States, approximately half fall annually; and 11% of these sustain injury. This is twice the rate for persons dwelling in the community. By addressing fall risk, physical therapists have an opportunity to reduce falls which are the leading cause of injury deaths, as well as the most common cause of nonfatal injuries for older adults in the United States. This case report examines the effect of a novel interactive video game intervention to address balance dysfunction in an elderly resident of a nursing home who was at risk for falls. The patient is an 89-year-old resident diagnosed with an unspecified balance disorder and a history of multiple falls. Self reports of gait abnormalities, scores on several clinical measures, and her fall history classified her as having substantial risk for future falls. A nontraditional approach to balance training, employing the Nintendo Wii bowling simulation, was used as intervention for this patient's balance disorder. After 6 one-hour treatment sessions, the patient's Berg Balance Score improved from 48 to 53. On the Dynamic Gait Index, the patient improved her score from 19 to 21. The patient's Timed Up and Go Test improved from 14.9 to 10.5 seconds, all suggesting a reduced risk of falling. The patient's ABC Score improved from 88 to 90%. Physical therapy intervention, using the Nintendo Wii bowling simulation, may have decreased fall risk for this individual.

  15. Effects of using the Nintendo Wii Fit Plus Platform in the sensorimotor training of gait disorders in Parkinson’s disease

    Directory of Open Access Journals (Sweden)

    Giovanna Barros Gonçalves

    2014-01-01

    Full Text Available The use of the Nintendo Wii has been considered a good alternative in the motor rehabilitation of individuals with Parkinson’s disease (PD, requiring simultaneous interaction to develop strategies for physical, visual, auditory, cognitive, psychological and social activities in the performing of virtual activities, resulting in improvement in functional performance and gait. The aim of this study was to analyze the effect of virtual sensorimotor activity on gait disorders in people with PD. Fifteen subjects with a clinical diagnosis of PD were submitted to the Unified Parkinson’s Disease Rating Scale (UPDRS III, Schwab and England Activities of Daily Living Scale (SE, Functional Independence Measure (FIM, and biomechanical gait analysis using digital images taken with a video camera before and after the treatment program. The activities with the Nintendo Wii virtual platform were standardized into three categories: aerobics, balance and Wii plus exercises. Participants carried out separate virtual exercises for 40 min, twice a week, for a total of 14 sessions. The program improved sensorimotor performance in PD gait, with an increase in stride length and gait speed, in addition to a reduction in motor impairment, especially in items of rigidity and flexibility of the lower limbs evaluated by UPDRS III, and greater functional independence, as evidenced in the SE and FIM scales. Improvements in items related to locomotion and stair climbing were also observed. The training was effective in motor recovery in chronic neurodegenerative diseases, showing improvement in motor performance and functional independence in individuals with PD.

  16. [Balance trainability using the Nintendo Wii balance board in sportive people].

    Science.gov (United States)

    Paukowits, S; Stöggl, T

    2014-03-01

    A multivariable training has a positive impact on balance skills and risk of injury. To date the effect of this training using the Nintendo Wii balance board in sportive people has not yet been investigated. The aim of this study was to investigate whether training with the Nintendo Wii balance board can improve balance skills. 20 people were randomized into a control and an intervention group each with 10 people who performed a unilateral stance test with eyes open and closed as well as the star excursion balance test before and after the intervention. The control group completed their usual sports and the intervention group an adjunct training with the Nintendo Wii balance board for 4 weeks. Adjunct Training using the Nintendo Wii Balance Board did not improve sportive people's balance skills significantly. The intervention group, however, attained better results in the star excursion balance test, whereas the control group did not show any changes. The unilateral stance tests did not provide significant differences before and after training within both groups. The use of the Nintendo Wii balance board should be further investigated by employing individual difficulty levels. © Georg Thieme Verlag KG Stuttgart · New York.

  17. Nintendo Wii™ Versus Xbox Kinect™ for Assisting People With Parkinson's Disease.

    Science.gov (United States)

    Alves, Melissa L M; Mesquita, Beatriz S; Morais, Wenderson S; Leal, Josevan C; Satler, Corina E; Dos Santos Mendes, Felipe A

    2018-06-01

    This study investigated changes in motor and cognitive skills, anxiety levels, and quality of life perception among patients with Parkinson's Disease (PD) following training with different commercial gaming devices-Nintendo Wii™ and Xbox Kinect™. We used a quasi-experimental, simple blinded clinical trial, dividing 27 patients with PD into three equal groups of nine members: (a) Nintendo Wii™, (b) Xbox Kinect™, and (c) control group. After pretests, experimental group participants spent 10 sessions playing four games of the selected gaming device, while control group participants received no intervention. Only those engaged with the Nintendo Wii™ significantly improved their performance on single and dual task gait tests, decreased anxiety levels, and improved memory, attention, and reversibility. The control group showed no changes on any measures.

  18. Nintendo Wii-pelikonsolin käyttö ikääntyneiden tasapainon tukemisessa

    OpenAIRE

    Pere, Olli; Suihkonen, Juho; Kärkkäinen, Taneli

    2017-01-01

    Opinnäytetyömme tavoitteena oli lisätä tietoa Nintendo Wii-pelikonsolin käytöstä ikääntyneiden tasapainoharjoittelussa. Opinnäytetyössämme teimme kirjallisuuskatsauksen kokoamalla aiemmin tutkittua tietoa aiheesta. Selvittääksemme ikääntyneiden käyttökokemuksia tasapainoharjoittelusta Nintendo Wiipelikonsolilla, teimme palvelutalo Karpalokodilla aiheesta tapaustutkimuksen. Tapaustutkimukseen osallistui kolme 80-89-vuotiasta henkilöä. Aineiston tapaustutkimukseen keräsimme haastattelulla. ...

  19. Reference data on reaction time and aging using the Nintendo Wii Balance Board

    DEFF Research Database (Denmark)

    Blomkvist, Andreas W.; Eika, Fredrik; Rahbek, Martin T.

    2017-01-01

    Wii Balance Board has the potential to be a multi-modal test and intervention instrument for these risk factors, however, reference data are lacking. Objective To provide RT reference data and to characterize the age-related changes in RT measured by the Nintendo Wii Balance Board. Method Healthy...... participants were recruited at various locations and their RT in hands and feet were tested by six assessors using the Nintendo Wii Balance Board. Reference data were ana-lysed and presented in age-groups, while the age-related change in RT was tested and characterized with linear regression models. Results...

  20. A novel super-resolution camera model

    Science.gov (United States)

    Shao, Xiaopeng; Wang, Yi; Xu, Jie; Wang, Lin; Liu, Fei; Luo, Qiuhua; Chen, Xiaodong; Bi, Xiangli

    2015-05-01

    Aiming to realize super resolution(SR) to single image and video reconstruction, a super resolution camera model is proposed for the problem that the resolution of the images obtained by traditional cameras behave comparatively low. To achieve this function we put a certain driving device such as piezoelectric ceramics in the camera. By controlling the driving device, a set of continuous low resolution(LR) images can be obtained and stored instantaneity, which reflect the randomness of the displacements and the real-time performance of the storage very well. The low resolution image sequences have different redundant information and some particular priori information, thus it is possible to restore super resolution image factually and effectively. The sample method is used to derive the reconstruction principle of super resolution, which analyzes the possible improvement degree of the resolution in theory. The super resolution algorithm based on learning is used to reconstruct single image and the variational Bayesian algorithm is simulated to reconstruct the low resolution images with random displacements, which models the unknown high resolution image, motion parameters and unknown model parameters in one hierarchical Bayesian framework. Utilizing sub-pixel registration method, a super resolution image of the scene can be reconstructed. The results of 16 images reconstruction show that this camera model can increase the image resolution to 2 times, obtaining images with higher resolution in currently available hardware levels.

  1. Construct and concurrent validity of a Nintendo Wii video game made for training basic laparoscopic skills

    NARCIS (Netherlands)

    Jalink, M. B.; Goris, J.; Heineman, E.; Pierie, J. P. E. N.; ten Cate Hoedemaker, H. O.

    Background Virtual reality (VR) laparoscopic simulators have been around for more than 10 years and have proven to be cost-and time-effective in laparoscopic skills training. However, most simulators are, in our experience, considered less interesting by residents and are often poorly accessible.

  2. Beyond Nintendo: Design and Assessment of Educational Video Games for First and Second Grade Students.

    Science.gov (United States)

    Rosas, Ricardo; Nussbaum, Miguel; Cumsille, Patricio; Marianov, Vladimir; Correa, Monica; Flores, Patricia; Grau, Valeska; Lagos, Francisca; Lopez, Ximena; Lopez, Veronica; Rodriguez, Patricio; Salinas, Marcela

    2003-01-01

    Describes a study of economically disadvantaged first and second graders in Chile that evaluated the effects of the introduction of educational videogames into the classroom on mathematics and reading comprehension. Investigated effects on learning, motivation, and classroom dynamics; teachers' expectations of change; and technological transfer.…

  3. Effectiveness of Using a Portable Video Game for Promoting Healthy Dietary Behavior among College Students

    OpenAIRE

    Shiba, Eri

    2009-01-01

    Currently the use of new technologies takes on a growing importance in education. This study assessed the effectiveness of a 2-week intervention using portable video game machine "Nintendo DS" and the software "Koharu no DS Uchigohan (Koharu' s DS home cooking)" to increase knowledge and consciousness of cooking and to promote healthier dietary behavior among college students. A pretest was administered to participants before the intervention. In addition to the same test, the questionnaire a...

  4. Active video games as an exercise tool for children with cystic fibrosis.

    Science.gov (United States)

    O'Donovan, Cuisle; Greally, Peter; Canny, Gerard; McNally, Paul; Hussey, Juliette

    2014-05-01

    Active video games are used in many hospitals as exercise tools for children with cystic fibrosis. However, the exercise intensity associated with playing these games has not been examined in this population. Children with cystic fibrosis [n=30, aged 12.3 (2.6) years, 17 boys, BMI 17.7 (2.8) kg/m(2)] were recruited from outpatient clinics in Dublin hospitals. Age and gender matched control children were recruited from local schools. Oxygen consumption, metabolic equivalents (METs) calculated from resting V˙O2, and heart rate were measured while playing Nintendo Wii™ (Nintendo Co. Ltd., Tokyo, Japan) Sports Boxing and Nintendo Wii Fit Free Jogging using a portable indirect calorimeter (Oxycon Mobile). Playing Wii Boxing resulted in light intensity activity (2.46METs) while playing Wii Fit Free Jogging resulted in moderate intensity physical activity (4.44METs). No significant difference was seen between groups in the energy cost of playing active video games. Active video games are a useful source of light to moderate intensity physical activity in children with cystic fibrosis. © 2013.

  5. Novel Use of the Nintendo Wii Board for Measuring Isometric Lower Limb Strength

    DEFF Research Database (Denmark)

    Gronbech Jorgensen, Martin; Andersen, Stig; Ryg, Jesper

    BACKGROUND: Portable, low-cost, objective and reproducible assessment of muscle strength in the lower limbs is important as it allows clinicians to precisly track progression of patients undergoing rehabilitation. The Nintendo Wii Balance Board (WBB) is portable, inexpensive, durable, available...

  6. The Blue Ocean that disappeared – the case of Nintendo Wii

    DEFF Research Database (Denmark)

    Hollensen, Svend

    2013-01-01

    Purpose – The purpose with this article is to analyze the “Blue Ocean” phenomenon in depth. The goal is to better understand the underlying dynamic strategies in the form of interactions between theory and management practices. Design/methodology/approach – Single case study, Nintendo, which stra...

  7. Nintendo Wii: Opportunities to Put the Education Back into Physical Education

    Science.gov (United States)

    Perlman, Dana; Forrest, Greg; Pearson, Phil

    2012-01-01

    Movement-based gaming technologies, such as the Nintendo Wii, are becoming more visible within the physical education. As research on movement-based technologies develops, an aspect that has gained interest is the potential educational value for the physical education student. The purpose of this study was to examine movement-based sport games and…

  8. Effects of Nintendo Wii Fit Plus training on ankle strength with functional ankle instability.

    Science.gov (United States)

    Kim, Ki-Jong; Jun, Hyun-Ju; Heo, Myoung

    2015-11-01

    [Purpose] The objective of this study was to examine the effects of a training program using the Nintendo Wii Fit Plus on the ankle muscle strengths of subjects with functional ankle instability. [Subjects and Methods] This study was conducted using subjects in their 20s who had functional ankle instability. They were randomized to a strengthening training group and a balance training group with 10 subjects in each, and they performed an exercise using Nintendo Wii Fit Plus for 20 minutes. In addition, every participant completed preparation and finishing exercises for 5 minutes, respectively. [Results] The muscle strengths after conducting plantar flexion and dorsiflexion significantly increased at the angular velocities of 60° and 120° in the strengthening training group. Furthermore, the muscle strengths after conducting plantar flexion, dorsiflexion, eversion, and inversion significantly increased at the angular velocities of 60° and 120° in the balance training group. [Conclusion] The balance training group using Nintendo Wii Fit Plus showed better results than the strengthening training group. Consequently, it is recommended to add the balance training program of the Nintendo Wii Fit Plus to conventional exercise programs to improve ankle muscle strength in functional ankle instability at a low cost.

  9. When Should Nintendo Launch its Wii? Insights From a Bivariate Successive Generation Model

    NARCIS (Netherlands)

    Ph.H.B.F. Franses (Philip Hans); C. Hernández-Mireles (Carlos)

    2006-01-01

    textabstractNovember 2006 most likely marks the launch of Sony’s PS3, the successor to PS2. Later, Nintendo is expected to launch the Wii, the successor to the GameCube. We answer the question in the title by analyzing the diffusion of the earlier generations of these consoles, and by using a new

  10. Validity and Reliability of Nintendo Wii Fit Balance Scores

    Science.gov (United States)

    Wikstrom, Erik A.

    2012-01-01

    Context: Interactive gaming systems have the potential to help rehabilitate patients with musculoskeletal conditions. The Nintendo Wii Balance Board, which is part of the Wii Fit game, could be an effective tool to monitor progress during rehabilitation because the board and game can provide objective measures of balance. However, the validity and reliability of Wii Fit balance scores remain unknown. Objective: To determine the concurrent validity of balance scores produced by the Wii Fit game and the intrasession and intersession reliability of Wii Fit balance scores. Design: Descriptive laboratory study. Setting: Sports medicine research laboratory. Patients or Other Participants: Forty-five recreationally active participants (age  =  27.0 ± 9.8 years, height  =  170.9 ± 9.2 cm, mass  =  72.4 ± 11.8 kg) with a heterogeneous history of lower extremity injury. Intervention(s): Participants completed a single-limb–stance task on a force plate and the Star Excursion Balance Test (SEBT) during the first test session. Twelve Wii Fit balance activities were completed during 2 test sessions separated by 1 week. Main Outcome Measure(s): Postural sway in the anteroposterior (AP) and mediolateral (ML) directions and the AP, ML, and resultant center-of-pressure (COP) excursions were calculated from the single-limb stance. The normalized reach distance was recorded for the anterior, posteromedial, and posterolateral directions of the SEBT. Wii Fit balance scores that the game software generated also were recorded. Results: All 96 of the calculated correlation coefficients among Wii Fit activity outcomes and established balance outcomes were interpreted as poor (r Wii Fit balance activity scores ranged from good (intraclass correlation coefficient [ICC]  =  0.80) to poor (ICC  =  0.39), with 8 activities having poor intrasession reliability. Similarly, 11 of the 12 Wii Fit balance activity scores demonstrated poor intersession reliability, with

  11. Validity and reliability of Nintendo Wii Fit balance scores.

    Science.gov (United States)

    Wikstrom, Erik A

    2012-01-01

    Interactive gaming systems have the potential to help rehabilitate patients with musculoskeletal conditions. The Nintendo Wii Balance Board, which is part of the Wii Fit game, could be an effective tool to monitor progress during rehabilitation because the board and game can provide objective measures of balance. However, the validity and reliability of Wii Fit balance scores remain unknown. To determine the concurrent validity of balance scores produced by the Wii Fit game and the intrasession and intersession reliability of Wii Fit balance scores. Descriptive laboratory study. Sports medicine research laboratory. Forty-five recreationally active participants (age = 27.0 ± 9.8 years, height = 170.9 ± 9.2 cm, mass = 72.4 ± 11.8 kg) with a heterogeneous history of lower extremity injury. Participants completed a single-limb-stance task on a force plate and the Star Excursion Balance Test (SEBT) during the first test session. Twelve Wii Fit balance activities were completed during 2 test sessions separated by 1 week. Postural sway in the anteroposterior (AP) and mediolateral (ML) directions and the AP, ML, and resultant center-of-pressure (COP) excursions were calculated from the single-limb stance. The normalized reach distance was recorded for the anterior, posteromedial, and posterolateral directions of the SEBT. Wii Fit balance scores that the game software generated also were recorded. All 96 of the calculated correlation coefficients among Wii Fit activity outcomes and established balance outcomes were interpreted as poor (r Wii Fit balance activity scores ranged from good (intraclass correlation coefficient [ICC] = 0.80) to poor (ICC = 0.39), with 8 activities having poor intrasession reliability. Similarly, 11 of the 12 Wii Fit balance activity scores demonstrated poor intersession reliability, with scores ranging from fair (ICC = 0.74) to poor (ICC = 0.29). Wii Fit balance activity scores had poor concurrent validity relative to COP outcomes and SEBT

  12. Video-game epilepsy: a European study.

    Science.gov (United States)

    Kasteleijn-Nolst Trenité, D G; da Silva, A M; Ricci, S; Binnie, C D; Rubboli, G; Tassinari, C A; Segers, J P

    1999-01-01

    With the introduction of Nintendo video-games on a large scale, reports of children having seizures while playing suggested a possible specific, provocative factor. Although 50% of the photosensitive patients are also sensitive to a 50-Hz television, nonphotosensitive patients with a history of video-game seizures were described as well. The question arises whether this is a mere coincidence, provoked by fatigue and stress, is related to the reaction to the television screen itself, or depends on the movement and color of the pictures of this specific game. A European study was performed in four countries and five sites. All patients were selected because of a history of television, video- or computer-game seizures, with a history of sun-light-, discotheque-, or black and white pattern-evoked seizures, or were already known to be sensitive to intermittent photic stimulation. A total of 387 patients were investigated; 220 (75%) were female and 214 (55%) of those were video- or computer-game seizure, were significantly more sensitive to pattern and to the 50-Hz television (chi square, p video- or computer game, 14% proved not to be photosensitive. Although no difference in age or use of medication was found, twice as many men were found in this nonphotosensitive group.

  13. The Effects of the Nintendo Wii Exercise Program on Chronic Work-related Low Back Pain in Industrial Workers.

    Science.gov (United States)

    Park, Ji-Hyuk; Lee, Sang-Heon; Ko, Dae-Sik

    2013-08-01

    [Purpose] The purpose of this study was to investigate the effects of a Nintendo Wii exercise program on chronic work-related LBP compared with stability exercise. [Methods] Twenty-four workers participated in this study. All of the participants were diagnosed with chronic LBP by a physician. Participants were randomly assigned to three groups: a control group (CG), lumbar stabilization exercise group (LSE), and Nintendo Wii exercise group (NWE). Participants were treated 3 times a week for 8 weeks. Each session lasted 30 minutes. [Results] The results demonstrated that exercise programs improved significantly physical functions related to LBP. In health-related QOL, the Nintendo Wii exercise program significantly improved both the mental and physical health composites, but other groups had significant improvement only in the physical health composite. [Conclusion] The Nintendo Wii exercise program could be a biopsychosocial intervention for work-related LBP in factory workers.

  14. Super Riemann surfaces

    International Nuclear Information System (INIS)

    Rogers, Alice

    1990-01-01

    A super Riemann surface is a particular kind of (1,1)-dimensional complex analytic supermanifold. From the point of view of super-manifold theory, super Riemann surfaces are interesting because they furnish the simplest examples of what have become known as non-split supermanifolds, that is, supermanifolds where the odd and even parts are genuinely intertwined, as opposed to split supermanifolds which are essentially the exterior bundles of a vector bundle over a conventional manifold. However undoubtedly the main motivation for the study of super Riemann surfaces has been their relevance to the Polyakov quantisation of the spinning string. Some of the papers on super Riemann surfaces are reviewed. Although recent work has shown all super Riemann surfaces are algebraic, some areas of difficulty remain. (author)

  15. A Preliminary Study on the Effectiveness of Exergame Nintendo "Wii Fit Plus" on the Balance of Nursing Home Residents.

    Science.gov (United States)

    Janssen, Sacha; Tange, Huibert; Arends, Rachele

    2013-04-01

    This study investigated the effect of playing Nintendo(®) "Wii Fit™ Plus" (Nintendo of America, Inc., Redmond, WA) on body balance and physical activity of nursing home residents. In a nonrandomized controlled trial within a nursing home, two intervention groups (both n=8) were exposed to the same treatment and compared with a control group (n=13). Intervention Group 1 consisted of elderly individuals with regular Nintendo "Wii Fit" experience for at least 1 year. Elderly persons who were novices to the Nintendo "Wii Fit (Plus)" participated in intervention Group 2. Control participants had no experience with the Nintendo "Wii Fit (Plus)" and did not participate in the Nintendo "Wii Fit Plus" sessions. Outcome measurements were taken at baseline and after the intervention, using the Berg Balance Scale and the LASA Physical Activity Questionnaire. Participants of both intervention groups played the Nintendo "Wii Fit Plus" for 10 minutes twice a week during 12 weeks. Although balance improved for all three groups, there was no effect of playing "Wii Fit Plus" (P=0.89). On physical activity, the intervention did have a positive effect (P=0.005); physical activity levels increased with a median of 54.3 (interquartile range, 63.1) minutes/day for intervention Group 1 and a median of 60.7 (interquartile range, 56.8) minutes/day for intervention Group 2. This study showed an effect of Nintendo "Wii Fit Plus" gaming on physical activity of nursing home residents, but not on their balance. The effect of physical activity should be consolidated in a randomized controlled trial in a broader population.

  16. Supermanifolds and super Riemann surfaces

    International Nuclear Information System (INIS)

    Rabin, J.M.

    1986-09-01

    The theory of super Riemann surfaces is rigorously developed using Rogers' theory of supermanifolds. The global structures of super Teichmueller space and super moduli space are determined. The super modular group is shown to be precisely the ordinary modular group. Super moduli space is shown to be the gauge-fixing slice for the fermionic string path integral

  17. Calculus super review

    CERN Document Server

    2012-01-01

    Get all you need to know with Super Reviews! Each Super Review is packed with in-depth, student-friendly topic reviews that fully explain everything about the subject. The Calculus I Super Review includes a review of functions, limits, basic derivatives, the definite integral, combinations, and permutations. Take the Super Review quizzes to see how much you've learned - and where you need more study. Makes an excellent study aid and textbook companion. Great for self-study!DETAILS- From cover to cover, each in-depth topic review is easy-to-follow and easy-to-grasp - Perfect when preparing for

  18. Algebra & trigonometry super review

    CERN Document Server

    2012-01-01

    Get all you need to know with Super Reviews! Each Super Review is packed with in-depth, student-friendly topic reviews that fully explain everything about the subject. The Algebra and Trigonometry Super Review includes sets and set operations, number systems and fundamental algebraic laws and operations, exponents and radicals, polynomials and rational expressions, equations, linear equations and systems of linear equations, inequalities, relations and functions, quadratic equations, equations of higher order, ratios, proportions, and variations. Take the Super Review quizzes to see how much y

  19. The effect of Experimental Law Variations on the Super 14 Rugby ...

    African Journals Online (AJOL)

    The effect of Experimental Law Variations on the Super 14 Rugby Union Tournaments. ... Three hundred and seventy games were recorded on video and analysed by means of the Opta Sports Data software ... AJOL African Journals Online.

  20. Development of P4140 video data wall projector; Video data wall projector

    Energy Technology Data Exchange (ETDEWEB)

    Watanabe, H.; Inoue, H. [Toshiba Corp., Tokyo (Japan)

    1998-12-01

    The P4140 is a 3 cathode-ray tube (CRT) video data wall projector for super video graphics array (SVGA) signals. It is used as an image display unit, providing a large screen when several sets are put together. A high-quality picture has been realized by higher resolution and improved color uniformity technology. A new convergence adjustment system has also been developed through the optimal combination of digital and analog technologies. This video data wall installation has been greatly enhanced by the automation of cubes and cube performance settings. The P4140 video data wall projector can be used for displaying not only data but video as well. (author)

  1. Dashboard Videos

    Science.gov (United States)

    Gleue, Alan D.; Depcik, Chris; Peltier, Ted

    2012-01-01

    Last school year, I had a web link emailed to me entitled "A Dashboard Physics Lesson." The link, created and posted by Dale Basier on his "Lab Out Loud" blog, illustrates video of a car's speedometer synchronized with video of the road. These two separate video streams are compiled into one video that students can watch and analyze. After seeing…

  2. Active video gaming improves body coordination in survivors of childhood brain tumours

    DEFF Research Database (Denmark)

    Sabel, M.; Sjölund, A.; Broeren, J.

    2016-01-01

    Purpose: We investigated whether active video gaming (AVG) could bring about regular, enjoyable, physical exercise in children treated for brain tumours, what level of physical activity could be reached and if the children’s physical functioning improved. Methods: Thirteen children, aged 7–17 years...... compared to their healthy peers. Active video gaming (AVG), supported by Internet coaching, is a feasible home-based intervention in children treated for brain tumours, promoting enjoyable, regular physical exercise of moderate intensity. In this pilot study, AVG with Nintendo Wii improved Body...

  3. Video microblogging

    DEFF Research Database (Denmark)

    Bornoe, Nis; Barkhuus, Louise

    2010-01-01

    Microblogging is a recently popular phenomenon and with the increasing trend for video cameras to be built into mobile phones, a new type of microblogging has entered the arena of electronic communication: video microblogging. In this study we examine video microblogging, which is the broadcasting...... of short videos. A series of semi-structured interviews offers an understanding of why and how video microblogging is used and what the users post and broadcast....

  4. Super-resolution imaging applied to moving object tracking

    Science.gov (United States)

    Swalaganata, Galandaru; Ratna Sulistyaningrum, Dwi; Setiyono, Budi

    2017-10-01

    Moving object tracking in a video is a method used to detect and analyze changes that occur in an object that being observed. Visual quality and the precision of the tracked target are highly wished in modern tracking system. The fact that the tracked object does not always seem clear causes the tracking result less precise. The reasons are low quality video, system noise, small object, and other factors. In order to improve the precision of the tracked object especially for small object, we propose a two step solution that integrates a super-resolution technique into tracking approach. First step is super-resolution imaging applied into frame sequences. This step was done by cropping the frame in several frame or all of frame. Second step is tracking the result of super-resolution images. Super-resolution image is a technique to obtain high-resolution images from low-resolution images. In this research single frame super-resolution technique is proposed for tracking approach. Single frame super-resolution was a kind of super-resolution that it has the advantage of fast computation time. The method used for tracking is Camshift. The advantages of Camshift was simple calculation based on HSV color that use its histogram for some condition and color of the object varies. The computational complexity and large memory requirements required for the implementation of super-resolution and tracking were reduced and the precision of the tracked target was good. Experiment showed that integrate a super-resolution imaging into tracking technique can track the object precisely with various background, shape changes of the object, and in a good light conditions.

  5. The Energy Expenditure of an Activity-Promoting Video Game compared to Sedentary Video Games and TV Watching

    Science.gov (United States)

    Mitre, Naim; Foster, Randal C; Lanningham-Foster, Lorraine; Levine, James A.

    2014-01-01

    Background Screen time continues to be a major contributing factor to sedentariness in children. There have been more creative approaches to increase physical over the last few years. One approach has been through the use of video games. In the present study we investigated the effect of television watching and the use of activity-promoting video games on energy expenditure and movement in lean and obese children. Our primary hypothesis was that energy expenditure and movement decreases while watching television, in lean and obese children. Our secondary hypothesis was that energy expenditure and movement increases when playing the same game with an activity-promoting video game console compared to a sedentary video game console, in lean and obese children. Methods Eleven boys (10 ± 1 year) and eight girls (9 ± 1 year) ranging in BMI from 14–29 kg/m2 (eleven lean and eight overweight or obese) were recruited. Energy expenditure and physical activity were measured while participants were watching television, playing a video game on a traditional sedentary video game console, and while playing the same video game on an activity-promoting video game (Nintendo Wii) console. Results Energy expenditure was significantly greater than television watching and playing video games on a sedentary video game console when children played the video game on the activity-promoting console(125.3 ± 38.2 Kcal/hr vs. 79.7 ± 20.1 and 79.4 ±15.7, Pvideo games on a sedentary video game console is not different. Activity-promoting video games have shown to increase movement, and be an important tool to raise energy expenditure by 50% when compared to sedentary activities of daily living. PMID:22145458

  6. Video demystified

    CERN Document Server

    Jack, Keith

    2004-01-01

    This international bestseller and essential reference is the "bible" for digital video engineers and programmers worldwide. This is by far the most informative analog and digital video reference available, includes the hottest new trends and cutting-edge developments in the field. Video Demystified, Fourth Edition is a "one stop" reference guide for the various digital video technologies. The fourth edition is completely updated with all new chapters on MPEG-4, H.264, SDTV/HDTV, ATSC/DVB, and Streaming Video (Video over DSL, Ethernet, etc.), as well as discussions of the latest standards throughout. The accompanying CD-ROM is updated to include a unique set of video test files in the newest formats. *This essential reference is the "bible" for digital video engineers and programmers worldwide *Contains all new chapters on MPEG-4, H.264, SDTV/HDTV, ATSC/DVB, and Streaming Video *Completely revised with all the latest and most up-to-date industry standards.

  7. Nintendo Wii Fit for balance rehabilitation in patients with Parkinson's disease: A comparative study.

    Science.gov (United States)

    Negrini, Stefano; Bissolotti, Luciano; Ferraris, Alessandro; Noro, Fulvia; Bishop, Mark D; Villafañe, Jorge Hugo

    2017-01-01

    Impaired postural stability places individuals with Parkinson's disease (PD) at an increased risk for falls. We evaluated the effectiveness of 10 vs. 15 sessions of Nintendo Wii Fit for balance recovery for outpatients PD. Twenty-seven patients, 48.1% female (66 ± 8 years), with PD. Patients with PD were consecutively assigned to one of two groups receiving either 10 or 15 sessions (low dose or high dose group, respectively) with Nintendo Wii Fit in recovering balancing ability. All outcome measures were collected at baseline, immediately following the intervention period, and 1-month following the end of the intervention. Falls risk test (FRT), Stability index (PST), Berg balance scale (BBS) and Tinetti scale. The patients undergoing the 10 sessions demonstrated significantly improvement on the balance performances (Tinetti balance and gait scales, BBS and BSF) (all, P Wii Fit, but no significant group effect or group-by-time interaction was detected for any of them, which suggests that both groups improved in the same way. The results suggest that functional improvement can be made in fewer visits during outpatient rehabilitation sessions with Nintendo Wii Fit improving the efficiency of intervention. Copyright © 2016 Elsevier Ltd. All rights reserved.

  8. Acute cardiovascular responses while playing virtual games simulated by Nintendo Wii®

    Science.gov (United States)

    Rodrigues, Gusthavo Augusto Alves; Felipe, Danilo De Souza; Silva, Elisangela; De Freitas, Wagner Zeferino; Higino, Wonder Passoni; Da Silva, Fabiano Fernandes; De Carvalho, Wellington Roberto Gomes; Aparecido de Souza, Renato

    2015-01-01

    [Purpose] This investigation evaluated the acute cardiovascular responses that occur while playing virtual games (aerobic and balance) emulated by Nintendo Wii®. [Subjects] Nineteen healthy male volunteers were recruited. [Methods] The ergospirometric variables of maximum oxygen consumption, metabolic equivalents, and heart rate were obtained during the aerobic (Obstacle Course, Hula Hoop, and Free Run) and balance (Soccer Heading, Penguin Slide, and Table Tilt) games of Wii Fit Plus® software. To access and analyze the ergospirometric information, a VO2000 analyzer was used. Normalized data (using maximum oxygen consumption and heart rate) were analyzed using repeated measures analysis of variance and Scheffe’s test. [Results] Significant differences were found among the balance and aerobic games in all variables analyzed. In addition, the Wii exercises performed were considered to be of light (balance games) and moderate (aerobic games) intensity in accordance with American College Sports Medicine exercise stratification. [Conclusion] Physical activity in a virtual environment emulated by Nintendo Wii® can change acute cardiovascular responses, primarily when Wii aerobic games are performed. These results support the use of the Nintendo Wii® in physical activity programs. PMID:26504308

  9. Efficacy of neurodevelopmental treatment combined with the Nintendo(®) Wii in patients with cerebral palsy.

    Science.gov (United States)

    Acar, Gönül; Altun, Gamze Polen; Yurdalan, SaadetUfuk; Polat, Mine Gülden

    2016-03-01

    [Purpose] The aim of this study was to investigate the efficiency of Nintendo(®) Wii games in addition to neurodevelopmental treatment in patients with cerebral palsy. [Subjects and Methods] Thirty hemiparetic cerebral palsy patients (16 females, 14 males; mean age, 6-15 years) were included in the study and divided into two groups: a neurodevelopmental treatment+Nintendo Wii group (group 1, n=15) and a neurodevelopmental treatment group (group 2, n=15). Both groups received treatment in 45-minute sessions 2 days/week for six weeks. Use of the upper extremities, speed, disability and functional independence were evaluated using the Quality of Upper Extremity Skills Test, Jebsen Taylor Hand Function Test, ABILHAND-Kids test, and Pediatric Functional Independence Measure (self-care) before and after treatment. [Results] There were statistically significant improvements in all parameters for group 1 and group 2 (except quality of function) after six weeks of treatment. Intergroup analysis showed that group 1 was superior to group 2 in mean change differences in the Jebsen Taylor Hand Function Test. [Conclusion] Our results showed that neurodevelopmental treatment is effective for improving hand functions in hemiplegic cerebral palsy. To provide a enjoyable, motivational, safe, and effective rehabilitation program, the Nintendo(®) Wii may be used in addition to neurodevelopmental treatment.

  10. The design of the m-health service application using a Nintendo DS game console.

    Science.gov (United States)

    Lee, Sangjoon; Kim, Jungkuk; Lee, Myoungho

    2011-03-01

    In this article, we developed an m-health monitoring system using a Nintendo DS game console to demonstrate its utility. The proposed system consists of a biosignal acquisition device, wireless sensor network, base-station for signal reception from the sensor network and signal conversion according to Internet protocol, personal computer display program, and the Nintendo DS game console. The system collects three-channel electrocardiogram (ECG) signals for cardiac abnormality detection and three-axis accelerometer signals for fall detection of a person. The collected signals are then transmitted to the base-station through the wireless sensor network, where they are transformed according to the transmission control protocol/Internet protocol (TCP/IP) and sent to the destination IP through Internet network. To test the developed system, the collected signals were displayed on a computer located in different building through wired Internet network and also simultaneously displayed on the Nintendo DS game console connected to Internet network wirelessly. The system was able to collect and transmit signals for more than 24 h without any interruptions or malfunctions, showing the possibility of integrating healthcare monitoring functions into a small handheld-type electronic device developed for different purposes without significant complications. It is expected that the system can be used in an ambulance, nursing home, or general hospital where efficient patient monitoring from long distance is necessary.

  11. Virtual Rehabilitation through Nintendo Wii in Poststroke Patients: Follow-Up.

    Science.gov (United States)

    Carregosa, Adriani A; Aguiar Dos Santos, Luan Rafael; Masruha, Marcelo R; Coêlho, Marília Lira da S; Machado, Tácia C; Souza, Daniele Costa B; Passos, Gustavo Luan L; Fonseca, Erika P; Ribeiro, Nildo Manoel da S; de Souza Melo, Ailton

    2018-02-01

    To evaluate in the follow-up the sensory-motor recovery and quality of life patients 2 months after completion of the Nintendo Wii console intervention and determine whether learning retention was obtained through the technique. Five hemiplegics patients participated in the study, of whom 3 were male with an average age of 54.8 years (SD = 4.6). Everyone practiced Nintendo Wii therapy for 2 months (50 minutes/day, 2 times/week, during 16 sessions). Each session lasting 60 minutes, under a protocol in which only the games played were changed, plus 10 minutes of stretching. In the first session, tennis and hula hoop games were used; in the second session, football (soccer) and boxing were used. For the evaluation, the Fulg-Meyer and Short Form Health Survey 36 (SF-36) scales were utilized. The patients were immediately evaluated upon the conclusion of the intervention and 2 months after the second evaluation (follow-up). Values for the upper limb motor function sub-items and total score in the Fugl-Meyer scale evaluation and functional capacity in the SF-36 questionnaire were sustained, indicating a possible maintenance of the therapeutic effects. The results suggest that after Nintendo Wii therapy, patients had motor learning retention, achieving a sustained benefit through the technique. Copyright © 2018 National Stroke Association. Published by Elsevier Inc. All rights reserved.

  12. Accuracy of a digital weight scale relative to the nintendo wii in measuring limb load asymmetry.

    Science.gov (United States)

    Kumar, Ns Senthil; Omar, Baharudin; Joseph, Leonard H; Hamdan, Nor; Htwe, Ohnmar; Hamidun, Nursalbiyah

    2014-08-01

    [Purpose] The aim of the present study was to investigate the accuracy of a digital weight scale relative to the Wii in limb loading measurement during static standing. [Methods] This was a cross-sectional study conducted at a public university teaching hospital. The sample consisted of 24 participants (12 with osteoarthritis and 12 healthy) recruited through convenient sampling. Limb loading measurements were obtained using a digital weight scale and the Nintendo Wii in static standing with three trials under an eyes-open condition. The limb load asymmetry was computed as the symmetry index. [Results] The accuracy of measurement with the digital weight scale relative to the Nintendo Wii was analyzed using the receiver operating characteristic (ROC) curve and Kolmogorov-Smirnov test (K-S test). The area under the ROC curve was found to be 0.67. Logistic regression confirmed the validity of digital weight scale relative to the Nintendo Wii. The D statistics value from the K-S test was found to be 0.16, which confirmed that there was no significant difference in measurement between the equipment. [Conclusion] The digital weight scale is an accurate tool for measuring limb load asymmetry. The low price, easy availability, and maneuverability make it a good potential tool in clinical settings for measuring limb load asymmetry.

  13. Acute cardiovascular responses while playing virtual games simulated by Nintendo Wii(®).

    Science.gov (United States)

    Rodrigues, Gusthavo Augusto Alves; Felipe, Danilo De Souza; Silva, Elisangela; De Freitas, Wagner Zeferino; Higino, Wonder Passoni; Da Silva, Fabiano Fernandes; De Carvalho, Wellington Roberto Gomes; Aparecido de Souza, Renato

    2015-09-01

    [Purpose] This investigation evaluated the acute cardiovascular responses that occur while playing virtual games (aerobic and balance) emulated by Nintendo Wii(®). [Subjects] Nineteen healthy male volunteers were recruited. [Methods] The ergospirometric variables of maximum oxygen consumption, metabolic equivalents, and heart rate were obtained during the aerobic (Obstacle Course, Hula Hoop, and Free Run) and balance (Soccer Heading, Penguin Slide, and Table Tilt) games of Wii Fit Plus(®) software. To access and analyze the ergospirometric information, a VO2000 analyzer was used. Normalized data (using maximum oxygen consumption and heart rate) were analyzed using repeated measures analysis of variance and Scheffe's test. [Results] Significant differences were found among the balance and aerobic games in all variables analyzed. In addition, the Wii exercises performed were considered to be of light (balance games) and moderate (aerobic games) intensity in accordance with American College Sports Medicine exercise stratification. [Conclusion] Physical activity in a virtual environment emulated by Nintendo Wii(®) can change acute cardiovascular responses, primarily when Wii aerobic games are performed. These results support the use of the Nintendo Wii(®) in physical activity programs.

  14. Using commercial video games for upper limb stroke rehabilitation: is this the way of the future?

    Science.gov (United States)

    Pietrzak, Eva; Cotea, Cristina; Pullman, Stephen

    2014-01-01

    The increasing number of people living with poststroke sequelae has stimulated the search for novel ways of providing poststroke rehabilitation without putting additional stress on overburdened health care systems. One of them is the use of commercially available technology and off-the-shelf video games for hemiparetic upper limb rehabilitation. The MEDLINE, EMBASE, and Cochrane Library databases were searched using key word synonyms for stroke, upper limb, and video games. Included studies investigated upper limb stroke rehabilitation using commercially available consoles and video games, reported outcomes that included measures of upper limb functionality, and were published in a peer-reviewed journal written in English. Thirteen studies were identified - 6 published as full articles and 7 as abstracts. Studies were generally small and only 3 were randomized. The gaming systems investigated were the Nintendo Wii (n = 10), EyeToy PlayStation (n = 2), and CyWee Z (n = 1). The Nintendo Wii appears to provide the greatest benefits to patients, with improvements seen in upper extremity function measures such as joint range of motion, hand motor function, grip strength, and dexterity. Three studies indicate that video therapy appears to be safe and that long-term improvements continue at follow-up. At present, the evidence that the use of commercial video games in rehabilitation improves upper limb functionality after stroke is very limited. However, this approach has the potential to provide easily available and affordable stroke rehabilitation therapy in settings where access to therapy is limited by geographical or financial constraints.

  15. Video pedagogy

    OpenAIRE

    Länsitie, Janne; Stevenson, Blair; Männistö, Riku; Karjalainen, Tommi; Karjalainen, Asko

    2016-01-01

    The short film is an introduction to the concept of video pedagogy. The five categories of video pedagogy further elaborate how videos can be used as a part of instruction and learning process. Most pedagogical videos represent more than one category. A video itself doesn’t necessarily define the category – the ways in which the video is used as a part of pedagogical script are more defining factors. What five categories did you find? Did you agree with the categories, or are more...

  16. Nonlinear Super Integrable Couplings of Super Classical-Boussinesq Hierarchy

    Directory of Open Access Journals (Sweden)

    Xiuzhi Xing

    2014-01-01

    Full Text Available Nonlinear integrable couplings of super classical-Boussinesq hierarchy based upon an enlarged matrix Lie super algebra were constructed. Then, its super Hamiltonian structures were established by using super trace identity. As its reduction, nonlinear integrable couplings of the classical integrable hierarchy were obtained.

  17. Action video game training reduces the Simon Effect.

    Science.gov (United States)

    Hutchinson, Claire V; Barrett, Doug J K; Nitka, Aleksander; Raynes, Kerry

    2016-04-01

    A number of studies have shown that training on action video games improves various aspects of visual cognition including selective attention and inhibitory control. Here, we demonstrate that action video game play can also reduce the Simon Effect, and, hence, may have the potential to improve response selection during the planning and execution of goal-directed action. Non-game-players were randomly assigned to one of four groups; two trained on a first-person-shooter game (Call of Duty) on either Microsoft Xbox or Nintendo DS, one trained on a visual training game for Nintendo DS, and a control group who received no training. Response times were used to contrast performance before and after training on a behavioral assay designed to manipulate stimulus-response compatibility (the Simon Task). The results revealed significantly faster response times and a reduced cost of stimulus-response incompatibility in the groups trained on the first-person-shooter game. No benefit of training was observed in the control group or the group trained on the visual training game. These findings are consistent with previous evidence that action game play elicits plastic changes in the neural circuits that serve attentional control, and suggest training may facilitate goal-directed action by improving players' ability to resolve conflict during response selection and execution.

  18. A Standing Location Detector Enabling People with Developmental Disabilities to Control Environmental Stimulation through Simple Physical Activities with Nintendo Wii Balance Boards

    Science.gov (United States)

    Shih, Ching-Hsiang

    2011-01-01

    This study evaluated whether two people with developmental disabilities would be able to actively perform simple physical activities by controlling their favorite environmental stimulation using Nintendo Wii Balance Boards with a newly developed standing location detection program (SLDP, i.e., a new software program turning a Nintendo Wii Balance…

  19. Kinematic effect of Nintendo Wii(TM) sports program exercise on obstacle gait in elderly women with falling risk.

    Science.gov (United States)

    Jung, Dae-In; Ko, Dae-Sik; Jeong, Mi-Ae

    2015-05-01

    [Purpose] This study evaluated the changes in balance ability and obstacle gait after lumbar stabilization exercise and Nintendo Wii(TM) Sports in elderly at risk for falls. [Subjects and Methods] Twenty-four elderly women with at risk for falls were randomly divided into the control, lumbar stabilization exercise, and Nintendo Wii Sports groups. Static balance was measured by the Berg Balance Scale and functional reach test, dynamic balance by the timed up-and-go test, and obstacle negotiation function by crossing velocity and maximum vertical heel clearance. [Results] Both the lumbar stabilization exercise and Nintendo Wii Sports groups showed significant improvements in obstacle negotiation function after the exercise compared to the control group. Berg Balance Scale and functional reach test scores were greater in the lumbar stabilization exercise group, while the timed up-and-go test time was significantly better in the Nintendo Wii Sports groups. [Conclusion] Lumbar stabilization exercises and Nintendo Wii Sports improve falling related balance and obstacle negotiation function in elderly women at risk for falls.

  20. Kinematic effect of Nintendo WiiTM sports program exercise on obstacle gait in elderly women with falling risk

    Science.gov (United States)

    Jung, Dae-In; Ko, Dae-Sik; Jeong, Mi-Ae

    2015-01-01

    [Purpose] This study evaluated the changes in balance ability and obstacle gait after lumbar stabilization exercise and Nintendo WiiTM Sports in elderly at risk for falls. [Subjects and Methods] Twenty-four elderly women with at risk for falls were randomly divided into the control, lumbar stabilization exercise, and Nintendo Wii Sports groups. Static balance was measured by the Berg Balance Scale and functional reach test, dynamic balance by the timed up-and-go test, and obstacle negotiation function by crossing velocity and maximum vertical heel clearance. [Results] Both the lumbar stabilization exercise and Nintendo Wii Sports groups showed significant improvements in obstacle negotiation function after the exercise compared to the control group. Berg Balance Scale and functional reach test scores were greater in the lumbar stabilization exercise group, while the timed up-and-go test time was significantly better in the Nintendo Wii Sports groups. [Conclusion] Lumbar stabilization exercises and Nintendo Wii Sports improve falling related balance and obstacle negotiation function in elderly women at risk for falls. PMID:26157228

  1. Super periodic potential

    Science.gov (United States)

    Hasan, Mohammd; Mandal, Bhabani Prasad

    2018-04-01

    In this paper we introduce the concept of super periodic potential (SPP) of arbitrary order n, n ∈I+, in one dimension. General theory of wave propagation through SPP of order n is presented and the reflection and transmission coefficients are derived in their closed analytical form by transfer matrix formulation. We present scattering features of super periodic rectangular potential and super periodic delta potential as special cases of SPP. It is found that the symmetric self-similarity is the special case of super periodicity. Thus by identifying a symmetric fractal potential as special cases of SPP, one can obtain the tunnelling amplitude for a particle from such fractal potential. By using the formalism of SPP we obtain the close form expression of tunnelling amplitude of a particle for general Cantor and Smith-Volterra-Cantor potentials.

  2. NETL Super Computer

    Data.gov (United States)

    Federal Laboratory Consortium — The NETL Super Computer was designed for performing engineering calculations that apply to fossil energy research. It is one of the world’s larger supercomputers,...

  3. Counting repetitions: an observational study of video game play in people with chronic poststroke hemiparesis.

    Science.gov (United States)

    Peters, Denise M; McPherson, Aaron K; Fletcher, Blake; McClenaghan, Bruce A; Fritz, Stacy L

    2013-09-01

    The use of video gaming as a therapeutic intervention has increased in popularity; however, the number of repetitions in comparison with traditional therapy methods has yet to be investigated. The primary purpose of this study was to document and compare the number of repetitions performed while playing 1 of 2 video gaming systems for a time frame similar to that of a traditional therapy session in individuals with chronic stroke. Twelve participants with chronic stroke (mean age, 66.8 ± 8.2 years; time poststroke, 19.2 ± 15.4 months) completed video game play sessions, using either the Nintendo Wii or the Playstation 2 EyeToy. A total of 203 sessions were captured on video record; of these, 50 sessions for each gaming system were randomly selected for analysis. For each selected record, active upper and lower extremity repetitions were counted for a 36-minute segment of the recorded session. The Playstation 2 EyeToy group produced an average of 302.5 (228.1) upper extremity active movements and 189.3 (98.3) weight shifts, significantly higher than the Nintendo Wii group, which produced an average of 61.9 (65.7) upper extremity active movements and 109.7 (78.5) weight shifts. No significant differences were found in steps and other lower extremity active movements between the 2 systems. The Playstation 2 EyeToy group produced more upper extremity active movements and weight shifting movements than the Nintendo Wii group; the number and type of repetitions varied across games. Active gaming (specifically Playstation 2 EyeToy) provided more upper extremity repetitions than those reported in the literature by using traditional therapy, suggesting that it may be a modality to promote increased active movements in individuals poststroke.

  4. Change in functional balance after an exercise program with Nintendo Wii in Latino patients with cerebral palsy: a case series.

