A new type of testing system used for antithrombotic pressure circulatory equipment has been developed, which realized a new method for the calibration of pressure sensor. Multi-path control and acquisition functions are achieved by this method based on human-computer interaction testing system. The precision of pressure sensor is obtained by polynomial fitting for each test point using linear interpolation method. The result showed that the precision test of pressure sensor could be realized easily and efficiently, using the developed testing system, and the parameters of pressure sensor could be calibrated effectively, so that it could be accurately used in the antithrombotic pressure circulatory equipment. The developed testing system has a prosperous future in the aspects of promotion and application.
The eye-computer interaction technology based on electro-oculogram provides the users with a convenient way to control the device, which has great social significance. However, the eye-computer interaction is often disturbed by the involuntary eye movements, resulting in misjudgment, affecting the users’ experience, and even causing danger in severe cases. Therefore, this paper starts from the basic concepts and principles of eye-computer interaction, sorts out the current mainstream classification methods of voluntary/involuntary eye movement, and analyzes the characteristics of each technology. The performance analysis is carried out in combination with specific application scenarios, and the problems to be solved are further summarized, which are expected to provide research references for researchers in related fields.
In an anti-thrombotic pressure circulatory device, relays and solenoid valves serve as core execution units. Thus the therapeutic efficacy and patient safety of the device will directly depend on their performance. A new type of testing system for relays and solenoid valves used in the anti-thrombotic device has been developed, which can test action response time and fatigue performance of relay and solenoid valve. PC, data acquisition card and test platform are used in this testing system based on human-computer interaction testing modules. The testing objectives are realized by using the virtual instrument technology, the high-speed data acquisition technology and reasonable software design. The two sets of the system made by relay and solenoid valve are tested. The results proved the universality and reliability of the testing system so that these relays and solenoid valves could be accurately used in the anti-thrombotic pressure circulatory equipment. The newly-developed testing system has a bright future in the aspects of promotion and application prospect.
Fatigue is an exhaustion state caused by prolonged physical work and mental work, which can reduce working efficiency and even cause industrial accidents. Fatigue is a complex concept involving both physiological and psychological factors. Fatigue can cause a decline of concentration and work performance and induce chronic diseases. Prolonged fatigue may endanger life safety. In most of the scenarios, physical and mental workloads co-lead operator into fatigue state. Thus, it is very important to study the interaction influence and its neural mechanisms between physical and mental fatigues. This paper introduces recent progresses on the interaction effects and discusses some research challenges and future development directions. It is believed that mutual influence between physical fatigue and mental fatigue may occur in the central nervous system. Revealing the basal ganglia function and dopamine release may be important to explore the neural mechanisms between physical fatigue and mental fatigue. Future effort is to optimize fatigue models, to evaluate parameters and to explore the neural mechanisms so as to provide scientific basis and theoretical guidance for complex task designs and fatigue monitoring.
Speech expression is an important high-level cognitive behavior of human beings. The realization of this behavior is closely related to human brain activity. Both true speech expression and speech imagination can activate part of the same brain area. Therefore, speech imagery becomes a new paradigm of brain-computer interaction. Brain-computer interface (BCI) based on speech imagery has the advantages of spontaneous generation, no training, and friendliness to subjects, so it has attracted the attention of many scholars. However, this interactive technology is not mature in the design of experimental paradigms and the choice of imagination materials, and there are many issues that need to be discussed urgently. Therefore, in response to these problems, this article first expounds the neural mechanism of speech imagery. Then, by reviewing the previous BCI research of speech imagery, the mainstream methods and core technologies of experimental paradigm, imagination materials, data processing and so on are systematically analyzed. Finally, the key problems and main challenges that restrict the development of this type of BCI are discussed. And the future development and application perspective of the speech imaginary BCI system are prospected.
