scholarly journals Augmented Reality Application to Enhance Training of Lumbar Puncture Procedure: Preliminary Results

10.29007/cthk ◽  
2019 ◽  
Author(s):  
Nikolay Sargsyan ◽  
Robertson Bassy ◽  
Xin Wei ◽  
Sathish Akula ◽  
Jueting Liu ◽  
...  

With the recent rapid development of Augmented Reality (AR) headsets, new possi- bilities emerge for applications of AR technologies. Today, publicly available AR headsets provide novel storytelling platforms, expand the vision of doctors and engineers, remove boundaries of educational processes and assist humanity in multiple endeavors.Our research encompasses various levels of the learning process by examining design principals and developing reliable software for multiple educational applications. This paper focuses on the software development process for an AR program that teaches the medical procedure known as the Lumbar Puncture. Our team utilized the Meta 2 headset by Metavision to create a software application to enhance the student experience and extend training effectiveness. We will discuss the requirements and specification for the future application, describe the development process and issues encountered for the current version of the application, as well as present preliminary results of testing and evaluation.

2019 ◽  
Vol 2019 (1) ◽  
pp. 237-242
Author(s):  
Siyuan Chen ◽  
Minchen Wei

Color appearance models have been extensively studied for characterizing and predicting the perceived color appearance of physical color stimuli under different viewing conditions. These stimuli are either surface colors reflecting illumination or self-luminous emitting radiations. With the rapid development of augmented reality (AR) and mixed reality (MR), it is critically important to understand how the color appearance of the objects that are produced by AR and MR are perceived, especially when these objects are overlaid on the real world. In this study, nine lighting conditions, with different correlated color temperature (CCT) levels and light levels, were created in a real-world environment. Under each lighting condition, human observers adjusted the color appearance of a virtual stimulus, which was overlaid on a real-world luminous environment, until it appeared the whitest. It was found that the CCT and light level of the real-world environment significantly affected the color appearance of the white stimulus, especially when the light level was high. Moreover, a lower degree of chromatic adaptation was found for viewing the virtual stimulus that was overlaid on the real world.


2021 ◽  
Vol 11 (6) ◽  
pp. 2871
Author(s):  
Ahmed Elsharkawy ◽  
Khawar Naheem ◽  
Dongwoo Koo ◽  
Mun Sang Kim

With the rapid development of interactive technology, creating systems that allow users to define their interactive envelope freely and provide multi-interactive modalities is important to build up an intuitive interactive space. We present an indoor interactive system where a human can customize and interact through a projected screen utilizing the surrounding surfaces. An ultra-wideband (UWB) wireless sensor network was used to assist human-centered interaction design and navigate the self-actuated projector platform. We developed a UWB-based calibration algorithm to facilitate the interaction with the customized projected screens, where a hand-held input device was designed to perform mid-air interactive functions. Sixteen participants were recruited to evaluate the system performance. A prototype level implementation was tested inside a simulated museum environment, where a self-actuated projector provides interactive explanatory content for the on-display artifacts under the user’s command. Our results depict the applicability to designate the interactive screen efficiently indoors and interact with the augmented content with reasonable accuracy and relatively low workload. Our findings also provide valuable user experience information regarding the design of mobile and projection-based augmented reality systems, with the ability to overcome the limitations of other conventional techniques.


Sensors ◽  
2021 ◽  
Vol 21 (10) ◽  
pp. 3480
Author(s):  
Walter Takashi Nakamura ◽  
Iftekhar Ahmed ◽  
David Redmiles ◽  
Edson Oliveira ◽  
David Fernandes ◽  
...  

