A comparison of low‐cost behavioral observation software applications for handheld computers and recommendations for use

Ethology ◽  
2021 ◽  
Author(s):  
Annemarie van der Marel ◽  
Claire L. O’Connell ◽  
Sanjay Prasher ◽  
Chelsea Carminito ◽  
Xavier Francis ◽  
...  
2020 ◽  
Vol 4 (1) ◽  
pp. 59
Author(s):  
Faruq Asri ◽  
Audia Rizqa ◽  
Mira Maisura

Cloud computing is the transformation of information and communication technology from client or server-based computers. Cloud computing technology benefits users no longer need to invest heavily in software or maintenance software applications. So by developing the Cloud, there is a Cloud gaming which is a process to install a remote interactive game in the cloud and issued in the form of video to the user's device via the internet. In this journal, we need a cloud gaming application called Skyegrid. This study aims to implement cloud-based mobile gaming cloud implementation using an open-source server (Skyegrid) to find out Resources, Service Quality and Experience Quality in this study. In this study Skyegrid is used to discuss some popular games, namely games called Rainbow Six Siege and Monster Hunter World. The result of this study is that Skyegrid's cloud gaming mobile system is able to implement PC games that can be run on Android smartphones and reduce the use of CPU and RAM resources, and use low cost using skyegrid cloud gaming using personal computers that require greater costs.


Author(s):  
R. Ravanelli ◽  
L. Lastilla ◽  
M. Crespi

The aim of this work is to present a comparison among three software applications currently available for the Occipital Structure Sensor<sup>TM</sup>; all these software were developed for collecting 3D models of objects easily and in real-time with this structured light range camera. The SKANECT, itSeez3D and Scanner applications were thus tested: a DUPLO<sup>TM</sup> bricks construction was scanned with the three applications and the obtained models were compared to the model virtually generated with a standard CAD software, which served as reference.<br><br> The results demonstrate that all the software applications are generally characterized by the same level of geometric accuracy, which amounts to very few millimetres. However, the itSeez3D software, which requires a payment of $7 to export each model, represents surely the best solution, both from the point of view of the geometric accuracy and, mostly, at the level of the color restitution. On the other hand, Scanner, which is a free software, presents an accuracy comparable to that of itSeez3D. At the same time, though, the colors are often smoothed and not perfectly overlapped to the corresponding part of the model. Lastly, SKANECT is the software that generates the highest number of points, but it has also some issues with the rendering of the colors.


Author(s):  
Leslee F. Pelton ◽  
Timothy Pelton

This chapter examines two types of response technologies (selected and constructed) available to support discussion and participation in the classroom, and describes our experiences using and observing them in a variety of mathematics, science, and computer science classes at various educational levels. Selected response systems (a.k.a., clickers) display multiple-choice questions, and then collect and analyze student responses, and present distribution summaries to the class. Constructed response systems allow students to use handheld computers to generate free-form graphical responses to teacher prompts using various software applications. Once completed, students submit their responses to the instructor’s computer wirelessly. The instructor may then select and anonymously project these authentic student work samples or representations to promote classroom discussion. We review the purpose, design, and features of these two types of response systems, highlight some of the issues underlying their application, discuss our experiences using them in the classroom, and make recommendations.


2014 ◽  
Vol 13 (4) ◽  
pp. 4374-4381
Author(s):  
Azadeh Nazemi ◽  
Iain Murray ◽  
David A. McMeekin

Most multilingual Test to Speech (TTS) systems are software applications which allow people with visual impairments or reading disabilities to listen the written material using computer. This paper describes an approach to make a multilingual TTS and embed it into the portable, low cost, and standalone embedded system to access and read electronic documents particularly in developing countries. There are several TTS such as Doubletalk, DECtalk, and Dolphin available in market, also there are some products using TTS such as Talking OCR, Bill Reader and Intel Reader, which are not affordable or multilingual. To design this system OMAP3530 an application processor board is considered as the hardware platform to process the language-independent parts of the application and RC8660 used as an integrated TTS processor. 


Sensors ◽  
2020 ◽  
Vol 20 (4) ◽  
pp. 1002
Author(s):  
Georgios Tsaramirsis ◽  
Michail Papoutsidakis ◽  
Morched Derbali ◽  
Fazal Qudus Khan ◽  
Fotis Michailidis

Olfaction can enhance the experience of music, films, computer games and virtual reality applications. However, this area is less explored than other areas such as computer graphics and audio. Most advanced olfactory displays are designed for a specific experiment, they are hard to modify and extend, expensive, and/or can deliver a very limited number of scents. Additionally, current-generation olfactory displays make no decisions on if and when a scent should be released. This paper proposes a low-cost, easy to build, powerful smart olfactory display, that can release up to 24 different aromas and allow control of the quantity of the released aroma. The display is capable of absorbing back the aroma, in an attempt to clean the air prior to releasing a new aroma. Additionally, the display includes a smart algorithm that will decide when to release certain aromas. The device controller application includes releasing scents based on a timer, text in English subtitles, or input from external software applications. This allows certain applications (such as games) to decide when to release a scent, making it ideal for gaming. The device also supports native connectivity with games developed using a game development asset, developed as part of this project. The project was evaluated by 15 subjects and it was proved to have high accuracy when the scents were released with 1.5 minutes’ delay from each other.


