Comparing the efficiencies of breeding methods with field experiments is a costly, long-term process. QU-GENE is a highly flexible genetic and breeding simulation platform capable of simulating the performance of a range of different breeding strategies and for a continuum of genetic models ranging from simple to complex. In this chapter we describe some of the basic mechanics behind the QU-GENE user interface and give a simplified example of how it works.
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http://dx.doi.org/10.1007/978-1-4939-0446-4_11 | DOI Listing |
J Neural Eng
January 2025
Institute of Semiconductors Chinese Academy of Sciences, University of Chinese Academy of Sciences, Beijing, 100083, CHINA.
Objective: Steady-state visual evoked potentials (SSVEPs) rely on the photic driving response to encode electroencephalogram (EEG) signals stably and efficiently. However, the user experience of the traditional stimulation with high-contrast flickers urgently needs to be improved. In this study, we introduce a novel paradigm of grid stimulation with weak flickering perception, distinguished by a markedly lower proportion of stimulation area in the overall pattern.
View Article and Find Full Text PDFJ Neural Eng
January 2025
University of Pittsburgh, 1622 Locust St, Pittsburgh, Pennsylvania, 15219, UNITED STATES.
Real-world implementation of brain-computer interfaces (BCI) for continuous control of devices should ideally rely on fully asynchronous decoding approaches. That is, the decoding algorithm should continuously update its output by estimating the user's intended actions from real-time neural activity, without the need for any temporal alignment to an external cue. This kind of open-ended temporal flexibility is necessary to achieve naturalistic and intuitive control, but presents a challenge: how do we know when it is appropriate to decode anything at all? Activity in motor cortex is dynamic and modulates with many different types of actions (proximal arm control, hand control, speech, etc.
View Article and Find Full Text PDFZ Kinder Jugendpsychiatr Psychother
January 2025
Lehrstuhl für Medieninformatik | Entertainment Computing Group, Universität Duisburg-Essen, Deutschland.
Employing Emotional Virtual Characters for Teaching in Child and Adolescent Psychiatry Communication and interaction are central to teaching child and adolescent psychiatry, with practical exercises often needing more access to actual patients or actors. Virtual reality (VR) offers an innovative solution by enabling simulation-based learning. With the help of computer-generated, interactive characters, students can practice repeatedly and in a standardized way how to conduct a medical interview and acquire communication skills.
View Article and Find Full Text PDFSci Rep
January 2025
Center for Health Technology and Services Research (CINTESIS@RISE), School of Health Sciences, University of Aveiro, Aveiro, Portugal.
This study describes the process of designing and developing the user interface of a digital solution aiming to promote physical and cognitive training (DanceMove) and testing for its usability by community-dwelling older adults. This study is subdivided into four phases: (i) concept and ideation, (ii) design and development of the prototype, (iii) testing of the functional mock-ups, and (iv) testing of the prototype in the laboratory and in the real context of use. Through the different phases of the study technological and healthcare professionals and users were involved.
View Article and Find Full Text PDFJMIR Res Protoc
January 2025
Department of Public Health and Primary Care, KU Leuven-University of Leuven, Leuven, Belgium.
Background: Young patients aged 16 to 25 years with type 1 diabetes (T1D) often encounter challenges related to deteriorating disease control and accelerated complications. Mobile apps have shown promise in enhancing self-care among youth with diabetes. However, inconsistent findings suggest that further evidence is necessary to confirm the effectiveness of app-based interventions.
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