    Science.gov (United States)

    Gatica-Rojas, Valeska; Cartes-Velásquez, Ricardo; Méndez-Rebolledo, Guillermo; Olave-Godoy, Felipe; Villalobos-Rebolledo, David

    2016-08-01

    [Purpose] This study aimed to explore the possibility of improving functional balance using an exercise program with Nintendo and the Balance Board peripheral in subjects with cerebral palsy. [Subjects and Methods] This study included 4 male outpatients of a neurological center. All participants received an exercise program based on the use of Nintendo with the Balance Board peripheral. Training consisted of three 25-min sessions per week for 6 weeks. Each session was guided by a physical therapist. Timed up-and-go and one-leg standing tests were conducted before and after the intervention. [Results] All subjects showed significant improvements in the results of the timed up-and-go test. However, there were no significant changes in the results of the one-leg standing test. [Conclusion] The exercise protocol involving Nintendo with the Balance Board peripheral appears to improve functional dynamic balance in patients with cerebral palsy. However, static functional balance does not improve after 6 weeks of training.

  5. Immersive video

    Science.gov (United States)

    Moezzi, Saied; Katkere, Arun L.; Jain, Ramesh C.

    1996-03-01

    Interactive video and television viewers should have the power to control their viewing position. To make this a reality, we introduce the concept of Immersive Video, which employs computer vision and computer graphics technologies to provide remote users a sense of complete immersion when viewing an event. Immersive Video uses multiple videos of an event, captured from different perspectives, to generate a full 3D digital video of that event. That is accomplished by assimilating important information from each video stream into a comprehensive, dynamic, 3D model of the environment. Using this 3D digital video, interactive viewers can then move around the remote environment and observe the events taking place from any desired perspective. Our Immersive Video System currently provides interactive viewing and `walkthrus' of staged karate demonstrations, basketball games, dance performances, and typical campus scenes. In its full realization, Immersive Video will be a paradigm shift in visual communication which will revolutionize television and video media, and become an integral part of future telepresence and virtual reality systems.

  6. Wii, Kinect, and Move. Heart Rate, Oxygen Consumption, Energy Expenditure, and Ventilation due to Different Physically Active Video Game Systems in College Students

    OpenAIRE

    SCHEER, KRISTA S.; SIEBRANT, SARAH M.; BROWN, GREGORY A.; SHAW, BRANDON S.; SHAW, INA

    2014-01-01

    Nintendo Wii, Sony Playstation Move, and Microsoft XBOX Kinect are home video gaming systems that involve player movement to control on-screen game play. Numerous investigations have demonstrated that playing Wii is moderate physical activity at best, but Move and Kinect have not been as thoroughly investigated. The purpose of this study was to compare heart rate, oxygen consumption, and ventilation while playing the games Wii Boxing, Kinect Boxing, and Move Gladiatorial Combat. Heart rate, o...

  7. An interactive sports video game as an intervention for rehabilitation of community-living patients with schizophrenia: A controlled, single-blind, crossover study

    OpenAIRE

    Shimizu, Nobuko; Umemura, Tomohiro; Matsunaga, Masahiro; Hirai, Takayoshi

    2017-01-01

    Hypofrontality is a state of decreased cerebral blood flow in the prefrontal cortex during executive function performance; it is commonly observed in patients with schizophrenia. Cognitive dysfunction, as well as the psychological symptoms of schizophrenia, influences the ability of patients to reintegrate into society. The current study investigated the effects of an interactive sports video game (IVG; Nintendo Wii™ Sports Resort) on frontal lobe function of patients with schizophrenia. A sa...

  8. QUIZ LIBRE: software de entretenimiento basado en un juego de preguntas y respuestas para la plataforma Nintendo DS

    OpenAIRE

    Llamas Ruiz, Agustín

    2012-01-01

    Este proyecto, aprovechando el empuje que supone actualmente en la red estos juegos, quiere proporcionar a los usuarios para la consola portátil de Nintendo, la Nintendo DS, un pequeño juego de preguntas y respuestas parecido al famoso juego del Trivial, donde cuatro jugadores en la misma consola podrán competir para saber, quien tiene más conocimientos sobre los temas que más les guste, ya que el juego será personalizable por y para los usuarios.

  9. THE EFFECTS OF NINTENDO WII® ON THE POSTURAL CONTROL OF PATIENTS AFFECTED BY ACQUIRED BRAIN INJURY: A PILOT STUDY

    Directory of Open Access Journals (Sweden)

    Ana Vicario Mendez

    2013-11-01

    Full Text Available Scientific literature demonstrates that postural control after suffering a brain injury can actually relate to its functional prognosis. Postural control is a result of complex interactions of different body systems that co-operate in order to control the position of the body in the space and is determined by the functional task as well as by the environment in which it is developed. The use in rehabilitation of Nintendo's Wii® gives some results on motor functions. This study analyses the effects of the Nintendo Wii® console on postural control during the execution of an everyday life task consisting of getting up and walking three meters.

  10. Validity and reliability of balance assessment software using the Nintendo Wii balance board: usability and validation.

    Science.gov (United States)

    Park, Dae-Sung; Lee, GyuChang

    2014-06-10

    A balance test provides important information such as the standard to judge an individual's functional recovery or make the prediction of falls. The development of a tool for a balance test that is inexpensive and widely available is needed, especially in clinical settings. The Wii Balance Board (WBB) is designed to test balance, but there is little software used in balance tests, and there are few studies on reliability and validity. Thus, we developed a balance assessment software using the Nintendo Wii Balance Board, investigated its reliability and validity, and compared it with a laboratory-grade force platform. Twenty healthy adults participated in our study. The participants participated in the test for inter-rater reliability, intra-rater reliability, and concurrent validity. The tests were performed with balance assessment software using the Nintendo Wii balance board and a laboratory-grade force platform. Data such as Center of Pressure (COP) path length and COP velocity were acquired from the assessment systems. The inter-rater reliability, the intra-rater reliability, and concurrent validity were analyzed by an intraclass correlation coefficient (ICC) value and a standard error of measurement (SEM). The inter-rater reliability (ICC: 0.89-0.79, SEM in path length: 7.14-1.90, SEM in velocity: 0.74-0.07), intra-rater reliability (ICC: 0.92-0.70, SEM in path length: 7.59-2.04, SEM in velocity: 0.80-0.07), and concurrent validity (ICC: 0.87-0.73, SEM in path length: 5.94-0.32, SEM in velocity: 0.62-0.08) were high in terms of COP path length and COP velocity. The balance assessment software incorporating the Nintendo Wii balance board was used in our study and was found to be a reliable assessment device. In clinical settings, the device can be remarkably inexpensive, portable, and convenient for the balance assessment.

  11. Potential benefits of nintendo wii fit among people with multiple sclerosis: a longitudinal pilot study.

    Science.gov (United States)

    Plow, Matthew; Finlayson, Marcia

    2011-01-01

    We examined the potential of Nintendo Wii Fit (Nintendo Co, Ltd, Kyoto, Japan) to increase physical activity (PA) behavior and health among people with multiple sclerosis (MS). The study consisted of a repeated-measures design with a baseline control period and involved 30 people with MS who had the ability to walk 25 feet with or without a cane (26 individuals were included in the analyses). Nintendo Wii was set up in the homes of participants, who were prescribed a Wii Fit exercise program lasting 14 weeks, 3 days a week. The Physical Activity and Disability Survey, Modified Fatigue Impact Scale, and 36-item Short Form Health Status Survey were administered three times before participants gained access to Wii Fit (control period, at 2-week intervals), and three times after they received Wii Fit (posttest 1: immediately after; posttest 2: 7 weeks after; posttest 3: 14 weeks after). Mobility, balance, strength, and weight were assessed at the first pretest, immediately prior to obtaining access to Wii Fit, and 7 weeks after obtaining access to Wii Fit. Results from the questionnaires indicated that PA significantly improved at week 7, but at week 14, PA levels declined relative to week 7 and the difference was no longer significant compared with the control period. Physical assessments indicated that balance and strength significantly improved at week 7. One adverse event was reported (repetitive knee injury). Physical assessments indicated that people with MS may be able to improve their fitness levels by using Wii Fit. Future studies should incorporate behavior change strategies to promote long-term use of Wii Fit, and explore whether individuals with more severe symptoms of MS can safely use Wii Fit.

  12. Nintendo Papercraft. Del 3D en pantalla al 3D en cartolina

    OpenAIRE

    Iborra i Mondéjar, Vicent Juli

    2013-01-01

    XVIII Jornades de Foment de la Investigació de la Facultat de Ciències Humanes i Socials (Any 2013) El marc d'aquest article se centra en els personatges de les consoles Nintendo passats a cartolina. L’anomenat papercraft és una construcció de figures tridimensionals de paper o cartolina, similar a l'origami. No obstant això, difereix de l'origami perquè els seus patrons poden consistir en moltes peces de paper tallades amb tisores o cúter i unides amb cola, cosa que no pot succeir a...

  13. Nintendo WII remotes provide a reconfigurable tool-changing unit with an automatic calibration capability

    Directory of Open Access Journals (Sweden)

    Collins, James

    2014-08-01

    Full Text Available Modular machines within the reconfigurable manufacturing paradigm require auxiliary modules to enhance the system’s capability. A tool-changing unit was developed as one of these auxiliary modules. The unit had to be able to adapt itself efficiently to changes in the configuration of the machine it was servicing. This necessitated the development of a real- time 3D tracking system in order for the unit to sense alterations in the position of the spindle to which it was delivering tools. An economic positioning system was produced using Nintendo Wii remotes. This paper presents the development, implementation, and testing of this positioning system.

  14. Comparing video games and laparoscopic simulators in the development of laparoscopic skills in surgical residents.

    Science.gov (United States)

    Adams, Barbara J; Margaron, Franklin; Kaplan, Brian J

    2012-01-01

    The video game industry has become increasingly popular over recent years, offering photorealistic simulations of various scenarios while requiring motor, visual, and cognitive coordination. Video game players outperform nonplayers on different visual tasks and are faster and more accurate on laparoscopic simulators. The same qualities found in video game players are highly desired in surgeons. Our investigation aims to evaluate the effect of video game play on the development of fine motor and visual skills. Specifically, we plan to examine if handheld video devices offer the same improvement in laparoscopic skill as traditional simulators, with less cost and more accessibility. We performed an Institutional Review Board-approved study, including categorical surgical residents and preliminary interns at our institution. The residents were randomly assigned to 1 of 3 study arms, including a traditional laparoscopic simulator, XBOX 360 gaming console, or Nintendo DS handheld gaming system. After an introduction survey and baseline timed test using a laparoscopic surgery box trainer, residents were given 6 weeks to practice on their respective consoles. At the conclusion of the study, the residents were tested again on the simulator and completed a final survey. A total of 31 residents were included in the study, representing equal distribution of each class level. The XBOX 360 group spent more time on their console weekly (6 hours per week) compared with the simulator (2 hours per week), and Nintendo groups (3 hours per week). There was a significant difference in the improvement of the tested time among the 3 groups, with the XBOX 360 group showing the greatest improvement (p = 0.052). The residents in the laparoscopic simulator arm (n = 11) improved 4.6 seconds, the XBOX group (n = 10) improved 17.7 seconds, and the Nintendo DS group (n = 10) improved 11.8 seconds. Residents who played more than 10 hours of video games weekly had the fastest times on the simulator

  15. Performing the Super Instrument

    DEFF Research Database (Denmark)

    Kallionpaa, Maria

    2016-01-01

    can empower performers by producing super instrument works that allow the concert instrument to become an ensemble controlled by a single player. The existing instrumental skills of the performer can be multiplied and the qualities of regular acoustic instruments extended or modified. Such a situation......The genre of contemporary classical music has seen significant innovation and research related to new super, hyper, and hybrid instruments, which opens up a vast palette of expressive potential. An increasing number of composers, performers, instrument designers, engineers, and computer programmers...... have become interested in different ways of “supersizing” acoustic instruments in order to open up previously-unheard instrumental sounds. Super instruments vary a great deal but each has a transformative effect on the identity and performance practice of the performing musician. Furthermore, composers...

  16. Video games

    OpenAIRE

    Kolář, Vojtěch

    2012-01-01

    This thesis is based on a detailed analysis of various topics related to the question of whether video games can be art. In the first place it analyzes the current academic discussion on this subject and confronts different opinions of both supporters and objectors of the idea, that video games can be a full-fledged art form. The second point of this paper is to analyze the properties, that are inherent to video games, in order to find the reason, why cultural elite considers video games as i...

  17. Raspberry Pi super cluster

    CERN Document Server

    Dennis, Andrew K

    2013-01-01

    This book follows a step-by-step, tutorial-based approach which will teach you how to develop your own super cluster using Raspberry Pi computers quickly and efficiently.Raspberry Pi Super Cluster is an introductory guide for those interested in experimenting with parallel computing at home. Aimed at Raspberry Pi enthusiasts, this book is a primer for getting your first cluster up and running.Basic knowledge of C or Java would be helpful but no prior knowledge of parallel computing is necessary.

  18. The super-resolution debate

    Science.gov (United States)

    Won, Rachel

    2018-05-01

    In the quest for nanoscopy with super-resolution, consensus from the imaging community is that super-resolution is not always needed and that scientists should choose an imaging technique based on their specific application.

  19. Frames in super Hilbert modules

    Directory of Open Access Journals (Sweden)

    Mehdi Rashidi-Kouchi

    2018-01-01

    Full Text Available In this paper, we define super Hilbert module and investigate frames in this space. Super Hilbert modules are  generalization of super Hilbert spaces in Hilbert C*-module setting. Also, we define frames in a super Hilbert module and characterize them by using of the concept of g-frames in a Hilbert C*-module. Finally, disjoint frames in Hilbert C*-modules are introduced and investigated.

  20. Akademisk video

    DEFF Research Database (Denmark)

    Frølunde, Lisbeth

    2017-01-01

    Dette kapitel har fokus på metodiske problemstillinger, der opstår i forhold til at bruge (digital) video i forbindelse med forskningskommunikation, ikke mindst online. Video har længe været benyttet i forskningen til dataindsamling og forskningskommunikation. Med digitaliseringen og internettet ...

  1. Využití herní konzole Nintendo Wii v terapii poruch hybnosti horní končetiny

    OpenAIRE

    Dubová, Hana Kateřina

    2013-01-01

    Name: Hana Kateřina Dubová Supervizor: MUDr. Markéta Janatová Opponent: Title of the bachelor thesis: The Nintendo Wii utilization in the therapy of upper extremity motor impairments. ABSTRACT: The topic of this thesis was focused on the Nintendo Wii utilization in the therapy of upper extremity motor impairments in patients after a stroke. The aim was to demonstrate the positive effect of intensive therapy on the Nintendo Wii on the active range of motion at paretic upper extremity in two pr...

  2. Handbook of Super 8 Production.

    Science.gov (United States)

    Telzer, Ronnie, Ed.

    This handbook is designed for anyone interested in producing super 8 films at any level of complexity and cost. Separate chapters present detailed discussions of the following topics: super 8 production systems and super 8 shooting and editing systems; budgeting; cinematography and sound recording; preparing to edit; editing; mixing sound tracks;…

  3. Super-resolution

    DEFF Research Database (Denmark)

    Nasrollahi, Kamal; Moeslund, Thomas B.

    2014-01-01

    Super-resolution, the process of obtaining one or more high-resolution images from one or more low-resolution observations, has been a very attractive research topic over the last two decades. It has found practical applications in many real world problems in different fields, from satellite...

  4. Superconducting Super Collider project

    International Nuclear Information System (INIS)

    Perl, M.L.

    1986-04-01

    The scientific need for the Superconducting Super Collider (SSC) is outlined, along with the history of the development of the SSC concept. A brief technical description is given of each of the main points of the SSC conceptual design. The construction cost and construction schedule are discussed, followed by issues associated with the realization of the SSC. 8 refs., 3 figs., 3 tabs

  5. Super Refractory Status Epilepticus

    African Journals Online (AJOL)

    user

    et al did retrospective cohort study from 1 January st. 1994 to 31 March 1998 at Presbyterian Medical. Centre in Columbia, to determine the frequency, risk factors and impact on the outcome of RSE. They found out that 69% of seizures recurred after. Key Words: Super refractory status epilepticus, Zambia. Medical Journal of ...

  6. Optimal Super Dielectric Material

    Science.gov (United States)

    2015-09-01

    plate capacitor will reduce the net field to an unprecedented extent. This family of materials can form materials with dielectric values orders of... Capacitor -Increase Area (A)............8 b. Multi-layer Ceramic Capacitor -Decrease Thickness (d) .......10 c. Super Dielectric Material-Increase...circuit modeling, from [44], and B) SDM capacitor charge and discharge ...................................................22 Figure 15. Dielectric

  7. SuperHILAC

    International Nuclear Information System (INIS)

    Nemetz, R.; Selph, F.; Barnes, A.C.

    1976-01-01

    A brief discussion is given of improvements, operations, and research programs at the SuperHILAC. Improvements were made in beam injection, ion sources, and computer control systems. The research efficiency ranged between 70 and 90 percent during most of the year

  8. [The influence of Nintendo-Wii® bowling upon residents of retirement homes].

    Science.gov (United States)

    Wittelsberger, R; Krug, S; Tittlbach, S; Bös, K

    2013-07-01

    The few studies dealing with the positive effects of health and well-being of older people are only one-sided. The aim of the study therefore was to analyze the effects of Nintendo-Wii® bowling on daily function, state of dementia, quality of life, cognition and motor skills in retirement home inhabitants. The study was performed with 27 study participants (13 women, 14 men) between the ages of 49 and 95 years (mean = 71, SD = 14). They were randomly assigned to a control group (KG) and an intervention group (IG). Between pre- and posttest, the IG played 60 min/twice a week Nintendo-Wii® Bowling over 6 weeks. The improvement of IG was significant in the analysis of variance concerning strength (arm curls: F df = 2 = 7.199; p = 0,013; η(2) = 0,231) and showed a significant trend concerning coordination (tracking lines: F df = 2 = 3.99; p = 0,058; η(2) = 0,154) compared with KG. The area of rapidity (catching bars: F df = 2 = 28.511; p = 0,008; η(2) = 0,279) showed a significant decline in the IG compared with the KG. However, closer examination shows that the short time of intervention and the wide age range could have affected the results. Thus, further studies should take these critical aspects into consideration.

  9. The heart rate response to nintendo wii boxing in young adults.

    Science.gov (United States)

    Bosch, Pamela R; Poloni, Joseph; Thornton, Andrew; Lynskey, James V

    2012-06-01

    To determine if 30 minutes of Nintendo Wii Sports boxing provides cardiorespiratory benefits and contributes to the daily exercise recommendations for healthy young adults. Twenty healthy 23- to 27-year-olds participated in two sessions to measure maximum heart rate (HR(max)) via a treadmill test and heart rate (HR) response to 30 minutes of Wii Sports boxing. Heart rate in beats per minute (bpm) was measured continuously, and exercise intensity during each minute of play was stratified as a percentage of HR(max). Mixed designs analysis of variance (ANOVA) and Pearson product moment correlations were used to analyze the data. Mean (SD) HR response to boxing was 143 (15) bpm or 77.5% (10.0%) of HR(max). The mean HR response for experienced participants was significantly lower than inexperienced participants, P = .007. The ANOVA revealed a significant interaction between experience and time spent at various intensities, P = .009. Experienced participants spent more time in light to vigorous intensities, inexperienced participants in moderate to very hard intensities. Fitness was not correlated with mean HR response to boxing, P = .49. Thirty minutes of Nintendo Wii Sports boxing provides a moderate to vigorous aerobic response in healthy young adults and can contribute to daily recommendations for physical activity.

  10. Assisting People with Disabilities to Actively Improve Their Collaborative Physical Activities with Nintendo Wii Balance Boards by Controlling Environmental Stimulation

    Science.gov (United States)

    Shih, Ching-Hsiang; Chen, Ling-Che; Shih, Ching-Tien

    2012-01-01

    The latest researches have adopted software technology to modify the Nintendo Wii Balance Board functionality and used it to enable two people with developmental disabilities to actively perform physical activities. This study extended the latest research of the Wii Balance Board application to assess whether four people (two groups) with…

  11. Assisting People with Multiple Disabilities Actively Correct Abnormal Standing Posture with a Nintendo Wii Balance Board through Controlling Environmental Stimulation

    Science.gov (United States)

    Shih, Ching-Hsiang; Shih, Ching-Tien; Chu, Chiung-Ling

    2010-01-01

    The latest researches adopted software technology turning the Nintendo Wii Balance Board into a high performance change of standing posture (CSP) detector, and assessed whether two persons with multiple disabilities would be able to control environmental stimulation using body swing (changing standing posture). This study extends Wii Balance Board…

  12. Debunking the Myth of the Nintendo Generation: How Doctoral Students Introduce New Electronic Communication Practices into University Research.

    Science.gov (United States)

    Covi, Lisa M.

    2000-01-01

    Provides empirical evidence of how doctoral students and their faculty advisors use electronic communication technologies. Examines work patterns of doctoral students and data on recent introduction of new electronic communication practices, offering an alternative explanation to the Nintendo Generation Myth that claims electronic communication…

  13. Intra-rater reproducibility and validity of Nintendo Wii Balance Tests in community-dwelling Older Adults

    DEFF Research Database (Denmark)

    Jørgensen, Martin; Læssøe, Uffe; Hendriksen, C

    2014-01-01

    The aims of the current study were to examine the intrarater intersession reproducibility of the Nintendo Wii agility and stillness tests and explore the concurrent validity in relation to gold-standard force-plate analysis. Within-day intersession reproducibility was examined in 30 older adults ...

  14. Training in Basic Laparoscopic Surgical Skills : Residents Opinion of the New Nintendo Wii-U Laparoscopic Simulator

    NARCIS (Netherlands)

    Overtoom, Evelien M.; Jansen, Frank-Willem; van Santbrink, Evert J P; Schraffordt Koops, Steven E; Veersema, Sebastiaan; Schreuder, Henk W R

    2017-01-01

    Objective Serious games are new in the field of laparoscopic surgical training. We evaluate the residents׳ opinion of a new laparoscopic simulator for the Nintendo Wii-U platform. Design Prospective questionnaire study. Participants received a standardized introduction and completed level 3 and 4 of

  15. {open_quote}Nintendo Rig{close_quote} lets two men do work of three on traditional servicing rig

    Energy Technology Data Exchange (ETDEWEB)

    Rintoul, B.

    1996-01-01

    New well servicing rig saves costs and increases safety by using a robot derrickman. The rigs is called the Nintendo Rig, taking the name from the joystick that controls the robot on the racking board 25 feet above the ground. An automated tong/slip package permanently mounted on the front of the rig handles pipe and rods on the ground.

  16. Overview of Nintendo WiiTM use and potential applications for the Microsoft KinectTM in residential facilities

    NARCIS (Netherlands)

    C.A: Greenlay; H.R. Marston; J. van Hoof

    2013-01-01

    Marston, H.R., Greenlay, C.A., van Hoof, J. (2013) Overview of Nintendo WiiTM use and potential applications for the Microsoft KinectTM in residential facilities. Technology and Disability 25(2):77-85 doi: 10.3233/TAD-130369

  17. Mario Math with Millennials: The Impact of Playing the Nintendo DS on Student Achievement

    Science.gov (United States)

    Gelman, Adam

    2010-01-01

    One of the biggest innovations of the last century has been the invention of the video game. Video games are an extremely popular form of entertainment today. While some question the use of video games in education, others argue that video games are one innovation that if introduced into the classroom, might change how teachers effectively engage…

  18. Deformations of super Riemann surfaces

    International Nuclear Information System (INIS)

    Ninnemann, H.

    1992-01-01

    Two different approaches to (Konstant-Leites-) super Riemann surfaces are investigated. In the local approach, i.e. glueing open superdomains by superconformal transition functions, deformations of the superconformal structure are discussed. On the other hand, the representation of compact super Riemann surfaces of genus greater than one as a fundamental domain in the Poincare upper half-plane provides a simple description of super Laplace operators acting on automorphic p-forms. Considering purely odd deformations of super Riemann surfaces, the number of linear independent holomorphic sections of arbitrary holomorphic line bundles will be shown to be independent of the odd moduli, leading to a simple proof of the Riemann-Roch theorem for compact super Riemann surfaces. As a further consequence, the explicit connections between determinants of super Laplacians and Selberg's super zeta functions can be determined, allowing to calculate at least the 2-loop contribution to the fermionic string partition function. (orig.)

  19. Deformations of super Riemann surfaces

    Energy Technology Data Exchange (ETDEWEB)

    Ninnemann, H [Hamburg Univ. (Germany). 2. Inst. fuer Theoretische Physik

    1992-11-01

    Two different approaches to (Konstant-Leites-) super Riemann surfaces are investigated. In the local approach, i.e. glueing open superdomains by superconformal transition functions, deformations of the superconformal structure are discussed. On the other hand, the representation of compact super Riemann surfaces of genus greater than one as a fundamental domain in the Poincare upper half-plane provides a simple description of super Laplace operators acting on automorphic p-forms. Considering purely odd deformations of super Riemann surfaces, the number of linear independent holomorphic sections of arbitrary holomorphic line bundles will be shown to be independent of the odd moduli, leading to a simple proof of the Riemann-Roch theorem for compact super Riemann surfaces. As a further consequence, the explicit connections between determinants of super Laplacians and Selberg's super zeta functions can be determined, allowing to calculate at least the 2-loop contribution to the fermionic string partition function. (orig.).

  20. Video Podcasts

    DEFF Research Database (Denmark)

    Nortvig, Anne Mette; Sørensen, Birgitte Holm

    2016-01-01

    This project’s aim was to support and facilitate master’s students’ preparation and collaboration by making video podcasts of short lectures available on YouTube prior to students’ first face-to-face seminar. The empirical material stems from group interviews, from statistical data created through...... YouTube analytics and from surveys answered by students after the seminar. The project sought to explore how video podcasts support learning and reflection online and how students use and reflect on the integration of online activities in the videos. Findings showed that students engaged actively...

  1. Video games.

    Science.gov (United States)

    Funk, Jeanne B

    2005-06-01

    The video game industry insists that it is doing everything possible to provide information about the content of games so that parents can make informed choices; however, surveys indicate that ratings may not reflect consumer views of the nature of the content. This article describes some of the currently popular video games, as well as developments that are on the horizon, and discusses the status of research on the positive and negative impacts of playing video games. Recommendations are made to help parents ensure that children play games that are consistent with their values.

  2. Acute cardiovascular responses in a virtual environment simulate by Nintendo Wii. http://dx.doi.org/10.5007/1980-0037.2013v15n1p60

    Directory of Open Access Journals (Sweden)

    Renato Aparecido de Souza

    2013-01-01

    Full Text Available It has recently been verified using the Nintendo Wii in the health context. The aim of this study was to analyze the acute cardiovascular responses monitored by the behavior of heart rate, systolic blood pressure, diastolic blood pressure and double product in an environment virtually simulated by Nintendo Wii. The sample was consisted of 18 health college students with mean age 22.07 ± 1.34 years. The variables were observed with use of delta analysis (post value – prior value after 25 basketball shoots in two experimental situations: (I seating and (II jumping vertically. The results suggest the physical activity in a virtual environment emulated by Nintendo Wii is able to change the acute cardiovascular responses, mainly when performed in association with vertical jumps. Thus, the results support the feasibility use of the Nintendo Wii in training programs and favor its indication more securely.

  3. Effectiveness of a Nintendo Wii balance board exercise programme on standing balance of children with cerebral palsy: A randomised clinical trial protocol

    Directory of Open Access Journals (Sweden)

    Valeska Gatica-Rojas

    2017-06-01

    Discussion: This is the first trial that measures and compares the effects of a Nintendo Wii Balance Board exercise programme on standing balance in children with cerebral palsy compared to conventional therapy.

  4. EUROv Super Beam Studies

    International Nuclear Information System (INIS)

    Dracos, Marcos

    2011-01-01

    Neutrino Super Beams use conventional techniques to significantly increase the neutrino beam intensity compared to the present neutrino facilities. An essential part of these facilities is an intense proton driver producing a beam power higher than a MW. The protons hit a target able to accept the high proton beam intensity. The produced charged particles are focused by a system of magnetic horns towards the experiment detectors. The main challenge of these projects is to deal with the high beam intensity for many years. New high power neutrino facilities could be build at CERN profiting from an eventual construction of a high power proton driver. The European FP7 Design Study EUROv, among other neutrino beams, studies this Super Beam possibility. This paper will give the latest developments in this direction.

  5. Super-insulation

    International Nuclear Information System (INIS)

    Gerold, J.

    1985-01-01

    The invention concerns super-insulation, which also acts as spacing between two pressurized surfaces, where the crossing bars in at least two layers are provided, with interposed foil. The super-insulation is designed so that it can take compression forces and limits thermal radiation and thermal conduction sufficiently, where the total density of heat flow is usually limited to a few watts per m 2 . The solution to the problem is characterized by the fact that the bars per layer are parallel and from layer to layer they are at an angle to each other and the crossover positions of the bars of different layers are at fixed places and so form contact columns. The basic idea is that bars crossing over each other to support compression forces are used so that contact columns are formed, which are compressed to a certain extent by the load. (orig./PW) [de

  6. SuperSegger

    DEFF Research Database (Denmark)

    Stylianidou, Stella; Brennan, Connor; Nissen, Silas B

    2016-01-01

    -colonies with many cells, facilitating the analysis of cell-cycle dynamics in bacteria as well as cell-contact mediated phenomena. This package has a range of built-in capabilities for characterizing bacterial cells, including the identification of cell division events, mother, daughter, and neighboring cells......Many quantitative cell biology questions require fast yet reliable automated image segmentation to identify and link cells from frame-to-frame, and characterize the cell morphology and fluorescence. We present SuperSegger, an automated MATLAB-based image processing package well......-suited to quantitative analysis of high-throughput live-cell fluorescence microscopy of bacterial cells. SuperSegger incorporates machine-learning algorithms to optimize cellular boundaries and automated error resolution to reliably link cells from frame-to-frame. Unlike existing packages, it can reliably segment micro...

  7. Super-Lagrangians

    International Nuclear Information System (INIS)

    Beyl, L.M.

    1979-01-01

    It is shown that the Einstein, Weyl, supergravity and superconformal theories are special cases of gauge transformations in SU(4vertical-barN). This group is shown to contain SU(2,2) x SU(N) x U(1) for its commuting or Bose part, and to contain 8N supersymmetry generators for its anticommuting or Fermi part. Using the electromagnetic Lagrangian as a model, a super-Lagrangian is constructed for vector potentials. Invariance is automatic in free space, but, in the presence of matter, restrictions on the supersymmetry transformations are necessary. The Weyl action and the Einstein cosmological field equations are obtained in the appropriate limits. Finally, a super-Lagrangian is constructed from nongeometric principles which includes the Dirac Lagrangian and except for a sum over symmetry indices resembles the electron-electromagnetic Lagrangian

  8. Minimal Super Technicolor

    DEFF Research Database (Denmark)

    Antola, M.; Di Chiara, S.; Sannino, F.

    2011-01-01

    We introduce novel extensions of the Standard Model featuring a supersymmetric technicolor sector (supertechnicolor). As the first minimal conformal supertechnicolor model we consider N=4 Super Yang-Mills which breaks to N=1 via the electroweak interactions. This is a well defined, economical......, between unparticle physics and Minimal Walking Technicolor. We consider also other N =1 extensions of the Minimal Walking Technicolor model. The new models allow all the standard model matter fields to acquire a mass....

  9. Effectiveness of a Nintendo Wii balance board exercise programme on standing balance of children with cerebral palsy: A randomised clinical trial protocol

    OpenAIRE

    Valeska Gatica-Rojas; Ricardo Cartes-Velásquez; Eduardo Guzmán-Muñoz; Guillermo Méndez-Rebolledo; Alex Soto-Poblete; Ana Carolina Pacheco-Espinoza; Carlos Amigo-Mendoza; M. Eliana Albornoz-Verdugo; Edith Elgueta-Cancino

    2017-01-01

    Background: Patients with cerebral palsy (CP) typically receive limited physical therapy services. However, the Nintendo Wii system offers a simple and affordable mode of virtual reality therapy. There are no clinical trials assessing the Nintendo Wii balance board for improving standing balance in CP. Methods: This randomised clinical trial will evaluate the effectiveness of an 18-session/six-week protocol using Wii therapy (W-t) compared with conventional therapy (C-t) in Chilean CP pati...

  10. Video Comparator

    International Nuclear Information System (INIS)

    Rose, R.P.

    1978-01-01

    The Video Comparator is a comparative gage that uses electronic images from two sources, a standard and an unknown. Two matched video cameras are used to obtain the electronic images. The video signals are mixed and displayed on a single video receiver (CRT). The video system is manufactured by ITP of Chatsworth, CA and is a Tele-Microscope II, Model 148. One of the cameras is mounted on a toolmaker's microscope stand and produces a 250X image of a cast. The other camera is mounted on a stand and produces an image of a 250X template. The two video images are mixed in a control box provided by ITP and displayed on a CRT. The template or the cast can be moved to align the desired features. Vertical reference lines are provided on the CRT, and a feature on the cast can be aligned with a line on the CRT screen. The stage containing the casts can be moved using a Boeckleler micrometer equipped with a digital readout, and a second feature aligned with the reference line and the distance moved obtained from the digital display

  11. Characterising Super-Earths

    Directory of Open Access Journals (Sweden)

    Valencia D.

    2011-02-01

    Full Text Available The era of Super-Earths has formally begun with the detection of transiting low-mass exoplanets CoRoT-7b and GJ 1214b. In the path of characterising super-Earths, the first step is to infer their composition. While the discovery data for CoRoT-7b, in combination with the high atmospheric mass loss rate inferred from the high insolation, suggested that it was a rocky planet, the new proposed mass values have widened the possibilities. The combined mass range 1−10 M⊕ allows for a volatile-rich (and requires it if the mass is less than 4 M⊕ , an Earth-like or a super-Mercury-like composition. In contrast, the radius of GJ 1214b is too large to admit a solid composition, thus it necessarily to have a substantial gas layer. Some evidence suggests that within this gas layer H/He is a small but non-negligible component. These two planets are the first of many transiting low-mass exoplanets expected to be detected and they exemplify the limitations faced when inferring composition, which come from the degenerate character of the problem and the large error bars in the data.

  12. Violence in teen-rated video games.

    Science.gov (United States)

    Haninger, Kevin; Ryan, M Seamus; Thompson, Kimberly M

    2004-03-11

    Children's exposure to violence in the media remains a source of public health concern; however, violence in video games rated T (for "Teen") by the Entertainment Software Rating Board (ESRB) has not been quantified. To quantify and characterize the depiction of violence and blood in T-rated video games. According to the ESRB, T-rated video games may be suitable for persons aged 13 years and older and may contain violence, mild or strong language, and/or suggestive themes. We created a database of all 396 T-rated video game titles released on the major video game consoles in the United States by April 1, 2001 to identify the distribution of games by genre and to characterize the distribution of content descriptors for violence and blood assigned to these games. We randomly sampled 80 game titles (which included 81 games because 1 title included 2 separate games), played each game for at least 1 hour, and quantitatively assessed the content. Given the release of 2 new video game consoles, Microsoft Xbox and Nintendo GameCube, and a significant number of T-rated video games released after we drew our random sample, we played and assessed 9 additional games for these consoles. Finally, we assessed the content of 2 R-rated films, The Matrix and The Matrix: Reloaded, associated with the T-rated video game Enter the Matrix. Game genre; percentage of game play depicting violence; depiction of injury; depiction of blood; number of human and nonhuman fatalities; types of weapons used; whether injuring characters, killing characters, or destroying objects is rewarded or is required to advance in the game; and content that may raise concerns about marketing T-rated video games to children. Based on analysis of the 396 T-rated video game titles, 93 game titles (23%) received content descriptors for both violence and blood, 280 game titles (71%) received only a content descriptor for violence, 9 game titles (2%) received only a content descriptor for blood, and 14 game titles

  13. Super-quantum curves from super-eigenvalue models

    Energy Technology Data Exchange (ETDEWEB)

    Ciosmak, Paweł [Faculty of Mathematics, Informatics and Mechanics, University of Warsaw,ul. Banacha 2, 02-097 Warsaw (Poland); Hadasz, Leszek [M. Smoluchowski Institute of Physics, Jagiellonian University,ul. Łojasiewicza 11, 30-348 Kraków (Poland); Manabe, Masahide [Faculty of Physics, University of Warsaw,ul. Pasteura 5, 02-093 Warsaw (Poland); Sułkowski, Piotr [Faculty of Physics, University of Warsaw,ul. Pasteura 5, 02-093 Warsaw (Poland); Walter Burke Institute for Theoretical Physics, California Institute of Technology,1200 E. California Blvd, Pasadena, CA 91125 (United States)

    2016-10-10

    In modern mathematical and theoretical physics various generalizations, in particular supersymmetric or quantum, of Riemann surfaces and complex algebraic curves play a prominent role. We show that such supersymmetric and quantum generalizations can be combined together, and construct supersymmetric quantum curves, or super-quantum curves for short. Our analysis is conducted in the formalism of super-eigenvalue models: we introduce β-deformed version of those models, and derive differential equations for associated α/β-deformed super-matrix integrals. We show that for a given model there exists an infinite number of such differential equations, which we identify as super-quantum curves, and which are in one-to-one correspondence with, and have the structure of, super-Virasoro singular vectors. We discuss potential applications of super-quantum curves and prospects of other generalizations.

  14. Super-quantum curves from super-eigenvalue models

    International Nuclear Information System (INIS)

    Ciosmak, Paweł; Hadasz, Leszek; Manabe, Masahide; Sułkowski, Piotr

    2016-01-01

    In modern mathematical and theoretical physics various generalizations, in particular supersymmetric or quantum, of Riemann surfaces and complex algebraic curves play a prominent role. We show that such supersymmetric and quantum generalizations can be combined together, and construct supersymmetric quantum curves, or super-quantum curves for short. Our analysis is conducted in the formalism of super-eigenvalue models: we introduce β-deformed version of those models, and derive differential equations for associated α/β-deformed super-matrix integrals. We show that for a given model there exists an infinite number of such differential equations, which we identify as super-quantum curves, and which are in one-to-one correspondence with, and have the structure of, super-Virasoro singular vectors. We discuss potential applications of super-quantum curves and prospects of other generalizations.

  15. Super-quantum curves from super-eigenvalue models

    Science.gov (United States)

    Ciosmak, Paweł; Hadasz, Leszek; Manabe, Masahide; Sułkowski, Piotr

    2016-10-01

    In modern mathematical and theoretical physics various generalizations, in particular supersymmetric or quantum, of Riemann surfaces and complex algebraic curves play a prominent role. We show that such supersymmetric and quantum generalizations can be combined together, and construct supersymmetric quantum curves, or super-quantum curves for short. Our analysis is conducted in the formalism of super-eigenvalue models: we introduce β-deformed version of those models, and derive differential equations for associated α/ β-deformed super-matrix integrals. We show that for a given model there exists an infinite number of such differential equations, which we identify as super-quantum curves, and which are in one-to-one correspondence with, and have the structure of, super-Virasoro singular vectors. We discuss potential applications of super-quantum curves and prospects of other generalizations.

  16. Adaptive Markov Random Fields for Example-Based Super-resolution of Faces

    Science.gov (United States)

    Stephenson, Todd A.; Chen, Tsuhan

    2006-12-01

    Image enhancement of low-resolution images can be done through methods such as interpolation, super-resolution using multiple video frames, and example-based super-resolution. Example-based super-resolution, in particular, is suited to images that have a strong prior (for those frameworks that work on only a single image, it is more like image restoration than traditional, multiframe super-resolution). For example, hallucination and Markov random field (MRF) methods use examples drawn from the same domain as the image being enhanced to determine what the missing high-frequency information is likely to be. We propose to use even stronger prior information by extending MRF-based super-resolution to use adaptive observation and transition functions, that is, to make these functions region-dependent. We show with face images how we can adapt the modeling for each image patch so as to improve the resolution.

  17. Adaptive Markov Random Fields for Example-Based Super-resolution of Faces

    Directory of Open Access Journals (Sweden)

    Stephenson Todd A

    2006-01-01

    Full Text Available Image enhancement of low-resolution images can be done through methods such as interpolation, super-resolution using multiple video frames, and example-based super-resolution. Example-based super-resolution, in particular, is suited to images that have a strong prior (for those frameworks that work on only a single image, it is more like image restoration than traditional, multiframe super-resolution. For example, hallucination and Markov random field (MRF methods use examples drawn from the same domain as the image being enhanced to determine what the missing high-frequency information is likely to be. We propose to use even stronger prior information by extending MRF-based super-resolution to use adaptive observation and transition functions, that is, to make these functions region-dependent. We show with face images how we can adapt the modeling for each image patch so as to improve the resolution.

  18. The use of a Nintendo Wii remote control in physics experiments

    International Nuclear Information System (INIS)

    Abellán, F J; Arenas, A; Núñez, M J; Victoria, L

    2013-01-01

    In this paper we describe how a Nintendo Wii remote control (known as the Wiimote) can be used in the design and implementation of several undergraduate-level experiments in a physics laboratory class. An experimental setup composed of a Wiimote and a conveniently located IR LED allows the trajectory of one or several moving objects to be tracked and recorded accurately, in both long and short displacement. The authors have developed a user interface program to configure the operation of the acquisition system of such data. The two experiments included in this work are the free fall of a body with magnetic braking and the simple pendulum, but other physics experiments could have been chosen. The treatment of the data was performed using Bayesian inference. (paper)

  19. Nintendo Wii Fit-Based Sleepiness Testing is Not Impaired by Contagious Sleepiness.

    Science.gov (United States)

    Tietäväinen, Aino; Kuvaldina, Maria; Hæggström, Edward

    2018-06-01

    Sleep deprivation may cause accidents, and it has deteriorating effects on health. A measurement of postural steadiness by a portable and affordable Nintendo Wii Fit balance board can be used to quantify a person's alertness. At work, people are under the influence of their environment-often other people-that may affect their alertness. This work investigates whether sleep deprivation among people is "contagious," as quantified by sway measures. We measured 21 volunteers' postural steadiness while alert and sleep deprived. During the measurements, a screen placed in front of the participants showed a footage of either alert or sleep-deprived faces. We found a significant difference between the day time and night time steadiness, but found no effect resulting from watching footage of sleep-deprived people. This finding shows that a posturographic sleepiness tester quantifies physiological sleep deprivation, and is insensitive to the influence of social factors.

  20. Effects of using Nintendo Wii™ exergames in older adults: a review of the literature.

    Science.gov (United States)

    Chao, Ying-Yu; Scherer, Yvonne K; Montgomery, Carolyn A

    2015-04-01

    The purpose of this review is to summarize and synthesize the impact of using the Nintendo Wii™ exergames in older adults. A database search was conducted to identify relevant studies. The search was limited to empirical studies, with particular attention paid to the effects of Wii exergames intervention on cognition, physical function, and psychosocial outcomes in older adults. A total of 22 empirical studies met inclusion criteria and were included in this review. Positive effects included improving physical function, decreasing depression, and increasing cognition and quality of life in older adults. Improved socialization and motivation to exercise were also reported. Using Wii exergames does show promise as an intervention to improve physical function, cognition, and psychosocial outcomes in older adults. Evidence supports that Wii exergames is a safe and feasible tool to encourage older adults to engage in exercise. © The Author(s) 2014.

  1. The use of a Nintendo Wii remote control in physics experiments

    Science.gov (United States)

    Abellán, F. J.; Arenas, A.; Núñez, M. J.; Victoria, L.

    2013-09-01

    In this paper we describe how a Nintendo Wii remote control (known as the Wiimote) can be used in the design and implementation of several undergraduate-level experiments in a physics laboratory class. An experimental setup composed of a Wiimote and a conveniently located IR LED allows the trajectory of one or several moving objects to be tracked and recorded accurately, in both long and short displacement. The authors have developed a user interface program to configure the operation of the acquisition system of such data. The two experiments included in this work are the free fall of a body with magnetic braking and the simple pendulum, but other physics experiments could have been chosen. The treatment of the data was performed using Bayesian inference.

  2. Super-resolution inpainting

    Institute of Scientific and Technical Information of China (English)

    SHIH Timothy K; CHANG Rong-chi

    2005-01-01

    Image or video resources are often received in poor condition, mostly with noise or defects making the resources hard to read. We propose an effective algorithm based on digital image inpainting. The mechanism can be used in restoring images or video frames with very high noise or defect ratio (e.g., 90%). The algorithm is based on the concept of image subdivision and estimation of color variations. Noises inside blocks of different sizes are inpainted with different levels of surrounding information.The results showed that an almost unrecognizable image can be recovered with visually good result. The algorithm can be further extended for processing motion picture with high percentage of noise.

  3. A low cost fMRI-compatible tracking system using the Nintendo Wii remote.

    Science.gov (United States)

    Modroño, Cristián; Rodríguez-Hernández, Antonio F; Marcano, Francisco; Navarrete, Gorka; Burunat, Enrique; Ferrer, Marta; Monserrat, Raquel; González-Mora, José L

    2011-11-15

    It is sometimes necessary during functional magnetic resonance imaging (fMRI) experiments to capture different movements made by the subjects, e.g. to enable them to control an item or to analyze its kinematics. The aim of this work is to present an inexpensive hand tracking system suitable for use in a high field MRI environment. It works by introducing only one light-emitting diode (LED) in the magnet room, and by receiving its signal with a Nintendo Wii remote (the primary controller for the Nintendo Wii console) placed outside in the control room. Thus, it is possible to take high spatial and temporal resolution registers of a moving point that, in this case, is held by the hand. We tested it using a ball and racket virtual game inside a 3 Tesla MRI scanner to demonstrate the usefulness of the system. The results show the involvement of a number of areas (mainly occipital and frontal, but also parietal and temporal) when subjects are trying to stop an object that is approaching from a first person perspective, matching previous studies performed with related visuomotor tasks. The system presented here is easy to implement, easy to operate and does not produce important head movements or artifacts in the acquired images. Given its low cost and ready availability, the method described here is ideal for use in basic and clinical fMRI research to track one or more moving points that can correspond to limbs, fingers or any other object whose position needs to be known. Copyright © 2011 Elsevier B.V. All rights reserved.

  4. Unilateral lower limb strength assessed using the Nintendo Wii Balance Board: a simple and reliable method.

    Science.gov (United States)

    Blomkvist, A W; Andersen, S; de Bruin, E; Jorgensen, M G

    2017-10-01

    Lower limb weakness is an important risk factor for fall accidents and a predictor for all-cause mortality among older adults. Unilateral whole-lower limb strength may be a better measure of fall risk than the bilateral measure. In addition, a number of clinical conditions affect only one leg, and thus this type of assessment is relevant in clinical settings. To explore the intra-rater reproducibility of the Nintendo Wii Balance Board (WBB) to measure unilateral whole-lower limb strength and to compare the method with stationary isometric muscle apparatus (SID). Intra-rater test-retest design with 1 week between sessions. Thirty community-dwelling older adults (69 ± 4.2 years) were enrolled and examined for maximum lower limb strength in their dominant and non-dominant leg. Intraclass correlation coefficient (ICC) was calculated to describe relative reproducibility, while standard error of measurement (SEM), limits of agreement (LOA) and smallest real difference (SRD) were calculated to describe absolute reproducibility between test sessions. Concurrent validity with the SID was explored using the Pearson product-moment correlation coefficient (PCC). No systematic difference was observed between test sessions. ICC was 0.919-0.950 and SEM, LOA and SRD was 2.9-4.1 kg, 24.1-28.3 kg and 7.6-11.3 kg, respectively. Further, the PCC was 0.755 and 0.730 for the dominant limb and the non-dominant limb, respectively. A high relative and an acceptable absolute reproducibility was seen when using the Nintendo Wii Balance Board for testing unilateral lower limb strength in community-dwelling older adults. The WBB correlated strongly with the SID.

  5. Score of Fine Motor Skill in Children with Down Syndrome using Nintendo Wii

    Directory of Open Access Journals (Sweden)

    Puspasari Sinaga

    2016-09-01

    Full Text Available Background: Down syndrome occurs due to an extra chromosome 21, known as Trisomy 21. In addition to delayed cognitive and speech development, children with Down syndrome may also experience delayed gross and fine motor development. Virtual Reality Therapy, such as Nintendo Wii is a computer-based technology that allows users to interact with a virtual three-dimensional scenario and the most innovative physical rehabilitation method. High scores indicate that the player has a good motor skill. This study aimed to examine the difference between the score of fine motor skill in children with and without Down syndrome. Methods: An analytic cross-sectional study was conducted from August to November 2015 to 40 children aged between 9–12 years old who came from public primary schools and special needs schools in Bandung, West Java. They were divided into 2 groups using random gender and age pairing; one group was children with Down syndrome and another other group was normal children. The children’ scores of Nintendo Wii game were collected three times. The collected data were statistically analyzed by Chi-Square test. Results: The proportion of children with low-grade fine motor skill in Down syndrome group was larger than those with high-grade fine motor skill. In the other hand, in normal children group, the proportion was reversed compared to Down syndrome group. There was a significant difference in score of fine motor skill between children with Down syndrome and normal children (p=0.000. Conclusions: The fine motor skill of children with Down syndrome is poorer than normal children’s.

