soft and hardware
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2021 ◽  
Vol 11 (4) ◽  
pp. 196-201
Author(s):  
K. Zvinoera ◽  
I. D. Olaru ◽  
P. Khan ◽  
J. Mutsvangwa ◽  
C. M. Denkinger ◽  
...  

SETTING: Governmental health facilities performing TB diagnostics in Manicaland, Zimbabwe.OBJECTIVE: To investigate the effect of making Xpert® MTB/RIF the primary TB diagnostic for all patients presenting with presumptive TB on 1) the number of samples investigated for TB, 2) the proportion testing TB-positive, and 3) the proportion of unsuccessful results over time.DESIGN: This retrospective study used data from GeneX-pert downloads, laboratory registers and quality assurance reports between 1 January 2017 and 31 December 2018.RESULTS: The total number of Xpert tests performed in Manicaland increased from 3,967 in the first quarter of 2017 to 7,011 in the last quarter of 2018. Mycobacterium tuberculosis DNA was detected in 4.9–8.6% of the samples investigated using Xpert, with a higher yield in 2017 than in 2018. The overall proportion of unsuccessful Xpert assays due to “no results”, errors and invalid results was 6.3%, and highly variable across sites.CONCLUSION: Roll out of more sensitive TB diagnostics does not necessarily result in an increase of microbiologically confirmed TB diagnosis. While the number of samples tested using Xpert increased, the proportion of TB-positive tests decreased. GeneXpert soft- and hardware infrastructure needs to be strengthened to reduce the rate of unsuccessful assays and therefore, costs and staff time.


Author(s):  
Robin Lüddecke ◽  
Anna Felnhofer

AbstractOver the past decades, virtual reality (VR) has found its way into biofeedback (BF) therapy programs. Using VR promises to overcome challenges encountered in traditional BF such as low treatment motivation, low attentional focus and the difficulty of transferring learnt abilities to everyday life. Yet, a comprehensive research synthesis is still missing. Hence, this scoping review aims to provide an overview over empirical studies on VR based BF regarding key outcomes, included samples, used soft- and hardware, BF parameters, mode of application and potential limitations. We systematically searched Medline, PsycINFO, Scopus, CINAHL, Google Scholar and Open Grey for empirical research. Eighteen articles met the inclusion criteria. Samples mostly consisted of healthy (44.4%) and/or adult (77.7%) participants. Outcomes were mainly anxiety (44.4%), stress (44.4%) or pain reduction (11.1%), which were reduced by the VR-BF interventions at least as much as by classical BF. Participants in VR-BF interventions showed higher motivation and involvement as well as a better user experience. Heart rate or heart rate variability were the most frequently used BF parameters (50.0%), and most VR-BF interventions (72.2%) employed a natural environment (e.g., island). Currently, there is no clear evidence that VR-BF is more effective than traditional BF. Yet, results indicate that VR-BF may have advantages regarding motivation, user experience, involvement and attentional focus. Further research is needed to assess the specific impact of VR and gamification. Also, testing a broader range of clinical and younger samples would allow more far-reaching conclusions.


2021 ◽  
Author(s):  
Matthias Ludwig ◽  
Alexander Hepp ◽  
Michaela Brunner ◽  
Johanna Baehr

Trust and security of microelectronic systems are a major driver for game-changing trends like autonomous driving or the internet of things. These trends are endangered by threats like soft- and hardware attacks or IP tampering -- wherein often hardware reverse engineering (RE) is involved for efficient attack planning. The constant publication of new RE-related scenarios and countermeasures renders a profound rating of these extremely difficult. Researchers and practitioners have no tools or framework which aid a common, consistent classification of these scenarios. In this work, this rating framework is introduced: the common reverse engineering scoring system (CRESS). The framework allows a general classification of published settings and renders them comparable. We introduce three metrics: exploitability, impact, and a timestamp. For these metrics, attributes are defined which allow a granular assessment of RE on the one hand, and attack requirements, consequences, and potential remediation strategies on the other. The system is demonstrated in detail via five case studies and common implications are discussed. We anticipate CRESS to evaluate possible vulnerabilities and to safeguard targets more proactively.