2005 ◽  
Vol 21 (6) ◽  
pp. 356-360 ◽  
Author(s):  
Martha Dewey Bergren ◽  
Elizabeth Ann Murphy

School nurses used computers in the 1980s, the Internet in the 1990s, and are embracing handheld computers in the first decade of the 21st century to improve their practice. The purpose of this article is to provide information about handheld computers and software applications that school nurses can use in day-to-day, emergency, and disaster situations. Handheld computers help school nurses to make decisions based on accurate and up-to-date information, and to practice evidence-based nursing. Evidence-based nursing is the process by which nurses make clinical decisions using the best available research evidence, their clinical expertise, and patient preferences.


Author(s):  
Ryan A. Pavlik ◽  
Judy M. Vance

Virtual reality (VR) environments based on interactive rendering of 3D computer graphics often incorporate the use of position and orientation tracking on the user’s head, hands, and control devices. The Wii Remote game controller is a mass-market peripheral that can provide a low-cost source of infrared point tracking and accelerometer data, making it attractive as a PC-based virtual reality head tracking system. This paper describes the development of an extension to the Virtual Reality Peripheral Network (VRPN) software to support the use of the Wii Remote game controller as a standard tracker object in a wide range of VR software applications. This implementation permits Wii Remote-based head tracking to directly substitute for more costly commercial trackers through the VRPN and VR Juggler Gadgeteer tracker interfaces. The head tracker provides up to 100Hz of head tracking input. It has been tested in a variety of VR applications on both Windows and Linux. The discussed solution has been released as open-source software.


Author(s):  
Charles I. Abramson

This special issue of the International Journal of Comparative Psychology is devoted to the teaching of comparative psychology. The 12 papers in this issue represent a wide range of activities and collectively provide the teacher of comparative psychology with over 50 inquiry-based activities. These activities include a variety of animal demonstrations using both vertebrates and invertebrates and those related to teaching the history of comparative psychology. To help increase interest in comparative psychology within a psychology department, there is a paper describing how aspects of clinical psychology can be incorporated into a course on comparative psychology. Teachers of comparative psychology will also find a paper on how the oriental art of origami can help students understand aspects of evolution. For teachers of comparative psychology that wish to incorporate behavioral technology into their classrooms, there are papers that describe how to construct low-cost animal robots and to incorporate 3D printers, respectively. The issue closes with a paper on how to teach behavioral observation techniques.


2016 ◽  
Vol 26 (05) ◽  
pp. 1550036 ◽  
Author(s):  
Josep L. Rosselló ◽  
Miquel L. Alomar ◽  
Antoni Morro ◽  
Antoni Oliver ◽  
Vincent Canals

Spiking neural networks (SNN) are the last neural network generation that try to mimic the real behavior of biological neurons. Although most research in this area is done through software applications, it is in hardware implementations in which the intrinsic parallelism of these computing systems are more efficiently exploited. Liquid state machines (LSM) have arisen as a strategic technique to implement recurrent designs of SNN with a simple learning methodology. In this work, we show a new low-cost methodology to implement high-density LSM by using Boolean gates. The proposed method is based on the use of probabilistic computing concepts to reduce hardware requirements, thus considerably increasing the neuron count per chip. The result is a highly functional system that is applied to high-speed time series forecasting.


2019 ◽  
Vol 2 (4) ◽  
pp. p136
Author(s):  
Isha S. Akulwar

Introduction: More recently, there is growing use of WhatsApp as a communication platform for teachers and their students. It seems that WhatsApp has advantages over other technological tools employed by the educational system. However, in the context of medical education this concept is still nascent. Hence, the purpose of this retrospective analysis is to explore the effects of WhatsApp use for Physiotherapy education as an adjunct to traditional teaching and to determine the opinions of the students towards this process.Methods: A facilitator created a group for the students, separate for every class. A total of 250 students from I year to IV year Physiotherapy undergraduate program participated voluntarily. Activities undertaken were discussion on academic topics, feedback on exam performance, guidance on seminar presentation, etc., and students’ doubts were answered with more elaborate explanation on the topic. Retrospective analysis of the students’ feedback obtained at the end of the program and content analysis was done from the themes identified.Results: Success of the program:• Professional, as well as comfortable learning environment, is created on WhatsApp• Low cost, simplicity, accessibility, efficiency & natural language• Fosters high interactions with the facilitator and knowledge sharing between students as well• Learning material—easy accessibility, variety of resources increases the flexibility, quick sharing of related links• Use of different emotional gestures add humor and fun to TL• Promotes proactive learning and critical thinking • Learning independently at anytime and anywhere (no geographical boundaries)• Students are more open to ask questions as it provides privacy and confidentiality• One student’s doubt solving benefits the entire group • Especially helpful during exam preparation for immediate feedback & quick problem solving, discussion of important topics, etc.• Effective method for doubt solving, explanation with voice notes, video calls is possibleProblems encountered:• Conceptual learning could be challenging • Technical challenges: need for a smartphone & internet facility; message flooding, eye strain, time consuming if large amount of context has to be discussed • High expectations on teacher’s availability• Students attention and understanding cannot be assured• Effectiveness depends upon teacher’s skills of use of related software applications• Distractions from other messages received simultaneously • Sometimes when the internet speed is slow, disruptions in the flow when many people are participating in the discussionConclusion: WhatsApp enables learning beyond classroom borders and can potentially enhance learning process in Physiotherapy education.


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