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Concept: Input device


Engaging, hands-on design experiences are key for formal and informal Science, Technology, Engineering, and Mathematics (STEM) education. Robotic and video game design challenges have been particularly effective in stimulating student interest, but equivalent experiences for the life sciences are not as developed. Here we present the concept of a “biotic game design project” to motivate student learning at the interface of life sciences and device engineering (as part of a cornerstone bioengineering devices course). We provide all course material and also present efforts in adapting the project’s complexity to serve other time frames, age groups, learning focuses, and budgets. Students self-reported that they found the biotic game project fun and motivating, resulting in increased effort. Hence this type of design project could generate excitement and educational impact similar to robotics and video games.

Concepts: Mathematics, Biology, Life, Education, Educational psychology, Input device, Gameplay, Game designer


Mobile devices are a ubiquitous part of American life, yet how families use this technology has not been studied. We aimed to describe naturalistic patterns of mobile device use by caregivers and children to generate hypotheses about its effects on caregiver-child interaction.

Concepts: Food, Personal digital assistant, Mobile device, Input device, Mobile computers


Visual function demands coordinated responses to information over a wide field of view, involving both central and peripheral vision. Visually impaired individuals often seem to underutilize peripheral vision, even in absence of obvious peripheral deficits. Motivated by perceptual training studies with typically sighted adults, we examined the effectiveness of perceptual training in improving peripheral perception of visually impaired youth. Here, we evaluated the effectiveness of three training regimens: (1) an action video game, (2) a psychophysical task that combined attentional tracking with a spatially and temporally unpredictable motion discrimination task, and (3) a control video game. Training with both the action video game and modified attentional tracking yielded improvements in visual performance. Training effects were generally larger in the far periphery and appear to be stable 12 months after training. These results indicate that peripheral perception might be under-utilized by visually impaired youth and that this underutilization can be improved with only ~8 hours of perceptual training. Moreover, the similarity of improvements following attentional tracking and action video-game training suggest that well-documented effects of action video-game training might be due to the sustained deployment of attention to multiple dynamic targets while concurrently requiring rapid attending and perception of unpredictable events.

Concepts: Better, Psychology, Improve, Vision, Visual perception, Input device, Video game genres, Field of view


This paper presents a low-cost microcontroller-based data acquisition device. The key component of the presented solution is a configurable microcontroller-based device with an integrated USB transceiver and a 12-bit analogue-to-digital converter (ADC). The presented embedded DAQ device contains a preloaded program (firmware) that enables easy acquisition and generation of analogue and digital signals and data transfer between the device and the application running on a PC via USB bus. This device has been developed as a USB human interface device (HID). This USB class is natively supported by most of the operating systems and therefore any installation of additional USB drivers is unnecessary. The input/output peripheral of the presented device is not static but rather flexible, and could be easily configured to customised needs without changing the firmware. When using the developed configuration utility, a majority of chip pins can be configured as analogue input, digital input/output, PWM output or one of the SPI lines. In addition, LabVIEW drivers have been developed for this device. When using the developed drivers, data acquisition and signal processing algorithms as well as graphical user interface (GUI), can easily be developed using a well-known, industry proven, block oriented LabVIEW programming environment.

Concepts: Computer, Input device, User interface, Personal computer, Operating system, Graphical user interface, Output, Human interface device


In this study, two D-A molecules NACANA and CANACA, based on carbazole (CA) donor and naphthalimide (NA) acceptor, with different D-A arrangement (A-D-A and D-A-D) were synthesized. The photophysical and electrochemical properties, microstructure and memory behaviors of both A-D-A and D-A-D molecules were systematically investigated. The fabricated devices ITO/NACANA or CANACA layer/Al with a simple sandwich configuration both exhibited volatile nature after shutting off the external electric field. Interestingly, NACANA showed ON-state retention time of ca. 12 min, longer than that of CANACA (ca. 6 min). The difference in retention ability of the programmed states could be assigned to the difference of the D-A arrangement. This type of retention ability adjustment by varying the arrangement of donor and acceptor segments may provide a guide of structure design for future organic-based specific memory devices with tunable volatile property.

