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Galaxy s6

Manufactured by Samsung
Sourced in Cameroon

The Samsung Galaxy S6 is a high-performance smartphone. It features a 5.1-inch Quad HD display, a 16-megapixel rear camera, and a 5-megapixel front-facing camera. The device is powered by an octa-core processor and 3GB of RAM. It offers various connectivity options, including 4G LTE, Wi-Fi, and Bluetooth.

Automatically generated - may contain errors

17 protocols using galaxy s6

1

Virtual Visits Enhance Patient Experience

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VisitU includes an Asus Zen Book UX305 with video card and video live streaming software, a 360° Theta S camera and a Samsung Galaxy S6 combined with Samsung GearVR goggles (Figure 1). Moreover, several free available VR apps especially designed for VR goggles were installed. Patients were free to use them next to the livestream. Patients received VisitU for 3-5 days during their hospitalization. Before the start of the experiment, the researcher (AB) briefly instructed the patients on the use of VisitU. Furthermore, written instructions were available on paper and online. In practice, patients utilized the Samsung Galaxy S6 and the Samsung VR goggles in the hospital, and parents used the laptop and 360° camera at home. When the camera was connected to the laptop, a virtual meeting could be created. Subsequently, an email invitation was sent to the smartphone, and by accepting the invitation, the live VR meeting would start automatically. The smartphone was then placed in the VR goggles, and patients could experience the virtual visit to their home. During the research period, VisitU updated their service and thereafter, the VR livestream opened directly through an app, and accepting the email invitation was no longer necessary.
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2

Wearable Continuous Cardiac Monitoring Protocol

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All testing data were collected from “Pulsewatch” smartwatches worn by the participants in the intervention group in Part II of our clinical trial study (NIH study ID: NCT03761394), which was a 14-day at-home, free-living protocol [23 (link)]. The participants wore a continuous AF monitoring ECG patch, approved by the FDA, which did not restrain their daily activities [23 (link)] and allowed us to collect a reference ECG signal. The “Pulsewatch” system was developed in Part I of our clinical trial study, and consisted of a smartwatch (Samsung Gear S3 or Galaxy Watch 3) and a smartphone (Samsung Galaxy S6, S10e, A50, or XCover Pro) pre-installed with our own applications for data collection and analysis. Only the smartwatch application software performed all signal processing tasks in near real-time including motion artifact and AF detection and our proposed PPG peak detection and PAC/PVC detection [18 (link)]; the smartphone application functioned as a data transfer hub to upload PPG data to our secure cloud server. Written informed consent forms were collected from all patient participants, and formal ethical approval for this study was obtained from the UMMS Institutional Review Board (IRB ID: H00016067) [23 (link)].
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3

Modified T-Test for Agility Assessment

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An adapted version of the T-test
27 (link)
was
used with its measurements reduced. This version of the test consists of a
frontal and posterior move of 5 (five meters), and two opposed lateral moves of
2.5 (two meters and fifty centimeters).
The test site was previously marked with orange paint spray for positioning the
“T” shaped cones. Four cones 24 cm high were placed in
each marked space and named A, B, C and D. The athlete had to stay just behind
cone A and wait for the call to start that was given from the countdown of 3
(three) seconds. The athlete quickly moved forward to cone B, then moved
laterally to cone C and laterally to cone D. Finally, the athlete moved
laterally to cone B and later to the beginning at cone A. When the subject
reached the cones B, C, and D, a squat movement was performed, followed by
touching the fingertips to the respective cones. The total test time (in
seconds) was recorded by two evaluators using two Samsung Galaxy S6 stopwatches
when the athlete reached cone A, signaling the end of the test. Trials with more
than 3% difference were not considered.
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4

MoCA Cantonese Speech Corpus for Older Adults

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The JCCOCC Montreal Cognitive Assessment (MoCA) Cantonese Speech corpus was collected by the CUHK Jockey Club Centre for Osteoporosis Care and Control. In the corpus, a MoCA test was conducted for each participant. There are 469 participants (both genders), each having an interactive spoken dialog session with an assessor. The average duration of the sessions is 26 min. The participants cover an age range of 72–100. The recordings were captured in a quiet office by two smartphones (iPhone 6 and Samsung Galaxy S6) placing at a distance from the participant, as shown in Figure 6. All of the 469 conversations were used in this work.
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5