  6. Theory of super LIE groups

    International Nuclear Information System (INIS)

    Prakash, M.

    1985-01-01

    The theory of supergravity has attracted increasing attention in the recent years as a unified theory of elementary particle interactions. The superspace formulation of the theory is highly suggestive of an underlying geometrical structure of superspace. It also incorporates the beautifully geometrical general theory of relativity. It leads us to believe that a better understanding of its geometry would result in a better understanding of the theory itself, and furthermore, that the geometry of superspace would also have physical consequences. As a first step towards that goal, we develop here a theory of super Lie groups. These are groups that have the same relation to a super Lie algebra as Lie groups have to a Lie algebra. More precisely, a super Lie group is a super-manifold and a group such that the group operations are super-analytic. The super Lie algebra of a super Lie group is related to the local properties of the group near the identity. This work develops the algebraic and super-analytical tools necessary for our theory, including proofs of a set of existence and uniqueness theorems for a class of super-differential equations

  7. Video Golf

    Science.gov (United States)

    1995-01-01

    George Nauck of ENCORE!!! invented and markets the Advanced Range Performance (ARPM) Video Golf System for measuring the result of a golf swing. After Nauck requested their assistance, Marshall Space Flight Center scientists suggested video and image processing/computing technology, and provided leads on commercial companies that dealt with the pertinent technologies. Nauck contracted with Applied Research Inc. to develop a prototype. The system employs an elevated camera, which sits behind the tee and follows the flight of the ball down range, catching the point of impact and subsequent roll. Instant replay of the video on a PC monitor at the tee allows measurement of the carry and roll. The unit measures distance and deviation from the target line, as well as distance from the target when one is selected. The information serves as an immediate basis for making adjustments or as a record of skill level progress for golfers.

  8. JAPAN: Super-Kamiokande

    International Nuclear Information System (INIS)

    Anon.

    1994-01-01

    Excavation for the Japanese Super- KAMIOKANDE 50,000-ton water Cherenkov imaging detector was completed at the end of June. The goals include a search for nucleon decay up to a lifetime of 10 33-34 years, high-statistics studies of solar and atmospheric neutrinos, and detection of any nearby supernova explosions. The project was approved in 1991, with the official 'groundbreaking' in December of that year about 1,000 m underground in the Kamioka mine in Gifu Prefecture, about 250 km west of Tokyo

  9. The super collider revisited

    International Nuclear Information System (INIS)

    Hussein, M.S.; Pato, M.P.

    1992-01-01

    In this paper, the authors suggest a revised version of the Superconducting Super Collider (SSC) that employs the planned SSC first stage machine as an injector of 0.5 TeV protons into a power laser accelerator. The recently developed Non-linear Amplification of Inverse Bremsstrahlung Acceleration (NAIBA) concept dictates the scenario of the next stage of acceleration. Post Star Wars lasers, available at several laboratories, can be used for the purpose. The 40 TeV CM energy, a target of the SSC, can be obtained with a new machine which can be 20 times smaller than the planned SSC

  10. The super-LHC

    CERN Document Server

    Mangano, Michelangelo L

    2010-01-01

    We review here the prospects of a long-term upgrade programme for the Large Hadron Collider (LHC), CERN laboratory's new proton-proton collider. The super-LHC, which is currently under evaluation and design, is expected to deliver of the order of ten times the statistics of the LHC. In addition to a non-technical summary of the principal physics arguments for the upgrade, I present a pedagogical introduction to the technological challenges on the accelerator and experimental fronts, and a review of the current status of the planning.

  11. Super-heptazethrene

    KAUST Repository

    Zeng, Wangdong

    2016-05-30

    The challenging synthesis of a laterally extended heptazethrene molecule, the super-heptazethrene derivative SHZ-CF3, is reported. This molecule was prepared using a strategy involving a multiple selective intramolecular Friedel–Crafts alkylation followed by oxidative dehydrogenation. Compound SHZ-CF3 exhibits an open-shell singlet diradical ground state with a much larger diradical character compared with the heptazethrene derivatives. An intermediate dibenzo-terrylene SHZ-2H was also obtained during the synthesis. This study provides a new synthetic method to access large-size quinoidal polycyclic hydrocarbons with unique physical properties.

  12. Efficacy of Nintendo Wii Training on Mechanical Leg Muscle Function and Postural Balance in Community-Dwelling Older Adults

    DEFF Research Database (Denmark)

    Jorgensen, Martin G; Laessoe, Uffe; Hendriksen, Carsten

    2013-01-01

    BACKGROUND: Older adults show increased risk of falling and major risk factors include impaired lower extremity muscle strength and postural balance. However, the potential positive effect of biofeedback-based Nintendo Wii training on muscle strength and postural balance in older adults is unknown....... METHODS: This randomized controlled trial examined postural balance and muscle strength in community-dwelling older adults (75±6 years) pre- and post-10 weeks of biofeedback-based Nintendo Wii training (WII, n = 28) or daily use of ethylene vinyl acetate copolymer insoles (controls [CON], n = 30). Primary...... end points were maximal muscle strength (maximal voluntary contraction) and center of pressure velocity moment during bilateral static stance. RESULTS: Intention-to-treat analysis with adjustment for age, sex, and baseline level showed that the WII group had higher maximal voluntary contraction...

  13. Assessing and training standing balance in older adults: a novel approach using the 'Nintendo Wii' Balance Board.

    Science.gov (United States)

    Young, William; Ferguson, Stuart; Brault, Sébastien; Craig, Cathy

    2011-02-01

    Older adults, deemed to be at a high risk of falling, are often unable to participate in dynamic exercises due to physical constraints and/or a fear of falling. Using the Nintendo 'Wii Balance Board' (WBB) (Nintendo, Kyoto, Japan), we have developed an interface that allows a user to accurately calculate a participant's centre of pressure (COP) and incorporate it into a virtual environment to create bespoke diagnostic or training programmes that exploit real-time visual feedback of current COP position. This platform allows researchers to design, control and validate tasks that both train and test balance function. This technology provides a safe, adaptable and low-cost balance training/testing solution for older adults, particularly those at high-risk of falling. Copyright © 2010 Elsevier B.V. All rights reserved.

  14. Comparing Energy Expenditure in Adolescents With and Without Autism While Playing Nintendo(®) Wii(™) Games.

    Science.gov (United States)

    Getchell, Nancy; Miccinello, Dannielle; Blom, Michelle; Morris, Lyssa; Szaroleta, Mark

    2012-02-01

    Obesity rates are on the rise in individuals with autism spectrum disorders (ASD), which underscores the importance of finding new ways in which to engage this population in physical activity. We wanted to explore the energetic expenditure of adolescents with and without ASD while playing Nintendo(®) Wii(™) (Nintendo of America, Inc., Redmond, WA) games compared with more traditional exercise modalities. Specifically, we wanted to compare energy expenditure (EE) among the different activities and to see which activities lead to the greatest amount of time classified as "moderate to vigorous." Two groups of adolescents (15 with ASD [mean age, 17.50±2.4 years], 15 without ASD [mean age, 17.23±4.1 years]) participated in 20-minute bouts of walking, running, and playing Nintendo Wii "Sport(™)," Wii "Fit(™)," and "Dance Dance Revolution" (DDR) (Konami Digital Entertainment, Inc., El Segundo, CA). During each session, EE was calculated using an Actical (Mini Mitter Co., Bend, OR) accelerometer. Groups were compared using multiple t tests. Both groups expended similar amounts of kilcalories in all activities, except for Wii Fit, in which the ASD group expended significantly more kilocalories. For the ASD group, EE was greatest in running, followed by walking, DDR, Wii Fit, and Wii Sport. Walking, running, and DDR all had at least 75 percent of the total time spent in moderate to vigorous intensity levels. We suggest videogame systems, such as the Nintendo Wii, may be viable alternative for individuals with ASD to increase their daily physical activity and help alleviate the growing rates of obesity.

  15. Effectiveness and Limitations of Unsupervised Home-Based Balance Rehabilitation with Nintendo Wii in People with Multiple Sclerosis

    OpenAIRE

    Massimiliano Pau; Giancarlo Coghe; Federica Corona; Bruno Leban; Maria Giovanna Marrosu; Eleonora Cocco

    2015-01-01

    Balance training represents a critical part of the rehabilitation process of individuals living with multiple sclerosis (MS) since impaired postural control is a distinctive symptom of the disease. In recent years, the use of the Nintendo Wii system has become widespread among rehabilitation specialists for this purpose, but few studies have verified the effectiveness of such an approach using quantitative measures of balance. In this study, we analyzed the postural sway features of a cohort ...

  16. Virtual rehabilitation via Nintendo Wii® and conventional physical therapy effectively treat post-stroke hemiparetic patients.

    Science.gov (United States)

    da Silva Ribeiro, Nildo Manoel; Ferraz, Daniel Dominguez; Pedreira, Érika; Pinheiro, Ígor; da Silva Pinto, Ana Cláudia; Neto, Mansueto Gomes; Dos Santos, Luan Rafael Aguiar; Pozzato, Michele Gea Guimarães; Pinho, Ricardo Silva; Masruha, Marcelo Rodrigues

    2015-08-01

    The Nintendo® Wii is a simple and affordable virtual therapy alternative. It may be used at home, and it is a motivating recreational activity that provides continuous feedback. However, studies comparing the use of the Nintendo® Wii to conventional physical therapy are needed. To compare the effect of a rehabilitation treatment using the Nintendo® Wii (NW) with conventional physical therapy (CPT) to improve the sensorimotor function and quality of life for post-stroke hemiparetic patients. The present study applied a randomized, blind, and controlled clinical trial. In total, 30 patients with post-stroke hemiparesis were evaluated. A total of 15 patients were randomly assigned to each group. The SF-36 quality of life and Fugl-Meyer scales were used to evaluate the patients. After treatment, the only variable that differed between the groups was the physical functioning domain of the SF-36 in the group that received conventional physical therapy. A significant difference was observed between both groups before and after treatment in terms of the following Fugl-Meyer scale items: passive movement and pain, motor function of the upper limbs (ULs), and balance. The CPT group also showed a significant difference with regard to their UL and lower limb (LL) coordination. The SF-36 scale analysis revealed a significant difference within both groups with regard to the following domains: physical functioning, role limitation due to physical aspects, vitality, and role limitation due to emotional aspects. The NW group also exhibited a significant difference in the mental health domain. The results indicate that both approaches improved the patients' performance in a similar manner. Virtual rehabilitation using the Nintendo Wii® and CPT both effectively treat post-stroke hemiparetic patients by improving passive movement and pain scores, motor function of the upper limb, balance, physical functioning, vitality, and the physical and emotional aspects of role functioning.

  17. Science education with handheld devices: A comparison of Nintendo WiiMote and iPod touch for kinematics learning

    OpenAIRE

    Hochberg, K.; Kuhn, J.; Müller, A.

    2016-01-01

    Experiential science learning based on the in-built sensors of handheld devices such as smartphones, tablet computer and game consoles has seen quite a strong development in recent years. In particular, such devices with internal acceleration sensors offer an innovative approach to kinematics learning in classroom physics, a notoriously difficult topic for pupils. In view of research and teaching in this domain, the practical advantages and disadvantages of two such devices, the Nintendo WiiM...

  18. Video games are exciting: a European study of video game-induced seizures and epilepsy.

    Science.gov (United States)

    Kasteleijn-Nolst Trenité, D G A; Martins da Silva, A; Ricci, S; Rubboli, G; Tassinari, C A; Lopes, J; Bettencourt, M; Oosting, J; Segers, J P

    2002-06-01

    Video game seizures have been reported in photosensitive and non-photosensitive patients with epilepsy. The game Super Mario World, has led to many cases of first seizures. We examined whether this game was indeed more provocative than other programs and whether playing the game added to this effect. We prospectively investigated 352 patients in four European cities, using a standard protocol including testing of a variety of visual stimuli. We correlated historical data on provocative factors in daily life with electroencephalographic laboratory findings. The video game, Super Mario World proved more epileptogenic than standard TV programs and as provocative as programs with flashing lights and patterns. Most striking was the fact that video game-viewing and-playing on the 50 and 100 Hz TV was significantly more provocative than viewing the standard program (P video game Mario World on a 50 Hz TV, appeared to be significantly more provocative than playing this game on the 100 Hz TV (P Children and adolescents with a history of video game seizures are, in the vast majority, photosensitive and should be investigated with standardised photic stimulation. Games and programs with bright background or flashing images are specifically provocative. Playing a video game on a 100 Hz TV is less provocative [published with videosequences].

  19. Impressive Super Phenix

    International Nuclear Information System (INIS)

    Olds, F.C.

    1979-01-01

    The 1200-MWe fast breeder reactor, Super Phenix at Creys-Malville, is scheduled for commercial operation in 1983. This is the world's first near-commercial-sized fast breeder. As a near-commercial-sized unit, it represents essentially the technology and hardware of the first fully commercial follow-on units. In its size, its components, its design, the technology it represents, and its project schedule, it is impressive. As of May 1979, the Super Phenix nuclear steam boiler in the Creys-Malville plant bore an estimated cost of $700 million, without fuel. The total cost of the Creys-Malville plant now is estimated at about $1.4 billion. This is about twice the cost of a comparable standardized PWR being built in France today. However, it should be borne in mind that Creys-Malville carries the high cost of a first-of-the-line prototype, and that France's PWRs are standardized, second-generation units. Electricity from Creys-Malville is estimated to cost a little more than electricity would cost from a coal-fired plant complete with flue gas scrubbing

  20. OAS :: Videos

    Science.gov (United States)

    subscriptions Videos Photos Live Webcast Social Media Facebook @oasofficial Facebook Twitter @oas_official Audios Photos Social Media Facebook Twitter Newsletters Press and Communications Department Contact us at Rights Actions against Corruption C Children Civil Registry Civil Society Contact Us Culture Cyber

  1. Design, development, and validation of a take-home simulator for fundamental laparoscopic skills: using Nintendo Wii for surgical training.

    Science.gov (United States)

    Bokhari, Ravia; Bollman-McGregor, Jyoti; Kahoi, Kanav; Smith, Marshall; Feinstein, Ara; Ferrara, John

    2010-06-01

    Assuring quality surgical trainees within the confines of reduced work hours mandates reassessment of educational paradigms. Surgical simulators have been shown to be effective in teaching surgical residents, but their use is limited by cost and time constraints. The Nintendo Wii gaming console is inexpensive and allows natural hand movements similar to those performed in laparoscopy to guide game play. We hypothesize that surgical skills can be improved through take-home simulators adapted from affordable off-the-shelf gaming consoles. A total of 21 surgical residents participated in a prospective, controlled study. An experimental group of 14 surgical residents was assigned to play Marble Mania on the Nintendo Wii using a unique physical controller that interfaces with the WiiMote controller followed by a simulated electrocautery task. Seven residents assigned to the control group performed the electrocautery task without playing the game first. When compared with the control group, the experimental group performed the task with fewer errors and superior movement proficiency (P Nintendo Wii gaming device along with Marble Mania serves as an effective take-home surgical simulator.

  2. Testing the feasibility and safety of the Nintendo Wii gaming console in orthopedic rehabilitation: a pilot randomized controlled study.

    Science.gov (United States)

    Ficklscherer, Andreas; Stapf, Jonas; Meissner, Kay Michael; Niethammer, Thomas; Lahner, Matthias; Wagenhäuser, Markus; Müller, Peter E; Pietschmann, Matthias F

    2016-12-01

    The Nintendo Wii game console is already used as an additional training device for e.g. neurological wards. Still there are limited data available regarding orthopedic rehabilitation. The authors' objective was to examine whether the Nintendo Wii is an appropriate and safe tool in rehabilitation after orthopedic knee surgery. A prospective, randomized, controlled study comparing standard physiotherapy vs. standard physiotherapy plus game console training (Wii group) in patients having anterior cruciate ligament (ACL) repair or knee arthroplasty was conducted. The subjects of the Wii group ( n = 17; mean age: 54 ±19 years) performed simple knee exercises daily under the supervision of a physiotherapist in addition to the normal rehabilitation program. The patients of the control group ( n = 13; 52 ±18 years) were treated with physiotherapy only. The participants of both groups completed a questionnaire including the International Knee Documentation Committee (IKDC) score, the Modified Cincinnati Rating System and the Tegner Lysholm Knee Score prior to the operation, before discharge from hospital and four weeks after treatment. There was no significant difference in the score results between the Wii and the control group ( p > 0.05). We demonstrated that physiotherapy using the Nintendo Wii gaming console after ACL reconstruction and knee arthroplasty does not negatively influence outcome. Because training with the Wii device was highly accepted by patients, we see an opportunity whereby additional training with a gaming console for a longer period of time could lead to even better results, regarding the training motivation and the outcome after orthopedic surgery.

  3. Acute Responses of a Physical Training Session with a Nintendo Wii on Hemodynamic Variables of an Individual with Multiple Sclerosis.

    Science.gov (United States)

    Monteiro Junior, Renato Sobral; Dantas, Aretha; de Souza, Cíntia Pereira; da Silva, Elirez Bezerra

    2012-12-01

    Multiple sclerosis is a neurological illness that decreases motor functions. This disease can cause weakness of cardiorespiratory muscles and impaired functional capacity and quality of life. Therefore it requires preventive treatments. This study investigated the acute responses of a virtual physical training session with the Nintendo(®) (Kyoto, Japan) Wii™ on hemodynamic variables of an individual with multiple sclerosis (relapsing-remitting). A 34-year-old man with multiple sclerosis with previous experience in aerobic, strength, and functional training (2 years) was tested. His Expanded Disability Status Scale was 2.5. We compared the heart rate, blood pressure, and double product obtained at rest and during (heart rate) and after the Nintendo Wii games "Boxing" and "Sword Play." In rest, the variables were measured in the supine position. Our results showed positive hemodynamic alterations after execution of both games. The peak of heart rate was 121 beats per minute (65% of maximal heart rate) and 104 beats per minute (56% of maximal heart rate) for "Boxing" and "Sword Play," respectively. The training session with "Boxing" was able to stimulate the heart rate to achieve the recommended values for the maintenance of physical fitness in accordance with the American College of Sports Medicine guidelines. We conclude that an exercise training program with the Nintendo Wii may improve physical fitness in people with multiple sclerosis. Moreover, these activities could improve affective status and perhaps maintain the individual engaged at treatment program.

  4. Melting in super-earths.

    Science.gov (United States)

    Stixrude, Lars

    2014-04-28

    We examine the possible extent of melting in rock-iron super-earths, focusing on those in the habitable zone. We consider the energetics of accretion and core formation, the timescale of cooling and its dependence on viscosity and partial melting, thermal regulation via the temperature dependence of viscosity, and the melting curves of rock and iron components at the ultra-high pressures characteristic of super-earths. We find that the efficiency of kinetic energy deposition during accretion increases with planetary mass; considering the likely role of giant impacts and core formation, we find that super-earths probably complete their accretionary phase in an entirely molten state. Considerations of thermal regulation lead us to propose model temperature profiles of super-earths that are controlled by silicate melting. We estimate melting curves of iron and rock components up to the extreme pressures characteristic of super-earth interiors based on existing experimental and ab initio results and scaling laws. We construct super-earth thermal models by solving the equations of mass conservation and hydrostatic equilibrium, together with equations of state of rock and iron components. We set the potential temperature at the core-mantle boundary and at the surface to the local silicate melting temperature. We find that ancient (∼4 Gyr) super-earths may be partially molten at the top and bottom of their mantles, and that mantle convection is sufficiently vigorous to sustain dynamo action over the whole range of super-earth masses.

  5. A Multi-Frame Post-Processing Approach to Improved Decoding of H.264/AVC Video

    DEFF Research Database (Denmark)

    Huang, Xin; Li, Huiying; Forchhammer, Søren

    2007-01-01

    Video compression techniques may yield visually annoying artifacts for limited bitrate coding. In order to improve video quality, a multi-frame based motion compensated filtering algorithm is reported based on combining multiple pictures to form a single super-resolution picture and decimation......, and annoying ringing artifacts are effectively suppressed....

  6. Resolution enhancement of low quality videos using a high-resolution frame

    NARCIS (Netherlands)

    Pham, T.Q.; Van Vliet, L.J.; Schutte, K.

    2006-01-01

    This paper proposes an example-based Super-Resolution (SR) algorithm of compressed videos in the Discrete Cosine Transform (DCT) domain. Input to the system is a Low-Resolution (LR) compressed video together with a High-Resolution (HR) still image of similar content. Using a training set of

  7. Superconducting super collider

    International Nuclear Information System (INIS)

    Limon, P.J.

    1987-01-01

    The Superconducting Super Collider is to be a 20 TeV per beam proton-proton accelerator and collider. Physically the SCC will be 52 miles in circumference and slightly oval in shape. The use of superconducting magnets instead of conventional cuts the circumference from 180 miles to the 52 miles. The operating cost of the SCC per year is estimated to be about $200-250 million. A detailed cost estimate of the project is roughly $3 billion in 1986 dollars. For the big collider ring, the technical cost are dominated by the magnet system. That is why one must focus on the cost and design of the magnets. Presently, the process of site selection is underway. The major R and D efforts concern superconducting dipoles. The magnets use niobium-titanium as a conductor stabilized in a copper matrix. 10 figures

  8. Super insulating aerogel glazing

    DEFF Research Database (Denmark)

    Schultz, Jørgen Munthe; Jensen, Karsten Ingerslev; Kristiansen, Finn Harken

    2004-01-01

    form the weakest part of the thermal envelope with respect to heat loss coefficient, but on the other hand also play an important role for passive solar energy utilisation. For window orientations other than south, the net energy balance will be close to or below zero. However, the properties......Monolithic silica aerogel offers the possibility of combining super insulation and high solar energy transmittance, which has been the background for a previous and a current EU project on research and development of monolithic silica aerogel as transparent insulation in windows. Generally, windows...... of aerogel glazing will allow for a positive net energy gain even for north facing vertical windows in a Danish climate during the heating season. This means that high quality daylight can be obtained even with additional energy gain. On behalf of the partners of the two EU projects, results related...

  9. The Super DREAM Project

    Energy Technology Data Exchange (ETDEWEB)

    Wigmans, Richard [Texas Tech Univ., Lubbock, TX (United States)

    2017-09-25

    Despite the fact that DOE provided only a fraction of the requested funds, the goals we defined in the proposal on which award ER41783 was based were essentially all met. This was partially due to the fact that other funding agencies, which supported our collaborators (especially from Italy and Korea) contributed as well, and partially due to the effective solutions that were developed to compensate for the fact that the detector we had proposed to build had to be scaled down. The performance of the SuperDREAM calorimeter is better than anything that has been built or proposed so far. This has of course not gone unnoticed in the scientific community. Scientists who are preparing experiments for the proposed new generation of particle accelerators (FCCee, CPEC,..) are all very seriously considering the technology developed in this project. Several new collaborations have formed which aim to adapt the dual-readout calorimeter principles to the demands of a 4 environment. Preliminary measurements using silicon photomultipliers as light sensors have already been carried out. This type of readout would make it possible to operate this detector in a magnetic field, and it would also allow for a longitudinal segmentation into electromagnetic and hadronic sections, if so desired. In addition, SiPM readout would eliminate the need for “forests” of fibers sticking out of the rear end of the calorimeter (Figure 1), and obtain an arbitrary fine lateral segmentation, which might be very important for recognizing electrons inside jets. The improvements in our understanding of the fundamental structure of matter and the forces that govern its behavior have always hinged on the availability of detectors that make it possible to explore the possibilities of new, more powerful particle accelerators to the fullest extent. We believe that the SuperDREAM project has created a quantum leap in detector technology, which may turn out to be crucially important for future discoveries in

  10. Super Dielectric Materials

    Directory of Open Access Journals (Sweden)

    Samuel Fromille

    2014-12-01

    Full Text Available Evidence is provided here that a class of materials with dielectric constants greater than 105 at low frequency (<10−2 Hz, herein called super dielectric materials (SDM, can be generated readily from common, inexpensive materials. Specifically it is demonstrated that high surface area alumina powders, loaded to the incipient wetness point with a solution of boric acid dissolved in water, have dielectric constants, near 0 Hz, greater than 4 × 108 in all cases, a remarkable increase over the best dielectric constants previously measured for energy storage capabilities, ca. 1 × 104. It is postulated that any porous, electrically insulating material (e.g., high surface area powders of silica, titania, etc., filled with a liquid containing a high concentration of ionic species will potentially be an SDM. Capacitors created with the first generated SDM dielectrics (alumina with boric acid solution, herein called New Paradigm Super (NPS capacitors display typical electrostatic capacitive behavior, such as increasing capacitance with decreasing thickness, and can be cycled, but are limited to a maximum effective operating voltage of about 0.8 V. A simple theory is presented: Water containing relatively high concentrations of dissolved ions saturates all, or virtually all, the pores (average diameter 500 Å of the alumina. In an applied field the positive ionic species migrate to the cathode end, and the negative ions to the anode end of each drop. This creates giant dipoles with high charge, hence leading to high dielectric constant behavior. At about 0.8 V, water begins to break down, creating enough ionic species to “short” the individual water droplets. Potentially NPS capacitor stacks can surpass “supercapacitors” in volumetric energy density.

  11. An in-depth, longitudinal examination of the daily physical activity of a patient with heart failure using a Nintendo Wii at home: a case report.

    Science.gov (United States)

    Klompstra, Leonie Verheijden; Jaarsma, Tiny; Strömberg, Anna

    2013-06-01

    To explore the influence of the Nintendo Wii on the daily physical activity of a patient with chronic heart failure at home. A 74-year-old Swedish patient with heart failure had access to a Nintendo Wii at home for 12 weeks. Exercise motivation, exercise self-efficacy and exercise capacity were assessed before and after the intervention. Data on perceived physical effort, global well-being and expended energy were collected every day during the intervention. During the 12 weeks of access to the Nintendo Wii, daily physical activity increased by 200% on weekdays and 57% on weekends, compared with baseline. The patient's exercise motivation and exercise self-efficacy increased during the study, whereas perceived physical effort and global well-being did not change. The patient had no difficulties in using the system and did not suffer any major harm. The results of this case study suggest that providing patients with heart failure access to a Nintendo Wii is a promising and safe intervention. The energy expended by the patient per day increased, as did exercise capacity. Playing the Nintendo Wii did not increase the perceived physical effort, but increased motivation to exercise and decreased barriers to exercising.

  12. Texton-based super-resolution for achieving high spatiotemporal resolution in hybrid camera system

    Science.gov (United States)

    Kamimura, Kenji; Tsumura, Norimichi; Nakaguchi, Toshiya; Miyake, Yoichi

    2010-05-01

    Many super-resolution methods have been proposed to enhance the spatial resolution of images by using iteration and multiple input images. In a previous paper, we proposed the example-based super-resolution method to enhance an image through pixel-based texton substitution to reduce the computational cost. In this method, however, we only considered the enhancement of a texture image. In this study, we modified this texton substitution method for a hybrid camera to reduce the required bandwidth of a high-resolution video camera. We applied our algorithm to pairs of high- and low-spatiotemporal-resolution videos, which were synthesized to simulate a hybrid camera. The result showed that the fine detail of the low-resolution video can be reproduced compared with bicubic interpolation and the required bandwidth could be reduced to about 1/5 in a video camera. It was also shown that the peak signal-to-noise ratios (PSNRs) of the images improved by about 6 dB in a trained frame and by 1.0-1.5 dB in a test frame, as determined by comparison with the processed image using bicubic interpolation, and the average PSNRs were higher than those obtained by the well-known Freeman’s patch-based super-resolution method. Compared with that of the Freeman’s patch-based super-resolution method, the computational time of our method was reduced to almost 1/10.

  13. Walking in a Virtual Town using Nintendo Wiimote and Balance Board

    Directory of Open Access Journals (Sweden)

    Lucio Tommaso De Paolis

    2011-12-01

    Full Text Available EnThe main goal of the Human-Computer Interaction technology is to improve the interactions between users and computers by making computers more usable and receptive to the user's needs. The end point in the interface design would then lead to a paradigm in which the interaction with computers becomes similar to the one between human beings. This paper focuses on an application of navigation and interaction in a virtual environment using the Nintendo Wiimote and the Balance Board. The idea is to have a system of navigation control in a virtual environment based on a locomotion interface in order to make the interaction easier for users without any experience of navigation in a virtual world and more efficient for trained users. The application has been developed for the navigation and interaction in the virtual town. We chose Otranto as an example town; Otranto is located in the easternmost tip of the Italian peninsula and, due to its geographical position, the town was like a bridge between East and West. The virtual environment is a loyal representation of the town of Otranto in the Middle Ages.ItL'obiettivo principale della Human-Computer Interaction technology è il miglioramento delle interazioni tra utenti e computer al fine di rendere tali sistemi più usabili e più adatti a soddisfare le diverse esigenze degli utenti. Il punto di arrivo nella progettazione di un’interfaccia sarebbe, quindi, quello rendere l'interazione con i computer simile quanto più possibile a quella tra esseri umani. Questo paper presenta un'applicazione che permette la navigazione e l’interazione in un ambiente virtuale facendo uso del Wiimote e della Balance Board della Nintendo. L'idea è di disporre di un sistema di controllo della navigazione in un ambiente virtuale basato su una semplice interfaccia di locomozione in grado di rendere più semplice l'interazione per gli utenti senza alcuna esperienza di navigazione in un mondo virtuale e più efficiente

  14. Grassmann, super-Kac-Moody and super-derivation algebras

    International Nuclear Information System (INIS)

    Frappat, L.; Ragoucy, E.; Sorba, P.

    1989-05-01

    We study the cyclic cocycles of degree one on the Grassmann algebra and on the super-circle with N supersymmetries (i.e. the tensor product of the algebra of functions on the circle times a Grassmann algebra with N generators). They are related to central extensions of graded loop algebras (i.e. super-Kac-Moody algebras). The corresponding algebras of super-derivations have to be compatible with the cocycle characterizing the extension; we give a general method for determining these algebras and examine in particular the cases N = 1,2,3. We also discuss their relations with the Ademollo et al. algebras, and examine the possibility of defining new kinds of super-conformal algebras, which, for N > 1, generalize the N = 1 Ramond-Neveu-Schwarz algebra

  15. Electrically tuned super-capacitors

    OpenAIRE

    Chowdhury, Tazima S.; Grebel, Haim

    2015-01-01

    Fast charging and discharging of large amounts of electrical energy make super-capacitors ideal for short-term energy storage [1-5]. In its simplest form, the super-capacitor is an electrolytic capacitor made of an anode and a cathode immersed in an electrolyte. As for an ordinary capacitor, minimizing the charge separation distance and increasing the electrode area increase capacitance. In super-capacitors, charge separation is of nano-meter scale at each of the electrode interface (the Helm...

  16. The Super-Kamiokande detector

    International Nuclear Information System (INIS)

    Fukuda, S.; Fukuda, Y.; Hayakawa, T.; Ichihara, E.; Ishitsuka, M.; Itow, Y.; Kajita, T.; Kameda, J.; Kaneyuki, K.; Kasuga, S.; Kobayashi, K.; Kobayashi, Y.; Koshio, Y.; Miura, M.; Moriyama, S.; Nakahata, M.; Nakayama, S.; Namba, T.; Obayashi, Y.; Okada, A.; Oketa, M.; Okumura, K.; Oyabu, T.; Sakurai, N.; Shiozawa, M.; Suzuki, Y.; Takeuchi, Y.; Toshito, T.; Totsuka, Y.; Yamada, S.; Desai, S.; Earl, M.; Hong, J.T.; Kearns, E.; Masuzawa, M.; Messier, M.D.; Stone, J.L.; Sulak, L.R.; Walter, C.W.; Wang, W.; Scholberg, K.; Barszczak, T.; Casper, D.; Liu, D.W.; Gajewski, W.; Halverson, P.G.; Hsu, J.; Kropp, W.R.; Mine, S.; Price, L.R.; Reines, F.; Smy, M.; Sobel, H.W.; Vagins, M.R.; Ganezer, K.S.; Keig, W.E.; Ellsworth, R.W.; Tasaka, S.; Flanagan, J.W.; Kibayashi, A.; Learned, J.G.; Matsuno, S.; Stenger, V.J.; Hayato, Y.; Ishii, T.; Ichikawa, A.; Kanzaki, J.; Kobayashi, T.; Maruyama, T.; Nakamura, K.; Oyama, Y.; Sakai, A.; Sakuda, M.; Sasaki, O.; Echigo, S.; Iwashita, T.; Kohama, M.; Suzuki, A.T.; Hasegawa, M.; Inagaki, T.; Kato, I.; Maesaka, H.; Nakaya, T.; Nishikawa, K.; Yamamoto, S.; Haines, T.J.; Kim, B.K.; Sanford, R.; Svoboda, R.; Blaufuss, E.; Chen, M.L.; Conner, Z.; Goodman, J.A.; Guillian, E.; Sullivan, G.W.; Turcan, D.; Habig, A.; Ackerman, M.; Goebel, F.; Hill, J.; Jung, C.K.; Kato, T.; Kerr, D.; Malek, M.; Martens, K.; Mauger, C.; McGrew, C.; Sharkey, E.; Viren, B.; Yanagisawa, C.; Doki, W.; Inaba, S.; Ito, K.; Kirisawa, M.; Kitaguchi, M.; Mitsuda, C.; Miyano, K.; Saji, C.; Takahata, M.; Takahashi, M.; Higuchi, K.; Kajiyama, Y.; Kusano, A.; Nagashima, Y.; Nitta, K.; Takita, M.; Yamaguchi, T.; Yoshida, M.; Kim, H.I.; Kim, S.B.; Yoo, J.; Okazawa, H.; Etoh, M.; Fujita, K.; Gando, Y.; Hasegawa, A.; Hasegawa, T.; Hatakeyama, S.; Inoue, K.; Ishihara, K.; Iwamoto, T.; Koga, M.; Nishiyama, I.; Ogawa, H.; Shirai, J.; Suzuki, A.; Takayama, T.; Tsushima, F.; Koshiba, M.; Ichikawa, Y.; Hashimoto, T.; Hatakeyama, Y.; Koike, M.; Horiuchi, T.; Nemoto, M.; Nishijima, K.; Takeda, H.; Fujiyasu, H.; Futagami, T.; Ishino, H.; Kanaya, Y.; Morii, M.; Nishihama, H.; Nishimura, H.; Suzuki, T.; Watanabe, Y.; Kielczewska, D.; Golebiewska, U.; Berns, H.G.; Boyd, S.B.; Doyle, R.A.; George, J.S.; Stachyra, A.L.; Wai, L.L.; Wilkes, R.J.; Young, K.K.; Kobayashi, H.

    2003-01-01

    Super-Kamiokande is the world's largest water Cherenkov detector, with net mass 50,000 tons. During the period April, 1996 to July, 2001, Super-Kamiokande I collected 1678 live-days of data, observing neutrinos from the Sun, Earth's atmosphere, and the K2K long-baseline neutrino beam with high efficiency. These data provided crucial information for our current understanding of neutrino oscillations, as well as setting stringent limits on nucleon decay. In this paper, we describe the detector in detail, including its site, configuration, data acquisition equipment, online and offline software, and calibration systems which were used during Super-Kamiokande I

  17. SuperB Progress Report: Detector

    International Nuclear Information System (INIS)

    Grauges, E.; Donvito, G.; Spinoso, V.; Manghisoni, M.; Re, V.; Traversi, G.; Eigen, G.; Fehlker, D.; Helleve, L.; Cheng, C.; Chivukula, A.; Doll, D.; Echenard, B.; Hitlin, D.; Ongmongkolkul, P.; Porter, F.; Rakitin, A.; Thomas, M.; Zhu, R.; Tatishvili, G.; Andreassen, R.; Fabby, C.; Meadows, B.; Simpson, A.; Sokoloff, M.; Tomko, K.; Fella, A.; Andreotti, M.; Baldini, W.; Calabrese, R.; Carassiti, V.; Cibinetto, G.; Cotta Ramusino, A.; Gianoli, A.; Luppi, E.; Munerato, M.; Santoro, V.; Tomassetti, L.; Stoker, D.; Bezshyyko, O.; Dolinska, G.; Arnaud, N.; Beigbeder, C.; Bogard, F.; Breton, D.; Burmistrov, L.; Charlet, D.; Maalmi, J.; Perez Perez, L.; Puill, V.; Stocchi, A.; Tocut, V.; Wallon, S.; Wormser, G.; Brown, D.

    2012-01-01

    This report describes the present status of the detector design for SuperB. It is one of four separate progress reports that, taken collectively, describe progress made on the SuperB Project since the publication of the SuperB Conceptual Design Report in 2007 and the Proceedings of SuperB Workshop VI in Valencia in 2008.

  18. SuperB Progress Report: Detector

    Energy Technology Data Exchange (ETDEWEB)

    Grauges, E.; /Barcelona U., ECM; Donvito, G.; Spinoso, V.; /INFN, Bari /Bari U.; Manghisoni, M.; Re, V.; Traversi, G.; /INFN, Pavia /Bergamo U., Ingengneria Dept.; Eigen, G.; Fehlker, D.; Helleve, L.; /Bergen U.; Carbone, A.; Di Sipio, R.; Gabrielli, A.; Galli, D.; Giorgi, F.; Marconi, U.; Perazzini, S.; Sbarra, C.; Vagnoni, V.; Valentinetti, S.; Villa, M.; Zoccoli, A.; /INFN, Bologna /Bologna U. /Caltech /Carleton U. /Cincinnati U. /INFN, CNAF /INFN, Ferrara /Ferrara U. /UC, Irvine /Taras Shevchenko U. /Orsay, LAL /LBL, Berkeley /UC, Berkeley /Frascati /INFN, Legnaro /Orsay, IPN /Maryland U. /McGill U. /INFN, Milan /Milan U. /INFN, Naples /Naples U. /Novosibirsk, IYF /INFN, Padua /Padua U. /INFN, Pavia /Pavia U. /INFN, Perugia /Perugia U. /INFN, Perugia /Caltech /INFN, Pisa /Pisa U. /Pisa, Scuola Normale Superiore /PNL, Richland /Queen Mary, U. of London /Rutherford /INFN, Rome /Rome U. /INFN, Rome2 /Rome U.,Tor Vergata /INFN, Rome3 /Rome III U. /SLAC /Tel Aviv U. /INFN, Turin /Turin U. /INFN, Padua /Trento U. /INFN, Trieste /Trieste U. /TRIUMF /British Columbia U. /Montreal U. /Victoria U.

    2012-02-14

    This report describes the present status of the detector design for SuperB. It is one of four separate progress reports that, taken collectively, describe progress made on the SuperB Project since the publication of the SuperB Conceptual Design Report in 2007 and the Proceedings of SuperB Workshop VI in Valencia in 2008.

  19. SuperB Progress Reports Accelerator

    CERN Document Server

    Biagini, Maria Enrica; Boscolo, M; Buonomo, B; Demma, T; Drago, A; Esposito, M; Guiducci, S; Mazzitelli, G; Pellegrino, L; Preger, M A; Raimondi, P; Ricci, R; Rotundo, U; Sanelli, C; Serio, M; Stella, A; Tomassini, S; Zobov, M; Bertsche, K; Brachman, A; Cai, Y; Chao, A; Chesnut, R; Donald, M.H; Field, C; Fisher, A; Kharakh, D; Krasnykh, A; Moffeit, K; Nosochkov, Y; Pivi, M; Seeman, J; Sullivan, M.K; Weathersby, S; Weidemann, A; Weisend, J; Wienands, U; Wittmer, W; Woods, M; Yocky, G; Bogomiagkov, A; Koop, I; Levichev, E; Nikitin, S; Okunev, I; Piminov, P; Sinyatkin, S; Shatilov, D; Vobly, P; Bosi, F; Liuzzo, S; Paoloni, E; Bonis, J; Chehab, R; Le Meur, G; Lepercq, P; Letellier-Cohen, F; Mercier, B; Poirier, F; Prevost, C; Rimbault, C; Touze, F; Variola, A; Bolzon, B; Brunetti, L; Jeremie, A; Baylac, M; Bourrion, O; De Conto, J M; Gomez, Y; Meot, F; Monseu, N; Tourres, D; Vescovi, C; Chanci, A; Napoly, O; Barber, D P; Bettoni, S; Quatraro, D

    2010-01-01

    This report details the present status of the Accelerator design for the SuperB Project. It is one of four separate progress reports that, taken collectively, describe progress made on the SuperB Project since the publication of the SuperB Conceptual Design Report in 2007 and the Proceedings of SuperB Workshop VI in Valencia in 2008.

  20. Overcoming Registration Uncertainty in Image Super-Resolution: Maximize or Marginalize?

    Directory of Open Access Journals (Sweden)

    Andrew Zisserman

    2007-01-01

    Full Text Available In multiple-image super-resolution, a high-resolution image is estimated from a number of lower-resolution images. This usually involves computing the parameters of a generative imaging model (such as geometric and photometric registration, and blur and obtaining a MAP estimate by minimizing a cost function including an appropriate prior. Two alternative approaches are examined. First, both registrations and the super-resolution image are found simultaneously using a joint MAP optimization. Second, we perform Bayesian integration over the unknown image registration parameters, deriving a cost function whose only variables of interest are the pixel values of the super-resolution image. We also introduce a scheme to learn the parameters of the image prior as part of the super-resolution algorithm. We show examples on a number of real sequences including multiple stills, digital video, and DVDs of movies.

  1. A qualitative study exploring the usability of Nintendo Wii Fit among persons with multiple sclerosis.

    Science.gov (United States)

    Plow, Matthew; Finlayson, Marcia

    2014-03-01

    The purpose of this study was to examine the usability of Nintendo Wii Fit to promote physical activity in adults with multiple sclerosis. Qualitative interviews were conducted as part of a pilot study that examined the health outcomes of a 14-week Wii Fit home-exercise programme in 30 adults with multiple sclerosis. We found participants reported that Wii Fit helped build confidence in abilities, achieve goals related to engagement in leisure activities and remove barriers associated with going to a gym to exercise. However, Wii Fit induced initial reactions of intimidation and worries about falling, and feedback during game play reminded participants of their impairments. Wii Fit was limited in its customizability to accommodate different functional levels. Understanding how to improve the usability and customizability of commercially available exergaming technology could be of benefit to people with disabling conditions. Before conducting randomized controlled trials of commercially available exergaming technology in adults with disabling conditions, we recommend that strategies be identified to remove usability barriers so those with moderate impairments can be included in the trial. This will reduce the likelihood of ceiling effects and clinical irrelevance. In terms of clinical recommendations, rehabilitation professionals need to consider patients' functional level, surrounding environment and preferences when prescribing a Wii Fit-based exercise programme. Copyright © 2013 John Wiley & Sons, Ltd.

  2. Assessing the functional performance of post-call hospital doctors using a Nintendo Wii.

    LENUS (Irish Health Repository)

    Clancy, K

    2012-02-01

    Sleep deprivation is an established part of the working life for Non-Consultant Hospital Doctors (NCHDs) in Ireland. Concern exists about the effect of extended NCHD work hours. We utilised a Nintendo Wii to evaluate motor function of NCHDs both prior to their on-call shift and the day afterwards. Data was exported to SPSS ver. 15 for statistical analysis with p < 0.05 considered significant. A total of 72 NCHDs were invited to participate in this study. There was a 62.5% (45) rate of follow-up. Overall 27 (60%) NCHDs were on medical call, with 18 (40%) on surgical call. There was no statistically significant difference between NCHDs pre-and post-call motor assessment scores. The majority of study participants (75.5%, n = 34) had four or more hours sleep. On-call duty allows for a greater than anticipated amount of sleep per on-call shift and therefore has a negligible effect on the motor skills of medical staff.

  3. Improvements in Dynamic Balance Using an Adaptive Snowboard with the Nintendo Wii.

    Science.gov (United States)

    Sullivan, Brendan; Harding, Alexandra G; Dingley, John; Gras, Laura Z

    2012-08-01

    The purpose of this case report is to see if a novel balance board could improve balance and gait of a subject with dynamic balance impairments and enjoyment of virtual rehabilitation training. A novel Adaptive Snowboard™ (developed by two of the authors, B.S. and J.D.) was used in conjunction with the Nintendo(®) (Redmond, WA) Wii™ snowboarding and wakeboarding games with a participant in a physical therapy outpatient clinic. Baseline measurements were taken for gait velocity and stride length, Four Square Step Test, Star Balance Excursion Test, Sensory Organization Test, and the Intrinsic Motivation Inventory. Two 60-90-minute sessions per week for 5 weeks included seven to nine trials of Wii snowboarding or wakeboarding games. Improvements were seen in every outcome measure. This study had comparable results to studies performed using a wobble board in that improvements in balance were made. Use of virtual snowboard simulation improved the subject's balance, gait speed, and stride length, as well as being an enjoyable activity.

  4. Preprocessing the Nintendo Wii Board Signal to Derive More Accurate Descriptors of Statokinesigrams.

    Science.gov (United States)

    Audiffren, Julien; Contal, Emile

    2016-08-01

    During the past few years, the Nintendo Wii Balance Board (WBB) has been used in postural control research as an affordable but less reliable replacement for laboratory grade force platforms. However, the WBB suffers some limitations, such as a lower accuracy and an inconsistent sampling rate. In this study, we focus on the latter, namely the non uniform acquisition frequency. We show that this problem, combined with the poor signal to noise ratio of the WBB, can drastically decrease the quality of the obtained information if not handled properly. We propose a new resampling method, Sliding Window Average with Relevance Interval Interpolation (SWARII), specifically designed with the WBB in mind, for which we provide an open source implementation. We compare it with several existing methods commonly used in postural control, both on synthetic and experimental data. The results show that some methods, such as linear and piecewise constant interpolations should definitely be avoided, particularly when the resulting signal is differentiated, which is necessary to estimate speed, an important feature in postural control. Other methods, such as averaging on sliding windows or SWARII, perform significantly better on synthetic dataset, and produce results more similar to the laboratory-grade AMTI force plate (AFP) during experiments. Those methods should be preferred when resampling data collected from a WBB.

  5. Validity of the Nintendo Wii Balance Board for Kinetic Gait Analysis

    Directory of Open Access Journals (Sweden)

    Ryo Eguchi

    2018-02-01

    Full Text Available The Nintendo Wii Balance Board (WBB has been suggested as an inexpensive, portable and accessible alternative to costly laboratory-grade force plates for measuring the vertical ground reaction force (vGRF and center of pressure (COP. Kinetic gait analysis provides important information for the rehabilitation of patients with gait disorders; however, the validity of the WBB for measuring kinetic gait parameters has not been evaluated. Therefore, the purpose of this study is to determine the accuracy of walking force measurements—which change dynamically in a short period of stance time—collected with the WBB. Three healthy adults were asked to walk 10 steps along both straight and curved paths in clockwise (CW and counterclockwise (CCW directions while measurements were taken using the WBB and the force plate. The accuracy of the vGRF, COP trajectory, and stance duration were evaluated using the root-mean-square error (RMSE, Pearson’s correlation coefficient and Bland–Altman plots (BAPs to compare the WBB and the force plate. The results of the vGRF showed high accuracy (r > 0.96 and %RMSE < 6.1% in the mean values, and the stance duration as defined by the vGRF and COP trajectory was equivalent to that of commercial instrumented insoles, which are used as an alternative to the force plates. From these results, we determined that the WBB may be used for kinetic gait analysis in clinical settings where lower accuracy is acceptable.

  6. Intra-rater reliability of hallux flexor strength measures using the Nintendo Wii Balance Board.

    Science.gov (United States)

    Quek, June; Treleaven, Julia; Brauer, Sandra G; O'Leary, Shaun; Clark, Ross A

    2015-01-01

    The purpose of this study was to investigate the intra-rater reliability of a new method in combination with the Nintendo Wii Balance Board (NWBB) to measure the strength of hallux flexor muscle. Thirty healthy individuals (age: 34.9 ± 12.9 years, height: 170.4 ± 10.5 cm, weight: 69.3 ± 15.3 kg, female = 15) participated. Repeated testing was completed within 7 days. Participants performed strength testing in sitting using a wooden platform in combination with the NWBB. This new method was set up to selectively recruit an intrinsic muscle of the foot, specifically the flexor hallucis brevis muscle. Statistical analysis was performed using intra-class coefficients and ordinary least product analysis. To estimate measurement error, standard error of measurement (SEM), minimal detectable change (MDC) and percentage error were calculated. Results indicate excellent intra-rater reliability (ICC = 0.982, CI = 0.96-0.99) with an absence of systematic bias. SEM, MDC and percentage error value were 0.5, 1.4 and 12 % respectively. This study demonstrates that a new method in combination with the NWBB application is reliable to measure hallux flexor strength and has potential to be used for future research and clinical application.