2021 ◽  
Author(s):  
Matthias Ludwig ◽  
Alexander Hepp ◽  
Michaela Brunner ◽  
Johanna Baehr

Trust and security of microelectronic systems are a major driver for game-changing trends like autonomous driving or the internet of things. These trends are endangered by threats like soft- and hardware attacks or IP tampering -- wherein often hardware reverse engineering (RE) is involved for efficient attack planning. The constant publication of new RE-related scenarios and countermeasures renders a profound rating of these extremely difficult. Researchers and practitioners have no tools or framework which aid a common, consistent classification of these scenarios. In this work, this rating framework is introduced: the common reverse engineering scoring system (CRESS). The framework allows a general classification of published settings and renders them comparable. We introduce three metrics: exploitability, impact, and a timestamp. For these metrics, attributes are defined which allow a granular assessment of RE on the one hand, and attack requirements, consequences, and potential remediation strategies on the other. The system is demonstrated in detail via five case studies and common implications are discussed. We anticipate CRESS to evaluate possible vulnerabilities and to safeguard targets more proactively.


2021 ◽  
Vol 1 ◽  
pp. 240-251
Author(s):  
Dmitriy A. Primakov ◽  
Stanislav O. Shevchuk ◽  
Elena S. Cheremisina

In the article the current problems and the perspectives of compound monitoring and positioning systems based on domestic Russian GNSS receivers are considered. Modernized concepts of those systems are proposed for the issues solving by the perspective GNSS receivers and geodetic net software. The systems based on those technologies are also overviewed. The conclusions on specifications, form-factors and the features of potential receivers are made. Four models of potential GNSS receivers are given based on earlier research and experimental design developments of Russian Institute of Radio-navigation and Time (RIRT). The perspective software modifications for various-purpose GNSS networks are also overviewed. The propositions are summarized with conceptual systems of local automatized geodetic network and the system of plan-height position control. The structure and features of the systems are overviewed. The conclusions of the works were made and the future continuation of the works are given.


2021 ◽  
Vol 16 (4) ◽  
pp. 50-53
Author(s):  
Steffen Seidt ◽  
Thomas Winz ◽  
Ralf Sondershaus ◽  
Ilona Rutkiewicz

2021 ◽  
Author(s):  
Christian Alexander Garske ◽  
Matthew Dyson ◽  
Sigrid Dupan ◽  
Graham Morgan ◽  
Kianoush Nazarpour

UNSTRUCTURED Serious games show a lot of potential for use in movement rehabilitation, for example, after a stroke, injury to the spinal cord or limb loss. However, the diverse nature of this research leads to diversity both in the background of the researchers and in the approaches of their investigation. Our close examination and categorization of virtual training for upper limb prosthetic rehabilitation affiliated the researchers to two broad approaches (1) focusing on the game design aspects to increase engagement and muscle training and (2) concentrating on an accurate representation of prosthetic training tasks, to induce task-specific skill transfer. Previous studies indicate muscle training alone does not lead to improved prosthetic control without a transfer enabling task structure. However, literature shows an incredible surge in the number of game-based prosthetic training tools recently, focusing on the engagement without heeding the importance of transfer. This influx appears to have been strongly influenced by the availability of both soft- and hardware, specifically the launch of a commercially available acquisition device and freely available high profile game development engines. We finally share our perspective on the current trends and progress of serious games for prosthetic training.


Author(s):  
Elena Grigoryeva ◽  
Elena Nikolaeva ◽  
Elena Semenova

В статье подробно рассматривается современный научный задел по проблеме создания адаптивной среды для слабовидящих и незрячих студентов педагогического вуза. Авторы приводят психофизиологические характеристики слабовидящих и незрячих лиц. Анализируются данные опроса преподавателей по проблеме обучения слабовидящих и незрячих студентов. Приводятся программные и аппаратные средства обучения слабовидящих и незрячих, позволяющие в значительной степени облегчить процесс обучения студентов с нарушениями зрения, описывается опыт их применения и выявляются наиболее эффективные из них.The article gives detailed consideration of modern scientific research made on the problem of creation of adaptive environment for visually impaired students in teacher training universities. The authors give psychophysiological features of blind and partially sighted persons. The research also analyses the results of the survey conducted among teachers which is based on the problem of teaching blind and partially sighted students, describes different types of software and hardware used for teaching visually impaired students and which allow to facilitate teaching process of such students, outlines practice of implementation of the described soft- and hardware and reveals the most efficient kinds.


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