scholarly journals Validating an infrared thermal switch as a novel access technology

2021 ◽  
Author(s):  
Negar Memarian ◽  
Anastasios Venetsanopoulos ◽  
Tom Chau

Background Recently, a novel single-switch access technology based on infrared thermography was proposed. The technology exploits the temperature differences between the inside and surrounding areas of the mouth as a switch trigger, thereby allowing voluntary switch activation upon mouth opening. However, for this technology to be clinically viable, it must be validated against a gold standard switch, such as a chin switch, that taps into the same voluntary motion. Methods In this study, we report an experiment designed to gauge the concurrent validity of the infrared thermal switch. Ten able-bodied adults participated in a series of 3 test sessions where they simultaneously used both an infrared thermal and conventional chin switch to perform multiple trials of a number identification task with visual, auditory and audiovisual stimuli. Participants also provided qualitative feedback about switch use. User performance with the two switches was quantified using an efficiency measure based on mutual information. Results User performance (p = 0.16) and response time (p = 0.25) with the infrared thermal switch were comparable to those of the gold standard. Users reported preference for the infrared thermal switch given its non-contact nature and robustness to changes in user posture. Conclusions Thermal infrared access technology appears to be a valid single switch alternative for individuals with disabilities who retain voluntary mouth opening and closing.

2021 ◽  
Author(s):  
Negar Memarian ◽  
Anastasios Venetsanopoulos ◽  
Tom Chau

Background Recently, a novel single-switch access technology based on infrared thermography was proposed. The technology exploits the temperature differences between the inside and surrounding areas of the mouth as a switch trigger, thereby allowing voluntary switch activation upon mouth opening. However, for this technology to be clinically viable, it must be validated against a gold standard switch, such as a chin switch, that taps into the same voluntary motion. Methods In this study, we report an experiment designed to gauge the concurrent validity of the infrared thermal switch. Ten able-bodied adults participated in a series of 3 test sessions where they simultaneously used both an infrared thermal and conventional chin switch to perform multiple trials of a number identification task with visual, auditory and audiovisual stimuli. Participants also provided qualitative feedback about switch use. User performance with the two switches was quantified using an efficiency measure based on mutual information. Results User performance (p = 0.16) and response time (p = 0.25) with the infrared thermal switch were comparable to those of the gold standard. Users reported preference for the infrared thermal switch given its non-contact nature and robustness to changes in user posture. Conclusions Thermal infrared access technology appears to be a valid single switch alternative for individuals with disabilities who retain voluntary mouth opening and closing.


2018 ◽  
Vol 2018 ◽  
pp. 1-9 ◽  
Author(s):  
Ramón Fuentes ◽  
Alain Arias ◽  
María Florencia Lezcano ◽  
Diego Saravia ◽  
Gisaku Kuramochi ◽  
...  

The aim of this study was to analyze the general, geometric, and kinematic characteristics of the masticatory cycle’s movements in a tridimensional way, using a method developed by our study group to provide a new insight into the analysis of mandibular movements due to advancement in the potential of computational analysis. Ten individuals (20.1 ± 2.69 years), molar class I, without mandibular movement problems participated in this study. The movements of the masticatory cycles, frontal and sagittal mandibular border movements, were recorded using 3D electromagnetic articulography and processed with computational scripts developed by our research group. The number of chewing cycles, frequency (cycles/s), chewing cycle areas/mandibular border movements areas ratios, and the mouth opening and closing speeds on the 3D trajectory of the chewing cycle were compared. The cycles were divided and analyzed in thirds. The masticatory cycles showed high variation among the individuals (21.6 ± 9.4 cycles); the frequency (1.46 ± 0.21 cycles/s) revealed a moderate positive correlation (R = 0.52) with the number of cycles. The frontal area ratios between the cycle area and the mandibular border movement presented higher values in the first third (6.65%) of the masticatory cycles, and the ratios of sagittal areas were higher and more variable (first, 7.67%; second, 8.06%; and third, 10.04%) than the frontal view. The opening and closing mouth speeds were greater in the second third of the masticatory cycles (OS, 57.82 mm/s; CS, 58.34 mm/s) without a significant difference between the opening and closing movements when the same thirds were evaluated. Further studies are necessary to improve the understanding of the masticatory cycles regarding the standardization of parameters and their values.


Author(s):  
Ismael Martínez Oviedo ◽  
Guadalupe Toledo Toledo ◽  
Eduardo Martínez Mendoza

El uso aplicaciones de dispositivos móviles como alternativa para el aprendizaje de matemáticas se ha incrementado en los niños; aunque su uso ha influido en el incremento del sedentarismo infantil. Se atiende la contradicción: uso de la tecnología sin sedentarismo a través de un videojuego y su tablero de baile. Su uso requiere que el usuario realice actividad física, evitando así, el sedentarismo. Se identificó la oportunidad de desarrollo por medio de la TRIZ. El videojuego se programó en el software Unity 3D™. El dispositivo se ha creado con tecnologías de libre acceso y materiales de bajo costo. Antes de seleccionar la última configuración, se probaron tres diseños diferentes. El videojuego está diseñado con niveles de dificultad acordes a los conocimientos del usuario. También posee herramientas que permiten conocer el desempeño de cada estudiante y la gestión de diferentes grupos. The use of apps in portable electronic devices has increased as important tool for mathematics teaching children.  Although, at the same time, children’s physical inactivity has increased. This contradiction is reversed through a basic mathematics videogame and its dancing board. To use it, the user has to do physical activity. This opportunity was identified by TRIZ Theory.  The videogame was programmed in Unity 3D™ software (free version). The device was made with free access technology and low costs materials. Before to define the best design, it was tested three different patterns. The videogame contains different difficulty levels according the user knowledge. It also has tools to identify every user performance and help to manage different class groups.


Author(s):  
Hideaki Takanobu ◽  
Takeo Maruyama ◽  
Atsuo Takahashi ◽  
Kayoko Ohtsuki ◽  
Masatoshi Ohnishi

2010 ◽  
Vol 9 (1) ◽  
Author(s):  
Negar Memarian ◽  
Anastasios N Venetsanopoulos ◽  
Tom Chau

CRANIO® ◽  
2004 ◽  
Vol 22 (4) ◽  
pp. 289-296 ◽  
Author(s):  
Kyoko Satoh ◽  
Youichi Yamasaki ◽  
Haruaki Hayasaki ◽  
Megumi Nishi ◽  
Minoru Nakata

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