  7. Nintendo Wii Fit-Based Sleepiness Testing is Not Impaired by Contagious Sleepiness

    Directory of Open Access Journals (Sweden)

    Aino Tietäväinen

    2018-06-01

    Full Text Available Sleep deprivation may cause accidents, and it has deteriorating effects on health. A measurement of postural steadiness by a portable and affordable Nintendo Wii Fit balance board can be used to quantify a person's alertness. At work, people are under the influence of their environment—often other people—that may affect their alertness. This work investigates whether sleep deprivation among people is “contagious,” as quantified by sway measures. We measured 21 volunteers' postural steadiness while alert and sleep deprived. During the measurements, a screen placed in front of the participants showed a footage of either alert or sleep-deprived faces. We found a significant difference between the day time and night time steadiness, but found no effect resulting from watching footage of sleep-deprived people. This finding shows that a posturographic sleepiness tester quantifies physiological sleep deprivation, and is insensitive to the influence of social factors. Keywords: contagious sleepiness, portable and affordable sleepiness tester, posturography, social contagion

  8. Super boson-fermion correspondence

    International Nuclear Information System (INIS)

    Kac, V.G.; Leur van de, J.W.

    1987-01-01

    Since the pioneering work of Skyrme, the boson-fermion correspondence has been playing an increasingly important role in 2-dimensional quantum field theory. More recently, it has become an important ingredient in the work of the Kyoto school on the KP hierarchy of soliton equations. In the present paper we establish a super boson-fermion correspondence, having in mind its applications to super KP hierarchies

  9. Trends In Academic Content for Mobile Devices [video

    Directory of Open Access Journals (Sweden)

    Dan D'Agostino

    2012-06-01

    Full Text Available This presentation by Sarah Forbes and Dan D'Agostino was given at the Ontario Library Association's Super Conference in Toronto, Ontario, on February 3, 2012. Session Abstract from the Super Conference Program: As ownership of mobile devices continues to proliferate, libraries are finding it difficult to provide academic content that works well in the mobile world. Discover how various e-book and e-journal formats can be made to work with mobile devices of all kinds, and will explore the next generation of digital content designed for mobile devices – new formats that may re-invent how information is used by readers. Partnership would like to thank the authors and the Ontario Library Association for their generous permission to publish an Open Access version of this conference session. This is one of several Super Conference 2012 video presentations available for purchase from Super Conference: the Virtual Experience - http://ola.scholarlab.ca/.

  10. Super power generators

    International Nuclear Information System (INIS)

    Martin, T.H.; Johnson, D.L.; McDaniel, D.H.

    1977-01-01

    PROTO II, a super power generator, is presently undergoing testing at Sandia Laboratories. It has operated with an 80 ns, 50 ns, 35 ns, and 20 ns positive output pulse high voltage mode and achieved total current rates of rise of 4 x 10 14 A/s. The two sided disk accelerator concept using two diodes has achieved voltages of 1.5 MV and currents of 4.5 MA providing a power exceeding 6 TW in the electron beam and 8 TW in the transmission lines. A new test bed named MITE (Magnetically Insulated Transmission Experiment) was designed and is now being tested. The pulse forming lines are back to back short pulse Blumleins which use untriggered water switching. Output data showing a ten ns half width power pulse peaking above one terrawatt were obtained. MITE is a module being investigated for use in the Electron Beam Fusion Accelerator and will be used to test the effects of short pulses propagating down vacuum transmission lines

  11. Super oil cracking update

    International Nuclear Information System (INIS)

    Mulraney, D.

    1997-01-01

    The conversion of residual fuel oil to usable middle distillates was discussed. The residue conversion processing paths are usually based on separation, carbon rejection, or hydrogen addition principles. Super Oil Cracking (SOC) uses a slurry catalyst system in a new, tubular reactor to achieve high levels of hydrothermal conversion. SOC can upgrade a variety of heavy, high metals residue feedstocks with high yields of middle distillates. The SOC products can also be further treated into feedstocks for FCC or hydrocracking. The SOC process can be incorporated easily into a refinery to obtain incremental residue conversion directly. It can also be integrated with other residue processes, acting as a demetallization and decarbonization step which results in enhanced overall conversion. The relative rate of coke formation and its handling are distinguishing characteristics between residue upgrading technologies. The SOC process operates at higher temperatures that other residue hydrocracking processes resulting in higher rates of thermal decomposition, thus preventing coke formation. SOC process can operate as a stand-alone upgrader or can be integrated with other bottoms processing steps to extend the refiner's range of options for increasing bottoms conversion.3 tabs., 14 figs

  12. Research on compression performance of ultrahigh-definition videos

    Science.gov (United States)

    Li, Xiangqun; He, Xiaohai; Qing, Linbo; Tao, Qingchuan; Wu, Di

    2017-11-01

    With the popularization of high-definition (HD) images and videos (1920×1080 pixels and above), there are even 4K (3840×2160) television signals and 8 K (8192×4320) ultrahigh-definition videos. The demand for HD images and videos is increasing continuously, along with the increasing data volume. The storage and transmission cannot be properly solved only by virtue of the expansion capacity of hard disks and the update and improvement of transmission devices. Based on the full use of the coding standard high-efficiency video coding (HEVC), super-resolution reconstruction technology, and the correlation between the intra- and the interprediction, we first put forward a "division-compensation"-based strategy to further improve the compression performance of a single image and frame I. Then, by making use of the above thought and HEVC encoder and decoder, a video compression coding frame is designed. HEVC is used inside the frame. Last, with the super-resolution reconstruction technology, the reconstructed video quality is further improved. The experiment shows that by the proposed compression method for a single image (frame I) and video sequence here, the performance is superior to that of HEVC in a low bit rate environment.

  13. The effect of nintendo wii on balance: a pilot study supporting the use of the wii in occupational therapy for the well elderly.

    Science.gov (United States)

    Williams, Barbara; Doherty, Nicole L; Bender, Andrew; Mattox, Holly; Tibbs, Jesse R

    2011-01-01

    ABSTRACT This study explored the benefits that Nintendo's Wii Fit activities may have on the balance of 22 community living older adults. Over 4 weeks, participants completed twelve 20-min sessions using various programs in the Wii Fit. Pretest and posttest measurements were obtained using the Berg Balance Scale with participants scoring an average of 9.14 points higher on the postintervention. Posttest balance scores were significantly greater [t (21) = -9.861, p effectiveness of utilizing the Nintendo Wii as a therapeutic agent in occupational therapy practice.

  14. Vestibular rehabilitation using the Nintendo® Wii Balance Board -- a user-friendly alternative for central nervous compensation.

    Science.gov (United States)

    Sparrer, Ingo; Duong Dinh, Thien An; Ilgner, Justus; Westhofen, Martin

    2013-03-01

    The Nintendo® Wii Balance Board is a cost-effective and user-friendly alternative to other popular frequently used systems that aid vestibular compensation, particularly in elderly patients. In addition, further treatment in the home environment is possible. This cohort study was designed to investigate the impact of the Nintendo® Wii Balance Board as a visual compensation device after acute vestibular neuritis. Subjects were randomly assigned to one of two treatment groups. Group A (n = 37) performed customized exercises with the Nintendo® Wii Balance Board. Group B (n = 34) performed only two elected exercises as a control group for comparison of the results. Both groups underwent additive therapy with steroids (intravenous) in decreasing doses (250 mg decreasing to 25 mg over 10 days). The Sensory Organization Test (SOT), Dizziness Handicap Inventory (DHI), Vertigo Symptom Scale (VSS), and Tinneti questionnaire were evaluated immediately before treatment (baseline), at the end of treatment, i.e. at day 5, and after 10 weeks. The early use of a visual feedback system in the context of the balance training supports the central nervous vestibular compensation after peripheral labyrinthine disorders. Patients in group B (without training) required a longer in-patient stay (average 2.4 days, SD 0.4) compared with patients following early Wii rehabilitation. The absence of nystagmus under Frenzel's goggles in group A was observed 2.1 days (SD 0.5) earlier than in group B. Group A showed significantly better results in the SOT, DHI, VSS, and Tinneti questionnaire at all time points measured (p < 0.05).

  15. Video Gaming Increases Physical Activity

    Science.gov (United States)

    Wittman, Grace

    2010-01-01

    The "2005 Dietary Guidelines for Americans" and "Mypramid" recommend that children get 60 minutes of moderate level exercise each day. Obesity has become a serious health concern for children and adolescents. Idaho currently has an obesity rate of 10.1% for children ages 10-17. As a response to this, the Nintendo Wii was…

  16. Intra-Rater Reproducibility and Validity of Nintendo Wii Balance Testing in Community-Dwelling Older Adults

    DEFF Research Database (Denmark)

    Jørgensen, Martin Grønbech; Laessoe, Uffe; Hendriksen, Carsten

    2014-01-01

    The aims of the current study were to (1) examine the intra-rater inter-session reproducibility of the Nintendo Wii Agility and Stillness tests and (2) explore the concurrent validity in relation to 'gold-standard' force plate analysis. Within-day inter-session reproducibility was examined in 30 ...... older adults (age 71.8±5.1 yrs.). No systematic test-retest differences were found for the Wii Stillness test, however, the Wii Agility test scores differed systematically between test sessions (p...

  17. Reproducibility and validity of the Nintendo Wii Balance Board for measuring shoulder sensorimotor control in prone lying

    DEFF Research Database (Denmark)

    Eshøj, Henrik; Juul-Kristensen, Birgit; Gam Bender Jørgensen, René

    2017-01-01

    INTRODUCTION: For the lower limbs, the Nintendo Wii Balance Board (NWBB) has been widely used to measure postural control. However, this has not been performed for upper limb measurements. Further, the NWBB has shown to produce more background noise with decreasing loads, which may be of concern...... when used for upper limb testing. The aim was to investigate reproducibility and validity of the NWBB. METHODS: A test-retest design was performed with 68 subjects completing three different prone lying, upper limb weight-bearing balance tasks on a NWBB: two-arms, eyes closed (1) one-arm, non...

  18. Super Dielectric Materials.

    Science.gov (United States)

    Fromille, Samuel; Phillips, Jonathan

    2014-12-22

    Evidence is provided here that a class of materials with dielectric constants greater than 10⁵ at low frequency (dielectric materials (SDM), can be generated readily from common, inexpensive materials. Specifically it is demonstrated that high surface area alumina powders, loaded to the incipient wetness point with a solution of boric acid dissolved in water, have dielectric constants, near 0 Hz, greater than 4 × 10⁸ in all cases, a remarkable increase over the best dielectric constants previously measured for energy storage capabilities, ca. 1 × 10⁴. It is postulated that any porous, electrically insulating material (e.g., high surface area powders of silica, titania, etc. ), filled with a liquid containing a high concentration of ionic species will potentially be an SDM. Capacitors created with the first generated SDM dielectrics (alumina with boric acid solution), herein called New Paradigm Super (NPS) capacitors display typical electrostatic capacitive behavior, such as increasing capacitance with decreasing thickness, and can be cycled, but are limited to a maximum effective operating voltage of about 0.8 V. A simple theory is presented: Water containing relatively high concentrations of dissolved ions saturates all, or virtually all, the pores (average diameter 500 Å) of the alumina. In an applied field the positive ionic species migrate to the cathode end, and the negative ions to the anode end of each drop. This creates giant dipoles with high charge, hence leading to high dielectric constant behavior. At about 0.8 V, water begins to break down, creating enough ionic species to "short" the individual water droplets. Potentially NPS capacitor stacks can surpass "supercapacitors" in volumetric energy density.

  19. The Physiologic and Behavioral Implications of Playing Active and Sedentary Video Games in a Seated and Standing Position.

    Science.gov (United States)

    Sanders, Gabriel J; Rebold, Michael; Peacock, Corey A; Williamson, Meagan L; Santo, Antonio S; Barkley, Jacob E

    Previous studies have assessed physiologic response while playing video games per manufacturer instructions with participants standing during active video game play and seated during sedentary game play. It is not known whether an assigned seated or standing position affects positional preference and oxygen consumption (VO2) while gaming. The purpose of the study was to assess VO2 and preference of playing active and sedentary video games in a seated and standing position. VO2 was assessed in 25 participants during four, 20-minute conditions; resting, PlayStation 2 Madden NFL Football 2011, Nintendo Wii-Sports Boxing and Nintendo Wii Madden NFL Football 2011. Each condition was divided into two positional conditions (10 minutes seated, 10 minutes standing) and each participant indicated their positional preference after each 20-minute condition. Standing VO2 (4.4 ± 0.2 ml • kg-1 • min-1 PS2, 4.6 ± 0.1 ml • kg-1 • min-1 Wii Madden, 6.8 ± 0.3 ml • kg-1 • min-1Wii Boxing) was significantly (p ≤ 0.001) greater than seated VO2 (4.0 ± 0.1 ml • kg-1 • min-1 PS2, 4.2 ± 0.1 ml • kg-1 • min-1 Wii Madden, 6.1 ± 0.3 ml • kg-1 • min-1Wii Boxing) for each gaming condition. Participants preferred (p ≤ 0.001) to sit for all gaming conditions except Wii Boxing. Playing video games while standing increases VO2 to a greater extent than playing the same games in a seated position. Standing was only preferred for the most physiologically challenging game, Wii Boxing. Gaming position should be considered when assessing the physiologic and behavioral outcomes of playing video games.

  20. Playing to your skills: a randomised controlled trial evaluating a dedicated video game for minimally invasive surgery.

    Science.gov (United States)

    Harrington, Cuan M; Chaitanya, Vishwa; Dicker, Patrick; Traynor, Oscar; Kavanagh, Dara O

    2018-02-14

    Video gaming demands elements of visual attention, hand-eye coordination and depth perception which may be contiguous with laparoscopic skill development. General video gaming has demonstrated altered cortical plasticity and improved baseline/acquisition of minimally invasive skills. The present study aimed to evaluate for skill acquisition associated with a commercially available dedicated laparoscopic video game (Underground) and its unique (laparoscopic-like) controller for the Nintendo®Wii U™ console. This single-blinded randomised controlled study was conducted with laparoscopically naive student volunteers of limited (Virtual Reality (VR) simulator (LAP Mentor TM , 3D systems, Colorado, USA). Twenty participants were randomised to two groups; Group A was requested to complete 5 h of video gaming (Underground) per week and Group B to avoid gaming beyond their normal frequency. After 4 weeks participants were reassessed using the same VR tasks. Changes in simulator performances were assessed for each group and for intergroup variances using mixed model regression. Significant inter- and intragroup performances were present for the video gaming and controls across four basic tasks. The video gaming group demonstrated significant improvements in thirty-one of the metrics examined including dominant (p ≤ 0.004) and non-dominant (p entertainment distractions (11.1%). Our work revealed significant value in training using a dedicated laparoscopic video game for acquisition of virtual laparoscopic skills. This novel serious game may provide foundations for future surgical developments on game consoles in the home environment.

  1. Nintendo Wii assessment of Hoehn and Yahr score with Parkinson's disease tremor.

    Science.gov (United States)

    Koçer, Abdulkadir; Oktay, Ayse Betul

    2016-01-01

    Diagnosis of Parkinson's Disease (PD) by analyzing the resting tremor were much studied by using different accelerometer based methods, however the quantitative assessment of Hoehn and Yahr Scale (HYS) score with a machine learning based system has not been previously addressed. In this study, we aimed to propose a system to automatically assess the HYS score of patients with PD. The system was evaluated and tested on a dataset containing 55 subjects where 35 of them were patients and 20 of them were healthy controls. The resting tremor data were gathered with the 3 axis accelerometer of the Nintendo Wii (Wiimote). The clinical disability of the PD was graded from 1 to 5 by the HYS and tremor was recorded twice from the more affected side in each patient and from the dominant extremity in each control for a 60 seconds period. The HYS scores were learned with Support Vector Machines (SVM) from the features of the tremor data. Thirty-two of the subjects with PD were classified correctly and 18 of the normal subjects were also classified correctly by our system. The system had average 0.89 accuracy rate (Range: 81-100% changing according to grading by HYS). We compared quantitative measurements of hand tremor in PD patients, with staging of PD based on accelerometer data gathered using the Wii sensor. Our results showed that the machine learning based system with simple features could be helpful for diagnosis of PD and estimate HYS score. We believed that this portable and easy-to-use Wii sensor measure might also be applicable in the continuous monitoring of the resting tremor with small modifications in routine clinical use.

  2. Isometric hand grip strength measured by the Nintendo Wii Balance Board - a reliable new method.

    Science.gov (United States)

    Blomkvist, A W; Andersen, S; de Bruin, E D; Jorgensen, M G

    2016-02-03

    Low hand grip strength is a strong predictor for both long-term and short-term disability and mortality. The Nintendo Wii Balance Board (WBB) is an inexpensive, portable, wide-spread instrument with the potential for multiple purposes in assessing clinically relevant measures including muscle strength. The purpose of the study was to explore intrarater reliability and concurrent validity of the WBB by comparing it to the Jamar hand dynamometer. Intra-rater test-retest cohort design with randomized validity testing on the first session. Using custom WBB software, thirty old adults (69.0 ± 4.2 years of age) were studied for reproducibility and concurrent validity compared to the Jamar hand dynamometer. Reproducibility was tested for dominant and non-dominant hands during the same time-of-day, one week apart. Intraclass correlation coefficient (ICC) and standard error of measurement (SEM) and limits of agreement (LOA) were calculated to describe relative and absolute reproducibility respectively. To describe concurrent validity, Pearson's product-moment correlation and ICC was calculated. Reproducibility was high with ICC values of >0.948 across all measures. Both SEM and LOA were low (0.2-0.5 kg and 2.7-4.2 kg, respectively) in both the dominant and non-dominant hand. For validity, Pearson correlations were high (0.80-0.88) and ICC values were fair to good (0.763-0.803). Reproducibility for WBB was high for relative measures and acceptable for absolute measures. In addition, concurrent validity between the Jamar hand dynamometer and the WBB was acceptable. Thus, the WBB may be a valid instrument to assess hand grip strength in older adults.

  3. Airborne Video Surveillance

    National Research Council Canada - National Science Library

    Blask, Steven

    2002-01-01

    The DARPA Airborne Video Surveillance (AVS) program was established to develop and promote technologies to make airborne video more useful, providing capabilities that achieve a UAV force multiplier...

  4. Quantization of super Teichmueller spaces

    International Nuclear Information System (INIS)

    Aghaei, Nezhla

    2016-08-01

    The quantization of the Teichmueller spaces of Riemann surfaces has found important applications to conformal field theory and N=2 supersymmetric gauge theories. We construct a quantization of the Teichmueller spaces of super Riemann surfaces, using coordinates associated to the ideal triangulations of super Riemann surfaces. A new feature is the non-trivial dependence on the choice of a spin structure which can be encoded combinatorially in a certain refinement of the ideal triangulation. We construct a projective unitary representation of the groupoid of changes of refined ideal triangulations. Therefore, we demonstrate that the dependence of the resulting quantum theory on the choice of a triangulation is inessential. In the quantum Teichmueller theory, it was observed that the key object defining the Teichmueller theory has a close relation to the representation theory of the Borel half of U q (sl(2)). In our research we observed that the role of U q (sl(2)) is taken by quantum superalgebra U q (osp(1 vertical stroke 2)). A Borel half of U q (osp(1 vertical stroke 2)) is the super quantum plane. The canonical element of the Heisenberg double of the quantum super plane is evaluated in certain infinite dimensional representations on L 2 (R) x C 1 vertical stroke 1 and compared to the flip operator from the Teichmueller theory of super Riemann surfaces.

  5. Physics and Video Analysis

    Science.gov (United States)

    Allain, Rhett

    2016-05-01

    We currently live in a world filled with videos. There are videos on YouTube, feature movies and even videos recorded with our own cameras and smartphones. These videos present an excellent opportunity to not only explore physical concepts, but also inspire others to investigate physics ideas. With video analysis, we can explore the fantasy world in science-fiction films. We can also look at online videos to determine if they are genuine or fake. Video analysis can be used in the introductory physics lab and it can even be used to explore the make-believe physics embedded in video games. This book covers the basic ideas behind video analysis along with the fundamental physics principles used in video analysis. The book also includes several examples of the unique situations in which video analysis can be used.

  6. Siting the superconducting super collider

    International Nuclear Information System (INIS)

    Price, R.; Rooney, R.C.

    1988-01-01

    At the request of the Department of Energy, the National Academy of Sciences and the National Academy of Engineering established the Super Collider Site Evaluation Committee to evaluate the suitability of proposed sites for the Superconducting Super Collider. Thirty-six proposals were examined by the committee. Using the set of criteria announced by DOE in its Invitation for Site Proposals, the committee identified eight sites that merited inclusion on a ''best qualified list.'' The list represents the best collective judgment of 21 individuals, carefully chosen for their expertise and impartiality, after a detailed assessment of the proposals using 19 technical subcriteria and DOE's life cycle cost estimates. The sites, in alphabetical order, are: Arizona/Maricopa; Colorado; Illinois; Michigan/Stockbridge; New York/Rochester; North Carolina; Tennessee; and Texas/Dallas-Fort Worth. The evaluation of these sites and the Superconducting Super Collider are discussed in this book

  7. NEI You Tube Videos: Amblyopia

    Medline Plus

    Full Text Available ... YouTube Videos » NEI YouTube Videos: Amblyopia Listen NEI YouTube Videos YouTube Videos Home Age-Related Macular Degeneration ... Retinopathy of Prematurity Science Spanish Videos Webinars NEI YouTube Videos: Amblyopia Embedded video for NEI YouTube Videos: ...

  8. Feasibility, safety, acceptability, and functional outcomes of playing Nintendo Wii Fit Plus™ for frail elderly: study protocol for a feasibility trial.

    Science.gov (United States)

    Gomes, Gisele Cristine Vieira; Bacha, Jéssica Maria Ribeiro; do Socorro Simões, Maria; Lin, Sumika Mori; Viveiro, Larissa Alamino Pereira; Varise, Eliana Maria; Filho, Wilson Jacob; Pompeu, José Eduardo

    2017-01-01

    Frailty can be defined as a medical syndrome with multiple causes and contributors, characterized by diminished strength and endurance and reduced physiological function that increases the vulnerability to develop functional dependency and/or death. Studies have shown that the most commonly studied exercise protocol for frail older adults is the multimodal training. Interactive video games (IVGs) involve tasks in virtual environments that combine physical and cognitive demands in an attractive and challenging way. The aim of this study will be to evaluate the feasibility, safety, acceptability, and functional outcomes of playing Nintendo Wii Fit Plus TM (NWFP) for frail older adults. The study is a randomized controlled, parallel group, feasibility trial. Participants will be randomly assigned to the experimental group (EG) and control group (CG). The EG will participate in 14 training sessions, each lasting 50 min, twice a week. In each training session, the participants will play five games, with three attempts at each game. The first attempt will be performed with the assistance of a physical therapist to correct the movements and posture of the patients and subsequent attempts will be performed independently. Scores achieved in the games will be recorded. The participants will be evaluated by a blinded physical therapist at three moments: before and after intervention and 30 days after the end of the intervention (follow-up). We will assess the feasibility, acceptability, safety, and clinical outcomes (postural control, gait, cognition, quality of life, mood, and fear of falling). Due to the deficiencies in multiple systems, studies have shown that multimodal interventions including motor-cognitive stimulation can improve the mobility of frail elderly adults. IVGs, among them the NWFP, are considered as a multimodal motor-cognitive intervention that can potentially improve motor and cognitive functions in the frail elderly. However, there is still no evidence

  9. A video authentication technique

    International Nuclear Information System (INIS)

    Johnson, C.S.

    1987-01-01

    Unattended video surveillance systems are particularly vulnerable to the substitution of false video images into the cable that connects the camera to the video recorder. New technology has made it practical to insert a solid state video memory into the video cable, freeze a video image from the camera, and hold this image as long as desired. Various techniques, such as line supervision and sync detection, have been used to detect video cable tampering. The video authentication technique described in this paper uses the actual video image from the camera as the basis for detecting any image substitution made during the transmission of the video image to the recorder. The technique, designed for unattended video systems, can be used for any video transmission system where a two-way digital data link can be established. The technique uses similar microprocessor circuitry at the video camera and at the video recorder to select sample points in the video image for comparison. The gray scale value of these points is compared at the recorder controller and if the values agree within limits, the image is authenticated. If a significantly different image was substituted, the comparison would fail at a number of points and the video image would not be authenticated. The video authentication system can run as a stand-alone system or at the request of another system

  10. Biomedical instruments versus toys:a preliminary comparison of force platforms and the nintendo wii balance board - biomed 2011.

    Science.gov (United States)

    Pagnacco, Guido; Oggero, Elena; Wright, Cameron H G

    2011-01-01

    Biomedical sciences rely heavily on devices to acquire and analyze the physiological data needed to understand and model the biological processes of humans and animals. Therefore, the results of the investigations, clinical or academic, depend heavily on the instrumentation used. Unfortunately, all too often the users do not understand their instruments and end up compromising the results of their investigations by choosing an inadequate instrument or by not using it appropriately. One field where this is particularly apparent is posturography: the misconceptions about instruments are so widespread and deep that just recently there have been articles published in scientific journals suggesting the use of a “toy”, the Nintendo Wii Balance Board, instead of instrument grade force platform to acquire posturographic data. Characterizing the tools used for research becomes the first and probably the most important step in producing sound research and clinical results, and in the case of posturographic force platforms and the Nintendo Wii Balance Board a simple experimental setup can be used to find their characteristics. Furthermore, based on the preliminary results of this investigation, a mathematical formula can be used to predict the behavior of a posturographic tool, once its noise characteristics and “dead weight” response are known.

  11. A Narrative Synthesis of Nintendo Wii Fit Gaming Protocol in Addressing Balance Among Healthy Older Adults: What System Works?

    Science.gov (United States)

    Manlapaz, Donald G; Sole, Gisela; Jayakaran, Prasath; Chapple, Cathy M

    2017-04-01

    Balance is crucial in performing functional tasks particularly among older adults. Exergaming is gaining attention as a novel approach to enhance balance in a number of clinical populations. The aim of this review was to synthesize and present published evidence for Nintendo Wii Fit™ gaming system protocols. These include game preference, intervention setting, and exercise dosage for improving balance in healthy older adults. Commonly used outcome measures were also identified. A literature search was developed using the PICOS strategy using keywords such as "older adult," "Nintendo Wii Fit," "exergaming," and "balance" in the databases: MEDLINE, PubMed, EMBASE, CINAHL, Scopus, Science Direct, and Web of Science. Sixteen articles were included with participants (n = 491) mostly female (69%), and mean age ranged between 71 and 85 years old. Participants were recruited mainly from the community. The most commonly used Wii Fit games were Table tilt, Soccer Heading, Ski Slalom, and Ski jump, performed three times per week, with a duration of 30 minutes per session for 6 weeks. Berg Balance Scale, Timed Up and Go Test, and Centre of Pressure were the most commonly used outcome measures. Wii Fit exergames can be a potential alternative to improve balance if safety and technical procedures are provided. With conflicting and mechanism-based evidence on dosage presented, exergaming parameters require further research before firm recommendations can be made. Clinically, effective dosage is an important component in any type of interventions, and exergaming should not be an exception.

  12. Enabling People with Developmental Disabilities to Actively Perform Designated Occupational Activities according to Simple Instructions with a Nintendo Wii Remote Controller by Controlling Environmental Stimulation

    Science.gov (United States)

    Shih, Ching-Hsiang; Wang, Shu-Hui; Chang, Man-Ling; Shih, Ching-Hsiang

    2012-01-01

    The latest researches have adopted software technology, turning the Nintendo Wii Remote Controller into a high performance three-dimensional object orientation detector. This study extended Wii Remote Controller functionality to assess whether two people with developmental disabilities would be able to actively perform designated simple…

  13. A Three-Dimensional Object Orientation Detector Assisting People with Developmental Disabilities to Control Their Environmental Stimulation through Simple Occupational Activities with a Nintendo Wii Remote Controller

    Science.gov (United States)

    Shih, Ching-Hsiang; Chang, Man-Ling; Mohua, Zhang

    2012-01-01

    This study evaluated whether two people with developmental disabilities would be able to actively perform simple occupational activities to control their preferred environmental stimulation using a Nintendo Wii Remote Controller with a newly developed three-dimensional object orientation detection program (TDOODP, i.e. a new software program,…

  14. A Wireless Object Location Detector Enabling People with Developmental Disabilities to Control Environmental Stimulation through Simple Occupational Activities with Nintendo Wii Balance Boards

    Science.gov (United States)

    Shih, Ching-Hsiang; Chang, Man-Ling

    2012-01-01

    The latest researches have adopted software technology, turning the Nintendo Wii Balance Board into a high performance standing location detector with a newly developed standing location detection program (SLDP). This study extended SLDP functionality to assess whether two people with developmental disabilities would be able to actively perform…

  15. Enabling People with Developmental Disabilities to Actively Follow Simple Instructions and Perform Designated Physical Activities According to Simple Instructions with Nintendo Wii Balance Boards by Controlling Environmental Stimulation

    Science.gov (United States)

    Shih, Ching-Hsiang; Chung, Chiao-Chen; Shih, Ching-Tien; Chen, Ling-Che

    2011-01-01

    The latest researches have adopted software technology turning the Nintendo Wii Balance Board into a high performance standing location detector. This study extended Wii Balance Board functionality to assess whether two people with developmental disabilities would be able to actively perform designated physical activities according to simple…

  16. Assisting People with Multiple Disabilities by Actively Keeping the Head in an Upright Position with a Nintendo Wii Remote Controller through the Control of an Environmental Stimulation

    Science.gov (United States)

    Shih, Ching-Hsiang; Shih, Chia-Ju; Shih, Ching-Tien

    2011-01-01

    The latest researches have adopted software technology by applying the Nintendo Wii Remote Controller to the correction of hyperactive limb behavior. This study extended Wii Remote Controller functionality for improper head position (posture) correction (i.e. actively adjusting abnormal head posture) to assess whether two people with multiple…

  17. A Limb Action Detector Enabling People with Multiple Disabilities to Control Environmental Stimulation through Limb Action with a Nintendo Wii Remote Controller

    Science.gov (United States)

    Shih, Ching-Hsiang; Chang, Man-Ling; Shih, Ching-Tien

    2010-01-01

    This study assessed whether two persons with multiple disabilities would be able to control environmental stimulation using limb action with a Nintendo Wii Remote Controller and a newly developed limb action detection program (LADP, i.e., a new software program that turns a Wii Remote Controller into a precise limb action detector). This study was…

  18. The efficacy of two task-orientated interventions for children with Developmental Coordination Disorder : Neuromotor Task Training and Nintendo Wii Fit training

    NARCIS (Netherlands)

    Ferguson, G. D.; Jelsma, D.; Jelsma, J.; Smits-Engelsman, B. C. M.

    Neuromotor Task Training (NTT) and Nintendo Wii Fit Training (Wii training) are both task-based interventions used to improve performance in children with motor coordination problems. The aim of this study was to compare the efficacy of these two interventions on the motor performance, isometric

  19. Quantisation of super Teichmueller theory

    International Nuclear Information System (INIS)

    Aghaei, Nezhla; Hamburg Univ.; Pawelkiewicz, Michal; Techner, Joerg

    2015-12-01

    We construct a quantisation of the Teichmueller spaces of super Riemann surfaces using coordinates associated to ideal triangulations of super Riemann surfaces. A new feature is the non-trivial dependence on the choice of a spin structure which can be encoded combinatorially in a certain refinement of the ideal triangulation. By constructing a projective unitary representation of the groupoid of changes of refined ideal triangulations we demonstrate that the dependence of the resulting quantum theory on the choice of a triangulation is inessential.

  20. A note on the super AKNS equations

    International Nuclear Information System (INIS)

    Li Yishen; Zhang Lining.

    1986-10-01

    We find some relationships between the usual AKNS scheme with the super one, when its elements take value from the Grassmann algebra on a two-dimensional vector space. The solutions of these super AKNS equations are discussed. (author)

  1. SUPER CAVIAR: Memory mapping the general-purpose microcomputer

    International Nuclear Information System (INIS)

    Cittolin, S.; Taylor, B.G.

    1981-01-01

    Over the past 3 years, CAVIAR (CAMAC Video Autonomous Read-out) microcomputers have been applied in growing numbers at CERN and related institutes. As typical user programs expanded in size, and the incorporated firmware libraries were enlarged also, the microprocessor addressing limit of 64 Kbytes became a serious constraint. An enhanced microcomputer, SUPER CAVIAR, has now been created by the incorporation of memory mapping to expand the physical address space to 344 Kbytes. The new facility provides independent firmware and RAM maps, dynamic allocation of common RAM, automatic inter-page transfer modes, and a RAM/EPROM overlay. A memory-based file system has been implemented, and control and data can be interchanged between separate programs in different RAM maps. 84 Kbytes of EPROM are incorporated on the mapper card itself, as well as an ADLC serial data link. In addition to providing more space for consolidated user programs and data, SUPER CAVIAR has allowed the introduction of several improvements to the BAMBI interpreter and extensions to the CAVIAR libraries. A context editor and enhanced debug monitor have been added, as well as new data types and extended array-handling and graphics routines, including isoline plotting, line-fitting and FFT operations. A SUPER CAVIAR converter has been developed which allows a standard CAVIAR to be upgraded to incorporate the new facilities without loss of the existing investment. (orig.)

  2. The super-classical-Boussinesq hierarchy and its super-Hamiltonian structure

    International Nuclear Information System (INIS)

    Si-Xing, Tao; Tie-Cheng, Xia

    2010-01-01

    Based on the constructed Lie superalgebra, the super-classical-Boussinesq hierarchy is obtained. Then, its super-Hamiltonian structure is obtained by making use of super-trace identity. Furthermore, the super-classical-Boussinesq hierarchy is also integrable in the sense of Liouville. (general)

  3. Rare Disease Video Portal

    OpenAIRE

    Sánchez Bocanegra, Carlos Luis

    2011-01-01

    Rare Disease Video Portal (RD Video) is a portal web where contains videos from Youtube including all details from 12 channels of Youtube. Rare Disease Video Portal (RD Video) es un portal web que contiene los vídeos de Youtube incluyendo todos los detalles de 12 canales de Youtube. Rare Disease Video Portal (RD Video) és un portal web que conté els vídeos de Youtube i que inclou tots els detalls de 12 Canals de Youtube.

  4. Research and development of super light water reactors and super fast reactors in Japan

    International Nuclear Information System (INIS)

    Oka, Y.; Morooka, S.; Yamakawa, M.; Ishiwatari, Y.; Ikejiri, S.; Katsumura, Y.; Muroya, Y.; Terai, T.; Sasaki, K.; Mori, H.; Hamamoto, Y.; Okumura, K.; Kugo, T.; Nakatsuka, T.; Ezato, K.; Akasaka, N.; Hotta, A.

    2011-01-01

    Super Light Water Reactors (Super LWR) and Super Fast Reactors (Super FR) are the supercritical- pressure light water cooled reactors (SCWR) that are developed by the research group of University of Tokyo since 1989 and now jointly under development with the researchers of Waseda University, University of Tokyo and other organizations in Japan. The principle of the reactor concept development, the results of the past Super LWR and Super FR R&D as well as the R&D program of the Super FR second phase project are described. (author)

  5. Supergrassmannians, super τ-functions and strings

    International Nuclear Information System (INIS)

    Dolgikh, S.N.; Schwarz, A.S.

    1989-03-01

    Recently, infinite-dimensional grassmannians and their supergeneralizations were used to study conformal two-dimensional fields and strings. In particular, the super Mumford form (holomorphic square root from the superstring measure on moduli space) was expressed through super analog of Sato τ-function. In this paper we present results of supergrassmannians and super τ-functions. 8 refs

  6. Super-resolution Phase Tomography

    KAUST Repository

    Depeursinge, Christian; Cotte, Yann; Toy, Fatih; Jourdain, Pascal; Boss, Daiel; Marquet, Pierre; Magistretti, Pierre J.

    2013-01-01

    Digital Holographic Microscopy (DHM) yields reconstructed complex wavefields. It allows synthesizing the aperture of a virtual microscope up to 2π, offering super-resolution phase images. Live images of micro-organisms and neurons with resolution less than 100 nm are presented.

  7. Super-resolution Phase Tomography

    KAUST Repository

    Depeursinge, Christian

    2013-04-21

    Digital Holographic Microscopy (DHM) yields reconstructed complex wavefields. It allows synthesizing the aperture of a virtual microscope up to 2π, offering super-resolution phase images. Live images of micro-organisms and neurons with resolution less than 100 nm are presented.

  8. Super Virasoro algebra and solvable supersymmetric quantum field theories

    International Nuclear Information System (INIS)

    Yamanaka, Itaru; Sasaki, Ryu.

    1987-09-01

    Interesting and deep relationships between super Virasoro algebras and super soliton systems (super KdV, super mKdV and super sine-Gordon equations) are investigated at both classical and quantum levels. An infinite set of conserved quantities responsible for solvability is characterized by super Virasoro algebras only. Several members of the infinite set of conserved quantities are derived explicitly. (author)

  9. Validating and calibrating the Nintendo Wii balance board to derive reliable center of pressure measures.

    Science.gov (United States)

    Leach, Julia M; Mancini, Martina; Peterka, Robert J; Hayes, Tamara L; Horak, Fay B

    2014-09-29

    The Nintendo Wii balance board (WBB) has generated significant interest in its application as a postural control measurement device in both the clinical and (basic, clinical, and rehabilitation) research domains. Although the WBB has been proposed as an alternative to the "gold standard" laboratory-grade force plate, additional research is necessary before the WBB can be considered a valid and reliable center of pressure (CoP) measurement device. In this study, we used the WBB and a laboratory-grade AMTI force plate (AFP) to simultaneously measure the CoP displacement of a controlled dynamic load, which has not been done before. A one-dimensional inverted pendulum was displaced at several different displacement angles and load heights to simulate a variety of postural sway amplitudes and frequencies (<1 Hz). Twelve WBBs were tested to address the issue of inter-device variability. There was a significant effect of sway amplitude, frequency, and direction on the WBB's CoP measurement error, with an increase in error as both sway amplitude and frequency increased and a significantly greater error in the mediolateral (ML) (compared to the anteroposterior (AP)) sway direction. There was no difference in error across the 12 WBB's, supporting low inter-device variability. A linear calibration procedure was then implemented to correct the WBB's CoP signals and reduce measurement error. There was a significant effect of calibration on the WBB's CoP signal accuracy, with a significant reduction in CoP measurement error (quantified by root-mean-squared error) from 2-6 mm (before calibration) to 0.5-2 mm (after calibration). WBB-based CoP signal calibration also significantly reduced the percent error in derived (time-domain) CoP sway measures, from -10.5% (before calibration) to -0.05% (after calibration) (percent errors averaged across all sway measures and in both sway directions). In this study, we characterized the WBB's CoP measurement error under controlled, dynamic

  10. REAL-TIME VIDEO SCALING BASED ON CONVOLUTION NEURAL NETWORK ARCHITECTURE

    Directory of Open Access Journals (Sweden)

    S Safinaz

    2017-08-01

    Full Text Available In recent years, video super resolution techniques becomes mandatory requirements to get high resolution videos. Many super resolution techniques researched but still video super resolution or scaling is a vital challenge. In this paper, we have presented a real-time video scaling based on convolution neural network architecture to eliminate the blurriness in the images and video frames and to provide better reconstruction quality while scaling of large datasets from lower resolution frames to high resolution frames. We compare our outcomes with multiple exiting algorithms. Our extensive results of proposed technique RemCNN (Reconstruction error minimization Convolution Neural Network shows that our model outperforms the existing technologies such as bicubic, bilinear, MCResNet and provide better reconstructed motioning images and video frames. The experimental results shows that our average PSNR result is 47.80474 considering upscale-2, 41.70209 for upscale-3 and 36.24503 for upscale-4 for Myanmar dataset which is very high in contrast to other existing techniques. This results proves our proposed model real-time video scaling based on convolution neural network architecture’s high efficiency and better performance.

  11. Mii-vitaliSe: a pilot randomised controlled trial of a home gaming system (Nintendo Wii) to increase activity levels, vitality and well-being in people with multiple sclerosis.

    OpenAIRE

    Thomas, Sarah; Fazakarley, Louise; Thomas, Peter; Collyer, S.; Brenton, S.; Perring, S.; Scott, R.; Thomas, F.; Thomas, C.; Jones, K.; Hickson, J.; Hillier, C.

    2017-01-01

    OBJECTIVES: While the health and well-being benefits of physical activity are recognised, people with multiple sclerosis (MS) often face greater barriers than the general population. The Nintendo Wii potentially offers a fun, convenient way of overcoming some of these. The aim was to test the feasibility of conducting a definitive trial of the effectiveness and cost-effectiveness of Mii-vitaliSe; a home-based, physiotherapist-supported Nintendo Wii intervention. DESIGN: A single-centre wait-l...

  12. Does Nintendo Wii Balance Board improve standing balance? A randomized controlled trial in children with cerebral palsy.

    Science.gov (United States)

    Gatica-Rojas, Valeska; Méndez-Rebolledo, Guillermo; Guzman-Muñoz, Eduardo; Soto-Poblete, Alex; Cartes-Velásquez, Ricardo; Elgueta-Cancino, Edith; Cofré Lizama, L Eduardo

    2017-08-01

    Evidence on the effect of systemic exercise programs to improve the standing balance with the Nintendo Wii system is very limited and its post-treatment effectiveness is unknown in cerebral palsy (CP) patients. Primary aim was to compare the effect of Nintendo Wii balance board (Wii-therapy) and standard physiotherapy (SPT), on the performance of standing balance in children and adolescents with CP. Secondary aim was to determine the post-treatment effectiveness of Wii-therapy and SPT. Two-arm, matched-pairs, parallel-groups, randomized, controlled clinical trial. Outpatient Rehabilitation Centre in the city of Talca. Patients with CP type spastic hemiplegia (SHE) and spastic diplegia (SDI), aged 7 to 14 years, and level I or II of GMFCS or GMFCS-ER. Were excluded patients with FSIQWii-therapy (SDI=7; SHE=9) or SPT intervention (SDI=7; SHE=9). In each group, patients received three sessions per week over a period of 6 weeks. Standing balance was assessed at baseline and every 2 weeks. Additionally, two follow-up assessments (4 additional weeks) were performed to determine post-treatment effectiveness. Standing balance was quantified on force platform obtaining the outcomes area of center-of-pressure (CoP) sway (CoPSway), standard deviation in the medial-lateral (SDML) and the anterior-posterior (SDAP) directions, and velocity in both directions (VML and VAP). Compared to SPT, Wii-therapy significantly reduced the CoPSway (P=0.02) and SDAP in the eyes-open condition (P=0.01). However, the effects wane after 2-4 weeks. Post-hoc analysis revealed that only SHE children benefited from Wii-therapy. Wii-therapy was better than SPT in improving standing balance in patients with CP, but improves the balance only in SHE patients. Also, Wii-therapy effectiveness waned 2-4 weeks after the end the intervention. A systematic exercise program like Wii-therapy using the Nintendo Wii Balance Board device can be considered to improves the standing balance in patients with CP

  13. Interactive Super Mario Bros Evolution

    DEFF Research Database (Denmark)

    Sørensen, Patrikk D.; Olsen, Jeppeh M.; Risi, Sebastian

    2016-01-01

    Creating controllers for NPCs in video games is traditionally a challenging and time consuming task. Automated learning methods such as neuroevolution (i.e. evolving artificial neural networks) have shown promise in this context but they often require carefully designed fitness functions to encou....... The results suggest that IEC is a viable alternative in designing complex controllers for video games that could be extended to other games in the future....

  14. Six weeks of unsupervised Nintendo Wii Fit gaming is effective at improving balance in independent older adults.

    Science.gov (United States)

    Nicholson, Vaughan Patrick; McKean, Mark; Lowe, John; Fawcett, Christine; Burkett, Brendan

    2015-01-01

    To determine the effectiveness of unsupervised Nintendo Wii Fit balance training in older adults. Forty-one older adults were recruited from local retirement villages and educational settings to participate in a six-week two-group repeated measures study. The Wii group (n = 19, 75 ± 6 years) undertook 30 min of unsupervised Wii balance gaming three times per week in their retirement village while the comparison group (n = 22, 74 ± 5 years) continued with their usual exercise program. Participants' balance abilities were assessed pre- and postintervention. The Wii Fit group demonstrated significant improvements (P balance, lateral reach (left and right), and gait speed compared with the comparison group. Reported levels of enjoyment following game play increased during the study. Six weeks of unsupervised Wii balance training is an effective modality for improving balance in independent older adults.

  15. Field assessment of balance in 10 to 14 year old children, reproducibility and validity of the Nintendo Wii board

    DEFF Research Database (Denmark)

    Larsen, Lisbeth Runge; Jørgensen, Martin Grønbech; Junge, Tina

    2014-01-01

    and adults. When assessing static balance, it is essential to use objective, sensitive tools, and these types of measurement have previously been performed in laboratory settings. However, the emergence of technologies like the Nintendo Wii Board (NWB) might allow balance assessment in field settings....... As the NWB has only been validated and tested for reproducibility in adults, the purpose of this study was to examine reproducibility and validity of the NWB in a field setting, in a population of children. METHODS: Fifty-four 10-14 year-olds from the CHAMPS-Study DK performed four different balance tests...... of the reproducibility study. CONCLUSION: Both NWB and AMTI have satisfactory reproducibility for testing static balance in a population of children. Concurrent validity of NWB compared with AMTI was satisfactory. Furthermore, the results from the concurrent validity study were comparable to the reproducibility results...

  16. Effects of a Nintendo Wii exercise program on spasticity and static standing balance in spastic cerebral palsy.

    Science.gov (United States)

    Gatica-Rojas, Valeska; Cartes-Velásquez, Ricardo; Méndez-Rebolledo, Guillermo; Guzman-Muñoz, Eduardo; Lizama, L Eduardo Cofré

    2017-08-01

    This study sought to evaluate the effects of a Nintendo Wii Balance Board (NWBB) intervention on ankle spasticity and static standing balance in young people with spastic cerebral palsy (SCP). Ten children and adolescents (aged 72-204 months) with SCP participated in an exercise program with NWBB. The intervention lasted 6 weeks, 3 sessions per week, 25 minutes for each session. Ankle spasticity was assessed using the Modified Modified Ashworth Scale (MMAS), and static standing balance was quantified using posturographic measures (center-of-pressure [CoP] measures). Pre- and post-intervention measures were compared. Significant decreases of spasticity in the ankle plantar flexor muscles (p balance in young people with SCP.

  17. Effectiveness and safety of Nintendo Wii Fit PlusTM training in children with migraine without aura: a preliminary study

    Directory of Open Access Journals (Sweden)

    Esposito M

    2013-11-01

    Full Text Available Maria Esposito,1 Maria Ruberto,2 Francesca Gimigliano,1,2 Rosa Marotta,3 Beatrice Gallai,4 Lucia Parisi,5 Serena Marianna Lavano,3 Michele Roccella,5 Marco Carotenuto11Center for Childhood Headache, Child and Adolescent Neuropsychiatry Clinic, Department of Mental Health, Physical and Preventive Medicine, 2Department of Odonto-Stomathologic Disciplines, Pathology – Orthopedic Sciences, Second University of Naples, Naples, Italy; 3Department of Psychiatry, “Magna Graecia” University of Catanzaro, Catanzaro, Italy; 4Unit of Child and Adolescent Neuropsychiatry, University of Perugia, Perugia, Italy; 5Child Neuropsychiatry, Department of Psychology, University of Palermo, Palermo, ItalyBackground: Migraine without aura (MoA is a painful syndrome, particularly in childhood; it is often accompanied by severe impairments, including emotional dysfunction, absenteeism from school, and poor academic performance, as well as issues relating to poor cognitive function, sleep habits, and motor coordination.Materials and methods: The study population consisted of 71 patients affected by MoA (32 females, 39 males (mean age: 9.13±1.94 years; the control group consisted of 93 normally developing children (44 females, 49 males (mean age: 8.97±2.03 years recruited in the Campania school region. The entire population underwent a clinical evaluation to assess total intelligence quotient level, visual-motor integration (VMI skills, and motor coordination performance, the later using the Movement Assessment Battery for Children (M-ABC. Children underwent training using the Wii-balance board and Nintendo Wii Fit Plus™ software (Nintendo Co, Ltd, Kyoto, Japan; training lasted for 12 weeks and consisted of three 30-minute sessions per week at their home.Results: The two starting populations (MoA and controls were not significantly different for age (P=0.899 and sex (P=0.611. M-ABC and VMI performances at baseline (T0 were significantly different in dexterity

  18. Comparison of the Event-Related Desynchronization during Self-Paced Movement and when playing a Nintendo Wii Game

    Directory of Open Access Journals (Sweden)

    Nikola Šobajić

    2011-06-01

    Full Text Available We compared pre-movement event-related desynchronization (ERD of μ rhythm over the primary motor cortex using surface electrodes in a group of five healthy subjects during self-paced wrist movement and the wrist movement when playing a Nintendo Wii. We present a method that uses ERD to detect the onset of movement in single-trial electroencephalographic (EEG data. This algorithm produced a mean detection accuracy of 83% for the self-paced movement and 75% for the Wii-included sessions, without requiring subject training. This technique can be employed in an EEG-based brain–computer interface due to its high recognition rate and simplicity in computation.

