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<p>The commentariat is still generally positive about Apple's unveiling last week of the newest model of Apple Watch, which comes packed with new and potentially life-saving health features ...
Apple enabled application developers to leverage the pressure sensitivity of trackpads and touchscreens into their own apps. 3D Touch was discontinued with the iPhone 11 and onwards. [4] Haptic Touch is a software feature on the iPhone XR (but not the iPhone XS) and later iPhone models that serves to replace the functionality that 3D touch had ...
SugarBeat, built by Nemaura Medical, is a wireless non-invasive blood glucose monitoring system using a disposable skin patch. The patch connects to a rechargeable transmitter which detects blood sugar and transfers the data to a mobile app every five minutes. The patch can be used for 24 hours.
This is an incomplete list of notable applications (apps) that run on iOS where source code is available under a free software/open-source software license.Note however that much of this software is dual-licensed for non-free distribution via the iOS app store; for example, GPL licenses are not compatible with the app store.
Glucose vs. plasma glucose: Glucose levels in plasma (one of the components of blood) are higher than glucose measurements in whole blood; the difference is about 11% when the hematocrit is normal. This is important because home blood glucose meters measure the glucose in whole blood while most lab tests measure the glucose in plasma.
Applications for monitoring of glucose, [45] [46] [47] alcohol, and lactate [45] or blood oxygen, breath monitoring, heartbeat, heart rate and its variability, electromyography (EMG), electrocardiogram (ECG) and electroencephalogram (EEG), body temperature, pressure (e.g. in shoes), sweat rate or sweat loss, levels of uric acid and ions – e.g ...
The iPhone App Store opened on July 10, 2008. [10] [11] [12] On July 11, the iPhone 3G was released and came pre-loaded with support for App Store. [13] [14] Initially apps could be free or paid, but then in 2009, Apple added the ability to add in-app purchases [15] which quickly became the dominant way to monetize apps, especially games.
Motion capture of two pianists' right hands playing the same piece (slow-motion, no-sounds) [1] Two repetitions of a walking sequence recorded using motion capture [2]. Motion capture (sometimes referred as mo-cap or mocap, for short) is the process of recording the movement of objects or people.
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