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1.
Vet Comp Orthop Traumatol ; 35(6): 381-389, 2022 Nov.
Artigo em Inglês | MEDLINE | ID: mdl-35815627

RESUMO

OBJECTIVE: The aim of this study was to compare the accuracy of pedicle screw placement at the canine lumbosacral junction using a novel unilateral three-dimensional printed patient-specific guide (3D-PSG) versus a freehand drilling technique. Additionally, accuracy of screw placement between a novice and an experienced surgeon was determined. STUDY DESIGN: Preoperative computed tomography images from 20 lumbosacral cadaveric specimens were used to design a novel unilateral 3D-PSG for the L7 and sacral vertebrae which was printed in acryl-nitrile butadiene styrene plastic. A novice and an expert surgeon each placed 3.5mm cortical screws in 10 cadavers; on the left using the unilateral 3D-PSG and by the freehand (anatomic landmark) technique on the right. RESULTS: Sixty screws were placed using the unilateral 3D-PSG and 60 using the freehand technique. There was no statistical difference in accuracy for the comparison between methods performed by the expert (p = 0.679) and novice (p = 0.761) surgeon, nor between an expert and novice surgeon overall (p = 0.923). Unexpectedly, the use of a unilateral 3D-PSG increased variability for the expert surgeon in our study (p = 0.0314). CONCLUSION: Using a novel unilateral 3D-PSG did not improve the accuracy of screw placement for lumbosacral stabilization by a novice surgeon compared with an expert surgeon in lumbar spine surgery. This may reflect a suboptimal PSG design.


Assuntos
Parafusos Pediculares , Fusão Vertebral , Cirurgiões , Cães , Animais , Humanos , Parafusos Pediculares/veterinária , Fusão Vertebral/métodos , Fusão Vertebral/veterinária , Tomografia Computadorizada por Raios X/veterinária , Tomografia Computadorizada por Raios X/métodos , Impressão Tridimensional , Vértebras Lombares/cirurgia
2.
ACS Synth Biol ; 8(1): 191-193, 2019 01 18.
Artigo em Inglês | MEDLINE | ID: mdl-30403869

RESUMO

The Synthetic Biology Open Language (SBOL) is a data standard for the representation of engineered biological systems. SBOL is implemented in the form of software libraries which can be used to add SBOL support to both new and existing software tools. While existing libraries allow for software to be developed that runs on a server or is installed locally, they lack the capability to create SBOL software that runs directly in a Web browser. Here, we address this issue by presenting sboljs, a JavaScript software library for SBOL that is capable of being used both on the server and in the Web browser.


Assuntos
Biologia Sintética/métodos , Internet , Linguagens de Programação , Software
3.
Int J Soc Psychiatry ; 54(4): 370-82, 2008 Jul.
Artigo em Inglês | MEDLINE | ID: mdl-18720897

RESUMO

BACKGROUND: There has been research on the use of offline video games for therapeutic purposes but online video game therapy is still fairly under-researched. Online therapeutic interventions have only recently included a gaming component. Hence, this review represents a timely first step toward taking advantage of these recent technological and cultural innovations, particularly for the treatment of special-needs groups such as the young, the elderly and people with various conditions such as ADHD, anxiety and autism spectrum disorders. MATERIAL: A review integrating research findings on two technological advances was conducted: the home computer boom of the 1980s, which triggered a flood of research on therapeutic video games for the treatment of various mental health conditions; and the rise of the internet in the 1990s, which caused computers to be seen as conduits for therapeutic interaction rather than replacements for the therapist. DISCUSSION: We discuss how video games and the internet can now be combined in therapeutic interventions, as attested by a consideration of pioneering studies. CONCLUSION: Future research into online video game therapy for mental health concerns might focus on two broad types of game: simple society games, which are accessible and enjoyable to players of all ages, and online worlds, which offer a unique opportunity for narrative content and immersive remote interaction with therapists and fellow patients. Both genres might be used for assessment and training purposes, and provide an unlimited platform for social interaction. The mental health community can benefit from more collaborative efforts between therapists and engineers, making such innovations a reality.


Assuntos
Internet , Transtornos Mentais/terapia , Psicoterapia/instrumentação , Terapia Assistida por Computador/instrumentação , Jogos de Vídeo , Humanos
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