  19. Super-stable Poissonian structures

    International Nuclear Information System (INIS)

    Eliazar, Iddo

    2012-01-01

    In this paper we characterize classes of Poisson processes whose statistical structures are super-stable. We consider a flow generated by a one-dimensional ordinary differential equation, and an ensemble of particles ‘surfing’ the flow. The particles start from random initial positions, and are propagated along the flow by stochastic ‘wave processes’ with general statistics and general cross correlations. Setting the initial positions to be Poisson processes, we characterize the classes of Poisson processes that render the particles’ positions—at all times, and invariantly with respect to the wave processes—statistically identical to their initial positions. These Poisson processes are termed ‘super-stable’ and facilitate the generalization of the notion of stationary distributions far beyond the realm of Markov dynamics. (paper)

  20. Super-stable Poissonian structures

    Science.gov (United States)

    Eliazar, Iddo

    2012-10-01

    In this paper we characterize classes of Poisson processes whose statistical structures are super-stable. We consider a flow generated by a one-dimensional ordinary differential equation, and an ensemble of particles ‘surfing’ the flow. The particles start from random initial positions, and are propagated along the flow by stochastic ‘wave processes’ with general statistics and general cross correlations. Setting the initial positions to be Poisson processes, we characterize the classes of Poisson processes that render the particles’ positions—at all times, and invariantly with respect to the wave processes—statistically identical to their initial positions. These Poisson processes are termed ‘super-stable’ and facilitate the generalization of the notion of stationary distributions far beyond the realm of Markov dynamics.

  1. swot: Super W Of Theta

    Science.gov (United States)

    Coupon, Jean; Leauthaud, Alexie; Kilbinger, Martin; Medezinski, Elinor

    2017-07-01

    SWOT (Super W Of Theta) computes two-point statistics for very large data sets, based on “divide and conquer” algorithms, mainly, but not limited to data storage in binary trees, approximation at large scale, parellelization (open MPI), and bootstrap and jackknife resampling methods “on the fly”. It currently supports projected and 3D galaxy auto and cross correlations, galaxy-galaxy lensing, and weighted histograms.

  2. Nintendo Wii Fit as an adjunct to physiotherapy following lower limb fractures: preliminary feasibility, safety and sample size considerations.

    Science.gov (United States)

    McPhail, S M; O'Hara, M; Gane, E; Tonks, P; Bullock-Saxton, J; Kuys, S S

    2016-06-01

    The Nintendo Wii Fit integrates virtual gaming with body movement, and may be suitable as an adjunct to conventional physiotherapy following lower limb fractures. This study examined the feasibility and safety of using the Wii Fit as an adjunct to outpatient physiotherapy following lower limb fractures, and reports sample size considerations for an appropriately powered randomised trial. Ambulatory patients receiving physiotherapy following a lower limb fracture participated in this study (n=18). All participants received usual care (individual physiotherapy). The first nine participants also used the Wii Fit under the supervision of their treating clinician as an adjunct to usual care. Adverse events, fracture malunion or exacerbation of symptoms were recorded. Pain, balance and patient-reported function were assessed at baseline and discharge from physiotherapy. No adverse events were attributed to either the usual care physiotherapy or Wii Fit intervention for any patient. Overall, 15 (83%) participants completed both assessments and interventions as scheduled. For 80% power in a clinical trial, the number of complete datasets required in each group to detect a small, medium or large effect of the Wii Fit at a post-intervention assessment was calculated at 175, 63 and 25, respectively. The Nintendo Wii Fit was safe and feasible as an adjunct to ambulatory physiotherapy in this sample. When considering a likely small effect size and the 17% dropout rate observed in this study, 211 participants would be required in each clinical trial group. A larger effect size or multiple repeated measures design would require fewer participants. Copyright © 2015 Chartered Society of Physiotherapy. Published by Elsevier Ltd. All rights reserved.

  3. Effectiveness and safety of Nintendo Wii Fit Plus™ training in children with migraine without aura: a preliminary study.

    Science.gov (United States)

    Esposito, Maria; Ruberto, Maria; Gimigliano, Francesca; Marotta, Rosa; Gallai, Beatrice; Parisi, Lucia; Lavano, Serena Marianna; Roccella, Michele; Carotenuto, Marco

    2013-01-01

    Migraine without aura (MoA) is a painful syndrome, particularly in childhood; it is often accompanied by severe impairments, including emotional dysfunction, absenteeism from school, and poor academic performance, as well as issues relating to poor cognitive function, sleep habits, and motor coordination. The study population consisted of 71 patients affected by MoA (32 females, 39 males) (mean age: 9.13±1.94 years); the control group consisted of 93 normally developing children (44 females, 49 males) (mean age: 8.97±2.03 years) recruited in the Campania school region. The entire population underwent a clinical evaluation to assess total intelligence quotient level, visual-motor integration (VMI) skills, and motor coordination performance, the later using the Movement Assessment Battery for Children (M-ABC). Children underwent training using the Wii-balance board and Nintendo Wii Fit Plus™ software (Nintendo Co, Ltd, Kyoto, Japan); training lasted for 12 weeks and consisted of three 30-minute sessions per week at their home. The two starting populations (MoA and controls) were not significantly different for age (P=0.899) and sex (P=0.611). M-ABC and VMI performances at baseline (T0) were significantly different in dexterity, balance, and total score for M-ABC (PWii training (T1), MoA children showed a significant improvement in M-ABC global performance (Pbalance (PWii Fit Plus™ system as a rehabilitative device for the visuomotor and balance skills impairments among children affected by MoA, even if further research and longer follow-up are needed.

  4. Nintendo Wii remote controllers for head posture measurement: accuracy, validity, and reliability of the infrared optical head tracker.

    Science.gov (United States)

    Kim, Jongshin; Nam, Kyoung Won; Jang, Ik Gyu; Yang, Hee Kyung; Kim, Kwang Gi; Hwang, Jeong-Min

    2012-03-15

    To evaluate the accuracy, validity, and reliability of a newly developed infrared optical head tracker (IOHT) using Nintendo Wii remote controllers (WiiMote; Nintendo Co. Ltd., Kyoto, Japan) for measurement of the angle of head posture. The IOHT consists of two infrared (IR) receivers (WiiMote) that are fixed to a mechanical frame and connected to a monitoring computer via a Bluetooth communication channel and an IR beacon that consists of four IR light-emitting diodes (LEDs). With the use of the Cervical Range of Motion (CROM; Performance Attainment Associates, St. Paul, MN) as a reference, one- and three-dimensional (1- and 3-D) head postures of 20 normal adult subjects (20-37 years of age; 9 women and 11 men) were recorded with the IOHT. In comparison with the data from the CROM, the IOHT-derived results showed high consistency. The measurements of 1- and 3-D positions of the human head with the IOHT were very close to those of the CROM. The correlation coefficients of 1- and 3-D positions between the IOHT and the CROM were more than 0.99 and 0.96 (P < 0.05, Pearson's correlation test), respectively. Reliability tests of the IOHT for the normal adult subjects for 1- and 3-D positions of the human head had 95% limits of agreement angles of approximately ±4.5° and ±8.0°, respectively. The IOHT showed strong concordance with the CROM and relatively good test-retest reliability, thus proving its validity and reliability as a head-posture-measuring device. Considering its high performance, ease of use, and low cost, the IOHT has the potential to be widely used as a head-posture-measuring device in clinical practice.

  5. Training in Basic Laparoscopic Surgical Skills: Residents Opinion of the New Nintendo Wii-U Laparoscopic Simulator.

    Science.gov (United States)

    Overtoom, Evelien M; Jansen, Frank-Willem; van Santbrink, Evert J P; Schraffordt Koops, Steven E; Veersema, Sebastiaan; Schreuder, Henk W R

    Serious games are new in the field of laparoscopic surgical training. We evaluate the residents׳ opinion of a new laparoscopic simulator for the Nintendo Wii-U platform. Prospective questionnaire study. Participants received a standardized introduction and completed level 3 and 4 of the game "Underground." They filled out a questionnaire concerning demographics and their opinion on realism, usefulness, suitability, haptic feedback, and home training-use of the game. Two tertiary teaching hospitals. Obstetrics and gynaecology residents postgraduate year 1 to 6 (n = 59) from several European countries. Subjects (n = 59) were divided into 2 groups based on laparoscopic experience: Group A (n = 38) and Group B (n = 21). The realism of different aspects of the game received mean scores around 3 on a 5-point Likert scale. The hand-eye coordination was regarded most useful for training with a mean of 3.92 (standard deviation 0.93) and the game was considered most suitable for residents in the first part of their postgraduate training with a mean of 3.73 (standard deviation 0.97). Both groups differed especially concerning their opinion of the usefulness of the game as a training tool. Most residents liked the new serious game for the Nintendo Wii-U. The usefulness and suitability as a laparoscopic training tool were rated at an acceptable to high level. However, the game does require improvements such as inclusion of a good scoring system before it can be integrated in resident training curricula. Copyright © 2017 Association of Program Directors in Surgery. Published by Elsevier Inc. All rights reserved.

  6. BEWARE OF...SUPER GLUES!!

    CERN Multimedia

    2006-01-01

    What happened? A number of accidents have occurred with the use of 'Super Glues'. Some individuals have suffered injuries - severe irritation, or skin bonded together - through getting glue on their face and in their eyes. What are the hazards associated with glues? 'Super Glues' (i.e. cyanoacrylates): Are harmful if swallowed and are chemical irritants to the eyes, respiratory system and skin. Present the risk of polymerization (hardening) leading to skin damage. Be careful ! 'Super Glues' can bond to skin and eyes in seconds. Note: Other glues, resins and hardeners are also chemicals and as such can cause serious damage to the skin, eyes, respiratory or digestive tract. (For example: some components can be toxic, harmful, corrosive, sensitizing agents, etc.). How to prevent accidents in the future? Read the Material Safety Data Sheet (MSDS) for all of the glues you work with. Check the label on the container to find out which of the materials you work with are hazardous. Wear the right Per...

  7. Acoustic Neuroma Educational Video

    Medline Plus

    Full Text Available ... for me? Find a Group Upcoming Events Video Library Photo Gallery One-on-One Support ANetwork Peer ... me? Find a group Back Upcoming events Video Library Photo Gallery One-on-One Support Back ANetwork ...

  8. Videos, Podcasts and Livechats

    Medline Plus

    Full Text Available ... Doctor Find a Provider Meet the Team Blog Articles & Stories News Resources Links Videos Podcasts Webinars For ... Doctor Find a Provider Meet the Team Blog Articles & Stories News Provider Directory Donate Resources Links Videos ...

  9. Validating and Calibrating the Nintendo Wii Balance Board to Derive Reliable Center of Pressure Measures

    Directory of Open Access Journals (Sweden)

    Julia M. Leach

    2014-09-01

    Full Text Available The Nintendo Wii balance board (WBB has generated significant interest in its application as a postural control measurement device in both the clinical and (basic, clinical, and rehabilitation research domains. Although the WBB has been proposed as an alternative to the “gold standard” laboratory-grade force plate, additional research is necessary before the WBB can be considered a valid and reliable center of pressure (CoP measurement device. In this study, we used the WBB and a laboratory-grade AMTI force plate (AFP to simultaneously measure the CoP displacement of a controlled dynamic load, which has not been done before. A one-dimensional inverted pendulum was displaced at several different displacement angles and load heights to simulate a variety of postural sway amplitudes and frequencies (<1 Hz. Twelve WBBs were tested to address the issue of inter-device variability. There was a significant effect of sway amplitude, frequency, and direction on the WBB’s CoP measurement error, with an increase in error as both sway amplitude and frequency increased and a significantly greater error in the mediolateral (ML (compared to the anteroposterior (AP sway direction. There was no difference in error across the 12 WBB’s, supporting low inter-device variability. A linear calibration procedure was then implemented to correct the WBB’s CoP signals and reduce measurement error. There was a significant effect of calibration on the WBB’s CoP signal accuracy, with a significant reduction in CoP measurement error (quantified by root-mean-squared error from 2–6 mm (before calibration to 0.5–2 mm (after calibration. WBB-based CoP signal calibration also significantly reduced the percent error in derived (time-domain CoP sway measures, from −10.5% (before calibration to −0.05% (after calibration (percent errors averaged across all sway measures and in both sway directions. In this study, we characterized the WBB’s CoP measurement error

  10. Video Design Games

    DEFF Research Database (Denmark)

    Smith, Rachel Charlotte; Christensen, Kasper Skov; Iversen, Ole Sejer

    We introduce Video Design Games to train educators in teaching design. The Video Design Game is a workshop format consisting of three rounds in which participants observe, reflect and generalize based on video snippets from their own practice. The paper reports on a Video Design Game workshop...... in which 25 educators as part of a digital fabrication and design program were able to critically reflect on their teaching practice....

  11. The Children's Video Marketplace.

    Science.gov (United States)

    Ducey, Richard V.

    This report examines a growing submarket, the children's video marketplace, which comprises broadcast, cable, and video programming for children 2 to 11 years old. A description of the tremendous growth in the availability and distribution of children's programming is presented, the economics of the children's video marketplace are briefly…

  12. Video Self-Modeling

    Science.gov (United States)

    Buggey, Tom; Ogle, Lindsey

    2012-01-01

    Video self-modeling (VSM) first appeared on the psychology and education stage in the early 1970s. The practical applications of VSM were limited by lack of access to tools for editing video, which is necessary for almost all self-modeling videos. Thus, VSM remained in the research domain until the advent of camcorders and VCR/DVD players and,…

  13. Assessment of postural balance in community-dwelling older adults - methodological aspects and effects of biofeedback-based Nintendo Wii training.

    Science.gov (United States)

    Jørgensen, Martin Grønbech

    2014-01-01

    The overall purpose of this thesis was to examine selected methodological aspects and novel approaches for measuring postural balance older adults, and to examine the effects of biofeedback-based Nintendo Wii training on selected physiological, psychological and functional outcome variables in community-dwelling older adults. In Study I balance control was investigated using force plate analysis of Centre of Pressure (COP) excursion during static bilateral standing in 32 community-dwelling older adults at three different time-points (09:00, 12:30, and 16:00) throughout the day. An overall significant time-of-day effect was observed for all selected COP variables. The greatest change in all COP variables was observed (on average ~15%) between midday (12:30) and the afternoon (16:00), indicating that a systematic time-of-day influence on static postural balance exists in community-dwelling older adults. Consequently, longitudinal (i.e. pre-to-post training) comparisons of postural balance in in older adults with repeated assessments should be conducted at the same time-of-day. In Study II a novel approach for measuring postural balance (using the Nintendo Wii Stillness and Agility tests) was examined for reproducibility and concurrent validity in 30 community-dwelling older adults. While the Nintendo Wii Stillness test showed a high reproducibility, a systematic learning effect between successive sessions was observed for the Agility test. Moderate-to-excellent concurrent validity was seen for the Stillness test. In contrast, the Agility test revealed a poor concurrent validity. In conclusion, the Wii Stillness test seems to represent a low-cost objective reproducible test of postural balance in community-dwelling older adults and appears feasible in various clinical settings. A habituation (familiarization) period is necessary for the Wii Agility test to avoid a systematic learning effect between successive test sessions. Study III investigated the effect of ten

  14. Sex differences in Nintendo Wii performance as expected from hunter-gatherer selection.

    Science.gov (United States)

    Cherney, Isabelle D; Poss, Jordan L

    2008-06-01

    To test the hunter-gatherer theory of cognitive sex differences, men and women each played four video games on a Wii console: two games simulating skills necessary for hunting (navigation and shooting) and two games simulating skills necessary for gathering (fine motor and visual search). Men outperformed women on the two hunting games, whereas there were no sex differences on the gathering skill games. The findings are discussed in terms of evolutionary psychology theory.

  15. Optimal super dense coding over memory channels

    OpenAIRE

    Shadman, Zahra; Kampermann, Hermann; Macchiavello, Chiara; Bruß, Dagmar

    2011-01-01

    We study the super dense coding capacity in the presence of quantum channels with correlated noise. We investigate both the cases of unitary and non-unitary encoding. Pauli channels for arbitrary dimensions are treated explicitly. The super dense coding capacity for some special channels and resource states is derived for unitary encoding. We also provide an example of a memory channel where non-unitary encoding leads to an improvement in the super dense coding capacity.

  16. Effectiveness of a Nintendo Wii balance board exercise programme on standing balance of children with cerebral palsy: A randomised clinical trial protocol.

    Science.gov (United States)

    Gatica-Rojas, Valeska; Cartes-Velásquez, Ricardo; Guzmán-Muñoz, Eduardo; Méndez-Rebolledo, Guillermo; Soto-Poblete, Alex; Pacheco-Espinoza, Ana Carolina; Amigo-Mendoza, Carlos; Albornoz-Verdugo, M Eliana; Elgueta-Cancino, Edith

    2017-06-01

    Patients with cerebral palsy (CP) typically receive limited physical therapy services. However, the Nintendo Wii system offers a simple and affordable mode of virtual reality therapy. There are no clinical trials assessing the Nintendo Wii balance board for improving standing balance in CP. This randomised clinical trial will evaluate the effectiveness of an 18-session/six-week protocol using Wii therapy (W-t) compared with conventional therapy (C-t) in Chilean CP patients. The C-t group will perform the typical exercises prescribed by physical therapists for 40 min each session. W-t will consist of a virtual reality training session using the Nintendo Wii balance board console for 30 min each session. The primary outcome variable is the area of centre-of-pressure (CoP) sway (CoP Sway ). The secondary outcomes are the standard deviation (SD ML ; SD AP ) and velocity (V ML ; V AP ) of CoP in the ML and AP directions. For a mean difference of 21.5 cm 2 (CoP Sway ) between the groups, we required a minimum of 16 participants in each group. Data will be collected at baseline (week 0), during the study (weeks 2 and 4), at the end of the study (week 6), and during the follow-up (weeks 8 and 10). Measurements of postural control during quiet standing for both groups will be assessed on a force platform AMTI OR67. This is the first trial that measures and compares the effects of a Nintendo Wii Balance Board exercise programme on standing balance in children with cerebral palsy compared to conventional therapy.

  17. 4K x 2K pixel color video pickup system

    Science.gov (United States)

    Sugawara, Masayuki; Mitani, Kohji; Shimamoto, Hiroshi; Fujita, Yoshihiro; Yuyama, Ichiro; Itakura, Keijirou

    1998-12-01

    This paper describes the development of an experimental super- high-definition color video camera system. During the past several years there has been much interest in super-high- definition images as the next generation image media. One of the difficulties in implementing a super-high-definition motion imaging system is constructing the image-capturing section (camera). Even the state-of-the-art semiconductor technology can not realize the image sensor which has enough pixels and output data rate for super-high-definition images. The present study is an attempt to fill the gap in this respect. The authors intend to solve the problem by using new imaging method in which four HDTV sensors are attached on a new color separation optics so that their pixel sample pattern forms checkerboard pattern. A series of imaging experiments demonstrate that this technique is an effective approach to capturing super-high-definition moving images in the present situation where no image sensors exist for such images.

  18. The 3D Human Motion Control Through Refined Video Gesture Annotation

    Science.gov (United States)

    Jin, Yohan; Suk, Myunghoon; Prabhakaran, B.

    In the beginning of computer and video game industry, simple game controllers consisting of buttons and joysticks were employed, but recently game consoles are replacing joystick buttons with novel interfaces such as the remote controllers with motion sensing technology on the Nintendo Wii [1] Especially video-based human computer interaction (HCI) technique has been applied to games, and the representative game is 'Eyetoy' on the Sony PlayStation 2. Video-based HCI technique has great benefit to release players from the intractable game controller. Moreover, in order to communicate between humans and computers, video-based HCI is very crucial since it is intuitive, easy to get, and inexpensive. On the one hand, extracting semantic low-level features from video human motion data is still a major challenge. The level of accuracy is really dependent on each subject's characteristic and environmental noises. Of late, people have been using 3D motion-capture data for visualizing real human motions in 3D space (e.g, 'Tiger Woods' in EA Sports, 'Angelina Jolie' in Bear-Wolf movie) and analyzing motions for specific performance (e.g, 'golf swing' and 'walking'). 3D motion-capture system ('VICON') generates a matrix for each motion clip. Here, a column is corresponding to a human's sub-body part and row represents time frames of data capture. Thus, we can extract sub-body part's motion only by selecting specific columns. Different from low-level feature values of video human motion, 3D human motion-capture data matrix are not pixel values, but is closer to human level of semantics.

  19. Effect of Playing Video Games on Laparoscopic Skills Performance: A Systematic Review.

    Science.gov (United States)

    Glassman, Daniel; Yiasemidou, Marina; Ishii, Hiro; Somani, Bhaskar Kumar; Ahmed, Kamran; Biyani, Chandra Shekhar

    2016-02-01

    The advances in both video games and minimally invasive surgery have allowed many to consider the potential positive relationship between the two. This review aims to evaluate outcomes of studies that investigated the correlation between video game skills and performance in laparoscopic surgery. A systematic search was conducted on PubMed/Medline and EMBASE databases for the MeSH terms and keywords including "video games and laparoscopy," "computer games and laparoscopy," "Xbox and laparoscopy," "Nintendo Wii and laparoscopy," and "PlayStation and laparoscopy." Cohort, case reports, letters, editorials, bulletins, and reviews were excluded. Studies in English, with task performance as primary outcome, were included. The search period for this review was 1950 to December 2014. There were 57 abstracts identified: 4 of these were found to be duplicates; 32 were found to be nonrelevant to the research question. Overall, 21 full texts were assessed; 15 were excluded according to the Medical Education Research Study Quality Instrument quality assessment criteria. The five studies included in this review were randomized controlled trials. Playing video games was found to reduce error in two studies (P 0.002 and P 0.045). For the same studies, however, several other metrics assessed were not significantly different between the control and intervention group. One study showed a decrease in the time for the group that played video games (P 0.037) for one of two laparoscopic tasks performed. In the same study, however, when the groups were reversed (initial control group became intervention and vice versa), a difference was not demonstrated (P for peg transfer 1 - 0.465, P for cobra robe - 0.185). Finally, two further studies found no statistical difference between the game playing group and the control group's performance. There is a very limited amount of evidence to support that the use of video games enhances surgical simulation performance.

  20. VBR video traffic models

    CERN Document Server

    Tanwir, Savera

    2014-01-01

    There has been a phenomenal growth in video applications over the past few years. An accurate traffic model of Variable Bit Rate (VBR) video is necessary for performance evaluation of a network design and for generating synthetic traffic that can be used for benchmarking a network. A large number of models for VBR video traffic have been proposed in the literature for different types of video in the past 20 years. Here, the authors have classified and surveyed these models and have also evaluated the models for H.264 AVC and MVC encoded video and discussed their findings.

  1. Advanced video coding systems

    CERN Document Server

    Gao, Wen

    2015-01-01

    This comprehensive and accessible text/reference presents an overview of the state of the art in video coding technology. Specifically, the book introduces the tools of the AVS2 standard, describing how AVS2 can help to achieve a significant improvement in coding efficiency for future video networks and applications by incorporating smarter coding tools such as scene video coding. Topics and features: introduces the basic concepts in video coding, and presents a short history of video coding technology and standards; reviews the coding framework, main coding tools, and syntax structure of AV

  2. Intelligent video surveillance systems

    CERN Document Server

    Dufour, Jean-Yves

    2012-01-01

    Belonging to the wider academic field of computer vision, video analytics has aroused a phenomenal surge of interest since the current millennium. Video analytics is intended to solve the problem of the incapability of exploiting video streams in real time for the purpose of detection or anticipation. It involves analyzing the videos using algorithms that detect and track objects of interest over time and that indicate the presence of events or suspect behavior involving these objects.The aims of this book are to highlight the operational attempts of video analytics, to identify possi

  3. Commercially available interactive video games in burn rehabilitation: therapeutic potential.

    Science.gov (United States)

    Parry, Ingrid S; Bagley, Anita; Kawada, Jason; Sen, Soman; Greenhalgh, David G; Palmieri, Tina L

    2012-06-01

    Commercially available interactive video games (IVG) like the Nintendo Wii™ (NW) and PlayStation™II Eye Toy (PE) are increasingly used in the rehabilitation of patients with burn. Such games have gained popularity in burn rehabilitation because they encourage range of motion (ROM) while distracting from pain. However, IVGs were not originally designed for rehabilitation purposes but rather for entertainment and may lack specificity for achieving rehabilitative goals. Objectively evaluating the specific demands of IVGs in relation to common burn therapy goals will determine their true therapeutic benefit and guide their use in burn rehabilitation. Upper extremity (UE) motion of 24 normal children was measured using 3D motion analysis during play with the two types of IVGs most commonly described for use after burn: NW and PE. Data was analyzed using t-tests and One-way Analysis of Variance. Active range of motion for shoulder flexion and abduction during play with both PE and NW was within functional range, thus supporting the idea that IVGs offer activities with therapeutic potential to improve ROM. PE resulted in higher demands and longer duration of UE motion than NW, and therefore may be the preferred tool when UE ROM or muscular endurance are the goals of rehabilitation. When choosing a suitable IVG for application in rehabilitation, the user's impairment together with the therapeutic attributes of the IVG should be considered to optimize outcome. Copyright © 2012 Elsevier Ltd and ISBI. All rights reserved.

  4. Exploring children's movement characteristics during virtual reality video game play.

    Science.gov (United States)

    Levac, Danielle; Pierrynowski, Michael R; Canestraro, Melissa; Gurr, Lindsay; Leonard, Laurean; Neeley, Christyann

    2010-12-01

    There is increasing interest in the use of commercially-available virtual reality video gaming systems within pediatric rehabilitation, yet little is known about the movement characteristics of game play. This study describes quantity and quality of movement during Nintendo Wii and Wii Fit game play, explores differences in these movement characteristics between games and between novice and experienced players, and investigates whether motivation to succeed at the game impacts movement characteristics. Thirty-eight children (aged 7-12) with and without previous game experience played Wii (boxing and tennis) and Wii Fit (ski slalom and soccer heading) games. Force plate data provided center of pressure displacement (quantity) and processed pelvis motion indicated smoothness of pelvic movement (quality). Children rated their motivation to succeed at each game. Movement quantity and quality differed between games (pgames demonstrated greater movement quantity during Wii Fit game play (p<.001); quality of movement did not differ between groups. Motivation to succeed did not influence the relationship between experience and outcomes. Findings enhance clinical understanding of this technology and inform the development of research questions to explore its potential to improve movement skills in children with motor impairments. Copyright © 2010 Elsevier B.V. All rights reserved.

  5. Integrating virtual reality video games into practice: clinicians' experiences.

    Science.gov (United States)

    Levac, Danielle E; Miller, Patricia A

    2013-10-01

    The Nintendo Wii is a popular virtual reality (VR) video gaming system in rehabilitation practice and research. As evidence emerges related to its effectiveness as a physical therapy training method, clinicians require information about the pragmatics of its use in practice. The purpose of this descriptive qualitative study is to explore observations and insights from a sample of physical therapists (PTs) working with children with acquired brain injury regarding practical implications of using the Wii as a physical therapy intervention. Six PTs employed at a children's rehabilitation center participated in semi-structured interviews, which were transcribed and analyzed using content analysis. Two themes summarize the practical implications of Wii use: 1) technology meets clinical practice; and 2) onus is on the therapist. Therapists described both beneficial and challenging implications arising from the intersection of technology and practice, and reported the personal commitment required to orient oneself to the gaming system and capably implement this intervention. Findings include issues that may be relevant to professional development in a broader rehabilitation context, including suggestions for the content of educational initiatives and the need for institutional support from managers in the form of physical resources for VR implementation.

  6. SuperMAG: Present and Future Capabilities

    Science.gov (United States)

    Hsieh, S. W.; Gjerloev, J. W.; Barnes, R. J.

    2009-12-01

    SuperMAG is a global collaboration that provides ground magnetic field perturbations from a long list of stations in the same coordinate system, identical time resolution and with a common baseline removal approach. This unique high quality dataset provides a continuous and nearly global monitoring of the ground magnetic field perturbation. Currently, only archived data are available on the website and hence it targets basic research without any operational capabilities. The existing SuperMAG software can be easily adapted to ingest real-time or near real-time data and provide a now-casting capability. The SuperDARN program has a long history of providing near real-time maps of the northern hemisphere electrostatic potential and as both SuperMAG and SuperDARN share common software it is relatively easy to adapt these maps for global magnetic perturbations. Magnetometer measurements would be assimilated by the SuperMAG server using a variety of techniques, either by downloading data at regular intervals from remote servers or by real-time streaming connections. The existing SuperMAG analysis software would then process these measurements to provide the final calibrated data set using the SuperMAG coordinate system. The existing plotting software would then be used to produce regularly updated global plots. The talk will focus on current SuperMAG capabilities illustrating the potential for now-casting and eventually forecasting.

  7. Characterization of a NIMONIC TYPE super alloy

    International Nuclear Information System (INIS)

    Zamora Rangel, L.; Martinez Martinez, E.

    1985-01-01

    Mechanical properties of strength and thermofluence of a NIMONIC type super alloy under thermal treatment was determined. The relationship between microstructure, phases and precipitates was also studied. (author)

  8. (Super Variable Costing-Throughput Costing)

    OpenAIRE

    Çakıcı, Cemal

    2006-01-01

    (Super Variable Costing-Throughput Costing) The aim of this study is to explain the super-variable costing method which is a new subject in cost and management accounting and to show it’s working practicly.Shortly, super-variable costing can be defined as a costing method which is use only direct material costs in calculate of product costs and treats all costs except these (direct labor and overhead) as periad costs or operating costs.By using super-variable costing method, product costs ar...

  9. Reference data on reaction time and aging using the Nintendo Wii Balance Board: A cross-sectional study of 354 subjects from 20 to 99 years of age.

    Science.gov (United States)

    Blomkvist, Andreas W; Eika, Fredrik; Rahbek, Martin T; Eikhof, Karin D; Hansen, Mette D; Søndergaard, Malene; Ryg, Jesper; Andersen, Stig; Jørgensen, Martin G

    2017-01-01

    Falls among older adults is one of the major public health challenges facing the rapidly changing demography. The valid assessment of reaction time (RT) and other well-documented risk factors for falls are mainly restricted to specialized clinics due to the equipment needed. The Nintendo Wii Balance Board has the potential to be a multi-modal test and intervention instrument for these risk factors, however, reference data are lacking. To provide RT reference data and to characterize the age-related changes in RT measured by the Nintendo Wii Balance Board. Healthy participants were recruited at various locations and their RT in hands and feet were tested by six assessors using the Nintendo Wii Balance Board. Reference data were analysed and presented in age-groups, while the age-related change in RT was tested and characterized with linear regression models. 354 participants between 20 and 99 years of age were tested. For both hands and feet, mean RT and its variation increased with age. There was a statistically significant non-linear increase in RT with age. The averaged difference between male and female was significant, with males being faster than females for both hands and feet. The averaged difference between dominant and non-dominant side was non-significant. This study reported reference data with percentiles for a new promising method for reliably testing RT. The RT data were consistent with previously known effects of age and gender on RT.

  10. Reference data on reaction time and aging using the Nintendo Wii Balance Board: A cross-sectional study of 354 subjects from 20 to 99 years of age.

    Directory of Open Access Journals (Sweden)

    Andreas W Blomkvist

    Full Text Available Falls among older adults is one of the major public health challenges facing the rapidly changing demography. The valid assessment of reaction time (RT and other well-documented risk factors for falls are mainly restricted to specialized clinics due to the equipment needed. The Nintendo Wii Balance Board has the potential to be a multi-modal test and intervention instrument for these risk factors, however, reference data are lacking.To provide RT reference data and to characterize the age-related changes in RT measured by the Nintendo Wii Balance Board.Healthy participants were recruited at various locations and their RT in hands and feet were tested by six assessors using the Nintendo Wii Balance Board. Reference data were analysed and presented in age-groups, while the age-related change in RT was tested and characterized with linear regression models.354 participants between 20 and 99 years of age were tested. For both hands and feet, mean RT and its variation increased with age. There was a statistically significant non-linear increase in RT with age. The averaged difference between male and female was significant, with males being faster than females for both hands and feet. The averaged difference between dominant and non-dominant side was non-significant.This study reported reference data with percentiles for a new promising method for reliably testing RT. The RT data were consistent with previously known effects of age and gender on RT.

  11. Potential of the Nintendo Wii™ as a rehabilitation tool for children with cerebral palsy in a developing country: a pilot study.

    Science.gov (United States)

    Gordon, C; Roopchand-Martin, S; Gregg, A

    2012-09-01

    To explore the possibility of using the Nintendo Wii™ as a rehabilitation tool for children with cerebral palsy (CP) in a developing country, and determine whether there is potential for an impact on their gross motor function. Pilot study with a pre-post-test design. Sir John Golding Rehabilitation Center, Jamaica, West Indies. Seven children, aged 6 to 12 years, with dyskinetic CP were recruited for the study. One child dropped out at week 4. Training with the Nintendo Wii was conducted twice weekly for 6 weeks. The games used were Wii Sports Boxing, Baseball and Tennis. Percentage attendance over the 6-week period, percentage of sessions for which the full duration of training was completed, and changes in gross motor function using the Gross Motor Function Measure (GMFM). All six participants who completed the study had 100% attendance, and all were able to complete the full 45 minutes of training at every session. Those who were wheelchair bound participated in two games, whilst those who were ambulant played three games. The mean GMFM score increased from 62.83 [standard deviation (SD) 24.86] to 70.17 (SD 23.67). The Nintendo Wii has the potential for use as a rehabilitation tool in the management of children with CP. Clinical trials should be conducted in this area to determine whether this could be an effective tool for improving gross motor function. Copyright © 2012 Chartered Society of Physiotherapy. Published by Elsevier Ltd. All rights reserved.

  12. Do people with intellectual disability use Nintendo Wii when placed in their home as part of a physiotherapy program? An observational study.

    Science.gov (United States)

    Chung, Alison M J; Harvey, Lisa A; Hassett, Leanne M

    2016-01-01

    To examine how much, and in what way, Nintendo Wii™ (Wii) is used when prescribed as part of a home-physiotherapy program for people with intellectual disability. Twenty people with intellectual disability were recruited. The following parameters were recorded about play patterns over a 12-week period: frequency, duration, perceived exertion, play position, play mode, initiation of play and games from Wii Sports and Wii Fit Plus. Participants used the Wii for a median of 101 min per week (interquartile range [IQR]: 50-172) in weeks one and two across a median of three days per week (IQR: 3-4), decreasing down to a median of 35 min per week (IQR: 0-141) in weeks 11 and 12 across a median of one day per week (IQR: 0-3). Usage of the Wii drops off rapidly when it is placed in the homes of people with intellectual disability as part of a physiotherapy program. Implications for Rehabilitation Usage of the Nintendo Wii drops off rapidly when it is placed in the homes of people with intellectual disability and they are instructed to use it as part of a home physiotherapy program. Games commonly played include bowling and boxing in Wii Sport, and penguin slide, ski jump and tight rope walk in Wii Fit Plus. Physiotherapists should use person and family centred practice to ensure that Nintendo Wii is a suitable intervention for the person with an intellectual disability and provide support to encourage ongoing usage.

  13. Effect of virtual reality exercise using the nintendo wii fit on muscle activities of the trunk and lower extremities of normal adults.

    Science.gov (United States)

    Park, Jungseo; Lee, Daehee; Lee, Sangyong

    2014-02-01

    [Purpose] The present study aimed to determine the effect of virtual reality exercise using the Nintendo Wii Fit on the muscle activities of the trunk and lower extremities of normal adults. [Subjects] The subjects of the study were 24 normal adults who were divided into a virtual reality exercise group (VREG, n=12) and a stable surface exercise group (SEG, n=12). [Methods] The exercises of the VREG using the Nintendo Wii Fit and the SEG using a stable surface were conducted three times a week for six weeks. Electromyography was used to measure the muscle activities of the tibialis anterior (TA), medial gastrocnemius (MG), erector spinae (ES), and rectus abdominal (RA) muscles. [Results] VREG showed significant within group differences in TA and MG muscle activities, while the SEG showed a significant difference in the muscle activity of the MG. [Conclusion] Virtual reality exercise using the Nintendo Wii Fit was an effective intervention for the muscle activities of the TA and MG of normal adults.

  14. Flip Video for Dummies

    CERN Document Server

    Hutsko, Joe

    2010-01-01

    The full-color guide to shooting great video with the Flip Video camera. The inexpensive Flip Video camera is currently one of the hottest must-have gadgets. It's portable and connects easily to any computer to transfer video you shoot onto your PC or Mac. Although the Flip Video camera comes with a quick-start guide, it lacks a how-to manual, and this full-color book fills that void! Packed with full-color screen shots throughout, Flip Video For Dummies shows you how to shoot the best possible footage in a variety of situations. You'll learn how to transfer video to your computer and then edi

  15. Development and use of an observation tool for active gaming and movement (OTAGM) to measure children's movement skill components during active video game play.

    Science.gov (United States)

    Rosa, Rita L; Ridgers, Nicola D; Barnett, Lisa M

    2013-12-01

    This article presents a direct observational tool for assessing children's body movements and movement skills during active video games. The Observation Tool of Active Gaming and Movement (OTGAM) was informed by the Test of Gross Motor Development-2. 18 elementary school children (12 boys, 6 girls; M age = 6.1 yr., SD = 0.9) were observed during Nintendo Wii game play. Using the OTAGM, researchers were able to capture and quantify the children's body movements and movement skills during active play of video games. Furthermore, the OTAGM captured specific components of object control skills: strike, throw, and roll. Game designers, health promotion practitioners, and researchers could use this information to enhance children's physical activity and movement skills.

  16. Super rogue wave in plasma

    International Nuclear Information System (INIS)

    Pathak, Pallabi; Sharma, Sumita Kumari; Bailung, Heremba

    2015-01-01

    The evolution of super rogue wave having amplitude ∼5 times the background wave has been observed in multicomponent plasma with critical concentration of negative ions in a double plasma device. In normal electron-ion plasma the ion acoustic solitons are described by the Korteweg-de Vries (KdV) equation. At a critical concentration of negative ions, the ion acoustic modified KdV solitons are found to propagate. Multicomponent plasma also supports the propagation of a special kind of soliton namely 'Peregrine soliton' at critical concentration of negative ions. Peregrine soliton is a doubly localized solution of the nonlinear Schrodinger equation (NLSE) having amplitude 3 times the background carrier wave. In a double plasma device, ion-acoustic Peregrine soliton is excited by applying slowly varying amplitude modulated continuous sinusoidal signal to the source anode and described by the rational solution of NLSE. The ion acoustic wave is modulationally unstable in multicomponent plasma with critical concentration of negative ions and an initial modulated wave perturbation is found to undergo self-modulation to form localized structures by balancing the nonlinearity with the dispersion. In presence of higher order nonlinearity, propagation of a high amplitude (∼5 times of background carrier wave) ion acoustic Peregrine soliton has been observed experimentally. The existence of such types of higher order wave has been reported in other dispersive media. These are considered to be the prototype of super rogue wave in deep water. In this work, experimental results on the evolution of super rogue wave in a double plasma device are presented and compared with the numerical solution of NLSE. (author)

  17. The super W∞ symmetry of the Manin-Radul super KP hierarchy

    International Nuclear Information System (INIS)

    Das, A.; Sin, S.J.

    1991-11-01

    We show that the Manin-Radul super KP hierarchy is invariant under super W ∞ transformations. These transformations are characterized by time dependent flows which commute with the usual flows generated by the conserved quantities of the super KP hierarchy. (author). 16 refs

  18. The Super-Kamiokande experiment

    International Nuclear Information System (INIS)

    Nishijima, K.

    2000-01-01

    The Super-Kamiokande experiment is a multi purpose experiment using a large imaging water Cherenkov detector with 50,000 tons of pure water. The detector is located 1000 m underground in the Kamioka mine in Japan, and it can detect particle interactions whose visible energies are between 5 MeV and 100 GeV, so that we can study many physics subjects as follows. Solar neutrino problem is one of the most important unsolved problems in astrophysics. Kamiokande experiment confirmed the deficit of neutrino flux compared to the standard Solar model prediction, which was first reported by R. Davis's pioneering work. Currently it is widely believed that the deficit is due to the neutrino oscillation. The Super-Kamiokande is a unique detector to measure the distortion of the energy spectrum of neutrinos, variation of the neutrino flux between day and night, and the seasonal variation of the flux. Those are related to the neutrino oscillation and independent of the Solar model uncertainty. Atmospheric neutrino anomaly was first announced by Kamiokande experiment, and the Super-Kamiokande recently provided clear evidence for neutrino oscillation as the solution to the anomaly. Observed ratio of muons to electrons is significantly smaller than what is expected. Moreover, zenith-angle distribution of observed muon neutrinos shows the strong up-down asymmetry. The zenith angle distribution of upward-going muons provides another information and the result also supports the oscillation hypothesis. We investigate not only the Solar neutrino problem and atmospheric neutrino anomaly, but also other astrophysical neutrino phenomena such as neutrino bursts from supernova explosions, high energy neutrino emission from point sources, neutrino events in correlation with Solar flares, and gamma-ray bursts. Search for nucleon decay is also one of the primary objectives of our experiment. However no evidence for nucleon decay has been observed yet, and we only set a lower limit on the partial

  19. Notes on super Killing tensors

    Energy Technology Data Exchange (ETDEWEB)

    Howe, P.S. [Department of Mathematics, King’s College London,The Strand, London WC2R 2LS (United Kingdom); Lindström, University [Department of Physics and Astronomy, Theoretical Physics, Uppsala University,SE-751 20 Uppsala (Sweden); Theoretical Physics, Imperial College London,Prince Consort Road, London SW7 2AZ (United Kingdom)

    2016-03-14

    The notion of a Killing tensor is generalised to a superspace setting. Conserved quantities associated with these are defined for superparticles and Poisson brackets are used to define a supersymmetric version of the even Schouten-Nijenhuis bracket. Superconformal Killing tensors in flat superspaces are studied for spacetime dimensions 3,4,5,6 and 10. These tensors are also presented in analytic superspaces and super-twistor spaces for 3,4 and 6 dimensions. Algebraic structures associated with superconformal Killing tensors are also briefly discussed.

  20. Highlights from Super-Kamiokande

    International Nuclear Information System (INIS)

    Okumura, Kimihiro

    2016-01-01

    Recent results from Super-Kamiokande experiment are reviewed in this paper; Neutrino mass hierarchy and CP violation in the lepton sector are investigated via ν_μ → ν_e oscillation of the atmospheric neutrinos. The event rate, correlation with solar activity, energy spectrum of the solar neutrinos are measured via electron elastic scattering interactions. Neutrino emission from the WIMP annihilation at the center of the Sun are searched in the GeV energy regions. New project, SK-Gd project, to enhance anti-neutrino identification capability, has been approved inside the collaboration group

  1. Imitating human playing styles in Super Mario Bros

    DEFF Research Database (Denmark)

    Ortega, Juan; Shaker, Noor; Togelius, Julian

    2012-01-01

    We describe and compare several methods for generating game character controllers that mimic the playing style of a particular human player, or of a population of human players, across video game levels. Similarity in playing style is measured through an evaluation framework, that compares the play...... trace of one or several human players with the punctuated play trace of an AI player. The methods that are compared are either hand-coded, direct (based on supervised learning) or indirect (based on maximising a similarity measure). We find that a method based on neuroevolution performs best both...... in terms of the instrumental similarity measure and in phenomenological evaluation by human spectators. A version of the classic platform game “Super Mario Bros” is used as the testbed game in this study but the methods are applicable to other games that are based on character movement in space....

  2. Dynamic accommodative response to different visual stimuli (2D vs 3D) while watching television and while playing Nintendo 3DS console.

    Science.gov (United States)

    Oliveira, Sílvia; Jorge, Jorge; González-Méijome, José M

    2012-09-01

    The aim of the present study was to compare the accommodative response to the same visual content presented in two dimensions (2D) and stereoscopically in three dimensions (3D) while participants were either watching a television (TV) or Nintendo 3DS console. Twenty-two university students, with a mean age of 20.3 ± 2.0 years (mean ± S.D.), were recruited to participate in the TV experiment and fifteen, with a mean age of 20.1 ± 1.5 years took part in the Nintendo 3DS console study. The accommodative response was measured using a Grand Seiko WAM 5500 autorefractor. In the TV experiment, three conditions were used initially: the film was viewed in 2D mode (TV2D without glasses), the same sequence was watched in 2D whilst shutter-glasses were worn (TV2D with glasses) and the sequence was viewed in 3D mode (TV3D). Measurements were taken for 5 min in each condition, and these sections were sub-divided into ten 30-s segments to examine changes within the film. In addition, the accommodative response to three points of different disparity of one 3D frame was assessed for 30 s. In the Nintendo experiment, two conditions were employed - 2D viewing and stereoscopic 3D viewing. In the TV experiment no statistically significant differences were found between the accommodative response with TV2D without glasses (-0.38 ± 0.32D, mean ± S.D.) and TV3D (-0.37 ± 0.34D). Also, no differences were found between the various segments of the film, or between the accommodative response to different points of one frame (p > 0.05). A significant difference (p = 0.015) was found, however, between the TV2D with (-0.32 ± 0.32D) and without glasses (-0.38 ± 0.32D). In the Nintendo experiment the accommodative responses obtained in modes 2D (-2.57 ± 0.30D) and 3D (-2.49 ± 0.28D) were significantly different (paired t-test p = 0.03). The need to use shutter-glasses may affect the accommodative response during the viewing of displays, and the accommodative response when playing

  3. Reduction of 4-dim self dual super Yang-Mills onto super Riemann surfaces

    International Nuclear Information System (INIS)

    Mendoza, A.; Restuccia, A.; Martin, I.

    1990-05-01

    Recently self dual super Yang-Mills over a super Riemann surface was obtained as the zero set of a moment map on the space of superconnections to the dual of the super Lie algebra of gauge transformations. We present a new formulation of 4-dim Euclidean self dual super Yang-Mills in terms of constraints on the supercurvature. By dimensional reduction we obtain the same set of superconformal field equations which define self dual connections on a super Riemann surface. (author). 10 refs

  4. Exact solution of super Liouville model

    International Nuclear Information System (INIS)

    Yang Zhanying; Zhao Liu; Zhen Yi

    2000-01-01

    Using Leznov-Saveliev algebraic analysis and Drinfeld-Sokolov construction, the authors obtained the explicit solutions to the super Liouville system in super covariant form and component form. The explicit solution in component form reduces naturally into the Egnchi-Hanson instanton solution of the usual Liouville equation if all the Grassmann odd components are set equal to zero

  5. SuperFormLab: showing SuperFormLab

    DEFF Research Database (Denmark)

    2013-01-01

    bachelor program, followed by two years of master studies. The courses are offered equally to students from other design disciplines, e.g. industrial design. Teaching is mainly in English as the program is attended by a relatively large group of non-Danish students, who seek exactly this combination......3D-printing in clay and ceramic objects shaped by your own sounds and movements! Digital form transferred via CNC-milling to ornamental ceramic wall-cladding. Brave New World… Students and their teacher at SuperFormLab, the new ceramic workshop of the School of Design at the Royal Danish Academy...... of Fine Arts in Copenhagen, will be showing results of their investigations into the potential of combining digital technologies with ceramic materials. It is now possible to shape the most complex mathematical, virtual 3D objects through the use of advanced software-programs. And more than that – you can...

  6. Playing active video games increases energy expenditure in children.

    Science.gov (United States)

    Graf, Diana L; Pratt, Lauren V; Hester, Casey N; Short, Kevin R

    2009-08-01

    To compare energy expenditure rates in children playing the physically active video games, Dance Dance Revolution (DDR) and Nintendo's Wii Sports in relation to treadmill walking. Energy expenditure, heart rate, step rate, and perceived exertion were measured in 14 boys and 9 girls (ages 10-13 years; BMI at 3-98th percentile for age and gender) while watching television at rest, playing DDR at 2 skill levels, playing Wii bowling and boxing, and walking at 2.6, 4.2, and 5.7 km/h. Arterial elasticity was measured at rest and immediately after gaming. Compared with watching television, energy expenditure while gaming or walking increased 2- to 3-fold. Similarly, high rates of energy expenditure, heart rate, and perceived exertion were elicited from playing Wii boxing, DDR level 2, or walking at 5.7 km/h. This occurred despite variations in step rate among activities, reflecting greater use of upper body during Wii play (lowest step rate) than during walking (highest step rate) or DDR play. Wii bowling and beginner level DDR elicited a 2-fold increase in energy expenditure compared to television watching. Large-artery elasticity declined immediately after both DDR and Wii. The change was inversely related to the increment in energy expenditure above rest achieved during the activity. Energy expenditure during active video game play is comparable to moderate-intensity walking. Thus, for children who spend considerable time playing electronic screen games for entertainment, physically active games seem to be a safe, fun, and valuable means of promoting energy expenditure.

  7. Video Toroid Cavity Imager

    Energy Technology Data Exchange (ETDEWEB)

    Gerald, Rex E. II; Sanchez, Jairo; Rathke, Jerome W.

