Your browser doesn't support javascript.
loading
Mostrar: 20 | 50 | 100
Resultados 1 - 5 de 5
Filtrar
Mais filtros










Base de dados
Intervalo de ano de publicação
1.
BMC Infect Dis ; 22(1): 322, 2022 Apr 01.
Artigo em Inglês | MEDLINE | ID: mdl-35365069

RESUMO

The world has been dealing with the SARS-COV-2 pandemic since December 2019 and a lot of effort has focused on tracking the spread of the virus by gathering information regarding testing statistics and generating viral genomic sequences. Unfortunately, there is neither a single comprehensive resource with global historical testing data nor a centralized database with summary statistics of the identified genomic variants. We merged different pre-aggregated historical testing data and complemented them with our manually extracted ones, which consist of 6852 historical test statistics from 76 countries/states unreported in any other dataset, at the date of submission, making our dataset the most comprehensive to date. We also analyzed all publicly deposited SARS-CoV-2 genomic sequences in GISAID and annotated their variants. Both datasets can be accessed through our interactive dashboard which also provides important insights on different outbreak trends across countries and states. The dashboard is available at https://bioinfo.lau.edu.lb/gkhazen/covid19 . A daily updated version of the datasets can be downloaded from github.com/KhazenLab/covid19-data.


Assuntos
COVID-19 , SARS-CoV-2 , COVID-19/epidemiologia , Surtos de Doenças , Genoma Viral , Genômica , Humanos , SARS-CoV-2/genética
2.
Annu Int Conf IEEE Eng Med Biol Soc ; 2019: 3498-3501, 2019 Jul.
Artigo em Inglês | MEDLINE | ID: mdl-31946632

RESUMO

Ambient sound monitoring is a widely used strategy to follow older adults, which could help them achieve healthy ageing with comfort and security. In a previous work, we have already developed a smart audio sensor able to recognize everyday life sounds in order to detect activities of daily living (ADL) and distress situations. In this paper, we propose to add a new functionality by analyzing the speech flow to detect the number of people in a room. The proposed algorithms are based on speaker diarization methods. This information can be used to better detect activities of daily life but also to know when the person is home alone. This functionality can also offer more comfort through light, heating and air conditioning adaptation to the number of people in an environment.


Assuntos
Atividades Cotidianas , Algoritmos , Tecnologia de Sensoriamento Remoto , Som , Idoso , Humanos , Qualidade de Vida , Fala
3.
JMIR Serious Games ; 5(3): e14, 2017 Jul 04.
Artigo em Inglês | MEDLINE | ID: mdl-28676468

RESUMO

BACKGROUND: The progress in information and communication technology (ICT) led to the development of a new rehabilitation technique called "serious game for functional rehabilitation." Previous works have shown that serious games can be used for general health and specific disease management. However, there is still lack of consensus on development and evaluation guidelines. It is important to note that the game performance depends on the designed scenario. OBJECTIVE: The objective of this work was to develop specific game scenarios and evaluate them with a panel of musculoskeletal patients to propose game development and evaluation guidelines. METHODS: A two-stage workflow was proposed using determinant framework. The development guideline includes the selection of three-dimensional (3D) computer graphics technologies and tools, the modeling of physical aspects, the design of rehabilitation scenarios, and the implementation of the proposed scenarios. The evaluation guideline consists of the definition of evaluation metrics, the execution of the evaluation campaign, the analysis of user results and feedbacks, and the improvement of the designed game. RESULTS: The case study for musculoskeletal disorders on the healthy control and patient groups showed the usefulness of these guidelines and associated games. All participants enjoyed the 2 developed games (football and object manipulation), and found them challenging and amusing. In particular, some healthy subjects increased their score when enhancing the level of difficulty. Furthermore, there were no risks and accidents associated with the execution of these games. CONCLUSIONS: It is expected that with the proven effectiveness of the proposed guidelines and associated games, this new rehabilitation game may be translated into clinical routine practice for the benefit of patients with musculoskeletal disorders.

4.
Sensors (Basel) ; 16(11)2016 Nov 15.
Artigo em Inglês | MEDLINE | ID: mdl-27854288

RESUMO

Exergames have been proposed as a potential tool to improve the current practice of musculoskeletal rehabilitation. Inertial or optical motion capture sensors are commonly used to track the subject's movements. However, the use of these motion capture tools suffers from the lack of accuracy in estimating joint angles, which could lead to wrong data interpretation. In this study, we proposed a real time quaternion-based fusion scheme, based on the extended Kalman filter, between inertial and visual motion capture sensors, to improve the estimation accuracy of joint angles. The fusion outcome was compared to angles measured using a goniometer. The fusion output shows a better estimation, when compared to inertial measurement units and Kinect outputs. We noted a smaller error (3.96°) compared to the one obtained using inertial sensors (5.04°). The proposed multi-sensor fusion system is therefore accurate enough to be applied, in future works, to our serious game for musculoskeletal rehabilitation.


Assuntos
Técnicas Biossensoriais/métodos , Reabilitação/métodos , Humanos , Fenômenos Fisiológicos Musculoesqueléticos
5.
Annu Int Conf IEEE Eng Med Biol Soc ; 2016: 1987-1990, 2016 Aug.
Artigo em Inglês | MEDLINE | ID: mdl-28268719

RESUMO

Serious games have been established as a complementary tool for conventional rehabilitation. This trend proved to be beneficial for both experts and patients since the first are able to assign and monitor virtual reality games for their patients to be executed at home, and the latter are greatly motivated by the challenges of these games rather than the repeatable and boring rehabilitation movements. In a previous work, we proposed a serious game for lower limb rehabilitation of the musculoskeletal system using the Microsoft KinectTM camera and a virtual environment. However, this system suffers from inaccurate kinematic measurement due to various external sources. Therefore, this paper explores various kinematic measurement technics to improve the accuracy of our system. Six real time orientation measurement algorithms were assessed and compared, using multiple types of sensors. The results obtained showed a better performance for our system. In fact, this study reinforced a clearer view on a low cost, real time portable system to be implemented at home.


Assuntos
Recuperação de Função Fisiológica , Fenômenos Biomecânicos , Simulação por Computador , Humanos , Modalidades de Fisioterapia
SELEÇÃO DE REFERÊNCIAS
DETALHE DA PESQUISA
...