The success of a software application is related to users’ willingness to keep using it. In this sense, evaluating User eXperience (UX) became an important part of the software development process. Researchers have been carrying out studies by employing various methods to evaluate the UX of software products. Some studies reported varied and even contradictory results when applying different UX evaluation methods, making it difficult for practitioners to identify which results to rely upon. However, these works did not evaluate the developers’ perspectives and their impacts on the decision process. Moreover, such studies focused on one-shot evaluations, which cannot assess whether the methods provide the same big picture of the experience (i.e., deteriorating, improving, or stable). This paper presents a longitudinal study in which 68 students evaluated the UX of an online judge system by employing AttrakDiff, UEQ, and Sentence Completion methods at three moments along a semester. This study reveals contrasting results between the methods, which affected developers’ decisions and interpretations. With this work, we intend to draw the HCI community’s attention to the contrast between different UX evaluation methods and the impact of their outcomes in the software development process.


Author(s):  
Varun Gupta ◽  
D. S. Chauhan ◽  
Kamlesh Dutta

Mobile software application development process must be matured enough to handle the challenges (especially market related) associated with the development of high quality mobile software development. Ever increasing number of both mobile users and mobile applications had presented software engineers with the challenge of satisfying billions of users with high quality software applications to be delivered within deadline and budgets. Always there had been a lot of pressure to develop complex software categorized by thousands of requirements, under resource constrained environment. Requirement prioritization is one of the activities undertaken by software engineer to deliver partial software product to its customers such that most important requirements are implemented in the earliest releases. During next releases some changed and pending requirements are implemented, an activity that generates ripple effects. Such ripple effects need to be tested by executing modified source code against test cases of previous releases (regression testing). Regression testing is a very effortful activity that requires a software tester to select test cases that have high fault detection capability, execute the modified code against selected test cases and performing debugging. This regression testing activity can be lowered to the maximum extend by considering dependencies between requirements during the time of requirement prioritization. Thus requirement prioritization will be carried out not only against aspects like cost, time, risks, business values etc but against dependencies also. The aim is to implement almost all dependent highest priority requirements in current release so that implementation of new requirements is unlikely to have ripple effects. Changes in requirements might not be related to variable usage and definition and might not involve a change in functionality. In such cases there is no need to select already executed test cases of previous versions. Module dependencies can lead to test case selections of previous versions if changes of requirement lead to ripple effects. This paper aims to implement highest priority requirements such that regression testing is performed to minimum thereby improving development process of mobile applications. The proposed technique had been successfully evaluated on Android based notification software application that meets the specification of Aakash tablets.


Author(s):  
Johannes Geilen ◽  
Willi J. Fuchs

Abstract In recent years the spectrum of applications for thermoplastics has experienced constant growth. They do not only exhibit good specific materials properties and lend themselves to costeffective processing, but it is also possible to manufacture products of great complexity. Numerous possibilities for structural configuration are thus presented, enabling product material and form to be adapted to specific requirements. Computer-aided simulation techniques are among the tools utilized in developing optimal components or products. This led to a design system which can accelerate the entire development process of a product or component. It starts from the idea and results in the production stage making use of multidisciplinary combination of C-technologies, structural analysis procedures, material data bases, production, inspection and testing. The propagated concept is significantly furthered by the rapid development in the areas of hardware and software. A comparison of a traditional development process with the development process utilizing the design system illustrates the possibilities which exist to exploit simulation thechniques in every stage of product development in order to enhance quality and reduce costs.


Sensors ◽  
2018 ◽  
Vol 18 (12) ◽  
pp. 4312 ◽  
Author(s):  
Yunzhu Chen ◽  
Xingwei Xue

With the rapid development of the world’s transportation infrastructure, many long-span bridges were constructed in recent years, especially in China. However, these bridges are easily subjected to various damages due to dynamic loads (such as wind-, earthquake-, and vehicle-induced vibration) or environmental factors (such as corrosion). Therefore, structural health monitoring (SHM) is vital to guarantee the safety of bridges in their service lives. With its wide frequency response range, fast response, simple preparation process, ease of processing, low cost, and other advantages, the piezoelectric transducer is commonly employed for the SHM of bridges. This paper summarizes the application of piezoelectric materials for the SHM of bridges, including the monitoring of the concrete strength, bolt looseness, steel corrosion, and grouting density. For each problem, the application of piezoelectric materials in different research methods is described. The related data processing methods for four types of bridge detection are briefly summarized, and the principles of each method in practical application are listed. Finally, issues to be studied when using piezoelectric materials for monitoring are discussed, and future application prospects and development directions are presented.