    2004-08-10

    A video toroid cavity imager for in situ measurement of electrochemical properties of an electrolytic material sample includes a cylindrical toroid cavity resonator containing the sample and employs NMR and video imaging for providing high-resolution spectral and visual information of molecular characteristics of the sample on a real-time basis. A large magnetic field is applied to the sample under controlled temperature and pressure conditions to simultaneously provide NMR spectroscopy and video imaging capabilities for investigating electrochemical transformations of materials or the evolution of long-range molecular aggregation during cooling of hydrocarbon melts. The video toroid cavity imager includes a miniature commercial video camera with an adjustable lens, a modified compression coin cell imager with a fiat circular principal detector element, and a sample mounted on a transparent circular glass disk, and provides NMR information as well as a video image of a sample, such as a polymer film, with micrometer resolution.

  8. Digital Video in Research

    DEFF Research Database (Denmark)

    Frølunde, Lisbeth

    2012-01-01

    Is video becoming “the new black” in academia, if so, what are the challenges? The integration of video in research methodology (for collection, analysis) is well-known, but the use of “academic video” for dissemination is relatively new (Eriksson and Sørensen). The focus of this paper is academic......). In the video, I appear (along with other researchers) and two Danish film directors, and excerpts from their film. My challenges included how to edit the academic video and organize the collaborative effort. I consider video editing as a semiotic, transformative process of “reassembling” voices....... In the discussion, I review academic video in terms of relevance and implications for research practice. The theoretical background is social constructivist, combining social semiotics (Kress, van Leeuwen, McCloud), visual anthropology (Banks, Pink) and dialogic theory (Bakhtin). The Bakhtinian notion of “voices...

  9. Reflections on academic video

    Directory of Open Access Journals (Sweden)

    Thommy Eriksson

    2012-11-01

    Full Text Available As academics we study, research and teach audiovisual media, yet rarely disseminate and mediate through it. Today, developments in production technologies have enabled academic researchers to create videos and mediate audiovisually. In academia it is taken for granted that everyone can write a text. Is it now time to assume that everyone can make a video essay? Using the online journal of academic videos Audiovisual Thinking and the videos published in it as a case study, this article seeks to reflect on the emergence and legacy of academic audiovisual dissemination. Anchoring academic video and audiovisual dissemination of knowledge in two critical traditions, documentary theory and semiotics, we will argue that academic video is in fact already present in a variety of academic disciplines, and that academic audiovisual essays are bringing trends and developments that have long been part of academic discourse to their logical conclusion.

  10. Architectural Engineering to Super-Light Structures

    DEFF Research Database (Denmark)

    Castberg, Niels Andreas

    The increasing global urbanisation creates a great demand for new buildings. In the aim to honour this, a new structural system, offering flexibility and variation at no extra cost appears beneficial. Super-Light Structures constitute such a system. This PhD thesis examines Super-Light Structures...... with architectural engineering as a starting point. The thesis is based on a two stringed hypothesis: Architectural engineering gives rise to better architecture and Super-Light Structures support and enables a static, challenging architecture. The aim of the thesis is to clarify architectural engineering's impact...... on the work process between architects and engineers in the design development. Using architectural engineering, Super-Light Structures are examined in an architectural context, and it is explained how digital tools can support architectural engineering and design of Super-Light Structures. The experiences...

  11. Sound for digital video

    CERN Document Server

    Holman, Tomlinson

    2013-01-01

    Achieve professional quality sound on a limited budget! Harness all new, Hollywood style audio techniques to bring your independent film and video productions to the next level.In Sound for Digital Video, Second Edition industry experts Tomlinson Holman and Arthur Baum give you the tools and knowledge to apply recent advances in audio capture, video recording, editing workflow, and mixing to your own film or video with stunning results. This fresh edition is chockfull of techniques, tricks, and workflow secrets that you can apply to your own projects from preproduction

  12. Super resolution for astronomical observations

    Science.gov (United States)

    Li, Zhan; Peng, Qingyu; Bhanu, Bir; Zhang, Qingfeng; He, Haifeng

    2018-05-01

    In order to obtain detailed information from multiple telescope observations a general blind super-resolution (SR) reconstruction approach for astronomical images is proposed in this paper. A pixel-reliability-based SR reconstruction algorithm is described and implemented, where the developed process incorporates flat field correction, automatic star searching and centering, iterative star matching, and sub-pixel image registration. Images captured by the 1-m telescope at Yunnan Observatory are used to test the proposed technique. The results of these experiments indicate that, following SR reconstruction, faint stars are more distinct, bright stars have sharper profiles, and the backgrounds have higher details; thus these results benefit from the high-precision star centering and image registration provided by the developed method. Application of the proposed approach not only provides more opportunities for new discoveries from astronomical image sequences, but will also contribute to enhancing the capabilities of most spatial or ground-based telescopes.

  13. Super Normal Vector for Human Activity Recognition with Depth Cameras.

    Science.gov (United States)

    Yang, Xiaodong; Tian, YingLi

    2017-05-01

    The advent of cost-effectiveness and easy-operation depth cameras has facilitated a variety of visual recognition tasks including human activity recognition. This paper presents a novel framework for recognizing human activities from video sequences captured by depth cameras. We extend the surface normal to polynormal by assembling local neighboring hypersurface normals from a depth sequence to jointly characterize local motion and shape information. We then propose a general scheme of super normal vector (SNV) to aggregate the low-level polynormals into a discriminative representation, which can be viewed as a simplified version of the Fisher kernel representation. In order to globally capture the spatial layout and temporal order, an adaptive spatio-temporal pyramid is introduced to subdivide a depth video into a set of space-time cells. In the extensive experiments, the proposed approach achieves superior performance to the state-of-the-art methods on the four public benchmark datasets, i.e., MSRAction3D, MSRDailyActivity3D, MSRGesture3D, and MSRActionPairs3D.

  14. Design and validation of a portable, inexpensive and multi-beam timing light system using the Nintendo Wii hand controllers.

    Science.gov (United States)

    Clark, Ross A; Paterson, Kade; Ritchie, Callan; Blundell, Simon; Bryant, Adam L

    2011-03-01

    Commercial timing light systems (CTLS) provide precise measurement of athletes running velocity, however they are often expensive and difficult to transport. In this study an inexpensive, wireless and portable timing light system was created using the infrared camera in Nintendo Wii hand controllers (NWHC). System creation with gold-standard validation. A Windows-based software program using NWHC to replicate a dual-beam timing gate was created. Firstly, data collected during 2m walking and running trials were validated against a 3D kinematic system. Secondly, data recorded during 5m running trials at various intensities from standing or flying starts were compared to a single beam CTLS and the independent and average scores of three handheld stopwatch (HS) operators. Intraclass correlation coefficient and Bland-Altman plots were used to assess validity. Absolute error quartiles and percentage of trials in absolute error threshold ranges were used to determine accuracy. The NWHC system was valid when compared against the 3D kinematic system (ICC=0.99, median absolute error (MAR)=2.95%). For the flying 5m trials the NWHC system possessed excellent validity and precision (ICC=0.97, MAR8%). A NWHC timing light system is inexpensive, portable and valid for assessing running velocity. Errors in the 5m standing start trials may have been due to erroneous event detection by either the commercial or NWHC-based timing light systems. Copyright © 2010 Sports Medicine Australia. Published by Elsevier Ltd. All rights reserved.

  15. Effectiveness and Limitations of Unsupervised Home-Based Balance Rehabilitation with Nintendo Wii in People with Multiple Sclerosis

    Directory of Open Access Journals (Sweden)

    Massimiliano Pau

    2015-01-01

    Full Text Available Balance training represents a critical part of the rehabilitation process of individuals living with multiple sclerosis (MS since impaired postural control is a distinctive symptom of the disease. In recent years, the use of the Nintendo Wii system has become widespread among rehabilitation specialists for this purpose, but few studies have verified the effectiveness of such an approach using quantitative measures of balance. In this study, we analyzed the postural sway features of a cohort of twenty-seven individuals with MS before and after 5 weeks of unsupervised home-based balance training with the Wii system. Center of pressure (COP time-series were recorded using a pressure platform and processed to calculate sway area, COP path length, displacements, and velocities in mediolateral (ML and anteroposterior (AP directions. Although the results show a significant reduction in sway area, COP displacements, and velocity, such improvements are essentially restricted to the ML direction, as the Wii platform appears to properly stimulate the postural control system in the frontal plane but not in the sagittal one. Available Wii games, although somewhat beneficial, appear not fully suitable for rehabilitation in MS owing to scarce flexibility and adaptability to MS needs and thus specific software should be developed.

  16. Effectiveness and Limitations of Unsupervised Home-Based Balance Rehabilitation with Nintendo Wii in People with Multiple Sclerosis.

    Science.gov (United States)

    Pau, Massimiliano; Coghe, Giancarlo; Corona, Federica; Leban, Bruno; Marrosu, Maria Giovanna; Cocco, Eleonora

    2015-01-01

    Balance training represents a critical part of the rehabilitation process of individuals living with multiple sclerosis (MS) since impaired postural control is a distinctive symptom of the disease. In recent years, the use of the Nintendo Wii system has become widespread among rehabilitation specialists for this purpose, but few studies have verified the effectiveness of such an approach using quantitative measures of balance. In this study, we analyzed the postural sway features of a cohort of twenty-seven individuals with MS before and after 5 weeks of unsupervised home-based balance training with the Wii system. Center of pressure (COP) time-series were recorded using a pressure platform and processed to calculate sway area, COP path length, displacements, and velocities in mediolateral (ML) and anteroposterior (AP) directions. Although the results show a significant reduction in sway area, COP displacements, and velocity, such improvements are essentially restricted to the ML direction, as the Wii platform appears to properly stimulate the postural control system in the frontal plane but not in the sagittal one. Available Wii games, although somewhat beneficial, appear not fully suitable for rehabilitation in MS owing to scarce flexibility and adaptability to MS needs and thus specific software should be developed.

  17. Effectiveness and Limitations of Unsupervised Home-Based Balance Rehabilitation with Nintendo Wii in People with Multiple Sclerosis

    Science.gov (United States)

    2015-01-01

    Balance training represents a critical part of the rehabilitation process of individuals living with multiple sclerosis (MS) since impaired postural control is a distinctive symptom of the disease. In recent years, the use of the Nintendo Wii system has become widespread among rehabilitation specialists for this purpose, but few studies have verified the effectiveness of such an approach using quantitative measures of balance. In this study, we analyzed the postural sway features of a cohort of twenty-seven individuals with MS before and after 5 weeks of unsupervised home-based balance training with the Wii system. Center of pressure (COP) time-series were recorded using a pressure platform and processed to calculate sway area, COP path length, displacements, and velocities in mediolateral (ML) and anteroposterior (AP) directions. Although the results show a significant reduction in sway area, COP displacements, and velocity, such improvements are essentially restricted to the ML direction, as the Wii platform appears to properly stimulate the postural control system in the frontal plane but not in the sagittal one. Available Wii games, although somewhat beneficial, appear not fully suitable for rehabilitation in MS owing to scarce flexibility and adaptability to MS needs and thus specific software should be developed. PMID:26583146

  18. Improving lower limb weight distribution asymmetry during the squat using Nintendo Wii Balance Boards and real-time feedback.

    Science.gov (United States)

    McGough, Rian; Paterson, Kade; Bradshaw, Elizabeth J; Bryant, Adam L; Clark, Ross A

    2012-01-01

    Weight-bearing asymmetry (WBA) may be detrimental to performance and could increase the risk of injury; however, detecting and reducing it is difficult in a field setting. This study assessed whether a portable and simple-to-use system designed with multiple Nintendo Wii Balance Boards (NWBBs) and customized software can be used to evaluate and improve WBA. Fifteen elite Australian Rules Footballers and 32 age-matched, untrained participants were tested for measures of WBA while squatting. The NWBB and customized software provided real-time visual feedback of WBA during half of the trials. Outcome measures included the mean mass difference (MMD) between limbs, interlimb symmetry index (SI), and percentage of time spent favoring a single limb (TFSL). Significant reductions in MMD (p = 0.028) and SI (p = 0.007) with visual feedback were observed for the entire group data. Subgroup analysis revealed significant reductions in MMD (p = 0.047) and SI (p = 0.026) with visual feedback in the untrained sample; however, the reductions in the trained sample were nonsignificant. The trained group showed significantly less WBA for TFSL under both visual conditions (no feedback: p = 0.015, feedback: p = 0.017). Correlation analysis revealed that participants with high levels of WBA had the greatest response to feedback (p professional athletes do not possess the same magnitude of WBA. Inexpensive, portable, and widely available gaming technology may be used to evaluate and improve WBA in clinical and sporting settings.

  19. Nintendo Wii Balance Board is sensitive to effects of visual tasks on standing sway in healthy elderly adults.

    Science.gov (United States)

    Koslucher, Frank; Wade, Michael G; Nelson, Brent; Lim, Kelvin; Chen, Fu-Chen; Stoffregen, Thomas A

    2012-07-01

    Research has shown that the Nintendo Wii Balance Board (WBB) can reliably detect the quantitative kinematics of the center of pressure in stance. Previous studies used relatively coarse manipulations (1- vs. 2-leg stance, and eyes open vs. closed). We sought to determine whether the WBB could reliably detect postural changes associated with subtle variations in visual tasks. Healthy elderly adults stood on a WBB while performing one of two visual tasks. In the Inspection task, they maintained their gaze within the boundaries of a featureless target. In the Search task, they counted the occurrence of designated target letters within a block of text. Consistent with previous studies using traditional force plates, the positional variability of the center of pressure was reduced during performance of the Search task, relative to movement during performance of the Inspection task. Using detrended fluctuation analysis, a measure of movement dynamics, we found that COP trajectories were more predictable during performance of the Search task than during performance of the Inspection task. The results indicate that the WBB is sensitive to subtle variations in both the magnitude and dynamics of body sway that are related to variations in visual tasks engaged in during stance. The WBB is an inexpensive, reliable technology that can be used to evaluate subtle characteristics of body sway in large or widely dispersed samples. Copyright © 2012 Elsevier B.V. All rights reserved.

  20. Validity of the Nintendo Wii® balance board for the assessment of standing balance in Parkinson's disease.

    Science.gov (United States)

    Holmes, Jeffrey D; Jenkins, Mary E; Johnson, Andrew M; Hunt, Michael A; Clark, Ross A

    2013-04-01

    Impaired postural stability places individuals with Parkinson's at an increased risk for falls. Given the high incidence of fall-related injuries within this population, ongoing assessment of postural stability is important. To evaluate the validity of the Nintendo Wii(®) balance board as a measurement tool for the assessment of postural stability in individuals with Parkinson's. Twenty individuals with Parkinson's participated. Subjects completed testing on two balance tasks with eyes open and closed on a Wii(®) balance board and biomechanical force platform. Bland-Altman plots and a two-way, random-effects, single measure intraclass correlation coefficient model were used to assess concurrent validity of centre-of-pressure data. Concurrent validity was demonstrated to be excellent across balance tasks (intraclass correlation coefficients = 0.96, 0.98, 0.92, 0.94). This study suggests that the Wii(®) balance board is a valid tool for the quantification of postural stability among individuals with Parkinson's.

  1. Effects of virtual reality training using Nintendo Wii and treadmill walking exercise on balance and walking for stroke patients.

    Science.gov (United States)

    Bang, Yo-Soon; Son, Kyung Hyun; Kim, Hyun Jin

    2016-11-01

    [Purpose] The purpose of this study is to investigate the effects of virtual reality training using Nintendo Wii on balance and walking for stroke patients. [Subjects and Methods] Forty stroke patients with stroke were randomly divided into two exercise program groups: virtual reality training (n=20) and treadmill (n=20). The subjects underwent their 40-minute exercise program three times a week for eight weeks. Their balance and walking were measured before and after the complete program. We measured the left/right weight-bearing and the anterior/posterior weight-bearing for balance, as well as stance phase, swing phase, and cadence for walking. [Results] For balance, both groups showed significant differences in the left/right and anterior/posterior weight-bearing, with significant post-program differences between the groups. For walking, there were significant differences in the stance phase, swing phase, and cadence of the virtual reality training group. [Conclusion] The results of this study suggest that virtual reality training providing visual feedback may enable stroke patients to directly adjust their incorrect weight center and shift visually. Virtual reality training may be appropriate for patients who need improved balance and walking ability by inducing their interest for them to perform planned exercises on a consistent basis.

  2. Evaluating the Nintendo Wii for assessing return to activity readiness in youth with mild traumatic brain injury.

    Science.gov (United States)

    DeMatteo, Carol; Greenspoon, Dayna; Levac, Danielle; Harper, Jessica A; Rubinoff, Mandy

    2014-08-01

    Adolescents with mild traumatic brain injuries (MTBI) are at substantial risk for repeat injury if they return to activity too soon. Post-concussion symptoms and impaired balance are two factors that limit return to activity. Post-injury assessments that challenge activity tolerance and balance skills are needed to ensure readiness to return to activity. This cross-sectional study evaluated the Nintendo Wii as a measure of exertion (heart rate [HR], respiration rate [RR], and caloric expenditure) and balance testing for youth with MTBI in a clinical setting. Twenty-four youth with MTBI, ages 9-18, played six Wii games. The Bruininks-Oseretsky Test of Motor Proficiency 2nd edition (BOT-2) and the Community Balance and Mobility Scale (CBM) were used as balance indicators. The Wii Fit Running game demonstrated the highest caloric expenditure and HR (p = .010). Frequency counts of balance loss during Wii game play did not correlate with performance on the BOT-2 or the CBM. Type, number, and time since injury were predictive of balance performance on the CBM (p = .008). Findings provide preliminary evidence for the use of the Wii as an exertion challenge to evaluate tolerance for exercise post-concussion. Frequency count of balance loss during Wii game play, however, was not a valid measure of balance impairment post-MTBI.

  3. SECRETS OF SONG VIDEO

    Directory of Open Access Journals (Sweden)

    Chernyshov Alexander V.

    2014-04-01

    Full Text Available The article focuses on the origins of the song videos as TV and Internet-genre. In addition, it considers problems of screen images creation depending on the musical form and the text of a songs in connection with relevant principles of accent and phraseological video editing and filming techniques as well as with additional frames and sound elements.

  4. Reviews in instructional video

    NARCIS (Netherlands)

    van der Meij, Hans

    2017-01-01

    This study investigates the effectiveness of a video tutorial for software training whose construction was based on a combination of insights from multimedia learning and Demonstration-Based Training. In the videos, a model of task performance was enhanced with instructional features that were

  5. Videos - The National Guard

    Science.gov (United States)

    Legislative Liaison Small Business Programs Social Media State Websites Videos Featured Videos On Every Front 2:17 Always Ready, Always There National Guard Bureau Diversity and Inclusion Play Button 1:04 National Guard Bureau Diversity and Inclusion The ChalleNGe Ep.5 [Graduation] Play Button 3:51 The

  6. Rheumatoid Arthritis Educational Video Series

    Medline Plus

    Full Text Available ... Patient Webcasts / Rheumatoid Arthritis Educational Video Series Rheumatoid Arthritis Educational Video Series This series of five videos ... member of our patient care team. Managing Your Arthritis Managing Your Arthritis Managing Chronic Pain and Depression ...

  7. Rheumatoid Arthritis Educational Video Series

    Science.gov (United States)

    ... Corner / Patient Webcasts / Rheumatoid Arthritis Educational Video Series Rheumatoid Arthritis Educational Video Series This series of five videos ... Your Arthritis Managing Chronic Pain and Depression in Arthritis Nutrition & Rheumatoid Arthritis Arthritis and Health-related Quality of Life ...

  8. NEI You Tube Videos: Amblyopia

    Medline Plus

    Full Text Available ... YouTube Videos: Amblyopia Embedded video for NEI YouTube Videos: Amblyopia ... *PDF files require the free Adobe® Reader® software for viewing. This website is maintained by the ...

  9. NEI You Tube Videos: Amblyopia

    Medline Plus

    Full Text Available ... questions Clinical Studies Publications Catalog Photos and Images Spanish Language Information Grants and Funding Extramural Research Division ... Low Vision Refractive Errors Retinopathy of Prematurity Science Spanish Videos Webinars NEI YouTube Videos: Amblyopia Embedded video ...

  10. Social video content delivery

    CERN Document Server

    Wang, Zhi; Zhu, Wenwu

    2016-01-01

    This brief presents new architecture and strategies for distribution of social video content. A primary framework for socially-aware video delivery and a thorough overview of the possible approaches is provided. The book identifies the unique characteristics of socially-aware video access and social content propagation, revealing the design and integration of individual modules that are aimed at enhancing user experience in the social network context. The change in video content generation, propagation, and consumption for online social networks, has significantly challenged the traditional video delivery paradigm. Given the massive amount of user-generated content shared in online social networks, users are now engaged as active participants in the social ecosystem rather than as passive receivers of media content. This revolution is being driven further by the deep penetration of 3G/4G wireless networks and smart mobile devices that are seamlessly integrated with online social networking and media-sharing s...

  11. Online video examination

    DEFF Research Database (Denmark)

    Qvist, Palle

    have large influence on their own teaching, learning and curriculum. The programme offers streamed videos in combination with other learning resources. It is a concept which offers video as pure presentation - video lectures - but also as an instructional tool which gives the students the possibility...... to construct their knowledge, collaboration and communication. In its first years the programme has used Skype video communication for collaboration and communication within and between groups, group members and their facilitators. Also exams have been mediated with the help of Skype and have for all students......, examiners and external examiners been a challenge and opportunity and has brought new knowledge and experience. This paper brings results from a questionnaire focusing on how the students experience the video examination....

  12. SuperB Progress Report for Physics

    Energy Technology Data Exchange (ETDEWEB)

    O' Leary, B.; /Aachen, Tech. Hochsch.; Matias, J.; Ramon, M.; /Barcelona, IFAE; Pous, E.; /Barcelona U.; De Fazio, F.; Palano, A.; /INFN, Bari; Eigen, G.; /Bergen U.; Asgeirsson, D.; /British Columbia U.; Cheng, C.H.; Chivukula, A.; Echenard, B.; Hitlin, D.G.; Porter, F.; Rakitin, A.; /Caltech; Heinemeyer, S.; /Cantabria Inst. of Phys.; McElrath, B.; /CERN; Andreassen, R.; Meadows, B.; Sokoloff, M.; /Cincinnati U.; Blanke, M.; /Cornell U., Phys. Dept.; Lesiak, T.; /Cracow, INP /DESY /Zurich, ETH /INFN, Ferrara /Frascati /INFN, Genoa /Glasgow U. /Indiana U. /Mainz U., Inst. Phys. /Karlsruhe, Inst. Technol. /KEK, Tsukuba /LBL, Berkeley /UC, Berkeley /Lisbon, IST /Ljubljana U. /Madrid, Autonoma U. /Maryland U. /MIT /INFN, Milan /McGill U. /Munich, Tech. U. /Notre Dame U. /PNL, Richland /INFN, Padua /Paris U., VI-VII /Orsay, LAL /Orsay, LPT /INFN, Pavia /INFN, Perugia /INFN, Pisa /Queen Mary, U. of London /Regensburg U. /Republica U., Montevideo /Frascati /INFN, Rome /INFN, Rome /INFN, Rome /Rutherford /Sassari U. /Siegen U. /SLAC /Southern Methodist U. /Tel Aviv U. /Tohoku U. /INFN, Turin /INFN, Trieste /Uppsala U. /Valencia U., IFIC /Victoria U. /Wayne State U. /Wisconsin U., Madison

    2012-02-14

    SuperB is a high luminosity e{sup +}e{sup -} collider that will be able to indirectly probe new physics at energy scales far beyond the reach of any man made accelerator planned or in existence. Just as detailed understanding of the Standard Model of particle physics was developed from stringent constraints imposed by flavour changing processes between quarks, the detailed structure of any new physics is severely constrained by flavour processes. In order to elucidate this structure it is necessary to perform a number of complementary studies of a set of golden channels. With these measurements in hand, the pattern of deviations from the Standard Model behavior can be used as a test of the structure of new physics. If new physics is found at the LHC, then the many golden measurements from SuperB will help decode the subtle nature of the new physics. However if no new particles are found at the LHC, SuperB will be able to search for new physics at energy scales up to 10-100 TeV. In either scenario, flavour physics measurements that can be made at SuperB play a pivotal role in understanding the nature of physics beyond the Standard Model. Examples for using the interplay between measurements to discriminate New Physics models are discussed in this document. SuperB is a Super Flavour Factory, in addition to studying large samples of B{sub u,d,s}, D and {tau} decays, SuperB has a broad physics programme that includes spectroscopy both in terms of the Standard Model and exotica, and precision measurements of sin{sup 2} {theta}{sub W}. In addition to performing CP violation measurements at the {Upsilon}(4S) and {phi}(3770), SuperB will test CPT in these systems, and lepton universality in a number of different processes. The multitude of rare decay measurements possible at SuperB can be used to constrain scenarios of physics beyond the Standard Model. In terms of other precision tests of the Standard Model, this experiment will be able to perform precision over

  13. SuperB Progress Report for Physics

    International Nuclear Information System (INIS)

    O'Leary, B.; Matias, J.; Ramon, M.

    2012-01-01

    SuperB is a high luminosity e + e - collider that will be able to indirectly probe new physics at energy scales far beyond the reach of any man made accelerator planned or in existence. Just as detailed understanding of the Standard Model of particle physics was developed from stringent constraints imposed by flavour changing processes between quarks, the detailed structure of any new physics is severely constrained by flavour processes. In order to elucidate this structure it is necessary to perform a number of complementary studies of a set of golden channels. With these measurements in hand, the pattern of deviations from the Standard Model behavior can be used as a test of the structure of new physics. If new physics is found at the LHC, then the many golden measurements from SuperB will help decode the subtle nature of the new physics. However if no new particles are found at the LHC, SuperB will be able to search for new physics at energy scales up to 10-100 TeV. In either scenario, flavour physics measurements that can be made at SuperB play a pivotal role in understanding the nature of physics beyond the Standard Model. Examples for using the interplay between measurements to discriminate New Physics models are discussed in this document. SuperB is a Super Flavour Factory, in addition to studying large samples of B u,d,s , D and τ decays, SuperB has a broad physics programme that includes spectroscopy both in terms of the Standard Model and exotica, and precision measurements of sin 2 θ W . In addition to performing CP violation measurements at the Υ(4S) and φ(3770), SuperB will test CPT in these systems, and lepton universality in a number of different processes. The multitude of rare decay measurements possible at SuperB can be used to constrain scenarios of physics beyond the Standard Model. In terms of other precision tests of the Standard Model, this experiment will be able to perform precision over-constraints of the unitarity triangle through

  14. Super-radiance in Nuclear Physics

    International Nuclear Information System (INIS)

    Auerbach, N

    2015-01-01

    The theory of the super-radiant mechanism as applied to various phenomena in nuclear physics is presented. The connection between super-radiance and the notion of doorway is presented. The statistics of resonance widths in a many-body Fermi system with open channels is discussed. Depending on the strength of the coupling to the continuum such systems show deviations from the standard Porter-Thomas distribution. The deviations result from the process of increasing interaction of the intrinsic states via the common decay channels. In the limit of very strong coupling this leads to super-radiance. (paper)

  15. Super-Calogero-Moser-Sutherland systems and free super-oscillators: a mapping

    International Nuclear Information System (INIS)

    Ghosh, Pijush K.

    2001-01-01

    We show that the supersymmetric rational Calogero-Moser-Sutherland (CMS) model of A N+1 -type is equivalent to a set of free super-oscillators, through a similarity transformation. We prescribe methods to construct the complete eigenspectrum and the associated eigenfunctions, both in supersymmetry-preserving as well as supersymmetry-breaking phases, from the free super-oscillator basis. Further we show that a wide class of super-Hamiltonians realizing dynamical OSp(2 vertical bar 2) supersymmetry, which also includes all types of rational super-CMS as a small subset, are equivalent to free super-oscillators. We study BC N+1 -type super-CMS model in some detail to understand the subtleties involved in this method

  16. Super-Memorizers Are Not Super-Recognizers.

    Directory of Open Access Journals (Sweden)

    Meike Ramon

    Full Text Available Humans have a natural expertise in recognizing faces. However, the nature of the interaction between this critical visual biological skill and memory is yet unclear. Here, we had the unique opportunity to test two individuals who have had exceptional success in the World Memory Championships, including several world records in face-name association memory. We designed a range of face processing tasks to determine whether superior/expert face memory skills are associated with distinctive perceptual strategies for processing faces. Superior memorizers excelled at tasks involving associative face-name learning. Nevertheless, they were as impaired as controls in tasks probing the efficiency of the face system: face inversion and the other-race effect. Super memorizers did not show increased hippocampal volumes, and exhibited optimal generic eye movement strategies when they performed complex multi-item face-name associations. Our data show that the visual computations of the face system are not malleable and are robust to acquired expertise involving extensive training of associative memory.

  17. Super-Memorizers Are Not Super-Recognizers.

    Science.gov (United States)

    Ramon, Meike; Miellet, Sebastien; Dzieciol, Anna M; Konrad, Boris Nikolai; Dresler, Martin; Caldara, Roberto

    2016-01-01

    Humans have a natural expertise in recognizing faces. However, the nature of the interaction between this critical visual biological skill and memory is yet unclear. Here, we had the unique opportunity to test two individuals who have had exceptional success in the World Memory Championships, including several world records in face-name association memory. We designed a range of face processing tasks to determine whether superior/expert face memory skills are associated with distinctive perceptual strategies for processing faces. Superior memorizers excelled at tasks involving associative face-name learning. Nevertheless, they were as impaired as controls in tasks probing the efficiency of the face system: face inversion and the other-race effect. Super memorizers did not show increased hippocampal volumes, and exhibited optimal generic eye movement strategies when they performed complex multi-item face-name associations. Our data show that the visual computations of the face system are not malleable and are robust to acquired expertise involving extensive training of associative memory.

  18. Super rigid nature of super-deformed bands

    International Nuclear Information System (INIS)

    Sharma, Neha; Mittal, H.M.; Jain, A.K.

    2012-01-01

    The phenomenon of high-spin super-deformation represents one of the most remarkable discoveries in nuclear physics. A large number of SD bands have been observed in A = 60, 80, 130, 150, 190 mass regions. The cascades of SD bands are known to be connected by electric quadruple E2 transitions. Because of absence of linking transitions between superdeformed (SD) and normal deformed (ND) levels, the spin assignments of most of these bands carry a minimum uncertainty ≈ 1-2ħ. It was found in an analysis of SD bands in the context of semi classical approach that moment of inertia comes close to the rigid body value in most of the cases. Lack of knowledge of spins has led to an emphasis on the study of dynamical moment of inertia of SD bands and systematic of kinematic moment of inertia has not been examined so far. In this paper, we extract the band moment of inertia J 0 and softness parameter (σ) of all the SD bands corresponding to axes ratio (x) = 1.5 and present their systematic

  19. A superparticle on the 'super' Poincare upper half plane

    International Nuclear Information System (INIS)

    Uehara, S.; Yasui, Yukinora

    1988-01-01

    A non-relativistic superparticle moving freely on the 'super' Poincare upper half plane is investigated. The lagrangian is invariant under the super Moebius transformations SPL (2, R), so that it can be projected into the lagrangian on the super Riemann surface. The quantum hamiltonian becomes the 'super' Laplace-Beltrami operator in the curved superspace. (orig.)

  20. Superparticle on the 'super' Poincare upper half plane

    Energy Technology Data Exchange (ETDEWEB)

    Uehara, S; Yasui, Yukinora

    1988-03-17

    A non-relativistic superparticle moving freely on the 'super' Poincare upper half plane is investigated. The lagrangian is invariant under the super Moebius transformations SPL (2, R), so that it can be projected into the lagrangian on the super Riemann surface. The quantum hamiltonian becomes the 'super' Laplace-Beltrami operator in the curved superspace.

  1. Effects of Video Games and Online Chat on Mathematics Performance in High School: An Approach of Multivariate Data Analysis

    OpenAIRE

    Lina Wu; Wenyi Lu; Ye Li

    2016-01-01

    Regarding heavy video game players for boys and super online chat lovers for girls as a symbolic phrase in the current adolescent culture, this project of data analysis verifies the displacement effect on deteriorating mathematics performance. To evaluate correlation or regression coefficients between a factor of playing video games or chatting online and mathematics performance compared with other factors, we use multivariate analysis technique and take gender difference into account. We fin...

  2. Super Resolution Algorithm for CCTVs

    Science.gov (United States)

    Gohshi, Seiichi

    2015-03-01

    Recently, security cameras and CCTV systems have become an important part of our daily lives. The rising demand for such systems has created business opportunities in this field, especially in big cities. Analogue CCTV systems are being replaced by digital systems, and HDTV CCTV has become quite common. HDTV CCTV can achieve images with high contrast and decent quality if they are clicked in daylight. However, the quality of an image clicked at night does not always have sufficient contrast and resolution because of poor lighting conditions. CCTV systems depend on infrared light at night to compensate for insufficient lighting conditions, thereby producing monochrome images and videos. However, these images and videos do not have high contrast and are blurred. We propose a nonlinear signal processing technique that significantly improves visual and image qualities (contrast and resolution) of low-contrast infrared images. The proposed method enables the use of infrared cameras for various purposes such as night shot and poor lighting environments under poor lighting conditions.

  3. Using the Nintendo Wii Fit and body weight support to improve aerobic capacity, balance, gait ability, and fear of falling: two case reports.

    Science.gov (United States)

    Miller, Carol A; Hayes, Dawn M; Dye, Kelli; Johnson, Courtney; Meyers, Jennifer

    2012-01-01

    Lower limb amputation in older adults has a significant impact on balance, gait, and cardiovascular fitness, resulting in diminished community participation. The purpose of this case study was to describe the effects of a balance training program utilizing the Nintendo Wii™ Fit (Nintendo of America, Inc, Redmond, Washington) balance board and body-weight supported gait training on aerobic capacity, balance, gait, and fear of falling in two persons with transfemoral amputation. Participant A, a 62 year-old male 32 months post traumatic transfemoral amputation, reported fear of falling and restrictions in community activity. Participant B, a 58 year-old male 9 years post transfemoral amputation, reported limited energy and balance deficits during advanced gait activities. 6-weeks, 2 supervised sessions per week included 20 minutes of Nintendo™ Wii Fit Balance gaming and 20 minutes of gait training using Body Weight Support. Measures included oxygen uptake efficiency slope (OUES), economy of movement, dynamic balance (Biodex platform system), Activities-Specific Balance Confidence (ABC) Scale, and spatial-temporal parameters of gait (GAITRite). Both participants demonstrated improvement in dynamic balance, balance confidence, economy of movement, and spatial-temporal parameters of gait. Participant A reduced the need for an assistive device during community ambulation. Participant B improved his aerobic capacity, indicated by an increase in OUES. This case study illustrated that the use of Nintendo Wii™ Fit training and Body Weight Support were effective interventions to achieve functional goals for improving balance confidence, reducing use of assistive devices, and increasing energy efficiency when ambulating with a transfemoral prosthesis.

  4. W∞ gravity and super-W∞ gravity

    International Nuclear Information System (INIS)

    Bergshoeff, E.; Pope, C.N.; Shen, X.; Sezgin, E.; Romans, L.J.

    1991-01-01

    In this paper, the authors construct gauge theories of the W ∞ algebra and its super-extension, and discuss their relation to earlier results for the gauging of the classical contraction to the w ∞ algebra

  5. A new video programme

    CERN Multimedia

    CERN video productions

    2011-01-01

    "What's new @ CERN?", a new monthly video programme, will be broadcast on the Monday of every month on webcast.cern.ch. Aimed at the general public, the programme will cover the latest CERN news, with guests and explanatory features. Tune in on Monday 3 October at 4 pm (CET) to see the programme in English, and then at 4:20 pm (CET) for the French version.   var flash_video_player=get_video_player_path(); insert_player_for_external('Video/Public/Movies/2011/CERN-MOVIE-2011-129/CERN-MOVIE-2011-129-0753-kbps-640x360-25-fps-audio-64-kbps-44-kHz-stereo', 'mms://mediastream.cern.ch/MediaArchive/Video/Public/Movies/2011/CERN-MOVIE-2011-129/CERN-MOVIE-2011-129-Multirate-200-to-753-kbps-640x360-25-fps.wmv', 'false', 480, 360, 'https://mediastream.cern.ch/MediaArchive/Video/Public/Movies/2011/CERN-MOVIE-2011-129/CERN-MOVIE-2011-129-posterframe-640x360-at-10-percent.jpg', '1383406', true, 'Video/Public/Movies/2011/CERN-MOVIE-2011-129/CERN-MOVIE-2011-129-0600-kbps-maxH-360-25-fps-...

  6. Gamifying Video Object Segmentation.

    Science.gov (United States)

    Spampinato, Concetto; Palazzo, Simone; Giordano, Daniela

    2017-10-01

    Video object segmentation can be considered as one of the most challenging computer vision problems. Indeed, so far, no existing solution is able to effectively deal with the peculiarities of real-world videos, especially in cases of articulated motion and object occlusions; limitations that appear more evident when we compare the performance of automated methods with the human one. However, manually segmenting objects in videos is largely impractical as it requires a lot of time and concentration. To address this problem, in this paper we propose an interactive video object segmentation method, which exploits, on one hand, the capability of humans to identify correctly objects in visual scenes, and on the other hand, the collective human brainpower to solve challenging and large-scale tasks. In particular, our method relies on a game with a purpose to collect human inputs on object locations, followed by an accurate segmentation phase achieved by optimizing an energy function encoding spatial and temporal constraints between object regions as well as human-provided location priors. Performance analysis carried out on complex video benchmarks, and exploiting data provided by over 60 users, demonstrated that our method shows a better trade-off between annotation times and segmentation accuracy than interactive video annotation and automated video object segmentation approaches.

  7. Hierarchical video summarization

    Science.gov (United States)

    Ratakonda, Krishna; Sezan, M. Ibrahim; Crinon, Regis J.

    1998-12-01

    We address the problem of key-frame summarization of vide in the absence of any a priori information about its content. This is a common problem that is encountered in home videos. We propose a hierarchical key-frame summarization algorithm where a coarse-to-fine key-frame summary is generated. A hierarchical key-frame summary facilitates multi-level browsing where the user can quickly discover the content of the video by accessing its coarsest but most compact summary and then view a desired segment of the video with increasingly more detail. At the finest level, the summary is generated on the basis of color features of video frames, using an extension of a recently proposed key-frame extraction algorithm. The finest level key-frames are recursively clustered using a novel pairwise K-means clustering approach with temporal consecutiveness constraint. We also address summarization of MPEG-2 compressed video without fully decoding the bitstream. We also propose efficient mechanisms that facilitate decoding the video when the hierarchical summary is utilized in browsing and playback of video segments starting at selected key-frames.

  8. Medical video server construction.

    Science.gov (United States)

    Dańda, Jacek; Juszkiewicz, Krzysztof; Leszczuk, Mikołaj; Loziak, Krzysztof; Papir, Zdzisław; Sikora, Marek; Watza, Rafal

    2003-01-01

    The paper discusses two implementation options for a Digital Video Library, a repository used for archiving, accessing, and browsing of video medical records. Two crucial issues to be decided on are a video compression format and a video streaming platform. The paper presents numerous decision factors that have to be taken into account. The compression formats being compared are DICOM as a format representative for medical applications, both MPEGs, and several new formats targeted for an IP networking. The comparison includes transmission rates supported, compression rates, and at least options for controlling a compression process. The second part of the paper presents the ISDN technique as a solution for provisioning of tele-consultation services between medical parties that are accessing resources uploaded to a digital video library. There are several backbone techniques (like corporate LANs/WANs, leased lines or even radio/satellite links) available, however, the availability of network resources for hospitals was the prevailing choice criterion pointing to ISDN solutions. Another way to provide access to the Digital Video Library is based on radio frequency domain solutions. The paper describes possibilities of both, wireless and cellular network's data transmission service to be used as a medical video server transport layer. For the cellular net-work based solution two communication techniques are used: Circuit Switched Data and Packet Switched Data.

  9. The use of commercial video games in rehabilitation: a systematic review.

    Science.gov (United States)

    Bonnechère, Bruno; Jansen, Bart; Omelina, Lubos; Van Sint Jan, Serge

    2016-12-01

    The aim of this paper was to investigate the effect of commercial video games (VGs) in physical rehabilitation of motor functions. Several databases were screened (Medline, SAGE Journals Online, and ScienceDirect) using combinations of the following free-text terms: commercial games, video games, exergames, serious gaming, rehabilitation games, PlayStation, Nintendo, Wii, Wii Fit, Xbox, and Kinect. The search was limited to peer-reviewed English journals. The beginning of the search time frame was not restricted and the end of the search time frame was 31 December 2015. Only randomized controlled trial, cohort, and observational studies evaluating the effect of VGs on physical rehabilitation were included in the review. A total of 4728 abstracts were screened, 275 were fully reviewed, and 126 papers were eventually included. The following information was extracted from the selected studies: device type, number and type of patients, intervention, and main outcomes. The integration of VGs into physical rehabilitation has been tested for various pathological conditions, including stroke, cerebral palsy, Parkinson's disease, balance training, weight loss, and aging. There was large variability in the protocols used (e.g. number of sessions, intervention duration, outcome measures, and sample size). The results of this review show that in most cases, the introduction of VG training in physical rehabilitation offered similar results as conventional therapy. Therefore, VGs could be added as an adjunct treatment in rehabilitation for various pathologies to stimulate patient motivation. VGs could also be used at home to maintain rehabilitation benefits.

  10. Charm Physics at SuperB

    International Nuclear Information System (INIS)

    Meadows, Brian; Bevan, Adrian

    2010-01-01

    The study of Charm Decays at SuperB provide unique opportunities to understand the Standard Model and constrain new physics, both at the Y(4S), and at charm threshold. We discuss the physics potential of such measurements from the proposed SuperB experiment with 75 ab -1 of data at the Y(4S) and a subsequent run dedicated to exploiting quantum correlations at the charm threshold. (author)

  11. Using the Nintendo® Wii Fit™ plus platform in the sensorimotor training of freezing of gait in Parkinson’s disease

    OpenAIRE

    Giovanna Barros Goncalves

    2013-01-01

    Gait disturbances are one of the main limiting factors for autonomy and quality of life in individuals with Parkinson’s disease (PD), and freezing of gait (FoG) is a common phenomenon that affects one-third of this population. Thus the effect of the implementation of a therapeutic program in a sensorimotor virtual environment through the Nintendo® Wii Fit™ plus platform on the motor impairment caused by FoG in individuals with PD is analyzed. A sample of 30 volunteers with PD was subdivided i...

  12. Using the Nintendo® Wii Fit™ plus platform in the sensorimotor training of freezing of gait in Parkinson’s disease

    OpenAIRE

    Goncalves,Giovanna Barros

    2013-01-01

    Gait disturbances are one of the main limiting factors for autonomy and quality of life in individuals with Parkinson’s disease (PD), and freezing of gait (FoG) is a common phenomenon that affects one-third of this population. Thus the effect of the implementation of a therapeutic program in a sensorimotor virtual environment through the Nintendo® Wii Fit™ plus platform on the motor impairment caused by FoG in individuals with PD is analyzed. A sample of 30 volunteers with PD...

  13. Camera network video summarization

    Science.gov (United States)

    Panda, Rameswar; Roy-Chowdhury, Amit K.

    2017-05-01

    Networks of vision sensors are deployed in many settings, ranging from security needs to disaster response to environmental monitoring. Many of these setups have hundreds of cameras and tens of thousands of hours of video. The difficulty of analyzing such a massive volume of video data is apparent whenever there is an incident that requires foraging through vast video archives to identify events of interest. As a result, video summarization, that automatically extract a brief yet informative summary of these videos, has attracted intense attention in the recent years. Much progress has been made in developing a variety of ways to summarize a single video in form of a key sequence or video skim. However, generating a summary from a set of videos captured in a multi-camera network still remains as a novel and largely under-addressed problem. In this paper, with the aim of summarizing videos in a camera network, we introduce a novel representative selection approach via joint embedding and capped l21-norm minimization. The objective function is two-fold. The first is to capture the structural relationships of data points in a camera network via an embedding, which helps in characterizing the outliers and also in extracting a diverse set of representatives. The second is to use a capped l21-norm to model the sparsity and to suppress the influence of data outliers in representative selection. We propose to jointly optimize both of the objectives, such that embedding can not only characterize the structure, but also indicate the requirements of sparse representative selection. Extensive experiments on standard multi-camera datasets well demonstrate the efficacy of our method over state-of-the-art methods.

  14. SuperKEKB Vacuum System

    CERN Document Server

    Shibata, K

    2013-01-01

    SuperKEKB, which is an upgrade of the KEKB Bfactory (KEKB), is a next-generation high-luminosity electron-positron collider. Its design luminosity is 8.0× 10$^{35}$ cm$^{-2}s^{-1}$, which is about 40 times than the KEKB’s record. To achieve this challenging goal, bunches of both beams are squeezed extremely to the nanometer scale and the beam currents are doubled. To realize this, many upgrades must be performed including the replacement of beam pipes mainly in the positron ring (LER). The beam pipes in the LER arc section are being replaced with new aluminium-alloy pipes with antechambers to cope with the electron cloud issue and heating problem. Additionally, several types of countermeasures will be adopted in the LER to deal with the electron cloud issues. In the wiggler section, electrons will be attracted by the clearing electrode, which is mounted on the inner surface of the beam pipe. On the other hand, in the bending magnet, the effective secondary electron yield (SEY) will be structurally reduced ...

  15. Studies of the Super VELO

    CERN Document Server

    AUTHOR|(CDS)2156302

    2016-01-01

    The Super VELO is the Run 5 upgrade of the VeloPix detector of the LHCb experiment. Its most challenging task is to cope with a luminosity increase of the factor 10. This study examines the potential physics performance of a detector based on the VeloPix design at high luminosity conditions. It is found that an unmodified VeloPix detector shows poor performance when exposed to 10x design luminosity, most gravely high ghost rates of 40 %. When applying basic assumptions about material changes such as cutting the silicon thickness by half and removing the RF foil, the ghost rate drops by 20 %. When using thin silicon and re-optimizing the tracking algorithm, the ghost rate can even be reduced by 60 %. Applying the additional modification of a pixel area size four times smaller, the ghost rate drops by 88 % and the IP resolution improves. Finally, in a dream scenario with thin silicon, smaller pixels and no RF foil, big gains in resolution and a ghost rate of less than 4 % can be achieved.

  16. The tristan super light facility

    International Nuclear Information System (INIS)

    1992-12-01

    The Photon Factory and its user group have achieved excellent scientific results since its commissioning in 1982, ranging from material science to medical application, by using the synchrotron radiation at the 2.5 GeV PF storage ring, and since 1986, further at the 6.5 GeV Tristan accumulation ring which provides brilliant photons in high energy region. Efforts are exerted currently at National Laboratory for High Energy Physics for the extensive research and development works to study the feasibility of the Tristan e + e - collider main ring to be utilized as an extremely intense and highly advanced light source, which is called Tristan super light facility. What kinds of the application are expected for such highly brilliant source and their scientific significance should be clarified. This design report is an outcome by the joint work of in-house staffs and outside users, and it would serve as an excellent guide for the future studies on a next generation synchrotron radiation light source. The conversion plan of Tristan, the basic design of insertion devices, coherent X-ray sources, beam lines, instrumentation and others are reported. (K.I.)

  17. SuperKEKB Vacuum System

    International Nuclear Information System (INIS)

    Shibata, K

    2013-01-01

    SuperKEKB, which is an upgrade of the KEKB Bfactory (KEKB), is a next-generation high-luminosity electron-positron collider. Its design luminosity is 8.0 × 10 35 cm −2 s −1 , which is about 40 times than the KEKB’s record. To achieve this challenging goal, bunches of both beams are squeezed extremely to the nanometer scale and the beam currents are doubled. To realize this, many upgrades must be performed including the replacement of beam pipes mainly in the positron ring (LER). The beam pipes in the LER arc section are being replaced with new aluminium-alloy pipes with antechambers to cope with the electron cloud issue and heating problem. Additionally, several types of countermeasures will be adopted in the LER to deal with the electron cloud issues. In the wiggler section, electrons will be attracted by the clearing electrode, which is mounted on the inner surface of the beam pipe. On the other hand, in the bending magnet, the effective secondary electron yield (SEY) will be structurally reduced by the groove surface with a TiN coating. In the drift space, the electron cloud will be mitigated by the TiN coating and a conventional solenoid field. (author)

  18. Video frame processor

    International Nuclear Information System (INIS)

    Joshi, V.M.; Agashe, Alok; Bairi, B.R.