Concepts: Time, Structure, Device, Property, Electron acceptor, Input device, Different


To compare success rates of a guidewire and microcatheter strategy vs the use of specialized crossing devices to traverse infrainguinal peripheral artery chronic total occlusions (CTOs).

Concepts: Input device


Multi-finger operations provide realistic and natural methods when interacting with remote or virtual environment. Hence, haptic devices with multi-finger input are highly desirable. MR (Magneto-rheological) actuators are preferable options in haptics, because they can produce larger passive torque and have larger torque-volume ratios than the conventional actuators. Among the existing haptic MR actuators, most of them are still bulky and heavy. If they were smaller and lighter, they would become more suitable for haptics. In this paper, a small-scale yet powerful MR actuator was designed to build a multi-finger interface for the 6 DOF haptic device. The compact structure was achieved by adopting the multi-disc configuration. Based on this configuration, the MR actuator can generate the maximum torque of 480 with dimensions of only 36 mm diameter and 18 mm height. Performance evaluation showed that it can exhibit a relatively high dynamic range and good response characteristics when compared with some other haptic MR actuators. The multi-finger interface is equipped with three MR actuators and can provide up to 8 N passive force to the thumb, index and middle fingers, respectively. An application example was used to demonstrate the effectiveness and potential of this new MR actuator based interface.

Concepts: Device, Force, Virtual reality, Actuator, High dynamic range imaging, Input device, Electric motor, Haptic technology


The Epilepsy Innovation Institute (Ei2) is a new research program of the Epilepsy Foundation designed to be an innovation incubator for epilepsy. Ei2 research areas are selected based on community surveys that ask people impacted by epilepsy what they would like researchers to focus on. In their 2016 survey, unpredictability was selected as a top issue regardless of seizure frequency or severity. In response to this need, Ei2 launched the My Seizure Gauge challenge, with the end goal of creating a personalized seizure advisory system device. Prior to moving forward, Ei2 convened a diverse group of stakeholders from people impacted by epilepsy and clinicians, to device developers and data scientists, to basic science researchers and regulators, for a state of the science assessment on seizure forecasting. From the discussions, it was clear that we are at an exciting crossroads. With the advances in bioengineering, we can utilize digital markers, wearables, and biosensors as parameters for a seizure-forecasting algorithm. There are also over a thousand individuals who have been implanted with ambulatory intracranial EEG recording devices. Pairing up peripheral measurements to brain states could identify new relationships and insights. Another key component is the heterogeneity of the relationships indicating that pooling findings across groups is suboptimal, and that data collection will need to be done on longer time scales to allow for individualization of potential seizure-forecasting algorithms.

Concepts: Algorithm, Science, Research, Device, Electroencephalography, Epilepsy, Seizure, Input device


Short sleep duration and poor sleep quality have been demonstrated to be associated with childhood obesity. It has been suggested that electronic entertainment and communication devices (EECDs) including TVs, computers, tablets, video games and cell phones interfere with sleep in children and youth. The aim of this study was to assess the impact that the use of EECDs in the hour before bedtime has on sleep and weight status to inform sleep promotion interventions and programs to prevent childhood obesity.

Concepts: Sleep, Childhood, Mobile phone, Input device, Video game


We present the evaluation of two well-known, low-cost consumer-grade EEG devices: the Emotiv EPOC and the Neurosky MindWave. Problems with using the consumer-grade EEG devices (BCI illiteracy, poor technical characteristics, and adverse EEG artefacts) are discussed. The experimental evaluation of the devices, performed with 10 subjects asked to perform concentration/relaxation and blinking recognition tasks, is given. The results of statistical analysis show that both devices exhibit high variability and non-normality of attention and meditation data, which makes each of them difficult to use as an input to control tasks. BCI illiteracy may be a significant problem, as well as setting up of the proper environment of the experiment. The results of blinking recognition show that using the Neurosky device means recognition accuracy is less than 50%, while the Emotiv device has achieved a recognition accuracy of more than 75%; for tasks that require concentration and relaxation of subjects, the Emotiv EPOC device has performed better (as measured by the recognition accuracy) by ∼9%. Therefore, the Emotiv EPOC device may be more suitable for control tasks using the attention/meditation level or eye blinking than the Neurosky MindWave device.

Concepts: Statistics, Input device, Emotiv Systems, NeuroSky