User Interface
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Hasanin Mohammed Salman ◽  
Wan Fatimah Wan Ahmad ◽  
Suziah Sulaiman

2022 ◽  
Vol 10 (4) ◽  
pp. 605-616
Jody Hendrian ◽  
Suparti Suparti ◽  
Alan Prahutama

Investing in gold is a flexible choice because it can be sold at any time and used as an emergency fund. Investors should have the knowledge to predict data from time to time to achieve investment goals. One of the statistical methods for time series data modeling is ARIMA. The ARIMA model is strict with the assumptions that the data must be stationary, the residuals must be normally distributed, independent, and with constant variance, so an alternative model is proposed, namely nonparametric regression model, which has no modeling assumptions requirement. In this study, the daily world gold price data will be modeled using a local polynomial nonparametric model as an alternative because the assumptions in the ARIMA are not fulfilled. The data is divided into 2 parts, namely in sample data from January 2, 2020 to November 30, 2020 to form a model and out sample data from December 1, 2020 to December 31, 2020 used for evauation of model performance based on MAPE values. The chosen best model is the local polynomial model with Gaussian kernel function of degree 5, bandwidth of 373, and local point of 1744 with an MSE value of 482.6420. The local polynomial model out sample data MAPE value is 0.61%, indicating that the model has excellent forecasting capability. In this study, Graphical User Interface (GUI) using R software with the help of shiny package is also built, making data analyzing easier and generating more interactive display output. 

2022 ◽  
Vol 15 ◽  
Marcel Peter Zwiers ◽  
Stefano Moia ◽  
Robert Oostenveld

Analyses of brain function and anatomy using shared neuroimaging data is an important development, and have acquired the potential to be scaled up with the specification of a new Brain Imaging Data Structure (BIDS) standard. To date, a variety of software tools help researchers in converting their source data to BIDS but often require programming skills or are tailored to specific institutes, data sets, or data formats. In this paper, we introduce BIDScoin, a cross-platform, flexible, and user-friendly converter that provides a graphical user interface (GUI) to help users finding their way in BIDS standard. BIDScoin does not require programming skills to be set up and used and supports plugins to extend their functionality. In this paper, we show its design and demonstrate how it can be applied to a downloadable tutorial data set. BIDScoin is distributed as free and open-source software to foster the community-driven effort to promote and facilitate the use of BIDS standard.

2022 ◽  
Vol 4 (1) ◽  
Fatima Isiaka ◽  
Zainab Adamu ◽  
Muhammad A. Adamu

The paper seeks to demonstrates the likelihood of embedding a 3D gaze point on a 3D visual field, the visual field is inform of a game console where the user has to play from one level to the other by overcoming obstacles that will lead them to the next level. Complex game interface is sometimes difficult for the player to progress to next level of the game and the developers also find it difficult to regulate the game for an average player. The model serves as an analytical tool for game adaptations and also players can track their response to the game. Custom eye tracking and 3D object tracking algorithms were developed to enhance the analysis of the procedure. This is a part of the contributions to user interface design in the aspect of visual transparency. The development and testing of human computer interaction uses and application is more easily investigated than ever, part of the contribution to this is the embedding of 3-D gaze point on a 3-D visual field. This could be used in a number of applications, for instance in medical applications that includes long and short sightedness diagnosis and treatment. Experiments and Test were conducted on five different episodes of user attributes, result show that fixation points and pupil changes are the two most likely user attributes that contributes most significantly in the performance of the custom eye tracking algorithm the study. As the advancement in development of eye movement algorithm continues user attributes that showed the least likely appearance will prove to be redundant.

2022 ◽  
Vol 9 (1) ◽  
Yonatan Garkebo Doyoro ◽  
Ping-Yu Chang ◽  
Jordi Mahardika Puntu ◽  
Ding-Jiun Lin ◽  
Tran Van Huu ◽  

AbstractGeophysical modelling performs to obtain subsurface structures in agreement with measured data. Freeware algorithms for geoelectrical data inversion have not been widely used in geophysical communities; however, different open-source modelling/inversion algorithms were developed in recent years. In this study, we review the structures and applications of openly Python-based inversion packages, such as pyGIMLi (Python Library for Inversion and Modelling in Geophysics), BERT (Boundless Electrical Resistivity Tomography), ResIPy (Resistivity and Induced Polarization with Python), pyres (Python wrapper for electrical resistivity modelling), and SimPEG (Simulation and Parameter Estimation in Geophysics). In addition, we examine the recovering ability of pyGIMLi, BERT, ResIPy, and SimPEG freeware through inversion of the same synthetic model forward responses. A versatile pyGIMLi freeware is highly suitable for various geophysical data inversion. The SimPEG framework is developed to allow the user to explore, experiment with, and iterate over multiple approaches to the inverse problem. In contrast, BERT, pyres, and ResIPy are exclusively designed for geoelectric data inversion. BERT and pyGIMLi codes can be easily modified for the intended applications. Both pyres and ResIPy use the same mesh designs and inversion algorithms, but pyres uses scripting language, while ResIPy uses a graphical user interface (GUI) that removes the need for text inputs. Our numerical modelling shows that all the tested inversion freeware could be effective for relatively larger targets. pyGIMLi and BERT could also obtain reasonable model resolutions and anomaly accuracies for small-sized subsurface structures. Based on the heterogeneous layered model and experimental target scenario results, the geoelectrical data inversion could be more effective in pyGIMLi, BERT, and SimPEG freeware packages. Moreover, this study can provide insight into implementing suitable inversion freeware for reproducible geophysical research, mainly for geoelectrical modelling.