    1993-01-01

    This report provides technical description regarding the Video Frame Processor (VFP) developed at Bhabha Atomic Research Centre. The instrument provides capture of video images available in CCIR format. Two memory planes each with a capacity of 512 x 512 x 8 bit data enable storage of two video image frames. The stored image can be processed on-line and on-line image subtraction can also be carried out for image comparisons. The VFP is a PC Add-on board and is I/O mapped within the host IBM PC/AT compatible computer. (author). 9 refs., 4 figs., 19 photographs

  19. High Dynamic Range Video

    CERN Document Server

    Myszkowski, Karol

    2008-01-01

    This book presents a complete pipeline forHDR image and video processing fromacquisition, through compression and quality evaluation, to display. At the HDR image and video acquisition stage specialized HDR sensors or multi-exposure techniques suitable for traditional cameras are discussed. Then, we present a practical solution for pixel values calibration in terms of photometric or radiometric quantities, which are required in some technically oriented applications. Also, we cover the problem of efficient image and video compression and encoding either for storage or transmission purposes, in

  20. 3D video

    CERN Document Server

    Lucas, Laurent; Loscos, Céline

    2013-01-01

    While 3D vision has existed for many years, the use of 3D cameras and video-based modeling by the film industry has induced an explosion of interest for 3D acquisition technology, 3D content and 3D displays. As such, 3D video has become one of the new technology trends of this century.The chapters in this book cover a large spectrum of areas connected to 3D video, which are presented both theoretically and technologically, while taking into account both physiological and perceptual aspects. Stepping away from traditional 3D vision, the authors, all currently involved in these areas, provide th

  1. Collaborative Video Sketching

    DEFF Research Database (Denmark)

    Henningsen, Birgitte; Gundersen, Peter Bukovica; Hautopp, Heidi

    2017-01-01

    This paper introduces to what we define as a collaborative video sketching process. This process links various sketching techniques with digital storytelling approaches and creative reflection processes in video productions. Traditionally, sketching has been used by designers across various...... findings: 1) They are based on a collaborative approach. 2) The sketches act as a mean to externalizing hypotheses and assumptions among the participants. Based on our analysis we present an overview of factors involved in collaborative video sketching and shows how the factors relate to steps, where...... the participants: shape, record, review and edit their work, leading the participants to new insights about their work....

  2. Categorizing Video Game Audio

    DEFF Research Database (Denmark)

    Westerberg, Andreas Rytter; Schoenau-Fog, Henrik

    2015-01-01

    they can use audio in video games. The conclusion of this study is that the current models' view of the diegetic spaces, used to categorize video game audio, is not t to categorize all sounds. This can however possibly be changed though a rethinking of how the player interprets audio.......This paper dives into the subject of video game audio and how it can be categorized in order to deliver a message to a player in the most precise way. A new categorization, with a new take on the diegetic spaces, can be used a tool of inspiration for sound- and game-designers to rethink how...

  3. Reproducibility and validity of the Nintendo Wii Balance Board for measuring shoulder sensorimotor control in prone lying.

    Science.gov (United States)

    Eshoj, H; Juul-Kristensen, Birgit; Jørgensen, Rene Gam Bender; Søgaard, Karen

    2017-02-01

    For the lower limbs, the Nintendo Wii Balance Board (NWBB) has been widely used to measure postural control. However, this has not been performed for upper limb measurements. Further, the NWBB has shown to produce more background noise with decreasing loads, which may be of concern when used for upper limb testing. The aim was to investigate reproducibility and validity of the NWBB. A test-retest design was performed with 68 subjects completing three different prone lying, upper limb weight-bearing balance tasks on a NWBB: two-arms, eyes closed (1) one-arm, non-dominant/non-injured (2) and one-arm, dominant/injured (3). Each task was repeated three times over the course of two test sessions with a 30-min break in between. Further, the level of background noise from a NWBB was compared with a force platform through systematic loading of both boards with increasing deadweights ranging from 5 to 90kg. Test-retest reproducibility was high with ICCs ranging from 0.95 to 0.97 (95% CI 0.92 to 0.98). However, systematic bias and tendencies for funnel effects in the Bland Altman plots for both one-armed tests were present. The concurrent validity of the NWBB was low (CCC 0.17 (95% CI 0.12-0.22)) due to large differences between the NWBB and force platform in noise sensitivity at low deadweights (especially below 50kg). The NWBB prone lying, shoulder sensorimotor control test was highly reproducible. Though, concurrent validity of the NWBB was poor compared to a force platform. Further investigation of the impact of the background noise, especially at low loads, is needed. Copyright © 2016 Elsevier B.V. All rights reserved.

  4. Does a Nintendo Wii exercise program provide similar exercise demands as a traditional pulmonary rehabilitation program in adults with COPD?

    Science.gov (United States)

    LeGear, Tyler; LeGear, Mark; Preradovic, Dejan; Wilson, Geoffrey; Kirkham, Ashley; Camp, Pat G

    2016-05-01

    The chronic obstructive pulmonary disease (COPD) population can experience lower activity and fitness levels than the non-COPD population. The Nintendo Wii may be an appropriate at-home training device for the COPD population, which could be used as a supplement for a pulmonary rehabilitation program. This study was a randomized, within-subject, cross-over study involving 10 adults with COPD previously enrolled in St Paul's Hospital's pulmonary rehabilitation program. This study attempted to determine if specific Wii activities resulted in similar energy expenditures to that of a more traditional pulmonary rehabilitation activity. Participants completed two 15-min exercise interventions in a single session, with a washout period of 30 min in-between. The interventions were an experimental Wii intervention and a traditional treadmill intervention. There was no significant difference in total energy expenditure between the two 15-min exercise interventions [mean difference 36.3 joules; 95% confidence interval (CI): 31.4, 104]. There was no significant difference in heart rate (mean difference -0.167 beats per minute; 95% CI: -4.83, 4.50), rating of perceived exertion (mean difference 0.100; 95% CI: -0.416, 0.616) and Borg dyspnea scale (mean difference 0.267; 95% CI: -0.004, 0.537) between the two 15-min exercise interventions. There was a significant difference in SpO2 between the two 15-min exercise interventions (Wii intervention mean difference 2.33% > treadmill intervention; 95% CI: 1.52, 3.15). Gaming technology can provide an exercise program that has similar cardiovascular demands to traditional pulmonary rehabilitation programs for patients with COPD. Further research is necessary to address feasibility and long-term adherence. © 2014 John Wiley & Sons Ltd.

  5. Feasibility of the Nintendo WiiFit™ for improving walking in individuals with a lower limb amputation.

    Science.gov (United States)

    Imam, Bita; Miller, William C; McLaren, Linda; Chapman, Paul; Finlayson, Heather

    2013-01-01

    To evaluate the feasibility of the Nintendo WiiFit™ as an adjunct to usual therapy in individuals with a lower limb amputation. The study was a Multiple Baseline (AB) Single Subject Research Design. Subjects were ≥19 years old, had their first unilateral transtibial or transfemoral amputation  ≤12 months ago, and were participating in prosthetic training. WiiFit training was provided for 30 min, 5 times a week, for a minimum of 2 and a maximum of 6 weeks in addition to usual therapy. Feasibility indicators were safety, post-intervention fatigue and pain levels, adherence, and subject's acceptability of the program as measured by the Short Feedback Questionnaire-modified (SFQ-M). The primary clinical outcome was walking capacity assessed by the 2 Minute Walk Test (2MWT). The secondary clinical outcomes were the Short Physical Performance Battery, L-test, and Activities-Specific Balance Confidence. Subjects (4 transtibial; 2 transfemoral) had a median age of 48.5 years (range = 45-59 years). No adverse events associated with the intervention occurred. Median pain and fatigue levels were 1.3 (range = 0.5-3.5) and 3.1 (range = 1.4-4.1), respectively. Median adherence was 80%. Subjects found the WiiFit enjoyable and acceptable (median SFQ-M = 35). Five subjects showed statistical improvement on the 2MWT and four on the secondary outcomes (p < 0.05). The WiiFit intervention was found to be feasible in individuals with unilateral lower limb amputation. This research provides the foundation for future clinical research investigating the use of the WiiFit as a viable adjunctive therapy to improve outcomes in individuals with unilateral lower limb amputation who are participating in prosthetic training.

  6. Feasibility of the Nintendo WiiFit™ for improving walking in individuals with a lower limb amputation

    Directory of Open Access Journals (Sweden)

    Bita Imam

    2013-08-01

    Full Text Available Objectives: To evaluate the feasibility of the Nintendo WiiFit™ as an adjunct to usual therapy in individuals with a lower limb amputation. Methods: The study was a Multiple Baseline (AB Single Subject Research Design. Subjects were ≥19 years old, had their first unilateral transtibial or transfemoral amputation  ≤12 months ago, and were participating in prosthetic training. WiiFit training was provided for 30 min, 5 times a week, for a minimum of 2 and a maximum of 6 weeks in addition to usual therapy. Feasibility indicators were safety, post-intervention fatigue and pain levels, adherence, and subject’s acceptability of the program as measured by the Short Feedback Questionnaire–modified (SFQ-M. The primary clinical outcome was walking capacity assessed by the 2 Minute Walk Test (2MWT. The secondary clinical outcomes were the Short Physical Performance Battery, L-test, and Activities-Specific Balance Confidence. Results: Subjects (4 transtibial; 2 transfemoral had a median age of 48.5 years (range = 45–59 years. No adverse events associated with the intervention occurred. Median pain and fatigue levels were 1.3 (range = 0.5–3.5 and 3.1 (range = 1.4–4.1, respectively. Median adherence was 80%. Subjects found the WiiFit enjoyable and acceptable (median SFQ-M = 35. Five subjects showed statistical improvement on the 2MWT and four on the secondary outcomes (p < 0.05. Conclusion: The WiiFit intervention was found to be feasible in individuals with unilateral lower limb amputation. This research provides the foundation for future clinical research investigating the use of the WiiFit as a viable adjunctive therapy to improve outcomes in individuals with unilateral lower limb amputation who are participating in prosthetic training.

  7. Parkinson's Disease Videos

    Medline Plus

    Full Text Available ... Nonmotor Symptoms of Parkinson's Disease Expert Briefings: Gait, Balance and Falls in Parkinson's Disease Expert Briefings: Coping ... Library is an extensive collection of books, fact sheets, videos, podcasts, and more. To get started, use ...

  8. Acoustic Neuroma Educational Video

    Medline Plus

    Full Text Available ... Facts What is acoustic neuroma? Diagnosing Symptoms Side Effects Keywords World Language Videos Questions to ask Choosing ... Surgery What is acoustic neuroma Diagnosing Symptoms Side effects Question To Ask Treatment Options Back Overview Observation ...

  9. Acoustic Neuroma Educational Video

    Medline Plus

    Full Text Available ... 8211 info@ANAUSA.org About ANA Mission, Vision & Values Leadership & Staff Annual Reports Shop ANA Home Learn Educational Video English English Arabic Catalan Chinese (Simplified) Chinese ( ...

  10. Videos, Podcasts and Livechats

    Medline Plus

    Full Text Available ... Care Disease Types FAQ Handout for Patients and Families Is It Right for You How to Get ... For the Media For Clinicians For Policymakers For Family Caregivers Glossary Menu In this section Links Videos ...

  11. Acoustic Neuroma Educational Video

    Medline Plus

    Full Text Available ... patient kit Treatment Options Overview Observation Radiation Surgery What is acoustic neuroma Diagnosing ... Back Community Patient Stories Share Your Story Video Stories Caregivers Milestones Gallery Submit Your Milestone Team ANA Volunteer ...

  12. Acoustic Neuroma Educational Video

    Medline Plus

    Full Text Available ... Support Groups Is a support group for me? Find a Group Upcoming Events Video Library Photo Gallery ... Support ANetwork Peer Support Program Community Connections Overview Find a Meeting Host a Meeting Volunteer Become a ...

  13. Photos and Videos

    Data.gov (United States)

    National Oceanic and Atmospheric Administration, Department of Commerce — Observers are required to take photos and/or videos of all incidentally caught sea turtles, marine mammals, seabirds and unusual or rare fish. On the first 3...

  14. Acoustic Neuroma Educational Video

    Medline Plus

    Full Text Available ... Mission, Vision & Values Shop ANA Leadership & Staff Annual Reports Acoustic Neuroma Association 600 Peachtree Parkway Suite 108 ... About ANA Mission, Vision & Values Leadership & Staff Annual Reports Shop ANA Home Learn Educational Video English English ...

  15. Videos, Podcasts and Livechats

    Medline Plus

    Full Text Available ... Search Search What Is It Definition Pediatric Palliative Care Disease Types FAQ Handout for Patients and Families ... For Family Caregivers Glossary Resources Browse our palliative care resources below: Links Videos Podcasts Webinars For the ...

  16. Acoustic Neuroma Educational Video

    Medline Plus

    Full Text Available ... About ANA Mission, Vision & Values Shop ANA Leadership & Staff Annual Reports Acoustic Neuroma Association 600 Peachtree Parkway ... ANAUSA.org About ANA Mission, Vision & Values Leadership & Staff Annual Reports Shop ANA Home Learn Educational Video ...

  17. Acoustic Neuroma Educational Video

    Medline Plus

    Full Text Available ... info@ANAUSA.org About ANA Mission, Vision & Values Leadership & Staff Annual Reports Shop ANA Home Learn Educational Video English English Arabic Catalan Chinese (Simplified) Chinese ( ...

  18. Videos, Podcasts and Livechats

    Medline Plus

    Full Text Available ... to your Doctor Find a Provider Meet the Team Blog Articles & Stories News Resources Links Videos Podcasts ... to your Doctor Find a Provider Meet the Team Blog Articles & Stories News Provider Directory Donate Resources ...

  19. Acoustic Neuroma Educational Video

    Medline Plus

    Full Text Available ... Click to learn more... LOGIN CALENDAR DONATE NEWS Home Learn Back Learn about acoustic neuroma AN Facts ... Vision & Values Leadership & Staff Annual Reports Shop ANA Home Learn Educational Video English English Arabic Catalan Chinese ( ...

  20. Videos, Podcasts and Livechats

    Medline Plus

    Full Text Available ... the Media For Clinicians For Policymakers For Family Caregivers Glossary Menu In this section Links Videos Podcasts ... the Media For Clinicians For Policymakers For Family Caregivers Glossary Resources Browse our palliative care resources below: ...

  1. Augmented video viewing: transforming video consumption into an active experience

    OpenAIRE

    WIJNANTS, Maarten; Leën, Jeroen; QUAX, Peter; LAMOTTE, Wim

    2014-01-01

    Traditional video productions fail to cater to the interactivity standards that the current generation of digitally native customers have become accustomed to. This paper therefore advertises the \\activation" of the video consumption process. In particular, it proposes to enhance HTML5 video playback with interactive features in order to transform video viewing into a dynamic pastime. The objective is to enable the authoring of more captivating and rewarding video experiences for end-users. T...

  2. Deception Detection in Videos

    OpenAIRE

    Wu, Zhe; Singh, Bharat; Davis, Larry S.; Subrahmanian, V. S.

    2017-01-01

    We present a system for covert automated deception detection in real-life courtroom trial videos. We study the importance of different modalities like vision, audio and text for this task. On the vision side, our system uses classifiers trained on low level video features which predict human micro-expressions. We show that predictions of high-level micro-expressions can be used as features for deception prediction. Surprisingly, IDT (Improved Dense Trajectory) features which have been widely ...

  3. Industrial-Strength Streaming Video.

    Science.gov (United States)

    Avgerakis, George; Waring, Becky

    1997-01-01

    Corporate training, financial services, entertainment, and education are among the top applications for streaming video servers, which send video to the desktop without downloading the whole file to the hard disk, saving time and eliminating copyrights questions. Examines streaming video technology, lists ten tips for better net video, and ranks…

  4. NEI You Tube Videos: Amblyopia

    Medline Plus

    Full Text Available ... search for current job openings visit HHS USAJobs Home >> NEI YouTube Videos >> NEI YouTube Videos: Amblyopia Listen NEI YouTube Videos YouTube Videos Home Age-Related Macular Degeneration Amblyopia Animations Blindness Cataract ...

  5. NEI You Tube Videos: Amblyopia

    Medline Plus

    Full Text Available ... Amaurosis Low Vision Refractive Errors Retinopathy of Prematurity Science Spanish Videos Webinars NEI YouTube Videos: Amblyopia Embedded video for NEI YouTube Videos: Amblyopia NEI Home Contact Us A-Z Site Map NEI on Social Media Information in Spanish (Información en español) Website, ...

  6. A Framework for Video Modeling

    NARCIS (Netherlands)

    Petkovic, M.; Jonker, Willem

    In recent years, research in video databases has increased greatly, but relatively little work has been done in the area of semantic content-based retrieval. In this paper, we present a framework for video modelling with emphasis on semantic content of video data. The video data model presented

  7. NEI You Tube Videos: Amblyopia

    Medline Plus

    Full Text Available ... search for current job openings visit HHS USAJobs Home » NEI YouTube Videos » NEI YouTube Videos: Amblyopia Listen NEI YouTube Videos YouTube Videos Home Age-Related Macular Degeneration Amblyopia Animations Blindness Cataract ...

  8. Robust video object cosegmentation.

    Science.gov (United States)

    Wang, Wenguan; Shen, Jianbing; Li, Xuelong; Porikli, Fatih

    2015-10-01

    With ever-increasing volumes of video data, automatic extraction of salient object regions became even more significant for visual analytic solutions. This surge has also opened up opportunities for taking advantage of collective cues encapsulated in multiple videos in a cooperative manner. However, it also brings up major challenges, such as handling of drastic appearance, motion pattern, and pose variations, of foreground objects as well as indiscriminate backgrounds. Here, we present a cosegmentation framework to discover and segment out common object regions across multiple frames and multiple videos in a joint fashion. We incorporate three types of cues, i.e., intraframe saliency, interframe consistency, and across-video similarity into an energy optimization framework that does not make restrictive assumptions on foreground appearance and motion model, and does not require objects to be visible in all frames. We also introduce a spatio-temporal scale-invariant feature transform (SIFT) flow descriptor to integrate across-video correspondence from the conventional SIFT-flow into interframe motion flow from optical flow. This novel spatio-temporal SIFT flow generates reliable estimations of common foregrounds over the entire video data set. Experimental results show that our method outperforms the state-of-the-art on a new extensive data set (ViCoSeg).

  9. Robust Adaptable Video Copy Detection

    DEFF Research Database (Denmark)

    Assent, Ira; Kremer, Hardy

    2009-01-01

    in contrast). Our query processing combines filtering and indexing structures for efficient multistep computation of video copies under this model. We show that our model successfully identifies altered video copies and does so more reliably than existing models.......Video copy detection should be capable of identifying video copies subject to alterations e.g. in video contrast or frame rates. We propose a video copy detection scheme that allows for adaptable detection of videos that are altered temporally (e.g. frame rate change) and/or visually (e.g. change...

  10. Super-quasi-conformal transformation and Schiffer variation on super-Riemann surface

    International Nuclear Information System (INIS)

    Takahasi, Wataru

    1990-01-01

    A set of equations which characterizes the super-Teichmueller deformations is proposed. It is a supersymmetric extension of the Beltrami equation. Relations between the set of equations and the Schiffer variations with the KN bases are discussed. This application of the KN bases shows the powerfulness of the KN theory in the study of super-Riemann surfaces. (author)

  11. Deterministic phase measurements exhibiting super-sensitivity and super-resolution

    DEFF Research Database (Denmark)

    Schäfermeier, Clemens; Ježek, Miroslav; Madsen, Lars S.

    2018-01-01

    Phase super-sensitivity is obtained when the sensitivity in a phase measurement goes beyond the quantum shot noise limit, whereas super-resolution is obtained when the interference fringes in an interferometer are narrower than half the input wavelength. Here we show experimentally that these two...

  12. Super-multiplex vibrational imaging

    Science.gov (United States)

    Wei, Lu; Chen, Zhixing; Shi, Lixue; Long, Rong; Anzalone, Andrew V.; Zhang, Luyuan; Hu, Fanghao; Yuste, Rafael; Cornish, Virginia W.; Min, Wei

    2017-04-01

    potential of this 24-colour (super-multiplex) optical imaging approach for elucidating intricate interactions in complex biological systems.

  13. Experiência de treinamento com Nintendo Wii sobre a funcionalidade, equilíbrio e qualidade de vida de idosas

    Directory of Open Access Journals (Sweden)

    Letícia Aparecida Calderão Sposito

    2013-06-01

    Full Text Available O objetivo desse relato de experiência foi analisar a funcionalidade, equilíbrio e qualidade de vida em duas idosas não institucionalizadas, após serem submetidas a um protocolo de treinamento em Realidade Virtual composto por nove sessões com duração de 50 minutos cada e frequência de três vezes por semana. Para tanto, utilizou-se os jogos do software Wii Fit, bem como o acessório Balance Board do console Nintendo Wii, a partir de um programa de treinamento elaborado fundamentado em diretrizes gerais de agência de saúde, tais como o Colégio Americano de Medicina do Esporte (ASCM. A avaliação da funcionalidade foi realizada com o uso dos Testes de Aptidão Física para Idosos (TAFI, o equilíbrio foi avaliado com a Escala de Berg e a qualidade de vida foi mensurada com o questionário SF-36. Os resultados apontaram melhora nos valores absolutos de todos os testes analisados, permitindo concluir acerca do potencial do programa de treinamento elaborado para a melhora da independência funcional de idosos. Esperamos que este estudo auxilie pesquisadores a dar continuidade à pesquisa e às ações envolvendo o uso do Nintendo Wii como ferramenta assistiva a idosos.

  14. Novel use of the Nintendo Wii board as a measure of reaction time: a study of reproducibility in older and younger adults.

    Science.gov (United States)

    Jorgensen, Martin Gronbech; Paramanathan, Sentha; Ryg, Jesper; Masud, Tahir; Andersen, Stig

    2015-07-10

    Reaction time (RT) has been associated with falls in older adults, but is not routinely tested in clinical practice. A simple, portable, inexpensive and reliable method for measuring RT is desirable for clinical settings. We therefore developed a custom software, which utilizes the portable and low-cost standard Nintendo Wii board (NWB) to record RT. The aims in the study were to (1) explore if the test could differentiate old and young adults, and (2) to study learning effects between test-sessions, and (3) to examine reproducibility. A young (n = 25, age 20-35 years, mean BMI of 22.6) and an old (n = 25, age ≥65 years, mean BMI of 26.3) study-population were enrolled in this within- and between-day reproducibility study. A standard NWB was used along with the custom software to obtain RT from participants in milliseconds. A mixed effect model was initially used to explore systematic differences associated with age, and test-session. Reproducibility was then expressed by Intraclass Correlation Coefficients (ICC), Coefficient of Variance (CV), and Typical Error (TE). The RT tests was able to differentiate the old group from the young group in both the upper extremity test (p Nintendo wii board showed good reproducibility, no or little systematic learning effects across test-sessions, and could differentiate between young and older adults in both upper and lower extremity tests.

  15. Feasibility and Efficacy of the Nintendo Wii Gaming System to Improve Balance Performance Post-Stroke: Protocol of a Phase II Randomized Controlled Trial in an Inpatient Rehabilitation Setting.

    Science.gov (United States)

    Bower, Kelly J; Clark, Ross A; McGinley, Jennifer L; Martin, Clarissa L; Miller, Kimberly J

    2013-04-01

    Balance deficits following stroke are common and debilitating. Commercially available gaming systems, such as the Nintendo(®) (Kyoto, Japan) Wii™, have been widely adopted clinically; however, there is limited evidence supporting their feasibility and efficacy for improving balance performance following stroke. The aim of this trial is to investigate the clinical feasibility and efficacy of using the Nintendo Wii gaming system as an adjunct to standard care to improve balance performance following stroke in an inpatient rehabilitation setting. Thirty participants undergoing inpatient stroke rehabilitation will be recruited into this Phase II, single-blind, randomized controlled trial. Participants will be allocated into a Balance or Upper Limb Group, and both groups will perform activities using the Nintendo Wii in addition to their standard care. Participants will attend three 45-minute sessions per week, for a minimum of 2 and a maximum of 4 weeks. The main focus of the study is to investigate the feasibility of the intervention protocol. This will be evaluated through recruitment, retention, adherence, acceptability, and safety. The Step Test and Functional Reach Test will be the primary efficacy outcomes. Secondary outcomes will include force platform, mobility, and upper limb measures. Assessments will occur at baseline, 2 weeks, and 4 weeks after study entry. To the authors' knowledge, this will be the largest randomized clinical trial to investigate the feasibility and efficacy of the Nintendo Wii gaming system for improving balance performance in a stroke population. The results will inform the design of a Phase III multicenter trial.

  16. SuperAGILE Services at ASDC

    International Nuclear Information System (INIS)

    Preger, B.; Verrecchia, F.; Pittori, C.; Antonelli, L. A.; Giommi, P.; Lazzarotto, F.; Evangelista, Y.

    2008-01-01

    The Italian Space Agency Science Data Center (ASDC) is a facility with several responsibilities including support to all the ASI scientific missions as for management and archival of the data, acting as the interface between ASI and the scientific community and providing on-line access to the data hosted. In this poster we describe the services that ASDC provides for SuperAGILE, in particular the ASDC public web pages devoted to the dissemination of SuperAGILE scientific results. SuperAGILE is the X-Ray imager onboard the AGILE mission, and provides the scientific community with orbit-by-orbit information on the observed sources. Crucial source information including position and flux in chosen energy bands will be reported in the SuperAGILE public web page at ASDC. Given their particular interest, another web page will be dedicated entirely to GRBs and other transients, where new event alerts will be notified and where users will find all the available informations on the GRBs detected by SuperAGILE

  17. Learning from errors in super-resolution.

    Science.gov (United States)

    Tang, Yi; Yuan, Yuan

    2014-11-01

    A novel framework of learning-based super-resolution is proposed by employing the process of learning from the estimation errors. The estimation errors generated by different learning-based super-resolution algorithms are statistically shown to be sparse and uncertain. The sparsity of the estimation errors means most of estimation errors are small enough. The uncertainty of the estimation errors means the location of the pixel with larger estimation error is random. Noticing the prior information about the estimation errors, a nonlinear boosting process of learning from these estimation errors is introduced into the general framework of the learning-based super-resolution. Within the novel framework of super-resolution, a low-rank decomposition technique is used to share the information of different super-resolution estimations and to remove the sparse estimation errors from different learning algorithms or training samples. The experimental results show the effectiveness and the efficiency of the proposed framework in enhancing the performance of different learning-based algorithms.

  18. Wii-based interactive video games as a supplement to conventional therapy for rehabilitation of children with cerebral palsy: A pilot, randomized controlled trial.

    Science.gov (United States)

    Sajan, Jane Elizabeth; John, Judy Ann; Grace, Pearlin; Sabu, Sneha Sara; Tharion, George

    2017-08-01

    To assess the effect of interactive video gaming (IVG) with Nintendo Wii (Wii) supplemented to conventional therapy in rehabilitation of children with cerebral palsy (CP). Randomized, controlled, assessor-blinded study. Children with CP; 10 children each in the control and intervention groups. IVG using Wii, given as a supplement to conventional therapy, for 45 min per day, 6 days a week for 3 weeks. The children in the control group received conventional therapy alone. Posture control and balance, upper limb function, visual-perceptual skills, and functional mobility. Significant improvement in upper limb functions was seen in the intervention group but not in the control group. Improvements in balance, visual perception, and functional mobility were not significantly different between control and intervention groups. Wii-based IVG may be offered as an effective supplement to conventional therapy in the rehabilitation of children with CP.

  19. Content-based video retrieval by example video clip

    Science.gov (United States)

    Dimitrova, Nevenka; Abdel-Mottaleb, Mohamed

    1997-01-01

    This paper presents a novel approach for video retrieval from a large archive of MPEG or Motion JPEG compressed video clips. We introduce a retrieval algorithm that takes a video clip as a query and searches the database for clips with similar contents. Video clips are characterized by a sequence of representative frame signatures, which are constructed from DC coefficients and motion information (`DC+M' signatures). The similarity between two video clips is determined by using their respective signatures. This method facilitates retrieval of clips for the purpose of video editing, broadcast news retrieval, or copyright violation detection.

  20. VideoSET: Video Summary Evaluation through Text

    OpenAIRE

    Yeung, Serena; Fathi, Alireza; Fei-Fei, Li

    2014-01-01

    In this paper we present VideoSET, a method for Video Summary Evaluation through Text that can evaluate how well a video summary is able to retain the semantic information contained in its original video. We observe that semantics is most easily expressed in words, and develop a text-based approach for the evaluation. Given a video summary, a text representation of the video summary is first generated, and an NLP-based metric is then used to measure its semantic distance to ground-truth text ...

  1. The effects of Nintendo Wii(TM)-based balance and upper extremity training on activities of daily living and quality of life in patients with sub-acute stroke: a randomized controlled study.

    Science.gov (United States)

    Şimşek, Tülay Tarsuslu; Çekok, Kübra

    2016-12-01

    The aim of this study was to investigate the effects of Nintendo Wii(TM)-based balance and upper extremity training on activities of daily living and quality of life in patients with subacute stroke. 42 adults with stroke (mean age (SD) = 58.04 (16.56) years and mean time since stroke (SD) = (55.2 ± 22.02 days (∼8 weeks)) were included in the study. Participants were enrolled from the rehabilitation department of a medical center (a single inpatient rehabilitation facility). Participants were randomly assigned to Nintendo Wii group (n = 20) or Bobath neurodevelopmental treatment (NDT) (n = 22). The treatments were applied for 10 weeks (45-60 minutes/day, 3 days/week) for both of two groups. Nintendo Wii group used five games selected from the Wii sports and Wii Fit packages for upper limb and balance training, respectively. The patients in Bobath NDT group were applied a therapy program included upper extremity activites, strength, balance gait and functional training. The functional independence in daily life activities and health-related quality of life was assessed with Functional Independence Measure (FIM) and Nottingham Health Profile (NHP), respectively. Participant's treatment satisfaction was recorded by using Visual Analogue Scale. A second evaluation (FIM and NHP) occurred after 10 weeks at the end of rehabilitative treatment (post-training). Treatment satisfaction was measured after 10 sessions. There were significant difference between FIM and NHP values in NDT and Nintendo Wii group (p 0.05). The patients in Nintendo Wii group were detected to be better satisfied from the therapy (p Bobath NDT on daily living functions and quality of life in subacute stroke patients.

  2. Deep video deblurring

    KAUST Repository

    Su, Shuochen

    2016-11-25

    Motion blur from camera shake is a major problem in videos captured by hand-held devices. Unlike single-image deblurring, video-based approaches can take advantage of the abundant information that exists across neighboring frames. As a result the best performing methods rely on aligning nearby frames. However, aligning images is a computationally expensive and fragile procedure, and methods that aggregate information must therefore be able to identify which regions have been accurately aligned and which have not, a task which requires high level scene understanding. In this work, we introduce a deep learning solution to video deblurring, where a CNN is trained end-to-end to learn how to accumulate information across frames. To train this network, we collected a dataset of real videos recorded with a high framerate camera, which we use to generate synthetic motion blur for supervision. We show that the features learned from this dataset extend to deblurring motion blur that arises due to camera shake in a wide range of videos, and compare the quality of results to a number of other baselines.

  3. Pinching parameters for open (super) strings

    Science.gov (United States)

    Playle, Sam; Sciuto, Stefano

    2018-02-01

    We present an approach to the parametrization of (super) Schottky space obtained by sewing together three-punctured discs with strips. Different cubic ribbon graphs classify distinct sets of pinching parameters; we show how they are mapped onto each other. The parametrization is particularly well-suited to describing the region within (super) moduli space where open bosonic or Neveu-Schwarz string propagators become very long and thin, which dominates the IR behaviour of string theories. We show how worldsheet objects such as the Green's function converge to graph theoretic objects such as the Symanzik polynomials in the α ' → 0 limit, allowing us to see how string theory reproduces the sum over Feynman graphs. The (super) string measure takes on a simple and elegant form when expressed in terms of these parameters.

  4. Stacked generalization: an introduction to super learning.

    Science.gov (United States)

    Naimi, Ashley I; Balzer, Laura B

    2018-04-10

    Stacked generalization is an ensemble method that allows researchers to combine several different prediction algorithms into one. Since its introduction in the early 1990s, the method has evolved several times into a host of methods among which is the "Super Learner". Super Learner uses V-fold cross-validation to build the optimal weighted combination of predictions from a library of candidate algorithms. Optimality is defined by a user-specified objective function, such as minimizing mean squared error or maximizing the area under the receiver operating characteristic curve. Although relatively simple in nature, use of Super Learner by epidemiologists has been hampered by limitations in understanding conceptual and technical details. We work step-by-step through two examples to illustrate concepts and address common concerns.

  5. Finding and Improving the Key-Frames of Long Video Sequences for Face Recognition

    DEFF Research Database (Denmark)

    Nasrollahi, Kamal; Moeslund, Thomas B.

    2010-01-01

    Face recognition systems are very sensitive to the quality and resolution of their input face images. This makes such systems unreliable when working with long surveillance video sequences without employing some selection and enhancement algorithms. On the other hand, processing all the frames...... of such video sequences by any enhancement or even face recognition algorithm is demanding. Thus, there is a need for a mechanism to summarize the input video sequence to a set of key-frames and then applying an enhancement algorithm to this subset. This paper presents a system doing exactly this. The system...... uses face quality assessment to select the key-frames and a hybrid super-resolution to enhance the face image quality. The suggested system that employs a linear associator face recognizer to evaluate the enhanced results has been tested on real surveillance video sequences and the experimental results...

  6. Brains on video games.

    Science.gov (United States)

    Bavelier, Daphne; Green, C Shawn; Han, Doug Hyun; Renshaw, Perry F; Merzenich, Michael M; Gentile, Douglas A

    2011-11-18

    The popular press is replete with stories about the effects of video and computer games on the brain. Sensationalist headlines claiming that video games 'damage the brain' or 'boost brain power' do not do justice to the complexities and limitations of the studies involved, and create a confusing overall picture about the effects of gaming on the brain. Here, six experts in the field shed light on our current understanding of the positive and negative ways in which playing video games can affect cognition and behaviour, and explain how this knowledge can be harnessed for educational and rehabilitation purposes. As research in this area is still in its early days, the contributors of this Viewpoint also discuss several issues and challenges that should be addressed to move the field forward.

  7. Super-Laplacians and their symmetries

    International Nuclear Information System (INIS)

    Howe, P.S.; Lindström, University

    2017-01-01

    A super-Laplacian is a set of differential operators in superspace whose highest-dimensional component is given by the spacetime Laplacian. Symmetries of super-Laplacians are given by linear differential operators of arbitrary finite degree and are determined by superconformal Killing tensors. We investigate these in flat superspaces. The differential operators determining the symmetries give rise to algebras which can be identified in many cases with the tensor algebras of the relevant superconformal Lie algebras modulo certain ideals. They have applications to Higher Spin theories.

  8. Super-Laplacians and their symmetries

    Energy Technology Data Exchange (ETDEWEB)

    Howe, P.S. [Department of Mathematics, King’s College London,The Strand, London, WC2R 2LS (United Kingdom); Lindström, University [Department of Physics and Astronomy, Theoretical Physics, Uppsala University,Uppsala, SE-751 20 (Sweden); Theoretical Physics, Imperial College London,Prince Consort Road, London, SW7 2AZ (United Kingdom)

    2017-05-22

    A super-Laplacian is a set of differential operators in superspace whose highest-dimensional component is given by the spacetime Laplacian. Symmetries of super-Laplacians are given by linear differential operators of arbitrary finite degree and are determined by superconformal Killing tensors. We investigate these in flat superspaces. The differential operators determining the symmetries give rise to algebras which can be identified in many cases with the tensor algebras of the relevant superconformal Lie algebras modulo certain ideals. They have applications to Higher Spin theories.

  9. Acoustic Design of Super-light Structures

    DEFF Research Database (Denmark)

    Christensen, Jacob Ellehauge; Hertz, Kristian Dahl; Brunskog, Jonas

    in a controlled laboratory environment have been conducted with the element in order to evaluate its performance in airborne and impact sound insulation. These results have been employed in simulations of the flanking transmission to estimate the in-situ performance of the super-light slab element. The flanking...... aggregate (leca) along with a newly developed technology called pearl-chain reinforcement, which is a system for post-tensioning. Here, it is shown how to combine these technologies within a precast super-light slab element, while honoring the requirements of a holistic design. Acoustic experiments...

  10. Super-preshowers (DPG-Fruehjahrstagung 2016)

    Energy Technology Data Exchange (ETDEWEB)

    Kaeaepae, Alex [Bergische Universitaet Wuppertal, Gaussstr. 20, 42119 Wuppertal (Germany); Collaboration: Pierre-Auger-Collaboration

    2016-07-01

    Based on the current data from the Pierre Auger Observatory, no evidence of cosmic ray photon primaries has been found. However, photon primaries could induce so-called ''super-preshowers'', which have not been considered sofar, but are a promising candidate for explaining the ''composition puzzle'' at ultra-high energies. In this presentation, possible super-preshower processes are examined, and their effects on important Auger parameters, such as the energy deposit and muon production, are studied via simulations.

  11. KML Super Overlay to WMS Translator

    Science.gov (United States)

    Plesea, Lucian

    2007-01-01

    This translator is a server-based application that automatically generates KML super overlay configuration files required by Google Earth for map data access via the Open Geospatial Consortium WMS (Web Map Service) standard. The translator uses a set of URL parameters that mirror the WMS parameters as much as possible, and it also can generate a super overlay subdivision of any given area that is only loaded when needed, enabling very large areas of coverage at very high resolutions. It can make almost any dataset available as a WMS service visible and usable in any KML application, without the need to reformat the data.

  12. Super ACO FEL oscillation at 300 nm

    CERN Document Server

    Nutarelli, D; Renault, E; Nahon, L; Couprie, Marie Emmanuelle

    2000-01-01

    Some recent improvements, involving both the optical cavity mirrors and the positron beam dynamics in the storage ring, have allowed us to achieve a laser oscillation at 300 nm on the Super ACO Storage Ring FEL. The Super ACO storage ring is operated at 800 MeV which is the nominal energy for the usual synchrotron radiation users, and the highest energy for a storage ring FEL. The lasing at 300 nm could be kept during 2 h per injection, with a stored current ranging between 30 and 60 mA. The FEL characteristics are presented here. The longitudinal stability and the FEL optics behaviour are also discussed.

  13. Covariant super reggeon calculus for superstrings

    International Nuclear Information System (INIS)

    Petersen, J.L.; Sidenius, J.R.; Tollsten, A.K.

    1988-07-01

    A previously developed formalism for the bosonic string is extended to the Neveu-Schwarz-Ramond string using 2-d superspace techniques throughout. 3-string vertices for NS- and R-strings are constructed, sewing rules developed, and the technique of quasi-superconformal modes is set up for constructing the measure on super moduli space. Symmetries, such as superconformal invariance and BRST-invariance, are guaranteed ab initio. Picture changing and bosonization are avoided. Examples are given. The formalism should allow a superstring loop calculus based on supermoduli. Results concerning the ensuing super-Schottky description are given. (orig.)

  14. Wii, Kinect, and Move. Heart Rate, Oxygen Consumption, Energy Expenditure, and Ventilation due to Different Physically Active Video Game Systems in College Students.

    Science.gov (United States)

    Scheer, Krista S; Siebrant, Sarah M; Brown, Gregory A; Shaw, Brandon S; Shaw, Ina

    Nintendo Wii, Sony Playstation Move , and Microsoft XBOX Kinect are home video gaming systems that involve player movement to control on-screen game play. Numerous investigations have demonstrated that playing Wii is moderate physical activity at best, but Move and Kinect have not been as thoroughly investigated. The purpose of this study was to compare heart rate, oxygen consumption, and ventilation while playing the games Wii Boxing, Kinect Boxing, and Move Gladiatorial Combat. Heart rate, oxygen consumption, and ventilation were measured at rest and during a graded exercise test in 10 males and 9 females (19.8 ± 0.33 y, 175.4 ± 2.0 cm, 80.2 ± 7.7 kg,). On another day, in a randomized order, the participants played Wii Boxing, K inect Boxing, and Move Gladiatorial Combat while heart rate, ventilation, and oxygen consumption were measured. There were no differences in heart rate (116.0 ± 18.3 vs. 119.3 ± 17.6 vs. 120.1 ± 17.6 beats/min), oxygen consumption (9.2 ± 3.0 vs. 10.6 ± 2.4 vs. 9.6 ± 2.4 ml/kg/min), or minute ventilation (18.9 ± 5.7 vs. 20.8 ± 8.0 vs. 19.7 ± 6.4 L/min) when playing Wii boxing, Kinect boxing, or Move Gladiatorial Combat (respectively). Playing Nintendo Wii Boxing, XBOX Kinect Boxing, and Sony PlayStation Move Gladiatorial Combat all increase heart rate, oxygen consumption, and ventilation above resting levels but there were no significant differences between gaming systems. Overall, playing a "physically active" home video game system does not meet the minimal threshold for moderate intensity physical activity, regardless of gaming system.

  15. Playing Super Mario 64 increases hippocampal grey matter in older adults.

    Directory of Open Access Journals (Sweden)

    Greg L West

    Full Text Available Maintaining grey matter within the hippocampus is important for healthy cognition. Playing 3D-platform video games has previously been shown to promote grey matter in the hippocampus in younger adults. In the current study, we tested the impact of 3D-platform video game training (i.e., Super Mario 64 on grey matter in the hippocampus, cerebellum, and the dorsolateral prefrontal cortex (DLPFC of older adults. Older adults who were 55 to 75 years of age were randomized into three groups. The video game experimental group (VID; n = 8 engaged in a 3D-platform video game training over a period of 6 months. Additionally, an active control group took a series of self-directed, computerized music (piano lessons (MUS; n = 12, while a no-contact control group did not engage in any intervention (CON; n = 13. After training, a within-subject increase in grey matter within the hippocampus was significant only in the VID training group, replicating results observed in younger adults. Active control MUS training did, however, lead to a within-subject increase in the DLPFC, while both the VID and MUS training produced growth in the cerebellum. In contrast, the CON group displayed significant grey matter loss in the hippocampus, cerebellum and the DLPFC.

  16. Playing Super Mario 64 increases hippocampal grey matter in older adults.

    Science.gov (United States)

    West, Greg L; Zendel, Benjamin Rich; Konishi, Kyoko; Benady-Chorney, Jessica; Bohbot, Veronique D; Peretz, Isabelle; Belleville, Sylvie

    2017-01-01

    Maintaining grey matter within the hippocampus is important for healthy cognition. Playing 3D-platform video games has previously been shown to promote grey matter in the hippocampus in younger adults. In the current study, we tested the impact of 3D-platform video game training (i.e., Super Mario 64) on grey matter in the hippocampus, cerebellum, and the dorsolateral prefrontal cortex (DLPFC) of older adults. Older adults who were 55 to 75 years of age were randomized into three groups. The video game experimental group (VID; n = 8) engaged in a 3D-platform video game training over a period of 6 months. Additionally, an active control group took a series of self-directed, computerized music (piano) lessons (MUS; n = 12), while a no-contact control group did not engage in any intervention (CON; n = 13). After training, a within-subject increase in grey matter within the hippocampus was significant only in the VID training group, replicating results observed in younger adults. Active control MUS training did, however, lead to a within-subject increase in the DLPFC, while both the VID and MUS training produced growth in the cerebellum. In contrast, the CON group displayed significant grey matter loss in the hippocampus, cerebellum and the DLPFC.

  17. Is Nintendo Wii an Effective Intervention for Individuals With Stroke? A Systematic Review and Meta-Analysis.

    Science.gov (United States)

    Cheok, Gary; Tan, Dawn; Low, Aiying; Hewitt, Jonathan

    2015-11-01

    To investigate the effectiveness of Nintendo Wii compared with no intervention or other exercise interventions in the rehabilitation of adults with stroke. Seven electronic databases were systematically searched to source for full-text studies published in peer-reviewed journals up to July 2014. Hand searches of reference lists were performed. Randomized controlled trials (RCTs) comparing Wii with no intervention or other exercise interventions, in patients with stroke, were selected. Methodological quality was assessed by 2 independent reviewers. Data pertaining to participants, interventions, outcomes, and clinical effectiveness were independently extracted by 2 reviewers using a standardized form and compared for accuracy. We calculated mean or standardized mean differences for analysis of continuous variables. Risk ratios were derived and 95% confidence intervals (CIs) calculated. Six studies were included. Three trials (64 participants) compared Wii and conventional rehabilitation versus conventional rehabilitation alone. Three trials (102 participants) compared Wii with other exercise interventions. The addition of Wii to conventional rehabilitation resulted in significant mean differences in favor of additional Wii compared with standard care for Timed Up and Go test (TUG) (0.81 points, CI 0.29-1.33, P = .002), but not for other mobility and functional outcomes: Functional Independence Measure (FIM) score (0.45, CI -0.21-1.11, P = .18), Berg Balance Score (-0.64, CI -3.66-2.39, P = .68), anteroposterior postural sway (0.23, CI -0.38-0.84, P = .46). No serious adverse events were reported, and when Wii was compared with exercise alone, we demonstrated a decreased risk of participants dropping out of follow-up (RR 0.40, CI 0.20-0.78, P = .007). The addition of Wii gaming to conventional rehabilitation in patients with chronic stroke significantly improved performance in TUG and not in the other physical measures. The pooled effect was small and not beyond the

  18. Field assessment of balance in 10 to 14 year old children, reproducibility and validity of the Nintendo Wii board.

    Science.gov (United States)

    Larsen, Lisbeth Runge; Jørgensen, Martin Grønbech; Junge, Tina; Juul-Kristensen, Birgit; Wedderkopp, Niels

    2014-06-10

    Because body proportions in childhood are different to those in adulthood, children have a relatively higher centre of mass location. This biomechanical difference and the fact that children's movements have not yet fully matured result in different sway performances in children and adults. When assessing static balance, it is essential to use objective, sensitive tools, and these types of measurement have previously been performed in laboratory settings. However, the emergence of technologies like the Nintendo Wii Board (NWB) might allow balance assessment in field settings. As the NWB has only been validated and tested for reproducibility in adults, the purpose of this study was to examine reproducibility and validity of the NWB in a field setting, in a population of children. Fifty-four 10-14 year-olds from the CHAMPS-Study DK performed four different balance tests: bilateral stance with eyes open (1), unilateral stance on dominant (2) and non-dominant leg (3) with eyes open, and bilateral stance with eyes closed (4). Three rounds of the four tests were completed with the NWB and with a force platform (AMTI). To assess reproducibility, an intra-day test-retest design was applied with a two-hour break between sessions. Bland-Altman plots supplemented by Minimum Detectable Change (MDC) and concordance correlation coefficient (CCC) demonstrated satisfactory reproducibility for the NWB and the AMTI (MDC: 26.3-28.2%, CCC: 0.76-0.86) using Centre Of Pressure path Length as measurement parameter. Bland-Altman plots demonstrated satisfactory concurrent validity between the NWB and the AMTI, supplemented by satisfactory CCC in all tests (CCC: 0.74-0.87). The ranges of the limits of agreement in the validity study were comparable to the limits of agreement of the reproducibility study. Both NWB and AMTI have satisfactory reproducibility for testing static balance in a population of children. Concurrent validity of NWB compared with AMTI was satisfactory. Furthermore, the

  19. Evaluation of Nintendo Wii Balance Board as a Tool for Measuring Postural Stability After Sport-Related Concussion.

    Science.gov (United States)

    Merchant-Borna, Kian; Jones, Courtney Marie Cora; Janigro, Mattia; Wasserman, Erin B; Clark, Ross A; Bazarian, Jeffrey J

    2017-03-01

    Recent changes to postconcussion guidelines indicate that postural-stability assessment may augment traditional neurocognitive testing when making return-to-participation decisions. The Balance Error Scoring System (BESS) has been proposed as 1 measure of balance assessment. A new, freely available software program to accompany the Nintendo Wii Balance Board (WBB) system has recently been developed but has not been tested in concussed patients. To evaluate the feasibility of using the WBB to assess postural stability across 3 time points (baseline and postconcussion days 3 and 7) and to assess concurrent and convergent validity of the WBB with other traditional measures (BESS and Immediate Post-Concussion Assessment and Cognitive Test [ImPACT] battery) of assessing concussion recovery. Cohort study. Athletic training room and collegiate sports arena. We collected preseason baseline data from 403 National Collegiate Athletic Association Division I and III student-athletes participating in contact sports and studied 19 participants (age = 19.2 ± 1.2 years, height = 177.7 ± 8.0 cm, mass = 75.3 ± 16.6 kg, time from baseline to day 3 postconcussion = 27.1 ± 36.6 weeks) who sustained concussions. We assessed balance using single-legged and double-legged stances for both the BESS and WBB, focusing on the double-legged, eyes-closed stance for the WBB, and used ImPACT to assess neurocognition at 3 time points. Descriptive statistics were used to characterize the sample. Mean differences and Spearman rank correlation coefficients were used to determine differences within and between metrics over the 3 time points. Individual-level changes over time were also assessed graphically. The WBB demonstrated mean changes between baseline and day 3 postconcussion and between days 3 and 7 postconcussion. It was correlated with the BESS and ImPACT for several measures and identified 2 cases of abnormal balance postconcussion that would not have been identified via the BESS. When

  20. Video-based rendering

    CERN Document Server

    Magnor, Marcus A

    2005-01-01

    Driven by consumer-market applications that enjoy steadily increasing economic importance, graphics hardware and rendering algorithms are a central focus of computer graphics research. Video-based rendering is an approach that aims to overcome the current bottleneck in the time-consuming modeling process and has applications in areas such as computer games, special effects, and interactive TV. This book offers an in-depth introduction to video-based rendering, a rapidly developing new interdisciplinary topic employing techniques from computer graphics, computer vision, and telecommunication en

  1. CERN Video News

    CERN Document Server

    2003-01-01

    From Monday you can see on the web the new edition of CERN's Video News. Thanks to a collaboration between the audiovisual teams at CERN and Fermilab, you can see a report made by the American laboratory. The clip concerns the LHC magnets that are being constructed at Fermilab. Also in the programme: the spectacular rotation of one of the ATLAS coils, the arrival at CERN of the first American magnet made at Brookhaven, the story of the discovery 20 years ago of the W and Z bosons at CERN. http://www.cern.ch/video or Bulletin web page.