2019 ◽  
Author(s):  
Renee De Busser ◽  
Marie Groffi ◽  
Kathleen Hoffbauer ◽  
Elise Van der Borght ◽  
Jaan Toelen

Abstract Background YouTube has become an important educational platform. For biomedical students the site is a primary information source for informational and instructional videos on a variety of medical topics.This study examined the educational quality of instructional lumbar puncture procedure videos on YouTube.Methods The search strings “lumbar puncture medical procedure” and “spinal tap medical procedure” were used. The first 100 videos for each search string were assessed for eligibility. Video characteristics were documented. To evaluate the popularity of the videos the Video Power Index was calculated. Four validated checklists were used for video assessment: Lumbar Puncture Assessment Tool, reliability score, Global Quality Score, Attractiveness and Understandability score.Results Lumbar puncture videos had a median ratio of 8,90 views/day, 0,04 likes/day and a video power index of 14,44, which was lower compared to other categories of instructional videos (CPR and cake baking). The mean LumPAT score was 34/55, with only three videos scoring at least 44/55, the pass ratio of this assessment. The median reliability score was 3/4, the median GQS 3/5 (moderate quality) and the median AU score 6,5/8. Significant correlations were found between the LumPAT score and the video length (p = 0,003), the GQS (p < 0,001) and the AU score (p = 0,01).Conclusions In this study, only three out of the 23 videos passed the LumPAT score. The majority of the instructional videos are not suitable for the training of health care professionals and students in performing a lumbar puncture procedure.


Author(s):  
Nur'Aina Norhalim ◽  
Azniah Ismail

This paper presents an early development process of an augmented reality-based healthy diet tool prototype i.e. getting the initial requirements for the prototype. This tool is being developed using the evolutionary prototype model. Thus, the tool development will follow several complete 4-phase iterations of the prototype model.  To get the initial requirements, we have analysed several existing applications that are related to diet, food and cooking. We found out that the augmented reality is not a common feature. We had also conducted an interview with one of 2018 diet challenge participants. The interviewee welcomed the idea of having augmented reality in the diet tool with a condition that the feature should be designed to accommodate the users. Therefore, several iterations will be conducted to get the best specifications for a diet tool prototype and finding the best ways to embed the augmented reality features into the tool. We will also validate with experts sets of menu, advice and instructions to be used in the tool. It is hoped that our effort will help in developing a reliable, healthy diet tool with suitable augmented reality feature. 


2019 ◽  
Vol 4 (1) ◽  
pp. 53
Author(s):  
Lilian Setiawan

The city of Bandung had a rapid development. The growth and development process of the city is largely determined by the strategy of the government itself. Therefore, the government regulates the direction of urban growth through the formation of regulations. However, the current condition of regulations and arrangement of development are quite worrying. The process applied is not in line with regulations, the quality of the environment decreases because of the illegally grown land use of settlements Covenience in an area is also closely related to the conditions of nature environment. Like the existence of Cikapundung river which is no longer considered. It can be seen in riverside housing that increasingly wild and growing organically. The purpose of this study is to identify the physical arrangement of the environment and buildings in the Cikapundung riverside settlement Bandung and its influence on the application of regulations. The method used is 1) A quantitative approach at the stage of data collection and analysis with parametric simulation technique modeling, using Rhinoceros Grasshopper software; 2) A qualitative approach in forming conclusions relating to the prediction of the building mass compared to the existing conditions. Analysis was carried out based on applicable regulatory studies including Building Coverage Ratio (BCR), Floor Average Ratio (FAR), and River Border Line, then applied to the simulation of building shapes, and identified behavior of the inhabitants. This research is expected to be a guide to the strategy of planning, structuring, and developing architcture especially the building form in riverside settlements. Keywords : Building Regulations, Parametric Simulation, Riverside, Settlement


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