In order to address the problem of traditional dolphin adjuvant therapy such as high cost and its limitation in time and place, this paper introduces a three-dimensional virtual dolphin adjuvant therapy system based on virtual reality technology. By adopting Oculus wearable three-dimensional display, the system combined natural human-computer interaction based on Leap Motion with high-precision gesture recognition and cognitive training, and achieved immersive three-dimensional interactive game for child rehabilitation training purposes. The experimental data showed that the system can effectively improve the cognitive and social abilities of those children with autism spectrum disorder, providing a useful exploration for the rehabilitation of those children.
Males typically have high rates of morbidity of primary bladder neck obstruction, while the existing urodynamic examination is invasive and more likely to cause false diagnosis. To build a non-invasive biomechanical detecting system for the male lower urinary tract, a finite element model for male lower urinary tract based on the collodion slice images of normal male lower urinary tract was constructed, and the fluid-structure interaction of the lower urinary tract was simulated based on the real urination environment. The finite element model of the lower urinary tract was validated by comparing the clinical experiment data with the simulation result. The stress, flow rate and deformation of the lower urinary tract were analyzed, and the results showed that the Von Mises stress and the wall shear stress at the membrane sphincter in the normal male lower urinary tract model reached a peak, and there was nearly 1 s delay than in the bladder pressure, which helped to validate the model. This paper lays a foundation for further research on the urodynamic response mechanism of the bladder pressure and flow rate of the lower urinary tract obstruction model, which can provide a theoretical basis for the research of non-invasive biomechanical detecting system.
Brain-computer interface (BCI) can establish a direct communications pathway between the human brain and the external devices, which is independent of peripheral nerves and muscles. Compared with invasive BCI, non-invasive BCI has the advantages of low cost, low risk, and ease of operation. In recent years, using non-invasive BCI technology to control devices has gradually evolved into a new type of human-computer interaction manner. Moreover, the control strategy for BCI is an essential component of this manner. First, this study introduced how the brain control techniques were developed and classified. Second, the basic characteristics of direct and shared control strategies were thoroughly explained. And then the benefits and drawbacks of these two strategies were compared and further analyzed. Finally, the development direction and application prospects for non-invasive brain control strategies were suggested.
Medical whole-body positron emission tomography (PET), one of the most successful molecular imaging technologies, has been widely used in the fields of cancer diagnosis, cardiovascular disease diagnosis and cranial nerve study. But, on the other hand, the sensitivity, spatial resolution and signal-noise-ratio of the commercial medical whole-body PET systems still have some shortcomings and a great room for improvement. The sensitivity, spatial resolution and signal-noise-ratio of PET system are largely affected by the performances of the scintillators and the photo detectors. The design of a PET system is usually a trade-off in cost and performance. A better image quality can be achieved by optimizing and balancing the key components which affect the system performance the most without dramatically increases in cost. With the development of the scintillator, photo-detector and high speed electronic system, the performance of medical whole-body PET system would be dramatically improved. In this paper, we report current progresses and discuss future directions of the developments of technologies in medical whole-body PET system.
Objective To explore the influencing factors of internet game addiction among middle school students. Methods Students from a certain district in Sichuan between September 2022 and March 2023 were included as participants. Basic information such as gender, age, whether the subjects were only children, place of residence, parental education, and subjective economic status were investigated. The nine-item Internet Gaming Disorder Scale-short form was used to investigate whether participants had internet game addiction, and the Berkman-Syme Social Network Index was used to evaluate the participants’ social level. Multiple linear regression analysis was used to conduct multivariate analysis to explore the influencing factors of internet game addiction. Results A total of 594 questionnaires were distributed, and 592 valid questionnaires were ultimately obtained. The detection rate of internet game addiction was 12.0%. Multiple linear regression analysis showed that gender (t=−8.281, P<0.001), age (t=3.211, P=0.001), subjective economic status in the region (t=2.025, P=0.043), and social level (t=−4.239, P<0.001) were the influencing factors of online game addiction. Due to the P value was close to the set test level (0.05), subjective economic status in the region was not considered an influencing factor of internet game addiction. Conclusion Teenagers with male gender, older age, and lower social skills are more likely to develop addiction to internet games.