Data ◽  
2022 ◽  
Vol 7 (1) ◽  
pp. 9
Emilia Scalona ◽  
Doriana De Marco ◽  
Maria Chiara Bazzini ◽  
Arturo Nuara ◽  
Adolfo Zilli ◽  

There is a growing interest in action observation treatment (AOT), i.e., a rehabilitative procedure combining action observation, motor imagery, and action execution to promote the recovery, maintenance, and acquisition of motor abilities. AOT studies employed basic upper limb gestures as stimuli, but—in principle—the AOT approach can be effectively extended to more complex actions like occupational gestures. Here, we present a repertoire of virtual-reality (VR) stimuli depicting occupational therapy exercises intended for AOT, potentially suitable for occupational safety and injury prevention. We animated a humanoid avatar by fitting the kinematics recorded by a healthy subject performing the exercises. All the stimuli are available via a custom-made graphical user interface, which allows the user to adjust several visualization parameters like the viewpoint, the number of repetitions, and the observed movement’s speed. Beyond providing clinicians with a set of VR stimuli promoting via AOT the recovery of goal-oriented, occupational gestures, such a repertoire could extend the use of AOT to the field of occupational safety and injury prevention.

First Monday ◽  
2022 ◽  
Carlos A. Scolari ◽  
Fernanda Pires ◽  
Maria-Jose Masanet

Online gaming involves a complex and multidimensional set of practices. This article proposes understanding online video gaming based on an interface-centred approach that goes beyond the classic study of the “graphic user interface”. In this theoretical and analytical framework, the interface is considered the place where human, institutional and technological actors relate to each other and different processes are carried out. The article draws the data from empirical research with teens carried out in eight countries. It analyses the teenagers’ online playing experience as an interface, understood as a ‘network of actors’ that goes beyond the single video gaming device (console, PC, etc.). This work also presents a map of actors, relationships and processes of the online video gaming interface, paying particular attention to the tensions and critical issues that arise, from a perspective that, in further studies, could be expanded to other practices.

10.2196/30565 ◽  
2022 ◽  
Vol 6 (1) ◽  
pp. e30565
Anne-Marie Burn ◽  
Tamsin J Ford ◽  
Jan Stochl ◽  
Peter B Jones ◽  
Jesus Perez ◽  

Background Secondary schools are an ideal setting to identify young people experiencing mental health difficulties such as anxiety or depression. However, current methods of identification rely on cumbersome paper-based assessments, which are lengthy and time-consuming to complete and resource-intensive for schools to manage. Artemis-A is a prototype web app that uses computerized adaptive testing technology to shorten the length of the assessment and provides schools with a simple and feasible solution for mental health assessment. Objective The objectives of this study are to coproduce the main components of the Artemis-A app with stakeholders to enhance the user interface, to carry out usability testing and finalize the interface design and functionality, and to explore the acceptability and feasibility of using Artemis-A in schools. Methods This study involved 2 iterative design feedback cycles—an initial stakeholder consultation to inform the app design and user testing. Using a user-centered design approach, qualitative data were collected through focus groups and interviews with secondary school pupils, parents, school staff, and mental health professionals (N=48). All transcripts were thematically analyzed. Results Initial stakeholder consultations provided feedback on preferences for the user interface design, school administration of the assessment, and outcome reporting. The findings informed the second iteration of the app design and development. The unmoderated usability assessment indicated that young people found the app easy to use and visually appealing. However, school staff suggested that additional features should be added to the school administration panel, which would provide them with more flexibility for data visualization. The analysis identified four themes relating to the implementation of the Artemis-A in schools, including the anticipated benefits and drawbacks of the app. Actionable suggestions for designing mental health assessment apps are also provided. Conclusions Artemis-A is a potentially useful tool for secondary schools to assess the mental health of their pupils that requires minimal staff input and training. Future research will evaluate the feasibility and effectiveness of Artemis-A in a range of UK secondary schools.

S. J. Mahendra ◽  
Viswanath Talasila ◽  
Abhilash G. Dutt ◽  
Mukund Balaji ◽  
Abhishek C. Mouli

Functional electrical stimulation is an assistive technique that utilizes electrical discharges to produce functional movements in patients suffering from neurological impairments. In this work, a biphasic, programmable current- controlled functional electrical stimulator system is designed to enable hand grasping facilitated by wrist flexion. The developed system utilizes an operational amplifier based current source and is supported by a user interface to adjust stimulation parameters. The device is integrated with an accelerometer to measure the degree of stimulated movement. The system is validated, firstly, on two passive electrical loads and subsequently on four healthy volunteers. The device is designed to deliver currents between 0-30mA, and the error between the measured current and simulated current for two loads were -0.967±0.676mA and -0.995±0.97mA. The angular data from the accelerometer provided information regarding variations in movement between the subjects. The architecture of the proposed system is such that it can, in principle, automatically adjust the parameters of simulation to induce the desired movement optimally by measuring a stimulated movement artifact (e.g., angular position) in real time.

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