  2. Contextual analysis of videos

    CERN Document Server

    Thida, Myo; Monekosso, Dorothy

    2013-01-01

    Video context analysis is an active and vibrant research area, which provides means for extracting, analyzing and understanding behavior of a single target and multiple targets. Over the last few decades, computer vision researchers have been working to improve the accuracy and robustness of algorithms to analyse the context of a video automatically. In general, the research work in this area can be categorized into three major topics: 1) counting number of people in the scene 2) tracking individuals in a crowd and 3) understanding behavior of a single target or multiple targets in the scene.

  3. CS Seminar Videos

    OpenAIRE

    Ong, Derek; Tona, Glen; Gibb, Kyle; Parbadia, Sivani

    2013-01-01

    Main site for our project can be found at this URL: http://vtechworks.lib.vt.edu/handle/10919/19036. From here you can find videos of all the CS seminars and distinguished lectures given this semester. Each video has its own abstract and description. The files attached in this section are a final report in both raw Word Document and archival PDF formats and a presentation in both raw Powerpoint and archival PDF formats. Computer Science seminars are a very educational and interesting as...

  4. Video library for video imaging detection at intersection stop lines.

    Science.gov (United States)

    2010-04-01

    The objective of this activity was to record video that could be used for controlled : evaluation of video image vehicle detection system (VIVDS) products and software upgrades to : existing products based on a list of conditions that might be diffic...

  5. On the monodromy group for the super Schwarzian differential equation

    International Nuclear Information System (INIS)

    Uehara, Shozo; Yasui, Yukinori.

    1991-03-01

    We calculate the first variation of the monodromy group associated with a super Schwarzian differential equation. The relation between the monodromy period and the Fenchel-Nielsen deformation of a super Riemann surface is presented. (author)

  6. METs in adults while playing active video games: a metabolic chamber study.

    Science.gov (United States)

    Miyachi, Motohiko; Yamamoto, Kenta; Ohkawara, Kazunori; Tanaka, Shigeho

    2010-06-01

    Active video game systems controlled through arm gestures and motions (Nintendo Wii Sports) and video games controlled through force plate (Wii Fit Plus) are becoming increasingly popular. This study was performed to determine the energy expenditure (EE) during Wii Fit Plus and Wii Sports game activities. Twelve adult men and women performed all the activities of Wii Sports (five activities: golf, bowling, tennis, baseball, and boxing) and Wii Fit Plus (63 activities classified as yoga, resistance, balance, and aerobic exercises). Each activity was continued for at least 8 min to obtain a steady-state EE. Because EE was assessed in an open-circuit indirect metabolic chamber consisting of an airtight room (20,000 or 15,000 L), subjects were freed of apparatus to collect expired gas while playing the games. MET value was calculated from resting EE and steady-state EE during activity. The mean MET values of all 68 activities were distributed over a wide range from 1.3 METs (Lotus Focus) to 5.6 METs (single-arm stand). The mean MET values in yoga, balance, resistance, and aerobic exercise of Wii Fit Plus and Wii Sports were 2.1, 2.0, 3.2, 3.4, and 3.0 METs, respectively. Forty-six activities (67%) were classified as light intensity (6.0 METs). Time spent playing one-third of the activities supplied by motion- and gesture-controlled video games can count toward the daily amount of exercise required according to the guidelines provided by the American College of Sports Medicine and the American Heart Association, which focus on 30 min of moderate-intensity daily physical activity 5 d x wk(-1).

  7. Perancangan dan Pengembangan Permainan “Super Sigi” Menggunakan Stencyl Sebagai Media Pengenalan Menyikat Gigi

    Directory of Open Access Journals (Sweden)

    Yusnia Alfi Syahrin

    2015-01-01

    Full Text Available To maintain and preserve healthy teeth is very important to prevent damage inflicted due to ignore. The introduction for maintaining and preserving the healthy teeth since early seems necessary because the damage of teeth which allowed too long would be bad for children later. The introduction about healthy teeth care for children also can use the role of technology nowadays like multimedia. Based on those things, there is an idea to design and build a game application for helping that issue. Through this “Super Sigi” game, hopefully become an instrumentality of a healthy teeth care introduction especially of brushing the teeth for children. The “Super Sigi” game is made from Stencyl. Stencyl is a toolkit for creating 2D video games that will run on many different mobile and desktop devices. This game developed by the method of Multimedia Development Life Cycle (MDLC that consists of concept, design, collecting material, assembly, and distribution. The result of this research is a “Super Sigi” game application that can be a utility for children containing an introduction about how to care the teeth. Based on the black-box testing, the whole function of the menu that is in the game has successfully and run according to each function.

  8. The LivePhoto Physics videos and video analysis site

    Science.gov (United States)

    Abbott, David

    2009-09-01

    The LivePhoto site is similar to an archive of short films for video analysis. Some videos have Flash tools for analyzing the video embedded in the movie. Most of the videos address mechanics topics with titles like Rolling Pencil (check this one out for pedagogy and content knowledge—nicely done!), Juggler, Yo-yo, Puck and Bar (this one is an inelastic collision with rotation), but there are a few titles in other areas (E&M, waves, thermo, etc.).

  9. Multi-Task Video Captioning with Video and Entailment Generation

    OpenAIRE

    Pasunuru, Ramakanth; Bansal, Mohit

    2017-01-01

    Video captioning, the task of describing the content of a video, has seen some promising improvements in recent years with sequence-to-sequence models, but accurately learning the temporal and logical dynamics involved in the task still remains a challenge, especially given the lack of sufficient annotated data. We improve video captioning by sharing knowledge with two related directed-generation tasks: a temporally-directed unsupervised video prediction task to learn richer context-aware vid...

  10. Innovative Solution to Video Enhancement

    Science.gov (United States)

    2001-01-01

    Through a licensing agreement, Intergraph Government Solutions adapted a technology originally developed at NASA's Marshall Space Flight Center for enhanced video imaging by developing its Video Analyst(TM) System. Marshall's scientists developed the Video Image Stabilization and Registration (VISAR) technology to help FBI agents analyze video footage of the deadly 1996 Olympic Summer Games bombing in Atlanta, Georgia. VISAR technology enhanced nighttime videotapes made with hand-held camcorders, revealing important details about the explosion. Intergraph's Video Analyst System is a simple, effective, and affordable tool for video enhancement and analysis. The benefits associated with the Video Analyst System include support of full-resolution digital video, frame-by-frame analysis, and the ability to store analog video in digital format. Up to 12 hours of digital video can be stored and maintained for reliable footage analysis. The system also includes state-of-the-art features such as stabilization, image enhancement, and convolution to help improve the visibility of subjects in the video without altering underlying footage. Adaptable to many uses, Intergraph#s Video Analyst System meets the stringent demands of the law enforcement industry in the areas of surveillance, crime scene footage, sting operations, and dash-mounted video cameras.

  11. Motivating Calculus-Based Kinematics Instruction with Super Mario Bros

    Science.gov (United States)

    Nordine, Jeffrey C.

    2011-09-01

    High-quality physics instruction is contextualized, motivates students to learn, and represents the discipline as a way of investigating the world rather than as a collection of facts and equations. Inquiry-oriented pedagogy, such as problem-based instruction, holds great promise for both teaching physics content and representing the process of doing real science.2 A challenge for physics teachers is to find instructional contexts that are meaningful, accessible, and motivating for students. Today's students are spending a growing fraction of their lives interacting with virtual environments, and these environments—physically realistic or not—can provide valuable contexts for physics explorations3-5 and lead to thoughtful discussions about decisions that programmers make when designing virtual environments. In this article, I describe a problem-based approach to calculus-based kinematics instruction that contextualizes students' learning within the Super Mario Bros. video game—a game that is more than 20 years old, but still remarkably popular with today's high school and college students.

  12. Guerrilla Video: A New Protocol for Producing Classroom Video

    Science.gov (United States)

    Fadde, Peter; Rich, Peter

    2010-01-01

    Contemporary changes in pedagogy point to the need for a higher level of video production value in most classroom video, replacing the default video protocol of an unattended camera in the back of the classroom. The rich and complex environment of today's classroom can be captured more fully using the higher level, but still easily manageable,…

  13. Streaming Video--The Wave of the Video Future!

    Science.gov (United States)

    Brown, Laura

    2004-01-01

    Videos and DVDs give the teachers more flexibility than slide projectors, filmstrips, and 16mm films but teachers and students are excited about a new technology called streaming. Streaming allows the educators to view videos on demand via the Internet, which works through the transfer of digital media like video, and voice data that is received…

  14. Is Quantum Gravity a Super-Quantum Theory?

    OpenAIRE

    Chang, Lay Nam; Lewis, Zachary; Minic, Djordje; Takeuchi, Tatsu

    2013-01-01

    We argue that quantum gravity should be a super-quantum theory, that is, a theory whose non-local correlations are stronger than those of canonical quantum theory. As a super-quantum theory, quantum gravity should display distinct experimentally observable super-correlations of entangled stringy states.

  15. Video Vectorization via Tetrahedral Remeshing.

    Science.gov (United States)

    Wang, Chuan; Zhu, Jie; Guo, Yanwen; Wang, Wenping

    2017-02-09

    We present a video vectorization method that generates a video in vector representation from an input video in raster representation. A vector-based video representation offers the benefits of vector graphics, such as compactness and scalability. The vector video we generate is represented by a simplified tetrahedral control mesh over the spatial-temporal video volume, with color attributes defined at the mesh vertices. We present novel techniques for simplification and subdivision of a tetrahedral mesh to achieve high simplification ratio while preserving features and ensuring color fidelity. From an input raster video, our method is capable of generating a compact video in vector representation that allows a faithful reconstruction with low reconstruction errors.

  16. Video Pedagogy as Political Activity.

    Science.gov (United States)

    Higgins, John W.

    1991-01-01

    Asserts that the education of students in the technology of video and audio production is a political act. Discusses the structure and style of production, and the ideologies and values contained therein. Offers alternative approaches to critical video pedagogy. (PRA)

  17. Rheumatoid Arthritis Educational Video Series

    Medline Plus

    Full Text Available ... will allow you to take a more active role in your care. The information in these videos ... Stategies to Increase your Level of Physical Activity Role of Body Weight in Osteoarthritis Educational Videos for ...

  18. NEI You Tube Videos: Amblyopia

    Medline Plus

    Full Text Available ... Eye Disease Dilated Eye Exam Dry Eye For Kids Glaucoma Healthy Vision Tips Leber Congenital Amaurosis Low Vision Refractive Errors Retinopathy of Prematurity Science Spanish Videos Webinars NEI YouTube Videos: Amblyopia Embedded ...

  19. Rheumatoid Arthritis Educational Video Series

    Medline Plus

    Full Text Available ... of Body Weight in Osteoarthritis Educational Videos for Patients Rheumatoid Arthritis Educational Video Series Psoriatic Arthritis 101 ... Patient to an Adult Rheumatologist Drug Information for Patients Arthritis Drug Information Sheets Benefits and Risks of ...

  20. Talking Video in 'Everyday Life'

    DEFF Research Database (Denmark)

    McIlvenny, Paul

    For better or worse, video technologies have made their way into many domains of social life, for example in the domain of therapeutics. Techniques such as Marte Meo, Video Interaction Guidance (ViG), Video-Enhanced Reflection on Communication, Video Home Training and Video intervention....../prevention (VIP) all promote the use of video as a therapeutic tool. This paper focuses on media therapeutics and the various in situ uses of video technologies in the mass media for therapeutic purposes. Reality TV parenting programmes such as Supernanny, Little Angels, The House of Tiny Tearaways, Honey, We...... observation and instruction (directives) relayed across different spaces; 2) the use of recorded video by participants to visualise, spatialise and localise talk and action that is distant in time and/or space; 3) the translating, stretching and cutting of social experience in and through the situated use...

  1. VIDEO-PC, SVGA Routines for FORTRAN on PC

    International Nuclear Information System (INIS)

    1994-01-01

    1 - Description of program or function: These primitives are the lowest level routines needed to perform super VGA graphics on a PC. A sample main program is included that exercises the primitives. Both Lahey and Microsoft FORTRAN's have graphics libraries. However, the libraries do not support 256 color graphics at resolutions greater than 320x200. The primitives bypass these libraries while still conforming to standard usage of BIOS. The supported graphics modes depend upon the PC graphics card and its memory. Super VGA resolutions of 640x480 and 800x600 have been tested on an ATI VGA Wonder card with 512 K memory and on several 80486 PC's (unknown manufacturers) at retail stores. 2 - Method of solution: Both Lahey and Microsoft primitives depend upon sending the correct parameters to the PC BIOS (basic input output system) as discussed in the references. 3 - Restrictions on the complexity of the problem: The primitives were developed for 256 color VGA applications. It is known, for instance, that some CGA and 16 color VGA video modes will not operate correctly using these primitives. Potential users should try the test program on their PC/video card combination to determine applicability

  2. Super-Resolution for Color Imagery

    Science.gov (United States)

    2017-09-01

    September 2017 2. REPORT TYPE Technical Report 3. DATES COVERED (From - To) 1 October 2016‒30 September 2017 4. TITLE AND SUBTITLE Super...slightly lighter shade of purple. There is slightly less purple coloring on the white paper than with the other 2 color spaces, and the black font is

  3. Super-Kamiokande worth full restoration

    CERN Multimedia

    Mishima, I

    2002-01-01

    While prospects are good that the SuperKamiokande facility will be partially repaired after an accident last November, the government has yet to confirm whether it will spend the estimated 2.5 billion yen needed for a full-scale restoration (1 page).

  4. 3D super-virtual refraction interferometry

    KAUST Repository

    Lu, Kai; AlTheyab, Abdullah; Schuster, Gerard T.

    2014-01-01

    Super-virtual refraction interferometry enhances the signal-to-noise ratio of far-offset refractions. However, when applied to 3D cases, traditional 2D SVI suffers because the stationary positions of the source-receiver pairs might be any place

  5. General super Virasoro construction on affine G

    International Nuclear Information System (INIS)

    Mohammedi, N.

    1990-10-01

    We consider a bosonic current algebra and a theory of free fermions and construct a general N = 1 super Virasoro current algebra. We obtain a master-set of equations which comprises the bosonic master equation for general Virasoro construction on affine G. As an illustration we study the case of the group SU(2). (author). 13 refs

  6. Conformal anomaly of super Wilson loop

    Energy Technology Data Exchange (ETDEWEB)

    Belitsky, A.V., E-mail: andrei.belitsky@asu.edu [Department of Physics, Arizona State University, Tempe, AZ 85287-1504 (United States)

    2012-09-11

    Classically supersymmetric Wilson loop on a null polygonal contour possesses all symmetries required to match it onto non-MHV amplitudes in maximally supersymmetric Yang-Mills theory. However, to define it quantum mechanically, one is forced to regularize it since perturbative loop diagrams are not well defined due to presence of ultraviolet divergences stemming from integration in the vicinity of the cusps. A regularization that is adopted by practitioners by allowing one to use spinor helicity formalism, on the one hand, and systematically go to higher orders of perturbation theory is based on a version of dimensional regularization, known as Four-Dimensional Helicity scheme. Recently it was demonstrated that its use for the super Wilson loop at one loop breaks both conformal symmetry and Poincare supersymmetry. Presently, we exhibit the origin for these effects and demonstrate how one can undo this breaking. The phenomenon is alike the one emerging in renormalization group mixing of conformal operators in conformal theories when one uses dimensional regularization. The rotation matrix to the diagonal basis is found by means of computing the anomaly in the Ward identity for the conformal boost. Presently, we apply this ideology to the super Wilson loop. We compute the one-loop conformal anomaly for the super Wilson loop and find that the anomaly depends on its Grassmann coordinates. By subtracting this anomalous contribution from the super Wilson loop we restore its interpretation as a dual description for reduced non-MHV amplitudes which are expressed in terms of superconformal invariants.

  7. Super-structure and building performance

    CSIR Research Space (South Africa)

    Van Wyk, Llewellyn V

    2010-11-01

    Full Text Available The super-structure consists predominantly of the load- and no-load-bearing walls-including all doors and windows and suspended floor slabs. The building envelope plays a significant role in the performance of a building, especially with regard...

  8. Single Image Super Resolution via Sparse Reconstruction

    NARCIS (Netherlands)

    Kruithof, M.C.; Eekeren, A.W.M. van; Dijk, J.; Schutte, K.

    2012-01-01

    High resolution sensors are required for recognition purposes. Low resolution sensors, however, are still widely used. Software can be used to increase the resolution of such sensors. One way of increasing the resolution of the images produced is using multi-frame super resolution algorithms.

  9. Parkinson's Disease Videos

    Medline Plus

    Full Text Available ... Is Initiated After Diagnosis? CareMAP: When Is It Time to Get Help? Unconditional Love CareMAP: Rest and Sleep: ... CareMAP: Mealtime and Swallowing: Part 1 ... of books, fact sheets, videos, podcasts, and more. To get started, use the search feature or check ...

  10. Fermilab | Publications and Videos

    Science.gov (United States)

    collection of particle physics books and journals. The Library also offers a range of services including Benefits Milestones Photos and videos Latest news For the media Particle Physics Neutrinos Fermilab and the computing Quantum initiatives Research and development Key discoveries Benefits of particle physics Particle

  11. Video processing project

    CSIR Research Space (South Africa)

    Globisch, R

    2009-03-01

    Full Text Available Video processing source code for algorithms and tools used in software media pipelines (e.g. image scalers, colour converters, etc.) The currently available source code is written in C++ with their associated libraries and DirectShow- Filters....

  12. Videos, Podcasts and Livechats

    Medline Plus

    Full Text Available ... Provider Meet the Team Blog Articles & Stories News Provider Directory Donate Resources Links Videos Podcasts Webinars For the Media For Clinicians For Policymakers For Family Caregivers Glossary Sign Up for ... Us Provider Directory What Is Palliative Care Definition Disease Types ...

  13. Video Game Controversies.

    Science.gov (United States)

    Funk, Jeanne B.; Buchman, Debra D.

    1995-01-01

    Reviews the literature on: (1) health-related effects of video games (VGs), including seizures, physiologic responses, and musculoskeletal injuries; (2) eye-hand coordination in VGs; (3) psychological adjustment related to VGs, including possible psychopathologies and violence-related effects; and (4) the educational impact of VGs. Also examines…

  14. Acoustic Neuroma Educational Video

    Medline Plus

    Full Text Available ... 30041 770-205-8211 info@ANAUSA.org The world’s #1 acoustic neuroma resource Click to learn more... ... is acoustic neuroma? Diagnosing Symptoms Side Effects Keywords World Language Videos Questions to ask Choosing a healthcare ...

  15. Mobiele video voor bedrijfscommunicatie

    NARCIS (Netherlands)

    Niamut, O.A.; Weerdt, C.A. van der; Havekes, A.

    2009-01-01

    Het project Penta Mobilé liep van juni tot november 2009 en had als doel de mogelijkheden van mobiele video voor bedrijfscommunicatie toepassingen in kaart te brengen. Dit onderzoek werd uitgevoerd samen met vijf (‘Penta’) partijen: Business Tales, Condor Digital, European Communication Projects

  16. Characteristics of Instructional Videos

    Science.gov (United States)

    Beheshti, Mobina; Taspolat, Ata; Kaya, Omer Sami; Sapanca, Hamza Fatih

    2018-01-01

    Nowadays, video plays a significant role in education in terms of its integration into traditional classes, the principal delivery system of information in classes particularly in online courses as well as serving as a foundation of many blended classes. Hence, education is adopting a modern approach of instruction with the target of moving away…

  17. Tracing Sequential Video Production

    DEFF Research Database (Denmark)

    Otrel-Cass, Kathrin; Khalid, Md. Saifuddin

    2015-01-01

    , for one week in 2014, and collected and analyzed visual data to learn about scientists’ practices. The visual material that was collected represented the agreed on material artifacts that should aid the students' reflective process to make sense of science technology practices. It was up to the student...... video, nature of the interactional space, and material and spatial semiotics....

  18. Fast Aerial Video Stitching

    Directory of Open Access Journals (Sweden)

    Jing Li

    2014-10-01

    Full Text Available The highly efficient and robust stitching of aerial video captured by unmanned aerial vehicles (UAVs is a challenging problem in the field of robot vision. Existing commercial image stitching systems have seen success with offline stitching tasks, but they cannot guarantee high-speed performance when dealing with online aerial video sequences. In this paper, we present a novel system which has an unique ability to stitch high-frame rate aerial video at a speed of 150 frames per second (FPS. In addition, rather than using a high-speed vision platform such as FPGA or CUDA, our system is running on a normal personal computer. To achieve this, after the careful comparison of the existing invariant features, we choose the FAST corner and binary descriptor for efficient feature extraction and representation, and present a spatial and temporal coherent filter to fuse the UAV motion information into the feature matching. The proposed filter can remove the majority of feature correspondence outliers and significantly increase the speed of robust feature matching by up to 20 times. To achieve a balance between robustness and efficiency, a dynamic key frame-based stitching framework is used to reduce the accumulation errors. Extensive experiments on challenging UAV datasets demonstrate that our approach can break through the speed limitation and generate an accurate stitching image for aerial video stitching tasks.

  19. Video narrativer i sygeplejerskeuddannelsen

    DEFF Research Database (Denmark)

    Jensen, Inger

    2009-01-01

    I artiklen gives nogle bud på hvordan video narrativer kan bruges i sygeplejerskeuddannelsen som triggers, der åbner for diskussioner og udvikling af meningsfulde holdninger til medmennesker. Det belyses også hvordan undervisere i deres didaktiske overvejelser kan inddrage elementer fra teori om...

  20. Flight Qualification of the NASA's Super Pressure Balloon

    Science.gov (United States)

    Cathey, Henry; Said, Magdi; Fairbrother, Debora

    flight by successfully demonstrated balloon vehicle performance, obtained a large amount of videos, measured balloon differential pressure, obtained temperature and altitude data, assessed structure strength through pressurization, and demonstrated the balloon vehicles altitude stability. This flight was the first of several to qualify this design for the science community. Results of the most recent flights will be presented. Some of the related material characterization testing which is vital to the balloon design development for the balloon will also be presented. Additionally, this paper will provide a current overview of the development and qualification approach pursued for the NASA’s Super Pressure Balloon. Future plans and goals of future test flights will also be presented. This will include the projected balloon volumes, payload capabilities, test flight locations, and proposed flight schedule.

  1. BREEDING SUPER-EARTHS AND BIRTHING SUPER-PUFFS IN TRANSITIONAL DISKS

    International Nuclear Information System (INIS)

    Lee, Eve J.; Chiang, Eugene

    2016-01-01

    The riddle posed by super-Earths (1–4R ⊕ , 2–20M ⊕ ) is that they are not Jupiters: their core masses are large enough to trigger runaway gas accretion, yet somehow super-Earths accreted atmospheres that weigh only a few percent of their total mass. We show that this puzzle is solved if super-Earths formed late, as the last vestiges of their parent gas disks were about to clear. This scenario would seem to present fine-tuning problems, but we show that there are none. Ambient gas densities can span many (in one case up to 9) orders of magnitude, and super-Earths can still robustly emerge after ∼0.1–1 Myr with percent-by-weight atmospheres. Super-Earth cores are naturally bred in gas-poor environments where gas dynamical friction has weakened sufficiently to allow constituent protocores to gravitationally stir one another and merge. So little gas is present at the time of core assembly that cores hardly migrate by disk torques: formation of super-Earths can be in situ. The basic picture—that close-in super-Earths form in a gas-poor (but not gas-empty) inner disk, fed continuously by gas that bleeds inward from a more massive outer disk—recalls the largely evacuated but still accreting inner cavities of transitional protoplanetary disks. We also address the inverse problem presented by super-puffs: an uncommon class of short-period planets seemingly too voluminous for their small masses (4–10R ⊕ , 2–6M ⊕ ). Super-puffs most easily acquire their thick atmospheres as dust-free, rapidly cooling worlds outside ∼1 AU where nebular gas is colder, less dense, and therefore less opaque. Unlike super-Earths, which can form in situ, super-puffs probably migrated in to their current orbits; they are expected to form the outer links of mean-motion resonant chains, and to exhibit greater water content. We close by confronting observations and itemizing remaining questions

  2. BREEDING SUPER-EARTHS AND BIRTHING SUPER-PUFFS IN TRANSITIONAL DISKS

    Energy Technology Data Exchange (ETDEWEB)

    Lee, Eve J.; Chiang, Eugene, E-mail: evelee@berkeley.edu, E-mail: echiang@astro.berkeley.edu [Department of Astronomy, University of California Berkeley, Berkeley, CA 94720-3411 (United States)

    2016-02-01

    The riddle posed by super-Earths (1–4R{sub ⊕}, 2–20M{sub ⊕}) is that they are not Jupiters: their core masses are large enough to trigger runaway gas accretion, yet somehow super-Earths accreted atmospheres that weigh only a few percent of their total mass. We show that this puzzle is solved if super-Earths formed late, as the last vestiges of their parent gas disks were about to clear. This scenario would seem to present fine-tuning problems, but we show that there are none. Ambient gas densities can span many (in one case up to 9) orders of magnitude, and super-Earths can still robustly emerge after ∼0.1–1 Myr with percent-by-weight atmospheres. Super-Earth cores are naturally bred in gas-poor environments where gas dynamical friction has weakened sufficiently to allow constituent protocores to gravitationally stir one another and merge. So little gas is present at the time of core assembly that cores hardly migrate by disk torques: formation of super-Earths can be in situ. The basic picture—that close-in super-Earths form in a gas-poor (but not gas-empty) inner disk, fed continuously by gas that bleeds inward from a more massive outer disk—recalls the largely evacuated but still accreting inner cavities of transitional protoplanetary disks. We also address the inverse problem presented by super-puffs: an uncommon class of short-period planets seemingly too voluminous for their small masses (4–10R{sub ⊕}, 2–6M{sub ⊕}). Super-puffs most easily acquire their thick atmospheres as dust-free, rapidly cooling worlds outside ∼1 AU where nebular gas is colder, less dense, and therefore less opaque. Unlike super-Earths, which can form in situ, super-puffs probably migrated in to their current orbits; they are expected to form the outer links of mean-motion resonant chains, and to exhibit greater water content. We close by confronting observations and itemizing remaining questions.

  3. SuperB A High-Luminosity Asymmetric $e^+ e^-$ Super Flavour Factory : Conceptual Design Report

    CERN Document Server

    Bona, M.; Grauges Pous, E.; Colangelo, P.; De Fazio, F.; Palano, A.; Manghisoni, M.; Re, V.; Traversi, G.; Eigen, G.; Venturini, M.; Soni, N.; Bruschi, M.; De Castro, S.; Faccioli, P.; Gabrieli, A.; Giacobbe, B.; Semprini Cesare, N.; Spighi, R.; Villa, M.; Zoccoli, A.; Hearty, C.; McKenna, J.; Soni, A.; Khan, A.; Barniakov, A.Y.; Barniakov, M.Y.; Blinov, V.E.; Druzhinin, V.P.; Golubev, V.B.; Kononov, S.A.; Koop, I.A.; Kravchenko, E.A.; Levichev, E.B.; Nikitin, S.A.; Onuchin, A.P.; Piminov, P.A.; Serednyakov, S.I.; Shatilov, D.N.; Skovpen, Y.I.; Solodov, E.A.; Cheng, C.H.; Echenard, B.; Fang, F.; Hitlin, D.J.; Porter, F.C.; Asner, D.M.; Pham, T.N.; Fleischer, R.; Giudice, G.F.; Hurth, T.; Mangano, M.; Mancinelli, G.; Meadows, B.T.; Schwartz, A.J.; Sokoloff, M.D.; Soffer, A.; Beard, C.D.; Haas, T.; Mankel, R.; Hiller, G.; Ball, P.; Pappagallo, M.; Pennington, M.R.; Gradl, W.; Playfer, S.; Abada, A.; Becirevic, D.; Descotes-Genon, S.; Pene, O.; Andreotti, D.; Andreotti, M.; Bettoni, D.; Bozzi, C.; Calabresi, R.; Cecchi, A.; Cibinetto, G.; Franchini, P.; Luppi, E.; Negrini, M.; Petrella, A.; Piemontese, L.; Prencipe, E.; Santoro, V.; Stancari, G.; Anulli, F.; Baldini-Ferroli, R.; Biagini, M.E.; Boscolo, M.; Calcaterra, A.; Drago, A.; Finocchiaro, G.; Guiducci, S.; Isidori, G.; Pacetti, S.; Patteri, P.; Peruzzi, I.M.; Piccolo, M.; Preger, M.A.; Raimondi, P.; Rama, M.; Vaccarezza, C.; Zallo, A.; Zobov, M.; De Sangro, R.; Buzzo, A.; Lo Vetere, M.; Macri, M.; Monge, M.R.; Passaggio, S.; Patrignani, C.; Robutti, E.; Tosi, S.; Matias, J.; Panduro Vazquez, W.; Borzumati, F.; Eyges, V.; Prell, S.A.; Pedlar, T.K.; Korpar, S.; Pestonik, R.; Staric, M.; Neubert, M.; Denig, A.G.; Nierste, U.; Agoh, T.; Ohmi, K.; Ohnishi, Y.; Fry, J.R.; Touramanis, C.; Wolski, A.; Golob, B.; Krizan, P.; Flaecher, H.; Bevan, A.J.; Di Lodovico, F.; George, K.A.; Barlow, R.; Lafferty, G.; Jawahery, A.; Roberts, D.A.; Simi, G.; Patel, P.M.; Robertson, S.H.; Lazzaro, A.; Palombo, F.; Kaidalov, A.; Buras, A.J.; Tarantino, C.; Buchalla, G.; Sanda, A.I.; D'Ambrosio, G.; Ricciardi, G.; Bigi, I.; Jessop, C.P.; Losecco, J.M.; Honscheid, K.; Arnaud, N.; Chehab, R.; Fedala, Y.; Polci, F.; Roudeau, P.; Sordini, V.; Soskov, V.; Stocchi, A.; Variola, A.; Vivoli, A.; Wormser, G.; Zomer, F.; Bertolin, A.; Brugnera, R.; Gagliardi, N.; Gaz, A.; Margoni, M.; Morandin, M.; Posocco, M.; Rotondo, M.; Simonetto, F.; Stroili, R.; Bonneaud, G.R.; Lombardo, V.; Calderini, G.; Ratti, L.; Speziali, V.; Biasini, M.; Covarelli, R.; Manoni, E.; Servoli, L.; Angelini, C.; Batignani, G.; Bettarini, S.; Bosi, F.; Carpinelli, M.; Cenci, R.; Cervelli, A.; Dell'Orso, M.; Forti, F.; Giannetti, P.; Giorgi, M.; Lusiani, A.; Marchiori, G.; Massa, M.; Mazur, M.A.; Morsani, F.; Neri, N.; Paoloni, E.; Raffaelli, F.; Rizzo, G.; Walsh, J.; Braun, V.; Lenz, A.; Adams, G.S.; Danko, I.Z.; Baracchini, E.; Bellini, F.; Cavoto, G.; D'Orazio, A.; Del Re, D.; Di Marco, E.; Faccini, R.; Ferrarotto, F.; Gaspero, Mario; Jackson, P.; Martinelli, G.; Mazzoni, M.A.; Morganti, Silvio; Piredda, G.; Renga, F.; Silvestrini, L.; Voena, C.; Catani, L.; Di Ciaccio, A.; Messi, R.; Santovetti, E.; Satta, A.; Ciuchini, M.; Lubicz, V.; Wilson, F.F.; Godang, R.; Chen, X.; Liu, H.; Park, W.; Purohit, M.; Trivedi, A.; White, R.M.; Wilson, J.R.; Allen, M.T.; Aston, D.; Bartoldus, R.; Brodsky, S.J.; Cai, Y.; Coleman, J.; Convery, M.R.; DeBarger, S.; Dingfelder, J.C.; Dubois-Felsmann, G.P.; Ecklund, S.; Fisher, A.S.; Haller, G.; Heifets, S.A.; Kaminski, J.; Kelsey, M.H.; Kocian, M.L.; Leith, D.W.G.S.; Li, N.; Luitz, S.; Luth, V.; MacFarlane, D.; Messner, R.; Muller, D.R.; Nosochkov, Y.; Novokhatski, A.; Pivi, M.; Ratcliff, B.N.; Roodman, A.; Schwiening, J.; Seeman, J.; Snyder, A.; Sullivan, M.; Va'Vra, J.; Wienands, U.; Wisniewski, W.; Stoeck, H.; Cheng, H.Y.; Li, H.N.; Keum, Y.Y.; Gronau, M.; Grossman, Y.; Bianchi, F.; Gamba, D.; Gambino, P.; Marchetto, F.; Menichetti, Ezio A.; Mussa, R.; Pelliccioni, M.; Dalla Betta, G.F.; Bomben, M.; Bosisio, L.; Cartaro, C.; Lanceri, L.; Vitale, L.; Azzolini, V.; Bernabeu, J.; Lopez-March, N.; Martinez-Vidal, F.; Milanes, D.A.; Oyanguren, A.; Paradisi, P.; Pich, A.; Sanchis-Lozano, M.A.; Kowalewski, Robert V.; Roney, J.M.; Back, J.J.; Gershon, T.J.; Harrison, P.F.; Latham, T.E.; Mohanty, G.B.; Petrov, A.A.; Pierini, M.; INFN

    2007-01-01

    The physics objectives of SuperB, an asymmetric electron-positron collider with a luminosity above 10^36/cm^2/s are described, together with the conceptual design of a novel low emittance design that achieves this performance with wallplug power comparable to that of the current B Factories, and an upgraded detector capable of doing the physics in the SuperB environment.

  4. The 2015 super-resolution microscopy roadmap

    International Nuclear Information System (INIS)

    Hell, Stefan W; Sahl, Steffen J; Bates, Mark; Jakobs, Stefan; Zhuang, Xiaowei; Heintzmann, Rainer; Booth, Martin J; Bewersdorf, Joerg; Shtengel, Gleb; Hess, Harald; Tinnefeld, Philip; Honigmann, Alf; Testa, Ilaria; Cognet, Laurent; Lounis, Brahim; Ewers, Helge; Davis, Simon J; Eggeling, Christian; Klenerman, David; Willig, Katrin I

    2015-01-01

    Far-field optical microscopy using focused light is an important tool in a number of scientific disciplines including chemical, (bio)physical and biomedical research, particularly with respect to the study of living cells and organisms. Unfortunately, the applicability of the optical microscope is limited, since the diffraction of light imposes limitations on the spatial resolution of the image. Consequently the details of, for example, cellular protein distributions, can be visualized only to a certain extent. Fortunately, recent years have witnessed the development of ‘super-resolution’ far-field optical microscopy (nanoscopy) techniques such as stimulated emission depletion (STED), ground state depletion (GSD), reversible saturated optical (fluorescence) transitions (RESOLFT), photoactivation localization microscopy (PALM), stochastic optical reconstruction microscopy (STORM), structured illumination microscopy (SIM) or saturated structured illumination microscopy (SSIM), all in one way or another addressing the problem of the limited spatial resolution of far-field optical microscopy. While SIM achieves a two-fold improvement in spatial resolution compared to conventional optical microscopy, STED, RESOLFT, PALM/STORM, or SSIM have all gone beyond, pushing the limits of optical image resolution to the nanometer scale. Consequently, all super-resolution techniques open new avenues of biomedical research. Because the field is so young, the potential capabilities of different super-resolution microscopy approaches have yet to be fully explored, and uncertainties remain when considering the best choice of methodology. Thus, even for experts, the road to the future is sometimes shrouded in mist. The super-resolution optical microscopy roadmap of Journal of Physics D: Applied Physics addresses this need for clarity. It provides guidance to the outstanding questions through a collection of short review articles from experts in the field, giving a thorough

  5. Social Properties of Mobile Video

    Science.gov (United States)

    Mitchell, April Slayden; O'Hara, Kenton; Vorbau, Alex

    Mobile video is now an everyday possibility with a wide array of commercially available devices, services, and content. These new technologies have created dramatic shifts in the way video-based media can be produced, consumed, and delivered by people beyond the familiar behaviors associated with fixed TV and video technologies. Such technology revolutions change the way users behave and change their expectations in regards to their mobile video experiences. Building upon earlier studies of mobile video, this paper reports on a study using diary techniques and ethnographic interviews to better understand how people are using commercially available mobile video technologies in their everyday lives. Drawing on reported episodes of mobile video behavior, the study identifies the social motivations and values underpinning these behaviors that help characterize mobile video consumption beyond the simplistic notion of viewing video only to kill time. This paper also discusses the significance of user-generated content and the usage of video in social communities through the description of two mobile video technology services that allow users to create and share content. Implications for adoption and design of mobile video technologies and services are discussed as well.

  6. Putting Your Camp on Video.

    Science.gov (United States)

    Peterson, Michael

    1997-01-01

    Creating a video to use in marketing camp involves selecting a format, writing the script, determining the video's length, obtaining release forms from campers who appear in the video, determining strategies for filming, choosing a narrator, and renting a studio and a mixing engineer (videotape editor). Includes distribution tips. (LP)

  7. Rheumatoid Arthritis Educational Video Series

    Medline Plus

    Full Text Available ... Corner / Patient Webcasts / Rheumatoid Arthritis Educational Video Series Rheumatoid Arthritis Educational Video Series This series of five videos ... Your Arthritis Managing Chronic Pain and Depression in Arthritis Nutrition & Rheumatoid Arthritis Arthritis and Health-related Quality of Life ...

  8. Contemplation, Subcreation, and Video Games

    Directory of Open Access Journals (Sweden)

    Mark J. P. Wolf

    2018-04-01

    Full Text Available This essay asks how religion and theological ideas might be made manifest in video games, and particularly the creation of video games as a religious activity, looking at contemplative experiences in video games, and the creation and world-building of game worlds as a form of Tolkienian subcreation, which itself leads to contemplation regarding the creation of worlds.

  9. CERN Video News on line

    CERN Multimedia

    2003-01-01

    The latest CERN video news is on line. In this issue : an interview with the Director General and reports on the new home for the DELPHI barrel and the CERN firemen's spectacular training programme. There's also a vintage video news clip from 1954. See: www.cern.ch/video or Bulletin web page

  10. Assessment of postural balance in community-dwelling older adults - methodological aspects and effects of biofeedback-based Nintendo Wii training

    DEFF Research Database (Denmark)

    Jørgensen, Martin Grønbech

    The overall purpose of this thesis was to examine selected methodological aspects and novel approaches for measuring postural balance older adults, and to examine the effects of biofeedback-based Nintendo Wii training on selected physiological, psychological and functional outcome variables...... in community-dwelling older adults. In Study I balance control was investigated using force plate analysis of Centre of Pressure (COP) excursion during static bilateral standing in 32 community-dwelling older adults at three different time-points (09:00, 12:30, and 16:00) throughout the day. An overall...... significant time-of-day effect was observed for all selected COP variables. The greatest change in all COP variables was observed (on average ~15%) between midday (12:30) and the afternoon (16:00), indicating that a systematic time-of-day influence on static postural balance exists in community-dwelling older...

  11. The energy cost of playing active video games in children with obesity and children of a healthy weight.

    Science.gov (United States)

    O'Donovan, C; Roche, E F; Hussey, J

    2014-08-01

    Increasing physical activity and reducing sedentary behaviour form a large part of the treatment of paediatric obesity. However, many children today spend prolonged periods of time playing sedentary video games. Active video games (AVGs) represent a novel and child friendly form of physical activity. To measure the energy cost of playing two AVGs in children with obesity and healthy age- and gender-matched children. The energy cost of gaming and heart rates achieved during gaming conditions were compared between groups. AVG play can result in light-to-moderate intensity physical activity (2.7-5.4 metabolic equivalents). When corrected for fat-free mass those with obesity expended significantly less energy than healthy weight peers playing Nintendo Wii Fit Free Jogging (P = 0.017). No significant difference was seen between groups in the energy cost of playing Boxing. Certain AVGs, particularly those that require lower limb movement, could be used to increase total energy expenditure, replace more sedentary activities, or achieve moderate intensity physical activity among children with obesity. There seems to be some differences in how children with obesity and children of a healthy weight play AVGs. This could result in those with obesity expending less energy than their lean peers during AVG play. © 2013 The Authors. Pediatric Obesity © 2013 International Association for the Study of Obesity.

  12. The Solution Construction of Heterotic Super-Liouville Model

    Science.gov (United States)

    Yang, Zhan-Ying; Zhen, Yi

    2001-12-01

    We investigate the heterotic super-Liouville model on the base of the basic Lie super-algebra Osp(1|2).Using the super extension of Leznov-Saveliev analysis and Drinfeld-Sokolov linear system, we construct the explicit solution of the heterotic super-Liouville system in component form. We also show that the solutions are local and periodic by calculating the exchange relation of the solution. Finally starting from the action of heterotic super-Liouville model, we obtain the conserved current and conserved charge which possessed the BRST properties.

  13. Detecting Water on Super-Earths Using JAVST

    Science.gov (United States)

    Deming, D.

    2010-01-01

    Nearby lower train sequence stars host a class of planets known as Super-Earths, that have no analog in our own solar system. Super-Earths are rocky and/or icy planets with masses up to about 10 Earth masses, They are expected to host atmospheres generated by a number of processes including accretion of chondritic material. Water vapor should be a common constituent of super-Earth atmospheres, and may be detectable in transiting super-Earths using transmission spectroscopy during primar y eclipse, and emission spectroscopy at secondary eclipse. I will discuss the prospects for super-Earth atmospheric measurements using JWST.

  14. Case report: a balance training program using the Nintendo Wii Fit to reduce fall risk in an older adult with bilateral peripheral neuropathy.

    Science.gov (United States)

    Hakim, Renée Marie; Salvo, Charles J; Balent, Anthony; Keyasko, Michael; McGlynn, Deidre

    2015-02-01

    A recent systematic review supported the use of strength and balance training for older adults at risk for falls, and provided preliminary evidence for those with peripheral neuropathy (PN). However, the role of gaming systems in fall risk reduction was not explored. The purpose of this case report was to describe the use of the Nintendo® Wii™ Fit gaming system to train standing balance in a community-dwelling older adult with PN and a history of recurrent near falls. A 76-year-old patient with bilateral PN participated in 1 h of Nintendo® Wii™ Fit balance training, two times a week for 6 weeks. Examination was conducted using a Computerized Dynamic Posturography system (i.e. Sensory Organization Test (SOT), Limits of Stability (LOS), Adaptation Test (ADT) and Motor Control Test (MCT) and clinical testing with the Berg Balance Scale (BBS), Timed Up and Go (TUG), Activities-specific Balance Confidence (ABC) scale and 30-s Chair Stand. Following training, sensory integration scores on the SOT were unchanged. Maximum excursion abilities improved by a range of 37-86% on the LOS test. MCT scores improved for amplitude with forward translations and ADT scores improved for downward platform rotations. Clinical scores improved on the BBS (28/56-34/56), ABC (57.5-70.6%) and TUG (14.9-10.9 s) which indicated reduced fall risk. Balance training with a gaming system showed promise as a feasible, objective and enjoyable method to improve physical performance and reduce fall risk in an individual with PN.

  15. The Narrative Impact of Active Video Games on Physical Activity Among Children: A Feasibility Study

    Science.gov (United States)

    Baranowski, Tom; Hong, S Lee; Buday, Richard; Thompson, Debbe; Beltran, Alicia; Dadabhoy, Hafza Razak; Chen, Tzu-An

    2016-01-01

    Background Active video games (AVGs) capable of inducing physical activity offer an innovative approach to combating childhood obesity. Unfortunately, children’s AVG game play decreases quickly, underscoring the need to identify novel methods for player engagement. Narratives have been demonstrated to influence behaviors. Objective The objective of this study was to test the hypothesis that a narrative would motivate increased AVG play, though a feasibility study that investigated the motivational effect of adding a previously developed narrative cutscene to an originally nonnarrative AVG, Nintendo Wii Sports Resort: Swordplay Showdown. Methods A total of 40 overweight and obese 8- to 11-year-olds equally divided by sex played the AVG. Half (n=20) were randomly assigned to a narrative group that watched the narrative cutscene before game play. The other half played the game without watching it. Results Children in the narrative group had significantly (Pgame play compared with the nonnarrative group (10-second period: mean 2.7, SD 0.7; overall: mean 366, SD 172). Conclusions The AVG with narrative induced increased physical activity. Additional research is needed to understand the mechanisms through which narrative increases physical activity during AVG game play. PMID:27742605

  16. The Narrative Impact of Active Video Games on Physical Activity Among Children: A Feasibility Study.

    Science.gov (United States)

    Lu, Amy Shirong; Baranowski, Tom; Hong, S Lee; Buday, Richard; Thompson, Debbe; Beltran, Alicia; Dadabhoy, Hafza Razak; Chen, Tzu-An

    2016-10-14

    Active video games (AVGs) capable of inducing physical activity offer an innovative approach to combating childhood obesity. Unfortunately, children's AVG game play decreases quickly, underscoring the need to identify novel methods for player engagement. Narratives have been demonstrated to influence behaviors. The objective of this study was to test the hypothesis that a narrative would motivate increased AVG play, though a feasibility study that investigated the motivational effect of adding a previously developed narrative cutscene to an originally nonnarrative AVG, Nintendo Wii Sports Resort: Swordplay Showdown. A total of 40 overweight and obese 8- to 11-year-olds equally divided by sex played the AVG. Half (n=20) were randomly assigned to a narrative group that watched the narrative cutscene before game play. The other half played the game without watching it. Children in the narrative group had significantly (Pgame play compared with the nonnarrative group (10-second period: mean 2.7, SD 0.7; overall: mean 366, SD 172). The AVG with narrative induced increased physical activity. Additional research is needed to understand the mechanisms through which narrative increases physical activity during AVG game play.

  17. Superstring field theories on super-flag manifolds: superdiff S1/S1 and superdiff S1/super S1

    International Nuclear Information System (INIS)

    Zhao Zhiyong; Wu, Ke; Saito, Takesi

    1987-01-01

    We generalize the geometric approach of Bowick and Rajeev [BR] to superstring field theories. The anomaly is identified with nonvanishing of the Ricci curvature of the super-flag manifold. We explicitly calculate the curvatures of superdiff S 1 /S 1 and superdiff S 1 /superS 1 using super-Toeplitz operator techniques. No regularization is needed in this formalism. The critical dimension D=10 is rediscovered as a result of vanishing curvature of the product bundle over the super-flag manifold. (orig.)

  18. Geotail Video News Release

    Science.gov (United States)

    1992-01-01

    The Geotail mission, part of the International Solar Terrestrial Physics (ISTP) program, measures global energy flow and transformation in the magnetotail to increase understanding of fundamental magnetospheric processes. The satellite was launched on July 24, 1992 onboard a Delta II rocket. This video shows with animation the solar wind, and its effect on the Earth. The narrator explains that the Geotail spacecraft was designed and built by the Institute of Space and Astronautical Science (ISAS), the Japanese Space Agency. The mission objectives are reviewed by one of the scientist in a live view. The video also shows an animation of the orbit, while the narrator explains the orbit and the reason for the small launch window.

  19. Digital cinema video compression

    Science.gov (United States)

    Husak, Walter

    2003-05-01

    The Motion Picture Industry began a transition from film based distribution and projection to digital distribution and projection several years ago. Digital delivery and presentation offers the prospect to increase the quality of the theatrical experience for the audience, reduce distribution costs to the distributors, and create new business opportunities for the theater owners and the studios. Digital Cinema also presents an opportunity to provide increased flexibility and security of the movies for the content owners and the theater operators. Distribution of content via electronic means to theaters is unlike any of the traditional applications for video compression. The transition from film-based media to electronic media represents a paradigm shift in video compression techniques and applications that will be discussed in this paper.

  20. Studenterproduceret video til eksamen

    DEFF Research Database (Denmark)

    Jensen, Kristian Nøhr; Hansen, Kenneth

    2016-01-01

    Formålet med denne artikel er at vise, hvordan læringsdesign og stilladsering kan anvendes til at skabe en ramme for studenterproduceret video til eksamen på videregående uddannelser. Artiklen tager udgangspunkt i en problemstilling, hvor uddannelsesinstitutionerne skal håndtere og koordinere...... medieproduktioner. Med afsæt i Lanarca Declarationens perspektiver på læringsdesign og hovedsageligt Jerome Bruners principper for stilladsering, sammensættes en model for understøttelse af videoproduktion af studerende på videregående uddannelser. Ved at anvende denne model for undervisningssessioner og forløb får...... de fagfaglige og mediefaglige undervisere et redskab til at fokusere og koordinere indsatsen frem mod målet med, at de studerende producerer og anvender video til eksamen....