Integrating VR and Icaros Platform

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The VR system employed the Gear VR headset version SM-R322 (Samsung Electronics) and gamepad for setting in-game options. The Icaros software was installed on a Galaxy S6 (Samsung Electronics) smartphone running Android 6.01. The integrated smartphone accelerometer and gyroscope paired with the head-mounted display allowed users to interact with the visual stimuli in virtual reality while maintaining their body position on the Icaros.
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6

Quantifying Cartilage Cross-Linking via Color

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Depending on the intensity of the cross‐linking, that is, ageing, the color of cartilage undergoes alterations from white (normal cartilage) to brown (cross‐linked cartilage).16 To quantify possible color changes as an indication of the cross‐linking following incubation with l‐threose, samples were placed side‐by‐side and digital images from the cartilage surface were captured from above (Samsung Galaxy S6, 12 Megapixels) at the same time during the day. The resulting RGB images were then converted to 32‐bit images and the average pixel intensity was calculated with imageJ.
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7

Fabrication of GNP-based Colorimetric Sensor

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In this study, the smartphone used was a Samsung Galaxy S6, which has an S800 CPU and a 13 M pixel camera. It enables image processing in real-time, and the high-resolution camera produces finely digitized images. A Varian Cary 100 UV-vis spectrophotometer (Varian Inc., Canterbury, Australia) was used to measure the absorption of colloidal GNP-based solutions. The size, shape, and distribution of GNPs were determined via transmission electron microscopy (TEM, Zeiss Libra 200, Zeiss Oberkochen, Germany). A digital pH-meter (Cyberscan 2100) was employed for pH measurements. The solutions were stirred using a Heidolph MR 3001 K magnetic stirrer (Schwa Bach, Germany). The Plexiglas was cut using Universal Laser Systems VLS2.30 (Scottsdale, U.S.). Oxygen plasma treatment of the PDMS surfaces was accomplished at 150 W and 400 mTorr oxygen pressure for 30 seconds using a plasma asher (Model PE II-A, Technics West Inc.).
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8

Smartphone-Powered Cell Imaging Protocol

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All the images were taken by a cell phone (Samsung Galaxy S6) and the paint software was used for image editing and dropping.
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9

Multimodal Video Recording for EVM Processing

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All video material from lab-based experiments was recorded using the built-in camera in a standard smartphone (Galaxy S6, Samsung, Seoul, South Korea) or a GoPro Hero 4 (GroPro Inc., San Mateo, CA, USA) compact camera applying spatiotemporal resolution settings as specified in Table 1. For the multi-camera recording of vocalizing elephants, the camera and built-in microphone of three different smartphones [Galaxy S6, Galaxy S6 Edge, and iPhone 6s (Apple Inc., Cupertino, CA, USA)] and two digital single-lens reflex cameras (Nikon D5300 with a AF-S DX NIKKOR 18–55 mm f/3.5–5.6G VR II lens and Canon Eos 300D with a Canon EFS 18-55mm f/3.5–5.6G Image stabilizer lens) were used.
Video material that was not produced with the intention of EVM processing was acquired from external online sources. The sand lizard video was produced by Ben Locke and was located on Flickr [63 ]; the giraffe video was produced by AliasAnimo and was located on YouTube [64 ]. Written permissions were obtained to apply the videos for EVM processing in the scope of the present study.
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10

Virtual Reality Gaming and Smartphone Usage Effects

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Samsung Gear VR SHMD (Gear VR Innovator Edition; Samsung, Suwon, Korea) were used in the study. Headsets were assembled with a smartphone (Galaxy S6; Samsung) with 1440 × 2560 resolution and 60 Hz refresh rate. A fixed-degree convex lens was positioned in front of each eye. The distance between the screen and the front of the subject’s eyes was approximately 50 mm to 65 mm. A control wheel at the top of the headset enabled the participants to adjust the inter-pupillary distance.
The participants used the devices while seated on a freely rotating chair. For the VR experiment, the participants freely played a VR game (Lands End, Ustwo Games, UK) that was graded as “comfortable” on a platform provided by Oculus for 2 h10 . For the smartphone experiment, the participants used a smartphone with a 5.1-inch light-emitting diode screen from the same manufacturer (Samsung) to play a game (Tetris, Electronic Arts, CA, USA) for 2 h. If the participants experienced discomfort while using the device, they were allowed a 5-min rest that was not included in the 2-h of playtime.
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